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[Archive] Bushido - The Way of The Samurai (A Guide)
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:40:39
Bushido - The Way of The Samurai
Hello everyone! As part of the community here on FFXI AH, I would like to see every job have one of these comprehensive guides that help both mid range and high level players better understand their jobs, gear, and roles in end game Final Fantasy XI.
The goal of this guide is to help fellow players understand everything Samurai related.
There are several extremely knowledgable players on the forums (this one specifically as well) so I will be looking to them for input as well. Please feel free to add any important information and help me compile the best guide possible ^_^!
Section I - Samurai Overview
Warriors from the East. Demon Killers. Samurai are experts in wielding the Great Katana and manipulating Tactical Points, allowing the player to unleash a flurry of skills on their enemies quicker than any other class in Vana'diel.
Job Abilities
[Level 1] Meikyo Shisui
(1:00:00 recast - 30 second duration)
Grants the player 300 TP upon use. Allows all weapon skills used during the duration to cost 100 TP. The player is unable to gain any TP unless it is from Meditate or Items. Damage modifiers are based on Total TP at the time of executing the Weapon Skill, not based on TP Consumed (100).
The first Weaponskill used under Meiko Shisui will cost 100TP but will be calculated as a 300TP Weaponskill.
The second Weaponskill will again consume only 100TP but will be calculated as a 200TP Weaponskill.
Enhanced by Saotome Sune-Ate +2 (aug) reducing TP consumed by 25 under the effect of Meiko Shisui, however at least 100TP is still required to perform the Weaponskill.
- - - - - - - - - - -
[Level 5] Warding Circle
(5:00 recast - 3 minute duration)
Grants "Demon Killer" effect for all party members in range. When used as Samurai Main Job, this ability gives a 15% damage bonus/15% damage resistance against Demons.
Enhanced by Myochin Kabuto/+1 granting an additional 50% duration and 2% to respective bonuses
Myochin Kabuto/+1 is only needed upon activation.
- - - - - - - - - - -
[Level 15] Third Eye
(1:00 recast Seigan Down, 0:30 recast Seigan Up - 30 second duration/until removed)
Anticipates the next physical attack directed at you. With Seigan active, multiple attacks can be anticipated (higher chance to wear off the longer it is active). More on this later!
- - - - - - - - - - -
[Level 25] Hasso
(1:00 recast - 5:00 duration)
Grants a bonus to attack speed, accuracy, and STR stat when using two-handed weapons, but increases recast and casting times.
- - - - - - - - - - -
[Level 30] Meditate
(3:00 recast - 0:15 duration)
Grants 20% TP per tick up to a maximum of 100 TP. When used as a sub, grants 12% TP per tick for a maximum of 60 TP. Can be enhanced heavily with gear.
Enhanced by Myochin Kabuto/+1 adding 1-2 ticks or 120-140 total TP gained
Enhanced by Saotome Kote/+1 adding an additional tick or 20 total TP gained
Enhanced by Saotome Kote +2/(aug) adding an additional 2-3 ticks or 40-60 total TP gained
When Myochin Kabuto/+1 is paired with Saotome Kote +2/(aug) the total TP gained is 180-200
Myochin Kabuto/Saotome Kote are only needed upon activation
- - - - - - - - - - -
[Level 35] Seigan
(1:00 recast - 5:00 duration)
Grants a bonus to "Third Eye" when using two-handed weapons, but increases recast and casting times.
- - - - - - - - - - -
[Level 40] Sekkanoki
(5:00 recast - 1:00 duration or until next Weapon Skill)
The next weapon skill used will cost 100 TP regardless of current total TP. Damage modifiers are based on the 100 TP used. TP Bonus weapons do not affect weapon skills used under the effect of Sekkanoki.
- - - - - - - - - - -
[Level 65] Konzen-ittai
(3:00 recast - 1:00 duration or until next Weapon Skill)
Readies enemy for a skillchain.
- - - - - - - - - - -
[Level 75 - Merit] Shikikoyo
(5:00 recast)
Share TP above 100 with a party member. The Samurai retains more TP with further merits.
- - - - - - - - - - -
[Level 75 - Merit] Blade Bash
(3:00 recast)
Delivers an attack that can stun the target and occasionally causes Plauge.
- - - - - - - - - - -
[Level 77] Sengikori
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants a bonus to skillchains and magic bursts initiated by your next Weapon Skill.
- - - - - - - - - - -
[Level 87] Hamanoha
(5:00 recast - 3:00 duration)
Lowers accuracy, evasion, magic accuracy, magic evasion, and TP Gain for Demons.
- - - - - - - - - - -
[Level 95] Hagakure
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants Save TP (40) and a TP Bonus (100) to your next Weapon Skill.
- - - - - - - - - - -
Traits
Resist Blind (grants a small resistance to blind)
Obtained at level 5 with increasing tiers at 25, 45, and 65
Store TP (Increases the amount of TP gained by each attack)
Obtained at level 10 with increasing tiers at 30, 50, 70, 90
Respective values are 10, 15, 20, 25, and 30
Zanshin (Occasionally grants an additional attack)
This is the defining Job Trait for Samurai and has 2 different functional effects which will be further explained in the Job Ability section
Obtained at level 20 with increasing tiers at 35, 50, 75, and 95
Respective values are 15%, 25%, 35%, 45%, and 50%
Demon Killer (Occasionally Intimidates demon's)
Killer Effects are incredibly potent when utilized, however due to the lack of effective gear to enhance the trait its largly a minor bonus. It is unkown if Samurai gets succesive tiers of this trait.
Skillchain Bonus (Increases the damage of skillchains created by the Samurai)
Obtained at level 78 with increasing tiers at 88 and 98
Respective values are 8%, 12%, and 16%
While Samurai is regarded as the master of skillchains with the ability to repeatedly skillchain with almost any weapon or job as well as itself in quick succession, Dancer gets 2 succesive tiers of this trait reaching 23% Skillchain damage bonus at level 97.
