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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    I think you have to have branching combos, and options. In my example of samurai, I mention hellish slash and northern slash. Both are based off of how many DoTs the enemies have, and both combo off of one of your ability. Their effects are different but offer gameplay variety and more complex rotations. I just think you need to look at warrior rotations or monk rotations for more ideas on how options could work; that said, min/maxers will always come up with the optimal rotation but the point is there should be several combos. Maybe I didn't fully understand your post but it looks like there aren't very many combos, and the rotation doesn't look all that fun (reminds me of 123 paladin). I do like your ideas though, and love the ability names.
    (1)

  2. #2
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Altijacek View Post
    Snip
    Thanks though as mentioned in the OP this is based on Bravely Default's Swordmaster and some of its moves are directly named after moves form that game

    I'll see what i can do about adding combos though
    (0)

  3. #3
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Yeah it's an awesome game lol I got some from that game too
    (0)