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    Member Braindmg's Avatar
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    Default Guida alle combo



    Combos, also called cross-profession combos or skill combinations, happen when skills interact with each other to create an additional effect. A skill must be a combo field or a combo finisher to be combined, which is an effect which is included in the skill description.

    For a combo to occur a combo field skill is used creating an area effect and then one or more combo finishers can interact with the field to create a combo. The largest number of combos are available through two
    characters of different professions working together but combos can also be created with two of the same profession or a single character.

    The combo field, or initiator, is a skill that creates an area effect of a particular type. The type is a recognizable element or characteristic which determines the effect they cause on a finisher; for example, a Flamewall will allow some eligible finishers to inflict burning.
    Fields are either a circular field or a linear "wall". For circular fields, all finishers will combo if they activate while the character is inside the field. For linear combo fields, leap and projectile finishers will combo so long as they pass through the combo field on the way to their destination.


    The combo finisher is a skill which causes movement through or within the initiator's field such as creating a projectile or spinning or jumping the player. An eligible initiator augments the finisher by adding damage or creating other effects. For example, using Cyclone Axe near a Flamewall throws fire projectiles in different directions. Finishers can only interact with one initiator at a time.
    Whenever a combo is created, a notification will show on the player's screen, indicating the effect that was generated by the combo.



    Combo effects


    Field Blast Finisher Leap Finisher Projectile Finisher Whirl Finisher
    Dark Area Blindness Blindness Lifesteal Leeching Bolts
    Ethereal Area Chaos Armor Chaos Armor Confusion Confusing Bolts
    Fire Area Might (x3) Fire Armor Burning Burning Bolts
    Ice Area Frost Armor Frost Armor Chilled Chilling Bolts
    Light Area Retaliation Retaliation Remove Condition Cleansing Bolts
    Lightning Area Swiftness Dazing Strike Vulnerability Brutal Bolts
    Poison Area Weakness Weakness Poison Poison Bolts
    Smoke Area Stealth Stealth Blindness Blinding Bolts
    Water Area Healing Healing Regeneration Healing Bolts
    Last edited by Azel; 16/08/2012 at 01:48. Reason: publishing


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