Merited Traits (obtained at level 75)
Ikitoshen (increases the TP gained by a Zanshin attack)
Grants an additional 3 TP per merit before Store TP is added
Formula: Zanshin TP = [base weapon TP + (3 x Ikitoshen merits)] x Total Store TP
Assuming 437 delay (masamune/amano) [11.1 + (3 x 5)] x 1.88 = 49.068 Floored to 49
49 ADDITIONAL
Enhanced by Saotome Kabuto +2 (aug)
Adds 1% critical hit rate to Zanshin attacks per Ikitoshen merit
Also worth noting:
Ikkishoten may be useless unless it doubles your TP before sTP. 460 Delay gives 12 TP, exact same as 4/5 Ikki merits. If your delay is higher, you should do 5/5 merits or calculate how much extra sTP you need so you don't get stuck at just under 100 TP.
Thank you to Castanets/Ichito of Phoenix for this~
Overwhelm (obtained at level 75)
Grants a damage bonus to Weaponskills performed face to face
Adds a straight % to qualifying Weaponskills
5% per merit for the first 3 and 2% for the last 2 merits
Overwhelm is NOT present for Ranged Weaponskills regardless of orientation
--- HUGE Thanks To Jassik for the Trait Breakdown Section as well as help on the Job Ability Section---
Merits
Recommended merit build: 5/5 Store TP, 5/5 Meditate. 5/5 Overwhelm. 5/5 Ikishoten. Do 4/5 Ikis and 1/5 Blade Bash if your stunners are fail faces.
Group 1
Third Eye Recast - Shorten recast time by 2 seconds.
Warding Circel Recast - Shorten recast time by 10 seconds.
Store TP Effect - Increases amount of TP stored by 2.
Meditate Recast - Shortn recast time by 6 seconds.
Zanshin Attack Rate - Increases Zanshin attack rate by 1 percent.
Group 2
Shikikoyo - Shares TP above 100 with a party member. Supplement TP shared by 12%.
Blade Bash - Delivers an attack that can stun the target and occasionally cause plague. Requires a Great Katana. Increase plague duration by 15 seconds.
Ikishoten - Increases amount of TP gained with a Zanshin attack. Increase TP gained by 3.
Overwhelm - Grants a damage bonus to weapon skills performed face-to-face with an enemy. Increase damage bonus by 5% for the first three points, and by 2% for the final 2 points.
Section II - A Samurai's Role What role does a Samurai fill in a party?
Damage Dealer
A Samurai's primary and most effective role is dealing high frequencies of damage. Samurais are considered one of the big three in the current end game in regards to DDs.
Samurai is extremely effective at outputting high bursts of damage with their various abilities and traits that allow them to use Weapon Skills more frequently than any other job. Most of your damage will come from spamming Shoha/Fudo/Kaiten.
Tank
Tanking in FFXI has become folklore at this point but can still be necessary in some low-man events.
With the proper gear sets, Samurai can be very effective as a tank with and without the use of Seigan/Third Eye. Seigan/Third Eye becomes even more effective with Unkai Kabuto/Saotome Haidate and other complimenting pieces of gear. More on this later.
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:41:03
As we all know, having the right equipment and weapons is largely the difference between winning and losing battles. Samurai has a multitude of different gear sets for all kinds of situations.
For everyone's benefit, I will be posting both mid-level and high-level sets.
Weapons
Which Great Katana should you wield? What are the best options? What if I can't get empy/relic/mythic? All options listed below....
Kogarasumaru
The end all Great Katana. Kogarasumaru is considered one of, if not the best weapons in the entire game. When used properly the Aftermath Level 3 absolutely obliterates anything in its path. Currently a very tall task to accomplish but definitely worth the effort if you can obtain this.
Masamune
Currently the easist obtainable "ultimate" weapon for Samurai - Masamune is one of the top 3 Great Katanas in the game. The STR Bonus and Occ. Deals Double aftermath are extremely effective and Tachi: Fudo is a weapon skill not to be underestimated.
Farming Cara Gems, CC Lanterns, and Isgebind Hearts can be done in a short amount of time to bring this to level 90. Recommended for any Samurai.
Amanomurakumo
Along with Masamune, Amanomurakumo is another Great Katana that is in the obtainable realm for Samurais. While it takes much longer than Masamune to get a base Amanomurakumo, it takes a lot less time/effort to bring this to level 95 where it becomes very competetive with Masamune.
Bringing Amano to 99 puts it over the top with the +40% Tachi: Kaiten Damage. Occasionally Deals 2.5 dmg on normal attacks is nothing to sneeze at either.
I will not get into the Amano v Masa topic as it has been beaten to a pulp. To put it simply: Masa or Amano 95/99 are both VERY good weapons. Do whichever makes you happy.
If you are really serious about Samurai, obtaining both Masamune and Amanomurakumo should be on your to-do list (currently on mine!).
Yoichinoyumi
For the die-hard Amano Samurais, Yoichinoyumi is THE OTHER weapon of choice. The combinaton of the two is downright ridiculous and all who have this combo swear by it. Both work together in that the Aftermaths overwrite better than Masamune/Yoichi.
Keeping at a distance from your enemies AoEs adds great utility to an already fearsome class. The things I have been hearing about Yoichi are making me eager to build one myself.
Do not underestimate the usefulness of an Amano/Yoichi Samurai in today's end game content.
Kantonotachi TP Bonus
The Magian Trial Great Katana that should be obtained if Koga/Masa/Amano are out of your reach.
The TP Bonus Kantonotachi is very servicable in most content and will only be outdone by Amano 90+/Masa 90+.
Spamming Shoha with this Great Katana can be quite deadly.
If nothing else, get this.
Murasamemaru
The Great Katana dropped from Voidwatch enemy Uptala. While this katana seems like nothing to get excited about at first, it needs to be realized that all weapon skills used with this weapon are considered non-elemental damage.
This can be extremely useful in things like Salvage where Cerberus becomes damage resistant and Hydra puts up a physical shield.
If you get it from Uptala, you can either pulse cell it for a nice chunk of cash or keep it for these niche situations. Career SAMs may want it for completion sake.
In my honest opinion, not worth buying 5 Pulse Cells @ 15m each unless you are swimming in gil and have Koga 99 Masa 99 Amano 99 and all Tenryu +1 already.
