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So how is Rogue/Ninja?Follow

#27 Nov 02 2014 at 6:48 AM Rating: Decent
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Lyrailis wrote:
[quote]In dungeons before RoH, I'll run in, throw two Flashes and immediately FB+SB and the ROG(s) in the group are at 80%+ threat.


I'm mainly talking about 50+ dungeons since that's the majority of stuff you'll be running consistently as a tank.

Leveling dungeons have always been a massive pain in the *** simply because you don't get your decent +enmity moves until 26 and 50 (30 and 40? I think as WAR). It's, sadly, the main reason I don't even bother doing low level roulette anymore simply because the rewards aren't worth not having 1/2 to 2/3 of my moveset for a small amount of tomestones. I hated level sync content in FFXI and thankfully they stopped doing that; ARR seemingly hasn't learned that lesson.

The sad thing is, the abilities in the game *already* have scaling built in because they're all based around potency. Everything's just locked while lower level due to archaic design decisions -- like animation locking on random abilities.

Tanking's punishing while leveling in ARR with PUGs simply because they built up the DPS classes correct in that they get their rotations slowly and consistently as they level... but the tanks don't. It's a massive issue with consistency in tanks and hopefully they get it right with Dark Knight (yeah WAR had Overpower at lower levels but didn't even get their combo finisher until 30, and then Paladin doesn't get their threat stance until 40....the hell?). It's all over the place.

So losing hate while endgame? Kinda doing something wrong there. Losing it in a leveling dungeon? You just have to shrug and move on, because with the way damage is built (especially pre-Halone) with enmity in mind it just isn't worth fighting a losing battle.
#28 Nov 02 2014 at 8:38 AM Rating: Good
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I hated level sync content in FFXI and thankfully they stopped doing that; ARR seemingly hasn't learned that lesson.


Without Level Sync and the Low Level Duty Roulette, nobody would get dungeons they need done, though.

Then they'd have to make the dungeons optional and we'd have another WoW on our hands where you skip 90% of the content on your way up to max level. You can't really have it both ways, to be honest. We either do Level Sync and offer incentives for peeps to do LL Duty Roulette, or we allow people to skip the content altogether (which is a good chunk of the main story questline!) because nobody could get anything done.

I don't mind doing low level duty, it is just ROG/NIN seems a bit over-the-top at earlier levels. Sounds like an easy fix, just tone them back just a tad in lower level. To be honest, I never really had all that many troubles holding threat, 'cept for a few fringe cases and/or a few problem areas that could use a little tweaking, such as Brayflox.

I'd have to say that Brayflox is really the only dungeon I don't really like tanking. I like the rewards, I like the XP you get out of it if you're not max level yet, but the mobs in there hit hard and that's the 'sweet spot' (at least for PLD) between "can hold threat decently", "omg I wish people would give me a few sec!" and "this is easy-peasy". Haukke Manor is easy. Brayflox is "ouch" and then Stone Vigil is easy to hold threat, though mobs can sometimes hurt. "Easy-Hard-Easy".

Again, sounds like the problem could be more easily remedied by a few surgical tweaks. Shield Oath should be 35 instead of 40 (actually I'd go as far as to say it should be 30, same as Sword Oath) would easily fix the problem.

Though I will admit -- I haven't done Brayflox since the Flash Update, so that might not even be necessary. I know when I did Haukke a couple times just a couple days ago, it was easy-peasy 'cept for those overgeared NINs going to town trying to show off their max DPS skills, lol.

Again, sounds like a ROG/NIN problem (too much threat early level) than a "we need to get rid of level sync and/or make wide-sweeping changes to tanks" kind of problem IMO.

EDIT: Oh, and XI level Sync was not meant to actually be content in the game; at the time XP groups would routinely break up because of that one guy who gained one too many levels and your XP per kill would go from 120 down to 80 and make everybody's XP gains crap, even though it didn't change the challenge much unless that guy was the tank. It was also implemented as a response to players being unable to level with their friends as being one of the #1 complaints about the game, and also "we can't find a healer anywhere!" since most of the middle levels of the game, XP gains were roughly the same until you got to the 70s so it didn't matter what level you were once they added Level Sync. Obviously, nobody does XP groups now unless it is just a couple friends or something, but back then it was very relevant and awesome change.

