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Battle Regimen

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Battle Regimen Empty Battle Regimen

Message  Elea Dim 12 Juin - 2:07

Here is a little chart of the BR combinations:

https://2img.net/h/i1106.photobucket.com/albums/h361/AureliousSilverbreeze/BattleRegimenGuidePics/BattleRegimenEffects.png


Regimen of Ruin (Defense Down)
The most basic of basic Battle Regimens is this one. Even two Rank 1's can execute this one with no difficulty, as the only thing it requires is your basic move that you cannot remove!
Examples: Normal Attack + Normal Attack
Light Slash (Gladiator) –> Heavy Strike (Pugilist) = Regimen of Ruin
Heavy Thrust (Lancer)–> Close Shot (Archer) = Regimen of Ruin
And of course these can be mixed and matched. I haven't found a basic move combo that doesn't work. And it CAN be in any order, so no need to organize THIS regimen.

Best time to use? Of course, the best time to use this are on mobs with naturally tough defense, such as the Megalocrab monster family. Also, if your party consists of mainly melee members, then Regimen of Ruin is the way to go as extra damage is welcomed damage. Also, this stacks with Absorb DEF and Dia for even more punch!

Duration? The duration of all debuff Battle Regimens is 25 seconds. However, this CAN be refreshed before the duration is over so a good strategy with a Gladiator is to execute the BR, then Guard. At the end of the Guard (even the extended one), it is time to refresh the BR. Although honestly, you can see the debuff leave the mob and know then it is time to redo it. It's icon is a sword with a teardrop beside it inside a red circle.

Regimen of Trauma (Magic Defense Down)
Another basic Battle Regimen, this one involves Disciples of Magic! This will lower the magic defense of an enemy. My personal testing has shown that my spell damage did not increase when this debuff was applied, but I consistently had less resists. I have heard from others seeing a large damage spike during this debuff, so I am still testing this one to learn its true nature. However, less resists is more damage, so still no reason to cast this one aside!
Normal Attack + MagicAttack
Light Strike–> Spirit Dart = Regimen of Trauma
Light Shot –> Phantom Dart = Regimen of Trauma
Pretty simple, right? Just like before, except this time ORDER MATTERS. Phantom Dart–>Light Shot WILL NOT inflict Regimen of Trauma. It must follow Basic Attack + Magic Attack.

Best time to use? Against mobs that are highly magic resistant or if your team is mainly magic-oriented. Also, this DOES stack with the Gladiator R24 Skill, Luminous Spire. So if you have a GLD using this skill, this will make it even stronger.

Duration? The same as above, 25 seconds, and it can be refreshed before it is over. As above, there is a special icon indication Trauma is in effect (Has a staff icon inside a red circle with a tear-drop beside it)

Regimen of Despair (Casting Time Increased, MP Cost Increased)
This one is key to use on the Elementals or other mobs with AoE spells that hit hard. This debuff effects is actually two-fold. The first one increases casting time of the mob. This means less time hurting you and less damage overall received from the increased casting time. Also, those with the Shield Bash ability have a greater chance to stun the enemy from the spell cast (due to increased reaction time, though the Sentinel still needs to recognize the casting and act accordingly.) The second effect, while not as good as the first, is still strong, ESPECIALLY in drawn-out fights. Monsters do have a limited MP supply (tested on multiple Thistletail Marmots using Siphon MP) so this debuff will make each spell cost more (I am anticipating a 50% increase, though without being able to see their MP it is hard to know for sure), making them run out of mana much quicker. Most fights probably will not see the effect of Increased MP play out, but in future NM fights it could make all the difference.

Normal Attack + Magic Spell = Regimen of Despair
Light Slash + Aero = Regimen of Despair
Light Shot + Banish = Regimen of Despair

Best time to use? This is best used at the beginning of the fight, as a mob will tend to begin with a magic spell before using TP moves. It can also be effective towards the end of the fight when a monster's MP is depleting (thanks to Siphon MP and use of this regimen over time) to potentially stop a monsters magic casting altogether! Until more magic-basic NMs come out, the main use this will have is granting an increased reaction time for Sentinels to Shield Bash monsters out of their spells.

Duration? Same as above, 25 seconds. This Regimen and the next one are best if it is CONSTANTLY applied to the monster. Having it up for 25 seconds is useless if the monster decided to cast 10 seconds after it wears….it effectively did nothing. So keep it refreshed (make a /wait 10, /p “Begin Despair Regimen!” macro helps keep it timed.) The icon is a magic staff with an x at the bottom in a red circle.

Regimen of Constraint (TP Inhibited, TP Cost Increased)
Now this Battle Regimen is more tactical and its effect more easily seen. This is the perfect Regimen to use on mobs with powerful TP moves (Such as the Eft's Breath move.) What this regimen effect does is lower the amount of TP gained per successful action the monster takes and increases the amount of TP needed to actually perform the move. So in a sense, this effectively doubles the amount of time it takes for them to use a TP move. Very handy.

Basic Attack + Weapon Skill
Heavy Slash + Puncture = Regimen of Constraint
Light Shot + Concussive Blow = Regimen of Constraint
*This one, like the one before, requires a particular order. Going out of order will do no good here, so be organized!

Best time to use? As I mentioned above, fighting mobs with powerful/unavoidable/annoying TP moves (especially if they have a high tp gain rate) will make those monsters much more manageable. This is definitely one you want to keep refreshed on the mob (and yes, an icon specific to this Regimen does appear, it looks like a mini-stamina gauge with an x on it inside a red circle.)

