Everything You Need To Know About The Samurai Job In FFXIV

Quick Links

Melee DPS is an incredibly popular role in Final Fantasy 14 and contains five awesome Jobs to choose from that will surely make you feel like a badass. Amongst those Jobs is the Samurai, which made its debut with the Stormblood expansion, becoming popular amongst the community almost instantaneously.



THEGAMER VIDEO OF THE DAY

SCROLL TO CONTINUE WITH CONTENT


RELATED: Final Fantasy 14: Complete Guide To Playing Ninja

While the realm of Eorzea is in no shortage of Melee DPS players, diving into the role for the first time is still highly recommended, even if you may have to wait a tad longer in queues. The Samurai Job can seem daunting to newcomers, even more so to players who have yet to play a Melee DPS class in general, but it’s not so bad once you get the swing of things.

Updated July 1, 2023, by Seth Parmer: It’s been a while since we last visited this guide, and the Samurai has received lots of substantial changes since then, with Patch 6.4 offering some of the more significant tweaks and adjustments. As a result, we have touched up the formatting of the guide, added in all the changes the Job received since 6.2, added a table to the Off-GCD section, and even updated the Best in Slot section to its current best gear and Materia pairings!



Becoming a Samurai

Unlike most Jobs found in Final Fantasy 14, Samurai is not available as a starting Job when creating your character, nor does it have a class that evolves into it either. However, it still has a few prerequisites you must meet before wielding the blade.

Requirements

  • Own the Stormblood expansion
  • Level 50 (Disciple of War or Magic)

After meeting the requirements listed above, you will then head to Ul’dah, Steps of Nald, and speak with the Ul’dah Citizen (X:9.2, Y:9.1) to begin the quest «The Way of the SamuraiCompleting the quest will unlock the Samurai Job! From there, it’s just simply leveling the Job to the current max level, which is 90.

It can be a bit rough leveling a new Job, especially in the end-game content, but there are ways you can alleviate some of the grind and tedium.

Rotations

Final Fantasy 14 Samurai

A Samurai in Final Fantasy 14

One of the most essential aspects of any role in Final Fantasy 14 is staying on top of your rotations while weaving Off-GCD (Global Cooldown) actions in between attacks to get the most out of your Job.

However, instead of dumping everything on you at once off the bat, we will go over the Samurai’s basic rotations now without any of the fancy stuff thrown into the mix. For that, head to this guide’s «Managing Off-GCD Action» and «Opener» sections located further below!

Basic Single-Target Rotation

  • Hakaze > Jinpu > Gekko
    • Increases your Kenki Gauge while also increasing your damage dealt and granting Getsu.
  • Hakaze > Shifu > Kasha
    • Increases your Kenki Gauge and grants you Ka while also reducing your weaponskill cast time and recast time.
  • Hakaze > Yukikaze
    • Grants you Setsu while increasing your Kenki Gauge significantly.

There are three basic single-target rotations available for the Samurai Job. Essentially, using the first two listed will be your default rotations, while the third will be used to fill your Kenki Gauge faster, depending on your situation.

Basic AoE Rotation

  • Fuko > Mangetsu
    • Increases your Kenki Gauge and increases damage dealt while also granting Getsu.
  • Fuko > Oka
    • Grants you Ka and increases your Kenki Gauge while also reducing your weaponskill cast and recast time.

Unlike most DPSJobs in Final Fantasy 14, the Samurai has more than one AoE rotation. Depending on your situation, you will need to choose increased damage or reduced weaponskill casting time as both are beneficial in their own way.

We recommend using the AoE rotations on groups of three or more enemies and sticking to the single-target ones for anything smaller.

Positional Attacks

The Samurai from the Stormblood trailer in Final Fantasy 14

When carrying out your rotations, you should also correctly land your positional attacks, which can grant you additional damage, and buffs, and will help you and your teammates out in the long run. Missing or ignoring your positionals will leave tons of damage on the table over time, which is never good.

That said, if you know you cannot rotate quick enough to land a positional attack or that area of the arena will put you in harm’s way, you can skip them from time to time but should absolutely land them if you are able. Getting the timing of your rotations and positional attacks down is one of the most crucial aspects of the game, especially in late-game content.

Rear

  • Gekko: +50 Damage Potency when striking the enemy from behind.

Flank

  • Kasha: +50 Damage Potency when striking the enemy from the side.

Managing Off-GCD Actions

The Samurai engaging in battle in Final Fantasy 14

Off-GCD Actions refer to the abilities you use and weave between your primary GCD actions. These traits allow you to get the most out of your Job and will help you and your team out in the long run. Having an optimized Rotation and Opener is a must for the game’s later content.

Action

Recast Time

Kenki Gauge Cost

Information

Third Eye

15s

N/A

Incoming damage is reduced by 10 percent for 4s.