Edited, Nov 2nd 2014 9:50am by Lyrailis
#29 Nov 02 2014 at 12:22 PM Rating: Good
Viertel wrote:
Catwho wrote:
That's just hit though. Most DPS don't understand the concept of "hold back for ten seconds while the tank establishes enmity."


You don't need 10 seconds. You need one global. That's all.

If you needed 10 seconds you're doing something *seriously* wrong. It'll be even worse past this patch with Flash's threat boost.


Depends on tank levels. My WAR is just at iLvl 90. If I go into a HM boss with some 110 people rolled in, there's no way I'll hold hate right at the beginning with just a single Overpower or Flash.

"Hold back for 10 seconds" doesn't mean "don't do damage." It means, for example, on BLM start off with a nice casual Thunder III before starting the fire rotation.
#30 Nov 03 2014 at 7:57 AM Rating: Good
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Yeah, BLMs are the worst offenders, I just let them die if they decide to SC Fire III and go their Fire Rotation before I not only get in position but actually get my first hate rotation off. Seriously, I will just disengage and /sit while they're getting their faces eaten and hope it teaches them a lesson.

So it definitely does depend on your tank ilvl, because they decided to go with that system so if you're i90 and your PS is i110-i135, you're not holding hate, at all, it's near impossible as per the game's design meaning unless:

1. the DPS sucks
2.the dps dies
3. you magically have more potent stats than anyone else at i90

Nothing will change that >_>
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#31 Nov 03 2014 at 8:30 AM Rating: Excellent
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I'm 50 ninja as of Saturday, but only iLVL 103 (didn't keep my monk up to date last patch) but it's definitely very fun and sometimes overwhelming trying to keep Huton (haste) up full time, while optimizing Trick Attack and weaving in Raitons when I can.

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#32 Nov 03 2014 at 3:42 PM Rating: Good
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Catwho wrote:
Viertel wrote:
Catwho wrote:
That's just hit though. Most DPS don't understand the concept of "hold back for ten seconds while the tank establishes enmity."


You don't need 10 seconds. You need one global. That's all.

If you needed 10 seconds you're doing something *seriously* wrong. It'll be even worse past this patch with Flash's threat boost.


Depends on tank levels. My WAR is just at iLvl 90. If I go into a HM boss with some 110 people rolled in, there's no way I'll hold hate right at the beginning with just a single Overpower or Flash.

"Hold back for 10 seconds" doesn't mean "don't do damage." It means, for example, on BLM start off with a nice casual Thunder III before starting the fire rotation.


I just pop Quelling...
#33 Nov 05 2014 at 7:39 AM Rating: Good
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I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?
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#34 Nov 05 2014 at 8:14 AM Rating: Good
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Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?



I have been running WHM in ST and have been seeing the same thing..
I have racked it up to they are still getting good gear and everyone else is pretty much over geared though.. I have examined a few and some have like I55 gear or accessories for example.. Allot are probably running just over the minimum to get into ST...
Another thing is they are pretty new to the job...

I also notice they are the first to fall in hunts allot of the time..

Edited, Nov 5th 2014 9:36am by Nashred
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#35 Nov 05 2014 at 8:21 AM Rating: Good
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They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


It's both. NIN can put out a lot of damage very quickly with nearly no ramp up time. This creates the impression that the NIN is so powerful, they simply don't need to care about what's going on. At the same time, they wear leather like MNK. But they do so without MNK's innate high level of dodge or defensive abilities like fists of earth or enhanced featherfoot.
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#36 Nov 05 2014 at 9:26 AM Rating: Decent
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Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


It's not that they're squishy..it's like any DPS..err DRG, they have the defense to survive a few hits, but hard hitting skills can and will one shot them.

Skills they refuse to dodge. So in short, like DRGs, they just choose not to dodge, not even mudra's lock you in place.
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#37 Nov 05 2014 at 9:45 AM Rating: Good
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Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


Lazy ninjas?

