Classes: Assassin, Barbarian, Dreadlord, Fighter, Monastic, Monk, Paladin
Ranger, Samurai, Valkyrie
Combos represent strategic skill use in combat. It simulates cases where
if you deliver one type of attack, your opponent may become vulnerable for
something else either because they are "off balance" or not expecting
something different. Repeated use of the same type of attack at a foe won't
be as effective as variation. This is where skill combos come into play.
&0BEffects of Combos and how to start them:&07
First off, you need to learn the "combination attack" skill. Higher
ranks allow for longer (and more deadly) combos.
Using your skills in various combinations will result in increased damage
and extra effects. For example, if you successfully use "kick, bash, kick"
in that order with no other skills or spells in between then you will
complete a 3-hit skill combo. You will deliver extra damage based on the
type of combo (not necessarily the number of hits in the combo). That is,
some 3-hit combos do more bonus damage than other 3-hit combos. The extra
damage is added to the last skill in the combo. In addition, your foe will
be bashed to the ground, lose an attack the next round and be delayed for
however many hits were in your combo (3 in this example). An 8-hit skill
combo would delay your victim 8 rounds.
Cross class skill combos exist, so if you are teamed with another player
you can use your skills in cooperation for more combo possibilities.
Experiment with skills to find the best combos, but here's a few basic
combos to get you started:&0F
KICK, BASH, KICK
BACKSTAB, KICK, KICK
KICK, SWEEP, KICK
CHARGE, KICK, BASH, KICK
BACKSTAB, GOUGE, TRIP, KICK
SHIHONAGE, KICK, SWEEP, KICK
IMPALE, KICK, IMPALE
SWEEP, KICK, DRAGONSTRIKE
BASH, KICK, SMITE
KICK, BASH, BACKSTAB
&0B
Breaking out of a combo:&07
You can break out of a combo by using the next skill in the combo on your
attacker. For example, if someone is doing a "bash, kick, kick" combo on
you, then after the first bash, you can do a kick back at them and break
the combo immediately. Using ANY skill gives you a slim 4% chance to break
a combo. In addition, you also have an automatic .25% per 10 levels to
automatically break out of the combo.
Remember, any spells or skills used on a foe during the combo (that aren't
actually part of the combo) will cause the combo to immediately be broken.
&0BIndication of combos:&07
If your opponent is in a combo, you will notice a '+' symbol at the
beginning of your prompt (even on the first hit so you know when to start
thinking about combo breakers). If YOU are in a combo, you will see +'s
after your opponents condition. You will see one '+' for every hit of the
current combo - if you are on the 3rd hit of a combo, you will see three
+'s. The +'s don't show up until the 2nd hit of a combo.
Currently, there are about 30 different skill combos available. More will
be added in the future - check the news for updates.
See Also: COMBAT, SKILLS, DISPLAY, NEWS