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===[[Dancer (Final Fantasy XI)|Dancer]]===
 
===[[Dancer (Final Fantasy XI)|Dancer]]===
Dancer is used for an effective support job for ninja who like to solo, for self-healing abilities like [[Samba#Drain Samba|Drain Samba]] and [[Waltz#Curing Waltz|Curing Waltz]]. When NIN/[[Dancer (Final Fantasy XI)|DNC]] takes hits after shadows fail, the Ninja can restore his or her own HP.
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Dancer is used for an effective support job for ninja who like to solo, for self-healing abilities like [[Samba#Drain Samba|Drain Samba]] and [[Waltz (Ability)#Curing Waltz|Curing Waltz]]. When NIN/[[Dancer (Final Fantasy XI)|DNC]] takes hits after shadows fail, the Ninja can restore his or her own HP.
   
 
===[[White Mage (Final Fantasy XI)|White Mage]]===
 
===[[White Mage (Final Fantasy XI)|White Mage]]===

Revision as of 16:56, November 20, 2011

FFXI-Hume-Ninja

Strict training in the forbidden arts of the Far East have transformed these fighters into cold, hard killing machines.

Official Description

Template:See Also Ninja appear in Final Fantasy XI as an advanced job available to players who have reached level 30 and completed the quest Ayame and Kaede. The quest features the story of Ensetsu's family and their connection to the pirates of Norg.

Originally, Ninja was not meant to be a tanking job. However, the player base discovered a method that enables Ninjas to avoid most attacks directed at them by monsters. In time, ninja became one of the two tank classes in the game. Ninja are able to tank despite having low Vitality and Defense because they have good evasion, agility, and a few spells that allow them to create copy images. This is the most popular Ninja spell, called Utsusemi. It comes in Ichi and Ni forms, which are Japanese for one and two. The Ichi form creates three shadows, and the Ni version creates four if a Ninja is casting it. However, Utsusemi: Ni will only grant three shadows to players who are only using Ninja as their subjob. Originally intended as a damage-dealing class, the ninja job was cast into tanking by the players, due to their utsusemi-blinking and the ability to provoke enemy attacks by using Warrior as a Support Job.

Ninja also get other spells that allow them to blind, paralyze, and slow the enemy, as well as elemental attack spells, and spells to make themselves Invisible or grant the effect of sneak. All of these spells use ninja tools rather than MP, allowing Ninja to cast without worrying about running out of MP. Ninja themselves have no MP at all, but they do benefit from Support jobs that give them MP, like Black Mage because of the raise in Intelligence.

Ninja are the first job to gain the Dual Wield ability, with Dancers and Blue Mages also gaining the ability. Ninja is a popular support job both for Dual Wield at a lower level and for Utsusemi.

Becoming a Ninja

Ayame and Kaede:
Ensetsu wishes to reclaim an item he has sold to the Tenshodo, but they will not exchange it for anything other than a Strangely Shaped Coral from the Korroloka Tunnel. You must go and retrieve it for him.

Ninja Abilities

Job Abilities

Level  Name
1  Mijin Gakure
40  Yonin
 Innin
75 Merit  Sange
77  Futae


Job Traits

Level  Name
5  Stealth
10  Dual Wield
 Resist Bind
15  Subtle Blow
25  Dual Wield II
30  Resist Bind II
 Subtle Blow II
45  Dual Wield III
 Subtle Blow III
50  Resist Bind III
60  Subtle Blow IV
65  Dual Wield IV
70  Resist Bind IV
75  Subtle Blow V
75 Merit  Ninja Tool Expertise
77  Tactical Parry
80  Magic Burst Bonus
85  Skillchain Bonus
 Dual Wield V


Ninjutsu List

Level  Spell
9  Tonko: Ichi
12  Utsusemi: Ichi
15  Katon: Ichi
 Hyoton: Ichi
 Huton: Ichi
 Doton: Ichi
 Raiton: Ichi
 Suiton: Ichi
19  Kurayami: Ichi
23  Hojo: Ichi
25  Monomi: Ichi
Level  Spell
27  Dokumori: Ichi
30  Jubaku: Ichi
34  Tonko: Ni
37  Utsusemi: Ni
40  Katon: Ni
 Hyoton: Ni
 Huton: Ni
 Doton: Ni
 Raiton: Ni
 Suiton: Ni
44  Kurayami: Ni
Level  Spell
48  Hojo: Ni
75
Merit
 Katon: San
 Hyoton: San
 Huton: San
 Doton: San
 Raiton: San
 Suiton: San
78  Aisha: Ichi
83  Yurin: Ichi
85  Myoshu: Ichi
88  Migawari: Ichi

The resistance down on an elemental ninjutsu is -30 despite the level of the ninjutsu and always lasts for 15 seconds.