Seriously, that's all I can think. They aren't particularly squishy, have no animation lock, and have access to monk and drg defensive skills as well as Perfect Dodge, which is constantly amazing me with the new stuff I can dodge.

I'm pretty sure I dodged a Twintania Divebomb.. and I Definitely dodged Moogle-Go-Round in Thornmarch EX.
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#38 Nov 05 2014 at 10:09 AM Rating: Excellent
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Yeah, they're just lazy. I queue WHM for fast queues for sands/oils, and if there's someone too lazy to bother dodging I'm too lazy to bother trying to keep them up. The only animation lock I've found is on Assassinate and it's literally half a second lock at that so they've got zero excuse.
#39 Nov 05 2014 at 12:12 PM Rating: Decent
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Let's be real - In XIV ARR lore "NINJA" is Doman for "Worse than Dragoon."

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#40 Nov 05 2014 at 2:18 PM Rating: Excellent
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Nashred wrote:
Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?



I have been running WHM in ST and have been seeing the same thing..
I have racked it up to they are still getting good gear and everyone else is pretty much over geared though.. I have examined a few and some have like I55 gear or accessories for example.. Allot are probably running just over the minimum to get into ST...
Another thing is they are pretty new to the job...

I also notice they are the first to fall in hunts allot of the time..


That's really too bad, because you can't overlook the Labyrinth of Ancients as a great source of Soldiery, and it queues up faster than ST, surprisingly.

It grants 100 Soldiery Tomes, but if there's anyone new in the whole 24 person alliance, and there usually is these days, that bumps up to 150, for a fight almost everyone knows and almost everyone is over-geared for.

ST is good for oils, sands, UAT, and i100 gear, so it's tempting, but you're going to need Soldiery to buy the stuff to upgrade in the first place, and you'll get it faster in the Labyrinth and it's a lot more friendly to someone who is under-geared.
#41 Nov 05 2014 at 3:51 PM Rating: Excellent
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From what I have seen playing one so far, ninja is innately faster than the other jobs, has access to the monk's self heal spell, and has perfect dodge. Other than that, they are indeed as squishy as a blm. One should use the quicker movement and access to perfect dodge to get out of the way of aoe. Simple as that.
#42 Nov 05 2014 at 3:51 PM Rating: Decent
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Double post, weird lag got the best of me.

Edited, Nov 5th 2014 3:52pm by Valkayree
#43 Nov 05 2014 at 4:49 PM Rating: Decent
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Valkayree wrote:
One should use the quicker movement and access to perfect dodge to get out of the way of aoe. Simple as that.


And yet so many fail this concept. Though it could just be the aether cluster of servers since as said, I don't really see that many incompetent ninjas when I'm on durandal.
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#44 Nov 05 2014 at 6:45 PM Rating: Good
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Louiscool wrote:
Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


Lazy ninjas?

Seriously, that's all I can think. They aren't particularly squishy, have no animation lock, and have access to monk and drg defensive skills as well as Perfect Dodge, which is constantly amazing me with the new stuff I can dodge.

I'm pretty sure I dodged a Twintania Divebomb.. and I Definitely dodged Moogle-Go-Round in Thornmarch EX.


Assassinate definitely locks you.

Dancing Blades seems to as well, at least it always stops me from moving when I use it.
#45 Nov 05 2014 at 7:49 PM Rating: Decent
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Ravashack wrote:
Louiscool wrote:
Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


Lazy ninjas?

Seriously, that's all I can think. They aren't particularly squishy, have no animation lock, and have access to monk and drg defensive skills as well as Perfect Dodge, which is constantly amazing me with the new stuff I can dodge.

I'm pretty sure I dodged a Twintania Divebomb.. and I Definitely dodged Moogle-Go-Round in Thornmarch EX.


Assassinate definitely locks you.

Dancing Blades seems to as well, at least it always stops me from moving when I use it.


I didn't even think to include Assassinate since you will be using it once in any fights that matter.

Dancing Edge, on the other hand has absolutely no lock.
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#46 Nov 05 2014 at 9:37 PM Rating: Excellent
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Louiscool wrote:
Ravashack wrote:
Louiscool wrote:
Teneleven wrote:
I've been running my WHM in ST a lot lately. It seems my alliance always has 2 NIN in it. They seem to be extra squishy to me. Is this a low def problem, or an over zealous new job dps run and gun menatallity problem?


