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  1. #21
    Player

    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    48
    Most of the success on burn parties comes from the marauders ability to both tank, gain massive amounts of hate, and dispatch enemies quickly with multi-hit weapon skills.

    Most characters had their multi hit stuff nerfed or is midway in a combo for its tp use to be mitigated.

    Party play has significantly changed with each update I don't think this one is going to be any different. I hope they adjust the linking rules cause those are way too flakey at the moment and i can see them getting really frustrating and dictating the success of a party. Maybe they'll leave them and stop most players from downing wolves and move on to safer options till they're comfortable with their party, or maybe the conj's new healing options and gld tanking options will make it viable, time will tell.

    Sorry got off topic, my point being the effectiveness on combo's is also going to be impacted by everyones more defined roles which hopefully are more balanced now.
    (0)

  2. #22
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    as much we know, now mob link with the same species. no info on range thou
    (0)

  3. #23
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    I see many people are confused by this

    You do not have to move around to combo. At all.

    Weaponskills now may have two bonuses. One is for positioning, the second is for combos. They are independent from each other. So, while it's true that combo + position bonus > just the combo, it still doesn't mean you have to move around to combo.

    Therefore, I don't see how they couldn't be useful for EXP parties and the like. Free TP + Extra damage is always useful, even if the monster dies too quickly to bother moving a lot.
    (2)

  4. #24
    Player

    Join Date
    Aug 2011
    Location
    Uldah
    Posts
    426
    Quote Originally Posted by AdvancedWind View Post
    I see many people are confused by this

    You do not have to move around to combo. At all.

    Weaponskills now may have two bonuses. One is for positioning, the second is for combos. They are independent from each other. So, while it's true that combo + position bonus > just the combo, it still doesn't mean you have to move around to combo.
    Wrong. You HAVE to move around to combo to set off certain combos. Just learned this the hard way.

    This makes Gladiator's Riot Blade --> Rage of Halone combo pointless since as a tank, you will almost always have mobs looking at you from the front. The Combo Starter requirement for Riot Blade is to hit them from the back.

    It's somewhat useful for solo play since you can position yourself for a back hit before you engage the next enemy, but this requires you to save tp from your previous fight to do so.

    I'm hoping they look into this and remove the position hit requirements for combos to start/continue.
    (1)
    Proud member of the "why the the heck are giant obnoxious images allowed in signatures" club.

    Quote Originally Posted by kensredemption
    I'd rather play solo than play with a bunch of elitists.

  5. #25
    Player
    Vemoes's Avatar
    Join Date
    Sep 2011
    Posts
    14
    Character
    Vemoes Sigdhart
    World
    Excalibur
    Main Class
    Armorer Lv 50
    I have m doubts about the combo requiring positioning or not...

    The Patch notes say it's not required to get behind the enemy or whatever, but I (as a PGL) can't pull off Pummel>Concussive Blow>Simian Thrust without moving around... maybe there's another element at play that won't let me do that... but my guess is positioning DOES affect combos.
    (0)

  6. #26
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Vemoes View Post
    I have m doubts about the combo requiring positioning or not...

    The Patch notes say it's not required to get behind the enemy or whatever, but I (as a PGL) can't pull off Pummel>Concussive Blow>Simian Thrust without moving around... maybe there's another element at play that won't let me do that... but my guess is positioning DOES affect combos.
    yeah you have to meet alll the requirements to actually pull of a combo, not just the extra effects, even for the begining ones, i do not know if this is an error or how its meant to be, but as of right now you have to meet all conditions to get a combo.

    havent tried it in a party, but i will say, the classes that dont have positional requirements have an advantage even if it doesnt seem like it. because they will always be able to get their combos off, while other classes will miss due to mob movements, and lag to input/enemy position. I noticed for my lnc it was super easy to pull off a doomspike combo solo, whereas for pug i needed to move for the 3 hit combos. essentially making it more risky/more likely to fail.

    However for monsters of about 4 or 5 levels higher, they will die in about two combos, so what i see happening, is people soloing monsters in groups a lot, especially with less aoe potential in the game. Links will happen, and i dont know if glad can hold hate on a lot of targets at once, so the natural solution is a couple melee break off and solo certain mobs then team up on whats left.

    That said i think the link system shoudl expand to not just one species, but to certain enemy types that are symbiotic, this way you can have an interesting link battle with enemies that interact differently. Some warrior type mobs that hang out with casters or ranged types (other than beastmen who already have this mechanic)
    (1)

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