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Ara's almostly-wostly complete guide to Renkei and Magi... - 7/14/2005 10:57:00 AM   
Aralays

 

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Joined: 5/23/2005
Country: Germany
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Hello, this is my guide to Renkei and Magic Burst.
 
Tactical Points:
 
Tactical points (tp%) are gained through attack and through being attacked. They act like a 'limit break meter' and allow the fighter to use a weaponskill (players) or a tp%-ability (enemies) if he has at least 100 tp%.
The amount of tp% a fighter gets depends on the delay of the weapon he uses. Lower delay means also lower tp%, so in theory all weapon-classes get nearly the same tp%-ratio over time and can use weaponskills at the same intervals. The lowest amount of tp% an attack can yield is 4.5 tp% per attack and the highest amount is 18.0 tp% per attack.
When hit by the attack of an enemy, the player gains one third of the tp% the mob gained and when hit by a damaging spell, the player gains 5.0 tp%.
  • Store TP: this trait increases the amount of tp% rewarded by a certain percentage. Store TP I is +10%, all other traits are additional +5% and equipment and food add various percentages. This trait works also on passive tp%-gain from being attacked
  • Dual Wield / Two-handed delay down: These effects reduce the weapon-delay, so they also reduces the amount of tp% gained.
  • Haste: Haste does not reduce delay but just increases the hitting speed, so here the amount of tp%-gained stays the same.
  • Shield Mastery: This trait increases the tp% gained through being attacked by +1, +2 or +3.
Enemies also get tp%. Normally they have a delay of 240 (abit slower than swords) and get according to that 6.4 tp% per attack. If they are hit by players, they get +3 tp% compared to what the players get and if they are hit with a damaging spell, they gain 10 tp% (10 tp% per hit for a multi-hit blue spell).
  • Store TP: If a player with this trait attacks an enemy, the enemy gets no additional tp%!
  • Subtle Blow: This ability lowers the amount on tp% enemies get from being hit with attacks or spells. It caps at 50%.
There are a number of exception:
  • Attacks or spells which deal 0 damage don't create tp%.
  • Bloodpacts don't give the enemy tp%.
  • Counter doesn't give the countering person tp% but the one whose attack was countered.
  • Chi Blast doesn't give tp%
  • Jump gives tp% just to the DRG.
  • Multi-hit weaponskills give the attacker the normal amount of tp% for one attack with this weapon and then +1.0 tp% for each additional hit.
Icons and Attributes:
 
In the menu weaponskills are listed with a coloured icon (like spells):
If a weaponskill deals elemental damage, the colour of this icon has the colour of this element.
If a weaponskill deals no elemental damage but inflicts a certain status-effect, the icon has the colour of the element associated with that status-effect.
If the weaponskill deals normal physical damage without an additional enfeebling, the colour of the icon is white.
 
Weaponskills have also a set of 1 or 2 attributes which are used for skillchains (there are exactly 3 weaponskill, which have also a third attribute). These attributes are often different from the colours of their icon, so don't confuse them.
Equipment which influences 'fire based weaponskills' for example work on their skillchain-attribute and not on the colour of the icon.
 
The Lv.1-class of attributes are elemental. They are used by the most weaponskills and approximatly two third of all weaponskills have two of these attributes, a primary and a secondary one:
Liquefaction (Fire), Induration (Ice), Detonation (Wind), Scission (Earth), Impaction (Thunder), Reverberation (Water), Transfixion (Light) and Compression (Dark).
 
The Lv.2-class of attributes are dual-elemental. They are used on higher-lvl weaponskills and they are normally the primary attribute on a weaponskill, with a secondary Lv.1-attribute:
Fusion (Fire, Light), Fragementation (Wind, Thunder), Distortion (Ice, Water), Gravitation (Earth, Darkness).
 
The Lv.3-class of attributes are quattro-elemental. They are the primary attribute on the relic weaponskill, with a secondary Lv.2-attribute:
Light (Fire, Wind, Thunder, Light), Darkness (Ice, Earth, Water, Dark).

Skillchains and Renkei:

(Note: skillchain and renkei are actually synonyms, but I use the term ‘skillchain’ to describe a ‘chain of certain weaponskills, while I use ‘renkei’ for the magical effect a skillchain may create.)

When two fighters use their weaponskill in a row, this is called a skillchain. Skillchains are used to create additional damaging effects to kill a enemy faster.

Every time a weaponskill is used on an enemy there is a kind of aftermath around the enemy, imagine it like a (virtual) elemental aura around it. The element of this ‘aura’ is the strongest attribute of the used weaponskill and the ‘aura’ will fade away after three or four seconds.

If a second weaponskill is used against the enemy while it is still surrounded by that aura, the elemental attribute of the second weaponskill gets added to the aura of the enemy.
If two certain elemental attributes meet in this aura in a certain sequence, they create a magical effect called ‘renkei’.

Not every elemental sequence may cause a renkei, so if a weaponskill is used which cannot produce a renkei with the previous weaponskill, the elemental aura is disturbed and the element of the first added attribute will fade away.
It is not possible to skip one weaponskill and create a renkei out of weaponskill #1 and weaponskill #3 of a skillchain, even if weaponskill #3 comes in time when the aura still had the attribute of weaponskill #1.

For this secondary (or tertiary) attributes are used. The first weaponskill in a skillchain will create a virtual aura with element of its strongest attribute. When the second weaponskill adds his attribute to the aura it tries to create a renkei with its primary attribute, but if this combination of elements doesn’t work, it tries to add its secondary attribute instead, so it may cause a renkei.

Example: A black mage uses a staff-weaponskill, followed by a ranger with a archery-weaponskill.
Staff-weaponskills: Heavy Swing (attribute: thunder) / Starburst (attribute: dark)
Archery weponskill: Flaming Arrow (primary attribute: fire, secondary attribute: light)
Important note: in fact has Starburst two attributes, but because it is used first in this renkei, only the primary attribute is used.

If the skillchain goes Heavy Swing --> Flaming Arrow, the renkei will be primarily thunder --> fire and secondary thunder --> light. Because thunder --> fire creates the renkei Liquefaction and thunder --> light does not skillchain, the light-attribute is not relevant.

If the skillchain goes Starburst --> Flaming Arrow, the renkei will be primarily dark --> fire and secondary dark --> light.
Because dark --> fire cannot create a renkei, the secondary attribute will be used so dark --> light create the renkei Transfixion.

