Quote Originally Posted by Gidonoidon_Sur View Post
So, are people just going to be running around monsters the whole time doing combos...? A. That would be insane in a full-party; 8 people running in circles around a mob. B. If say a MRD steals hate at the end of his combo and redirects the mob, wouldn't it mess up everyone else's combo? C. What monsters last more than 10-15 seconds in a party to do a combo? D. Will combos be necessary to maximize damage? Will I be required to combo?

I am definitely one of those people who takes the 'wait-and-see' approach but I am pretty worried about how this will impact the game.


Ifrit, Ogre, Batraal, 1000 maws bosses, almost all ground NMs, especially the Lv. 50 ones. Adding this type of stuff is going to make the longer encounters much more engaging.

And it doesn't seem like anyone is actually going to be running in a circle. The position changes are usually subtle, not going directly from front to back in one step. Moving from the front to the back every time you hit 3000 tp doesn't sound like it will be too stressful...

Another thing I think many have overlooked is the fact that while enfeebling through casting was widely cut back, enfeebling through WS combos was increased dramatically. This makes each melee class have it's own unique strong point, be it stun, slow, blind, bind, whatever. Assuming that Arcanist(or some DoM) is going to be released within the next 18 months with a wide variety of AoE debuffs, this sounds like a really interesting way to combine damage with debuffs going forward.

They failed to do this in FFXI, adding a ton of filler WSes to the multi-shot, more frequented ones like penta thrust or rampage (I quit in 2009). I had like 12 weaponskills with debuffs and crappy damage that I never used because they consumed all my TP and it was hard to get it back. Now, with TP flowing as easily as it does and WSes only taking a portion of it, we can dish out blow after blow and that creates debuffs. This sounds a lot more fun to mel