Kikugosaku
If for some reason all of the Great Katanas listed above are not an option for you, at the bare minimum you should be using this Great Katana.
Obtained from Orthrus in Abyssea Altepa, sports a high damage (111) high delay (480) making it easier to x-hit, STR +5 and Store TP +6. As an added bonus, Zanshin attacks will occasionally attack twice.
A respectable weapon, but there are several better options.
Soboro Sukehiro
Soboro Sukehiro is obtained from the cluster NM "Unstable Cluster" in Riverne - Site B01. It is a forced spawn by trading a Clustered Tar to the ??? in the back of the cave at (J-9).
Soboro has a very low damage of 40 but Occasionally attacks 2-3 times, making it somewhat useful in certain situations. Some SAMs (including myself) farmed this up very quickly and used it to skill up Great Katana in the baby-SAM years.
Other uses include SAMs with access to Yoichinoyumi but don't have Amano/Masa or staggering WS mobs in Dynamis.
Any other Great Katanas for Samurai are usually not worth wearing as they can be outdone by any of these weapons. Choose wisely!
This brings us to Gear Sets.
As I mentioned, I will list both mid-level and high-level sets for TP/Shoha WS for the sake of all who may use this guide.
As for Kaiten, Fudo, and the rest, I will list one set with possible swaps.
TP Mid-Level
ItemSet 291552
This set leaves you with a good amount of haste, Store TP, accuracy, and Zanshin boost.
TP High-Level
ItemSet 291553
Tenryu Tekko +1 are augmented with Double Atk + 2%
Possible Swaps include Phorcys Salade, Karieyh Moufles, Bullwhip Belt/Phos Belt NQ, Usukane Sune-ate(nq)/Ace's Leggings, Unkai Nodowa+Atheling Mantle
TP High-Level MAX Buffs
Masamune Users
ItemSet 292478
Amanomurakumo Users
ItemSet 284218
These sets have been tested here on this thread and it has been determined that it will pull ahead of the TP set above when under the following conditions:
4 BRD songs, Fighter's/Chaos Roll.
Shoha Mid-Level
ItemSet 291555
if Neo Nyzul Gear is available, use Phorcys Korazin, Phorcys Mitts.
Possible Swaps are Windbuffet Belt/Bier Belt +1, Ganesha's Mala/Justiciar's Torque, Unkai Kote +2, Mekira-oto NQ, Justice Torque.
Shoha High-Level
ItemSet 291556
Possible swaps are Karieyh Brayette, Karieyh Sollerets
Tachi: Kaiten
ItemSet 291096
Not much to change on this set other than Karieyh Brayette if Tenryu +1 isn't available, mekira head nq/+1 if you don't have shura head +1 and STR rings/earrings if you don't have the gil.
Shura Head +1 is augmented with Attack + x, WS Dmg + 3%, Skillchain DMG +3%.
May be adjusted in capped/non-capped attack/accuracy and buffed/non-buffed situations.
Set is showing capped attack. If attack is not capped, use Justiciar's Torque, Prosilio Belt, Karieyh Brayette, and Karieyh Sollerets.
Tachi: Fudo
ItemSet 291557
Very similair to the Kaiten set above.
May be adjusted in capped/non-capped attack/accuracy and buffed/non-buffed situations.
Set is showing capped attack. If attack is not capped, use Justiciar's Torque, Prosilio Belt, Karieyh Brayette, and Karieyh Sollerets.
Further Breakdown of Ele Neck/Belts:
~100 TP - Applies to both Fudo and Kaiten
Odin.Zelphes said:
I ran some numbers. Picked a target where you're ATK-capped/fSTR capped since that's the scenario we want for this.
Anyways, assumed Fudo set is this:
ItemSet 206297
Using Mekira oto+1 instead of Shura head +1 since that's what you're using, but disregard the leg slot.
Things not included in this calculation:
- Mekira Oto+1 day latent
- WSD+ from Phorcys body/Ogier's Legs
- DA
- Food
- Buffs of any kind
- Moonshade
Fudo/w no ele neck/belt or Justicar/Bier+1:
DMG: 114
fSTR: 20 (Assuming 76+ STR over target's VIT)
WSC: 98 (60% 193 STR, .85 @)
fTP: 3.75*(114+20+98)*2.25 = 1957
Fudo/w Justicar/Bier+1:
DMG: 114
fSTR: 20 (Assuming 76+ STR over target's VIT)
WSC: 105 (60% 206 STR, .85 @)
fTP: 3.75*(114+20+105)*2.25 = 2016
2.92% increase
Fudo/w ele neck/belt:
DMG: 114
fSTR: 20 (Assuming 76+ STR over target's VIT)
WSC: 98 (60% 193 STR, .85 @)
fTP: 3.75+50/256*(114+20+98)*2.25 = 2056
4.81% increase
As the amount of WSC increases, it will favour ele belt/neck combo more. If you're not fSTR capped, it will likely work in Justicar/Bier+1 favour somewhat.
However, Ele belt/neck should come out ahead if ATK-capped regardless.
300 TP - Fudo Only
Odin.Zelphes said:
This is true, and changing fTP to WS @300 TP, you get this:
Fudo/w no ele neck/belt or Justicar/Bier+1:
DMG: 114
fSTR: 20 (Assuming 76 STR over target's VIT)
WSC: 98 (60% 193STR, .85 @)
fTP: 5.75*(114+20+98)*2.25 = 3001
Fudo/w Justicar/Bier+1:
DMG: 114
fSTR: 20 (Assuming 76 STR over target's VIT)
WSC: 105 (60% 206STR, .85 @)
fTP: 5.75*(114+20+105)*2.25 = 3092
3.03% increase
Fudo/w ele neck/belt:
DMG: 114
fSTR: 20 (Assuming 76 STR over target's VIT)
WSC: 98 (60% 193STR, .85 @)
fTP: 5.75+50/256*(114+20+98)*2.25 = 3100
3.29% increase
The TP conserve also works towards ele neck/belt combo, but nothing I bothered to include in this calculation.