Example: Now a dragoon starts the skillchain with Double Trust and the black mage finishes with Starburst
Polearm weponskill: Double Trust (attribute: light)
Staff-weaponskill: Starburst (primary attribute: dark, secondary attribute: water)
Important note: this time the two attributes of Starburst are important, because it is the second weaponskill

Double Trust --> Starburst will produce primarily light --> dark and secondary light--> water.
Light--> dark causes the renkei Compression, while light --> water causes the renkei Reverberation, so both renkei-effects are possible. But because the attribute dark of the Starburst is stronger then the attribute water this skillchain will create the effect of Compression instead of Reverberation.
 
Please note, that attributes just chain with other attributes of their own Lv.

Renkei-levels:

There are three levels of renkei, which corresponded to the level of the attribute classes of the weaponsskill and have also the same name as these attributes.
 
If you create a Lv.1-renkei, you will deal elemental damage according to the attribute of the second weaponskill.
The damage is around 50% of the weaponskill damage, which means, it is better to start with a weak weaponskill (like from a dagger) and close with a strong weaponskill (like from a great sword) to maximize the damage of the renkei.
Because the damage on renkei is magical, the enemy may resist it partly.

There are two ways to create a Lv.2-renkei.
The first way is to chain certain Lv.1-attributes and the second way is to chain Lv.2-attributes.
In the first case, the elements of renkei is not necessarily related to the attributes used to create the renkei, while in the second case the elements of the renkei are the elements of the attribute of the skillchain-closing weaponskill.
The damage is around 60% of the damage of the closing weaponskill. Half of the damage is dealt by the first element of the attribute and the other half is dealt by the second element and the enemy has to resist both seperate.
 
A Lv.3-renkei can just be created when two Lv.2-attributes are linked or if two weaponskills with the same Lv.3-attribute are used together. Contrary to the other two levels, here the order of the weaponskills is not important.
The damage is 100% of the damage of the closing weaponskill and it is calculated by the damage of four elemental attacks.

Renkei-chains:
 
It is possible to use a renkei-effect as the 'opening weaponskill' for a skillchain. If that is done, the following renkei will get stronger. Renkei can get just stronger but not weaker, so it is possible to use a Lv.1-renkei to create a Lv.2-renkei with a weaponskill, but then you have to create other Lv.2-renkei (or a Lv.3) or the skillchain will end.
 
Each additional renkei will deal more damage, instead of the normal 50%, 60% or 100% a renkei will create:
 

Level

2 WS

3 WS

4 WS

5 WS

6 WS

Lv.1

50%

60%

70%

80%

90%

Lv.2

60%

75%

100%

125%

150%

Lv.3

100%

150%

175%

200%

225%

 
So it is for example possible to do a Lv.1-renkei (50% damage), use the renkei-effect to create another Lv.1-renkei (60% damage), use this renkei-effect to create a Lv.2-renkei (100% damage), use a Lv.2-attribute to create a Lv.3-renkei (200% damage) and close with a relic weaponskill to repeat the Lv.3-renkei (225%).
 
An example for this skillchain:
 
A NINs open with Blade:Chi (Light/Thunder) and a PLD follows with Circle Blade (Water/Thunder) which creates Reverberation (Water, 50% dmg).
A SAM uses Meikyo Shisui and uses the Reverberation (Water) and his Tachi:Yukikaze (Ice/Wind) to create Induration (Ice, 60% dmg).
The a DRK follows the Induration (Ice) with Spinning Scythe (Water/Earth), which creates Fragmentation (Wind/Thunder, 100% dmg).
The SAM uses now Tachi:Kasha (Fusion/Dark), which combines with the Fragmentation to Light (Fire/Wind/Thunder/Light, 200% dmg).
The third weaponskill of the SAM is Tachi:Kaiten (Light/Fusion), which repeats the Light-renkei (Fire/Wind/Thunder/Light, 225% dmg).
 
 
(And I still wanna see what damage an alliance of 18 SAM can do, when they all use Meikyio Shisui and make a 54 part-skillchain with Tachi: Yukikaze / Tachi: Kasya / Tachi: Yukikaze / Tachi: Jinpu / Tachi: Gekko / repeat.
Hmm … 22x increased damage + blind, 11x increased damage + paralyze, 16,5x wind damage, 10x increased damage + silence, 11x Compression, 11x Detonation, 11x Scission, 10x Reverberation, 10x Induration … and now imagine Dynmais-Xarcabard against the Dynamis-Lord where another alliance of BLMs magic bursts the 53 renkei.)

Weaponskill and Renkei damage:

Weaponskills may cause physical damage or elemental damage, while renkei cause magical damage every time. Physical weaponskills may be resisted through VIT, def and the spell protect buy the power of this weaponskills can be increased through things like trick attack, sneak attack or other attack-improving abilities. Magical weaponskills and renkei may be resisted through MND, magical def and the spell shell and the power of magical weaponskills cannot be increased through things like trick attack, sneak attack or other attack-improving abilities.

Timing of Weaponskills and Magic for Renkei and Magic Burst:

To create a renkei, some things are needed:
- two ore more weaponskills, which can be chained together
- enough (100%+) tp% for every character participating in the skillchain

The meele-players could make a macro like
[/p Melee1: TP < tp >]
to inform other memebers of the skillchain, how much tp% they have. Please don’t spam this macro from 10% tp till 90% tp every two seconds. It’s annoying …

More important is a macro like this
[/p Melee1: TP < tp >, ready for Skillchain < some-funny-call-sound >]
to inform the other players that you are ready.

As soon as everyone has enough tp% the first player (Melee1) starts the skillchain with this macro:
[/p Skillchain in 3 sec < some-other-funn... -call-sound> ]
[/wait 3]
[/ws “weaponskill1name” < t >]


As soon as “Melee1 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1, Melee2 waits 3 seconds and starts his own macro:
[/ws „weaponskill2name“ < t >]

Instead of counting seconds he can also use a macro like
[/wait 3]
[/ws „weaponskill2name“ < t >]

right when the other player uses his weaponskill.

BAMMM! The second weponskill will hit right in time to create a renkei.
Every spell, magical bloodpact, song and ninjutsu is burstable if the renkei has the right element. Of course … a bursted Dia won't do much damage even if it’s bursted through a Lv.3-Light-renkei. A magic burst increases damage of the spell by 30% and increases the magical accuracy noticable, so resists are less likely to happen.

