Tuesday, September 3, 2013

Facebook Ninja Saga Elements Guide

Below is an article titled Facebook Ninja Saga Elements Guide that we collected from various sources. All credit goes to its original writer.

Ninja Saga Elements Combination Guide by Faust

This thread is dedicated for people who are confused and could not decide which element(s) to choose.

Lately, many people have been asking “which Element (or Element Combination) is the best?”.

There’s no such thing as a best element (combination), it all depends on what kind of ninja you want to be: a defensive type, high-damage type, skill-spammer type, etc.

This guide consists of:

  • Combination of Elements [Ninjutsu]
  • Combination of Elements [Attributes]
  • Attributes and Ninjutsus

Favors:

  • Please post if you found a mistake, or if you wanted to add something.
  • Please do not post anything asking about “which element is best paired with this element”.
  • Learn to read and use your brain to decide. Don’t let others decide for you.
  • Do not post here any rant/suggestion about the game system.

::: Combination of Elements [Ninjutsu] :::
If you need to know which element (elements, if you’re a premium user) you want to pair your main element/attribute with, then study the guide, the decision is up to you. We will not spoon-feed you. If you want everything to be taught then how about we just play on your account? Seriously. Don’t be a leecher, and use your brain to decide.

Wind User

  • + Water Ninjutsus :: Having a high chance to dodge would really give your opponent a hard time killing you, what more if you healed yourself after he dealt some damage? I think this is a really good combination, but the downside is, you can’t deal high damage compared to others. So this combination would make your ninja hard to kill, but also gives your ninja a hard time to kill the opponents.
  • + Earth Ninjutsus :: Not really a good combination, why would you need a Ninjutsu that gives a high defense (Golem Protection), if you’re a “dodger”. I think the only good thing about the earth Ninjutsu is it has a stun. Other than that, earth Ninjutsus only deal average damage.
  • + Thunder Ninjutsus :: If you want your Wind ninja to deal some damage, then you may pick thunder Ninjutsus, not only because it has the 2nd highest damage, but it also allows you to perform a critical (Lightning Charge) and a stun. But the downside is, this makes you more dependent on luck, and the ninjutsus consumes more chakra.
  • + Fire Ninjutsus :: This would balance out your wind ninja, Pure wind users have weak damages, so you’ll need a high damaging Ninjutsus. And Fire is just perfect for that. You don’t even have to rely on luck, since Fire Ninjutsus has the highest damage of all element Ninjutsus.

Water User

  • + Wind Ninjutsus :: Wind Ninjutsus has the lowest damage, so don’t get them if you want to have high damaging attacks. If you want to be a spammer then this is the element for you. Because wind ninjutsus have less cooldowns, a water user has many chakra for spamming, and that is best partnered with Ninjutsus that has low cooldowns.
  • + Earth Ninjutsus :: Not really a good combination, why would you need a Ninjutsu that gives a high defense (Golem Protection), if you’re already a “healer”. If you choose earth because you want more defense skills, then might as well go with wind since it has more advantage. I think the only good thing about the earth Ninjutsu is it has a stun. Other than that, earth Ninjutsus only deal average damage, and average cooldown turns, so it’s not really good for spamming.
  • + Thunder Ninjutsus :: If you want your Water ninja to deal some damage, then you may pick thunder Ninjutsus, not only because it has the 2nd highest damage, but it also allows you to perform a critical (Lightning Charge) and stun. Also, because of Lightning Charge (Or any other skills that would boost your critical chance for a few turns), you may be able to perform critical healing. Another good thing is that, water users have high chakras, and it’s just good enough for the high chakra consumption of thunder ninjutsus.
  • + Fire Ninjutsus :: This would balance out your water ninja, Pure water users have weak damages, so you’ll need a high damaging Ninjutsus. And Fire is just perfect for that. You don’t even have to rely on luck, since Fire Ninjutsus has the highest damage of all element Ninjutsus. But the downside is Fire doesn’t have any other good effects that would be a good partner for your water element.

