Category:Ninjutsu
Ninjutsu is the Ninja's means of casting magic. Unlike typical MP-consuming spells, Ninjutsu exchanges for the spell effects at the end of casting. This is powerful because removes any MP limitations, but limiting because it really hurts the old gil-holster and tends to clog one's inventory.
Also interesting to note is that ninjutsu spells will not cause mobs that aggro magic to detect and attack the caster. This is probably due to the fact that ninjutsu is not MP-based, and relies on the consumption of ninjutsu tools.
There are primarily three types of Ninjutsu: buffs, debuffs, and elemental-based damage "nukes." Ninja's elemental-based damage also lowers resistance to the opposing element, so they are also debuffs in their own way. For example: casting Raiton, which is thunder based, will weaken a mob to Earth. This also increases the chances that earth-based spells will not be resisted, whether the spell is cast by a Ninja (such as Hojo or Doton) or a Black Magic spell (such as Stone or Rasp.)
Buff NinjutsuBuff Ninjutsu, specifically the Utsusemis and Migawari, is arguably the most powerful and useful of the Ninjutsus. Utsusemi and Migawari are both very powerful forms of damage negation. Utsusemi allows the user to avoid taking damage from physical attacks and single-target magic spells as long as they can keep the Copy Image (Status) active, and Migawari negates the next severely damaging attack that you take. Though Migawari has few common uses, it is invaluable in some situations and allows skilled Ninja to solo monsters that could normally kill an alliance. Ninjutsu also provides access to Sneak and Invisible, which are always useful for getting around, though for many years it did not provide access to Sneak. |
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Debuff NinjutsuIn Experience Points parties or when solo, debuff Ninjutsu is very helpful at crippling your enemy and improving your survivability. Some of the Ninjutsu, specifically the Kurayami line, is also fairly good for Volatile Enmity gain when tanking. |
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Elemental NinjutsuThere are three tiers of elemental Ninjutsu currently in the game, Ichi (1), Ni (2), and San (3). The first two types are available at level 15 and 40, respectively, but the "San" line is only available at or after level 75 through the merit system. Although many Ninja opt not to use them, these spells have some potential strategic importance in the mid levels of a Ninja's career, where the Ni-based line of Ninjustu can play an important role as an effective way for Ninja to do damage. Melee output may be somewhat lacking prior to acquiring Blade: Jin depending upon the target monster, so turning to magic damage does sometimes make sense. Some Ninjas will "spin the wheel", a euphemism for casting, in order, ninjutsu spells in a never-ending cycle until the target is dead. To the right, you can see this "elemental wheel." Starting from the top and moving clockwise: Fire (Katon), Water (Suiton), Thunder (Raiton), Earth (Doton), Wind (Huton), Ice (Hyoton). After obtaining Blade: Jin, typically Ninjas rely on their melee damage to hold hate. At this point most elemental ninjutsu casting is limited to using the elemental damage-dealing spells Raiton and Huton that weaken the target for a follow-up cast of one (or more) of the three debuffs: Hojo, Kurayami, and Jubaku. Still, there is something to be said for having a potential source of magic damage on physically resistant enemies, and the developers have been attempting to encourage Ninjas to use these spells more by giving them a skill-dependent bonus. Each spell from the different lines has the same magical damage, which are outlined here along with the skill-damage relationship: |
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| Type | M | V | Skill Equation (NIN main Only) | Valid For |
|---|---|---|---|---|
| Ichi | 0.5 | 28 | % Boost = (Ninjutsu Skill - 50)*.5 | 50~250 Skill |
| Ni | 1 | 69 | % Boost = (Ninjutsu Skill - 125)*.5 | 125~325 Skill |
| San | 1.5 | 134 | % Boost = (Ninjutsu Skill - 275)*.5 | 275~475 Skill |
Job Abilities, Merits, and Ninjutsu Enhancement gear
Ninja has two level 40 "Stances," Innin and Yonin, which each affect Ninjutsu in a slightly different way. Innin increases Ninjutsu damage from behind the monster (decays from +30% to a +10% damage bonus over its 5 minute duration, can be reused every 3 minutes for an average of +24% damage), and Yonin provides Ninja Tool Expertise which is thought to decay similarly. Another way to boost Ninjutsu damage is through Futae, which consumes two tools to do double damage.
It was mentioned earlier that the San spells needed to be unlocked through merits. In addition to being unlockable, each merit level past the first increases magic attack and accuracy by 5, to a maximum of +20 Magic Attack Bonus and +20 Magic Accuracy per spell. Also, every Tier 1 Ninjutsu potency merit level increases Magic Attack Bonus for that element by 2 and the length of the elemental resistance decrease by 2 seconds.
| Modified by Following Equipment | |
| Koga Hatsuburi/+1: | Ninjutsu: Magic Attack Bonus+5 |
| Iga Tekko +1: | Ninjutsu: Magic Attack Bonus+5 |
| Iga Tekko +2: | Ninjutsu: Magic Attack Bonus+10 |
| Yagentoshiro: | Ninjutsu Damage +10% |
| Koga Hatsuburi +2: | Ninjutsu: Magic Attack Bonus+10 |
References
Pages in category "Ninjutsu"
The following 34 pages are in this category, out of 34 total.
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