Duration? 25 seconds. As mentioned above, try to keep this one on at all times as it can have a great impact on battles. If you let it wear off, then suddenly they have a LOT of TP for them to chain attacks with, so keep it refreshed. With moves like Moonrise, Heavy Shot and Absorb TP you could possibly keep a monster from using TP moves at all.

These next two Battle Regimens do NOT leave a debuff on the enemy. They are for the players to increase their abilities and effectiveness. Curious? Read on.

Increase Effectiveness of Class Abilities when used by Different Classes:
Now this one is perhaps the hardest one to figure out. My current hypothesis is this is useful when you have a powerful weapon skill on your bar for a low cost (Skull Sunder, for example) but you are playing Pugilist. Well, with the Battle Regimen, you can stack Skull Sunder to be as strong as it would be on MRD! (Please note however that Skull Sunder is a Slashing damage move, and Pugilist weapons are primarily Blunt damage, so it will not stack well…but your Skull Sunder damage WILL increase under this.) This is basically free DPS and should not be ignored.

Examples (Melee Edition): Weapons Skill + Weapon Skill = Cross Class Increase
Puncture + Arrow Helix, Iron Tempest + Skull Sunder, Concussive Blow + Aura Pulse
**Please note, the two weapon skills MUST BELONG to the same class, otherwise you activate the regimen listed below**

Best time to use: Honestly, this one isn't as open to interpretation and looking at the weaponskills, there is no real combination that really stands out. For optimal damage, make sure the skill you are cross-classing and chaining is of the same damage type as the weapon you are wielding (if you cross-class Puncture, a Piercing move, your weapon should have a Piercing modifier on it for optimal results.) If anyone has a combo they feel works incredibly well, let me know and I will update this section and give you credit for the contribution!

Examples (Magic Edition): Magic Spell + Magic Spell = Regimen of Effectiveness Increase
Thunder + Fire, Banish + Scourge, Drown + Shock, Absorb TP + Siphon MP
**Please note, the two magic spells MUST BELONG to the same class, otherwise you activate the regimen listed below**

Best time to use: Just like above, it isn't so simple to figure this one out. One of the stronger examples I can think of is a melee using Siphon MP or Absorb “Stat” with a THM using Scourge or Banish (to lower resistance to Umbral/Astral) to increase his gains. Or perhaps a THM that has Thunder II on his bar to work with a CON who is setting up Shock and a Thunder II of his own for some burst damage.

*Small test* Using a R21 CON and me being a 21THM, we both casted Siphon MP separate 4 times. Each time I would gain an average of 85MP, whereas the CON would siphon around 53MP. During a Battle Regimen with Siphon MP + Siphon MP, his Siphon's averaged around 82, a lot closer to mine. However, his recast stayed longer (at 1:15)

Duration: Only during the current Battle Regimen. The effect does not linger, so it's good for one shot per Battle Regimen.

Increase Player Damage
Now this one is useful and simple, and the one everyone wants (or should want) to do. Basically, by chaining together two weapon skills (OF DIFFERENT CLASS) or two magic spells (OF DIFFERENT CLASS) then the second one in the chain will receive a 50%(!) increase in damage. This is also the one chain that three people can join in, giving two attacks of increased damage! Examples below.
Examples (Melee Edition): Weapon Skill + Weapon Skill + Magic Spell
Trunksplitter + Concussive Blow II + Thunder II
Puncture + Howling Vortex + Absorb DEF
Damnation (Or Radiance) + Iron Tempest + Choke
Note: Italics means OPTIONAL. This chain WILL work without the magic spell, but the magic spell also receives a 50% increase in power, so why not add it? Absorb spells also receive a stronger effect during Battle Regimens, so adding a Siphon MP or Absorb ATK (especially if you are a melee, you have a much stronger chance of landing the absorb in the regimen state) could be an excellent utility of this regimen. Think of adding the spell as Magic Bursting in FFXI. Also, the Weapon Skills MUST be from two different classes (or you initiate the regimen above, cross-class effectiveness.)

Examples (Magic Edition): Magic Spell + Magic Spell + Weapon Skill
Scourge II + Blizzard II + Victimize
Paralyze + Drown + Skewer II
Banish + Thunder II + Damnation
Note: Italics means OPTIONAL. It is not required in order to complete the regimen, but it is extra damage so you may as well. Plus depending on the chain, you can make Regimen regardless if one misses! Remember, the first spell will not get the extra damage, so make sure it is someone weaker (preferably a THM with Scourge or Banish to lower Magic DEF towards the element Player 2 is using.) Also, the magic spells MUST be of different class, or you will initiate the regimen above (cross-class effectiveness).

Best time to use? All the time! Whenever two people have some TP ready to go, it is much better used here! While in weaker fights, TP burning may be the better option (people just using weapon skills whenever), in longer fights it is MUCH better to use the Battle Regimen! If none other is used, please aim to use this one. There is no reason NOT to. Just imagine…Ferocity + Raging Strike + Discerning Eye + Cadence+ Victimize (with a few debuffs on of course, like Regimen of Ruin, Dia and Absorb DEF) at 50% increased damage? Or perhaps with Shock and Regimen of Trauma on… Scourge II + Blizzard II (With Profundity+Blood Rite) + Luminous Spire. In a game where you can have multiple abilities to stack and enhance, skills like this only shine brighter.
Elea
Elea

Messages : 48
Date d'inscription : 27/02/2011
Age : 35
Localisation : Memphis, TN

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Battle Regimen Empty Re: Battle Regimen

Message  Minidrax Majere Dim 12 Juin - 8:01

Thanks Ele ♪
Minidrax Majere
Minidrax Majere

Messages : 127
Date d'inscription : 28/02/2011
Age : 37

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