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  1. #1
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90

    The Ninja Guiden

    FFXIV: ARR - Version 3.01


    Introduction

    Quote Originally Posted by Gamerescape
    Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the
    ninja and learn to bend the tide of battle to your will.
    Quote Originally Posted by LordTiberiusRex View Post
    A ninja is a warrior in the shadows; a silent assassin who takes down their enemies without drawing too much attention to themselves. In FFXIV:ARR, you are a DPS class. A damage dealer, a drunk driver; interpret it however you will, but your main objective is to take down your enemy swiftly employing the methods available to you whether it be by sword or car. In order to become a ninja, you must have a level 30 Rogue, a level 15 Pugilist, and have completed all of the Rogue quests. As a ninja, the two classes you may sub from are Pugilist and Lancer.

    Going back on the note that you are a DD, remember these particular pointers below:

    1. Learn the mechanics of a fight. Say something like “Hey guys, first time here” at the beginning of a dungeon run so the other group members know and can offer to teach you. Watch an example fight via Youtube if needed (if you’re into doing that sort of thing). Some people may not be too willing to carry you in the group if you don’t know what you’re doing!

    2. Avoid the reddish-orange circles and paths that enemies make appear on the ground. You can’t do damage if you aren’t even alive to dish it out!

    3. Avoid pulling aggro from your tank. Look at the indicators to the left of a target’s name.

    General rule of thumb:
    If it is a red square (100% threat): Stop what you are doing, let the tank get threat, and hope you don’t die.
    If it is a orange triangle (>=75% threat): Be cautious in going all-out in your damage. You’re at the tipping point.
    If it is a yellow triangle (>=50% threat): Keep an eye out for any sudden changes, but you are free to carry on with your rotations.
    If it is a green circle (<50% threat): FIRE AT WILL!

    4. Avoid bashing the tanks/healers without good reason. They’d be more than happy to let a mob tear your face off for a free chuckle if you push them to do it. I play a tank class too; I always love playing out these scenarios in my head.

    In terms of positioning, ninjas are much more lax compared to either a Monk or Dragoon. Only a few main combos require you in any particular position around the enemy. Here’s an image for newcomers on where the skill requires you to be if it states in its description “front,” “flank,” or “rear.”

    Let’s take a look at what skills the ninja has available at their disposal based upon some stereotypes:

    Ninjutsu? Check. Sign language included as a complimentary bonus.

    DUAL-WIELDING SUPER AWESOME KATANA BLADE ACTION?! YEA!! WE’RE LIKE MEDIEVAL JEDI/SITH! Two blades, good for getting the jump on your enemies. Lightsabers not included. Here’s a picture of how amazing it is.

    Swift and Agile? With a passive speed boost at level 20, fall damage reduction at level 14, and dexterity as their main stat? You can bet so.

    Ability to disappear into thin air? With a hide and a teleport spell, you can appear behind your opponent with ease.

    Poison to take down their enemies? Of course. We even have two venoms at our disposal.

    I am a tank or a healer. What do I do if a ninja appears in my group?

    Treat a ninja like you would a dragoon or a monk.

    If you do not know how to do that: keep the target(s) facing one direction for as long as possible. If you, the tank, are constantly moving around the mob you are holding threat on, then all of the melee classes have to move as well in order to properly execute their attacks. It’s a hassle for the entire group, not just one person.
    View Leggerless's full guide HERE!


    Actions and Abilities

    Quote Originally Posted by LordTiberiusRex View Post
    A ninja is just like any other melee class, where you have combo actions that follow after using a weaponskill. What sets the ninja apart from, say, a dragoon or monk, is that some abilities, such as Assassinate and Katon, are mimic abilities from other classes put together into this one class in addition to a low number of positional attacks and enmity-reducing abilities. If I were to give a simple description of what a ninja is: a melee utility class.
    Legend:

    Underlined = Cool-Down - "CD" or "Buff(s)" - An ability that has it's own, individual recast timer; has a recast time longer than that of the Global Cool-Down. "Buff" abilities provide a beneficial status effect on yourself or a party member(s).

    Green = Off-Global Cool-Down - "oGCD" - An ability or action that does not share a recast with the majority of other actions; An abilty not associated with the Global Cool-Down.

