• Battle Regimen 101

    If you are familiar with Final Fantasy XI, you most likely have either been a part of or seen the use of renkei a.k.a. Skill Chain. These were typically a succession of acquired special attacks that, when done properly, would result in an attack that would add a boost of damage against the mob. Battle Regimens in Final Fantasy XIV takes the place of Skill Chains by allowing the players to do coordinated attacks that allow for the mob not only to be attacked but to be given various status effects.

    As of open beta, engaging in Battle Regimen might not always work as they are currently buggy. This guide will be updated as the game is launched into retail, becomes more stabilized, or as more information is found out.

    Starting Out: You Gotta Hit It First!
    First, in order to participate in a Battle Regimen, you must be engaged with a mob! Battle Regimens will not work unless you are engaged, so don't try to get smart and think you can inflict the mob with a special effect before the start of battle-- I tried several times.

    "Battle Regimen Mode" and Stacking Attacks

    Second, it is important to decide the order of attacks so that you know who is starting and who is ending. For this example, I will go first with Heavy Strike and Orophen will follow up with Light Slash. To start off after engaging the mob, we will select "Battle Regimen Mode" on the far left of our action bar.


    Upon selecting this, you will then select which action you want to stack for the Battle Regimen. Mine is Heavy Strike. You will know that your party member has selected their regimen and when your turn is next when you see the follow effect:



    After Orophen sees this he will select his attack, Light Slash. If you aren't sure what has been stacked, the game conveniently tells you so on the right hand side with the top being the most recently stacked action:



    Now To "Begin" Your Regimen!

    When all the attacks have been stacked, it is now time to finish things up. To avoid confusion as to who should finish this up, Orophen and I have decided that the last person who stacked their attack should be the one to "Begin Battle Regimen". For this example, that will be Orophen:



    Because things are buggy at the moment, you might need to press this button more than once. Sometimes it has taken us up to three tries before it will finally execute. When it executes, each attack will go off consecutively and under the mob's name will be an icon letting you know what status effect it is inflicted with-- as long as the attacks land. Yes, just like weapon skills, a Battle Regimen is not always 100% and can miss.

    What Has Worked:
    As of now, we know of the following combinations that work but currently do not know what their status means:

    Light Strike + Phantom Dart = Regiment of Trauma
    Light Strike + Heavy Strike = Regiment of Ruin
    Light Stab + Light Strike = Regiment of Ruin
    Light Slash + Light Strike = Regiment of Ruin

    Things to note:

    1.) Right now we found that you don't have to go with the particular order we listed, BUT it makes it tidy to at least know who is going first and last so that you know who you're following up and who is in charge of selecting "Begin Regimen Mode". If you try to do it at the same time, you'll just end up with errors and a lot of confusion. Try to set things out cleanly and you should have little to no problems with execution.

    2.) Its buggy. Sometimes it will execute with one click, and sometimes it has taken as many as three to four.

    3.) The starter abilities have worked fine. We would like to try with a third to see if we can stack even more debuffs on the mob this way.

    4.) Each status effect has its own icon, but Orophen and I do not know what they are. We are going to make a bold assumption that:

    Melee + Melee = A melee type of status effect.
    Melee + Mage = Allows for mage type of status effect; weakness against elementals maybe?
    Mage + Mage = We haven't tried this yet.

    5.) No self Battle Regimens... yet.

    Everyone is welcome to give their thoughts and contributions to this article, and it will be updated accordingly. A new section might be created for working combinations plus their status effects.

    Comments 5 Comments
    1. Orophen's Avatar
      This is a really nice breakdown of the whole Battle Regimen process. Was a bit frustrating trying to get it to actually work when we were testing things. Once we got it figured out it was quite cool. I think though, that it's a bit buggy because of the repeated tries it takes to get it to start. I'm thinking they will have the kinks worked out by release.
    1. Murugan's Avatar
      Thanks for the guide, though there are plenty of others out there (and videos) this I think was the most clear.

      I have to admit we are still having trouble getting them to work more than about 1/6 tries. What I'm currently doing is queuing up our abilities>pressing G to fire the swirl> using the ability during the swirl.

      I notice you don't say to use the ability (or do anything) during the swirl, so maybe that isn't necessary.

      Anyways, we tried out the following which didn't work (as in apply a regimen effect):

      Tramel>Seismic Shock
      Tramel>Concussive Blow
      Concussive>Skewer
      Skewer>Seismic Shock

      Haven't found a TP ability chain that worked so far, not sure about those involving Victimize as we couldn't find a mob to test it on that didn't die from it (or kill us in the process of testing the mode).

      Anyone interested in getting together to test more can send me a tell on Selbina (Murugan Raj) or Figaro (same name).

      By the way of the effects it seems:

      Regimen of Ruin= Attack Down
      Regimen of Constraint= TP gain down
    1. Calaera's Avatar
      Quote Originally Posted by Murugan View Post
      Thanks for the guide, though there are plenty of others out there (and videos) this I think was the most clear.

      I have to admit we are still having trouble getting them to work more than about 1/6 tries. What I'm currently doing is queuing up our abilities>pressing G to fire the swirl> using the ability during the swirl.

      I notice you don't say to use the ability (or do anything) during the swirl, so maybe that isn't necessary.

      Anyways, we tried out the following which didn't work (as in apply a regimen effect):

      Tramel>Seismic Shock
      Tramel>Concussive Blow
      Concussive>Skewer
      Skewer>Seismic Shock

      Haven't found a TP ability chain that worked so far, not sure about those involving Victimize as we couldn't find a mob to test it on that didn't die from it (or kill us in the process of testing the mode).

      Anyone interested in getting together to test more can send me a tell on Selbina (Murugan Raj) or Figaro (same name).

      By the way of the effects it seems:

      Regimen of Ruin= Attack Down
      Regimen of Constraint= TP gain down
      Thanks! I had looked at other guides, but most of them didn't make sense to me. In fact, most of the time it caused more confusion than not. As for the swirl, it typically comes up after you have already selected the ability. So even when you select Battle Regimen Mode, the swirl will only come up after you choose what you want to stack.

      I'll give your way a shot though. I've heard of people doing it that way, but it was still kinda confusing to me. Yours makes a little more sense than the others though, so we'll see how it goes the next time I'm on.

      How did you figure out what the statuses do? I guess we've been using mostly blue level mobs to test our battle regimens on, so we haven't been able to see what the result of the status is. :\
    1. Orophen's Avatar
      Well thanks to info from the Prelive Event, we've gotten more information about how this is supposed to work.
      • Lowers a target’s physical defense (normal attack -> normal attack)
      • Lowers a target’s magic defense (normal attack -> magic attack)
      • Increases a target’s casting time/raises MP costs (normal attack -> magic spell)
      • Lowers a target’s TP progression/raises TP costs (normal attack -> weaponskill)
      • Maintains the effectiveness of class abilities when used by different classes
        (magic spell -> magic spell (both from same class))
        (weaponskill -> weaponskill (both from same class))
      • Increases player damage
        (weaponskill -> weaponskill -> magic spell (weaponskills from different classes, finishing spell is optional))
        (magic spell -> magic spell -> weaponskill (spells from different classes, finishing weaponskill is optional))

      People, including us, can use this info to try out new things for sure.
    1. Chip's Avatar
      so it seems, in reading lodestone, that you don't turn on BRM till it's your turn to add to the stack, maybe that is the missing element?

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