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  1. #1
    Player
    Zel's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    48
    Character
    Panda Necromancer
    World
    Sargatanas
    Main Class
    Dancer Lv 90

    Weaponskills and Magic Combo Guide

    Combo are simple enough to do. To start a combo you only need enough TP for the first weaponskill, and when the criteria is meet from using the first weaponskill/spell. The weaponskill/spell that follows the first weaponskill/spell will glow purple around it. While it is glowing purple you have about 10 secs to activate it to complete the combo. Now if the mob after starting the combo and the weaponskills/spell is still glowing purple you have the same 10 sec to continue the combo onto a new target.

    A combo icon will appear when a combo is trigger.

    *After the First Weaponskills all combo Weaponskills that follow will waived all TP and make them free to use

    **If a weaponskill in the combo says it gain somthing from doing a action from a specific directions you must do the same to also trigger or continue a combo. (example:Vorpal Thrust "stand behind mob" → Impulse Drive "left or right of the mob" → Chaos Thrust "should activate" )

    ***If you miss during a combo eps. the three weaponskills combo the combo will fail or not activate, or use a incorrect weaponskill/spell during the combo it fails and need to be restarted.

    Example: PGL Pummel → Concussive Blow → Simian Thrust = Increased Damage

    Pummel Delivers a melee attack. Damage increased when executed from in front of the target.
    TP: 1000 / Recast Time: 10sec.
    (Any weaponskill that has a specific position for bonus effect will be the spot you need to stand for combo trigger)

    So standing at mob front i get my 1k TP and hit the weaponskill and this should happen when combo has been triggered.



    Aura Pulse and Concussive Blow are now glowing Purple cause they both can be used in a combo, but i will use Concussive Blow as it does a three weaponskill combo.

    Concussive Blow Delivers a melee attack. Chance to inflict Blind when executed from the right or left of the target.
    Combo Action: Pummel
    Combo Bonus: Increased damage.
    TP: 1500 / Recast Time: 30sec.

    As the weaponskill says left or right, i move to either side within the 12 seconds you have before combo fails. Now my action bar looks like this after doing the weaponskill.



    Now Simian Thrust is glowing purple and is the last weaponskill of the combo.

    Simian Thrust Delivers a ninefold melee attack with low damage.
    Combo Action: Concussive Blow
    Combo Bonus: Increased damage.
    TP: 2000 / Recast Time: 80sec.

    If no direction is listed on the weaponskill that means you can activate it any spot around the mob.



    Weaponskill & Spells Combo List

    Pugilist

    Pummel → Aura Pulse = Chance to inflict Slow

    Pummel → Concussive Blow = Increased Damage

    Pummel → Concussive Blow → Simian Thrust = Increased Damage

    Pounce → Sucker Punch = Chance to increase absorb MP effect

    Pounce → Demolish = Dispels an effect

    Pounce → Demolish → Howling Fist = Increased Damage

    Pummel: TP: 1000 / Recast Time: 10sec.
    Pounce: TP: 1500 / Recast Time: 20sec.

    Gladiator

    Fast Blade → Flat Blade = Increased enmity

    Fast Blade → Savage Blade = Increased damage

    Fast Blade → Savage Blade → Goring Blade = Increased Bleed damage

    Riot Blade → Rage of Halone = Increased accuracy

    Fast Blade: TP: 1000 / Recast Time: 10sec.
    Riot Blade: TP: 2000 / Recast Time: 80sec.

    Marauder

    Heavy Swing → Skull Sunder = Increased enmity

    Path of the Storm → Whirlwind = consume TP to increase damage when you are below 50% HP

    Brutal Swing → Maim = Increased accuracy

    Brutal Swing → Maim → Godsbane = Increased critical rate

    Heavy Swing: TP: 1000 / Recast Time: 10sec.
    Brutal Swing: TP: 1500 / Recast Time: 20sec.

    Archer

    Heavy Shot → Quick Nock = Fivefold attack and coversion to single target

    Heavy Shot → Leaden Arrow = Increased heavy duration

    Heavy Shot → Leaden Arrow → Wide Volley = Increased accuracy

    Piercing Arrow → Shadowbind = Increased bind duration

    Piercing Arrow → Gloom Arrow = Chance to inflict blind

    Piercing Arrow → Gloom Arrow → Bloodletter = Inflicts additional damage when bleed fades

    Heavy Shot: TP: 1000 / Recast Time: 10sec.
    Piercing Arrow: TP: 1000 / Recast Time: 20sec.