VW Optimal TP Set
ItemSet 260419
Conditions to make this set really work to the best of its ability:
Atmacites Used: Deluges/Latitude/Valiant (Store TP +15, Haste + 8% (5 From Valiant, 3 From Latitude), TP Bonus + 50, and a bunch more)
See here for details on each atmacite: http://wiki.bluegartr.com/bg/Category:Atmacite
COR Buffs: Fighter's Roll
If a COR isn't available, Unkai Earring Subbed in will pull ahead.
Credit to Zelphes for posting this!
Yoichi Sam Section
-- TP Amano Aftermath Down --
ItemSet 288361
-- TP Amano Aftermath Up --
ItemSet 222265
-- Namas Arrow --
ItemSet 288855
Samurais utilizing Yoichinoyumi can be extremely powerful, especially for events like Legion and Odin v2.
The versatility of the Amano/Yoichi pairing allows for aftermath overwriting to work in your favor as well as keep you at distance from your enemies.
Highly buffed situations favor SAMs using Amano + Yoichi.
Credit to Taint for posting these sets!
Kogarasumaru Sets
Very big Thank You to Ejiin of Ragnarok for posting this AM3 Set.
ItemSet 289014
Koga AM3 assuming the exact same set, but changing around the head gear based on situation:
Monster & Buffs |
Head Hierarchy |
Dynamis DC. March and Minuet x2 |
Phorcys 921.001, Usukane +1 919.932, Tenryu +1 917.908 |
ADL. Embrava, SV Minuets, Embrava and Fighter+Chaos |
Phorcys 979.297, Usukane +1 977.907, Tenryu +1 975.549 |
Qilin. March x2, Minuet x2 and Chaos+Fighter's |
Usukane +1 739.291, Phorcys 738.657, Tenryu +1 737.482 |
Ig-Alima. Embrava, Minuets, Chaos+Fighter's and Madrigal. |
Tenryu +1 405.708, Phorcys 400.806, Usukane +1 400.620 |
*All assume berserk and aggressor are up fulltime and 490 skill Boost-STR.
As you can see, all 3 options are extremely close in every situation, but I still believe my general rule of: "if you need acc or attack: Tenryu +1." and "If you are capped accuracy and attack: Phorcys." Not to discount Usukane +1, which is perfectly fine to use. I'd just hate to see someone make it only to find it isn't always #1.
Judging if you're attack capped during melee is another matter, as not everyone has a pocket 4 song bard for minuets, COR for chaos roll or RDM for Dia 3 on every mob they fight.
Seigan Tank Set
Third Eye Up:
ItemSet 290594
Third Eye Down:
Swap into Ogier's Breeches or a DD pants (Unkai Haidate/Phorcys Dirs for more haste) as per your preference
I want to take a minute and go over this section as I alluded to earlier in the guide. Seigan/Third Eye tanking, while a niche use, can be very powerful.
The above gear set gives a tremendous amount of counter rate with Seigan and Third Eye up. Unkai Kabuto and Saotome Haidate give ~+30% (according to some testing done on BG - will link to thread later) Counter Rate with Third Eye up.
By Utilizing some of the basic DD gear and throwing in some Damage Taken Minus and adding utility with Seigan, this is a great set and good for any serious SAM to build.
Keeps you alive, keeps a decent DD set in place, and keeps damaging the enemy with all the attacks you will be countering.
Possible Swaps Include Usukane Body NQ/+1, NQ Usukane Hands/Tenryu/Brego/Omodaka Gloves (going more a DD/Tank Hybrid now), Dark Rings are augmented with however much -PDT/-MDT you can muster.
PDT
ItemSet 291874
Depending on augments this can put you right at 50% PDT. A.K.A "ohsh*t" macro.
Possible swaps are a second Dark Ring, Ogier's Helm, Mollusca Mantle
MDT
ItemSet 291563
Other things to consider for both PDT/MDT Sets:
Shadow Ring, Defending Ring
Meditate Set
Meditate can be further enhanced by using two specific pieces of equipment:
ItemSet 291627
Each piece adds 20-40 extra TP each and should always be swapped in when using Meditate.
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:41:10
Section IV - Sub Jobs Sub Jobs.
Warrior: The sub job you should be using 95% of the time. The boosts to Attack from abilities like Berserk and Warcry and the accuracy bonus from Aggressor are tremendous. Double Attack Trait bonus is another huge plus.
Dark Knight: Currently not used but with the upcoming adjustments to /DRK and Last Resort, this MIGHT be the new subjob of choice.
Dancer: Niche use - Haste Samba and Curing yourself are always nice. Another proc job in Dynamis is useful if you are duoing. I wouldn't recommend soloing in Dynamis as SAM/DNC so this is an infrequent use.
Ninja: In the days of yesteryear, this was almost if not just as used as /WAR. Utsusemi tanking was at its pinnacle but has dropped off as of late in favor of killing everything fast enough so you don't die. Still could be useful in some solo/lowman situations.
Section V: Samurai, Store TP, and You
Store TP is one of the most important things to consider in your TP and even WS Sets. It becomes even more important when taking things like Amano Aftermath into consideration or when you are trying to maintain a xhit regardless of whether or not both of your Shoha hits land.
Here is a link to a calculator that you can use to assist you as well:
http://www.heckdesigns.com/demos/ffxi-calculators/stp.php
-------
Let's take a look at how we calculate Store TP.
First, find your multiplier!!! Your multiplier is X.
Now let's try to explain this in a way that everyone understands ^_^/
For the example, I am going to use 437 (Amano/Masa Users).
According to the formula, we take 5 and add it to the result of the following calculations:
(437-180)*6.5 = 257*6.5 = 1670.
1670/270 = 6.18703.. rounded down to 6.1 (always round down for this)
So, remember that 5 we started with? Its bold up there. The 5!
5 + 6.1 = 11.1
11.1! Remember that. Its your multiplier.
Now we do 11.1 * Your_Store_TP_Value.
Your_Store_TP_Value = (100 + Store TP Total) / 100.
Assuming 5/5 Merits and 99 SAM, you have 40 Base Store TP.
40 (base) + gear (assume 49 STP in gear) would be, for example, 89.
100+89 = 189. 189/100 = 1.89
So now we have 1.89 and we have 11.1 (multiplier) from the first set of equations.
