You're the man, Derv! Much appreciated!
NEW BiS:
Flint Caviar - http://ffxiv.ariyala.com/OWL4
Black Truffle - http://ffxiv.ariyala.com/OWL6
Pre-T13:
Flint Caviar - http://ffxiv.ariyala.com/OWL7
Black Truffle - http://ffxiv.ariyala.com/OWL8
Printable View
You're the man, Derv! Much appreciated!
NEW BiS:
Flint Caviar - http://ffxiv.ariyala.com/OWL4
Black Truffle - http://ffxiv.ariyala.com/OWL6
Pre-T13:
Flint Caviar - http://ffxiv.ariyala.com/OWL7
Black Truffle - http://ffxiv.ariyala.com/OWL8
I'd include them into the OP Treuhavik. A change in weights at this point makes 0 impact in gear choices and you can never get 100% accurate stat-weights either way.
Thanks for catching those!
I've also updated the rotation section of the OP:
Quote:
Note: This list was created with 100% Huton up-time and a total skill speed of 436 in mind.
This "rotation" is merely a base with which to work with. Your full rotation, once added the Ninjutsu rotation, buffs and oGCDs, can, and most likely will, vary from the Ninja next to you. However the base of this rotation will remain the same, as it is simply listed in the order in which your debuff and DoTs will fall off and need to be refreshed, hence "priority". Be sure to put them up in the order in which you see them here, as that just so happens to be the most effective method.
DE > SF > M > AE - This is your priority chain. If the first one is up, move to the next, so-on and so-forth. The one exception to this rule would be in the event you need to break away from your main target. This is the only time it is more efficient to place your DoTs (SF > M) without your slashing debuff (DE) due to time constraints. Of course, if anticipated in advance, try and have DE up before hand.
Ninjutsu Rotation
Single Target:
First, Huton should always be up before engaging and, ideally, re-applied within 19-3 seconds remaining on your Huton buff.
The second ninjutsu you'll want to use is Suiton. This enables you to use Trick Attack without hide and while already engaged, granting you and your party 10% more damage against the affected target.
Following your Suiton cast, common practice is to activate Kassastu. This resets your ninjutsu recast and guarantees the next cast will be a critical hit. The best spell to use in combination with Kassatsu has proven to be Raiton, as it is the highest potency ninjutsu spell, therefore granting it the greatest benefit from the critical bonus.
Depending on your chosen opener/rotation and granted proper timing of your ninjutsu casts, you will be able to fire a second Raiton (still your highest potency spell). In order to do this properly, your Huton buff must have at least 20+ seconds remaining, else it will drop off and your damage suffer for it.
So remember, Huton (when buff is under 23 seconds) > Suiton (when TA is available) > Raition (with Kassatsu when available directly after a cast)
Opener(s):
Now that we've taken a look at all the individual pieces of Ninja, let's put it all together. Welcome to "openers", which are used to start off the battle and our priority rotations. Once executed, everything should flow naturally, granted you are following the priorities listed above. You are following them aren't you? Oh, Of course you are... ;)
So, here we have openers shared by fellow Ninjas. Just by taking a quick glance, you can already see how varied the rotation can become. Take your time, find one you like or even create one of your own. Just be sure to keep up your buffs, debuffs and DoTs, and share it with the rest of us if you think you've struck gold. If you can ever use it, never shy away from asking for advice, I didn't type this thing to help myself and there are many others here to help as well.
I also made a tooltip legend similar to the DRG's TTT setup to help me memorize it. In your above line you leave out SE before the SF. This is fine cuz most Ninja's will understand you cant apply Fang without SE but might i suggest removing SE and GS and perhaps M from the legend altogether for simplicity. I find this slightly easier on the brain since its pretty self explanatory to refresh your Mutliate and 1-2 combo starters. I applaud your efforts here.
Eg:
D = Dancing Combo
F = Fang Combo
A = Aeolian Combo
- = Mutilate etc.
