I just played a ninja, and got it up to 45, and I have to say once you play a ninja you don't feel the same playing anything else. It's way more fun, it's fast paced, the animations look amazing, the lore and class quests seem to have more depth...
...like it's just way better,
I really hope in the HW xpac, they make other classes as cool as ninja.
I never could get into Ninja, I wanted to badly, but the way they handled mudras meaning if I marco them, I'm loosing out on the speed just... puts me off completely.
to many times I failed cause I couldn't get the right ninjitsu combination.
I think that might be a big part of the appeal for people jumping ship from MNK, actually. Both jobs, you have a lot of abilities available:
NIN: I wanna do this thing. (Does this thing.) Booyah!
MNK: I wanna do this thing. Eh, can't do this thing yet, GOTTA KEEP STACKS! (Keeps stacks.) Now maybe I can do this thing? No, the window has passed, and it's no longer an awesome thing to do. Dang.
Everything MNK is tied in extricably with its GL heartbeat. While you do have different things you can do to maintain that heartbeat, and abilities off GCD that you can weave in, you're still its slave. For many, going from MNK to NIN represents FREEDOM.
I liked NIN solely because it's lack of any real positionals sans SA/TA. That was the only attractive point. Alas, in HW that will not be the case.
NIN certainly has more wiggle room.I think that might be a big part of the appeal for people jumping ship from MNK, actually. Both jobs, you have a lot of abilities available:
NIN: I wanna do this thing. (Does this thing.) Booyah!
MNK: I wanna do this thing. Eh, can't do this thing yet, GOTTA KEEP STACKS! (Keeps stacks.) Now maybe I can do this thing? No, the window has passed, and it's no longer an awesome thing to do. Dang.
Everything MNK is tied in extricably with its GL heartbeat. While you do have different things you can do to maintain that heartbeat, and abilities off GCD that you can weave in, you're still its slave. For many, going from MNK to NIN represents FREEDOM.
That said, they're held down by quite a few timers themselves which are more of a consideration than it is for MNK since the combo naturally keeps everything up.
ToD is the only damage move outside of the stances, unless you use Fracture (which isn't worth it really). Off GCDs should be used within the GCD, so they don't really affect GL.
Don't get me wrong, NIN is much more flexible, particularly with burst, but Fuuton is pretty much our GL.
The Mudras are only 20s apart and the dots and slashing debuff are something you actually have to monitor to some extent.
NIN are just a slave to many masters instead of one.
Not that much. Interviewers and developers alike have said NIN is getting the least shake-up since it's more recently released.
Our old skills don't seem to change much other than getting positionals added to them.
Otherwise we're getting some additions to the rotations but it seems it'll just be some extra stuff to weave in.
What I'm saying is it wouldn't be wrong to learn the current rotation, and then when the expac comes around the OP could weave the new stuff in with a good foundation.
Learning the current foundation is still good because everything has implied that foundation is being built upon rather than changed.
Last edited by Allyrion; 06-03-2015 at 01:59 AM.
My friend swapped from monk to ninja on release because at the time, it was more-or-less better than monk at the time; A flat 20% boost to all damage (including magic), much lower overall TP usage, and better maintenance of dps at the time (we were still on T9).
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Would anyone play it if it wasn't op. This reminds me of a moba game and them nerfing new champions 1~2 month after coming out.
Life becomes death becomes new life. As it should be.
It wasn't really op at the time, it just looked like it was.
Poisons giving 20% damage? Doesn't matter because the damage numbers were balanced around that existing.
TP costs low? Yeah they were a little low, but the adjustment brought them pretty much in line and it wasn't a huge adjustment
Damage? I believe Aeolian Edge got a 5% nerf a little time after release. So one ability was very slightly too strong. So OP!
The attraction for me was the ninjutsu requiring individual mudra input. I thought they could do some cool stuff with a system like that, and so far they have (though they could do more).
The combinations are very cool.It wasn't really op at the time, it just looked like it was.
Poisons giving 20% damage? Doesn't matter because the damage numbers were balanced around that existing.
TP costs low? Yeah they were a little low, but the adjustment brought them pretty much in line and it wasn't a huge adjustment
Damage? I believe Aeolian Edge got a 5% nerf a little time after release. So one ability was very slightly too strong. So OP!
The attraction for me was the ninjutsu requiring individual mudra input. I thought they could do some cool stuff with a system like that, and so far they have (though they could do more).
The system allows NIN to have 13 Job abilities vs the 5 everyone else gets.
It's really a good way to include an interesting mechanic, provide a wider variety of abilities and still reduce button bloat.
That's one of the main reasons I play NIN, in addition to the magic-melee hybrid as well as being able to glamour swords.
Still waiting for SAM though.
They're doing a similar design with things like the AST cards and the new stances as well, I think.
Last edited by Allyrion; 06-03-2015 at 02:17 AM.
I think MNK looks cooler and has cooler animations, but that is just my opinion.
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