To get a magic burst, Caster1 has to start casting 3 seconds after “Melee2 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1. Instead of counting secs he can use this macro:
[/wait 3]
[/ma „magicburstingspell1“ < t >]


BAMM²! Magic Burst! {Fun} + {Excitement}

Timing of Bloodpacts and Ancient Magic for Renkei and Magic Burst:
Because Ancient spells (Flare, Freeze, Tornado, Quake, Burst, Flood) have such a long casting time, Caster1 has to start the skillchain. He should use a macro like this for it:
[/ma “ancientspell” < t >]
[/p Casting “ancientspell” at < t >in 19 sec!]
[/wait 6]
[/p “ancientspell” inn 13 sec, start Skillchain now!]

When Melee1 and Melee2 do their weaponskill, the renkei should form right in time to get bursted by the ancient spell. But the bursting of ancient magic is very difficult and takes some practice.

Bloodpacts can be used as weaponskills or can magic burst renkei. Because bloodpacts gets readied over 7 seconds and not over 3 secs, the timing is different for them. Summoner1 has to start every skillchain because of the loner time needed for the avatars.

If an avatar starts the skillchain, the macro of Summoner1 should look like this:
[/p Skillchain in 3 sec < even-another-funny-call-sound >]
[/wait 3]
[/ws “bloodpact” < t >]
[/wait 7]
[/p Start weaponskill now]

If the avatar closes the skillchain, the macro should look like this:
[/p Skillchain in 3 sec < i-run-out-of-funny-sounds-call >]
[/wait 3]
[/ws “bloodpact” < t >]
[/wait 1]
[/p Start weaponskill now]

If the avatar is only there to magic burst the renkei, then Summoner1 has to start the bloodpact at the same time as Melee2 starts his weaponskill (so: as soon as “Melee1 readies weaponskill” appears in the log-window, or the blue circle-like special effect appears around Melee1).

List of weaponskills
There are two versions of weaponskills, exclusive and special.
 
Exclusive: These skills can just be used if a certain job is the main- or the sub-job as long as the skill-level is high enough.
Special: These skills can just be used if a certain job is the mainjob.
 
(There are no 'normal' weaponskills which are usable by all players who have - merited? - skill regardless of job.)
 
The second-to-last weaponskill of each category is always quested. The character has to have the skill at a certain high level (225 or more) and has to be Lv.71 so he can equip the ‘weapons of trial’.
If the character meets the requirements, a NPC will give him the weapon of trial and start the quest. With the weapon of trial he has to do a lot of weaponskills and gain ws-points (1 for an weaponskill or starting a Lv.1-skillchain, 2 for closing a Lv.1-skillchain or starting a Lv.2-skillchain, 3 for for closing a Lv.2-skillchain or starting a Lv.3-skillchain, 5 for closing a Lv.3-skillchain) until he has 300 pts.
After the character got 300 pts. the NPC orders him to kill a certain NM to get a writing of trial. This writing of trial he can trade in for the weaponskill, which is always a Special Weaponskill.
 
Excluded from these categories are always the relic weaponskills, which are always usable by every job who can use the according relic weapon regardless of actual skill-lvl.

Weaponskills go stronger with every single point of tp% but for better overview I have listed just the effects of 100 tp% (weakest version) and 300 tp% (strongest version).
Like also described above, weaponskills which deal elemental damage are magical and are therefore treated like spells. So they aren’t improved by warcry, SATA and so on.
  • Archery
Exclusive (RNG): Flaming Arrow, Piercing Arrow, Dulling Arrow, Sidewinder
Special (RNG): Blast Arrow, Arching Arrow, Empyreal Arrow
 
Quest - From Saplings Drow (Empyreal Arrow): Perih Vashai, Windurst Woods
Relic Weapon (RNG / SAM - Namas Arrow): Futatokoroto (Lv. 4), Yoichinoyumi (Lv. 5)
 

Weaponskill

Skill

100 tp%

300 tp%

DMG-modifiers

Attributes

Flaming Arrow

10

100% fire damage

---

16% STR, 25% AGI

Fire, Light

Piercing Arrow

40

ignores 0% defense

50%

16% STR, 25% AGI

Ice, Light

Dulling Arrow

80

lowers INT

Crit up

16% STR, 25% AGI

Fire, Light

Sidewinder

175

500% dmg

Acc up

16% STR, 25% AGI

Water, Light, Wind

Blast Arrow

200

200 % melee dmg

Acc up

16% STR, 25% AGI

Ice, Light

Arching Arrow

225

350% dmg

Crit up

16% STR, 25% AGI

Fusion

Empyreal Arrow

250q

200% dmg

300% dmg

16% STR, 25% AGI

Fusion, Light

Namas Arrow

Relic

275% dmg, Increases R.Acc

Duration up

40% STR/AGI

LIGHT, Distortion
  • Axe
Excluive #1 (BST, DRK, RNG, WAR): Raging Axe, Smash Axe, Gale Axe, Avalance Axe
Exclusive #2 (BST, DRK, WAR): Spinning Axe
Special #1 (BST, DRK, RNG, WAR): Rampage, Decimation
Special #2 (BST, WAR): Calamity, Mistral Axe
 
Quest – Scattered into Shadow (Decimation): Brutus, Upper Jeuno
Relic Weapon (BST – Onslaught): Ogre Killer (Lv. 4), Guttler (Lv. 5)
 

Weaponskill

Skill

100 tp%

300 tp%

DMG-modifiers

Attributes

Raging Axe

10

100% dmg

200% dmg

30% STR

Wind,Thunder

Smash Axe

40

100% dmg, Stun

Duration up

30% STR

Ice, Water

Gale Axe

70

100 % dmg, Choke

Duration up

30% STR

Thunder

Avalance Axe

100

150% dmg

250% dmg

30% STR

Earth, Thunder

Spinning Axe

150

200% dmg

300% dmg

35% STR

Fire, Earth, Thunder

Rampage

175

5 hits, 50% dmg

40% Crit.