(rotation is probably off just an example)
D - F - A
F - D - A
F - D - A
F - D - A
You have a point. It is a bit intimidating to look at, I'll admit. While I really like your version, I'm trying to lay it out as clearly as possible for the newer players and I feel as though the colored hyphens may go unnoticed. I also don't want to mislead anyone into using these actions outside of their combo chains - I'll add some detail to the legend.
Here we are.
OP Updated;
Quote:
The Priority RotationNote: Dervy created this listing with 100% Huton up-time and a total skill speed of 436 in mind.
To better show the breakdown of this layout, we'll use a different legend for this section...and add some color while we're at it!
D: Dancing Combo (Spinning Edge > Gust Slash > Dancing Edge)
A: Aeolian Combo (Spinning Edge > Gust Slash > Aeolian Edge)
F: Fang Combo (Spinning Edge > Shadow Fang)
M: Mutilate
D - F - M - A
D - F - A
D - M - F - A
D - F - A - M
D - F - A --> Repeat
This "rotation" is merely a base with which to work with. Your full rotation, once added the Ninjutsu rotation, buffs and oGCDs, can, and most likely will, vary from the Ninja next to you. However the base of this rotation will remain the same, as it is simply listed in the order in which your debuff and DoTs will fall off and need to be refreshed, hence "priority". Be sure to put them up in the order in which you see them here, as that just so happens to be the most effective method.
D > F > M > A - This is your priority chain. If the first one is up, move to the next, so-on and so-forth. The one exception to this rule would be in the event you need to break away from your main target. This is the only time it is more efficient to place your DoTs (F > M) without your slashing debuff (D) due to time constraints. Of course, if anticipated in advance, try and have D up before hand.
And dervy hit a home run ty for the stat weight as I have been looking for this specific just for ninja. Ty
A Note on Cross-Class Skills
I've done some experimenting and thought I'd lay out the details/usefulness of each cross-class skill, and a conclusion as to which ones I feel are most beneficial to include in the rotation:
Lv.4 Featherfoot, Pugilist
(Good for solo perhaps, but in most (party-based) situations, a waste of a slot. Evasion bonuses don't help you much in a party, you're a DPS, not a tank)
*Lv.8 Second Wind, Pugilist
(Good for solo purposes as well as helping out your healer when those pesky "unavoidable" attacks strike, or if you mess up and get hit by something you shouldn't have)
Lv.10 Haymaker, Pugilist
(Good for solo perhaps, but in most (party-based) situations, a waste of a slot. The fact you need to evade an attack to proc this ability makes it rarely used since you're a DPS, not a tank)
*Lv.12 Internal Release, Pugilist
(Self-buff to DPS, an absolute must-have)
Lv.42 Mantra, Pugilist
(Decent for party play, but in most situations you may find it unecessary. The buff duration is low, and at best it's offering a rather small bonus to healing aptitude. Chances are your healer is more than capable of managing your party's HP without the help of this buff. I'd recommend it for a party of 8 that are melee DPS heavy, but not one with several ranged DPS or for a party of 4)
*Lv.2 Feint, Lancer
(Good for solo and party based situations. It's basically Haymaker without the need to evade for a proc. It can be highly useful since slowing the mob help keeps you and/or your party alive, and it shares the GCD so it's always ready)
Lv.6 Keen Flurry, Lancer
(Good for solo perhaps, but in most (party-based) situations, a waste of a slot. Parry bonuses don't help you much in a party, you're a DPS, not a tank)
*Lv.22 Invigorate, Lancer
(Good for solo and party based situations. With Huton up you may notice that you really start to fly through your rotation, and may fall short of TP on occasion. This also helps when you're spamming Death Blossom to burn down several trash mobs)
*Lv.34 Blood for Blood, Lancer
(Self-buff to DPS, an absolute must-have)
*These are the 5 I've chosen, with swapping Second Wind for Mantra in those situations where it would benefit my melee-heavy party.
Aaaand now time to add the finishing touches to the NIN sim entirely (little bits and bobs I don't like)... Then off to rework Bard.... Then make a Summoner Sim. T0rins sim for the summoner is really outdated and sim.ffxivguild.com doesn't work as well as I'd like it to. I want everything ready for the Expansion as there's going to be A LOT of confusing and debates... Something needs to sort that mess out :P
I'm skipping BLM and leaving that one to PuroStrider. His work for that Job is beyond anything I'd ever be able to do.
