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Battle Regiment ModeFollow

#1 Sep 09 2010 at 7:43 AM Rating: Decent
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Has any been able to figure out what this brings to the table? I was only able to enter a regiment and cast a single spell vs an enemy.

Seems that my character casted (with casting time) the spell but it didn't go off. When I then 'applied' the regiment, the spell went off on the mob, doing its normal damage.

When I try to chain more than one spell, I just get an error. Is this broken in Beta, or am I missing something completely.
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#2 Sep 09 2010 at 7:51 AM Rating: Good
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I haven't played around with it yet, but I believe it is mainly used for party strategies. You decide a series of moves to do in order, kind of like a big macro involving multiple people. I'll have to use myself to really get a feel for it, it does seem kind of a strange idea. It might end up being the best part of party play in the game, who knows.
#3 Sep 09 2010 at 7:54 AM Rating: Decent
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Perhaps. Even in that case, I don't really see the benefit. I guess we'll see.
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#4 Sep 09 2010 at 8:04 AM Rating: Good
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Well lets say there is a high level class ability that puts a mob in a state that if the next attack is a certain spell (that the person placing the debuff cannot do) it will do 5x normal damage. If the mob gets hit with anything else, the first move is rendered useless and has to be recast. Getting a party of 5 or 6 to work together with a lot of debuff/attack combinations like that might be near impossible without stacking when who does what.

That's speculation on my part, but I'm guessing it works something like that.

Player 1 >> Super Ultima Debuff
Player 2 >> Ultima
Player 3 >> Super Thrust
Player 1 >> Super Duper Fire Debuff
Player 4 >> Fire Arrow Shot



Edited, Sep 9th 2010 10:05am by Vawn43
#5 Sep 09 2010 at 8:28 AM Rating: Decent
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I see your point. Interested to see how that will play out. Perhaps it will fill the current void in my heart that is the lack of skillchains.
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#6 Sep 09 2010 at 8:32 AM Rating: Decent
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Alabazman wrote:
Has any been able to figure out what this brings to the table? I was only able to enter a regiment and cast a single spell vs an enemy.

Seems that my character casted (with casting time) the spell but it didn't go off. When I then 'applied' the regiment, the spell went off on the mob, doing its normal damage.

When I try to chain more than one spell, I just get an error. Is this broken in Beta, or am I missing something completely.


Its semi-broken, sometimes it goes off sometimes not but when it goes off it gives its intended affect which is typically a debuff on the mob followed by a message in the chat window saying something like "Battle regimen of the "something" succeeded" (more or less I don't remember exactly what it says). What you did wrong is that you did it solo, battle regimens only work in parties and you need atleast 2 participants.
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#7 Sep 09 2010 at 8:41 AM Rating: Good
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I agree with Solid but here is some more information

me and my friend have tried to get the "Battle Regiment" information

from what we could tell you Que up a attack by selecting the red button the right of your actions
then your party member does the same.

then the person who starts the event must press "G" but this is very situation and sometimes does not work
so we both spam the G button till it goes off.

Now with both attacks go off (we were using concusive blow and puncture.)
the CB would add 2 stacks when punchture would HIT FOR a MASSIVE 100% more damage than a normal attack

we are still in the process of testing but at no point in time did my attack CB do more damage than normally attacking.

we have also noticed if a Archer just does his BR by himself it does increase his damage by a small %.

#8 Sep 09 2010 at 8:41 AM Rating: Excellent
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battle regiments are basically debuff skill chains. me and my gf were working on getting them down for over 3 hours one night and rarely succeeded. i believe they are not working right. we did, on occasion, have one succeed every now and then and you would see, "regiment of ruin" go off. They add a debuff to a mob, like tp gain down, atk down, weakness to ____. These will be the skill chains of the game, or so i have read/experienced. because you have to enter regiment mode, someone using their moves outside of regiment mode can not interrupt or mess up your chain partner and you from doing your move. i am going to assume they are going to be a big deal in the release for end game material, but right now, they aren't bringing a lot to the table in simple grinding.

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#9 Sep 09 2010 at 8:45 AM Rating: Decent
Nitpeck alert:

It's regimen, not regiment. A regimen is a plan of action. As in, "He followed a strict dietary regimen involving a great deal of cheese and no fibre." Or, "They practiced the combat regimen so that they could execute a series of pre-planned maneuvers with tremendous precision and devastating effect."
#10 Sep 09 2010 at 8:52 AM Rating: Good
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The devs tried to explain as being along the lines if Skill Chains from FFXI.
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#11 Sep 09 2010 at 8:54 AM Rating: Excellent
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Quote:
It's regimen, not regiment. A regimen is a plan of action. As in, "He followed a strict dietary regimen involving a great deal of cheese and no fibre." Or, "They practiced the combat regimen so that they could execute a series of pre-planned maneuvers with tremendous precision and devastating effect."


Thanks.

