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  1. #1
    Player hadeed's Avatar
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    Mar 2011
    Posts
    10
    well I would like NINja to have throwing WS , it would be really nice to have , it doesnt need to be something high damage like ranger its just debuffing or buffing would be nice , also the Shurikin ( maybe spelling wrong sorry ) I see no point of having it in the game, very hard to get and then even if you have it the use of it not that great because it doesnt add anything just losing your money. but if You use throwing WS to buffing for example the Steps system in Dancer , you throw up to 5 Shurkin and that will buff for example the next coming Fire Skill Chain ? at this time i think wasting my shurkin will be more useful if there is no WS for throwing.


    the path that SE made to boost the NINja ninjtsu damage is really good , would like more to put into it , its like more alternatives for the player , make it more useful . I know Debuffing is for the RDM path so no problem , Ninja can take other bath NInja can be the jack of all trade like RDM but as melee class , like lets say adding Ancient Ninjtsu ? some ninjtsu that take long casting similar to Blue Mage Magical spells that does massive damage , or a Physical Ninjtsu like the Physical Blue magic that be casted fast .

    its all my imagination lol. well i know Japanese are better in this because its their classes anyway , Ninja and SAM , they can be creative , i know its cheesy but the games meant to be cheesy to have fun , like now in Abyssea with the damage and all , so why not , it will be great to add all the good special feeling in the classes , I would like to see that

    Also please dont flame me , this forums is for sharing stuff , obviously i cannot balance the game because i am not in development team , i am just player who wants to enjoy the game and wants to play my class as it should be and i know people would love to see ninja do those stuff in the game !

    cheers ~
    (0)
    Hadeed : Level 90 NIN
    Ragnarok server

  2. #2
    Player Pesh's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Pesh
    World
    Ragnarok
    Main Class
    THF Lv 99
    The major adjustment I'd like to see is Yonin/Innin lose the shared timer and drop to 1 minute similar to Hasso/Seigan.

    SAM are able to switch offensively and defensively on the fly and they're big and clunky. Why can't the agile NIN do the same?
    (0)

  3. #3
    Player Ezrin's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    20
    Quote Originally Posted by Pesh View Post
    The major adjustment I'd like to see is Yonin/Innin lose the shared timer and drop to 1 minute similar to Hasso/Seigan.

    SAM are able to switch offensively and defensively on the fly and they're big and clunky. Why can't the agile NIN do the same?

    This ^^ I don't see why Yonin and Innin share timers, I mean look at SAM, Hasso/Seigan just overwrite each other. Also WAR can be used as another example, they have Berserk/Defender that just negate the effects of each other out.
    (0)

  4. #4
    Player FoxtheSly's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    12
    Character
    Foxthesly
    World
    Phoenix
    Main Class
    NIN Lv 93
    Concerning Yonin/Innin, I'd like to see the position requirements removed.
    (0)

  5. #5
    Player Icefloe's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Icefloe
    World
    Ragnarok
    Main Class
    NIN Lv 95
    I too would like a ninja throwing skill. However, unless they make stars more accessible/easier to craft, it just probably will never happen.
    (0)
    Wash your hands!!

  6. #6
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Ill sign for throwing weaponskills
    (0)

  7. #7
    Player Bulrogg's Avatar
    Join Date
    Mar 2011
    Location
    Carbuncle: Windurst Militia
    Posts
    419

    hook a neenja up

    Here is a copy of an e-letter I sent to FFXI devs via the old POL option back in 2007. If this was a Windows 7 commercial I would be Windows 7 because I so called tactical parry.

    When will NIN get Throwing Weaponskills and bundle stacks for shruikens i.e. the way arrows/bolts, tools, stones are bundled and stacked?

    Jubaku: Ni ........ come on now.

    You know what would really be cool, if NIN got TP for successful Parries.

    Would also be nice if NIN could unlock all 6 Sans and Tool Expertise.

    Just tossing it out here but you remember when Utsu used to block -agas; how it would only consume one shadow? You should make it that way again but only NIN main. When /NIN -agas would wipe all shadows. You could also make /NIN Utsu like Blink i.e. there's a chance it wouldn't block the spell/attk.

    just my 2 gil on the NIN subject.... guess I'm kinda looking for a NIN job adjustment. You keep tweaking PLD and w.legs pretty much put us NIN out of kiting jobs since AF isnt all day. Should make AF 1 and Relic 1 all day or extended past dusk-dawn; have it active from 14-9 with 5 hours of down time.

    Come on, hook a neenja up!

    oh yeah what was this 'new and deadly ninjutsu' that i read about a few updates ago? Was it referring to the Clone jutsu used by the aht urgh mobs? Just another jutsu we'll never see eh? *cough*Jubaku:Ni*cough*
    Some of the stuff kinda seems meh now, I was just on a antiPLD rant back then... but I would like to still see Throwing WS and more affordable, bundlable too, shurikens.

    It would be nice if Yonin/Innin weren't shared timer but were more like Hasso/Seigan timers. Yes?

    It would be pretty cool if NIN had an ability like that of Sange but the Shadows would produce a clone and it's attack power would be equal to the number of shadows used or something of the like.

    ...and that's my two gil on the subject.
    (0)

  8. #8
    Player Hawk's Avatar
    Join Date
    Mar 2011
    Posts
    28
    Character
    Hawkhellfire
    World
    Phoenix
    Main Class
    NIN Lv 99
    Yonin/Innin should lose their position requirement. They should also lose their shared timer and each have a recast of 1 min.

    New JA: Perfect Parry. 1 min recast, 30 sec duration. Just like Perfect Counter. Useful for getting Shadows up/casting an Ichi spell.

    New JA: 2 min recast, 1 min duration. Doubles the length of your next self buff ninjitsu.

    New JT: Critical Hit Bonus.

    New JT: Evasion Bonus (Not as many as thf, but giving us a few would be nice)

    Skill increase: Katana to A+, Throwing to A+

    New Spells: Jubaku: Ni, Hojo: San, Kurayami: San, Monomi: Ni, Migawari: Ni, Utsu: San, Elemental wheel tier 4

    Migawari adjustment: Ichi duration changed from 1 min to 3 min. Ni duration would be 5 min.

    Cheap and good Shurikans. Make them stack to 99. Make them craft-able and buy-able at an npc.

    Throwing Ws. Can make them some debuff mob in new ways. 1 - 2 that can be good damage ws (A reason to get Sange)
    (1)

  9. #9
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    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)

    ---

    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.

    ---

    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.
    (3)

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    139
    @ 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.
    --
    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.
    --

    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.
    (0)

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