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For some reason, Sword Magic from FFIX came to mind and I thought of this:
Black Mage casts Fire II on friendly Monk > Monk performs Dragon Kick right after > Dragon Kick becomes Dragonfire Kick; turning the skill into an AoE nuke that applies the blunt damage resistance debuff on all enemies in range.
Just thought I'd share it since it popped into my head.
Leave them in XI. It doesn't suit the fast pace of the combat system in this game. Also, as cool as they were they weren't all that helpful in XI and were more often done by accident than on purpose.

I support the skill chain concept in FFXIV ARR.
It would make battle much more interesting and it will promote cooperation.
Regarding the practical implementation points - skill chain procs would be tied to their own cool down.
This prevents spamming and won't overlap into Limit Break territory.
Can't see the disadvantages outweigh the advantages.
It will promote party cooperation and synergy should this concept be implemented.
Combat so far lacks synergy and cooperation.
Each class do their own thing with little overlapping (and lets not get started about overlapping roles - Healers adding to DPS - DPS off tanking)
Its all everyone for themselves.
FFXIV 2.0 a combat reborn please SE :P
Char Profile: http://na.finalfantasyxiv.com/lodestone/character/4512665/
They could also work like the current combos but expanded to other players.
When a player uses a skill it will trigger something on someone else's skill, like additional damage or effect. Then it's up to that player to decide when to use it in his current rotation.

And increase awareness of other player classes in your party for synergy.
All for it really. All for it.
Char Profile: http://na.finalfantasyxiv.com/lodestone/character/4512665/
just give personal tension gauge for excusive skill and give effect by job 1-> job 2 when success will have effect debuff on mob like def down atk down acc down magic down and little damage it may fun enough.l
sample war -> mnk have effect str down
war->drg vit down
so people can feel like he can even can't use limit break role but he can do it with only 2 ppl.. alot sc may have same effect just remember what your want. and who start who end. it better then push 1 2 3 5 1 2 4 12 4 6 loop. like
hay my gauge full anyone rdy?
no?
ok. do normal combo....
oh all right rdy?
gooooooo boom little damage 800-900. ahhh i do it.
so best damage will come from everone do sc when rdy and finish it with limit break. but don't use combo sc 1-2-3 that must wait alot and lost feeling of fast speed fight game play so. just 2 is enough
but now only limit break.. hay leave xxxx do it ok.toher not role. ok gauge full wait for sigh. go... ok charge next for 5 min .... other who not have chance to use like blm smn.. i wanna do i wanna do grrrrr
Last edited by Zezil; 10-31-2013 at 06:18 PM.



The Devs said No in beta.
The question was asked again for a Live letter.
They then said no and explained the reasoning for why again.
I'm pretty sure No means No.


Guys, I can appreciate wanting more party cooperation, but not skillchains. Not skillchains.
Repeating the same skillchain in a dungeon based on your current members in a game where mobs don't actually take differing elemental damages is a bit...well, just as boring as spamming abilities to me.



How would it work without doing the combat slower?I feel like FFXIV should have Skillchains (SC) from FFXI. I am not saying this because I want FFXI-2. No, I feel like it will add a layer of teamwork to execute SC's. (Like Light/Dark/Scission/Compression/Induration etc).
It's something to think about in the future of FFXIV ( Maybe in the 1st expansion).
Skillchains was one of the best systems that made FFXI awesome in battle for me. I hope they make a comeback!
Ideas from other players:
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