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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
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Disclaimer: Most of the post content is already present on nin online wiki(https://ninonline.fandom.com/wiki/Nin_Online_Wiki) in even more detail than this. this is my take on it as I like to make guide and mist is my fav village in design and I started my nin journey in it. Mist village Kirigakure (霧隠れの里, Kirigakure no Sato, literally meaning: Village Hidden by Mist) is the hidden village of the Land of Water. As the village of one of the Five Great Shinobi Countries, Kiri has a Kage as its leader known as the Mizukage, of which there have been six in its history. Befitting its name, the village is surrounded by a thick mist, with several mountains in the background, making it difficult to find by foreigners. Kirigakure's architecture is composed of several cylindrical buildings, with the Mizukage's office being the widest and largest. Most of the buildings have vegetation growing on their roofs. The standard attire for Kiri shinobi revolves around a pinstriped material which the shinobi wear as bracers and greaves which merge into their sandals. Underneath this, they wear a full-black shirt and pants over which they wear the villages' standard grey flak jacket. Some also wear waist-guards. Many Kiri ninja uses Water Release techniques. Due to the village's high number of missing-nin, Kiri has a subdivision of Anbu known as hunter-nin that is specifically tasked with eliminating these defectors. ORGANISATIONS Mist Military Police Force Mist Military Police Force governs mist and solves fights between players misty they are in charge of giving punishment to troublemaker villagers and even got the power to use jail Jutsu on other players to trap them inside the jail for 30 min or less. MMPF Gear Org Buff Ability to jail a person for 30 min or less if it's a misty being send into the jail also give the jailed player the ability to go rogue by breaking out How to join Mist Military Police Force is one of the easier official organization to join but still can be hard you need an unbiased and calm mind to join as you will be dealing with a lot of problems you will most likely need to give an interview with the police chief in which he will ask you questions. Hunter Nin Hunter ninja is elite ninjas from mist who are chosen to do deal with stuff like assassination and collecting info for the greater good of the mist village. all of them are ruthless killers and always hide their identities. Hunter Nin Gear Org buff The whip is only a little bit slower than a bone sword and adds 10+ in each stat the only downside is that it needs 40 str to use so if you are not a weapon master you need to invest str to use it. How to join to join hunter nin you must be skilled in support/group fights/PVP while showing potential to further grow you will need to ask the current leader of the organization to join or he/she will approach you on their own. being skilled doesn't mean you will get in easily hunter nin only get few spots which they want to use to the fullest so they will prioritize certain mastery over others like earth or medics Seven Swordsmen of The Mist Mist is known to produce many great swordsmen. Most known swordsmen came from mist but only a rare few get to hold the title of seven swordsmen of mist has 7 different swords that are all unique but got one common thing being strong at what they do. It's a great honor to be one of the seven users. Org Buff each sword is for different use some are good for support and some PVP they all got different stats buff so it's recommended to change your build for the current sword you have to take the fullest benefits of the sword How to join If there is no current sword user: you need to either ask Kage or the current swordsmen leader who will conduct a test on your PVP skills or you need to beat them to take a sword while being a loyal misty. If there is a current sword user: you will need to earn the sword and beat the current sword user and replace them by beating them Disclaimer: MUST BE A WEAPON MASTER Mist medical corp Disclaimer: the org itself is not out but some of the gear is Mist Medical Corp takes any kind of med even if it's int based or chakra based you just need to be a mist we don't differentiate between such things until you are good you will be in. Every med has potential and can learn more and if you are not good we will help you grow and give you a safe space to hone your skills. Medic Gear Different Shops Pipe seller the pipe is a strong weapon that's let you use bubble but need 20 str to use it and LVL 10 Weapons you can buy these weapons from mist weapon shop there is also the stylish sword for 10k ryo in mist shop which is not present in other villages shop and goes for 50 coupons in Takumi Utility the mist got its exclusive utility gear but can only be used by a mist player or mist rogue Gear tools shop ways to get tools blessing You can get a blessing for 10k Ryo from the monk. Glasses Shop you can buy different types of cool glasses from this shop Medicine you can buy different pills from here Blood pills recover a small amount of hp Chakra pills give a small amount of chakra Clothes Shop Unique Things About Mist Political Atmosphere Mist is a PVP based village and the Kage is decided by a tournament after the current Kage terms