Hello i have been playing a bard on Titan forever and i think i had an ephiphany and realized i didnt like it. So i created a new character, named Bellina, she is a mithra. I was just wondering what is samurai since i believe i want to become a samurai since it looks like more fun than Dark or Dragoon, just wanting some guidance on the main differences between the jobs and any advice or suggestions or tips....
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Re: Samurai Guidance
Stickies and the search function are your friend.
That aside, Samurai are just like any other DD in the sense that their goal is to do large ammounts of melee damage, and they're effective at it. However, SAM is a bit different from the other DDs in that it doesn't look to do the most damage on its own, or be the hardest-hitting melee. I'm sure you're familiar with skillchains. The Samurai job's weapon of choice, the Great Katana, has many weapon skills, most if not all of which are very easy to skillchain with and can effortlessly open or close level 2 skillchains. For example, at level 3 you get Tachi: Enpi, which has both Transfixion and Scission elements, and thus can both open and close Distortion skillchains. The second WS is Tachi: Kagero, which is Liquefaction, and can go from Scission > Liquefaction or can open level 2 Fusion with Liquefaction > Impaction. The third Great Katana WS is Tachi: Goten and is Impaction type, so it can close Fusion as well.
At level 30, SAM also gets its defining Job Ability, Meditate. This move grants you 100 TP over the course of 5 seconds (20 TP per second) and has a 3 minute recast. This is where SAM's real power lies - now not only are you extremely compatible for skillchains, but you can easily skillchain with two separate people in the same fight consistently, allowing for double skillchains and magic bursts. SAM also gets Store TP traits as he levels, which increase the TP you gain per hit by a %. Using Great Katana, Store TP I (level 10) will grant you a bit over 1 extra TP per hit, I believe. Also, the SAM two-hour ability, Meikyo Shisui (Wise Reflection,) grants you 300 TP and sets the cost of WS at a fixed 100 TP, allowing you to do 3 WS in a row, and even skillchain with yourself. You can do 4 WS in a row by getting 100 TP, using a WS, using Meikyo Shisui and doing 3 more. After you get Mediate, you can do 5 WS in a row by: getting 100+ TP > WS (TP@0) > Meikyo Shisui (TP@300) > WS (TP@200) > Meditate (TP@300) > WS > WS > WS.
Basically, SAM is all about the skillchains.Last edited by Armando; 12-15-2005, 09:17 PM.
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Re: Samurai Guidance
Then at the 60s, load up on STR and SATA for huge damage ;o They get better once they get Gekko and Kasha o_o
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Re: Samurai Guidance
But..Hobaku sucks..;o
Or it doesnt seem as good as most other WSs..
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Re: Samurai Guidance
They are kinda proficient, but they alone cannot use Bow Weaponskills, you need to sub RNG for that, and that used to be useful but since the ranged attack patch which determines atk and acc of ranged to be determined by how far you are from the monster, its not that viable anymore...at least to my knowledge, there MIGHT be a way to make it work, but so far i dont see it outside of Ballista or no one has found it out yet.
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Re: Samurai Guidance
My bad, I did forget Hobaku...reason it sucks so much is because it's meant to be a stun WS, and thus only has one hit whereas Tachi: Enpi has two. And yeah SAMs have a B in archery which is the second highest rank you can have in a weapon, and that used to be very good before the patch when you could do full damage at point-blank and still use melee swings in between bow reloads...but now that damage and accuracy for ranged attacks is affected by distance, it's not nearly as worth it. It's a good thing to have, dealing some extra initial damage when fighting solo never hurts, but I wouldn't recommend trying to specialize in it.
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