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Lets talk about the swords of the game. It is a topic made simply to discuss about swords and give some nice suggestion. I did not create this topic to complain about scythe, because I liked that update Full str wm 100+ str build Blood katana and bone sword stands in the top for obvious reason, and I think that the balance between the two was well made (one is faster and deal less dmg, and the other is slower but deal more damage). If you can't afford those swords, bandit blade should be the best choice since it has the same damage as bone and the same attack speed as blood katana. Chakra is not really a problem for full str wm. Shirokata and the lower tier swords has too low damage to be worth going over 100 str for it. 100 str build for exactly 100 strength, I feel like shirokata was probably meant to be compared to bandit blade since they are from the same lvl (40) and have the same str req (100). And to be honest, they are both comparable swords, shirokata is faster and regen chakra but deal less damage, and bandit blade is slightly slower and deal more damage. I think that the balance between the two was well made. Unfortunately, there is no reason to go for a 100 str build as a full strength weapon master since blood katana and bone sword was introduced. And now that the lvl cap is 60 those two swords are obsolete and are only good to be in our swords collections. Making them to be 85/90 str req should fix the problem everyone sees with those swords without having to change the way they work. Not to mention that there is a huge gap of str req (75 str to 100 str) while the str req from other swords just do jumps of 10 str. less than 100 str build All the lower tier swords make sense because they gradually become better and better when you lvl up. Everything is fine until muramasa appear at lvl 30 with 80 str req while religious katana is lvl 40 with 70 str req. It makes sense that religious katana is the better sword between the 2 since it is the higher lvl sword. But the str req of muramasa being higher than reli while being a lower lvl sword is disturbing. Making the str req the same or maybe lower than religious should be a simple fix for that sword. As an example, the double sword is lower lvl than reli but has the same str req (it is the only sword that pushes the users sometimes so it is the only reason people would want to use it). People would still have no reason to use muramasa if it has the same str req as religious since it has no special trick but at least it would be less bad than now and would be a good choice for lowbies. Hybrid wm 100+ str build Blood katana is definitely the best sword for hybrid over 100 strength (110). Its huge damage make it worth sacrificing hp/chakra and intellect and it gives a bonus of +5 chakra to help the hybrid fighters. Bone sword, shirokata, and bandit blade lower damage (and no added stats) make those swords hard to synergize well with any other masteries. less than 100 str build (75/70 str build) This is in my opinion the best for hybrid weapon master. Iron scythe and religious katana are probably meant to be compared since they are around the same lvl range and str req and are the last high lvl swords in the game (lvl 40+ below the 100 str req). The unique look of the scythe makes it stands out more. But the scythe should share the same str req as religious katana since religious katana now give +3 points in chakra. When we compare the balance between religious and scythe with bandit blade and shirokata or blood katana and bone sword we notice that both swords share the same str req, the fact that it is different for reli and scythe for no obvious reason is disturbing too. Lower lvl tier swords are meant for lowbies and I believe that no lowbies have 2 masteries yet to split stats Overall weapon master is probably the masteries with the highest content in the game, and the only thing that makes other swords seems useless (like shirokata, bandit blade and muramasa) is their str req compared to other swords. Making their strength req lower now that high lvl swords are in the game will make sense and would probably give more diversity in the build of hybrid weapon master. I think it was a good summary of the situations of swords right now, and I think I gave some good suggestions that are not game breaking but if you have something better in mind feel free to comment.
Hello Nin Onliners and welcome to the Mastery Guide of Nin. This Guide will give you a rough summary of what each Mastery is about and the playstyles revolving said masteries. Also the current High to bottom tier of each mastery. I will also update that tier list every month due to the "Metta" always changing. *Please Note: If you pick a mastery strictly because it is top tier at the moment or high in the Metta food change just keep it mind it does change. Choose a mastery because that's who your ninja character is not because it's the hot thing. Also this is my view on each mastery and not the actual lookout on them from Rory's perspective or the rest of the community so please don't bash or slander what is said here but simply provide positive feedback until the topic is locked.