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Showing content with the highest reputation on 04/21/2020 in all areas

  1. While Nin Online has plenty of problems, it's ability to create a sense of community is very underrated. If you want to make the most out of what this game has to offer, talking and connecting with other people is essential. It's very cool to me to see each of the different villages develop their own diverse cultures, and for each of their players to take pride in it. Some players get lucky and find their home right away, while others may jump village to village until they finally find a crowd they fit in with. Either way, for many of us the game play is only partially what keeps us playing for months and years. It's the community that exists within the game that brings us back time and time again.
    9 points
  2. There's not really much else to say, I found this on Youtube and it explains the two main philosophies that Nin Online is designed upon.
    2 points
  3. True, true, different example from my experiences is Mabinogi EU (it died at some point), we had smaller community than NA, game was behind few updates compared to NA one but it was also hella harder. Everyone liked how much ppl had to sacrifice to achieve something, groups of ppl resping dead after one of the hardest dungeons back then, some ppl had to spend whole week on locked map that was opening once every saturday and send pets for supplies. After the day of exping and doing the plot all players sat near playermade campfires in a village talking and stuff. It was very immersive. Then we had to move to NA - things were made so simple even with hella more mechanics and stuff, that it became Afkinogi we all know today. Mere an empty shell of the best MMO experience i ever had. Played that since the first days till the last hour of its existence. Now im playing Nin, i come and go MIA often, but the community keeps me around. Even if the server sucks for me, even if i have to pay for Exitlag to be able to play normally, but still i am here. Also i made some longterm friends here :smirk: as i did in Mabinogi EU so i guess all in all you have succeeded @Ueda . All thats left is to improve the experience ; o
    2 points
  4. 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 - Weapon Master (Int), Fire, Wind, Tier A - Water, Lightning, Earth Tier B - Int Medic, Chakra Medic, Tier C - Bubble, Fan, Taijutsu, Gentle Fist, Weapon Master (Str) Tier D - *Fire/ Int Weapon Master has been moved to S tier due to the high damage they can do in a burst now. Bubble moved to a High C tier/Lower B tier due to its melee damage scaling properly and Kunais as well as the coming buff. Fan, taijutsu, gentle fist, and str weapon master is now C due to the current stamina system * 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 Meta. ----------------------------------------------- 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!! Bubble Pipe can only be used with the water mastery now. Choose your path Wisely. Earth - Earth is 1 of the most crowd control-oriented masteries 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 downside 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 don't have a blue fan also because if they do Lord help you. Fan can only be used by Wind users now 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 cannot 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 their 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.
    1 point
  5. Hello everyone! I found this website the other day in another discord server and I wanted to share it here. https://picrew.me/ This website allows you to create your own custom character in a lot of different artstyles. While the website is in japanese its pretty easy to navigate. (If you use google chrome, you can right click anywhere on the website and select translate to english.) With a little work you can even add some things yourself! Like for example I added The leaf bandana and Netted shirt to the art to make it look like my character even more! I think this can be very useful for a lot of people RPing.
    1 point
  6. Oh god. Harass! Well put! I think the thing that amazed me the most early on was when Sand released, a whole different culture spawned there. People like Dona really took the village as their own and made it something completely different from what Leaf was up till that point. That's a nice comparison. I played Mabinogi during the golden age for awhile and really loved how hard it was. I spent more time in a dangerous world, doing less dangerous things and just connecting with people. Thanks for the feedback!