So any kind of disconnect from the boss, you should prioritize F > M > D or is that just for adds, and when you get back to the boss, you go back to D > F > M (when D has already fallen off.)
This is something that should be specified so that people know what to do for disconnects like these. Though it might be mostly judgement based.
Another Tip:
As an alternative opener specially good for Hunts I would recomend taking into account Hide and Kassatsu reset utility for the sake of Trick Attack:
- [Huton -> Be a Ninja and get close unnoticed -> Hide -> Trick Attack]<- All this within the first 10s of Huton.
- Do your Ninja magic while pushing your Huton until Trick Attack is within 10 seconds of reset
- [Huton -> Kassatsu -> Suiton -> Trick Attack]
- Continue with your Ninja magic
This will allow Trick Attack to be windowed at the 0~20 and 60~80 seconds in battle instead of the normal 20~30 and 80~90, and specially the first one will catch more of your whole party CDs and bursts (and all the other ppl doing the same Hunt Mark).
«All for One, United We Stand»
Well, the theory behind this is that you want to leave the boss with your highest potency attack to soften the blow to your DPS while you're away. For most jobs, including NIN, these are DoTs. Aside from Sneak Attack, which I both doubt you'd be willing to use or have ready, that is Shadow Fang @ 440 potency. If you have time for 3 GCDs before break, SF + Mutilate = 950 potency alone. If you can manage DE or any buffs before those, do-it to-it, but for sudden breaks it'd be Fang > Mutilate.
And this is when you're leaving your main target, as in bosses, to deal with adds/mechanics.
For adds themselves, it's a case-by-case basis. This is where you'd need experience with the particular enemy to know it's life expectancy. From there you can judge whether it would be worth using DoTs (will the mob receive enough tics to counter use of another skill?), but it's almost always worth using your debuff before anything else on whatever it is you're fighting, even most trash mobs.
I'll add some of this to the OP soon.
Dots dont tick during invulnerability though, so if you know the boss is going into invulnerability status, you're better off getting in buffed AEs. Again this depends on how soon the boss is going to go into invulnerability.
Hey can you guys take a look at this BiS i made in comparison to the one in OP? Just spitballin but would +20 det be worth it here in terms of stat weights? ACC is probably the main issue im assuming?
http://ffxiv.ariyala.com/OWPR
Compared to set in OP:
ACC: -6
CRIT: -4
DET: +20
SPEED: -18
wondering what people's thoughts are in this situation to clip or not to clip:
Fresh DE just applied, SF and M both have 9 seconds left.
a. AE combo, then put up SF then M?
b. clip SF then M?
I ran into this situation a couple of times, just wondering what people would do if you were in that situation, clipping too early will result in dps loss...
http://ffxiv.ariyala.com/OX05 beats your Flint Caviar set by ~6.363 DEX weight. Naturally, it's also really expensive.
http://ffxiv.ariyala.com/OX09 technically beats the other one by ~0.044 DEX weight, but that's at the cost of having 40 more Skill Speed, which is not really preferable.
Hello, new Ninja here. Why do you use those openers and apply your DoTs in the later stages of the opener as opposed to the beginning stages (M>SE>SF>Other combos)?
This sounds noob of me but this is my first time interested in gearing for end game content for an MMO so bear with me please: What do the stat weights mean?
When should I apply the B4B, Internal Release buffs? In the beginning of the rotation or just before I apply my DoTs?
it was missed when putting the opener in the main post but their should be a gust slash between b4b and IR in the first opener.
Thanks for the credit for the opener, much appreciated.
applying the dots at later stages of the openers allows for more buffs and debuff to be in effect, therefore making the dots stronger overall.
as for the stat weights, they are a way of measuring the stats against one another for a particular class, for example a class with a stat weight of 0.3 on det and 0.15 on crit gets twice the effective dps increase from det compared to crit per 1 point.
Not quite, the BIS I listed before (http://ffxiv.ariyala.com/OTEF) beats the first one by 2.028 dex and the second one by 2.239 dex. Do the math before you declare a gearset BIS. Virdiana's are even better though significantly more expensive.