    Lancer

    Vorpal Thrust → Impulse Drive = Increased critical rate

    Vorpal Thrust → Impulse Drive → Chaos Thrust = Increased critical rate

    True Thrust → Heavy Thrust = Increased stun duration

    True Thrust → Leg Sweep = chance to inflicts stun

    True Thrust → Leg Sweep → Doom Spike = Increased accuracy

    True Thrust: TP: 1000 / Recast Time: 10sec.
    Vorpal Thrust: TP: 1500 / Recast Time: 20sec.


    Conjurer

    Stone → Stonera = Increased damage and conversion to single target

    Aero → Aerora = Increased accuracy and conversion to single target

    Thaumaturge

    Thunder → Thundara = Increased damage and reduced recast time when Stun is not inflicted

    Thunder → Thundara → Thundaga = Increased critical damage

    Fire → Fira = Reduced cast time

    Fire → Fira → Firaga = Reduced cast time
    (13)
    Last edited by Zel; 12-18-2011 at 05:47 AM.

  2. #2
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    Vorpal Thrust → Impulse Drive → Chaos Thrust = Increased critical rate

    doesn't work for me. Do I need to start with 3000 tp?

    It will go up to Impulse Drive, but Chaos Thrust will never light up.
    (0)
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  3. #3
    Player
    Zel's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    48
    Character
    Panda Necromancer
    World
    Sargatanas
    Main Class
    Dancer Lv 90
    ill be updating this as i keep messing around with it, but if you miss the combo is over
    (0)
    Last edited by Zel; 12-16-2011 at 12:36 PM.

  4. #4
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Better than before, but still seem too repetitive.
    Some improve should be done to to prevent people from only use just 1 same combo ever and ever.
    (0)

    FFXIV : ARR all instance boss gameplay video can be found here..
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  5. #5
    Player
    Zel's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    48
    Character
    Panda Necromancer
    World
    Sargatanas
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Rau View Post
    Vorpal Thrust → Impulse Drive → Chaos Thrust = Increased critical rate

    doesn't work for me. Do I need to start with 3000 tp?

    It will go up to Impulse Drive, but Chaos Thrust will never light up.
    I got it to work u need to be on the left or right on impulse drive to trigger chaos
    (0)

  6. #6
    Player

    Join Date
    Aug 2011
    Location
    Uldah
    Posts
    426
    You forgot to add, if you do any other weaponskill in the combo, it interrupts the combo and you start over from the beginning. i.e., with Gladiator:
    Fast Blade --> Savage Blade --> you decide to do Rage of Halone in the middle of it --> Goring Blade

    Goring Blade will no longer benefit from the combo and will no longer cost 0 TP to do. I'm sure this was done to force you to think twice about doing a combo against a dangerous monster, but it does make combos a lot less flexible (a straight line in the combo flowchart as opposed to branching paths and side-paths you can take).
    (0)
    Proud member of the "why the the heck are giant obnoxious images allowed in signatures" club.

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    I'd rather play solo than play with a bunch of elitists.

  7. #7
    Player
    Zel's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    48
    Character
    Panda Necromancer
    World
    Sargatanas
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Bahn View Post
    You forgot to add, if you do any other weaponskill in the combo, it interrupts the combo and you start over from the beginning. i.e., with Gladiator:
    Fast Blade --> Savage Blade --> you decide to do Rage of Halone in the middle of it --> Goring Blade

    Goring Blade will no longer benefit from the combo and will no longer cost 0 TP to do. I'm sure this was done to force you to think twice about doing a combo against a dangerous monster, but it does make combos a lot less flexible (a straight line in the combo flowchart as opposed to branching paths and side-paths you can take).
    thx i added that into my guide
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    i just opened it for the first time in ages.
    it looks and seems to function almost identical to the old system.... am i missing something?
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #9
    Player
    Thanos's Avatar
    Join Date
    May 2011
    Posts
    527
    Character
    Thanos Xiv
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    nice guide
    (0)

  10. #10
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Dreadnought View Post
    i just opened it for the first time in ages.
    it looks and seems to function almost identical to the old system.... am i missing something?
    What old system? Battle Regimens? If so they're hardly alike, considering one is done by a single person and the other is done by a group, among other things.
    (0)

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