over or they step down Whoever wins the tournament gets the Kage and even rogue ninja can participate in it this makes it a very risky and unstable way to get the new Kage but this also mean the Kage will be strong Passive Mist passive allows mist players to recharge chakra on water and don't lose chakra on water over time this is a very useful ability whenever a fight is in a water arena Hidden mastery bubble Like every village, the mist has a hidden mastery. Mist village mastery is an alternative version of water mastery called "bubble mastery" its main job is to support and taking down one opponent similar to how lighting works. Jutsus Summons Mist has two unique summon which only mist or mist rogues can get a contract with Panda Panda is a fast attacking summon that flicker and got the ability to stun Clam Clam is a stationary summon which stays in one place and does an AOE Jutsu which stuns and can dmg any player next to hit and shoot water bullet. Important Maps Bounty House The mist got their bounty house map which is very useful to get bounty quickly and how much bounty you have Chunin Exam Map Chunin exam area is an arena made entirely of water but it doesn't affect misty because of their passive it's a nice place to spar and teach lowbie their passive Boat The boat is a safe and easy way to get outside of the mist. you need to talk to the sailor and wait in the boat You will need to pay 10 Ryo to take the boat Mobs And Drops Larva Starting mobs only do dmg on contact, does not aggro until attacked first Drops Ant Starting mobs only do dmg on contact, does not aggro until attacked first Drops Dragonfly Starting mobs only do dmg on contact, does not aggro until attacked first Drops Fire Ant Starting mobs only do dmg on contact, does not aggro until attacked first Drops Boar Starting mobs only do dmg on contact, aggro to whoever it sees first Drops Black Boar Starting mobs only do dmg on contact, aggro to whoever it sees first Drops Ghost Spirit Starting mobs only do dmg on contact, aggro to whoever it sees first Drops Tanuki Boss level mob only spawn once after 30 minutes and got a high chance of dropping blanks and use Genjutsu stuns Drops Giant Ant A middle-level mob only do dmg on contact, does not aggro until attacked first Drops Giant Fire Ant A middle-level mob only do dmg on contact, aggro to whoever it sees first Drops Kraken Tentacle A high-level mob that does dmg on contact and flicker to you, aggro to whoever it sees first Drops Kraken A high-level mob that does dmg on contact and use AOE Jutsu and can flicker to you, aggro to whoever it sees first Drops Maps with mobs Slight Slope Mobs 3 Way Road Split Mobs Misty Hides Mobs Big Slope Mobs By The River Mobs Land of Water Bounty Station Mobs Bamboo Forest Mobs Bloody Pond Mobs Ant Tunnel Mobs Sealed Temple Mobs South Eastern Sea 3 Mobs Pros and cons of being a mist ninja Pros Appropriate punishment delivered to troublemakers by MMPF and Kage and law in place. Lot's of official organizations to choose from, unlike rogue. Can choose between swords from seven swordsmen depending on your mastery or playstyle. Exclusive mist medical corp gear for medics in mist ninja. Ability to use pipe weapon for 20 str. Can use bubble mastery as an alternative to water. Able to get the stylish sword for 10k Ryo in the shop. Exclusive utility gear item for mist ninja. Easy access to the glasses shop. Able to get healing items for 25 Ryo until toad is unlocked. Different clothes available compared to other villages. only strong players can get Kage because of the tournament and if you are strong in PVP you can get Kage while getting Kage in another village is hard. One of the strongest passive if you are on the correct map-able to do toad boss and Kraken easily compared to other villages because of water passive. Good summons and one of the strongest in the game. Personal bounty house makes it easier to get bounty and check how much more bounty is needed. Safe map Chunin exam area where you can spar in peace. Having boat and Kraken in between makes it hard to get to mist and many ninjas avoid hunting in mist due to it. Able to get rare drops such as sea thorn pipe,3 different bamboo hats, and Asarihanma. Cons Not much freedom and the need to listen to the higher rank ninja. Not able to join the main organization, seven swordsmen of the mist, if you are not a weapon master. Both hunter nin and seven swordsman buff being only beneficial for weapon mastery users. Expsenive tools comapred to takumi. Expensive blessing compared to cash shop or Takumi event shop. An unstable and risky system of picking Kage puts the village in danger. Not able to use your passive most of the time as there are only a few maps with water. Not having one of their Jutsu of bubble out yet. The boat taking 10 Ryo every time you want to go to the mainland and do a mission. Boat ride taking 5 minutes to get you to the mainland. Maps with level 5 and level 9 mobs are DZ which makes it easier to kill lowbie again and again. Samurai where! this mission is given to lowbie which is very hard and requires you to sneak inside the sand village and come back to the mist without dying which is near impossible without the help of a higher level player or buying the drink from other sand ninjas. Note: More updates will come if more content get's added or I remember a thing.1 point
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