    Bold = Damage over Time - "DoT" - An ablilty or action that places a debuff on the target, dealing periodic damage for the length of it's duration.

    Italic = Area of Effect - "AoE" - An ability or action that has an effect on all enemies within it's range; usually radial (circular) or linear (straight line).


    • Lv.1 Spinning Edge: TP: 60, Delivers an attack with a potency of 150

    • Lv.2 Shade Shift 120s Recast, Create shadows that nullify physical damage up to 20% of maximum HP, Duration: 20s

    • Lv.4 Gust Slash: TP: 50, Delivers an attack with a potency of 100, Combo Action: Spinning Edge, Combo Potency: 200

    • Lv.6 Kiss of the Wasp: 5s Recast, Increases damage delt by 20%, Changes the additional effect for Jugulate to Stun. Duration: 2s

    • Lv.8 Mutilate: TP: 80, Delivers and attack with a potency of 60. Additional Effect: Damage over time. Potency: 30. Duration: 30s

    • Lv.10 Hide: 20s Recast, Become undetectable by most enemies, Reduces movement speed by 50%, No effect on enemies 10 levels higher than your own, Can not be excecuted in combat, Effect ends upon use of any action

    • Lv.12 Assassinate: 40s Recast, Delivers an attack with a potency of 200, Can only be executed when target's HP is below 20%

    • Lv.15 Throwing Dagger: TP: 120, Delivers a ranged attack with a potency of 120 (15y)

    • Lv.15 Mug: 90s Recast, Delivers and attack with a potency of 140. Additional Effect: Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow, Viper Venom Effect: Changes additional effect to absorb 50% of damage as HP

    • Lv.18 Goad: 180s Recast, Refreshes TP of a single party member, Duration: 30s

    • Lv.22 Sneak Attack: 60s Recast, Delievers and Attack with a potency of 300, 500 when executed in front of the target, Can only be executed when under the effect of Hide (or Suiton)

    • Lv.26 Aeolian Edge: TP: 60, Delivers and attack with a potency of 100, Combo Action: Gust Slash, Combo Potency: 320

    • Lv.30 Kiss of the Viper: 5s Recast, Increases damage delt by 20%, Changes the additional effect for Mug to absorb 50% of damage as HP

    • Lv.34 Jugulate: 30s Recast, Delievers and attack with a potency of 80, Additional Effect: Silence, Duration: 1s, Wasp Venom Effect: Changes the additional effect to Stun, Duration: 2s

    • Lv.38 Dancing Edge: TP: 50, Delievers an attack with a potency of 100, Combo Action: Gust Slash, Combo Potency: 260, Combo Bonus: Decreases the target's slashing resistance by 10% and HP recovery via healing magic by 20%, Duration: 20% **Does not stack with Storm's Eye**

    • Lv.40 Shukuchi: 60s Recast, Move quickly to the specified location, Cannot use when bound

    • Lv.42 Death Blossom: TP: 120, Delivers an attack with a potency of 100 to all nearby enemies.

    • Lv.46 Shadow Fang: TP: 70, Delivers an attack with a potency of 100, Combo Action: Spinning Edge, Combo Potency: 200, Combo Bonus: Damage over time, Potency: 40, Duration: 18s

    • Lv.50 Trick Attack: 60s Recast, Delivers an attack with a potency of 240, 400 when executed from behind the target, Rear Bonus: Increases targets damage taken by 10%, Duration: 10s , Can only be executed while under the effect of Hide (or Suiton)

    • Lv.50 Kassatsu: 120s Recast, Resets the ninjutsu recast timer while ensuring critical damage for the next ninjutsu action, Duration: 15s

    • Lv.52 Smoke Screen: 180s Recast, Creates a wall of smoke, reducing enmity generation of a single party member, Duration: 20s

    • Lv.54 Armor Crush: TP: 60, Delivers an attack with a potency of 100. Combo Action: Gust Slash, Potency: 220 (280 when executed from a target's flank), Bonus: Extends Huton duration by 30s to a maximum of 70s

    • Lv.56 Shadwalker: 120s Recast, Grants target party member the effect of Silhouette, diverting 80% of all enmity generated to your doppelganger. No effect when target is under the effect of Shadewalker, Duration: 15s

    • Lv.58 Duality: 90s Recast, Doubles the number of non-critical strikes for a single-target weaponskill. Combo bonuses and additional effects will only be applied once, Duration: 10s

    • Lv.60 Dream Within a Dream: 90s Recast, Delivers a threefold attack, each hit with a potency of 100.

