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Thread: Job Combos

  1. #1
    Player
    Rydin's Avatar
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    Nyris Reach
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    Jenova
    Main Class
    Lancer Lv 50

    Job Combos

    I was just looking at the job ability list again.
    Last time I looked at it... I wasn't very familiar with any of the new actions from 1.20 so it was hard to really see what we were looking at...
    But now after having played with 1.20's new abilities.... I wanted to take another look at some of the Job weaponskills that combo'd off of class skills....
    The Dev class & Job list is here:
    http://forum.square-enix.com/ffxiv/t...764#post449764
    Translated ability names are here
    http://www.daevaofwar.net/index.php?...ob-skills-121/
    Credit goes to Wednesday Eve and everyone from Daeva of War for that
    (Everyone except Doctor Mog, even though it's actually Mogs post on there that gives the translations... haha)

    Paladin:
    Paladin gets a weaponskill that combos off of Phalanx. Phalanx can only be used after a block
    On NM's like Ifrit, block rates are really low.... So we use Aegis boon to guarantee a block so we can use War drum which does little damage but generates tons of enmity.
    If this new PLD weaponskill is awesome.. then I guess Aegis Boon isn't just for War drum anymore.

    Warrior:
    Warrior's weaponskill acts as a third combo part for the now 2 part Heavy Swing>Skullsunder. (Heavy Swing>Skullsunder>Warrior WS)
    To execute this combo... Heavy swing needs to be done in front of the target and this causes Skullsunder to generate increased enmity.
    Being that the first part needs to be done in front and the second part increases enmity, it feels like a very tank-like combo... even though MRD can be either tank or DD (Although most who go MRD just opt for the tank role even though MRD is a very competent DD)
    The Actual Marauder weaponskill consumes "Rampage" effect to increase damage, which makes sense seeing that Rampage is a tanking ability that increases your attack speed and power for every attack against you

    Monk:
    Monk is Interesting. All Pug combos are started with either Pounce or Pummel and require moving around the target to pull off three weaponskills.
    Right now you can go Pounce (From the rear for a chance to stun) and then either Demolish>Howling fist for a chance to dispel any enemy buff and increase damage
    or you can go Pounce (From the rear for a chance to stun) and then Sucker Punch from the left or right to absorb MP
    Monk adds a twofold weaponskill attack that renders the target unable to do weaponskills when done after Pounce>Sucker Punch
    So thats Stun, absorb MP and Pacification all in one handy combo... cool

    Dragoon:
    Dragoon has 2
    Lancer can go True thrust from the front into Leg sweep which does AOE damage and can cause stun into Doom spike which does a CRAP TON of piercing damage.
    Dragoon has a weaponskill that is done in place of Doom spike
    So it would go True Thrust>Leg Sweep>DRG WS1
    and the combo effect for the new DRG weapon skill is Draws in enemies with enmity towards you. That'll be interesting I'm not quite sure how to interpret that or how it would be used. I will say I use the Doomspike variant of this combo a lot when soloing on Lancer

    The second is what I call the "Ifrit Lancer combo" and calls for Vorpal Thrust from behind increases Crit rate. Then Impulse drive from the side increases crit rate. then Chaos thrust also (you guessed it) increases crit rate. A Monster damage combo ending in 6 high crit rate rapid fire hits
    Dragoons second weaponskill replaces Chaos Thrust (Vorpal Thrust>Impulse Drive>DRG WS2) and also... thats right... increases crit rate. But instead of being a 6 fold attack, the DRG WS is one AOE bang

    Bard (Barcher??):
    Bard's is interesting
    Normally you'd go Heavy Shot>Quick Knock
    You have to be 8 yalms or more away for the heavy shot and Quick nock goes from being frontal AOE to hitting 1 target 5 times. very useful.
    Bard adds a third weaponskill to the chain that is an AOE attack that has a chance to inflict stun. AOE stun could prove to be very useful in sticky situations

    White mage:
    none...
    But honorable mention, WHM gets to:
    Instantly restores HP of all party members.
    and
    Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.

    Black Mage:
    Another cool one.
    Right now Thunder does lightning damage.
    Thundara can inflict stun, but when done in a combo it increases damage
    Thundaga (Which many choose not to do, due to the increased MP needed) increases crit damage when done in a combo. It doesn't seem to do much more damage than Thundara normally. But when it crits... it crits hard. Which is cool because Thaums have a trait that increases crit rate
    BLM add another Thunder that replaces Thundaga in the combo....
    when used in a combo instead of Thundaga, this BLM thunder spell does greater damage the lower your HP is.
    A few things immediately spring to mind. BLM has an ability that switches MP and HP
    So you use up all your MP... switch values of your MP and HP and then do this combo.
    Your HP will be extremely low and the new BLM thunder spell should do serious damage
    Could this be "Burst" rehashed???
    Lastly... I find it odd that there is yet another Thunder spell and Blizzaga remains M.I.A. Although to be fair, Blizzard and Blizzara don't combo to begin with.

    In the end.... the new BLM combo is:
    Thunder... Thunder.... [SIZE="6"]Thundercats HOOOOOOOOOOO!!!![/SIZE]
    (6)
    Last edited by Rydin; 02-20-2012 at 07:39 AM.