1.89 * 11.1 = 20.979 (round down) --> 20.9.
20.9 TP Per Hit!
Let's assume you are at 0 TP and starting a fight. It will take you 5 hits to hit 100 TP with the above example ( 20.9 * 5 = 104.5..actually overkilling a bit but thats ok).
You get to 100 TP. You use Tachi: Fudo. But wait. How much Store TP is in your Tachi: Fudo WS set?
For the sake of this argument, let's say it is 11 Store TP in your WS set.
Let's take our formula and plug in numbers...
( 100 + 51 (40 base + 11 gear))/ 100 = 151 / 100 = 1.51
1.51 * 11.1 = 16.761... or 16.7.
That is 16.7 TP returned on your Fudo hit.
100-16.7 = 83.3 TP. That is how much you need to WS again.
Remember that 20.9 you were getting in TP Phase? Let's see if that will maintain your 5-hit and get the 83.3 in 4 hits that we need.
20.9 * 4 (your WS counts as the 1st hit of your 5 attack rounds) =
83.6 TP per hit. That's just above the 83.3 required!
83.6 + the 16.7 returned on your Fudo = 100.3.
You have yourself a 5 hit! +49 STP in TP Phase and + 11 STP in WS set got you there.
You may find for your build that you have less STP in your TP Phase but more in your WS Phase.
Simply use the formulas and examples here and plug in your numbers instead of the ones I have used to figure out what you need.
Calculating a 5-Hit TP and WS set for low-mid level SAMs
I was asked to math out some mid-level TP and WS sets for SAM.
For the example I am going to assume that the person is using a Kantonotachi since it is the GKT that most casual SAMs would get (I would hope >.>).
Weapon Delay: 464
(NOTE: This example will also work for Kikugosaku if that is the GKT you are using.)
Multiplier for this weapon: 11.5 +
[(464-450)*1.5/30] = (14*1.5)/30 = 21/30 = 0.7
11.5 + 0.7 = 12.2
TP:
ItemSet 291715
+33 Store TP In Gear
Shoha:
ItemSet 291555
+1 Store TP In Gear
WS TP Return Calculation:
(100 + 41 (40 base STP + 1 STP in WS set)) = 141. 141/100 = 1.41
12.2*1.41 = 17.2
100-17.2 = 82.8 TP in 4 hits required for a 5-hit.
82.8/4 = 20.7 (TP per hit required for 5hit after you Shoha)
TP Set Calculation:
(100+73)/100 = 173/100 = 1.73
1.73*12.2 = 21.1 TP/hit. Well over the 20.7 required.
If you are missing some Store TP pieces in either TP or WS phase, switch one of the STR rings for Rajas Ring in your Shoha set to maintain your 5 Hit Build.
Here is a google doc that will help you figure out your Store TP/5 Hit situations.
https://docs.google.com/file/d/0B-MmXb3WQK4GSXlab2lxSllJUEE/edit?usp=sharing
[+]
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:41:36
Section VI - Utilizing Your Skills
Now that we have become comfortable with gear sets and basic Samurai mechanics, we should take a look at how we settle into our roles in everyday endgame content.
One of the questions that was brought up multiple times was "What is the best way to use my abilities to the fullest? How do I get the most out of Meikyo Shisui? Even with all the descriptions of the Job Abilities given I still don't know what to do and when to do it."
Let's take a look at some situations that come up fairly often.
Situation 1: Sitting on 300 TP. NM/Boss Fight about to begin.
A good example of this is something like getting ready to fight a Salvage (75 or 99) Boss, although this works with any enemy that has a ton of HP that you want to throw a lot of damage on real quickly.
What I personally like to do in situations like this is pop Hasso/Berserk/Warcry/Sekkanoki/Sengikori first. This buffs my attack stat, prepares me to split my 300 TP into two separate Weapon Skills, and gives a buff to the next Skillchain/Magic Burst that I initiate.
Engage. Use Konzen-Ittai right away. This is going to prep the enemy for a skillchain (same as using a WS). I then use Tachi: Kasha to make light (which gets a damage boost from the Sengikori effect you used before you engaged). Hesitate for a second and then use Tachi: Kaiten/Tachi: Fudo. This just created double light and massive damage from your 2 WSs and 2 Light SCs.
If Kaiten/Fudo are not available to you, you can still use Shoha to create some Skillchains, although not as potent as Light, that will do good damage. Remember - skillchains are extra damage on top of whatever WS you would be using anyway. DON'T UNDERESTIMATE THEM.
Situation 2: Zerg Situation. Full Buffs. 300 TP. Meikyo Shisui Ready.
To get the most out of your 1 hour ability, you need 1 Dusty/Icarus Wing and all your other ability timers ready to go. The Dusty/Icarus Wing isn't REQUIRED but it makes your Meikyo Shisui a lot more effective.
For this example, I'll assume you have a Dusty Wing. Pop all your buffs (hasso/zerk/aggressor/warcry/etc.) and engage.
Sekkanoki and use your first WS (1). Use your second WS (2). Use Meikyo Shisui. Use WSs # (3) (4) and (5). Use your Dusty Wing (300 TP - Meikyo Shisui still active). Use WSs # (6) (7) and (8). Swap to Meditate Gear and Meditate. This should give you enough TP for WSs # (9) and (10).
If Meikyo Shisui is somehow still active during your meditate and after WS #9, REMOVE IT MANUALLY. If you don't remove it manually, your melee hits from here on out will give you no TP gain and you may not have enough TP for WS # 10.
For even more damage, throw in a Konzen-Ittai/Sengikori during your first 2 WSs to make some Light Skillchains and blow stuff up further.
Situation 3: OH SHI- most of the alliance just wiped. I'm one of the only DDs still alive.
This is actually something that I ran into recently in Legion. We had a bad situation where our kiters screwed up and most of us died. I was one of two or three DDs still alive along with 1-2 healers. What should you do in this situation to help your group?
Use Seigan and Defender immediately. Provoke off the enemy that is killing your mages. Use Third Eye. Switch to your Seigan/Hybrid gear set.