30% STR

Earth

Calamity

200

100% dmg

400% dmg

32% STR/VIT

Earth, Thunder

Mistral Axe

225

ranged 250% dmg

350% dmg

50% STR

Fusion

Decimation

240q

3 hits, 125% dmg

Acc up

50% STR

Fusion, Water

Onslaugt

Relic

275% dmg, Att +10%
Enemy Acc down

---

60% DEX

DARKNESS
Gravitation
  • Club
Excluive #1 (all jobs except COR): Shining Strike, Brainshaker, Starlight
Exclusive #2 (BLU, DRK, PLD, SAM, WAR, WHM): Seraph Strike, Moonlight, Judgement
Exclusive #3 (SCH): Black Halo
Special #1 (all except COR): Skullbreaker, True Strike
Special #2 (BLM, BLU, MNK, PLD, SMN, WAR, WHM): Black Halo
Special #3 (WHM): Hexastrike
 
Quest – Orastery Woes (Black Halo): Kuroido-Moido, Port Windurst
Relic Weapon (WHM – Randgrith): Gullintani (Lv. 4), Mjollnir (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Shining Strike
10
100% light dmg
250% light dmg
20% STR/MND
Thunder
Seraph Strike
40
100% light dmg
300% light dmg
30% STR/MND
Thunder
Brainshaker
70
100% dmg, Stun
Duration up
30% STR
Water
Starlight
100
restores MP
triple MP
(Skill-100)/9+10
---
Moonlight
125
restores MP, Aoe
double MP
((Skill-100)/9+10)*5/party
---
Skullbreaker
150
100% dmg, lowers INT
less INT
35% STR
Ice, Water
True Strike
175
100% dmg, Crit
Acc up
50% STR
Wind, Thunder
Judgement
200
200% dmg
400% dmg
32% STR/MND
Thunder
Hexastrike
220
6 hits, 100% dmg
Crit up
20% STR/MND
Fusion
Black Halo
230q
2 hits, 150% dmg
300% dmg
30% STR, 50% MND
Fragmentation, Dark
Randgrith
Relic
  275% dmg, Acc up,
Enemy Eva -40
---
40% STR/MND
LIGHT,
Fragmentation
  • Dagger
Exclusive #1 (all jobs except BLU, MNK, WHM): Wasp Sting, Gust Slash, Shadowstitch
Exclusive #2 (BRD, DNC, NIN, RDM, RNG, THF): Viper Bite, Cyclone, Energy Drain
Exclusive #3 (SCH): Cyclone
Special #1 (all except BLU, MNK, WHM): Energy Steal
Special #2 (BRD, BST, COR, DNC, NIN, RDM, RNG, THF, WAR): Evisceration
Special #3 (DNC, THF): Dancing Edge, Shark Bite
 
Quest – Cloak and Dagger (Evisceration): Jakoh Wahcondalo, Kazham
Relic Weapon (THF, RDM, BRD – Mercy Strike): Batardeau (Lv. 4), Mandau (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Wasp Sting
10
100% dmg, Poison
Duration up
---
Earth
Gust Slash
40
ranged 100% wind dmg
250% dmg
20% DEX/INT
Wind
Shadowstitch
70
100% dmg, Bind
Duration up
30% CHR
Water
Viper Bite
100
100% dmg, Poison
Duration up
30% DEX
Earth
Cyclone
125
ranged 100% AoE wind dmg
288% dmg
30% DEX, 20% INT
Wind, Thunder
Energy Steal
150
steals MP
steals more MP
---
---
Energy Drain
175
steals more MP
steals even more MP
---
---
Dancing Edge
200
5 hits, 119% dmg
Accuracy up
30% DEX, 40% CHR
Earth, Thunder
Shark Bite
225
2 hits, 200% dmg
300% dmg
50% DEX
Fragmentation
Evisceration
230q
5 hits, 100% dmg
Crit up
30% DMG
Gravitation, Light
Merci Stroke
Relic
300% dmg, Crit rate up,
Poisons enemy
---
60% STR
DARKNESS,
Gravitation
  • Great Axe
Exclusive (DRK, WAR): Shield Break, Iron Tempest, Sturmwind, Armor Break
Special #1 (DRK, WAR): Keen Edge, Weapon Break, Steel Cyclone
Special #2 (WAR): Raging Rush, Full Break
 
Quest – Wight of your Limits (Steel Cyclone): Iron Eater, Bastok Metalworks
Relic Weapon (WAR – Metatron Torment): Abaddon Killer (Lv. 4), Bravura (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Shield Break
10
100% dmg, -40 Eva
Duration up
20% STR/VIT
Ice
Iron Tempest
40
100% dmg
dmg up
30% STR
Earth
Sturmwind
70
2 hits, 10% dmg
dmg up
30% STR
Water, Earth
Armor Break
100
100% dmg, -25% Def
Duration up
20% STR/VIT
Wind
Keen Edge
150
100% dmg
Crit up
35% STR
Dark
Weapon Break
175
100% dmg, -25% Att
Duration up
32% STR/VIT
Thunder
Raging Rush
200
3 hits, 100% dmg
Crit up
35% STR
Ice, Water
Full Break
225
100% dmg, -20 Eva/Acc, -12.5% Def/Att
Duration up
50% STR/VIT
Distortion
Steel Cyclone
240q
150% dmg
300% dmg
50% STR/VIT
Distortion, Thunder
Metatron Torment
Relic
275% dmg, lowers dmg taken,
 -12.5% Def
---
60% STR
LIGHT,
Fusion
  • Great Katana
Exclusive (NIN, SAM): Tachi:Enpi, Tachi:Hobaku, Tachi:Goten, Tachi:Kagero
Special #1 (NIN, SAM): Tachi:Jinpu, Tachi:Goki
Special #2 (SAM): Tachi:Yukikaze, Tachi:Gekko, Tachi:Kasha
 
Quest – The Potential Within (Tachi: Kasha): Jaucribaux, Norg
Relic Weapon (SAM – Tachi: Kaiten): Tosukanotsurugi (Lv. 4), Amanomurakumo (Lv. 5)
 

Weaponskill

Skill

100 tp%

300 tp%

DMG-modifiers

Attributes

Tachi: Enpi

10

2 hits, 100% dmg

200% dmg

30% STR

Light, Earth

Tachi: Hobaku

30

100% dmg, Stun

Duration up

30% STR

Ice

Tachi: Goten

70

100% thunder dmg

Dmg up

30% STR

Light, Thunder

Tachi: Kagero

100

100% fire dmg

Dmg up

50% STR

Fire

Tachi: Jinpu

150

100% wind dmg

Dmg up

30% STR

Earth, Wind

Tachi: Koki

175

100% light dmg

Dmg up

50% STR, 30% MND

Water, Thunder

Tachi: Yukikaze

200

175% dmg, Blind

250% dmg

75% STR

Ice, Wind

Tachi: Gekko

225

175% dmg, Silence

250% dmg

75% STR

Distortion, Water

Tachi: Kasha

250q

175% dmg, Paralyze

250% dmg

75% STR

Fusion, Dark

Tachi: Kaiten

Relic

300% dmg, Store TP+7

Duration up

60% STR

LIGHT, Fragmentation
  • Great Sword
Exclusive (DRK, PLD, WAR): Hard Slash, Power Slash, Frostbite, Freezebite
Special #1 (DRK, PLD, WAR): Shockwave, Crescent Moon, Groundstrike
Special #2 (DRK, PLD): Sickle Moon, Spinning Slash
 