    1 point
  7. 1 - Orders from the Mizukage are absolute. 2 - Respect and follow orders from higher ranked Mist ninjas. The hierarchy for the village is (Feinz>Zoom>Shadow Council>Military Police>Jonin>Chunin>Genin) 3 - If you have an argument with a villager, and you are not able to solve it, contact a high rank Ninja (Council, Kage). 4 - It is strictly forbidden attacking or killing any Mist Ninja. (Obviously does not apply to spars, tournaments, etc.) 5 - Mist should always be your priority over anything (Organizations, friends from other villages, etc.). So it is forbidden to do anything that could endanger a Mist Ninja or the Mist village. 6 - You are not obligated to help each single Mist individual, unless there is a village combat going on (wars and raids) or if the fight is on Mist territory. Then you must help your village. 7 - You are free to use identity concealing items inside the village, but if any Higher Rank Ninja requests you to show your name, you must obey. Refusal to do so will result in arrest. 8 - Ask all organization related stuff to their respective leaders( @Blany -7sm; Hunter Nin-[Exclusive to discord] Military Police- @ExiledTheridion) 9 - Villagers(non hunter ninjas) are strictly prohibited from following Hunter Ninjas. Refusal to obey this rule will result in an arrest or exile. 10 - Mist ninjas are strongly recommended to get either a Panda/Clam summoning or Great Earth Prison =) . Breaking any rules will result in a punishment, decided by the Mizukage depending on the severity. About missings: - There is no way to leave the village under good terms. This means do not ask me to exile you so you can level faster, help your friend, grind, or whatever. Once you go missing, you are a Mist enemy. - If you are a missing, and wish to return to the village, you must serve our village (in any way you are requested to do so, and for an indeterminate time) also show your skills in combat so the higher ranks can decide if your Skills are needed in our village. About alliances: - We are currently allied with Akatsuki only. Do not attack them and they will not attack you. If any incidents occur, please report them directly to the Mizukage or any ranking above Jonin. We are at war with every other organization and village, you are prohibited from helping them unless there is a legitimate reason. More details on this are on Mist discord. THE BLOOD CHALLENGE REVISED: If there is any Mist ninja that you think should be exiled, you can try calling them for a Blood Challenge. It's up to them accepting or not your challenge, but if they do, you will fight and the loser gets 1 strike per challenge lost. After 2 strikes, the loser is exiled. Which means, it takes, at least, two blood challenges for someone to be exiled through this system. Any Blood Challenge thats accepted, should be informed to the Mizukage so they can watch the fight (Best of three rounds). After it's done, the Kage will exile the loser. If you got exiled by the Blood Challenge, and want to come back, feel free to ask the Kage (after 1 month), which by agreeing, will set up a new challenge, where you'll be able to fight a Ninja chosen by the Mizukage. But this time, they won't get exiled if they lose. Side note about new alt new life: I won't exile you if your main is a direct enemy against Mist, but if you are disrespectful, found spying, partake in anything suspicious, etc, I will exile with no hesitation. Mizukage's Orders 4th Mizukage: @Feinz Shadow Council: @Zoomy @Kyuzo @Blany
    1 point
  8. CLAN :- SHIZUKANA { 静かな } VILLAGE : Kirigakure { "霧隠れの里" Meaning "Village Hidden By The Mist" } BACKGROUND :- A small clan that went into hiding during the civil wars' period in The Land Of Water, Shizukana { "静かな" meaning "Tranquil" } was a peaceful clan owning a small village in one of the Islands of the Land of Water but their village was soon attacked by the possessors of an special Kekkei Genkai named "Venom", the village was destroyed and with great efforts by the elders of the clan, they managed to defend against the Venom and pushed them out but the whole clan was endangered due to the grievous losses of their fighters, left with no choice they have to leave the village, during their journey to find a safe haven to reside in, they faced many chaotic situations and fights which lead to more losses, the remaining elders of the clans decided to head to Kirigakure { "霧隠れの里" meaning "Village Hidden By The Mist" } after crossing many seas and climbing the mountains, they managed to catch a glimpse of the village, yet fate was still cruel to them, the clan faced yet another dangerous situation as they were unknowingly surrounded by Leaf Shinobi, attacked from the dark and without prior warning lead to another few of them dying, the last remaining elder of the clan sacrificed himself by activating and burning his own Kekkai Genkai, the noise from the battle alerted Mist Shinobi as they headed out to hunt the Leaf down while leaving some behind to protect the worn out family. RISE OF THE CLAN :- The family that has lost all of its elders were now in a situation where they could've only depended on their younger generation, two young clansmen whose talent were the highest in the clan were then declared their young masters, they were named Leiting and Mattson respectively, but one of them lead the clan where the other one headed back to the island where their previous home existed for the search of their lost legacy, Leiting along with his fellow clan members were admitted into the Ninja Academy Of Kirigakure and because of their innate talents, they were able to successfully become genins ranked ninjas of Kirigakure in few months of time and started taking on missions for their new home village. The fate of the second young master has yet to be known. KEKKEI GENKAI AND CLAN'S JUTSU :- 1. All Clan members have special Dojutsu called "Draegis" which are special eyes belonging to the clan members, this dojutsu can increase the casting speed of all the jutsus for 5 seconds. ( 30 Seconds cooldown. ) (Casting speed can be decided by developers on being buffed. ) 2. A special defensive type justu called "Coiling Dragon", in this jutsu a water dragon coils around the member making him invulnerable to attacks for 3 seconds (Poison skills can still hit the user.) ( There's a 1 second cast time.) (Jutsu cooldown 25 seconds.) CLAN UNIFORM :- If we are not too late @Ueda
    1 point
  9. Nerfed "Village Most Wanted" missions to give more balanced EXP, similar to other missions in it's level range.
    0 points
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