Lazy ninjas?

Seriously, that's all I can think. They aren't particularly squishy, have no animation lock, and have access to monk and drg defensive skills as well as Perfect Dodge, which is constantly amazing me with the new stuff I can dodge.

I'm pretty sure I dodged a Twintania Divebomb.. and I Definitely dodged Moogle-Go-Round in Thornmarch EX.


Assassinate definitely locks you.

Dancing Blades seems to as well, at least it always stops me from moving when I use it.


I didn't even think to include Assassinate since you will be using it once in any fights that matter.

Dancing Edge, on the other hand has absolutely no lock.


Went and tried again, after your testimony, and you're right. My apologies. Now I'm wondering what kept stopping my movement when I was using it.
#47 Nov 05 2014 at 11:31 PM Rating: Excellent
We labeled the ninjas "glass buzz saws."

Their icon even looks like a buzz saw.

But yeah, they're offense machines without much defense, so unless they're consciously working to avoid getting hate and taking damage, they will go down faster than any of the other DPS classes.

NIN pairs incredibly well with SCH, though. Both NIN and SCH prefer to have the mobs fought in one place due to AOE abilities. SCH's Galvanize is a nice foil to general squishiness, plus a fairy is always the best at DPS spot heals. And Selene will let a NIN go to the next level. A FC friend and I double teamed Syrcus Tower as SCHs tonight and we had FOUR NINJAS in the alliance. Between our fairies, the glass buzz saws turned into a small army of bzzzzt and whrrrr and we were done in just over 30 minutes. Smoothest, fastest run I think I've had in there.
#48 Nov 06 2014 at 1:01 AM Rating: Good
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This might just be me, i'm at 47 so i havent taken NIN to endgame yet, but i actually found the opposite to the defense thing.

I mow'd right through every monster every dungeon could throw at me. I could do leves several levels before i normally was able to complete them, with ease. Heck, when Cutter Cry started and our tank instantly disbanded, i even tanked on Ninja just fine for a bit.

Easy to control, no positionals.
Excellent damage dealing.
Excellent enmity gain.
Excellent utility and mobility.

That you take the exact same damage as any other DPS job really isnt what i would call a "flaw".

Out of all the jobs i took to 50 (read: ALL), Ninja is by far the fastest, easiest and quickest to do so in. Overwhelming power and pretty much no flaws. Where you guys are getting the whole "They take damage even more badly than a BLM" thing from is beyond me.
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#49 Nov 06 2014 at 5:54 AM Rating: Good
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KojiroSoma wrote:


Out of all the jobs i took to 50 (read: ALL), Ninja is by far the fastest, easiest and quickest to do so in. Overwhelming power and pretty much no flaws. Where you guys are getting the whole "They take damage even more badly than a BLM" thing from is beyond me.

I think we decided on laziness / poor play. It reminds me of XI back in the day when people saw how easy RDM got a party. Suddenly there were thousands of RDM's running around. Not all of them were good at it .
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#50 Nov 06 2014 at 7:29 AM Rating: Good
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Teneleven wrote:
KojiroSoma wrote:


Out of all the jobs i took to 50 (read: ALL), Ninja is by far the fastest, easiest and quickest to do so in. Overwhelming power and pretty much no flaws. Where you guys are getting the whole "They take damage even more badly than a BLM" thing from is beyond me.

I think we decided on laziness / poor play. It reminds me of XI back in the day when people saw how easy RDM got a party. Suddenly there were thousands of RDM's running around. Not all of them were good at it .


That, and Ninja suffers from the same problem DRG has, in that it has a "coolness" that draws many people to it (or it's just because it's new) so with so many playing it you're bound to just see lots of bad ones and assume ninja is bad.
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#51 Nov 06 2014 at 10:14 AM Rating: Good
At least BLM has some good native "oh shi-" abilities to prevent getting killed of they pull hate (Manaward and Manawall.) I think the only ones that NIN gets are from cross classed abilities.
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