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So 3 Atmas now what...Follow

#1 Dec 13 2010 at 10:09 AM Rating: Decent
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So what three atmas are you loading? I am debating on MM/beyond/ultimate and MM/Kirin/Ultimate or maybe gales since aero V is our top nuke but beyond makes BlizzIV hit like a truck.

Thoughts on MAB vs Int Kirin and MM = (90 int) + 50 MAcc vs 50 int and 30 MAB + 40 ics keeping MM no matter what never resting +50 int just doesn't suck lol...
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#2 Dec 13 2010 at 4:01 PM Rating: Good
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I use Ultimate/Full Moon or Ultimate/Ambition because I'm a gimpface and have no good Atmas/only 2 Lunars.

Ultimate/Beyond/Minikin would definitely be the prime Helix Atma setup, but Gales would pack a punch if you can't cast any faster than your Aero V timer for whatever reason.
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#3 Dec 14 2010 at 9:48 AM Rating: Good
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For SCH, I guess it kinda depends what you're doing. Minnikin is a no brainer but you could go with Allure for HUGE amounts of mind, mp and -ENM and then another nuking atma. Beyond is nice but the point about Aero is well made. If you're there to cure then the Rescuer is quite powerful.

Edited, Dec 14th 2010 10:48am by eldelphia
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#4 Dec 14 2010 at 10:48 AM Rating: Default
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eldelphia wrote:
For SCH, I guess it kinda depends what you're doing. Minnikin is a no brainer but you could go with Allure for HUGE amounts of mind, mp and -ENM and then another nuking atma. Beyond is nice but the point about Aero is well made. If you're there to cure then the Rescuer is quite powerful.

Edited, Dec 14th 2010 10:48am by eldelphia


Healing whats that lol...

Working on doing a 4 step light and mb Aero V uses all my stratagems but hopefully whatever I am fighting is dead lol if not I am >.>.....
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#5 Dec 14 2010 at 12:58 PM Rating: Good
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Minikin/Ultimate/Beyond for 99% of things, MM/Ultimate/Gales if I'm fighting Uldudashi or Glavoid.
#6 Dec 15 2010 at 9:39 AM Rating: Decent
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Aero V

Atma of the Scarlet Wing
Elemental Magic skill+ Major,
Gain Full benefits of Wind Day and weather Benefits.

Now I need to test this sucker as well....
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#7 Dec 18 2010 at 10:10 PM Rating: Good
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kenshynOnShiva wrote:
eldelphia wrote:
For SCH, I guess it kinda depends what you're doing. Minnikin is a no brainer but you could go with Allure for HUGE amounts of mind, mp and -ENM and then another nuking atma. Beyond is nice but the point about Aero is well made. If you're there to cure then the Rescuer is quite powerful.

Edited, Dec 14th 2010 10:48am by eldelphia


Healing whats that lol...

Working on doing a 4 step light and mb Aero V uses all my stratagems but hopefully whatever I am fighting is dead lol if not I am >.>.....

Are you talking about Light, with Immanence? o.0
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#8 Dec 19 2010 at 12:36 AM Rating: Decent
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As far as I know you can't make a level 3 skillchain using spells alone. We can make any of the level 2 skillchains with just spells, but to make a level 3 we would have to do a dual element spell off of one of those.

If we have tp we could do either light or dark. Luminohelix -> stone = distortion which we could then close with retribution/omniscience for darkness, or we could do fire -> thunder = fusion which we could then close with black halo for light.

Not going to call either of these solutions ideal, but some tools are better then none.
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#9 Dec 20 2010 at 9:25 AM Rating: Decent
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Ahrana wrote:
As far as I know you can't make a level 3 skillchain using spells alone. We can make any of the level 2 skillchains with just spells, but to make a level 3 we would have to do a dual element spell off of one of those.

If we have tp we could do either light or dark. Luminohelix -> stone = distortion which we could then close with retribution/omniscience for darkness, or we could do fire -> thunder = fusion which we could then close with black halo for light.

Not going to call either of these solutions ideal, but some tools are better then none.


Having sam as one of my mains its pretty easy to do the elements combine with each other:

Basically you have to make two level 2 chains back to back 4 stratagems used then 1 to fastcast a tier V for MB.

Induration → Reverberation = Fragmentation

Liquefaction → Impaction = Fusion

Fusion ←→ Fragmentation = Light

The art of the skillchain seems to have been forgotten by many but us old schoolers recall it was our bread and butter back in the day.

Being a 4 step chain = 175% damage on the light as well then MB for crazy damage

http://wiki.ffxiclopedia.org/wiki/Category:Skillchains




Edited, Dec 20th 2010 9:26am by kenshynOnShiva
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#10 Dec 20 2010 at 2:21 PM Rating: Decent
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kenshynOnShiva wrote:
Having sam as one of my mains its pretty easy to do the elements combine with each other:

Basically you have to make two level 2 chains back to back 4 stratagems used then 1 to fastcast a tier V for MB.

Induration → Reverberation = Fragmentation

Liquefaction → Impaction = Fusion

Fusion ←→ Fragmentation = Light

The art of the skillchain seems to have been forgotten by many but us old schoolers recall it was our bread and butter back in the day.