* List of all Masteries Fire Water Earth Medic Lightning Weapon Master Wind Taijutsu Bubble ------------------------------------------- Tier List Tier S - Gentle Fist Tier A - Taijutsu, Water, Weapon Master(Strength), Wind Tier B - Fan, Earth, Medic(Int), Fire Tier C - Fire Tier D - Bubble *Fire is classed as Tier B and Tier C because it's CC and Damage make it Tier B but the casting times, chakra cost, and self stuns make it a Tier C* Also this Tier list is how I see them and not the collective of the community. Tier List is also Subject to change along with the Metta. ----------------------------------------------- Fire - Fire is one of Nin's most original masteries and was one of the first created in the game. Fire mastery is used a lot by new players and experienced ones due to the fact that their abilities have a lot of Crowd Control with long range and High Base Damage. The Jutsus of the fire mastery can damage multiple opponents at once and cause a Damage over Time Burn status to who is hit increasing the damage output of that jutsu. Fire is GREAT for training and farming for items in the game. The downside to using fire however is that the jutsus take a moderate amount of chakra to use and several of the jutsus require you to cast, aim, and you can even get self stunned from using them. Water - Water is one of the most balanced masteries Nin can offer and has nice utility with its jutsus. Water has some of everything that everyone likes when it comes to playing the game. Crowd Control, Stun, and Knockback are things people like and this is where you can get it. Water is great for training and it's jutsus aren't as hard to land as some of the other masteries. Water has a second substitution jutsu which comes in handy with escaping and has a stunning jutsu called Water Prison. Water is overall balanced in terms of damage and chakra cost making it new player friendly and easy to use. The downside of water is that Water prison takes a while to master so don't expect to land it in fights at levels 1 and 2. Water Shark is also terribly hard to land due to you needing to stand still and cast it giving your opponent time to evade the move. Bubble - "Who's your bubble buddy? That's right I am!" Bubbles utilize a weapon known as a Bubble Pipe which can only be used as a Neo - Mist Ninja. These Pipes require 20 strength and allows you to place bubbles on the ground that snare opponents. Bubble users aren't the best damagers at moment but that may change in the future who knows! Bubble has quite the utility ranging from several jutsus that stun such as Great Bubble Shark, Soap Bubble, and Bubble Spray! These jutsus will keep you snare locked and make you think twice about running into a bubble. We have SpongeBob beat at blowing bubbles because ours are deadly! Moderate Chakra Cost, Average Damage, and Great Support/Utility is what this mastery brings you. You also have a deadly Bubble Clone that hits like a truck but can easily be popped by a needle so WATCH OUT!! Choose your path Wisely. Earth - Earth is 1 of the most crowd control oriented mastery's and most defensive mastery in the game. Earth allows you to knockback, snare, and slow several opponents at once with its jutsus and even gives you the ability to create an Earth Wall which can repel most if not all ranged attacks until it's destroyed or disappears. Earth has 1 of the best AOE Snaring jutsus in the game as well called Earth Prison which allows you to bind several opponents at once at given levels. Earth revolves around team play mainly due to its innate nature to Crowd Control everything it also has great synergy with almost every elemental mastery. The down side with earth is the Chakra cost on a few of the moves and the need to stand still to cast the jutsus. If you can manage with that its good. Lightning - The Mastery that rules Stuns; Lightning is a deadly mastery but takes a lot of skill to use solo. Lightning has 4 stunning jutsus one of them being the famous Lightning Cutter Technique that sets up for outstanding combos and does great damage. Lightning is great in 1v1 battles and team battles due to their stuns and the little crowd control that they have from the jutsu Lightning Current. Lightning cutter also sets up combos for teammates. Training wise lightning is a little slower than most masteries due to not having not as much Crowd Control. It's more of a single target mastery. The downsides of lightning is that the jutsus require precision and timing to land certain moves and requires a decent amount of chakra as the moves cost quite a bit. Wind - A strong wind that can blow you away! Wind is a mastery that consist of High damage and Long range techniques. Jutsus Like drilling air bullets or vacuum sphere has high damage and long range going up to 15 tiles away. Wind requires great accuracy when using it's jutsus with moderate to high chakra cost. The highest chakra costing jutsu cost 52 chakra but does high damage as a result. Wind also has the ability to knockback the opponent but again only if you can land the jutsu. If you're from the Neo-Sand Village Wind also has a sub path which uses Fans and the strength stat instead of the intelligence stat. Fan - Fan is a mastery than uses tools to blow strong winds and force you to fly in the direction they want you to. They have Close to Mid Range fighting capabilities and if you take them lightly they will make you pay for it. Using signature jutsus like Slashing Tornadoes to set up combos and knocking enemies back and slowing them with skills like Wind Mask make them a threat. Moderate Chakra Cost with great damage. A little slower than other masteries but the burst damage is great. They can cause bleeding with slicing winds from a distance and create cyclones right in front of them. With great crowd control and the use of a fan you'll have a hard time getting close to them. You better pray they down have a blue fan also because if they do Lord help you. Choose your path Wisely. Medic Int - Sinner and Saint; Medics keep the game going and keep the players surviving any creature or opponent they face. Medics have 2 different playstyles with the Intelligence path revolving around Poisoning their opponents and the Chakra path which supports his teammates and himself through heals while dealing moderate damage. The Poison path for medics is a grueling path early on due to the need for tools to cast 1 of the jutsus, but as you progress it gets moderately better as you unlock 2 other poisoning jutsus that help with training that cost nothing but chakra. this path also allows you to learn Curse Mark which allows you to boost all your stats by a set percentage based off your overall chakra. As a poison medic you also have better synergy and a better chance at getting a mastery that works well with it mainly an elemental. Due to recent changes however you can not use this path and cast healing techniques on teammates as they