Originally Posted by
Gemina
Skill chains were a convoluted system in FFXI that were eventually abandoned completely by the time I left that game. TP instead of being a readily available resource as it is in FFXIV, was a resource you built up by causing and taking damage in XI iirc. You had to be able to build this up to a minimum of 100% in order to unleash a weaponskill. These weaponskills had modifiers through equipment mods and building the TP gauge past 100% that affected the overall damage caused from them. Skill chains, as the name implies, involved at least two players using their weaponskills in tandem in order to create an effect causing even more damage to the mob. This effect had an elemental property attached to it, which would further modify the damage to the mob depending on if it was weak, neutral, or strong against said element. This also opened the window for mages to contribute to the damage via Magic Bursts.
So you have to know the mob's elemental weakness, look at a skill chain chart, and determine the best possible according to the weapons - NOT jobs - in your party. So as an example, a scythe wielding DRK might have to switch to a greatsword for the optimal skill chain, but then this DRK might tell you that his/her skill level with that weapon is too low to have reliable accuracy. A lot of the time, one player would be holding on to their weaponskill waiting for their chaining partner to build up their TP due to the accuracy issues in that game.
Starting to get a gist why it was abandoned? xD
It is a really good thing that SE abandoned this system entirely, and also getting rid of TP come ShB. These type of resources are antiquated and behind the times.