Of course, Flint Caviar is essentially impossible to get in decent quantities unless you're fishing them yourself, so any gearset that includes them (for now) is really kind of unrealistic, at least on my server.
My gearset loses out to Virdiana's both by ~5 dex I think (though it's odd my math doesn't line up with her's in comparison to your BIS lists), so that's the way to go, but for my budget I think I can handle the dps loss.
I think having a "Budget" option that doesn't have any crafted gear (your black truffle set for now, though I bet a better set could be made since yours doesn't use the amazing pants), a "Medium cost' option like mine, and an "Expensive/True BIS" list with Virdania's would be a good representation of the truth.
edit: i have OX05 as 6.363 dex stronger than your flint list and 4.335 dex stronger than my list, so at least the math I'm doing is consistent. Not sure what i did wrong the first time.
Let's be realistic here, even though using crafted gear has always been part of the BiS, not everyone can afford to get their perfect penta-melds. If anything, they should be in their own seperate list and be an option for those who do desperately want the absolute highest DPS, regardless of cash.
Yeah, this is probably the best way to handle it, if we can get people on board. I'm just tired of seeing BIS lists that completely ignore crafted gear. I get that it's not a feasible option for most people; heck, I have it listed as a "someday" goal, myself. But I'm sure some people coming to this thread can afford it and might want to give it a shot.
Of course, then it starts getting wonky once you start adding in stuff like Pre-T13 variations and such, but I'm not really sure you can do anything for that. . .
I suppose that's true, but as a newbie I had no idea and never saw crafted items mentioned in any BIS lists. Had I known that certain crafted pieces were things I could (or should) have been seeking out, I would absolutely have done so. Now I know how to figure things out myself, but if there had ever been a MNK guide or post anywhere that made it clear that the Saurian Belt could indeed be BIS (for instance) then that would have been extremely helpful information for a min/maxer like myself.
As I said in my previous post, the idea of having separate tiers of BIS list based on the amount of gil you're willing to spend seems ideal to me. I have the one crafted belt and a less than ideal crafted hat (I loaded it with skillspeed since the materia's so cheap, item cost about 800k total for me and I needed to drop accuracy to accommodate the poetics weapon) and that's all I'll probably buy (especially since no other crafted pieces is that much superior to 130 drops), but they're once again on my radar for possible upgrades thanks to Virdania.
I also don't think a "pre-t13 BIS list" has any relevance since it isn't actually BIS at all and you'd be foolish to spend your poetics catering to that list as opposed to actual BIS, but hey if people think it's useful then by all means go for it. You progress by getting random drops in coil, supplementing by buying poetics gear that is true BIS first and making up accuracy with food or shifting around your outdated gear (110s in this patch), not by shooting for a theoretical "almost BIS but not really" and then having to aim for a whole different gearset when you finally get your BIS weapon drop.
The reason this happens is because the Ariyalas' calulator ignores crafted gear for some reason, even when ideally melded. So, while I normally do compare a few pieces before posting, it would take far too much time to work out every possible combination (I take care of this and my FC site while at work, I'd rather play when I'm home). Thanks for sharing these sets though. Should work nicely for me since I have Head, Belt and Feet penta-melded already.
You guys are probably right about the Pre-"final raid" sets, they do tend to stray pretty far from actual BiS, just thought it'd be nice for those looking to optimize for that encounter or those settling with the vendor weapon.
What I'll do is add a True BiS and Budget BiS using drops/tome gear only.
So curious. For trash in dungeons or adds during a boss fight Just go with Shadow Fang and Mutilate? Or just go Dancing Edge and spam Aeolian combo? Obviously it's just trash so it doesn't really matter too much, but I'd like to know what's considered more effective.
For trash pulls, multidot the adds (Mutilate > Shadow Fang) and go with an Aeolian rotation if one is close to dying, such as 50% or under. Typically the adds on most boss fights have low hp, so just an Aeolian combo will suffice. One place where you would want to multidot adds in a boss fight would be in Final Coil, and even then there are a couple adds with low hp, just learn from experience and use common sense is all.