    Ninjutsu
    • Lv.30 Ninjutsu: 20s Recast, Executes a specific ninjutsu action coinciding with the combination of mudras made immediately beforehand. If any other ability, spell, or weaponskill is used before the mudras are combined and the ninjutsu executed, the action will fail. The recast timer will begin cooldown upon ninjutsu execution, or when a mudra timer runs out. Shares a recast timer with the mudras Ten, Chi, and Jin.

    • Lv.30 Ten: Make the ritual mudra hand gesture for heaven. Shares a recast timer with the mudras Chi and Jin.

    • Lv.35 Chi: Make the ritual mudra hand gesture for earth. Shares a recast timer with the mudras Ten and Jin.

    • Lv.45 Jin: Make the ritual mudra hand gesture for man for. Shares a recast timer with the mudras Ten and Chi.

      _____________________________________________________________________________________________

    • Fuma Shuriken - Any one of the Ten, Chi or Jin murdra: Delivers a ranged ninjutsu attack with a potency of 240 **Calculated as Physical Damage**

    • Katon - Chi→Ten or Jin→Ten: Delivers fire damage with a potency of 180 to target and all enemies near it

    • Raiton - Ten→Chi or Jin→Chi: Delivers lightning damage with a potency of 360

    • Hyoton - Ten→Jin or Chi→Jin: Delivers ice damage with a potency of 140, Additional Effect: Bind, Duration: 15s (PvP 12s)

    • Huton - Jin→Chi→Ten or Chi→Jin→Ten: Increases attack speed by 15%, Duration: 70s

    • Doton - Ten→Jin→Chi or Jin→Ten→Chi: Creates a patch of corrupted earth, dealing damage with a potency of 30 to any enemies who enter, Duration: 24s, Additional Effect: Heavy (while upon corrupted earth)

    • Suiton - Ten→Chi→Jin or Chi→Ten→Jin: Delivers water damage with a potency of 180, Additional Effect: Grants the caster Suiton, Duration: 10s **The Suiton buff allows the use of TA and SA for it's duration**

    Available Cross Class Abilities


    Featherfoot, Lv.4 Pugilist
    Feint, Lv.2 Lancer
    Second Wind, Lv.8 Pugilist
    Keen Flurry, Lv.6 Lancer
    Haymaker, Lv.10 Pugilist
    Internal Release , Lv.12 Pugilist
    Invigorate, Lv.22 Lancer
    Blood for Blood, Lv.34 Lancer
    Mantra, Lv.42 Pugilist


    Recommended:
    • Internal Release: 60s Recast, Increases critical hit rate by 10%, Duration: 15s MUST HAVE

    • Blood for Blood: 80s Recast, Increases damage dealt by 10% and damage suffered by 25%, Duration: 20s MUST HAVE

    • Second Wind: 120s Recast, Instantly restores own HP. Cure potency 400. Cure potency varies with current attack power. MUST HAVE

    • Mantra: 120s Recast, Range: 25y, Increases nearby party member's HP recovery via curing magic by 5%, Duration: 15s

    • Invigorate: 120s Recast, Instantly restores 400 TP MUST HAVE


    [SIZE=3"]Abbreviations[/SIZE]

    These are the common ability abbreviations used by the playerbase.

    SE = Spinning Edge

    SF = Shadow Fang

    GS = Gust Slash

    DE = Dancing Edge

    AE = Aeolian Edge

    AC = Armor Crush

    M = Mutilate

    TA = Trick Attack

    SA = Sneak Attack

    DB = Death Blossom

    Kass = Kassatsu

    Jug = Jugulate

    KoW = Kiss of the Wasp

    KoV = Kiss of the Viper

    IR = Internal Release

    BfB = Blood for Blood



    Rotation, Rotation, Rotation

    Quote Originally Posted by LordTiberiusRex View Post
    Watch where you step. Like they say in Top Gun, you just entered… the “DANGER ZONE!!” Why am I calling it that? This is the main hot water topic you’ll find throughout all of Eorzea. And the internet.