Combat Skill Ratings

 Skill Rank Caps by Level
1 37 45 75 90
 Katana A- 6 114 138 269 354
 Dagger C+ 5 105 128 230 315
 Sword C 5 105 128 225 310
 Great Katana C- 5 105 128 220 305
 Club E 4 94 114 200 255
 Hand-to-Hand E 4 94 114 200 255
 Throwing A- 6 114 138 269 354
 Marksmanship C 5 105 128 225 310
 Archery E 4 94 114 200 255
 Evasion A- 6 114 138 269 354
 Parrying A- 6 114 138 269 354


Magic Skill Ratings

 Magic Rank Caps by Level
1 37 45 75 90
 Ninjutsu A- 6 114 138 269 354

Ninjas in Final Fantasy XI

Though originally designed to be an enfeebling and direct damage job, Ninja has developed into one of the two major tanking jobs in Final Fantasy XI. Where a Paladin relies on damage reduction based on high Vitality and Defense, a Ninja's ability to tank relies almost entirely upon never getting hit. This form of tanking is often called Blink Tanking because it relies on Utsusemi, a Ninjutsu form of the spell Blink.

Strengths

  • Ninjas are sought after for parties because they require little healing.
  • Ninjas can take on the roles of tank or direct damager.
  • Because they can evade attacks so well, enfeeble enemies, and cast Utsusemi, Ninja/Dancer can solo some of the most powerful monsters in the game that can be soloed.
  • Their enfeebling Ninjutsu is often more accurate or more potent than the White Magic and Black Magic counterparts.

Weaknesses

  • Ninjas have poor enmity creation, often making Ninja reliant upon Thieves at lower levels.
  • Ninjas have weak physical characteristics for tanking, making them prone to taking heavy damage when a hit does connect. In many cases they can even be killed in a single hit by enemy Weapon Skills, if they're vulnerable at just the wrong moment.
  • Their damage-dealing Ninjutsu spells are not very powerful.
  • Ninja tools, required for Ninjutsu, can cost a lot of gil, especially for Ninja who cast most or all Ninjutsu.

Support Jobs

Warrior

Warrior is used for most Ninjas in experience parties because of Provoke more than any other reason. This is the most simple form of enmity management and is the primary ability of any tank in keeping hate. At later levels, Warrior is a good support job for Double Attack, increasing the number of attacks the ninja gets, as well as Berserk and Warcry which add to the attack rating.

Black Mage

Black Mage is often used as a support job for ninjas who are fulfilling another role other than tank or high level damage dealing. Ninjutsu's strength is determined by intelligence so Black Mage is used as a support job as the job that generates the highest total intelligence for the Ninja. Ninjutsu elemental spells are capable of doing significant damage in this setup.

Dark Knight

Dark Knight is used for tanking NMs such as Gods or Limbus kings. The ability to cast Stun and many other spells, including the job abilities Soul Eater and Last Resort makes it much easier for the ninja to hold hate.

Dancer

Dancer is used for an effective support job for ninja who like to solo, for self-healing abilities like Drain Samba and Curing Waltz. When NIN/DNC takes hits after shadows fail, the Ninja can restore his or her own HP.

White Mage

At level 80+, NIN/WHM becomes a very viable combination; it's usually the best combination for a solo Ninja along with Dancer at high levels. At level 80, setting White Mage as support job will grant the Ninja access to Haste (Ability), which, combined with Haste equipment, will easily minimize the recast times of Utsusemi: Ichi and Utsusemi: Ni, and will make the Ninja's attack speed with Katana very fast (a speed nicknamed "Hundred Katana" by players, after Monk's Two-hour ability, Hundred Fists). With Haste causing the Ninja to attack the enemy almost non-stop and minimizing Utsusemi's recast times, and spells like Dia II, Protect II, Shell II, Reraise, Stoneskin, Aquaveil, and White Mage's array of status healing spells, NIN/WHM has become a very potent combination for soloing, under one condition: that the Ninja has some sort of Refresh status, because NIN/WHM has abysmally low MP. NIN/WHM is at its best in Abyssea while under the effects of at least one Atma granting Refresh status.

In groups, NIN/WHM has very little enmity, allowing for great use of Innin, but the Ninja will be rather powerless to protect its allies from enemy attacks.

Gallery

Template:Gallery Template:FFXIJobs

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