share cooldowns so decide properly in the middle of combat. If you're ok with using only 3 jutsus to deal damage you will survive the grueling training, but if you can not then my friend its ok for there is always another path to take. Chakra -The Chakra path for medics has it harder early on than the other path due to you needing tools to level until level 15 where you get chakra scalpels. Chakra Scalpels will be chakra medics main source of damage as well as Throwing Senbon. The Chakra path can apply a lot of pressure in combat due to the need to not charge chakra as often as most people in the game. They can also solely focus on 2 stats; HP and Chakra which makes them a force to be reckon with. However, if you can not land melees or Senbon the other path may be better for you because this path takes more skill to deal damage but on the bright side your healing abilities will make you a nuisance throughout the game. Choose your path Wisely. Weapon Master Strength - What's hotter than someone with a sword? Strength weapon masters have the ability to use swords to hack and slash at the opponent and dwindle down their HP using sword based attacks. Harder time training due to needing to be in close range to land blows but if you can stick it through weapon masters are great in the end game experience and in Combat against other players. Feeling bored? You can always get some friends and go fight bosses to achieve a stronger and better sword! In the future weapon masters combined with elemental masteries will gain enhanced sword abilities that give their swords other little things like burn, stun, knockback, slow and so on. There is always a new sword coming out as well so never be bored as there are continuous bosses to fight or bosses to be added they drop new swords. Weapon Master Intelligence - The Intelligence path for weapon masters is mainly played as a second option and not a first. Reason stating...RYO! This mastery is a money sink and if you don't have the money or the means to make the money to use this path of the weapon mastery then don't go it. However if you can handle the costly need for ninja tools to use your jutsus this mastery is great! Low Chakra cost, Great Damage, and Great Crowd Control is what this path offers. You also have the ability to set traps in preparation for raids or to block enemies from getting through locations. This path excels in team gameplay due to these traps but is tougher to use in 1v1s as the opponent can just avoid your traps. This path also has some of the nicer animations and cool tricks for example: Shadow Shuriken warps you to your opponent if you land it. Exploding Kunai causes a nice size explosion when maxed and it hits someone or something dense. Choose your path Wisely. Taijutsu Agility - Agility Taijutsu use to be one of the best masteries and still is if used correctly. It offers a second substitution jutsu to evade jutsus, knockbacks that can interrupt casting, low cooldowns, a stun, and consistent DPS. Moves like Seismic Dash combined with Body flicker gives you the opportunity at easy damage and low cooldown moves like Breaking Kick offer you the ability to continuously pressure your opponents into a corner as you rush them swinging your fist and your legs in this case. 2 of its other jutsus offer great range and 1 of them even stuns the opponent for a slight second! If you build your character correctly you can even combine it with elements like Water(Tai Water FTW) or Fire. The best synergy with this mastery is Medic due to Chakra Scalpels and Agility working together to give higher damage output when punching your opponent. The downside of being agility taijutsu is that the jutsu damage/scaling isn't as good as the other masteries as well as the mastery not having any other mastery that is based off agility. Taijutsu Strength - The sub path of agility taijutsu is its strength counterpart called Gentle Fist. Gentle Fist has higher base damage/scaling and a good variety of jutsus. Jutsus like 16 Palms if landed can silence your opponent for x duration and drain there chakra over time causing them to constantly need to charge. They also have Rotation which allows them to knockback opponents if surrounded but this jutsu you don't get until you are higher level and train one of the other jutsus to achieve it. Some of the other jutsus of this sub path cause knockbacks and stuns as well but give a higher damage output than its brother Agility taijutsu. Focusing more on burst damage than DPS this mastery can offer some good follow ups. Downsides of this path is that it only has 1 substitution and its the basic one so you only have 1 chance to evade a jutsu. This mastery also has higher chakra cost than the other path with a couple jutsus that have cast times. On the bright side because you are strength based, you can combine this mastery with the likes of Strength weapon master to maximize damage output. However there is no advancement if you combine the two but there will be advanced gentle fist in the future. Choose your path Wisely.
So we all know Intelligence base weapon masters specialize in setting traps and utilizing tools as their jutsus. Well the jutsu invisible exploding tag is a tag meant to be invisible to the enemy and everyone else excluding the caster. Instead this jutsu can be seen by everyone and i feel it needs to be fixed. This tag should work similar to how cloak works. It should be completely transparent except to the caster invisible to the naked eye. This tag should also not flash like the regular tags do if anything so its location and presence isn't given. Also Triple exploding tag should cost 1 tag to use not 3. This jutsu is actually 1 tag being used but when combined with chakra and jutsu capabilities it is duplicated into 3 tags. (Also an Idea let Int weapon masters: place a remote detonated tag down the same way you would place an invisible tag. After doing so allow us to hold Alt+__ to explode the tag that allows it to do aoe damage 3x3 similar to shibuki's melee range or wind claw's range but in a 3x3 box.