    Click here for a link to my Ninja Research (includes opener visual) spreadsheet

    Main Combos

    1. Spinning Edge (SE) -> Gust Slash (GS) -> Aeolian Edge (AE) [2.0]

    2. Spinning Edge (SE) -> Shadow Fang (SF) [2.0]

    3. Spinning Edge (SE) -> Gust Slash (GS) -> Dancing Edge (DE) [2.0]

    4. Spinning Edge (SE) -> Gust Slash (GS) -> Armor Crush (AC) [3.0][Ninja Exclusive]

    AE is your heavy hitter/damage combo. SF applies a DoT effect to your opponent. DE reduces your target’s slashing resistance and healing received. AC extends an active Huton by 30 seconds. If you have “Huton” active, you can go through each combo and Mutilate once within about 16-17 seconds (Huton decreases your GCD to two seconds, rounded down). A visual of what happens within those seconds is presented below. Skills will have (#s) to the far right indicating the time in the rotation the action occurs at, and skills affected by DE’s bonus will have a “*” to the right of them like so: GS*.

    Base Rotation (Single-Target)

    The spreadsheet under Rotations provides a visual opener. Here is your priority chain:

    AC > DE > SF > MU > AE

    If the first one is up, move to the next. AC = Huton/Armor Crush. AC may replace AE and still maintain this base rotation:

    DE -> SF -> MU -> AC|AE -> DE -> SF -> AC|AE -> DE -> MU -> SF -> AC|AE -> DE -> SF -> AC|AE -> MU -> DE -> SF -> AC|AE -> Repeat

    Let’s examine the sexiness to this beautiful rotation. DE has 2 or 3 spaces between actions, SF has 2 or 3 spaces between actions, AC|AE has 2 or 3 spaces between actions, and MU always has 5 spaces between actions.

    If there is >= 40 seconds on Huton after using Aeolian Edge or Armor Crush, then use Aeolian Edge. If there is < 40 seconds on Huton after using Aeolian Edge or Armor Crush, then use Armor Crush.

    Why 40 seconds? It is the allowable time Huton lasts if you do AC/Huton -> AE before you recast AC, factoring 1-2 mudra sequences, a bit of GCD bleed, and moving around a bit during your rotation.

    Please remember: this is a base rotation. The purpose is a guideline for how one can keep up Huton, DoTs, debuffs, and durations ~100% of the time. In certain cases, such as breaking away from your target or time constraints, you’ll use Shadow Fang and Mutilate over Dancing Edge.

    This is the Ninjutsu priority chain:

    Huton > Suiton > Raiton|Fuma Shuriken (more info below)

    Huton is the best Ninjutsu action you will ever have right now. It decreases all ability GCDs and increases auto-attack rates. Suiton is the prerequisite for Trick Attack without Hide, which grants you and your party an extra 10% on all attacks for 10 seconds. Raiton and Fuma Shuriken are quick strike Ninjutsu actions used whenever Huton is up and Trick Attack is down.

    Single-target Extras

    If Trick Attack or Sneak Attack is off their cooldown, then use Suiton and follow up with one of those two skills; if available, use a Kassatsu with a Raiton right after (an example of this: Suiton -> Trick Attack -> Kassatsu -> Raiton). If they are not off their cooldown, use Raiton instead. Use the combos above, additional abilities, and Off-GCD skills in the meantime while Ninjutsu is on its cooldown.

    If there is a warrior in your party that is regularly applying Storm’s Eye (Hint: icon on the enemy status bar is a pink axe) or another ninja regularly applying Dancing Edge (Hint: you should know what it looks like by now), then you may opt out of DE. A suitable replacement for DE is AE; it will take the same amount of time to execute and is higher potency. In all other cases, DE should be used as it increases ninja, warrior, dark knight, and paladin damage towards the enemy.

    With On-GCD skills, your main goal as a ninja is DoT, duration, and debuff upkeep via SF, DE, AC and Mutilate. Compared to Summoners, it’s a similar tactic with the use of Bio, Miasma, and Bio II. When all three (or two if a warrior/ninja is around in the DE warrior case above) are up, you should switch over to AE. When a DoT or debuff is about to go down, switch back over to the respective combo or ability to apply them. Wax on, wax off. Like a ninja turtle.

