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I love ninja how it is right now! It’s probably the most fun class. Hard to maximize damage with raid mechanics but it’s a fun challenge
I love the current ninja, more personal dps was very much needed, even if it costs a little bit of raid buff uptime. It does suck a little bit for the jobs who optimised around the 1 minute trick attack, but the fact that ninja just does so much more damage now makes up for the dps loss of the other jobs somewhat. (I never really cared for the pre-buff doton anyway)
Been a NIN main since I started in 2.5 and a raid-NIN since about Midas.
I knew Trick wasn't going to stay as it was once they gave it that "side-eye" during the 5.1 revamp description.
I'm generally OK with how current NIN is, though I definitely preferred HW/SB NIN outside of old TCJ.
I do wish they would have given Trick two debuffs instead of tacking the Vuln Up on Mug and calling it a day.
Ninki was already obnoxious from our 6.05 iteration and mug being flexible at least alleviated some of that. Now you have to hard-dump all your ninki prior to your burst and that just feels really bad.
I actually made a simple tooltip that let both personal and party debuffs stay on just Trick's button and still be 1m and 2m respectively.
I feel bad for people who were super into optimizing their damage according to raid buffs and whatnot. I can see how these changes to a 2 minute burst would be a bummer, but personally I don't think I could possibly care less.
I just do my rotation and try and keep uptime. I don't take anything else into account like raid buffs, that is way too much effort. I like optimizing but not to that extent.
That said, I find this change a bit odd since trick was 60 second cooldown anyways, so it would be up at 2 minutes as well. They should've just left it alone in my opinion.
I needed this video, thank you ^.^
The recent NIN change is tragic imo. While the gameplay is nearly the same, the job identity and role has completely changed. Now nin does more adps (at the top end) and r dps than mnk. This was the first time I began seriously raiding and grinding numbers, I hit my first 90 on ninja this tier so this does matter to me. My entire static optimized around trick, SAM dot and double middare(he moved to drg due to the sam changes lol), MCH managed resources for the 60 sec, smn does more damage on the 60 Window lmao, WAR nuff said, and our old did the 18 second fight or flight pre pull to line up magic under trick as well. Not only that trick attack might just be the single most iconic ability, or at least raid buff in FFXIV, and it's dead. I'd actually be a lot less upset if mug and trick were reversed as is. I want to swap classes because I literally only picked up nin for raid buffs, but nothing else is feeling all that great to me, so I'm stuck claying nin despite I adamantly dislike the change. I know it's never coming back, but it just feels bad my entire group wasted all that time optimizing rotations and mechanics around trick, also rip smn doing more damage on the 60 sec timer, forever going to lose the only raid buff.
I'm kinda tired of them constantly reducing the skill ceiling of everything. I started playing in Stormblood and I just feel like I'm seeing things slowly being dumbed down. Did they really have to streamline all raid buffs to be at 2 minutes? I don't play enough NIN to know, but if the rotation doesnt really change like you said in the video, and the trick attack / mug change doesn't affect new or casual players much, why do they feel the need to make things easier for more hardcore raiders? I dont mean to rant but I've just been very underwhelmed with their job changes recently.
I abhor the 6.1 ninja changes. The fact that literally every raid buff is now two minutes makes combat so boring to me it’s sad. If they don’t reverse this and the samurai changes I probably won’t raid next tier
I am personally not a huge fan of losing the 1 minute raid buff window. Most jobs in the game can 'pool' resources or cooldowns fairly comfortably for ~30-45 seconds. You could want to pool resources after each burst window and hold them for the next burst window, and example is Phantom Kamaitachi, it has a 60 second duration when procced but also has a 90 second cooldown attached to Bunshin which means it often comes up halfway through the minute making you able to actually hold it for quite a while if you wanted to. But there are not many jobs that can consistently pool resources for ~90-115 seconds which is what you would need to do if you want to fit raid windows and get a little bit extra damage by pushing your job a little further.
It was almost never needed to actually do this sort of thing (only if your group had a really unfortunate run and you were 0.1 seconds away from enrage with this type of optimization ever actually help over the course of a run) but that begs the question why remove it in the first place? It was just something that players that wanted to push their skills could do, and they got rid of it. It was never effecting more casual players to my knowledge so its just a strange move on my part. To be fair I am not specifically talking about Trick Attack but things like Brotherhood being on a 90 second was also kind of nice. In a lot of parties you almost always had something you could pool your resources for and you could adjust your rotation based on your party if you wanted to. Now it is almost always advised to do the exact same rotation every single with the only exception being if the boss disengages for some reason which is less enjoyable in my opinion.
I wish they made mug personal damage and kept trick as a raid buff. Mug just doesn't do it for me where trick felt great to nail every 60s for your party
As a ninja main, I am very happy with the doton change. It wasn't fun to do and if you're pugging there was a better chance than not that the tank wouldn't even pull the boss into it.
I'm still fairly new to playing high end content, but I feel like making raid buffs every two minutes makes some jobs a little bit more flexible? At the very least as a gunbreaker, I don't feel pressured to double weave my gap closers with continuation during every burst window. If I have to use mitigation or move for a mechanic, I don't feel like I'm getting screwed out of damage. They could also just remove potency on them or make them on the gcd, but I think my point about greater flexibility applies to other jobs too
noobie ninja question: if you use both abilities Trick Attack and Mug, do they stack? meaning, does the enemy take 15% more damage from you?
Hi! I’m a ninja main who likes to ninja and ninja.
Are you a ninja who likes to ninja, too?
Needing to learn a 1 minute burst optimized rotation JUST IN CASE you had a ninja in the party was annoying. Now that ninja is like everyone else it’s much better.
Bruh this tank pulling directly out of your doton the moment it drops twice in a row gives me hives lol
Raid buff optimization is why I stay away from high end content. So anything that removes this aspect from the game is a welcome change.