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Final Fantasy XIV features several job roles that are incredibly exhilarating and fun to play around with. Those already into the game know how popular the role of Melee DPS can be. Among the many other roles which can be encountered in the game, that of Samurai is surely gaining a lot of popularity among the players. Ever since its introduction in the Stormblood Expansion, the role of Samurai was an instant hit for newcomers and experienced players alike.
Final Fantasy XIV's Samurai role is a melee DPS role. Various melee DPS roles are available in the game, but this one is undoubtedly the most popular among the community members. Being a Samurai lets you use the Katana to make Kenki and Sen. You can later release various solid combo moves using these two. Like other jobs, Samurai also needs some basic requirements that you must pass. Although, Samurai roles do not have a base class.
If you are just a beginner, you might find this job a bit difficult, but once you get the hang of things, it will be an almost smooth sail. For all those who are looking to start with the Samurai role, we have prepared this article to help you. Read along to learn more about the samurai job types and how to use them. Let's begin then.
Samurai Gameplay
Samurai role is a no-utility, high-damage melee task which provides a moderately lithe burst opening. They have a main stat of Strength and use the Katana. They also share their striking equipment with monks. Samurai doesn't provide any raid perks or party benefits all over its own. As an alternative, it surpasses by taking advantage of the boosts given by the other party members, packing each burst opening with unrivaled power.
Rotating between three fundamental combos to maintain two boosts and gain items, basically Kenki and Sen. This is all about the basis of the game's Samurai role gameplay. First, Samurai release a powerful burst of tremendous attacks every 120 seconds, followed by a weaker burst at each interval of 60 seconds.
Moving or holding these burst openings is quite challenging because they necessitate a mostly GCD-based format. Therefore, a significant deal of Samurai's development and the boost comes from altering your rotation in each fight. However, you can try this on a per-mechanic basis. Samurai job contains a low entrance barrier, but it requires a high ability ceiling to know how to change a character's rotation differently to get around rules and keep benefiting from your team's raid bonuses.
Become a Samurai
Samurai role is not like other melee DPS jobs or any job seen in the Final Fantasy XIV game. By this, we mean, like other jobs available when you start the game, you won't get the role of Samurai when you start with your character. Also, as we mentioned already, the Samurai role does not have a base class. So let's now discuss the basic requirements to become a Samurai in the Final Fantasy XIV game.
The very first requirement is Stormblood Expansion. A player must own it in order to become a Samurai. As you might have guessed, the second requirement is ranking on Level 50 in Disciple of War or Magic; once you attain these two requirements, head to Ul'dah for the next steps.
Beginners might find attaining these requirements tedious and sometimes hard. In addition, they require resources to complete quests and travel. To get these, use Gils, which you can easily get from our website.
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"The Way of the Samurai" Quest
As mentioned – own Stormblood expansion, reach level 50 in Disciple of War or Magic, and then go to Ul'dah. When you reach the Steps of Nald, you have to interact with the Ul'dahn Citizen, to begin with the quest known as The Way of the Samurai. When you complete this quest, your journey as a Samurai will begin. Become a samurai and keep leveling until you reach the current max level available in the Final Fantasy XIV game, level 90. There are ways to lessen the monotony and boredom associated with leveling up a new job, especially in endgame material.
Strengths of a Samurai
Weaknesses of a Samurai
Let's talk about Samurai Job Actions now.
Samurai Job Actions
Hakaze – a Level 1 action with a recast of 2.5s. This Weaponskill Type action delivers an awesome attack power of 200. It also provides a side effect in which Kenki Gauge is incremented by 5.
Jinpu – a Level 4 action with a recast of 2.5s. This Weaponskill Type action delivers an awesome attack power of 200. It also provides a combo bonus in which Kenki Gauge is incremented by 5. Fugutsu effects gained from the combo bonus can increase DMG dealt by 13%.
Third eye – a Level 6 action with a recast of 15s. This Ability Type action decreases DMG taken in the following attack by 10%. Other perk includes increased Kenki Gauge by 10 when hit.
Enpi – a Level 15 action with a recast of 2.5s. This Weaponskill Type action delivers a distance attack power of 100. It also provides a side effect in which Kenki Gauge is incremented by 10.
Shifu – a Level 18 action with a recast of 2.5s. This Weaponskill Type action delivers an awesome attack power of 200. It also provides a side effect in which Kenki Gauge is incremented by 5. Also causes Fuka effect, which reduces the weaponskill cast and recast time by 13%.
Fuga – a Level 26 action with a recast of 2.5s. This is a Weaponskill Type action that delivers a 90 attack with effectiveness to all of your enemies in a cone in front of you. Additional Impact: 5 Kenki Gauge Increase.
Gekko – a Level 30 action with a recast of 2.5s. This is a Weaponskill Type action that delivers an attack power of 120, and if an attack from behind the enemy, then 170. It also provides a side effect in which Kenki Gauge is incremented by 10.
Iaijutsu – a Level 30 action with a recast of 2.5s. This is a Weaponskill Type action which, based on the amount of Sen currently stored in the Sen Gauge, performs a weaponskill.