    Mug, Jugulate, Duality, and Dream within a Dream should never be off their cooldown. If they can be used, use them. They’re damage abilities that cost no TP to use with a cooldown. The same applies to Blood for Blood and Internal Release if you have those as additional abilities. In the case that you need to time Jugulate for an enemy’s mechanic, avoid spamming Jugulate to be able to cover the mechanic. You can also hold off on spamming these skills if a burn phase, such as Titan’s heart, is about to show up.

    Example Rotation (Multi-Target)

    Chi (0s) -> Ten (.5s) -> Ninjutsu (1s) -> Kassatsu (2s) -> Chi (3s) -> Ten (3.5s) -> Ninjutsu (4s) -> Death Blossom x 10 (5,7,9,11,13,15,17,19,21,23s) -> Chi (24s) -> Ten (24.5s) -> Ninjutsu (25s)

    Multi-target Extras (>= 3 enemies)

    Prioritize having Doton up, then using Katon if a Kassatsu is available right after. If there’s more than three mobs, spam away with Death Blossom, buffed by Blood for Blood and Internal Release if you have them. When there is only one to three mobs left then switch over to single-target mode. If there are exactly three mobs at the start of the fight, begin with Doton up; at this point, you may choose between multi-target and single-target methods. If the life expectancy of a mob group is <= 20 seconds, start off with a Katon instead of a Doton.


    Remember boss phases and mechanics! If there are many mobs present but you need to take down one particular enemy quickly within the group, you will be better off using the single-target method instead of the multi-target method. Additionally, if you need to quickly burst down a large mob and don’t have the luxury of time, you may start with a Katon instead of Doton in the Multi-target method.


    Huton

    Keep this up at all times. If it is down, use the next ninjutsu action to reapply it. 70 seconds is enough time for you to fit in three ninjutsu actions. Use this one at the start of battle or a few seconds beforehand.

    Raiton vs Fuma Shuriken

    Many ninjas are aware of “mudra lag;” your mudra actions work slower than expected. Occurrences are more common in dungeons compared to open world, but this issue is still present. Even stat weights are adjusted based on the amount of mudra lag one has. Let’s compare the two below. Over a long fight, mudra lag accumulates and any unused time adds up and a large DPS drop ensues. Let’s explore the differences of Raiton and Fuma Shuriken below:

    Raiton is a 360 potency lightning damage attack that uses 2 mudras in its sequence. In many rotations, Raiton is the preferred choice for a quick strike Ninjutsu action. If mudra lag is causing issues, performing Raiton will cut into your GCD, which delays your On-GCD rotation.

    Fuma Shuriken is a 240 potency physical damage attack that uses 1 mudra in its sequence. Both Kisses enhance the damage of Fuma Shuriken, as it is considered physical damage. Dancing Edge enhances Fuma Shuriken as the Ninja’s method to deal physical damage is through slashing. Neither Kisses or Dancing Edge boost Raiton’s damage.

    So which should be used and when? Raiton should be used when the user is not experiencing a lot of mudra lag or when the Bard has Foe’s Requiem up. See below for the damage increase:

    Foe’s Requiem * Raiton = 1.1 * 360 = 396 potency.

    Fuma Shuriken should be used when you’re experiencing heavy mudra lag, or simply want to fire off a quick Ninjutsu action. Fuma Shruiken is also preferred when you consistently have your GCD sitting for more than half a second every time you cast Raiton. See below for damage increase:

    (Dancing Edge + Kiss) * Fuma Shuriken = 1.3 * 240 = 312 potency.

    Theorycrafting tip! Damage buffs, such as Dancing Edge and the Kisses, are independent of each other; the effects stack only on your base damage, hence why the equation is like that above.

    Comparing DE+Kiss Fuma Shuriken to regular Raiton, we have a difference of 48 potency; this is a little over one tick’s potency from Shadow Fang difference in damage. Adding Foe’s Requiem creates a difference of 84 potency, which is equal to about two ticks’ potency from Shadow Fang difference in damage. From these numbers, Raiton is always a better choice when Foe’s Requiem is up. If Foe’s Requiem is not up, then it is situational and dependent upon other factors such as mudra lag to determine whether Fuma Shuriken or Raiton is the better choice.

