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Skillchains?Follow

#1 Aug 23 2009 at 7:12 AM Rating: Good
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Haven't heard anything about these wonderful things, anyone know anything about if they will be in?
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#2 Aug 23 2009 at 8:07 AM Rating: Good
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There was some indication I think of being able to combine abilities for unique effects... I wouldn't be surprised if this translates to combining abilities from various classes for other effects as well. But I don't think there's been any overt indication yet.
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#3 Aug 23 2009 at 8:19 AM Rating: Excellent
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Would be nice to see them.

I thought that skillchains were a very interesting and engaging part of FFXI that made the game somewhat unique.

It was fun having to focus in combat to get off the magic burst right at the end. It was probably the same for fighting types.

I had heard that skillchains were not nearly as popular end-game or that their usage decreased a lot over the years, but I wouldn't know because I quit a while ago and never reached max level.

I would kind of like to see skillchains play a larger role in combat. Although I think the 'no-auto attack' thing will make combat engaging enough.

(Or annoying enough, depending on how you like to play.)
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#4 Aug 23 2009 at 8:28 AM Rating: Good
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With the revelation that you will able to do weaponskills back to back I don't expect skillchains to be to potent at all.
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#5 Aug 23 2009 at 10:10 AM Rating: Good
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single class chains (if you can do it yourself) wouldn't be likely to be powerfull, cross class chains could still be very usefull and have alot of tactical strength.

They could make more divers effects than just different elemental blasts, they could give us AoE blasts or even knockback waves.. Haveing the right chain for the situation could be very handy in crowd style combat.
#6 Aug 23 2009 at 11:11 AM Rating: Good
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Obiar wrote:
With the revelation that you will able to do weaponskills back to back I don't expect skillchains to be to potent at all.
Repeated use of the same actions makes the actions weaken over the course of the battle (also: there is a tp guage in addition so "back to back" may not be accurate in the first place), there isn't any reason to lower normal skillchain dmg given that this mechanism is already in place.

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I had heard that skillchains were not nearly as popular end-game or that their usage decreased a lot over the years, but I wouldn't know because I quit a while ago and never reached max level.
People quit using SC in endgame because everyone firing one off as soon as they hit 100% is more dmg efficient than waiting and "wasting" tp. If they want to fix this all they have to do is make WS use a specific amount of tp (w/ a considerably larger tp cap) instead of all of it at once and decrease/eliminate the SC dmg resist rates.

Edited, Aug 23rd 2009 3:24pm by shintasama
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#7 Aug 23 2009 at 11:15 AM Rating: Decent
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In Saga Frontier II, solo combat had a system that comes to my mind when I read about the battle system. You have a set base of skills that combine to make stronger skills. For example, Thrust + Thrust = Double thrust, A skill that is stronger that the two single thrust would be separately.

If turns out that FF14 is anything like this but with much more that just 4 base skills on each weapon than the possibilities could be very numerous. Trying to find 5/25 skills on your weapon that correctly match up with 5/30 from someone else to make a "skillchain" could be a headache in the making.
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