ffxiv ability:Battle Regimen  

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Battle extends beyond merely dealing damage to an enemy, to tactics that, when executed correctly, yield specific additional effects. Making use of these tactics can greatly enhance the combat experience.

Battle Regimens Battle Regimens are combat tactics that party members may employ against a single enemy. By coordinating and executing battle commands in a precise order, players may cause certain additional beneficial effects to occur. A Battle Regimen begins with the stacking of battle commands. Once the enemy is targeted, all party members taking part in the battle must switch to Battle Regimen mode and then stack their battle commands in the correct order. One of the members then initiates the Battle Regimen, and the commands will be executed automatically in the order in which they were stacked.

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Executing a Battle Regimen

1. Consult with other party members to determine the best Battle Regimen to use against a specific target. The battle commands and the order in which they are to be executed should all be decided. 2. Wait until your position in the queue comes around to switch to Battle Regimen mode and select the battle command you wish to stack.

  • A single party member cannot stack more than one action in a Battle Regimen.
Once the battle commands are stacked correctly, an icon will appear to the left of the enemy's display name. It is helpful for party members to prepare macros in order to communicate the order and timing of their actions when executing a Battle Regimen.

Example of a macro for stacking battle commands:

/br on

/ac “Red Lotus” main

/p First battle command set. Awaiting second battle command!

Example of a macro for executing a Battle Regimen:

/br on

/ac “Red Lotus” main

/p Battle commands stacked. Executing Battle Regimen!

/wait 1

/br

3. After all participating party members have stacked their battle commands, one of the party members selects to initiate the Battle Regimen.

4. Once the Battle Regimen is initiated, the stacked battle commands will all be executed automatically, chaining together to create additional effects.

  • Please note that factors such as distance from the enemy may prevent stacked battle commands from being executed once the Battle Regimen is initiated. In these cases, the Battle Regimen will not end, but will instead proceed on to the next command in the queue.

Additional Effects

The additional effects produced by successfully executed Battle Regimens, and the combinations that yield them, are listed below.

Additional Effects
Additional Effect Combination Example
Lowers a target's physical defense Normal attack⇒Normal attack Light Slash⇒Heavy Strike
Lowers a target's magic defense Normal attack⇒Magic attack Light Slash⇒Phantom Dart
Increases a target's casting time/raises MP costs Normal attack⇒Magic spell Light Slash⇒Fire
Lowers a target's TP progression/raises TP costs Normal attack⇒Weaponskill Light Slash⇒Red Lotus
Maintains the effectiveness of class abilities when used by different classes Magic spell⇒Magic spell (both from same class) Trunksplitter⇒Brandish
Weaponskill⇒Weaponskill (both from same class)
Increases player damage Weaponskill⇒Weaponskill⇒Magic spell (weaponskills from different classes, finishing spell is optional) Blizzard⇒Scourge⇒Puncture
Magic spell⇒Magic spell⇒Weaponskill (spells from different classes, finishing weaponskill is optional)

  • The effects caused by Battle Regimens remain the same regardless of the actions used to create them.
Damage to Body Parts Among the enemies found throughout Eorzea, there are those with body parts susceptible to damage. Sustaining a certain amount of damage will result in those body parts becoming incapacitated. For example, an aldgoat's horns may be broken, or a diremite's stinger lopped off. This is achieved through the use of specific weaponskills that automatically target these body parts whenever they are present. When the body part of an enemy is incapacitated, it will suffer the following effects:

- Weaken the monster - Prevent the monster from using its special attacks - Influence the type of loot dropped

The Art of Incapacitation

This portion will introduce some of the weaponskills capable of causing incapacitation, as well as the body parts those weaponskills target. Beyond those listed below, there are additional enemies with body parts capable of being incapacitated.

Incapacitating Weaponskills
Weapon Type Head Limbs (R) Limbs (L) Limbs (Lower) Other (R) Other (L) Other (Outer)
Sword Riot Blade Red Lotus II Spinstroke II Luminous Spire
Hand-to-Hand Concussive Blow II Seismic Shock II Victimize II Simian Thrash Pounce
Axe Skull Sunder II Maim Brutal Swing II Trunksplitter II
Polearm Moonrise II Chaos Thrust Skewer II Twisting Vice --
Archery Shrieker Barrage Foeseeker Bloodletter --

Body Parts by Genus
Enemy Head Limbs (R) Limbs (L) Limbs (Lower) Other (R) Other (L) Other (Outer)
Hippogryph Head -- -- -- -- -- --
Opo-opo Head -- -- Legs -- -- --
Gnat Head -- -- -- -- -- --
Cactuar -- -- -- Legs -- -- --
Giant crab -- -- -- -- -- -- Shell
Salamander -- -- -- -- Right Wart Cluster Left Wart Cluster --
Wolf Head -- -- -- -- -- --
Boar Head -- -- -- -- -- --
Ahriman Eye -- -- -- -- -- Tail
Wight Skull Right Humerus Left Humerus Femur -- -- --
Dodo Head -- -- Legs -- -- --
Coblyn -- -- -- -- -- -- Ore Cluster
Aldgoat Horns -- -- -- -- -- --
Imp Head -- -- -- -- -- --
Flytrap Maw -- -- -- -- -- --
Antling Mandibles -- -- -- -- -- --
Humanoids Head Right Arm Left Arm Legs -- -- --

This page last modified 2010-12-30 07:34:22.