It's for moogle fight, and I add the buff for the higher critical chance. With the half mp skill helps a lot. It won't start the combo because it gets resisted?Thunder combo, what problem do you have with it? If one of your Thunder/ra/ga get resisted, it won't start the combo. If it's the MP cost, most people only do two steps combo Thunder -> Thundera because ra does even more damage than ga and instant cast with half MP, except when ga actually crit as last step of combo. Out side of combo however ga > ra, but still the double cost doesn't really cover for it.
And Indira I am /sit, but it still takes a while to start.
Don't /sit. It doesn't help and might get you stuck when you want to move.
If any spell of the spell chain is resisted you can't combo. Simple as that.
XI: Zeroblade, Titan Server
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The person in our LS who plays THM the most started wearing more Magic Accuracy/MND for Ifrit and it's apparently helped a lot. If your combos are breaking from resists there's something you can do, and going unresisted more often ends up being more damage anyway. Also, like people suggested, only doing Thunder > ra instead of the whole combo helps save mp, I think he only does the -ga if Parsimony is up.
Yeah that's when I use ga is when Parsimony is up, that's about it.The person in our LS who plays THM the most started wearing more Magic Accuracy/MND for Ifrit and it's apparently helped a lot. If your combos are breaking from resists there's something you can do, and going unresisted more often ends up being more damage anyway. Also, like people suggested, only doing Thunder > ra instead of the whole combo helps save mp, I think he only does the -ga if Parsimony is up.
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