Update on Battle Regimens
We wanted to give everyone an update on battle regimens; once we have finalized the battle fixes and implemented jobs in patch 1.21, we will move forward with our plans to re-implement an optimized battle regimen system to go along with the battle system. Since combos have just recently been added, we will also be looking into the possibility of changing the battle regimen system.
Due to this, we are unable to provide any additional information or an implementation date, but we will be sure to let you know of any other information that comes our way.
Some ideas for group combos
I'm hoping that for group combos that they work much like current solo combos work, only the game will recognize abilities from party members to complete the combo. There should also be a variety of effects from group combos. These should include these types of things:
Damage increase combo:
This combo occur when two or more melee combine their WS together. This is most similar to FFXI style of combos. If successful the combined WS will create an effect that does more damage.
Ex: Doomspike+Chaos Thrust = Apocalypse Thrust (A unique WS that can only be created by these two WS used in succession. Damage is increased because this 3rd WS is created by the combo)
Enfeebling effect combo:
This one I can imagine two or more melee using their WS to create an enfeebling effect on the mob.
Ex: Riot Blade+Bloodletter= Corrosive Arrow (adds a bleed effect to the mob that also lowers mobs defense on each tick of dmg. When effect wears off mob takes additional damage and defense is ignored for some seconds)
Healing increase combo:
For this combo two or more healers combine their healing spells to create a more potent healing spell, this can be used to save the mana of each one as they can use weaker cures but still heal more. I can also see this adding a special effect like Heal over time or a delayed release cure that can be activated later somewhat like blissful mind but for HP.
Ex: Cure+Cure= Divine Intervention (Cure potency is increased for each cure and adds a buff to the target party member which heals over time and heals for additional HP when the effect expires. Buff only takes effect if both cures effect the same target)
Enhancing effect combo:
This one I imagine a healer and melee work together to create an enhancing effect.
Ex: Howling Fist+Aera= Hurricane Fist (A conjurer casts aera spell after melee ws and adds wind elemental dmg to the ws. If the ws lands, the user also gets a buff which increase attack speed for some seconds. )
Elemental damage combo: This combo is for BLM and melee to work together. A blm casts elemental nuke before ws to create a new elemental ws.
Ex. Firaga+Wide Volley = Firestorm (An area effect attack that delivers fire damage over a wide area. Causes the area of effect to become engulfed in flames and causes damage over time (burn effect) to anything in the area for some seconds)
Magic damage increase combo:
This combo is for two blms to work together to deliver massive magic damage. For these I want to see the types of elemental abilities carried over from FFXI. It would be good nostalgia I think. FFXI player should remember the elemental combos. Could utilize FFXIV elemental wheel knowledge to create these.
Ex: Fire+Fire=Fusion, Thunder+Thunder=Impaction etc. (FFXI example for level 2 combo)
To make level 3 it gets more complicated and you have to think of the elemental wheel umbral and astral and all that.
Fire+Ice = Water
Ice+Water+Stone = Darkness
So to make level 3 you would have to do Fire+Blizzard+Stone=Darkness (hope you follow me there lol) Yes this means to do level 3 combo you'd have to level cnj to get stone. :P
Anyways that's some of the things I thought of. Sorry if I explained it bad but I think you get my meaning! :)