    Tips

    DoT Effects

    Quote Originally Posted by LordTiberiusRex View Post

    DoT’s on ninjas work a little “funny” in this game. Buffs such as the Kisses and Blood for Blood directly affect DoT damage. Dancing Edge’s slashing bonus does not increase the damage of the DoT effect, regardless of if it is applied before or after DE’s application, but it does increase the damage of the application strike on skills such as Shadow Fang and Mutilate. The tick count is as follows: [(DoT Effect Duration)/3].

    Disclaimer: DoT's work on a "server-wide tick." This means that while the tick count of the skill does not change, the point in the spell where it occurs at may fluctuate (e.g. first ping in Mutilate occurs at 28 seconds rather than 27 seconds). The interval between ticks stays a constant three seconds, however.

    Let’s use Shadow Fang, Mutilate, and Doton as our examples below:

    Shadow Fang:

    The DoT effect occurs once every 3 seconds. There are six ticks. An example visual below:

    200 (18s) -> 40 (15s) -> 40 (12s) -> 40 (9s) -> 40 (6s) -> 40 (3s) -> 40 (0s)

    Mutilate:

    The DoT effect occurs once every 3 seconds. There are 10 ticks. An example visual below:

    60 (30s) -> 30 (27s) -> 30 (24s) -> 30 (21s) -> 30 (18s) -> 30 (15s) -> 30 (12s) -> 30 (9s) -> 30 (6s) -> 30 (3s) -> 30 (0s)


    Doton:

    The DoT effect occurs once every 3 seconds. Note: Skill has duration of 24 seconds. There are eight ticks. The Heavy effect is applied upon the first tick and lasts for three seconds after the last tick. An example visual below:

    30 [Heavy on] (22s) -> 30 (19s) -> 30 (16s) -> 30 (13s) -> 30 (10s) -> 30 (7s) -> 30 (4s) -> 30 (1s) -> 0 [Heavy off] (-2s)
    • If you have a Warrior (or another Ninja) in your party and they are using Storm's Eye (or Dancing Edge) with any consistancy, you can drop your Dancing Edge in favor of Aeolian Edge.

    Quote Originally Posted by LordTiberiusRex View Post
    Goad!

    Is what I would like to say to get my fellow party members into action as a ninja. And you can too! Just... well, you cannot Goad yourself to action. That’s why many ninjas will choose Invigorate as a cross-class skill to make up for that. This leaves us with an important question: When do you Goad?

    Let’s put this into a Do, Don’t, and Please Don’t format:

    Do:

    - Cast Goad on a Warrior if he/she is spamming Overpower (Animation looks like an Austin Power’s karate chop with an axe that spews enough flames to make even Ifrit proud).

    - Cast Goad on a Warrior after some time fighting a mob, or pulling a large mob right after you eliminate a group.

    - Cast Goad on a TP-based ranged/melee class only on request from them. Any other time it is used on them would fall under the “Don’t” section.

    Don’t:

    - Cast Goad on a Monk, Dragoon, Bard, or Ninja if a warrior tank needs it instead. Monks and Dragoons can use Invigorate, Bards have Army’s Paeon to restore their TP, and Ninjas can cross-class into Invigorate. Additionally, Paladins won’t need to be Goaded as they can use MP-based enmity generating skills.

    Please don’t:

    - Cast Goad on any class that uses MP as its primary resource. Big hint for what a MP class is: Someone with a book or staff in their hands. Don’t do it; save yourself the ridicule.


    Equipment


    Stat Weights


    End-Game Equipment Builds
    (11)
    Last edited by treuhavik; 07-09-2015 at 10:44 PM.

  2. 12-12-2014 07:29 AM

  3. #2
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    I know this is the wrong thread, but those Monk Weights are completely outdated. They are:

    WD: 9.338
    STR: 1
    DET: 0.336
    CRT: 2.14
    SS: 0.206
    (1)

  4. #3
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Dervy View Post
    I know this is the wrong thread, but those Monk Weights are completely outdated. They are:

    WD: 9.338
    STR: 1
    DET: 0.336
    CRT: 2.14
    SS: 0.206
    Thanks! We've been without any theorycrafters in the MNK thread for a while lol

    I'll go ahead and use these here too until they've been established.

    Edit: Crit should be 0.214, right?
    (0)
    Last edited by treuhavik; 12-12-2014 at 10:16 AM.

