Hide? What's that? OOHHHH that thing....yeah I took that off my bars. Until SE actually makes it functionable, it's just clutter on my bars.
But just like me I'm certain SE has forgotten that NIN even exists.
Hide? What's that? OOHHHH that thing....yeah I took that off my bars. Until SE actually makes it functionable, it's just clutter on my bars.
But just like me I'm certain SE has forgotten that NIN even exists.
Useless ability. Having some rp fun is the only use for it
Last edited by Jin-; 12-24-2020 at 02:04 PM.
It.. resets your mudra count. You use it between pulls in dungeons to refresh them. Or with a small amount of coordination with the tank on boss pulls, top off Huton and slap down a Doton for them to pull the boss into and hide before combat initiates to reset back to two counts (admittedly not entirely worth the trouble, but hey it's free damage). Or for trash, top off Huton, slap down a Doton, and hide to get two stacks back before the Doton ticks register so you have two free Katon for AoE.
* Heck, you should be using it in raids too before the pull. No reason to not go into the fight with two mudra counts rather than just one after the obligatory Huton.
Last edited by Wyssahtyn; 12-24-2020 at 02:52 PM.
I mean it must be a new thing for NIN then, I wouldn't know because NIN has been...well it's been NIN.
"A ninja (忍者, Japanese pronunciation: [ɲiꜜɲdʑa]) or shinobi (忍び, [ɕinobi]) was a covert agent or mercenary in feudal Japan. The functions of a ninja included espionage, deception, and surprise attacks. Their covert methods of waging irregular warfare were deemed dishonorable and beneath the honor of the samurai. Though shinobi proper, as specially trained spies and mercenaries, appeared in the 15th century during the Sengoku period, antecedents may have existed as early as the 12th century."
Note that it does not mention that Ninja in real life were assassins though they were not above assassinations, it was not their main role.
Ninja and Assassin are two seperate classes in Final Fantasy and neither of them conceal themselves:
Known for its overwhelming speed and strength, the Ninja is also notorious for having one of the most coveted support abilities, Double Sword, which allows a hume to equip two one-handed weapons simultaneously, increasing attack strength and allowing the character to learn weapon abilities at an otherwise impossible rate. Even if a Ninja is unnecessary for the party, most players use this class just for Double Sword, which allows the wielder to master other jobs faster.
As a combatant, the Ninja has almost unparalleled speed. Being the second fastest class the Ninja is only outpaced by Assassins or other Ninjas. Its other stats are offense oriented, boasting high attack and even decent magic power. Ninja is a popular candidate for using Thief abilities, seeing their speed and because Thief abilities are required to unlock the job in the first place. The Ninja's ranged abilities inflict useful status effects, giving them a degree of support as well. Although only wielding katanas, they are powerful weapons.
The Ninja's HP is low while their defense and resistance are meager, making it a poor tank. Double Sword, despite all its usefulness, is time-consuming to master. Though the Ninja has surprisingly high magic power, the low base power of its abilities makes it unable to inflict significant magical damage.
Overall, the Ninja is one of the best classes. Double Sword is among the most broken support abilities making this class appealing even if the player never plans to use Ninja in combat.
It is almost impossible to outpace enemy Ninjas. One of the classic strategies is to let the Ninja attack the party's tankier units, like a Paladin or Mog Knight, and then down the Ninja once the team gets moving. However, even the tanky units can struggle against Ninja, who can inflict statuses like immobilize to make one's defensive units useless. The player should not leave a ranged unit or mage in the Ninja's attack range. As long as the player is careful with the positioning of their ranged units, enemy Ninjas can be dealt with effectively. Like their basic counterpart, the Thief, going for reckless abilities like Beatdown or Mog Rush does not pay off due to their high evasion.
Notoriously fast and furious, Assassin is considered by many the game's most overpowered class. The combination of their abilities, stat growth, and equipment makes the game a cakewalk. Nearly all of the Assassin's abilities inflict debilitating status effects, such as Stop, Doom, Silence, and Addle. The Last Breath instantly KOs a target. Assassin also has the viera's Ultima ability: Ultima Masher.
