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FFT Class Review #3: Ninja.
First of all, sorry or the delay. I'm on my final exams, so I couldn't post this earlier...
Well, this week's turn is for the Ninja.
Ready for some reviews? :D
http://forums.eyesonff.com/attachmen...inja-fft16.png
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Let's get with the basics first:
Ninja
Combatant whos hides as a means of battle. Can "Throw" weapons at distant enemies.
Can wield two weapons.
Job Requirements: You must be a Lv.3 archer, Lv. 4 and Lv. 2 Geomancer to get the Ninja class. In the PSP, it must be a level 5 Thief and a Level 4 archer, and Lv. 2 Geomancer.
Sprites: The Ninja sprites are pretty cool looking. Althought I would rather have more darker uniform colors. The Male Ninja has blue clothes, and seems he's hearing some sort of helmet on the head. While the Female Ninja, more Kunoichi-looking, has red clothes, black hichsocks, and a red cloth/bandana tied to her hair that goes down to under her chin.
Default Equipment:
Weapons: Knives, Ninja Swords, Maces.
The ninja can wield two weapons at the same time.
Head Armor: Headgear, hats.
Body Armor: Clothes.
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Now, the first Review, courtesy of BG-57.
Quote:
Originally Posted by BG-57
Ninja
Prerequistes: Level 3 Archer, Level 4 Thief, Level 2 Geomancer
Role: Front Line
Sprites: Loose fitting clothing. Females wear red with a hair covering, males dress in blue with a hat and mask.
Default Weapons: Ninja Sword, Hammer
Default Helmet: Hat
Default Armor: Clothes
Compatible: Works well with support abilities like Steal or Item.
Throw
Key: Must Have Useful Pass
Shuriken: Shurikens are easily obtainable, relatively cheap and do a fair chunk of damage.
Ball: A good alternative to an elemental spell. Again plentiful and cheap.
Knife: They don't do enough damage to be worth throwing.
Sword: Can do decent damage.
Hammer: Too variable in damage.
Katana: Worth throwing if you catch replacements in Deep dungeon or duplicate them.
Ninja Sword: Can do decent damage.
Axe: Too variable in damage.
Spear: Cannot be duplicated, expensive to replace.
Stick: Not enough damage.
Knight Sword: Worth throwing if you catch replacements in Deep dungeon or duplicate them.
Dictionary: Not enough damage.
Sunken State: Makes you invisible if you get hit. There are better ways to be invisible and the effect wears off as soon as you take an action.
Abandon: Increases Evasion when attacked. Not bad.
Two Swords: One of the best skills in the game! Makes any physical fighter into a killing machine.
Move in Water: Useful in levels with lots of water, useless everywhere else.
Setups:
Cheater's Delight: A glitch in the game allows you to duplicate one handed edged weapons for 10 Gil a piece. Almost as good as the W-Item glitch in FFVII. Have a character like Orlandu equip Two Swords as a Holy Swordsman. Put a sword and shiled in the wrong hands (shield in the right, sword in the left). Go into a shop that sells that weapon and choose Best Fit. It'll slap a copy of the weapon in the right hand and ask is this okay. You can duplicate Swords, Knight Swords, Daggers, and Katanas. The latter will make Draw Out more worthwhile with the top-tier Katanas. If you have a guilty conscience and disposable time, you can Catch most of these weapons from Ninjas in Deep Dungeon, but you'll have no way of predicting what they'll throw.
Killing Machine: Combing Knight and Ninjas is a good way to balance the speed of a ninja with the defense of a Knight.
Throw
Math Skills
MP Switch
Equip Amor
Move +2/+3
Kogo Knife
Iga Knife
Thief Hat
Maximillian
Setiemson/Genji Armlet
Overall Rating: 8. These guys are heavy hitters on the battlefield. Their high speed and double attacks make them formidable offensive warriors. All you need is to beef up their defense and they'll serve you well.