Road To 60: Ninja

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Intro

Black Mage

Bard

White Mage

Dark Knight

Class Quests: 9/10 Fun to play: 10/10 Complexity: 8/10 Depth: 7/10 Levelling: 1/10

TLDR: Ninja is a phenomenal investment, that once they hit 60 are sitting pretty with fantastic gameplay that is fun, challenging, and covers every base in terms of versatility. However, you are committed to the fact that the first 44 levels of the class feel absolutely atrocious, getting AOE options woefully late, locked into long GCDs on nearly every action, and forcing you to relearn your play style every time a new mudra is introduced. Once you get past it though the class is addictive fun, only let down by the inevitable carpal tunnel.

Introduction: Ninja is a fast paced class focussed around the use of Jutsu, techniques derived from a your three mudras. This gives Ninja a huge variety of approaches to every situation using the same resource, which requires some planning and a lot of muscle memory. As one of the highest, if not the highest APM classes, you will find yourself hitting a lot of buttons and generally the playstyle is very active.

Class Quest: Rogue 1-30: The thieves guild only has one problem. The way they talk is genuinely annoying and confusing. If you can get past that though, there is so much to love about these characters. Jacke and the gang are so much fun, and the use of Hide to actually make the duties more interesting is very well implemented. Overall, these are some of the most awesome class quests, and I remember them very fondly.

Ninja 30-50: Oboro and Karasu are both wonderful fun, and the ninja quests take you on a wide variety of missions and objectives unraveling a tale of lies and betrayal. Karasu simply steals the show whenever he’s on screen, and the quests progress naturally at a good pace with an engaging hunt for redemption plot, using those varied duties to both teach you your mechanics and simply get away from the very standard kill all these dudes to win.

Ninja 50-60: Just as good as the ARR quests, without a doubt. While the princess is no Karasu, she’s still lively and opens up slowly at a relatively believable and realistic pace. She’s no lost flower like she initially seems, and her henchman is a loveable oaf. The villains here aren’t as strong by any means as Karasu, but the return of Jacke is absolutely welcome and definitely had me excited. Using the class quest teachers in the job quests should be more widely done, as it’s used to great effect with WHM and here.

Fun to play: I don’t think this class is for everyone, but if high APM is your style this class will hopefully speak to you the way it speaks to me. Fantastic animations, a huge suite of tools through the versatility of Jutsu, and one of the best party damage buffs in the game in Trick Attack makes this class always feel useful. Optimizing GCDs is challenging and rewarding, with just enough oGCDs to weave in to keep the rotation active, without taking away too much thinking from Jutsu use. I really wish the early levels weren’t so painfully rough, because the payoff is so fun. Dream within a dream into assassinate should also be mentioned for always feeling super cool to use.

Complexity: Ninja has a ton of options that need to be committed to muscle memory to be effective. However, the fact that it has only one timer which stops requiring management post 50, means that you can focus mostly on learning and using your Jutsu. On top of that, none of the Jutsu save for the ice one are worthless, meaning as long as you enable one it will anyways be at least okay even if it’s not optimal. The only struggle can be failing a Jutsu input, putting you both out of a Jutsu use, and putting a rabbit on your head for you to feel silly with. The class is more intimidating that it appears, I found it very quick and intuitive to learn to the Jutsu system, and highly rewarding once I committed it to memory.

Depth: This is slightly lower on the sole basis that there is always a simple best choice for any given scenario. While execution is skillful, generally you use certain Jutsu for certain situations, and it’s more of a flowchart of memory than it is managing resources or being forced to do unoptimal things to respond to boss mechanics. While the numbers between a good and bad ninja are huge, the only thing you have to learn is the admittedly complicated Jutsu, and once you have that down everything else around it is super simple.

Levelling: Thank Square Enix that at least the class quests are good. This was my most painful DPS levelling besides Monk. It’s bad. Really bad. The class feels slow and with basically no abilities outside your simple combo rotation, boring, you get your AOE upsettingly late, you’re constantly relearning your abilities based on new mudra, and to top it all off you make it to 45 and you realize that the last 44 levels were wholly unrepresentative of your play pattern. The thing is, ninja feels equipped for anything at 60, and only gets better at it from there. Pre level 45 ninja feels like a class that excels at nothing, with good single target and terrible AOE, and an insanely unreliable damage buff in trick attack. Then you get Huton and Suiton and suddenly you’re playing an entirely class. It’s so insanely jarring, and while it’s a welcome change, I wish there was some way to mitigate some of this. Much more minor, the addition of skills to extend Huton are missed whenever you’re synced to 50.

Conclusion: Level 45 and level 60 Ninja are fantastic, snappy, and fun classes with a good amount of depth and complexity to keep them interesting for many hours, so much so you can forget the misery you experienced waiting for Huton and Death Blossom in those miserable dark ages. You go through the class quests that bring a brief shimmer of light while you wait for the suffering to end. If you have the time, and patience, and hopefully someone willing to help power you through those DPS queue times, I promise you’ll find something great at the end if you like fast paced, versatile, APM heavy gameplay.

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