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#1 |
Dungeon Master
![]() Join Date: July 3, 2004
Location: UK
Age: 55
Posts: 63
|
My party includes, for the first time, a Ninja (Human Lvl 18).
I appreciate that the Ninja is the toughest character to get right and all that, and I have tried hard to get this one right, but I reckon I have failed. Plus Points: 1) Armed with The Defiler and a Chakrum (locked out to ranged only) I would estimate she gets a critical hit on 1 in every 7 monsters. 2) Her stealth has increased to a point where her AC is now in the mid 20's. Minus Points: 1) BORING..... 2) Pathetic lock and trap skills. I learned from a previous party that INT is critical in getting good with these so I pumped her INT up to mid 60's and gave her a Brilliant Helm (INT + 20) to wear. I've pumped points into L&T so its now mid 50's but she is pathetic. I can't remember the last trap she identified as all greens, actually scrap that I can't remember the last trap she didn't set off whilst trying to identify it. I have to cast divine trap or knock knock to give her any chance of opening anything. 3) Spends 3 times longer slept or concussed or poisoned or anything else than the rest of the party. I appreciate thats my fault, shouldn't have made her human, but its still poor. I have no doubts that this Ninja is crap because I have made her so. However, I am now stuck with a boring character and am considering ditching her and replacing with a new Level 1 character, perhaps a rogue so I can build up backstab with some of the nice swords I have lying about. Anyone got any suggestions as to how to improve the Ninja, or if I'd be better dumping her and going for something else. Ta. |
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#2 |
The Magister
![]() Join Date: March 17, 2005
Location: Minnesota
Posts: 110
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I, too, have tried out a ninja from time to time (Wiz 7 included) and gave up. You are probably right, its a development issue. I tried a Fairy Ninja in a couple of the early Wiz 8 parties, but I guess I like to cast spells and the Fairy Psionic has truly turned out to be a powerful character - so Cranky is in the party that caught on and is approaching my first Ascension.
So, I'd suggest keeping the ninja and trying a different development route - I mean, why keep playing the same characters over and over? If I ever take a second run at Wiz 8, I'll try to include a class or two that I never played. RFS-81 has me thinking Monk and all the weird gadgets I found this time through have me thinking Gageteer. |
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#3 |
Symbol of Cyric
![]() Join Date: August 17, 2003
Location: Portland
Age: 66
Posts: 1,336
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Or turn your Ninja into a Rogue (class change, not recycle), and work on Swords for the lovely Backstab; and continue working the Rogue skills you already have. Maybe practise your Alchemy and Earth up a bit first.
[ 05-19-2005, 10:20 AM: Message edited by: Scatter ] |
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#4 |
Dungeon Master
![]() Join Date: June 15, 2004
Location: UK
Posts: 77
|
I agree with Scatter. A class change seems like the best idea. You can still keep the Defiler and utilise your Throwing skill if you do that.
Locks and Traps is a skill I rarely concentrate on unless I have a Rogue from the start. Once you ge tit to about 30-40 Divine Trap generally does the rest. I thiknk you may be expecting too much from the L&T skill in the first place. Once you get to Rapax Rift it really starts to get tricky to open some of the chests, reggardless of your skill. xfactor |
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#5 |
Dungeon Master
![]() Join Date: July 3, 2004
Location: UK
Age: 55
Posts: 63
|
When it comes to L&T I suppose I've been blessed.
I used to rely on a Bard for L&T, pushing INT to the max and adding any points at level up equally to Music, L&T, and Mythology. Then I tried a Rogue for the first time last time out. I thought he was useless, but maxing out L&T by including two Thieves Daggers and the relevant armour mean't nothing ever failed. Anyhow, I guessed that I'd have more important things to spend points on with the Ninja, but even so I have still got INT over 80 and L&T over 50 and I thought she might be able to manage 3+ tumblers and at least be able to inspect traps without setting every single one off. I'll try switching to a Rogue and see how that pans out. |
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#6 |
Dungeon Master
![]() Join Date: June 15, 2004
Location: UK
Posts: 77
|
One other problem you may be having is that, by concentrating on INT early you've missed out on some of the other important Ninja skills, further reducing the effect of the character.
Ninjas really do need a lot of different attributes to work well. IMO, INT is pretty close to the bottom after SPD, DEX and SEN. Come to think of it I don't think I've ever developed a Ninja with their L&T skill in mind. xfactor |
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#7 |
Dungeon Master
![]() Join Date: July 3, 2004
Location: UK
Age: 55
Posts: 63
|
Yes thats definitely part of the problem. I have pushed SPD/DEX/SEN hard too, they are all mid 80's and STR is mid 90's mainly due to an Ankh.
Maybe I'm missing a trick here. With almost every lock and trap dealt with except the doors on AP, maybe I should ditch this Ninja in favour of another!!! This time I could concentrate on a completely different pattern of development. Hmmmmm.....anyone got a good race for a Ninja??? |
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#8 |
Dungeon Master
![]() Join Date: June 15, 2004
Location: UK
Posts: 77
|
Felpurr's not bad for a Ninja. Hobbits and Mooks are pretty good too.
I'm not sure about starting anew character at level 1 given how far into the game you are. Why not leave it for a future game where you can have a good attempt at trying a different development plan? xfactor |
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#9 |
Dungeon Master
![]() Join Date: July 3, 2004
Location: UK
Age: 55
Posts: 63
|
Well I reckon my Ninja must have a logon to this site, because since I started this thread she has gone all out to impress. At least one critical kill per fight, locks up to 5 tumblers opened, its like she read the post.
So for now I am keeping her. |
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