Satsujin: Difference between revisions
Line 1: | Line 1: | ||
== | == [[File:Satsujin.gif|25px]]Jack of all trades == | ||
[[File:Satsujin.gif|25px]] Jack of all trades | |||
The Satsujin is skilled in all ways of combat. It can wield melee, ranged and magic skills, all at once if needed. | The Satsujin is skilled in all ways of combat. It can wield melee, ranged and magic skills, all at once if needed. |
Latest revision as of 13:36, 6 July 2024
Jack of all trades
The Satsujin is skilled in all ways of combat. It can wield melee, ranged and magic skills, all at once if needed.
It's skills are fully modular according to the use case needed, as long as a proper skill path is planned.
Best: Access to all elements at will, all kinds of damage and full scope of damage types. Excellent for solo and coverage.
Worst: Skill point starved, doesn't shine in anything in particular, can be hard to extract the best all at once, some long cooldowns.
Weapons: Daggers
Gameplay Identity
The Satsujin can handle any fight in any situation due to its high variety of skills, this makes them:
A reliable fighter that has the tools for any situation and any difficulty, being the most adaptable job among all.
With the high variety of skill types, building for a Satsujin under a single "style" is not recommended. A good Satsujin will know what they need to excel in any combat situation using their multitude of tools.
Wielding the Shinobi skills with a new concept, the change of elements, change of attack types and change of combat situations constantly put the Satsujin in a very privileged position against an enemy that might be impossible for someone else to fight.
The difference between a mediocre Satsujin and a great Satsujin is very easy to see during combat due to how they can make their skills synergize or not.
Core Gameplay Loop
Final jobs always have varied core loops. The Satsujin has one of the most skill point starved trees in the game along with the Kingslayer, making them an easy job to pick-up and handle any content in the game...but hard to use effectively in all cases.
Satsujin also has direct benefits from the Elemental Focus from its Thief skills, allowing it to push its spells in new ways.
- Using Darkness Rises as a sudo-opener can create good combat opportunities.
- The Omamori talisman skills can prepare the area and be a great and reliable combat opener due to their %-HP based damage.
- A great satsujin when in a party will know what the party lacks the most and make sure to cover this base to the best of their ability.
- All builds should consider Seven Winds from Shinobi Specialization as a way to fully modulate and focus on enemy weaknesses.
- Final Skill: Million Stab. Deals 20 quick hits against all targets in a small area.
A smart Satsujin will know how to rotate its skills based not only on its equipment but according to the combat situation, as the correct placement of a debuff or a talisman can change the tide of battle in an instant.