Quest – Inheritance (Ground Strike): Gumbah, Bastok Mines
Relic Weapon (WAR, PLD, DRK – Scourge): Valhalla (Lv. 4), Ragnarok (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Hard Slash
10
150% dmg
200% dmg
30% STR
Earth
Power Slash
30
100% dmg
Crit up
20% STR/VIT
Light
Frostbite
70
100% ice dmg
250% dmg
20% STR/INT
Ice
Freezebite
100
100% ice dmg
300% dmg
30% STR, 20% INT
Ice, Wind
Shockwave
150
100% AoE Dmg, Sleep
Duration up
30% STR/MND
Water
Crescent Moon
175
100% dmg
250% dmg
35% STR
Earth
Sicklemoon
200
2 hits, 150% dmg
275% dmg
20% STR/AGI
Earth, Thunder
Spinning Slash
225
250% dmg
350% dmg
30% STR/INT
Fragmentation
Groundstrike
250q
150% dmg
300% dmg
50% STR/INT
Fragmentation, Distortion
Scourge
Relic
300% dmg, Crit Rate up
Duration up
40% MND/CHR
LIGHT, Fusion
  • Hand to Hand
Exclusive #1 (DNC, MNK, NIN, PUP, THF, WAR): Combo, Shoulder Tackle
Exclusive #2 (MNK, PUP, WAR): Backhand Blow
Exclusive #3 (MNK, PUP): One Inch Punch, Raging Rush
Special #1 (DNC, NIN, THF): Backhand Blow
Special #2 (DNC, MNK, NIN, PUP, THF, WAR): Spinning Attack
Special #3 (MNK, PUP): Howling Fist, Dragon Kick
Special #4 (MNK): Asuran Fist
 
Quest – The Walls of your Mind (Asuran Fist): Oggbi, Port Bastok
Relic Weapon (MNK – Final Heaven): Caestus (Lv. 4), Spharai (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Combo
10
3 hits, 100% dmg
200% dmg
20% STR/DEX
Thunder
Shoulder Tackle
40
100% dmg, Stun
Duration up
30% VIT
Water, Thunder
One Inch Punch
75
100% dmg, ignores Def
ignores more Def
40% VIT
Dark
Backhand Blow
100
100% dmg, Crit +40%
Crit +80%
30% STR/DEX
Wind
Raging Fist
125
5 hits, 100% dmg
200% dmg
20% STR/DEX
Thunder
Spinning Attack
150
100% AoE dmg
larger radius
35% STR
Fire, Thunder
Howling Fist
200
250% dmg
300% dmg
20% STR, 50% VIT
Light, Thunder
Dragon Kick
225
200% dmg
350% dmg
50% STR/VIT
Fragmentation
Asuran Fist
250q
8 hits, 100% dmg
Acc up
10% STR/VIT
Gravitation, Fire
Final Heaven
Relic
300% dmg, Subtle Blow +10
Duration up
60% VIT
LIGHT, Fusion
  • Katana
Special (NIN): all
 
Quest – Buji Soden (Blade: Ku): Ryoma, Norg
Relic Weapon (NIN – Blade: Metsu): Yoshimitsu (Lv. 4), Kikoku (Lv. 5)
 

Weaponskill

Skill

100 tp%

300 tp%

DMG-modifiers

Attributes

Blade: Rin

10

100% dmg

Crit. up

20% STR/DEX

Light

Blade: Retsu

30

2 hits, 100% dmg, Paralyze

Duration up

20% STR/DEX

Earth

Blade: Teki

70

50% water dmg

100% dmg

20% STR/INT

Water

Blade: To

100

50% ice dmg

100% dmg

30% STR/INT

Ice, Wind

Blade: Chi

150

2 hits, earth dmg

Dmg up

30% STR/INT

Thunder, Light

Blade: Ei

175

dark dmg

Dmg up

???

Dark

Blade: Jin

200

3 hits, 100% dmg

Crit. up

30% STR/DEX

Wind, Thunder

Blade: Ten

225

250% dmg

300% dmg

30% STR/DEX

Gravitation

Blade: Ku

250q

5 hits, 100% dmg

Acc up

10% STR/DEX

Gravitation, Light

Blade: Metsu

Relic

300% dmg, Subtle Blow +10

Duration up

60% DEX

DARKNESS, Fragmentation

  • Marksmanship
Exclusive (COR, RNG): Hot Shot, Split Shot, Sniper Shot, Slug Shot
Special #1 (COR, RNG): Detonator
Special #2 (RNG): Blast Shot, Heavy Shot
 
Quest – Shot First, Ask Questions Later (Detonator): Cid, Bastok Metalworks
Relic Weapon (RNG – Coronach): Ferdinand (Lv. 4), Annihilator (Lv. 5)
 

Weaponskill

Skill

100 tp%

300 tp%

DMG-modifiers

Attributes

Hot Shot

10

50% fire dmg

100& dmg

30% AGI

Fire, Light

Split Shot

40

ignores 0% defense

50%

30% AGI

Water, Light

Sniper Shot

80

lowers INT

Crit up

30% AGI

Fire, Light

Slugshot

175

500% dmg

Acc up

30% AGI

Water, Light, Wind

Blast Shot

200

200 % melee dmg

Acc up

30% AGI

Ice, Light

Heavy Shot

225

350% dmg

Crit up

30% AGI

Fusion

Detonator

250q

200% dmg

300% dmg

30% AGI

Fusion, Light

Coronach

Relic

300% dmg, Lowers Enmity

Duration up

40% DEX/AGI

LIGHT, Fragmentation

  • Polearm
Exclusive #1 (DRG, PLD, SAM, WAR): Double Thrust, Thunder Thrust
Exclusive #2 (DRG, PLD, WAR): Raiden Thrust
Exclusive #3 (DRG, SAM, WAR): Leg Sweep
Special #1 (PLD): Leg Sweep
Special #2 (DRG, PLD, SAM, WAR): Penta Thrust, Vorpal Thrust
Special #3 (DRG, SAM, WAR): Impulse Drive
Special #4 (DRG): Skewer, Wheeling Thrust
 
