Combo (Slave Pits): Difference between revisions
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A combo is a special effect that is triggered when a sequence of actions (attack/parry/dodge) is performed in a strict order. | A combo is a special effect that is triggered when a sequence of actions (attack/parry/dodge) is performed in a strict order. | ||
Combos are provided by talents (like Double Strike, Side Attack, etc...). The ending movement of all combos is always an attack (that must achieve a hit most of the time), but the combo sequence itself can include more than one hit. Some combos have a final attack that forces a specific defensive action (parry or dodge) to be totally avoided: the best defensive action will be hinted during the attack through a speed lines visual effect by its direction and color. | Combos are provided by talents (like Double Strike, Side Attack, etc...). The ending movement of all combos is always an attack (that must achieve a hit most of the time), but the combo sequence itself can include more than one hit. Some combos have a final attack that forces a specific defensive action (parry or dodge) to be totally avoided: the best defensive action will be hinted during the attack through a speed lines visual effect by its direction and color (blue or green). | ||
== Stats == | == Stats == | ||
Revision as of 04:40, 29 October 2026
Combo · Glossary · Slave Pits
A combo is a special effect that is triggered when a sequence of actions (attack/parry/dodge) is performed in a strict order.
Combos are provided by talents (like Double Strike, Side Attack, etc...). The ending movement of all combos is always an attack (that must achieve a hit most of the time), but the combo sequence itself can include more than one hit. Some combos have a final attack that forces a specific defensive action (parry or dodge) to be totally avoided: the best defensive action will be hinted during the attack through a speed lines visual effect by its direction and color (blue or green).
Stats
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