Edited, Sep 9th 2010 10:55am by Alabazman
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#12 Sep 09 2010 at 9:00 AM Rating: Good
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As usual people have deemed something useless or too difficult before knowing hardly anything about the dynamics of the game. I'm sure if you implement the way they intend, it will speed up skill or experience gains. We won't have a good feel for any of this until the game has been out for a little while.
#13 Sep 09 2010 at 9:04 AM Rating: Decent
Mithsavvy wrote:
As usual people have deemed something useless or too difficult before knowing hardly anything about the dynamics of the game. I'm sure if you implement the way they intend, it will speed up skill or experience gains. We won't have a good feel for any of this until the game has been out for a little while.


If it really is a case of only debuffing a mob, it's probably something that's going to be reserved for more difficult fights. And if it's something reserved for more difficult fights, it's probably going to go the same route as LOTRO's combat maneuvers: most players don't know how to use them so they don't even try.

Trying to get a group to stop running off and smashing things for a few seconds to set up a regimen if all that regimen does is tack on a little extra damage or apply a status ailment to a mob that's already near dead anyways isn't a winning system. It's a, "Ya, ya whatever dude...quit being so **** about **** that doesn't matter and let's just go" system. SE needs to make sure the regimens are worth doing and as straightforward as possible or they're going to go the way of skillchains in XI...not worth the trouble.
#14 Sep 09 2010 at 9:19 AM Rating: Good
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The One and Only Aurelius wrote:
Mithsavvy wrote:
As usual people have deemed something useless or too difficult before knowing hardly anything about the dynamics of the game. I'm sure if you implement the way they intend, it will speed up skill or experience gains. We won't have a good feel for any of this until the game has been out for a little while.


If it really is a case of only debuffing a mob, it's probably something that's going to be reserved for more difficult fights. And if it's something reserved for more difficult fights, it's probably going to go the same route as LOTRO's combat maneuvers: most players don't know how to use them so they don't even try.

Trying to get a group to stop running off and smashing things for a few seconds to set up a regimen if all that regimen does is tack on a little extra damage or apply a status ailment to a mob that's already near dead anyways isn't a winning system. It's a, "Ya, ya whatever dude...quit being so **** about sh*t that doesn't matter and let's just go" system. SE needs to make sure the regimens are worth doing and as straightforward as possible or they're going to go the way of skillchains in XI...not worth the trouble.


Do we know if the debuff is permanent, or if it's stronger than regular ability debuffs of the same nature?

I could see it getting a lot of use if a particular debuff is found to make a difficult type of enemy easy to grind off of.
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#15 Sep 09 2010 at 9:25 AM Rating: Decent
Eske, Star Breaker wrote:
The One and Only Aurelius wrote:
Mithsavvy wrote:
As usual people have deemed something useless or too difficult before knowing hardly anything about the dynamics of the game. I'm sure if you implement the way they intend, it will speed up skill or experience gains. We won't have a good feel for any of this until the game has been out for a little while.


If it really is a case of only debuffing a mob, it's probably something that's going to be reserved for more difficult fights. And if it's something reserved for more difficult fights, it's probably going to go the same route as LOTRO's combat maneuvers: most players don't know how to use them so they don't even try.

Trying to get a group to stop running off and smashing things for a few seconds to set up a regimen if all that regimen does is tack on a little extra damage or apply a status ailment to a mob that's already near dead anyways isn't a winning system. It's a, "Ya, ya whatever dude...quit being so **** about sh*t that doesn't matter and let's just go" system. SE needs to make sure the regimens are worth doing and as straightforward as possible or they're going to go the way of skillchains in XI...not worth the trouble.


Do we know if the debuff is permanent, or if it's stronger than regular ability debuffs of the same nature?

I could see it getting a lot of use if a particular debuff is found to make a difficult type of enemy easy to grind off of.


I haven't really invested any time into researching what they do because my grouping experience has been so limited. The people I've grouped with (always the same group of 2-3 others) just run off and beat stuff. I'm sure if I caught them at the right time they might be interested in testing it out, but unless it produces some pretty flashy results I don't expect they'd be willing to stick with it long enough to do any real testing.

If there was a way to stick a really effective blind on a nanny goat without the need for TP, for example, I'm sure people would be all over it. As it is, too little is known and the system is too cryptic for a lot of people to be inclined to mess around with it.
#16 Sep 09 2010 at 9:32 AM Rating: Excellent
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I would guess understanding and using BR will become more important for tougher situations.

Sounds like the BR bascially ques all the commands taking the challenge of timing out of it. The challange now lies in coordinating with the BR initiator.

Sounds to me like it will be a good strategy for the initial attack. Akin to timed nukes, and perhaps will even be used for mass nuking. Everyone fires a nuke in BR and the leader unleashes it.
#17 Sep 09 2010 at 10:03 AM Rating: Decent
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lol Using a game pad and hit this quite regularly and die, due to "the Battle Regeiment Fails.." then realise i've turned it on...
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#18 Sep 09 2010 at 10:21 AM Rating: Good
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Yeah, thus far it is just an annoyance that, if you are playing on a controller, makes you occasionally click on it when you are trying to use light swing/spirit dart/etc. At least that is what has happened to me a few times. I have noticed that if I activate regimen, it seems as if the mob doesn't attack as fast, as if regimen slows down time. That might just be placebo effect though. I have a feeling when the game goes live it will be explained a lot more and somewhat easier to use, especially once the UI goes Client side instead of server side.
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