Something like this:
ItemSet 290594
This is where Unkai Kabuto +2 and Saotome Haidate +2 are sooo important. The counter rate you get with these two pieces + whatever other counter rate plus stuff you can get is almost unfair. I was countering somewhere close to 50% of the melee hits coming my way, sometimes 2-3 in a row.
This should mitigate the amount of damage you take by a tremendous amount and help dwindle the enemy down. I was able to kill off both Cerberus and eventually Khim (being kited by another person while Cerb was being fought) slowly but steadily with a mage watching me while the rest of the alliance recovered.
Watch your Third Eye timer and use it as much as possible. When available, use Sekkanoki/Meditate to Skillchain with yourself for some extra damage since you are taking a more defensive approach.
Switch to MDT set if you see a big ability about to go off and your stunners aren't available (Gates/Fulmination).
If you see that you are not taking too much damage you can drop Defender to up your attack a little but using Berserk isn't recommended.
Situation 4: Blade Bash all the things!
This seems pretty obvious but I figured I'd point it out anyway.
Blade Bash can be a real life saver at times. If things are just going terrible and one more big AoE or single target-high damage attack can put the nail in your coffin, remember that you have blade bash!
If you're in a situation where your party is dying and your mages are running low on MP, have your finger on that blade bash macro and ready to go.
Ragnarok.Ashman
サーバ: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-03-04 13:43:47
Ogier's head in both of those sets (pdt and mdt). Ogiers feet in that mdt. Looks good (im no sam though).
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:47:46
Ogier's head in both of those sets (pdt and mdt). Ogiers feet in that mdt. Looks good (im no sam though).
Thank you, sir. Knew I was forgetting something. Did this all in a bit of a hurry as well. Updated those sets.
Ramuh.Yarly
サーバ: Ramuh
Game: FFXI
Posts: 802
By Ramuh.Yarly 2013-03-04 13:49:48
any low level tp sets? i'll probably never be able to farm the gil to get things like brego gloves and no one wants to farm the unkai set for me
サーバ: Odin
Game: FFXI
Posts: 287
By Odin.Hirokei 2013-03-04 13:49:51
Melaco mittens would also be a cheaper alternative, with the same PDT.
Edit: there are also dark/black earrings that can be quested in abyssea(forget which) with augments of 1-2 PDT. Also, Colossus's Earring.
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-03-04 13:49:53
Quetzalcoatl.Krylon said: »Did this all in a bit of a hurry as well. Bad!
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:50:57
any low level tp sets? i'll probably never be able to farm the gil to get things like brego gloves and no one wants to farm the unkai set for me
The Mid Level TP Set I posted is mostly rare/ex outside Brego Gloves. Dusk Gloves are a very cheap alternative if those are out of your reach as well.
サーバ: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 13:51:36
Just want to add:
- Shoha sets needs Brutal/moonshade (tp bonus)
- Kaiten (assuming high-end) Duplus, omo-sunate
- Fudo needs rose strap (non regain situations) if using usu somen+1. And moonshade instead of STR earring
[+]
サーバ: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 13:54:13
Oh and TP (high-end set) does not need phos+1 to cap haste, but HQ all the things right?
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 13:56:01
Made your edits, Zel. Thank you.
And yes - HQ or go home? ^^
サーバ: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 13:56:24
Quetzalcoatl.Krylon said: »
Could use pdt earrings from Aby-vunklet (quested). Can get 1-2% PDT per black/darkness earring (easier reaching cap).
VIP
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Game: FFXI
Posts: 9534
By Odin.Jassik 2013-03-04 13:57:29
I'd consider revising the recommended merits to include rounding off zanshin. Possibly better to go 5/5 on ikishoten with the way mobs rotate in the current zergfest. Depending on stp, you might shave a hit, the 2% overwhelm is hard to maintain.
サーバ: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 13:57:53
I'd put omo-sunate in fudo set too
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 14:01:09
I'd consider revising the recommended merits to include rounding off zanshin. Possibly better to go 5/5 on ikishoten with the way mobs rotate in the current zergfest. Depending on stp, you might shave a hit, the 2% overwhelm is hard to maintain.
I agree with everything you are saying, but stuff that really matters (ADL, Odin v2, Salvage v2, Legion) - shouldn't you be able to keep in front of the enemy?
I wouldn't mind losing a few % points on a parse in VW in favor of getting a boost in Legion and ADL.
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-03-04 14:03:33
Would recommend Elemental Belt/Gorget in the Shoha mid-level set. Better and easier to obtain.
Phoenix.Icemn
サーバ: Phoenix
Game: FFXI
Posts: 565
By Phoenix.Icemn 2013-03-04 14:04:19
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
[+]
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-03-04 14:05:46
Ele belt/gorget is for capped attack. Justiciar's/Prosilio uncapped.
サーバ: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-03-04 14:06:40
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
They have different uses, when ATK-capped ele neck/belt wins, if not justicar/prosilio
Phoenix.Icemn
サーバ: Phoenix
Game: FFXI
Posts: 565
By Phoenix.Icemn 2013-03-04 14:07:19
Right, should add that....ooh LOL he did, sorry missed that part >.<;;; continue! And GJ so far.
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 14:07:55
Bismarck.Llewelyn said: »Would recommend Elemental Belt/Gorget in the Shoha mid-level set. Better and easier to obtain.
Noted and edited. Thanks.
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
They have different uses, when ATK-capped ele neck/belt wins, if not justicar/prosilio
Right. Maybe I should elaborate on the Attack Capped/Buffs/Unbuffed notes on the Kaiten/Fudo sets.
VIP
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Game: FFXI
Posts: 9534
By Odin.Jassik 2013-03-04 14:07:58
Quetzalcoatl.Krylon said: »I'd consider revising the recommended merits to include rounding off zanshin. Possibly better to go 5/5 on ikishoten with the way mobs rotate in the current zergfest. Depending on stp, you might shave a hit, the 2% overwhelm is hard to maintain.
I agree with everything you are saying, but stuff that really matters (ADL, Odin v2, Salvage v2, Legion) - shouldn't you be able to keep in front of the enemy?
I wouldn't mind losing a few % points on a parse in VW in favor of getting a boost in Legion and ADL.