  2. #2
    Player
    Urthdigger's Avatar
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    Eyriwaen Zirhmusyn
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    Scholar Lv 90
    On the monk one, didn't they state that you don't need to maneuver around to have the combo go through, only to get the additional effects?
    (0)

  3. #3
    Player
    Rydin's Avatar
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    Nyris Reach
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    Lancer Lv 50
    Quote Originally Posted by Urthdigger View Post
    On the monk one, didn't they state that you don't need to maneuver around to have the combo go through, only to get the additional effects?
    I found for all of the combos... if there is a positional condition for the additional effect... then that position is also needed to trigger a combo

    edit: positional condition for the additional effect. say that 5 times fast
    (1)

  4. #4
    Player
    Brannigan's Avatar
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    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    BLM add another Thunder that replaces Thundaga in the combo....
    when used in a combo instead of Thundaga, this BLM thunder spell does greater damage the lower your HP is.
    A few things immediately spring to mind. BLM has an ability that switches MP and HP
    So you use up all your MP... switch values of your MP and HP and then do this combo.
    Your HP will be extremely low and the new BLM thunder spell should do serious damage
    Could this be "Burst" rehashed???

    The spell is called Burst.
































    So yes
    (0)

  5. #5
    Player
    Rydin's Avatar
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    Nyris Reach
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    Lancer Lv 50
    Quote Originally Posted by Brannigan View Post
    The spell is called Burst.
    Have you seen a list of definitive names for the Job spells/abilities/weaponskills?
    that would be awesome
    and like I said... I figured it would be burst... but in this game, as soon as you think something just has to be a certain way because it just makes sense, then SE throws you a curveball and calls it Bolt or Spark or Nova or something
    (0)

  6. #6
    Player
    MariyaShidou's Avatar
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    Mariya Shidou
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    Masamune
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    Gladiator Lv 60
    Quote Originally Posted by Urthdigger View Post
    On the monk one, didn't they state that you don't need to maneuver around to have the combo go through, only to get the additional effects?
    Like Rydin said, whenever there is a position condition in the description, you do need to fulfill that to continue the chain.

    For DRG, I guess the 1st WS effect is like Taunt, momentarily force the enemy to target you. Why is that? First, LNC has Heavy Thrust, one that has a relatively high chance of stun (only if enemy can be stunned, Ifrit isn't the case anymore) for a longer duration if the enemy is targeting you. Second, Dread Spike can absorb and turn damage into heal by consuming a Surge. LNC/DRG has reasonable range that allows you to evade most melee AoE and is a pure DD, so Dread Spike is not used that often except in case enemy has very big AoE like Ifrit/Moogle.

    Anyway, most of the WS either extend a current combo, or replace one that has high CD, so it means you can use them along with any you are currently using, which means more dps to any role except CNJ/WHM. If you don't have enough TP to use all of them, you can find that every classes have different weapons that usually are weaker but has higher attack speed, hence better TP generation.
    (0)

  7. #7
    Player
    Urthdigger's Avatar
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    Eyriwaen Zirhmusyn
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    Scholar Lv 90
    Quote Originally Posted by Rydin View Post
    BLM add another Thunder that replaces Thundaga in the combo....
    when used in a combo instead of Thundaga, this BLM thunder spell does greater damage the lower your HP is.
    A few things immediately spring to mind. BLM has an ability that switches MP and HP
    So you use up all your MP... switch values of your MP and HP and then do this combo.
    Your HP will be extremely low and the new BLM thunder spell should do serious damage
    For bonus points, toss in necrogenesis before the final spell to top your HP off so you can blow through your MP and repeat.
    (3)

  8. #8
    Player
    Rydin's Avatar
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    Lancer Lv 50
    Quote Originally Posted by MariyaShidou View Post
    Like Rydin said, whenever there is a position condition in the description, you do need to fulfill that to continue the chain.

    For DRG, I guess the 1st WS effect is like Taunt, momentarily force the enemy to target you. Why is that? First, LNC has Heavy Thrust, one that has a relatively high chance of stun (only if enemy can be stunned, Ifrit isn't the case anymore) for a longer duration if the enemy is targeting you. Second, Dread Spike can absorb and turn damage into heal by consuming a Surge. LNC/DRG has reasonable range that allows you to evade most melee AoE and is a pure DD, so Dread Spike is not used that often except in case enemy has very big AoE like Ifrit/Moogle.

    Anyway, most of the WS either extend a current combo, or replace one that has high CD, so it means you can use them along with any you are currently using, which means more dps to any role except CNJ/WHM. If you don't have enough TP to use all of them, you can find that every classes have different weapons that usually are weaker but has higher attack speed, hence better TP generation.
    Thats true... I didn't think about the fact that there are reasons you'd want the enemy to face or attack you without actually stealing hate.... nice

    Quote Originally Posted by Urthdigger View Post
    For bonus points, toss in necrogenesis before the final spell to top your HP off so you can blow through your MP and repeat.
    Yea... I bet that is going to be the way BLM is going to be played....
    use all mp...
    switch HP and MP values..
    with HP low (And MP high) Use Thunder>Thundara>Burst with Necrogenesis
    Heal the rest of your HP (Which is alot faster than regening MP)
    Switch HP and MP values
    rinse and repeat
    (0)

  9. #9
    Player Andrien's Avatar
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    Andrien Bellcross
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    Sargatanas
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    Thaumaturge Lv 50
    It is Thundaja.

    ancient magic at Lv50? Nahhhh
    (0)

  10. #10
    Player
    Rydin's Avatar
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    Lancer Lv 50
    Quote Originally Posted by Andrien View Post
    It is Thundaja.

    ancient magic at Lv50? Nahhhh
    Thats definitely a possibility... At this point I just don't know what it will be called
    While we're on the subject... have you notices that Final Fantasy has called it LIT, lightning, Bolt and Thunder
    with "Thunder" being the most popular and yet the least accurate
    I wouldn't mind them calling it Bolt in an homage to the original Final Fantasy
    (1)

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