Quest – Methods Create Madness (Impulse Drive): Balasiel, Southern San d’Oria
Relic Weapon (DRG – Geirskogul): Gae Assail (Lv. 4), Gungir (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Double Thrust
10
2 hits, 100% dmg
200% dmg
30% STR
Light
Thunder Thrust
30
150% thunder dmg
250% dmg
20% STR/INT
Light, Thunder
Raiden Thrust
70
100% thunder dmg
300% dmg
30% STR/INT
Light, Thunder
Leg Sweep
100
100% dmg, Stun
Duration up
30% STR
Thunder
Penta Thrust
150
5 hits, 100% dmg
Acc up
20% STR/DEX
Dark
Vorpal Thrust
175
100% dmg
Crit up
20% STR/AGI
Water, Light
Skewer
200
3 hits, 100% dmg
Crit up
35% STR
Light, Thunder
Wheeling Thrust
225
175% dmg, ignores Def
ignores more Def
50% STR
Fusion
Impulse Drive
240q
2 hits, 100% dmg
250% dmg
50%
Gravitation, Ice
Geirskogul
Relic
300% dmg, Shock Spikes
Duration up
60% AGI
LIGHT, Distortion

  • Scythe
Exclusive #1 (BLM, BST, DRK, WAR): Slice, Dark Harvest
Exclusive #2 (DRK, WAR): Shadow of Death
Exclusive #3 (BST, DRK, WAR): Nightmare Scythe
Special #1 (BLM): Nightmare Scythe
Special #2 (BLM, BST, DRK, WAR): Spinning Scythe, Vorpal Scythe
Special #3 (BST, DRK, WAR): Spiral Hell
Special #4 (DRK): Guillotine, Cross Reaper
 
Quest – Souls in Shadow (Spiral Hell): Novalmauge, Bostaunieux Oubliette
Relic Weapon (DRK – Catastrophe): Bec de Faucon (Lv. 4), Apocalypse (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Slice
10
150% dmg
200% dmg
30% STR
Earth
Dark Harvest
30
100% dark dmg
250% dmg
20% STR/INT
Water
Shadow of Death
70
100% dark dmg
300% dmg
20% STR/INT
Ice, Water
Nightmare Scythe
100
100% dmg, Blind
Duration up
30% STR/MND
Dark, Earth
Spinning Scythe
150
100% AoE dmg
larger radius
30% STR
Water, Earth
Vorpal Scythe
175
100% dmg
Crit up
35% STR
Light, Earth
Guillotine
200
4 hits, 83% dmg, Silence
Duration up
25% STR/MND
Ice
Cross Reaper
225
2 hits, 200% dmg
250% dmg
30% STR/MND
Distortion
Spiral Hell
240q
138% dmg
363% dmg
50% STR/MND
Distortion, Earth
Catastrophe
Relic
275% dmg, 30 sec 10% Haste,
drains HP
60 sec
40% AGI/INT
DARKNESS,
Gravitation

  • Staff
Exclusive #1 (BLM, BRD, DRG, MNK, PLD, SCH, SMN, WAR, WHM): Heavy Swing, Rock Crusher, Starburst
Exclusive #2 (MNK, PLD, SCH, WAR, WHM): Earth Crusher, Sunburst
Special #1 (BLM, BRD, DRG, MNK, PLD, SCH, SMN, WAR, WHM): Shell Crusher, Full Swing, Spirit Taker, Retribution
 
Quest – Blood and Glory (Retribution): Shantotto, Windurst Walls
Relic Weapon (BLM, SMN – Gate of Tartarus): Thyrus (Lv. 4), Claustrum (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Heavy Swing
10
100% dmg
225% dmg
30% STR
Thunder
Rock Crusher
40
100% earth dmg
250% dmg
20% STR/INT
Thunder
Earth Crusher
70
100% AoE earth dmg
363% dmg
30% STR/INT
Wind, Thunder
Starburst
100
100% light or dark dmg
250% dmg
---
Dark, Water
Sunburst
150
100% light or dark dmg
400% dmg
---
Dark, Water
Shell Crusher
175
100% dmg, lowers Def
Duration up
35% STR
Wind
Full Swing
200
100% dmg
500% dmg
50% STR
Fire, Thunder
Spirit Taker
215
converts 100% dmg to MP
200% dmg
50% INT/MND
---
Retribution
230q
200% dmg
300% dmg
30% STR, 50% MND
Gravitation, Water
Gate of Tartarus
Relic
300% dmg, 8 MP / 20 Ticks,
lowers att
60 Ticks
60% CHR
DARKNESS,
Distortion

  • Sword
Exclusive #1 (all jobs except BLM, MNK, PUP, SMN, WHM): Fast Blade, Burning Blade, Flat Blade
Exclusive #2 (BLU, DRK, PLD, WAR): Red Lotus Blade, Seraph Blade, Vorpal Blade
Exclusive #3 (all jobs except BLM, BST, MNK, PUP, SMN, WHM): Shining Blade
Special #1 (BST): Shining Blade
Special #2 (all jobs except BLM, MNK, PUP, SMN, WHM): Circle Blade, Spirits Within
Special #3 (BLU, COR, DRK, PLD, RDM, WAR): Savage Blade
Special #4 (PLD): Swift Blade
 
Quest – Old Wounds (Savage Blade): Ourilla, Chateau d’Oraguille
Relic Weapon (PLD, RDM – Knights of the Round): Caliburn (Lv. 4), Excalibur (Lv. 5)
 
Weaponskill
Skill
100 tp%
300 tp%
DMG-modifiers
Attributes
Fast Blade
10
2 hits, 100% dmg
200% dmg
20% STR/DEX
Earth
Burning Blade
30
100% fire dmg
250% dmg
20% STR/INT
Fire
Red Lotus Blade
50
100% fire dmg
300% dmg
30% STR 20% INT
Fire, Thunder

Flat Blade

75

100% dmg, Stun

Duration up

30% STR

Thunder

Shining Blade
100
100% light dmg
250% dmg
20% STR/MND
Earth
Seraph Blade
125
100% light dmg
300% dmg
30% STR/MND
Earth
Circle Blade
150
100% AoE dmg
larger radius
35% STR
Water, Thunder
Spirits Within
175
4/32 current HP dmg
(regardless of the physical damage
it is treated as a magical
weaponskill, so it ignores all physical
defenses and evasion but may be resisted)
15/32
---
---
Vorpal Blade
200
4 hits, 100% dmg
Crit up
30% STR
Earth
Swift Blade
225
3 hits, 150% dmg
Acc up
30% STR/MND
Gravitation
Savage Blade
240q
2 hits, 100% dmg
350% dmg
30% STR, 50% MND
Fragmentation, Scission
Knights of Round
Relic
300% dmg, Regen
---
40% STR/MND
LIGHT, Fusion

