- Joined
- Sep 29, 2004
- Messages
- 701
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- Quetzalcoatl
I think a TIPS and TRICKS section would be nice in here. Because my
post below would definately go there.
post:
Reallife situations, skillchaining, and you
Intended Audience:
Chiefly samurai, but all can benefit from this.
Purpose:
Share ideas amongst sam, and inform others about this topic
There are situations in the game where moderate explanation is needed.
However, It is difficult to go into while in-game with a pick-up party.
THF's who need to explain SATA; that's one example of this idead.
There are some SAM issues with chaining that needs a little light. The
purpose of this is to share ideas with all of you and get some ideas and
feedback in return.
When I get into a party, I usually start checking the setup. I do this quickly
on straight-shots on a choco or auto running to the party. This gives me
an idea of the people I might get to chain with; plus wether-or-not a BLM
is present for bursting. Upon arriving, I usually do a visual check on the
character models for weapons and I start building my chains.
The chain calculator was a wonderful tool for this but the windower program
no longer works. So I use my printout and take quick notes. The party
usually has some downtime anyhow; before starting.
I usually set up something like #1 or #2 following:
#1 = two separate chains. sam > thf // drk > war
#2 = the "3-way" LOL sam > thf > drk
I've categorized differing types of chainging partners and other issues
below.
Damage Hounds:
Damage Hounds: just a cutesy name for all of the..."But Skill X
is pretty weak. I like to toss out Skill Y"
Sometimes one combo just deals more damage. Just because you
have a favorite skill to throw because it in itself does more damage,
you MIGHT be doing less damage overall by using it.
Things to consider: mob type(weakness)+
individual damage skill + MB damage...some deal more than others.
Expermiment a little.
Tachi: Jinpu is my highest skill so far and I
know that Tachi: Hobaku is REALLY weak and Tachi: Goten is
mediocre. However, if the ultimate burst and SC damage output
outweighs the individual skill in damage, then use it.
I'm not asking anybody to be human parsing machines. Just take
note on what seems to ultimately kill faster. That's the goal anyway
right?
Timing / & TP Reports:
Here is a loose example of this sort of problem:
(based off of a "3-way" chain)
---the SAM(Chain Partner 1) reports tp,
---Chain Partner 2 reports tp.
---Chain Partner 3 ???.... (HELLO! Chain Partner 3!!!!)
---the SAM(Chain Partner 1) reports tp, again
---Chain Partner 2 reports tp, again
---Chain Partner 3 ....>< ... Is he on auto-attack and making dinner?
(hmmm.)fine. we'll just go. sam fires, chainer#2 fires (SC!!)
---Chain Partner#3 waits until it's all over the FINALLY reports 150%.
somepeople who are in chains don't report tp enough that's why
I think a TP meter should be displayed in the party box lower right.
HINT: send suggestions to SE about adding the TP meter.
The NO chainers:
Despite your best and most polite valiant efforts. People sometimes
laze out on you and quit chaining. They will chain with you for a
few fights then sort of fade into firing skills whenever. Or you get
people who can't // won't // don't know how to skillchain with you.
This group is the "NO Chainers". For these guys, I just follow
them mentally trying to realize their favorite skills to throw.
I quickly makes some notes and save tp. When they fire off at
random, I chain off of them anyway.
That's it for now. Maybe we can add to it for bursting. I didn't at
this time because KUDOS TO ALL BLACKMAGES out there, I've
never had any problems with you bursting. You definitely can read
and can time your bursts well. Good job out there!
****possible updates only if anyone needs or wants them***
post below would definately go there.
post:
Reallife situations, skillchaining, and you
Intended Audience:
Chiefly samurai, but all can benefit from this.
Purpose:
Share ideas amongst sam, and inform others about this topic
There are situations in the game where moderate explanation is needed.
However, It is difficult to go into while in-game with a pick-up party.
THF's who need to explain SATA; that's one example of this idead.
There are some SAM issues with chaining that needs a little light. The
purpose of this is to share ideas with all of you and get some ideas and
feedback in return.
When I get into a party, I usually start checking the setup. I do this quickly
on straight-shots on a choco or auto running to the party. This gives me
an idea of the people I might get to chain with; plus wether-or-not a BLM
is present for bursting. Upon arriving, I usually do a visual check on the
character models for weapons and I start building my chains.
The chain calculator was a wonderful tool for this but the windower program
no longer works. So I use my printout and take quick notes. The party
usually has some downtime anyhow; before starting.
I usually set up something like #1 or #2 following:
#1 = two separate chains. sam > thf // drk > war
#2 = the "3-way" LOL sam > thf > drk
I've categorized differing types of chainging partners and other issues
below.
Damage Hounds:
Damage Hounds: just a cutesy name for all of the..."But Skill X
is pretty weak. I like to toss out Skill Y"
Sometimes one combo just deals more damage. Just because you
have a favorite skill to throw because it in itself does more damage,
you MIGHT be doing less damage overall by using it.
Things to consider: mob type(weakness)+
individual damage skill + MB damage...some deal more than others.
Expermiment a little.
Tachi: Jinpu is my highest skill so far and I
know that Tachi: Hobaku is REALLY weak and Tachi: Goten is
mediocre. However, if the ultimate burst and SC damage output
outweighs the individual skill in damage, then use it.
I'm not asking anybody to be human parsing machines. Just take
note on what seems to ultimately kill faster. That's the goal anyway
right?
Timing / & TP Reports:
Here is a loose example of this sort of problem:
(based off of a "3-way" chain)
---the SAM(Chain Partner 1) reports tp,
---Chain Partner 2 reports tp.
---Chain Partner 3 ???.... (HELLO! Chain Partner 3!!!!)
---the SAM(Chain Partner 1) reports tp, again
---Chain Partner 2 reports tp, again
---Chain Partner 3 ....>< ... Is he on auto-attack and making dinner?
(hmmm.)fine. we'll just go. sam fires, chainer#2 fires (SC!!)
---Chain Partner#3 waits until it's all over the FINALLY reports 150%.
somepeople who are in chains don't report tp enough that's why
I think a TP meter should be displayed in the party box lower right.
HINT: send suggestions to SE about adding the TP meter.
The NO chainers:
Despite your best and most polite valiant efforts. People sometimes
laze out on you and quit chaining. They will chain with you for a
few fights then sort of fade into firing skills whenever. Or you get
people who can't // won't // don't know how to skillchain with you.
This group is the "NO Chainers". For these guys, I just follow
them mentally trying to realize their favorite skills to throw.
I quickly makes some notes and save tp. When they fire off at
random, I chain off of them anyway.
That's it for now. Maybe we can add to it for bursting. I didn't at
this time because KUDOS TO ALL BLACKMAGES out there, I've
never had any problems with you bursting. You definitely can read
and can time your bursts well. Good job out there!
****possible updates only if anyone needs or wants them***