On the monk one, didn't they state that you don't need to maneuver around to have the combo go through, only to get the additional effects?
On the monk one, didn't they state that you don't need to maneuver around to have the combo go through, only to get the additional effects?
I found for all of the combos... if there is a positional condition for the additional effect... then that position is also needed to trigger a combo
edit: positional condition for the additional effect. say that 5 times fast
Like Rydin said, whenever there is a position condition in the description, you do need to fulfill that to continue the chain.
For DRG, I guess the 1st WS effect is like Taunt, momentarily force the enemy to target you. Why is that? First, LNC has Heavy Thrust, one that has a relatively high chance of stun (only if enemy can be stunned, Ifrit isn't the case anymore) for a longer duration if the enemy is targeting you. Second, Dread Spike can absorb and turn damage into heal by consuming a Surge. LNC/DRG has reasonable range that allows you to evade most melee AoE and is a pure DD, so Dread Spike is not used that often except in case enemy has very big AoE like Ifrit/Moogle.
Anyway, most of the WS either extend a current combo, or replace one that has high CD, so it means you can use them along with any you are currently using, which means more dps to any role except CNJ/WHM. If you don't have enough TP to use all of them, you can find that every classes have different weapons that usually are weaker but has higher attack speed, hence better TP generation.
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