Ninja III: The Domination is a 1984 American martial arts action horror film directed by Sam Firstenberg,[1] and starring Sho Kosugi, Lucinda Dickey, Jordan Bennett, and James Hong. It is the third film in Cannon Films' Ninja Trilogy anthology series, the first being Enter the Ninja, and the second being Revenge of the Ninja. Like the previous films in the series, it has also garnered a cult following.
Christie Ryder (Dickey), a telephone linewoman and aerobics instructor,[1] is possessed by the evil spirit of a fallen ninja warrior by his Ninjatō, Christine, coming to his aid. The spirit uses her body to carry out his revenge on the police officers who killed him. One of them is Billy Secord (Bennett), who catches Christie's eye yet cannot explain her preoccupation with Japanese culture or help her with her sudden blackouts. Out of options, they turn to a Japanese exorcist, Miyashima (Hong), who manages to summon the ninja within her. The exorcist reveals that he cannot force the spirit out of Christie but that "only a ninja can destroy a ninja". Christie and Billy are forced to seek the aid of Goro Yamada (Kosugi), a ninja hunting the assassin within her for killing his clan. The three force the ninja out in a dangerous gambit that results in the spirit repossessing his own dead body and fighting Yamada to death, finally freeing all three of the curses of the black ninja.
On Rotten Tomatoes, the film holds an approval rating of 44% based on 9 reviews, with an average rating of 3.62/10.[3] On Metacritic the film has a weighted average score of 25 out of 100, based on 7 critics, indicating "generally unfavorable reviews".[4]
Sure enough the wrong print had been sent to the theater, a print for a film that had been released a full five years earlier. Oh I was angry at first. How could a projectionist not have known the difference between Ninja III and American Ninja 3? It should be perfectly obvious, right? RIGHT?!
You see once the Black Ninja (Chung) is gunned down by a horde of cops, he vanishes into the ground, only to escape where he runs into Christie. Christie, shocked at finding a ninja, then dances with him for a few moments, more then long enough for the dying ninja to impart his soul into her. And this is when the film gets really weird.
Now imparted with the strength and evilness of a super strong evil ninja, Christie begins to date hirsute men that she hates, beats up a roving rape gang and even begins to systematically kill the individual cops who were responsible for the ninjas death. Whether it be in a hot tub or at a funeral, she is a one woman killing machine.
So, it has taken me a long time to post this and I know the file is an older version of MIDS (still loads fine in the latest version), but I wanted to take a moment to finally share my S/L farming Mastermind build. This is some of the best MM farming fun I've had, for sure. It's a very active play style, but very powerful. I highly recommend trying it out. It is stronger than my Thugs/Poison and just as strong, if not stronger, than my Robots/Time. Just something I finally got around to sharing. Let me know any questions!
Im curious how your farming with this? Im sure its a learning curve for someone that plays mostly corruptors and stalkers. I made this build over the weekend, go in to do a farm and i get wiped everytime. Im sure I need to fine tune my playstyle. Any tips for me?
Also that FF Proc in Call Genin is doing zip; since pets are immune to recharge buffs/debuffs.
I'm guessing the OP's playstyle here sees the MM draw the aggro with Flash Freeze and their various debuffs and then the pets "mop up"... but I very much suspect that it's not exactly going to be what you'd call "quick" at clearing large spawns. The Genin are also rather underslotted for accuracy if you're fighting anything over +2 (+4 to them)?
My play style is to open with Ion Core Final Judgement and then send the pets after the bosses. I then activate Anguishing Cry and use my other attacks such as Flash Freeze. I am fighting everything at +4 and there is no problems. In general, it is not faster than a Brute can farm, but it is fun and works.
I mentioned some things in my other reply, but please note that you cannot farm multiple groups at the same time with a MM. At least, not with this one. Single groups only. So, I recommend staying away from tunnel and meteor maps where you will get quickly overran by multiple groups. Stick with city maps and the like. Avoid S/L farms that have hidden -def and crap like that too. Also, incarnates are everything. I am Tier 4 incarnated up. That is very important as well. Hope this helps? See my other tips as well regarding play style. Please let me know if this helps. Thanks!
Ah, so Single-box Solo Farming; and your MM is pulling the bulk of the aggro with incarnate clickies and AoE debuffs. OK.
That explains the uncapped pet defence/resistance numbers and why you're fighting just a single group at a time.
As long as you're enjoying it, great.
However I should probably point out that certain MMs can absolutely solo farm entire maps worth of foes at a time though - circumventing the regular 17-enemy aggro cap is one of the main draws of having so many pets; and it's a perfectly viable farming setup that can compete favourably with Brutes (but not Tanks). Typically a MM farming toon is built for lots of AoE damage and extreme survivability. Here's an example from personal experience (the build given a few posts further down is a bit out of date - Mastermind - Robotics - Kinetics (Bonfire).mbd is the current one; with a smidge more performance squeezed out of the pets via HOs and Procs). A Bot/Kin/Flame can have bags of AoE output and capped Damage and Accuracy, Hardcapped L/C/P Resistance (as long as Barrier's running), Softcapped Defence (Barrier or Support Destiny or Lore buffs) and immunity to Recharge debuffs. Mine usually farms Ice Melee/Blast enemies in Asteroid AE missions; and it's not uncommon for them to pull (and kill) half the map simultaneously.
No, my MM is not pulling the bulk of the aggro. This is not true. Usually, I have 1 or 2 mobs on me and that is it. Still, important for the MM itself to be capped to avoid untimely and sudden death. But, the point is I am farming +4/8 content with ninjas and it is working. Debuffs are king with a lot of non-traditional farming builds, imho.
Fair enough; I assumed the Judgement Nuke + Anguishing Cry/Flash Freeze spam would grab most of the aggro of whatever was still standing! ?
RE Debuffs - they're incredibly good versus stuff that doesn't resist them and specific buffs like -regen and -resistance can act as force multipliers... but unfortunately debuffs are only 48% effective, maximum, on +4 mobs due to the purple patch. Then some enemy types (not AE custom mobs, but regular ones) have inherent resistances or mez protection which cut that down further; and EBs/AVs have the 85-87% debuff resistance on top of that.
It's not impossible to farm higher level mobs using debuffs; however doing so stacks the deck much more heavily against you compared to a decent buff set (which is why I was surprised to see that you said it was "just as strong if not stronger" compared to your Bots/Time; particularly when fighting +4s!)
Things like -ToHit and -Defence debuffs tend to be greatly overshadowed by +Defence and +ToHit buffs - that's part of why /Poison is seen as one of the worst performing secondaries. Every little bit extra helps on "Hardmode" content though when teammate buffs are through the roof anyway... if you're already mostly buff-capped then throwing some debuffs around never hurts! ?