Seeing as Kannagi isn't hard to get, I feel like a throwing weaponskill would be dumb. Seeing as that would cut into damage to much. As well as no longer being able to use a ranged/ammo slot for anything useful.
Seeing as Kannagi isn't hard to get, I feel like a throwing weaponskill would be dumb. Seeing as that would cut into damage to much. As well as no longer being able to use a ranged/ammo slot for anything useful.
Here are a few ideas I've had, based on past SE comments about the direction they want to take Ninja.
New Job Ability: Image Trickery
Duration: 30seconds
Recast: 2min
The Ninja uses shadow images to change the appearance of the other party members so the enemy thinks all actions are done by the ninja. (no graphic changes needed in-game)
* All enmity created by any party member during this ability is given to the Ninja.
* Enmity gained depends on the party's actions.
* Requires at least 1 utsusemi shadow to be active to gain enmity from another's actions.
* Hate reducing abilities used during this effect do not impact the ninja's enmity. (High Jump and Super Jump do not reduce the Ninja's enmity, for example. Thief's Accomplice type abilities should have no effect on the ninja)
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New Ninjutsu: Smokescreen
Duration: 30 seconds (can be canceled)
Recast: 1 min
The ninja throws a smoke bomb that creates a thick cloud of smoke, obscuring the ninja from view.
* Drops all enmity while in effect.
* When the effect wears off, more enmity is gained than was shed. (amount enhanceable through enmity+/- merits/gear)
* Enmity gained from the Ninja's offensive actions during the effect is not "gained" until the effect wears off.
* The sairui-ran tool may be used for this ninjutsu in addition to Kurayami.
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New Job Trait: Fade
When a Ninja takes physical damage, their evasion increases for a brief time.
Tier 1 Level 20: +5 evasion
Tier 2 Level 40: +10 evasion
Tier 3 Level 60: +15 evasion
Tier 4 Level 80: +20 evasion
* It's +5 per tier, total of 20, not 50 (just in case there's any confusion)
* This is a very short effect, but it should last long enough to help evade at least the next enemy attack.
* Gear could be added to enhance Fade's duration and amount of evasion.
@ AyinDygra
I'd be for those 3 abilities, they work well for what Ninja is suppose to be and Fade does have a sense as to how a ninja may react when getting hit.
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On the topic of Jubaku: Ni though we probably wont' get it unless they add a new form of paralyze to RDM. Jubaku: NI would be to overpowered and take away from the RDM ability to enfeeble. As a good example even with 370 ninjutsu skill my jubaku: ichi can land on an ice/tiger based NM with little trouble while even a fully merited RDM with 400 enfeebling skill may see trouble trying to land paralyze 2 on the same mob.
While we did get Blind/Slow ni I can understand why SE has yet to release paralyze. This is why we've received Player unique jutsu in an attempt to add new strategy towards the types of enfeebles we can land to make use more unique. With that in mind though it would've been wiser if they just gave us the ni forms of those rather the ichi since it does make it harder to actually make use of them.
We were given Aisha, which is like Bio. Yurin which is basically a Penance effect in jutsu form and doesn't seem to stack with the MNK ability. Miyoshu which acts as another form of subtle blow.
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As for removing the Yonin/Innin placement for it to take effect I'd also have to disagree with that. It would increase NIN's dmg by to much and take away from the strategic standpoint they are suppose to be used for, if you wanna tank face the mob and Yonin, if you wanna deal more dmg and have someone else tank put up Innin and fight from behind. While I do understand some strategies may have you tanking the mob from behind you just need to adapt to the fact that you can't make use of Yonin in those situations.
It would however be nice if they did change th recast time of them at least, maybe not like hasso/seigan but even cutting it in half so that we don't have to wait such a long period in case it gets dispelled.
To me removing the placement requirement from Yonin/Innin would be like removing the SAM's Overwhelm and THF's Ambush placement requirements, while they are good abilities you have to use them properly to make use of them.
To be honest I like how NIN is now, the changes they made with jutsu damage and addition of new JA has really fleshed out to make it more unique. If there was one thing I'd like to see however it would be the ability to counter when making a successful parry, they are so far and few in between at times that it be nice if it did more then give you 1-2 TP lol.
False. It does nothing to RDM enfeebling. This isn't 2007.
RDM has access to:
-Enhanced Saboteur
-Enhanced enfeebling magic potency
-Tons of MND/INT
-Tons of magic accuracy
-Tons of enfeebling magic skill
-Loads of Fast Cast
Tell me, exactly, how Jubaku: Ni will do anything to RDM?
Last edited by Fetus; 03-10-2011 at 07:49 AM.
Job Ability : Shadow Attack
Recast - 10 mins
-Upon using, all remaining shadows gain the ability to attack, with the same stats as the player currently has (atk, acc, eva, etc), with the exception of only having 10% of the players max HP.
-shadows gain 100% enmity increase
-player can not recast any Utsusemi spell while any shadows remain active
@Snprphnx - I've predicted this JA at lv99 since we found out of the level cap increase. Some mission mobs (not to worry, I'm not giving any spoilers) have this ability which is not unlike SE to show moves via mobs before players can use.
On the note of Yonin/Innin placement. It would be nice to make a JA, trait, or spell to ignore placement for a short time. For example if the Enemy changes position and or moves around. You can use Tsukiyomi(just using a name that uses dark/light attributes) to regain or control the enmity that is running around. Or use Ninjutsu and any location within a certain time limit(if it was a trait it would say "occ. ignores position").
On another note, an offensive Dark and light ninjutsu would be nice, even if it doesn't fit the Elemental wheel, the -30 dark resistance would be good for Kurayami.
I do like the idea of a JA Perfect Parry. I don't know if they could make it to include a counter attack but that would be be interesting to see. Maybe also include a bigger bonus to Tactical Parry.
Something else that would be nice. A Job Trait for when Ninja is set as main job to make Utsusemi able to absorb AOE magic and attacks with one or more shadows and do reduced damage if all shadow are used to absorb the attack. Basically for Utsusemi to act like it used to.
Alot of these Ja's and spells look good, it only makes sence that Ninja is ment to be a stealthy fighting job so why not have the ability to smokescreen yourself out for a moment to recast shadows etc.
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