Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tbh there is little reason to go for Ninja Swords 1 as Daggers are not much less DPS and you will most likely be abusing either the Gladius evasion or the Orichalcum slow debuff.
Iga and Koga are only there to give an elemental weakness edge, Koga being earth which is a particulary scarce element, is a good choice.
Honestly would check what the secondary job is and what each quickening unlocks, but most people would just unlock ninja swords 2, 3 and 4. Forgetting about 1.
As was pretty much covered above, as long as you get NB4 and your other class's unlocks are covered, it really doesn't matter which of the other three you leave behind. You can also pretty easily farm up a Zwill Crossblade dagger at roughly the same point in the game which has nearly the same attack stats as the Koga/Iga while also allowing you to use a shield.
Just seems odd that Shikari blocks all 4 ninja blades in comparison, so unless doubling up on Shikari have to give up something. Also there are a number of earth and water weak enemies in the game, just don't think any that matter much.
Is a weird decision, honestly koga and iga should be a single license and the 3rd quickening should be either an HP or a Battle Lore.
If there were more choices that mattered in the other license boards, it would be a good thing. Just kinda feels odd that the only one that has a meaningful choice behind quickenings is Shikari on the Ninja Blades. Perfectly fine with how the espers work on being a notable choice, as many more of the license boards have meaningful choices invovlving them.
Probably as stated above, if all classes had the same level of choice and depth to their license boards it would come off as a good implementation. Like pick between ultimate weapons.
I picked Ninja Blade 1 because my Shikari / Red Mage needed quickening 1 for white magic on the Red Mage board.
Got to choose between Koga and Iga.
There seem to be more ennemies weaken to earth, but also weak one, I doubt I'll switch weapon for that.
It seems to be easier to deal water damage than earth damage, so one would say : go for Koga !...
But if you look closely, that is not entirely true.
Because most of the water damage you can do is from starting weapons, and aqua spell that does not have ga enchanced version, so you will never use it late game even against ennemies weak to water.
Here are you damage options for both elements:
Water:
- Aqua spell: no a ga spell, so you'll never use it late game = useless (why no a ga spell ?)
- Miter: an early mace weapon : useless
- Murasame: same, too early weapon to be usefull later
- Aqua Shot: ok damage late game, but weaker than iga.
So the only strong alternative to Iga is Aqua Shot.
Earth:
( NO EARTH SPELL...why ? )
- Cypress Pole: Very weak starting weapon
- Gaïa Rod: weak rod, you won't use it in combat anyway.
- Mud Shot: ok damage, but not as good as Koga.
- Earth Arrow: very good damage, as good as Koga.
So the strong alternatives to Koga are Mud SHot, and Earth arrows.
That means more damage potential for earth than water late game.
On top of that Iga looks better, and the quickening to unlock it costs less, so i think I'll pick Iga.
Anyway I'll probably never use it, once I'll have Mesa, I'll never switch.
But I am a perfectionnsit, and I want to have the best of everything for the sake of it.
But, as many have already said this choice isn't that impactfull at all.
At the end of the day, your shikari will end up with either orochi or nagasa something in his main hand.
There is a use for them in Trial mode when you face the Elementals but you are correct as in 99% of situations you wouldn't choose to use these over a more powerful counterpart.
I am pretty sure Break is a earth based spell, it just does no damage. As I don't think I ever had it miss on the earth weak birds. Immune is a different story however.
Some other notes, the Ringwyrms in Cerobi absorb earth, as does Hashmal in Pharos. Chaos is weak to it, and one of the more durable mobs in Pharos was also weak to earth. I don't recall many other things that absorb earth, but it is fairly rare to have a good source of it.
While looking into it further, I was noticing the same, on the other options and earth/water both were covered better by ranged. Though then again, is there anything of note in the mid-late game that is weak to or absorbs water? Entites not included, they are almost always a pain outside of the lower level ones.
Personally, I find covering ALL weaknesses to be a bit overrated, but I suppose it depends on where you get it from and how easily it is done. Don't go TOO low on the weapon power, though, due to the way it works with enemy defenses.
The only elements to worry about, really, are holy and dark - not only because they're present on some of the endgame bosses and (in the case of holy) on so many endgame dungeon mobs, but also because White Robes and Black Robes exist, offering a 50% damage boost to already powerful melee.
I suppose you can also make an argument for fire due to Oil, but so many relevant targets are immune :(