If you are hit during the duration of Third Eye, you will receive +10 to your Kenki Gauge.

Meikyo Shisui

55s

N/A

For 15s, you can execute any weaponskill combos without needing to meet the combo requirements. This does not have an impact on Iaijutsu or Ogo Namikiri.


Successfully hitting a target with Gekko will grant you Fugetsu. Landing Kasha on a target will grant you Fuka. You can hold a maximum of two charges of Meikyo Shisui.

Hissatsu: Shinten

1s

25

Attack a single target with a potency of 250.

Hissatsu: Gyoten

10s

10

Rush to your target’s position and deliver an attack with a potency of 100.

Hissatsu: Yaten

10s

10

Attack a single target with a potency of 100 while backstepping 10 yalms.


Enhanced Enpi will be granted to you for 15s after using Hissatsu: Yaten. This action cannot be used if you are bound.

Meditate

60s

N/A

Raises your Kenki Gauge gradually over time for 15s, granting up to three stacks of Meditation.


Moving or using another action will cancel the effects. Weaponskills will also have their cooldown reduced. This action cannot be used if weaponskills are currently on cooldown.

Hissatsu: Kyuten

1s

25

Deliver an AoE attack to all enemies with a potency of 120.

Hagakure

5s

N/A

Increases your Kenki Gauge by +10 by converting Setsu, Getsu, and Ka into Kenki.


You must be under the effects of either Setsu, Getsu, or Ka to use Hagakure.

Ikishoten

120s

N/A

Raises your Kenki Gauge by +50.


Grants you the Ogi Namikiri Ready effect for 30s upon use.

Hissatsu: Guren

120s

25

Attack in a straight line with a potency of 500 to the first target and 25 percent less to the remaining enemies.


Shares recast timer with Hissatsu: Senei.

Hissatsu: Senei

120s

25

Attack a single target with a potency of 860.


Shares recast timer with Hissatsu: Guren.

Tsubame-gaeshi

60s

N/A

After performing an Iaijutsu, this allows you to recast the same Iaijutsu immediately after use. Tsubame-gaeshi has a maximum of two charges.


Can only be used immediately after using a Iaijutsu. Weaponskills will also have their cooldown reduced. This action cannot be used if weaponskills are currently on cooldown.

Shoha

15s

N/A

Attack a single target with a potency of 560.


Must have three stacks of Meditation to use. Meditation can be accumulated by using Iaijutsu, Meditate, and Ogi Namikiri. The effects of Meditation will expire when using Shoha. Shoha also shares a cooldown timer with Shoha II.

Shoha II

15s

N/A

Deliver an AoE attack that deals damage to all enemies in the area with a potency of 200.


Must have three stacks of Meditation to use. Meditation can be accumulated by using Iaijutsu, Meditate, and Ogi Namikiri. The effects of Meditation will expire when using Shoha II. Shoha II also shares a cooldown timer with Shoha.

Kaeshi: Namikiri

1s

N/A

Attack with a cone-shaped AoE that delivers a Critical Strike to all enemies with a potency of 850 on the first target and 75 percent less for the remaining enemies.


Damage dealt will be increased if under the effects of an action that raises Critical Strike Damage. Weaponskills will also have their cooldown reduced. This action cannot be used if weaponskills are currently on cooldown.

Kaeshi: Higanbana

60s

N/A

Attack a single target with a potency of 200. This action also deals Damage Overtime with the potency of 45 for 60s.


Reduces the cooldown of all weaponskills. This action cannot be used if weaponskills are currently on cooldown or stacked with Higanbana.

Kaeshi: Goken

60s

N/A

Attack with an AoE that damages all enemies in the area with a potency of 300.


Reduces the cooldown of all weaponskills. This action cannot be used if weaponskills are currently on cooldown.

Kaeshi: Setsugekka

60s

N/A

Attack with a Critical Strike that has a potency of 640.


Damage dealt will be increased if under the effects of an action that raises Critical Strike Damage. Weaponskills will also have their cooldown reduced. This action cannot be used if weaponskills are currently on cooldown.

Additional Off-GCD Information

  • Using Meikyo Shisui immediately after performing Kaeshi: Setsugekka will maximize damage output and potential.
  • Using Ikishoten as early as possible (typically after the second attack) will grant you a buff for the duration of the rotation and is an excellent way to increase damage output.
  • Mixing True North into your pre-pull allows you to temporarily ignore Positional Attack, enabling you to get the highest damage output in the first attack combo without having to worry about rotating around the target.

You can find an example of an optimized Opener for a Level 90 Samurai below, which will show you when you should sprinkle in Off-GCDs into your rotation.

Essentially, there should never be a moment where you’re doing nothing. You should always be dealing damage, applying buffs, or setting something up. If you are still lost on Off-GCDs, and when to use them, the section below should help you out!