  5. #4
    Player
    ShaolinMike's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    458
    Character
    Michael Stormcloud
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I could be wrong, but at last check, I believe the customary opener was the following:

    Huton pre-pull > SE > B4B > GS > IR > DE > Suiton > Multilate > Trick Attack > SE > Kassatsu > SF > Raiton > SE > Mug > GS > Jugulate > AE.

    This allows Kassatsu>Raiton to be cast with IR & B4B still up for maximum potency.
    (0)

  6. #5
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ShaolinMike View Post
    I could be wrong, but at last check, I believe the customary opener was the following:

    Huton pre-pull > SE > B4B > GS > IR > DE > Suiton > Multilate > Trick Attack > SE > Kassatsu > SF > Raiton > SE > Mug > GS > Jugulate > AE.

    This allows Kassatsu>Raiton to be cast with IR & B4B still up for maximum potency.
    Thank you! That's why we need this thread lol All the info was scattered.


    Edit: Do you know where I can find the math for this, if there is any?
    (0)
    Last edited by treuhavik; 12-12-2014 at 12:31 PM.

  7. #6
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    You should also note that if you miscast a jutsu that using Doton is better than not casting anything at all as far as damage is concerned.

    Also after opener on pull the priority for keeping dots/debuff up is Shadow fang > mutilate > Dancing Edge > Aeolian Edge I believe. (There is still debate to whether dancing edge or dots is higher priority though) You can scratch out Dancing Edge if the war off tank is willing to keep up their slashing debuff instead.
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    Last edited by Leonus; 12-12-2014 at 12:28 PM.

  8. #7
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Leonus View Post
    You should also note that if you miscast a jutsu that using Doton is better than not casting anything at all as far as damage is concerned.

    Also after opener on pull the priority for keeping dots/debuff up is Shadow fang > mutilate > Dancing Edge > Aeolian Edge I believe. (There is still debate to whether dancing edge or dots is higher priority though) You can scratch out Dancing Edge if the war off tank is willing to keep up their slashing debuff instead.
    Awesome, will do. Thanks!
    (0)

  9. #8
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    just to add to the Shuriken info.

    Its physical and hence still affected by venoms.
    (0)

  10. #9
    Player
    Best-MNK-NA's Avatar
    Join Date
    Aug 2014
    Posts
    52
    Character
    Meat Chiefkabob
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Your BIS slot list isn't actually BIS.

    This is as far as I can tell: http://ffxiv.ariyala.com/OTEF

    Gives up some VIT for 2-3 stats worth of DEX depending on your stat weights. Not sure where your stat weights came from (or the MNK ones, would love a source for why that's been updated) but NIN and MNK most certainly do not have the same stat weights. NIN benefits from crit far more than either melee dps - they attack faster than DRG and have significantly less auto-crits than MNK.

    Opener is missing X-Pot and applies Mutilate before it gets buffed by Trick attack. Try:

    Huton (pre-pull, 10s) > BfB > SE > IR > GS > X-Pot > DE > Suiton > SE > Trick Attack > SF > Kassatsu > Mutilate > Raiton > SE > Mug > GS > Jugulate > AE
    (0)
    Last edited by Best-MNK-NA; 12-12-2014 at 04:34 PM.

  11. #10
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Best-MNK-NA View Post

    Gives up some VIT for 2-3 stats worth of DEX depending on your stat weights. Not sure where your stat weights came from (or the MNK ones, would love a source for why that's been updated)
    Weight's will update periodically each time there is an item level boost. The purpose of weights are to adjust for the latest item level increase. Each increase of ilevel will provide x Job with a different potential stat-load out. On top of this, the values of each weight will shift depending on the reach of stats with the ilevel increase. The weights of SS/CRT will increase as the DET increases. The weight of WD will decrease as our weapons WD increases - but the weight increases as our Primary stat (str/dex) increases. For example with Dragoons, in ilevel 110/patch 2.2, the Dragoons base Skill Speed was much higher. Therefore, the value of 1 Skillspeed per Strength decreased. We also had much lower DET. Come patch 2.4 with ilvl135, our gears base SkillSpeed absolutely plummeted and DET was increased a lot more. Therefore, the value of Skillspeed and Crit absolutely exploded.

    Also this patch, the ilvl:STR ratio increased by a metric tonne, increasing the value of WD a lot more.
    (1)
    Last edited by Dervy; 12-12-2014 at 07:25 PM.

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