Magnetsu – a Level 35 action with a recast of 2.5s. This Weaponskill Type action delivers an attack power of 100 to all the opponents within reach. It also provides a side effect in which Kenki Gauge is incremented by 10.
Kasha – a Level 40 action with a recast of 2.5s. This Weaponskill Type action delivers an awesome attack power of 120. It also provides a side effect in which Kenki Gauge is incremented by 10 with additional benefits.
Oka – a Level 45 action with a recast of 2.5s. This Weaponskill Type action delivers an attack power of 100 to all the opponents within reach. It also provides a side effect in which Kenki Gauge is incremented by 10.
Yukikaze – a Level 50 action with a recast of 2.5s. This Weaponskill Type action delivers an awesome attack power of 120. It also provides a side effect in which Kenki Gauge is incremented by 15 with additional benefits.
Meikyo Shisui – a Level 50 action with a recast of 55s. This is an Ability Type action in which up to three weaponskill combos without first fulfilling the conditions for the combo. Does not impact Ogi Namikiri or Iaijutsu. The additional effect depends upon your attack. For example, if you managed to land Gekko, you get Fugetsu; else, if you managed to land Kasha, you get Fuka.
Hissatsu: Shinten – a Level 52 action with a recast of 1s. This is an Ability Type action that delivers an attack power of 250.
Hissatsu: Gyoten – a Level 54 action with a recast of 10s. This Ability Type action delivers an attack power of 100 by quickly getting close to the enemy. Although, this attack can't be executed within bound.
Hissatsu: Yaten – a Level 56 action with a recast of 10s. This Ability Type action delivers an attack power of 100 by quickly getting close to the enemy. Although, this attack can't be executed within bound.
Meditate – a Level 60 action with a recast of 60s. This is an Ability Type action that gradually increases your Kenki Gauge. It also cancels auto attack when executed. The Additional effect of this action includes getting Stacks of Meditation.
Hissatsu: Kyuten – a Level 62 action with a recast of 1s. This is an Ability Type action that delivers an attack power of 120.
Hagakure – a Level 68 action with a recast of 5s. This Ability Type action creates Kenki from Setsu, Getsu, and Ka. Your Kenki Gauge is increased by 10 for each Sen converted. Can only be carried out while at least one of the three statuses is in place.
Ikishoten – a Level 68 action with a recast of 120s. This is an Ability Type action that increases Kenki Gauge by 50. Additionally, makes Ogi Namikiri Fully prepared for 30 seconds. Although it can only be carried out during battle.
Hissatsu: Guren – a Level 70 action with a recast of 120s. This is an Ability Type action that delivers an attack with a potency of 500 to the first enemy and 25% less to all other enemies in a straight line in front of you. Senei and Hissatsu share a recast timer.
Hissatsu: Senei – a Level 72 action with a recast of 120s. This Ability Type action delivers an amazing attack power with 800 potency. Senei and Hissatsu share a recast timer.
Tsubame Gaeshi – a Level 76 action with a recast of 60s. This Ability Type action repeats the Iaijutsu that was just finished. It can only be used after Iaijutsu and only then. Additionally, upon execution, it starts the cooldown on weaponskills. It cannot be used, though, when weaponskills are on cooldown.
Shoha – a Level 80 action with a recast of 15s. This Ability Type action produces an attack with a 520 potency. It can only be used after using Iaijutsu, Meditate, or Ogi Namikiri to gain three stacks of Meditation while engaged in combat. After execution, the effects of Meditation diminish. It shares a timer for recasts with Shoha II.
Shoha II – a Level 82 action with a recast of 15s. This Ability Type action produces an attack with a 200 potency. It can only be used after using Iaijutsu, Meditate, or Ogi Namikiri to gain three stacks of Meditation while engaged in combat. After execution, the effects of Meditation diminish. It shares a timer for recasts with Shoha.
Fugo – a Level 86 action with a recast of 2.5s. This Ability Type action delivers an attack power of 100 to all the nearby opponents. It also provides a side effect in which Kenki Gauge is incremented by 10.
Ogi Namikiri – a Level 90 action with a recast of 2.5s. This Weaponskill Type action delivers a critical hit with a potency of 800 to the first opponent and 75% less to all other opponents in a zone in front of you. When under a critical hit rate-raising effect, the damage is boosted. It can grant a stack of Meditation up to 3 times. Though it can only be executed when under the effect of Ogi Namikiri Ready.
Kaeshi: Namikiri – a Level 90 action with a recast of 1s. This is an Ability Type action that delivers a critical hit with a potency of 800 to the first opponent and 75% less to all other opponents in a zone in front of you. When under a critical hit rate-raising effect, the damage is boosted. It also starts the cooldown of weaponskills when executed.
Apart from these Samurai Actions, various Role Actions and Samurai Traits can be used in the game for several powerful effects they can cause.
Role Actions are:
Samurai Traits are:
You will get to know many other parts of Samurai Job when you start playing the game. In this article, we've tried to cover the basics of Final Fantasy XIV Samurai Guide. This will be all from us for now. Stay tuned with us for more updates.
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