Opener

Trailer of the Samurai in combat in Final Fantasy 14

Your «Opener» is essentially the most optimized sequence of Actions you will perform at the start of every boss fight or significant encounter. A well-optimized opener will allow you to deal a pretty decent chunk of damage at the beginning of the battle and has the added bonus of allowing you to maximize your buffs and manage your cooldowns.

You can find one example of an Opener below for a Level 90 Samurai, with the Off-GCD Actions being bolded and in parentheses, which allows us to make clear distinctions between the primary GCD Actions and the Off-GCD ones. Keep in mind that this is one of – potentially – many optimized Openers for the Samurai and can change with a new patch.

  • Pre-Pull: (Meikyo Shisui) > (True North)
  • Gekko (Grade 8 Tincture of Strength) > Kasha (Ikishoten) > Yukikaze > Midare Setsugekka (Hissatsu: Senei) > Kaeshi: Setsugekka (Meikyo Shisui) > Gekko (Hissatsu: Kaiten) > Higanbana > Kasha (Hissatsu: Shinten) > Ogi Namikiri (Shoha) > Kaeshi: Namikiri (Hissatsu: Shinten) > Gekko (Hissatsu: Gyoten) > Hakaze > Yukikaze (Hissatsu: Shinten) > Midare Setsugekka > Kaeshi: Setsugekka

Remember, while your Opener will be different from your main rotation, they will be very similar once you start mixing Off-GCDs into your core Actions.

Having an optimized Opener will allow you to better manage your cooldown times on Buffs and other goodies while also allowing you to output the maximum amount of damage throughout the course of the battle. If you can stay on top of your positional attack and rotations, you will excel at the Melee DPS Role!

The damage potion isn’t needed for Openers in Final Fantasy 14 but is a decent way to get even more damage out of your opening string of attacks without putting that much extra effort into it. Furthermore, managing your equipment and Materia is another excellent way to squeeze more damage out of your build.

Equipment And Materia Management

Final Fantasy 14 Samurai in Kojin Armor Posed Against a Mountain Range

Getting the most out of your Job can be tricky, especially when looking into the best gear and its Materia pairing. However, there are situations in the post-game content that call for you to take full advantage of your Job, which typically boil down to having the «Best in Slot» for equipment and Materia.

Below is an example of a Samurai build that reflects where most post-game players might be, giving you an idea of what Materia you should pair with each piece along with the Stats provided.

Equipment

Materia

Stats

Weapon

Samurai Blade of Ascension

  • Savage Might Materia X
  • Savage Might Materia X
  • DMG +132
  • STR +416
  • VIT +458
  • CRT +306
  • DET +214

Head

Augmented Credendum Blinder of Striking

  • Savage Aim Materia X
  • Savage Might Materia X
  • STR +248
  • VIT +277
  • DH +184
  • CRT +129

Body

Ascension Cloak of Striking

  • Savage Aim Materia X
  • Savage Aim Materia X
  • STR +394
  • VIT +440
  • DH +292
  • CRT +204

Hands

Augmented Credendum Armguards of Striking

  • Savage Might Materia X
  • Quickarm Materia X
  • STR +248
  • VIT +277
  • CRT +184
  • DET +129

Legs

Augmented Credendum Trousers of Striking

  • Savage Might Materia X
  • Savage Might Materia X
  • STR +394
  • VIT +440
  • DH +204
  • CRT +292

Feet

Ascension Sabatons of Striking

  • Quickarm Materia X
  • Savage Might Materia X
  • STR +248
  • VIT +277
  • CRT +184
  • DET +129

Earrings

Ascension Earring of Slaying

  • Savage Might Materia X
  • Quickarm Materia X
  • STR +196
  • VIT +218
  • CRT +145
  • DET +102

Necklace

Augmented Credendum Necklace of Slaying

  • Savage Might Materia X
  • Savage Might Materia X
  • STR +196
  • VIT +218
  • DH +102
  • CRT +145

Bracelets

Ascension Bracelet of Slaying

  • Heavens’ Eye Materia X
  • Savage Might Materia X
  • STR +196
  • VIT +218
  • DH +102
  • CRT +145

Left Ring

Augmented Credendum Ring of Slaying

  • Savage Might Materia X
  • Savage Might Materia X
  • STR +196
  • VIT +218
  • DH +102
  • CRT +145

Right Ring

Ascension Ring of Slaying

  • Heavens’ Eye Materia X
  • Savage Aim Materia X
  • STR +196
  • VIT +218
  • CRT +102
  • DET +145

Additionally, if you are looking for a bit more damage, don’t forget about the Grade 8 Tincture of Strength, which you can use in your opener to maximize your damage.

Eating before jumping into high-level content is also one of the best methods to increase your stats, with the Baked Eggplant being one of the best options for the Samurai.

NEXT: Final Fantasy 14: Complete Guide To Playing Dragoon

Deja un comentario