Earth User

  • + Wind Ninjutsu :: You really don’t need the wind Ninjutsu, it has the weakest damage, and you don’t need to dodge (Evasion) since you’re a damage taker (and you do return damage). If you want to have pure-defense, you can choose wind because of the dodge, but I prefer water.
  • + Water Ninjutsu :: This is a good combination since, Earth User has too much hp, it can make use of every health regained. This combination would really annoy your opponent in pvp, and give him a hard time to defeat you. But the downside is, water Ninjutsus have weak damage. But this combination would make your ninja a tanker.
  • + Thunder Ninjutsu :: Thunder Ninjutsu has stun (Lightning Shock) and maybe in the future they’d have more. So this is a good combination for stun locking an opponent since earth Ninjutsu has stun too (Earth Strangle). And another good thing is Thunder Ninjutsus have strong damage.
  • + Fire Ninjutsus :: Fire Ninjutsus focuses on damaging, so obviously, if you want to have high damage dealing skills then choose Fire.

Thunder User

  • + Wind Ninjutsu :: If you’re looking to maximize the use of your critical chance and damage, then you really don’t need the wind Ninjutsu, because it has the weakest damage. But of course, you wouldn’t want to be so vulnerable, so you’d probably still need its dodging effects for defensive purposes.
  • + Water Ninjutsu :: If you’re looking to maximize the use of your critical chance and damage, then you really don’t need the water Ninjutsu, because it has the 2nd weakest damage. Though, since pure thunder users have only base hp, you’d need healing jutsus to not get yourself killed easily. The best thing about this combination is that you have the highest chance to perform a critical healing.
  • + Earth Ninjutsu :: Earth has only average damage, so it’s not that good for damaging purposes. But since it has stun, you may use this to perform a stun-lock combo. This is actually a good combination too.
  • + Fire Ninjutsu :: Fire Ninjutsus has the highest damage, I think this is best partnered with thunder attribute’s critical chance and critical damages, imagine doing critical attacks with an already high damaging Ninjutsu. But the biggest downside is, this would make you much of a pure offense ninja. Means, you’re very vulnerable.

Fire User

  • + Wind Ninjutsu :: Wind has a skill that would give you chance to dodge. You’re already an offense-type ninja, so you’d obviously need something that would make you less vulnerable. But it would only help you for 3 turns, so this is not that good, but it still could ruin an opponent’s combo. Another good thing is, wind has a skill that would weaken the opponent’s defense, I think that’s very effective if you cast it before your high damaging Ninjutsus.
  • + Water Ninjutsu :: I think this is a good partner for fire. Since you’re a pure-offense, you’d need to be able to heal yourself more to not get yourself easily killed.
  • + Earth Ninjutsu :: Not really a good combination. Earth has only average damage, so if you want to have more offense skills, then just go for thunder, since thunder has stun too. Its defense skill is only useful for 3 turns, so this is really not that good.
  • + Thunder Ninjutsu :: If you want to have more high damaging ninjutsus and perform some stuns too, then Thunder is the element for you. The only downside is, this combination makes your ninja really vulnerable, since this is pure offense.

::: Combination of Elements [Attributes] :::

I don’t understand why people ask about combination of different element attributes. I mean, it is common sense that the more points you put into an element, then you’ll get its bonus more.

If you choose two or five elements to put points into, then you’ll get their bonuses except it will be not very effective as a pure (attribute) user, because you can only put lesser points for each.

But since some people are really having a hard time to decide for themselves, I’ll provide a very obvious build list:

Pure Wind :: High chance to dodge, high agility.

Pure Water :: High amount of CP, high chance to auto-cast purify (remove all negative buffs).

Pure Earth :: High HP, high chance to auto return 30% damage to an opponent.

Pure Thunder :: High chance to crit, and higher crit damage.

Pure Fire :: Very high damage, high chance to increase damage by 30% for a next turn.

Wind + Water :: Above average dodge rate, above average agility, above average chakra, has a chance to auto-cast Purify.

Wind + Earth :: Above average dodge rate, above average agility, above average hp, has a chance to auto return 30% damage to an opponent.

