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  1. #1
    Player
    Ilyn's Avatar
    Join Date
    Sep 2013
    Posts
    93
    Character
    Ilyn Payne
    World
    Midgardsormr
    Main Class
    Ninja Lv 100

    Ninja - Rethinking how you play by mechanic design

    Hi everyone , I'd like to share my thoughts with you after hundreds of hours of playing 5.0 ninja and deconstructing the inner weaving of how it functions on a mechanic level or developer design . It's actually not as complicated as seems and I'm here to simplify it for everyone to enjoy .

    First I'd like you to please consider how the devs have really put an emphases on adding more Ninjitsus while gutting what defined our playstyle in previous expansions ( dripping blades, duality, slash resistance ect) ... basically our weaponskill rotation was the center of attention in our TA window but now the rolls have reversed .

    Now what if I told you you didn't have to try and squeeze everything into your TA window but a select few moves that will address the common complaints that I've seen and read about like :

    *where does Meisui fit into a rotation
    *Kassatsu interfering with your regular mudra timer and alignment in general
    *positioning and having to stand still during TCJ
    *pretty much losing dps after your initial opener because you've used up all your oGCDs

    Our rotation as I see it is split into 3 parts : Our intial set up > TA Ninjitsu Burst opener > Bunshin/Weaponskill Rotation .

    Inital setup consists of : Huton > Hide > Mug > SE > True North or consumable > Shadow Fang > Suiton.. .......getting huton and SF applied should always be your first priority and not wasting time with Suiton/Meisei

    TA Ninjitsu Burst opener : Trick Attack > Hyosho Ranryu > Hyosho Ranryu > TCJ ( Fuma>Raiton>Suiton ) > Meisei

    Basically you're just gonna string weave your Ninjitsus with potency's increasing in sequence starting at

    TA 500 > HR 600 (+30% / 180)> HR 600 (+30% / 180) > TCJ-Fuma 700 > Raiton 1000 > Suiton 325 potency not including the damage so far from SF and the 10% applied to both Kassa/HR and Fuma/Raiton which will add roughly 300 extra potency . You'll have the benefit of range when casting Kassatsu charges to position yourself to a safe area before using TCJ when you do this .

    Basically a straight up mudra weaver/caster in these 10 seconds with ranged benefits as it should be . Don't worry this perfectly fits inside TA

    Doing it like this also prevents interference with your regular mudra timer from Kassa/TCJ/ for exactly a 1min and 30 seconds .

    Now we can dig straight into the Bunshin/Weaponskill Rotation but now with a real flow and consistency!!!!

    Pretty basic start : SE > Bunshin > GS > Dwad > AE > Ass and so on but now every GCD and oGCDS/mudras are lined up to a pretty straight forward sequence with minimum downtime and interruptions ...

    Here's a couple of videos to give you a general idea... nothing crazy https://youtu.be/2YV373MvFWw , https://youtu.be/HjH_J08Uvxg

    If this helps I hope you enjoyed .

    Disclaimer : This is in no way some definitive guide that I'm trying to shove in anyone's face but my general analyze from experience and testing over the coarse of almost a month .
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    Last edited by Ilyn; 07-26-2019 at 08:10 PM.