Yeah I generally just had it macro'd to party member 2, and then sorted it so healers were always second. It's use was somewhat limited because of this though.
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yeah it just meant I could use it too get out of aoes as it was 1 quick button press, otherwise I just wouldn't use it at all.
Yeah I definitely understand.
Continuing on with my ninja nerdgasm:
http://www.youtube.com/watch?v=QbiFK4tcz9w#t=323
If you look closely, you can see the Ninja nexus weapons...
/drool
I'm pretty sure the the teleport skill works were basically you place a targeter to a spot, and then click to 'port there.
It has a clear travel time, it is almost certainly just "fast walking".
I've estimated NIN at around 584 potency/2.5s gcd. https://docs.google.com/spreadsheets...it?usp=sharing
I've estimated MNK at about 566 potency/2.5s gcd, and DRG at about 512 potency/2.5s gcd, to put that into perspective. https://docs.google.com/spreadsheets...it?usp=sharing
However, I've made a number of assumptions, which we cannot confirm until 2.4 releases:
1) Ninjutsu has a 20s cooldown, and is off-GCD. I also assumed that you can input all the mudras and activate the ninjutsu without cutting into your GCD. This is likely not the case, and would result in lower DPS.
2) SATA has a 60s cooldown, and is off-GCD. I also assumed only 4 hits would be affected by TA.
3) Kassatsu has a 120s cooldown.
4) Jugulate has a 30s cooldown.
5) WAR is maintaining Storm's Eye.
6) Mug is a GCD attack, so it does not contribute to optimal DPS, in any way.
7) Dancing Edge/Storm's Eye do not affect ninjutsu.
I did not simulate B4B or IR, I merely multiplied their overall effect together with the total potency.
I'm also not sure if my rotation is completely optimal. Namely, there are times where your DOTs are nearly off, but you're about to start a new combo. It might be worth clipping those DOTs, at that point. For simplicity's sake, I didn't clip any DOTs.
For auto-attacks, I assumed a 75 potency hit every 2.5s (2.125s for NIN and MNK).
It's likely that NIN will have a weaker damage weapon than MNK and/or DRG, in order to avoid balance issues. Its higher potency/gcd doesn't necessarily mean it's stronger until we know that.
Guess not. Hopefully my math is wrong then; someone double-check me.
I really hope nin weapon damage isn't lower than mnk or drgs. If it is, then it should not be as great a difference as brds weapons to melee weapons.
Thanks for this post, its very helpful.
Ninja have the same wpn damage as the other melee's
http://www.bluegartr.com/threads/123...e-Going-Mining
So yea, NIN weapon damage is on par with other melees.
Like we thought Goad can't be used on yourself
Yeah the tooltip is worded and means the same as 'Eye for an Eye'. Any party member except yourself. How sad :(
Hii all,
Fairly new to the game and glad I started just as Rog/Nin came out. Quick question as far as Rog/Nin goes where should I be distributing my attribute points to? All Dex or a mix of Dex and something else?
Mug Tooltip in english is wrong: http://forum.square-enix.com/ffxiv/t...=1#post2544004
So, it doesn't need to be the final blow to work properly.
Figured I'd drop this here as well (originally posted here)
Something a friend of mine and I were throwing around, trying to figure out if there's a way to make NIN work on some sort of rotation, and for the time being we came up with the rotation at the bottom. Neither of us are yet at 50 with NIN so we haven't had a chance to put it into practice, but I wanted to throw this out there and see if someone can take the idea and see if it makes sense.
NIN abilities just don't line up correctly. They have really odd durations and trying to make them match Ninjutsu was a struggle and not worth it. It was at this point that we were looking at cross-class abilities for NIN and besides the obvious 4 choices (Blood For Blood, Internal Release, Second Wind, Invigorate) every other option from MNK and DRG was just worthless. But we had a thought, regarding Impulse Drive. NIN feels like it needs something to pad out combos ever-so-slightly to get the debuffs, dots, buffs, and ninjutsu recasts to line up correctly, so we tried it, and it seems to work in theory. We had 3 assumptions going into this:
- Using Huton and waiting 20 seconds at the start is impractical, and not applicable to mid-fight
- With Huton on, we estimated with the GCD at 2 seconds. ID's can be taken out if the GCD is longer and the rotation too long
- Weave in Mug and Jugulate as needed or at will, there's plenty of time and they're not terribly important.
ID: Impulse Drive
IR: Internal Release
SF: Shadow Fang combo (2 actions), 40 Potency DOT for 18s
DE: Dancing Edge combo (3 actions), Decreases target's slashing resistance by 10% for 20s
AE: Aeolian Edge combo (3 actions)
Mut: Mutilate
B4B: Blood For Blood
Huton > Mut (2 sec) > DE Combo (6 sec) > Impulse Drive (2 sec) > Internal Release > Spinning Edge (2 sec) > B4B > Shadow Fang (2 sec) > Impulse Drive (2 sec) > Spinning Edge (2 sec) > Suiton > Gust Slash (2 sec) > Trick Attack > Aeolian Edge (2 sec) > Kassatsu > Mutilate > Raiton > DE (6 sec) > ID (2s) > SF (4 sec) > ID (2s) > Spinning Edge (2s) > Gust Slash (2s) > Doton > Aeolian Edge (2 sec) > Mut (2 sec) > DE (6 sec) > ID (2 sec) > SF (4 sec) > ID (2 sec) > AE (6 sec) > Huton (repeat)
~70s total
Speaking strictly from a theory crafting standpoint as my NIN is currently level 41, someone did a post earlier where the abilities lined up properly. I think what they did was clip the Huton buff once it gets under 30 seconds in the first rotation, since it may be a little off at the start of a battle depending on when you cast/when the tank pulls. I can't remember if it's in this thread or another, and I'm not able to look at the the moment. Aside from that though, I'm not at all in favor of adding a cross class skill that adds a positional requirement to my rotation. I will stand where I want and kick @$$, thank you very much.
/my2cents
Anyone noticed any pop culture, or more specifically anime references with the Rogue / Ninja class or quests.
Grasping at straws for a few, but Doton is ripped straight from Fullmetal Alchemist (a square enix produced manga/anime), with the May's alkahestry.
http://img1.wikia.nocookie.net/__cb2...tion_Array.JPG
Orobo's past with Kasakuya(sp?) is the story of Naruto and Sasuke (I know that again, but its too coincidental to not be)
The run animation AFAIK invented in anime as a cheap way to draw someone running, ninjas don't actually run like that in RL.
There was a few more Naruto'y references in the story but they were very fine and probably just coincidence.
The villain (whos awesome) takes a lot from Genesis in Crisis core, but infact reminded me a lot more of Shogo Makashima from Psycho-Pass.
I'm only 42 at the moment so i've probably missed a few but I'll be keeping my eye out for more.
So.. does Shadowstalker actually do anything?
I noticed no difference in movement speed while hidden.
I didn't notice any change either, even with weapons drawn.
In the french tooltip it say that its upping Sneak Attak Potency but no mention of increased movement speed while hidden, go figure :p
It's another mishap with the English tooltip. It doesn't increase movement speed at all, just increases potency of Sneak Attack.
Ohhh I see. Thanks.
So ninja has been out have anyone here figured out the optimal rotation for both single target(boss) and adds. I won't b home for another week so I'm super hype about the job but I would like to know the best rotation of the rig/nin. Much appreciated the help
Working on that. Preliminary (but somewhat incorrect) version on a previous page, which me and 2 others are working on.
On a different note, I guess Dancing Edge is bugged. You don't have to hit from the flank with it for increased potency, like the tooltip says.