Able to maybe, but probably don't want to be, adl for example has a conal death move, so you don't want people all standing in front trying to exploit overwhelm. The first 3 merits are worth a lot more, I'd lose 1 from overwhelm before ikitoshen in my build anyway. Ideally you'd fully merit both, but Blade bash is just too handy to give up.
[+]
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-03-04 14:10:00
Blade bash is just too handy to give up. Blade bash sucks, get better stunners.
[+]
Phoenix.Icemn
サーバ: Phoenix
Game: FFXI
Posts: 565
By Phoenix.Icemn 2013-03-04 14:10:27
Quetzalcoatl.Krylon said: »Bismarck.Llewelyn said: »Would recommend Elemental Belt/Gorget in the Shoha mid-level set. Better and easier to obtain.
Noted and edited. Thanks.
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
They have different uses, when ATK-capped ele neck/belt wins, if not justicar/prosilio
Right. Maybe I should elaborate on the Attack Capped/Buffs/Unbuffed notes on the Kaiten/Fudo sets.
Wait so you ninja edited that in? :O Knew I wasn't stupid enough to miss that >_>; made me /doubt myself. lol
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-03-04 14:14:44
Blade bash is just too handy to give up. Blade bash sucks, get better stunners.
Not every event justifies stunners, and the plague effect is actually quite potent. I don't know who only uses Sam for events with dedicated stunners. Blade bash is worth a merit for 99% of the population, the other 1% don't need a guide.
Quetzalcoatl.Krylon
サーバ: Quetzalcoatl
Game: FFXI
Posts: 232
By Quetzalcoatl.Krylon 2013-03-04 14:15:11
Quetzalcoatl.Krylon said: »Bismarck.Llewelyn said: »Would recommend Elemental Belt/Gorget in the Shoha mid-level set. Better and easier to obtain.
Noted and edited. Thanks.
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
They have different uses, when ATK-capped ele neck/belt wins, if not justicar/prosilio
Right. Maybe I should elaborate on the Attack Capped/Buffs/Unbuffed notes on the Kaiten/Fudo sets.
Wait so you ninja edited that in? :O Knew I wasn't stupid enough to miss that >_>; made me /doubt myself. lol
No lol it was there from the start. I'm saying maybe I should go into a little more detail on what it means =p
Phoenix.Icemn
サーバ: Phoenix
Game: FFXI
Posts: 565
By Phoenix.Icemn 2013-03-04 14:16:25
Quetzalcoatl.Krylon said: »Quetzalcoatl.Krylon said: »Bismarck.Llewelyn said: »Would recommend Elemental Belt/Gorget in the Shoha mid-level set. Better and easier to obtain.
Noted and edited. Thanks.
Idk how I feel about light belt/gorget for Fudo, I used to use those but currently use Justiciar's torque and Prosilio belt. How do they compare? Always thought I did more with my current setup.
They have different uses, when ATK-capped ele neck/belt wins, if not justicar/prosilio
Right. Maybe I should elaborate on the Attack Capped/Buffs/Unbuffed notes on the Kaiten/Fudo sets.
Wait so you ninja edited that in? :O Knew I wasn't stupid enough to miss that >_>; made me /doubt myself. lol
No lol it was there from the start. I'm saying maybe I should go into a little more detail on what it means =p Bah so I was just stupid enough to miss that lol :x
Bushido - The Way of The Samurai
Hello everyone! As part of the community here on FFXI AH, I would like to see every job have one of these comprehensive guides that help both mid range and high level players better understand their jobs, gear, and roles in end game Final Fantasy XI.
The goal of this guide is to help fellow players understand everything Samurai related.
There are several extremely knowledgable players on the forums (this one specifically as well) so I will be looking to them for input as well. Please feel free to add any important information and help me compile the best guide possible ^_^!
Section I - Samurai Overview
Warriors from the East. Demon Killers. Samurai are experts in wielding the Great Katana and manipulating Tactical Points, allowing the player to unleash a flurry of skills on their enemies quicker than any other class in Vana'diel.
Job Abilities
[Level 1] Meikyo Shisui
(1:00:00 recast - 30 second duration)
Grants the player 300 TP upon use. Allows all weapon skills used during the duration to cost 100 TP. The player is unable to gain any TP unless it is from Meditate or Items. Damage modifiers are based on Total TP at the time of executing the Weapon Skill, not based on TP Consumed (100).
The first Weaponskill used under Meiko Shisui will cost 100TP but will be calculated as a 300TP Weaponskill.
The second Weaponskill will again consume only 100TP but will be calculated as a 200TP Weaponskill.
Enhanced by Saotome Sune-Ate +2 (aug) reducing TP consumed by 25 under the effect of Meiko Shisui, however at least 100TP is still required to perform the Weaponskill.
- - - - - - - - - - -
[Level 5] Warding Circle
(5:00 recast - 3 minute duration)
Grants "Demon Killer" effect for all party members in range. When used as Samurai Main Job, this ability gives a 15% damage bonus/15% damage resistance against Demons.
Enhanced by Myochin Kabuto/+1 granting an additional 50% duration and 2% to respective bonuses
Myochin Kabuto/+1 is only needed upon activation.
- - - - - - - - - - -
[Level 15] Third Eye
(1:00 recast Seigan Down, 0:30 recast Seigan Up - 30 second duration/until removed)
Anticipates the next physical attack directed at you. With Seigan active, multiple attacks can be anticipated (higher chance to wear off the longer it is active). More on this later!
- - - - - - - - - - -
[Level 25] Hasso
(1:00 recast - 5:00 duration)
Grants a bonus to attack speed, accuracy, and STR stat when using two-handed weapons, but increases recast and casting times.
- - - - - - - - - - -
[Level 30] Meditate
(3:00 recast - 0:15 duration)
Grants 20% TP per tick up to a maximum of 100 TP. When used as a sub, grants 12% TP per tick for a maximum of 60 TP. Can be enhanced heavily with gear.