Wind + Thunder :: Above average dodge rate, above average agility, above average critical.

Wind + Fire :: Above average dodge rate, above average agility, above average damage for all attacks, has a chance to increase damage by 30% for a next turn.

Water + Earth :: Above average amount of CP, has a chance to auto-cast purify, above average hp, has a chance to auto return 30% damage to an opponent.

Water + Thunder :: Above average amount of CP, has a chance to auto-cast purify, above average critical.

Water + Fire :: Above average amount of CP, has a chance to auto-cast purify, above average damage for all attacks, has a chance to increase damage by 30% for a next turn.

Earth + Thunder :: Above average hp, has a chance to auto return 30% damage to an opponent, above average critical.

Earth + Fire :: Above average hp, has a chance to auto return 30% damage to an opponent, above average damage for all attacks, has a chance to increase damage by 30% for a next turn.

Thunder + Fire :: Above average critical, above average damage for all attacks, has a chance to increase damage by 30% for a next turn.

Note: if it’s not mentioned then it means you’ll only have the “Base” amount.

::: Attributes and Ninjutsu :::

This is the Developers’ Notes on the 5 types of attributes and Ninjutsu. This pretty much describes the elements and their purposes. Original post can be found here. But it seems some people haven’t read it since they’re still asking about which element is good.

In Ninja Saga, there are 5 element types of attributes and Ninjutsu.
Each type of attribute provides unique effects to the characters as well as damage bonus to the corresponding element-based Ninjutsu.

Wind

  • Wind Element
    • This element represents “speed” and “agility”. Wind ninjas react and take actions quickly than other types of ninjas.
  • Wind Attribute
    • This attribute provides agility and dodge bonus.
  • Wind Ninjutsu
    • Wind Ninjutsu requires less cool down and chakra consumption than other types of Ninjutsu, while its damage is also lower.

Fire

  • Fire Element
    • This element represents “damage” and “burn”.
  • Fire Attribute
    • This attribute provides damage bonus to all damaging moves and has a chance to increase your damage potential greatly.
  • Fire Ninjutsu
    • Fire Ninjutsu does lots of damage to the opponents but they don’t have any effective side effects (i.e. no stun or other crowd control abilities).

Thunder

  • Thunder Element
    • This element represents “damage” and “burst”. When Thunder ninjas gets into their full potential, they may be able to kill their opponents in a very short time.
  • Thunder Attribute
    • This attribute provides the ninja potential of heavy front loaded damage.
  • Thunder Ninjutsu
    • Thunder Ninjutsu creates slightly higher damage than Wind, Water and Earth. It also gives little crowd control abilities (e.g. weak stun), but it requires higher chakra consumption as a trade-off.

Water

  • Water Element
    • This element represents “heal” and “cleanse”. Water ninjas have very good resistance to negative effects and are very good healing support to their teammates.
  • Water Attribute
    • This attribute provides a larger chakra pool to the characters. It also gives the characters a chance to remove all negative effects (i.e. stun, sleep, dot, etc.).
  • Water Ninjutsu
    • Water Ninjutsu provides effect healing skills and supportive skills (i.e. remove negative effect skill, which will be introduced in the near future). Water Ninjutsu does not do good damage when compare to other elements.

Earth

  • Earth Element
    • This element represents “health” and “defence”. Earth ninjas have good defensive skills to support themselves and teammates. They are also able to provide some decent crowd control abilities (e.g. stun).
  • Earth Attribute
    • This attribute provides a larger health pool to the characters. It also gives the characters a chance to harden themselves and deal 30% of the damage taken to the attackers. (e.g. if you take 100 damage from an attack move, then you do 30 damage to the attacker.)
  • Earth Ninjutsu
    • Earth Ninjutsu provides protective effect and decent crowd control. Earth Ninjutsu doesn’t do as much damage as Fire or Lightning but they do slightly higher damage than Water and Wind.

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Ninja Saga - Xmas 2010 The Christmas Painting Mission Guide 2

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