Assassin wields katanas and greatbows, both powerful weapon types. It has unparalleled speed and respectably high stat gains minus HP and defense. It is a versatile class, able to use other abilities effectively with maybe the exception of the magically inclined classes. Assassin does not learn any support abilities, but mastering Concentrate from the Archer allows near pinpoint accuracy for nearly all of its abilities.
The Assassin's HP and defense are not great and it has low healing and defensive capabilities as a whole. Assassin is the most difficult class to unlock since it requires mastery of other advanced classes, which in turn require more mastered abilities. Many of the Assassin's best abilities are only learned from weapons found very late, which limits the Assassin's usefulness. Its ability set almost entirely consists of status effects, and thus enemies who defend against status ailments may give an Assassin slightly more trouble. Assassins are not better greatbow users than the Sniper, since some of their abilities, like Last Breath, can only be used in melee range.
Overall, the Assassin is stacked with high damage, status effects, and blistering speed, and can become even more broken with the right set of abilities. The only difficulties come in the form of lacking defensive techniques, possessing demanding unlock requirements, and maybe even making the game much less enjoyable.
The player cannot hope to outspeed enemy Assassins who also have extremely few weaknesses; Assassins can decimate frail targets, like mages and Ninjas, with their high attack and range (if wielding a greatbow). Tanks like Defenders and Paladins also face certain doom from the Assassin's deadly repertoire of status effects, worsened by the classes' low evasion. Other support jobs are outdone by the Assassin's ludicrous speed. Equipping status-immunity equipment can mitigate the threat, but Assassins can still deal major damage with Ultima Masher and their strong weapons. Assassins are at their weakest when cornered and outnumbered.
Being the powerhouses of the viera, Snipers boast the best attack and great speed. Wielding greatbows, Snipers can be seen as the viera counterpart to the hume Hunter. Unlike Hunters, Snipers take a more lethal approach with their abilities. Aim: Armor and Aim: Weapon can break vital equipment, while Doom Archer still makes them a threat even at critical health. Armed with Concentrate from the Archer class, Snipers can dish out damage, poison, and doom with alarming speed. Their stats in areas other than strength and speed are low. With such one-sided stat growth, Snipers are much less geared for support than other viera classes. Some of the Sniper's abilities, such as Conceal and Aim: Wallet, can be very situational. Overall, Snipers are inflexible attackers and it is nearly impossible to use them in ways other than hurting opponents without introducing magic.
Enemy Snipers' equipment-destroying abilities are problematic as the loss of valuable and possibly limited quantity equipment takes away power, possibly AP, and is just plain frustrating. If not for their offensive strength, the possibility of equipment loss warrants taking enemy Snipers down first. Snipers hit hard and move fast, so the player should deploy tanks on the front lines. It's usually difficult to outpace Snipers, so it is better to approach cautiously and strike them when they have no more distance to use.
If and when a Sniper is given magical prowess, the faraway form of one can prove a delicate balance. Red or Summon Magic may enhance a 'keep away' vibe. Not every Sniper build must rely on bow range; using Summon Magic to destroy a gathering crowd of enemies would restore her range, while White or Spirit Magic may lead to an unspoken bond between her and the player's other ranged units. The constant long range of the Sniper can put the optional Assassin to shame. Snipers are fragile; as the only class that can Vanish, it's soon apparent why.
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no i don't think it was already doing that in SB, but i have stopped playing NIN at the end of HW since my static needed a PLD ( back in the time when Ninja had some aggro managment tools, and the possibility to gave TP back to people i miss them and the time when evey job had more things to think about than just the bare minimum )
twitch.tv/bibipizzy
I'm pretty sure it was, lots of ninjas complained about not their hide reset not being as helpful in O6 due to the delay between aggroing the boss and the fight proper starting (when goddess chadarnook faded out and demon chadarnook took her place, you had aggro and couldn't hide during that time)
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