  • Bloodpacts
Some of the 'Rage'-type bloodpacts can be used to create a skillchain. These bloodpacts have always a single Lv.1-attribute and their damage type might be different from the normal hand-to-hand damage that avatars deal. The physical bloodpacts don't need tp% to be used and the accuracy on these goes up if the summoning skill of the summoner is above the current cap for that level (through merits and/or equipment).
The physical lv.65/70-bloodpacts (Flaming Crush, Rush, Predator Claw, Mountain Buster, Chaotic Strike, Spinning Dive, Eclipse Bite) don't have a skillchain-attribute so they cannot be used for a skillchain. Avatars get full 8 tp% per hit of a bloodpact.
 
Avatar: Bloodpact
Level
Effect
Attribute
Ifrit: Punch
1
deals physical damage to the target
Liquefaction
Shiva: Axe Kick
1
deals physical damage to the target
Induration
Garuda: Claw
1
deals physical damage to the target (piercing)
Detonation
Titan: Rock Throw
1
a ranged attack, that deals physical damage and slows the target (blunt)
Impaction
Ramuh: Shock Strike
1

deals physical damage and stuns the target  (blunt)

Scission
Leviathan: Barracuda Dive
1
deals physical damage to the target (slash)
Reverberation
Diabolos: Camisado
1
deals physical damage to the target (blunt)
Compression
Carbuncle: Poison Nails
5

deals physical damage and poisons the target (piercing)

Transfixion
Fenrir: Moonlit Charge
5

deals physical damage and paralyzesthe target (blunt)

Compression
Fenrir: Crescent Fang
10

deals physical damage and blinds the target (piercing)

Transfixion

Diabolos: Somnolence

20

deals physical damage and gravitys the target (blunt)

Compression

Titan: Rock Buster

21

deals physical damage and binds the target (blunt)

Reverberation

Ifrit: Burning Strike

23

deals fire damage to the target

Impaction

Leviathan: Tail Whip

26

deals physical damage and gravitys the target (blunt)

Detonation

Ifrit: Double Punch

30

deals two hits with physical damage to the target

Compression

Titan: Megalith Throw

35

a ranged attack, that deals physical damage and slows the target (blunt)

Induration

Shiva: Double Slap

50

deals two hits with physical damage to the target

Scission

 
The 'Rage'-bloodpacts which deal elemental damage (except Ifrit's Burning Strike) can magic burst a renkei. They will use up the tp% of the avatar and their strength goes up with the amount of tp% used (Healing Bloodpacts also use tp% to become stronger).
  • Maton-Weaponskills
The weaponskills of matons deal the same damage type as the according frame (Harlequin/Stormwaker: hand-to-hand, Sharpshot: piercing, Valoredge: slashing) and the first 4 weaponskills are usable from the start.
The other 3 weaponskills are learned around Lv.50 and they are normally used instead of the lower-level weaponskills except when certain maneuvers are up or the Maton uses the inhibitor to close a skillchain properly.
Knockout is used when equal/more wind maneuvers are used than thunder maneuvers.
Daze is used when equal/more thunder maneuvers are used than fire maneuvers.
Cannibal Blade is used when equal/more dark maneuvers used than earth/wind maneuvers.
 
Frame: Weaponskill
Skill
Effect
Attribute
Harlequin / Stormwaker: Slapstick
0
deals physical damage
Reverberation, Impaction
Sharpshot: Arcuballista
0
ranged attack, deals physical damage
Liquefaction, Fusion
Valoredge: Chimera Ripper
0
deals physical damage
Detonation, Induration
Valoredge: String Clipper
0
deals physical damage
Scission
Harlequin / Stormwaker: Knockout
145

deals physical damage, lowers target evasion

Detonation, Scission
Sharpshot: Daze
150
ranged attack, deals physical damage and stuns the target
Transfixion, Impaction
Valoredge: Cannibal Blade
150
deals physical damage and restores HP according to the damage
(regardless of the physical damage it is treated as a magical weaponskill, so it ignores all physical defenses and evasion but may be resisted)
Compression, Reverberation, Scission

  • Physical blue spells
The physical spells of a Blue Mage can be used to create a skillchain.
They are just able to use that specific power of a physical blue spell after they used the jobability "Chain Affinity". This jobability will also allow physical blue spells to consume tp% and enhance certain parameters of the spells. It is possible for a BLU to chain weaponskill > physical spell, to create a skillchain without a second player (in that case the spell is just enhanced by the tp% the BLU got from the weaponskill). Additional effects of physical blue spells are never guaranteed.
 
Blue Spell
Level
Effect
Tactical Points
DMG-modifiers
Attributes
Foot Kick
1
critical slash damage
Critical Rate up
10% STR/DEX
Detonation
Power Attack
1
critical blunt damage
Critical Rate up
10% STR/VIT
Reverberation
Sprout Smack
4
blunt damage, effect: Slow
Duration up
30% VIT
Reverberation

Wild Oats

4

ranged piercing damage, effect: VIT down

Duration up

30% AGI

Transfixion

Queasyshroom
8
ranged piercing attack, effect: Poison
Duration up
20% INT
Compression
Battle Dance
12
AoE slash damage, effect: DEX down
Duration up
30% STR
Impaction
Feather Storm
12
ranged piercing damage, effect: Poison
Poison chance up
30% AGI
Transfixion
Head Butt
12
blunt damage, knockback, effect: Stun
Damage up
20% STR/INT
Impaction
Helldive
16
blunt damage, knockback
Damage up
30% AGI
Transfixion
Bludgeon
18
triple hits, blunt damage
Accuracy up
30% CHR
Liquefaction
Claw Cyclone
20
double hit, AoE slash damage
Damage up
30% DEX
Scission
Screwdriver
26
critical piercing damage
Critical Rate up
20% STR/MND
Transfixion, Scission

