Current Time Zone:
(GMT-06:00) Central Time (US and Canada)
You cannot follow more than 500 characters.An unexpected error has occurred.
Current Tag: twelve regimen[Unfilter]
Chapter XIV Battle regimen part 4 - Twelve Regimen

-Twelve Regimen: This is the strongest regimen of all. ”Why?” you might ask…because there are 12 deities so having the right combo will be very hard…in special the Tier IV one that will require 12 players with different deities, making it nearly impossible to be done but, if successful, it would be able to define the battle against even the mightiest enemies. Just like Battle Regimen, I’ll just list the combos to save space…its already too long.

Tier I: Menphina>Halone, Oschon>Llymlaem, Nymeia>Thaliak, Althyk>Nophica, Azeyma>Nald’thal, Rhalgr>Byregot. The order here doesn’t matter. Menphina>Halone would generate the same as Halone>Menphina. For tier II explanation I’ll use “T1” to refer the deities already used at tier I regimen.

Once Tier I is set, another 2 positions will become highlighted. So there will be positions from 2-12 to 11-12, excluding the ones already used on T1, generating a combination of 10 positions, 2 by 2.

Tier II: T1 >Both deities of weaker element, T1 > Both deities of Stronger element.

The tier II positions will actually start the elemental wheel in one of the 2 ways…it might follow the power way (weaker being followed by the stronger element) or the inverted way (stronger being followed by the weaker element). Once a way is set there will be no turning back. Also, the first one to get in position will decide the way…If we haveT1 using Fire element and the first one to take position at tier 2 is one from Menphina, the order is already decided. Incase both are already in position when it started, the power way will always have preference.

Once tier II is set, another 2 positions will be highlighted. The player accepted in these positions will be only the ones with the 2 guardians required to follow the wheel. Excluding all the occupied positions, this would generate a combination of 10 positions, 2 by 2.

Tier III will work exactly like tier II regimen, accepting only the 2 deities of the correct element at chosen wheel. It will generate a combination of 8 positions, 2 by 2.

Now that we already have 6 players in position, all other positions will highlight for a Tier IV regimen. This IS supposed to not be done like…ever. This is why it does require 12 members…it would be an extremely powerful strategy for large-scale endgame only, where people would face the best Eorzea has to offer. Assuming that there is possible to have 12 players with all different deities to be in position in less than 5 seconds (yep, people must know what they’re doing since the timer waits no one…the idea is to have players already in place by the time the regimen is triggered if they want it to be the highest tier one). For this regimen effect, I’d use the most classic name of all FFs: Ultima!

I tried to have it the most detailed possible…it’s extremely complex and will require a crazy amount of battle animations…but if done properly it can become the ultimate skill combo ever seen in a MMO…because at same time it can be extremely complex to program and require a large effort from animation team, for players it will be extremely easy to use since all they need to do is, when he notices a position highlighting, stand on it.
(0)
(0)
Tag [twelve regimen]
Post Date 9/25/2011 9:52 a.m.

Delete this entry?
You are attempting to access a website outside of the Lodestone. Do you wish to proceed?
Recent Entries (10)

Recent Comments (10)

Monthly Archives

Tag
Show AllFFXIV (19)defense squad (4)synthesis (4)battle (3)summoner (3)THM (2)active mode (2)chocobo (2)chocobo knight (2)classes (2)color mage (2)company (2)deity (2)features (2)guardian aspect (2)heritage (2)leves (2)link material (2)maps (2)medic (2)monster (2)ninja (2)original (2)pets (2)races (2)retainers (2)AoE (1)CON (1)Classes (1)FFU (1)GLA (1)LNC (1)MRD (1)Monk (1)Optimal rank (1)PGL (1)UI (1)action (1)action bar (1)adventurer (1)aging (1)animation (1)archer (1)areas (1)artisan (1)attributes (1)battle regimen (1)battlecraft (1)bazaar (1)behavior (1)behest (1)berserker (1)black mage (1)blue mage (1)boneworker (1)bow (1)brave (1)cash shop (1)cinematics (1)city concepts (1)claim (1)class (1)color mages (1)colossal monsters (1)content (1)cooperative (1)currency (1)deities (1)discipline (1)dyeing (1)elemental trigger (1)elementalist (1)elements (1)engineer (1)environmental effects (1)epic battles (1)evolution (1)faction (1)faction points (1)faith (1)farm (1)favor (1)ff games (1)fieldcraft (1)gadgeteer (1)gathering (1)gear slot (1)generic pets (1)gil (1)gilgamesh (1)green mage (1)incapacitation (1)intro (1)loading (1)local (1)magitek armor (1)market wards (1)master monk (1)materials (1)mechanics (1)mediator (1)modes (1)natural regimen (1)nest (1)nomad master (1)original features (1)parivir (1)parley (1)party (1)party buff (1)pet (1)physics (1)pilot (1)priority (1)proficiencies (1)prologue (1)quest (1)realms (1)red mage (1)regal regimen (1)reliquary (1)repair kits (1)retainer list (1)samurai (1)savagelands (1)scenario (1)sentinel (1)signature actions (1)sniper (1)spellblade (1)stamina gauge (1)status affliction (1)storage (1)storyline (1)surplus (1)tanaka (1)tanking styles (1)target (1)targeting (1)templar (1)template recipes (1)time mage (1)tool (1)transportation (1)twelve regimen (1)weapon (1)weapon model (1)weather (1)white mage (1)white monk (1)