This could be my narrow minded way of thinking, but for speed skill, would this only apply if you have 457+?
In the ideal situation with no lag, no mechanics to dodge;
Anything over 457+ (457 x 0.000952 x 15%) will shave 0.5 seconds off your GCD, which will fit 10 actions before jutsu timer is up, anything above a 2.0 gcd, wouldn't dex/det/crit be weighed more?
More I think about it, BiS in this game is situational. The BiS posted, speed skill is what makes that set shine. But not all fights will allow you to stand and attack. Maybe a build with higher crit/det will be more worth wild in some fights.
You have to remember one thing. You'll never get 100% accurate weights - ever. Weights will always change depending on your other stats and will always get less accurate once you start getting further and further away from the baseline value, which is essentially the "middle ground" of the stats for said job. Essentially, what you do is continuously recalculate the weights over multiple different possible sets until they remain fairly stable.
Even if I calc the weights using a set giving me 485 Skillspeed, its weight increases to 0.223 and the rotations PPS increases from 185.09397 to 189.65744 (PPS isn't affected by DET/STR/WD). But then if I recalculate a set using the new weights, and use that set to recalculate weights, I'll get a completely different weighting. Trying to calculate 100% accurate weights are trivial.
But to answer your question, yes, it would increase. But we'd end up chasing our tails if we started taking into account every little detail.
I have problems, maybe will be my skill speed 447 and 2.40 sec. 2.04 with huton.
My actual gear as Ninja http://ffxiv.ariyala.com/OXEA I am not raiding nin in final coil but i use my bard accesories :D
I am playing in EU server and will be the problem.
The situation is, sometimes, doing the full rotation i have to clip my dots (5 secs or left) or see they are down when i start the combo to apply.
If i see shadow fang is up (5 secs or less) and i will need huton (19 secs or less). i use spinning edge + huton + shadow fang
Honestly, based on Shadow Fang, you're probably breaking even by clipping at 5s vs letting it fall off for 4.08s. I'm guessing there's 1 tick in each duration, so you either lose a tick by letting it drop or lose a tick clipping it.
Obviously, it's better to have it line up so that you're refreshing at 1-0s but you aren't gaining all that much by doing so. Let's say each tick of Shadow Fang is 80 damage (actually pretty accurate), and dropping/clipping happens roughly 4 times in a 3 minute fight. You're losing, what, like 1.78 DPS? If this happened all 12 uses in a 3 minute fight, it'd be a 5.3 DPS loss.
Either way, not a huge deal. If it really bothers you, try adjusting your Ninjutsu timing or Skill Speed to line it all up better.
In the off-chance this happens to me (now @ 457 SkSp from 476), I prefer to let it fall off and just follow the priority; DE > SF > M > AE. This sometimes buys me enough time to get BfB or IR up for the DoTs.
http://ffxiv.ariyala.com/OXFW
If you're curious, here's what I'm going for: http://ffxiv.ariyala.com/OXHB
It's 6.459 lower than BiS but, like you mention, all that weight is SkS. This set has 4.171 more weight in DET/Crit and 7 more in DEX. There are probably better options out there but this one fits best with the path I'm on (and it doesn't require any crazy foods).
More experienced probably noticed this or don't need this tip but newer/slower to learn ninjas like myself who are having trouble remembering Mudra Combinations can benefit from this memory aid:
The spell you use will be determined by the last mudra you will cast in the chain. Doubling up on Mudras gives you the adorable Bunny of Doom so you will only use each Mudra once in a combination.
For two Mudra combos ending in Ten will release Katon, ending in Chi will release Raiton and ending in Jin will release Hyuton.
For Three Mudra combinations if you end in Ten you get Huton, Chi you get Doton, Jin you get Suiton.
Ten stands for heavens and heaven is associated with air/wind as is Huton.
Chi stands for Earth and Doton is an earth elemental attack.
Jin stands for man, Suiton is a water element attack and men (as well as women) are mostly made up of water.
Fuma Shuriken is obviously hard as hell to remember so I left it for last, but I like to use Ten :rolleyes:..