Grand Slam

30

AoE blunt damage

Damage up

30% VIT

Induration

Smite of Rage

34

slash damage

Damage up

20% STR/DEX

Detonation

Pinecone Bomb

36

ranged piercing damage, effect: Sleep

Duration up

20% STR/AGI

Liquefaction

Jet Stream

38

triple hit, blunt damage

Accuracy up

30% AGI

Impaction

Uppercut

38

blunt damage

Damage up

35% STR

Liquefaction, Impaction

Terror Touch

40

blunt damage, effect: Attack down

Accuracy up

20% DEX/INT

Compression, Reverberation

Mandibular Bite

44

slash damage

Damage up

20% STR/INT

Induration

Sickle Slash

48

critical piercing damage

Critical Rate up

50% DEX

Compression

Death Scissors

60

slash damage

Damage up

60% STR

Compression, Reverberation

Dimensional Death

60

blunt damage

Damage up

50% STR

Impaction

Body Slam

62

AoE blunt damage

Damage up

40% VIT

Impaction

Frenetic Rip

63

triple hits, blunt damage

Damage up

20% STR/DEX

Induration

Frypan

63

AoE blunt damage, effect: Stun

Accuracy up

20% STR/MND

Impaction

Hydro Shot

63

ranged blunt damage, effect: enmity down

Effect Chance up

30% AGI

Reverberation

Spinal Cleave

63

slash damage, ignores shadows

Accuracy up

30% STR

Scission, Detonation

Hysteric Barrage

69

five hits, blunt damage

Damage up

30% DEX

Detonation

Tail Slap

69

AoE blunt damage, effect Stun

Damage up

20% STR, 50% VIT

Reverberation

Cannonball

70

ranged blunt damage

Damage up

50% STR/VIT, Def

Fusion

Disseverment

72

five hits, piercing damage, effect: Poison

Accuracy up

20% STR/DEX

Distortion

Ram Charge

73

blunt damage

Damage up

30% STR, 50% MND

Fragmentation

Vertical Cleave

75

slash damage, ignores shadows

Damage up

50% STR

Gravitation

  • Flourishes
The job Dancer has two flourishes which are useful for skillchains. Note that the effect pf Building Flourish can be used by anyone in the party, while the effect of Wild Flourish can just be used by the Dancer.
 
Flourish
Level

Finishers

Effect
Attribute
Building Flourish
50

1-3

1 Finisher: next weaponskill on enemy has Accuracy up
2 Finishers: next weaponskill on enemy has Accuracy / Attack up
3 Finishers: next weaponskill on enemy has Accuracy / Attack / Critical Rate up
---
Wild Flourish
60

2

works as a starter for a skillchain; the next weaponskill the dancer uses will create a Renkei of the primary attribute of the weaponskill
---

 
Elemental Gorgets
 
The female hume Yurim on the upper floor of the Tavnazian Safehold offers a quest named "In the Name of Science". Eight of the rewards of these quests are the elemental gorgets. These gorgets increase the damage and the accuracy of a weaponskill with the according attribute.
 
Flame Gorget: influences weaponskills with the attributes Liquefaction and Fusion
Snow Gorget: influences weaponskills with the attributes Induration and Distortion
Breeze Gorget: influences weaponskills with the attributes Detonation and Fragmentation
Soil Gorget: influences weaponskills with the attributes Scission and Gravitation
Thunder Gorget: influences weaponskills with the attributes Impaction and Fragmentation
Aqua Gorget: influences weaponskills with the attributes Reverberation and Distortion
Light Gorget: influences weaponskills with the attributes Transfixion and Fusion
Shadow Gorget: influences weaponskills with the attributes Compression and Gravitation
 
Aden's Renkei Chart
 
Under this URL (http://adennak.com/blog/wordpress/?page_id=4) you will find a great Renkei-Chart with all weaponskills and their relation on it.


< Message edited by Aralays -- 1/20/2008 5:53:43 AM >
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A multitude of informations about the world we play in: Vana'diel
 
Fun and Excitement in the wonderous world of FFXI
 
(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/14/2005 12:55:00 PM   
Aralays

 

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This is Aden's Renkei-chart. I think it is the best chart for skillchains and renkei you can find out there ... http://www.adennak.com/renkei10.jpg

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A multitude of informations about the world we play in: Vana'diel
 
Fun and Excitement in the wonderous world of FFXI
 
(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
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(in reply to Aralays)
Proud Member of: TheWindurstShell[UNI]  
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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/17/2005 6:39:00 AM   
Ryuujin

 

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Aralays, Thanks for the info some of this stuff is going to help alot! (happy)

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/23/2005 1:42:00 AM   
Kylin


Posts: 789
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I know about the WS... but what Im trying to figure out is how do you know which WS goes with which WS to make a SC effect. The other chart shows boxes with lists of WS then arrow pointing to another box but sometimes I try to use one WS from one box, then go to the other box in which the arrow is pointing to, and use that WS, nothing happends. This is what is confusing me.... (angry)

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/23/2005 7:13:00 AM   
Guest
Sorry, i'm not sure what your problem is, it seems to work good for me and the melees in my party. Perhaps you have just bad timing (lag can destroy skillchains) or you try to chain weaponskills with a wrong primary attribute: Spinning Axe > Full Swing looks like a Earth > Fire --> Liquefaction-rankei, but because the frist weaponskill will use its primary attribute (A in Aden's Chart) you will do Fire > Fire --> Nothing. Sorry, I'm not sure what exactly is your problem, so please give me an example of something not working and I try to solve the problem.

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/23/2005 8:07:00 AM   
Aralays

 

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 7/24/2005 8:06:00 AM   
Aralays

 

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Got some information on the relic-weaponskills...

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Re: Ara's almostly-wostly complete guide to Renkei and ... - 3/16/2006 12:53:36 PM   
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Great work Aralays, I can use this for SCing with SMN. However can you post the .jpg of the Renkei chart, your link is no longer good.

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 3/16/2006 1:33:56 PM   
Aralays

 

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Um ... yeah ... in five weeks when I'm online with my own PC again.

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RE: Ara's almostly-wostly complete guide to Renkei and ... - 3/16/2006 1:48:01 PM   
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I'll help you Aralays.  Here's the one he mentioned: http://adennak.com/blog/?postid=3   And in case you don't read the text on the page that this link takes you to, he has requested that you download the chart as it eats up his bandwidth if people just open in a browser and he will take it off.

But this is also a nice one:

http://www.deadgod.net/index.php?do=renkei

 


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RE: Ara's almostly-wostly complete guide to Renkei and ... - 9/26/2007 4:33:07 PM   
Aralays

 

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Ok, I updated this guide. I think it is complete now, but with WotG we will get new weaponskills, so more stuff to come :)

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