I pretty much edited most of it.
After doing a 3rd Combo another player will need to use there 3rd Combo
Heavy Swing- Need 1000TP
Skull Sunder- Need 0TP
Steel Cyclone- Need 0TP
Looping Weapon Skill Combos/Battle Regimens
Loops if another player Battle Regimens your Steel Cyclone. (This will also Reset your timers for all 3 Abilities) There will be a decrease acc that will be added onto the combo link. That only effects that weapon skill. Also Combo timer will increase 3secs every Loop for every weapon skill linked into the combo. How to do a Battle Regimen is to other players link the correct final Weapon Skill they have at sametime. Kinda like skillchains. What Weapon Skills keep the Battle Regimens going are the 2nd best line of weapon skills each DoW job has. The same player thats dishing out Steel Cyclone cant be also doing Godsbane to keep the chain going. Also during battle Regimen moment there is increased chance of having to do more magical damage. Aka.. Magic Bursts.
What can be used for Battle Regimens:
Doomspike
Godsbane
Bloodletter
Simian Thrash
First Battle Regimen (MAB+30 for all magical attacks for 20secs/1spell per player)
Heavy Swing (Your Acc -10) (Increased Attack power of the WS by 5%)
Skull Sunder (Your Acc -30) (Increased Attack power of the WS by 5%)
Steel Cyclone (Your Acc -50) (Increased Attack power of the WS by 5%) (Removes 500 TP)
Loops again.. with Battle Regimens
Second Battle Regimen (MAB+50 for all magical attacks for 20secs/1spell per player)
Heavy Swing (Your Acc -60) (Increased Attack power of the WS 10%)
Skull Sunder (Your Acc -70) (Increased Attack power of the WS 10%)
Steel Cyclone (Your Acc -100) (Increased Attack power of the WS 10%) (Removes 800 TP)
Loops again...
Third Battle Regimen (MAB+70 for all magical attacks for 20secs/1spell per player)
Heavy Swing (Your Acc -110) (Increased Attack power of the WS 20%)
Skull Sunder (Your Acc -130) (Increased Attack power of the WS 30%)
Steel Cyclone (Your Acc -150) (Increased Attack power of the WS 40%) (Removes 1300 TP)
Acc & Weapons still plays a important role in landing the weapon skills to keep combos rolling. Keeping it looped really depends on you landing the attack and having people back up Battle Regimens in case they fail. Since 2 players can combo link together until 1 of them misses a attack, its really useful to have another player back up with another Godsbane/Simian Thrash/Doomspike/Bloodletter to keep the other player going.
With your feedback I will adjust this as I go to see what is a good system. The system we have right now seems alright but it could be improved apon. I'm just here to toss this idea around and see if Developers or players take anything from this post.