Enhanced by Myochin Kabuto/+1 adding 1-2 ticks or 120-140 total TP gained
Enhanced by Saotome Kote/+1 adding an additional tick or 20 total TP gained
Enhanced by Saotome Kote +2/(aug) adding an additional 2-3 ticks or 40-60 total TP gained
When Myochin Kabuto/+1 is paired with Saotome Kote +2/(aug) the total TP gained is 180-200
Myochin Kabuto/Saotome Kote are only needed upon activation
- - - - - - - - - - -
[Level 35] Seigan
(1:00 recast - 5:00 duration)
Grants a bonus to "Third Eye" when using two-handed weapons, but increases recast and casting times.
- - - - - - - - - - -
[Level 40] Sekkanoki
(5:00 recast - 1:00 duration or until next Weapon Skill)
The next weapon skill used will cost 100 TP regardless of current total TP. Damage modifiers are based on the 100 TP used. TP Bonus weapons do not affect weapon skills used under the effect of Sekkanoki.
- - - - - - - - - - -
[Level 65] Konzen-ittai
(3:00 recast - 1:00 duration or until next Weapon Skill)
Readies enemy for a skillchain.
- - - - - - - - - - -
[Level 75 - Merit] Shikikoyo
(5:00 recast)
Share TP above 100 with a party member. The Samurai retains more TP with further merits.
- - - - - - - - - - -
[Level 75 - Merit] Blade Bash
(3:00 recast)
Delivers an attack that can stun the target and occasionally causes Plauge.
- - - - - - - - - - -
[Level 77] Sengikori
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants a bonus to skillchains and magic bursts initiated by your next Weapon Skill.
- - - - - - - - - - -
[Level 87] Hamanoha
(5:00 recast - 3:00 duration)
Lowers accuracy, evasion, magic accuracy, magic evasion, and TP Gain for Demons.
- - - - - - - - - - -
[Level 95] Hagakure
(3:00 recast - 1:00 duration or until next Weapon Skill)
Grants Save TP (40) and a TP Bonus (100) to your next Weapon Skill.
- - - - - - - - - - -
Traits
Resist Blind (grants a small resistance to blind)
Obtained at level 5 with increasing tiers at 25, 45, and 65
Store TP (Increases the amount of TP gained by each attack)
Obtained at level 10 with increasing tiers at 30, 50, 70, 90
Respective values are 10, 15, 20, 25, and 30
Zanshin (Occasionally grants an additional attack)
This is the defining Job Trait for Samurai and has 2 different functional effects which will be further explained in the Job Ability section
Obtained at level 20 with increasing tiers at 35, 50, 75, and 95
Respective values are 15%, 25%, 35%, 45%, and 50%
Demon Killer (Occasionally Intimidates demon's)
Killer Effects are incredibly potent when utilized, however due to the lack of effective gear to enhance the trait its largly a minor bonus. It is unkown if Samurai gets succesive tiers of this trait.
Skillchain Bonus (Increases the damage of skillchains created by the Samurai)
Obtained at level 78 with increasing tiers at 88 and 98
Respective values are 8%, 12%, and 16%
While Samurai is regarded as the master of skillchains with the ability to repeatedly skillchain with almost any weapon or job as well as itself in quick succession, Dancer gets 2 succesive tiers of this trait reaching 23% Skillchain damage bonus at level 97.
Merited Traits (obtained at level 75)
Ikitoshen (increases the TP gained by a Zanshin attack)
Grants an additional 3 TP per merit before Store TP is added
Formula: Zanshin TP = [base weapon TP + (3 x Ikitoshen merits)] x Total Store TP
Assuming 437 delay (masamune/amano) [11.1 + (3 x 5)] x 1.88 = 49.068 Floored to 49
49 ADDITIONAL
Enhanced by Saotome Kabuto +2 (aug)
Adds 1% critical hit rate to Zanshin attacks per Ikitoshen merit
Also worth noting:
Ikkishoten may be useless unless it doubles your TP before sTP. 460 Delay gives 12 TP, exact same as 4/5 Ikki merits. If your delay is higher, you should do 5/5 merits or calculate how much extra sTP you need so you don't get stuck at just under 100 TP.
Thank you to Castanets/Ichito of Phoenix for this~
Overwhelm (obtained at level 75)
Grants a damage bonus to Weaponskills performed face to face
Adds a straight % to qualifying Weaponskills
5% per merit for the first 3 and 2% for the last 2 merits
Overwhelm is NOT present for Ranged Weaponskills regardless of orientation
--- HUGE Thanks To Jassik for the Trait Breakdown Section as well as help on the Job Ability Section---
Merits
Recommended merit build: 5/5 Store TP, 5/5 Meditate. 5/5 Overwhelm. 5/5 Ikishoten. Do 4/5 Ikis and 1/5 Blade Bash if your stunners are fail faces.
Group 1
Third Eye Recast - Shorten recast time by 2 seconds.
Warding Circel Recast - Shorten recast time by 10 seconds.
Store TP Effect - Increases amount of TP stored by 2.
Meditate Recast - Shortn recast time by 6 seconds.
Zanshin Attack Rate - Increases Zanshin attack rate by 1 percent.
Group 2
Shikikoyo - Shares TP above 100 with a party member. Supplement TP shared by 12%.
Blade Bash - Delivers an attack that can stun the target and occasionally cause plague. Requires a Great Katana. Increase plague duration by 15 seconds.
Ikishoten - Increases amount of TP gained with a Zanshin attack. Increase TP gained by 3.
Overwhelm - Grants a damage bonus to weapon skills performed face-to-face with an enemy. Increase damage bonus by 5% for the first three points, and by 2% for the final 2 points.
Section II - A Samurai's Role What role does a Samurai fill in a party?
Damage Dealer
A Samurai's primary and most effective role is dealing high frequencies of damage. Samurais are considered one of the big three in the current end game in regards to DDs.
Samurai is extremely effective at outputting high bursts of damage with their various abilities and traits that allow them to use Weapon Skills more frequently than any other job. Most of your damage will come from spamming Shoha/Fudo/Kaiten.
Tank
Tanking in FFXI has become folklore at this point but can still be necessary in some low-man events.
With the proper gear sets, Samurai can be very effective as a tank with and without the use of Seigan/Third Eye. Seigan/Third Eye becomes even more effective with Unkai Kabuto/Saotome Haidate and other complimenting pieces of gear. More on this later.
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