Being a 4 step chain = 175% damage on the light as well then MB for crazy damage

http://wiki.ffxiclopedia.org/wiki/Category:Skillchains


I don't remembering it working like that though.

Once you do anything that doesn't continue the skillchain you lose it. So in your example you do ice -> water for fragmentation, but once you use fire that doesn't do anything to continue the fragmentation properties so you start a new skillchain. Once you close the fire with lightning you end up with fusion elements on the monster, but because the fragmentation was lost when you cast fire it doesn't make light.

All the weaponskills that close either light or darkness must have either fusion, distortion, fragmentation, or gravitation properties. I don't know of any way to make light or darkness using only single element weaponskills, and I think the same thing applies to immanence as well.

But please let me know if I'm wrong, because in this particular case I would love to be. :)

Edited, Dec 20th 2010 3:43pm by Ahrana
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#11 Dec 20 2010 at 4:55 PM Rating: Decent
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One 6 Weaponskill Light Skillchain:

1. Get to 200%TP (If you used Meditate to achieve this, you will need to wait for the ability to become available again before attempting the rest of the steps).
2. Use Sekkanoki.
3. Tachi: Yukikaze. TP remaining: 100%
4. Tachi: Jinpu for Scission. TP remaining: 0%
5. Meikyo Shisui. TP remaining 300%
6. Tachi: Gekko for Reverberation. TP remaining: 200%
7. Meditate.
8. Wait several seconds for TP to reach around 260% to 280%. The next 2 steps must be executed while Meikyo Shisui is still in effect.
9. Tachi: Yukikaze for Induration. TP remaining: 180%
10. Tachi: Gekko for Fragmentation. TP remaining: 100%
11. Tachi: Kasha for Light (Skillchain). TP remaining: 0%

An example using sam skillchains basically grow until you stop making a successful combo as u can see many of the skill chains form single elements to build up as well as using dual elements ws that form single elements skillchains as long as the chain isn't broken it should work. But hey maybe not lol I haven't had to time to work the kinks out.
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#12 Dec 20 2010 at 6:14 PM Rating: Good
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We're using the same source information, but I'm reading what's happening differently.

(cleaning removing information from your post so we can just look at ws/skillchains)
kenshynOnShiva wrote:
Tachi: Yukikaze
Tachi: Jinpu for Scission
Tachi: Gekko for Reverberation
Tachi: Yukikaze for Induration
Tachi: Gekko for Fragmentation
Tachi: Kasha for Light

An example using sam skillchains basically grow until you stop making a successful combo as u can see many of the skill chains form single elements to build up as well as using dual elements ws that form single elements skillchains as long as the chain isn't broken it should work. But hey maybe not lol I haven't had to time to work the kinks out.


Skillchain properties for shown WS's:
Yukikaze: induration (primary), detonation (secondary)
Jinpu: scission (primary), detonation (secondary)
Gekko: distortion (primary), reverberation (secondary)
Kasha: fusion (primary), compression (secondary)

Now my understanding is that until a skillchain is made the monster gets the elements of the last weaponskill used on it. After a skillchain is made the only element(s) on it will be from the skillchain itself, not the weaponskill used to make it. If a skillchain can be made using the primary attribute it will, if not then it will then check the secondary attribute to see if it skillchains.

So in your example:
1. yukikaze: monster has induration and detonation elements.
2. Jinpu: Jinpu scission element reacts with detonation, creates scission skillchain. Monster now has scission element
3. Gekko: Gekko reverberation element reacts with scission , creates reverberation. Monster now has reverberation element.
4. yukikaze: yukikaze induration element reacts with reverberation, creates induration. Monster now has induration element.
5. Gekko: Gekko reverberation element reacts with induration, creates fragmentation. Monster now has fragmentation element.
6. Kasha: Kasha fusion element reacts with fragmentation, creates light. Monster now has the light element.

So that all makes sense. The problem that we run into on scholar, according to the source information (edited for meaningful groupings in this context):

level 2 skillchains
Liquefaction -> Impaction = Fusion
Induration -> Reverberation = Fragmentation
Detonation -> Compression = Gravitation
Transfixion -> Scission = Distortion

Distortion -> Fusion = Fusion
Gravitation -> Fragmentation = Fragmentation
Fusion -> Gravitation = Gravitation
Fragmentation -> Distortion = Distortion

level 3 skillchains
fragmentation <-> fusion = light
distortion <-> gravitation = darkness

The first 4 level 2 skillchains are the only ones we can do out of all of these (using spells), because we can only add one element into the mix in any given step. And once we push it up to level 2 we can't do anything else with it, because there is no way to take a level 2 skillchain back down to a level 1 that I know of. Once we get it up to a level 2 we have to pass it off to someone with level 2 skillchain elemental properties to continue (either run it around the level 2 circle or push it up to full light/dark).

Although this does make me curious how much bonus damage I could set someone up for. Use my 2 hour, run it around the level 1 skillchains for a while, when my 2 hour runs out use my remaining strats to set up the level 2 skillchain that someone (like a ukku's fury warrior) could close light on, and then double the light. I don't think it's practical on most monsters, but seeing how high we could push a single skillchain does have it's appeal...

But like I said if I'm wrong, please correct me. I would love to be wrong so I can solo my own light skillchains.
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