Combo /3
Dexterity Intelligence Physical Fire Attack Spell Melee Area Combo Persistent Beam Support
Crescent Slash
Attack, Melee, Area, Physical, Combo, Dexterity, Persistent
Serpent Beam
Spell, Physical, Fire, Beam, Combo, Intelligence, Persistent
Recuperation
Support, Combo
Combo
Combo Skills are Active Skills used in fixed sequences. A sequence generally includes 3 skills: the first two are Combo Starters, and the last one is a Combo Finisher. Casting a Combo Starter grants Combo Points, which are consumed by the Combo Finisher to provide bonuses.
Combo Skills are Active Skills used in fixed sequences. A sequence generally includes 3 skills: the first two are Combo Starters, and the last one is a Combo Finisher.
Casting a Combo Starter grants 1 Combo Point(s). Casting a Combo Finisher consumes Combo Points, granting the skill bonuses.
Using other Non-Instant, Non-Mobility Skills or triggering other Combo Skills resets the Combo Sequence. Blink, Movement, and Mobility Skills do not reset it. If you stop casting a Combo Skill, the sequence will not reset as long as you continue casting within 1.5s.
After the sequence resets, it will restart from the first Combo Starter and all Combo Points will be cleared.
Combo Spell Skills cannot activate Spell Burst
Combo Points Gained From Combo Starters
The number of Combo Points gained from each Combo Starter is affected by this stat.
Combo Finisher Amplification
When casting a Combo Finisher, its damage is additionally increased by an amount equal to Consumed Combo Points * Combo Finisher Amplification.
Combo Finisher Damage = Base Damage * (1 + Combo Points * Combo Finisher Amplification)
Combo Starter/Finisher Charges
This stat affects the number of Combo Starters or Finishers that can be cast within a single sequence.
For example: +1 Combo Finisher charge. This means each sequence will be cast in the order of Combo Starter 1, Combo Starter 2, Combo Finisher, and another Combo Finisher.
When a Combo Finisher's charges exceed 1, the additional finishers will inherit the Combo Points generated by the Combo Starter.
For example: +1 Combo Finisher charge. If Combo Starter 1 and 2 generate 10 Combo Points in total, both Finishers will consume 10 points each.
Combo Damage Enhancement
Combo Damage Enhancement additionally increases the damage and Ailment Damage of Combo Skills. The values of each Enhancement Affix are added together.
For example: When you have 2 "+50% Combo Damage Enhancement" affixes, the actual effect is +100% additional damage and Ailment Damage dealt by Combo Skills.