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Mechanics: Combo System

Combo system, I know what you are thinking. I must however burst your bubble and say you will not be memorizing combos like UP, DOWN, LEFT, LEFT, P, K; so feel free to put the Street Fighter controller away. What you get instead is one of the most impressive – and well implemented – combat system I have seen in any MMORPG in a long time.

The combo system is inherently found in all the classes. The mechanic behind a combo is rather simple as it takes the form of a set of skills stringed together in a sequential order. Below is a basic, 3 hit combo performed by the Templar class.

Templar 3 hit combo

The combo initiator is basically the action that triggers the combo. In the scenario above, the combo initiator is simply a skill being activated which then opens the ability to use a 2nd ability. Similarly, the use of the 2nd skill allows the execution of the 3rd and final strike. Although this may appear rather simple and repetitive, take into account the picture summarizing the skills. There is a 2-way branch off after the combo initiator. The choice here is either to continue on with the powerful 3 hit combo, or take the second and receive an incredible defensive buff. Even a simple combo like this invokes the player to understand the current battle and use the appropriate abilities; thus making fights more engaging and active.

Along with combos that start with the activation of a skill are combos that have unique combo initiators. The Templar, by blocking, can perform skills (such as shield bash). The Assassin on the other hand can counter-attack a foe whose attack has just been dodged. What makes this more exciting is this can all take place mid-combo. Let us assume that you are playing an Assassin who is engaged against a Templar. You time your dodge skill (which is a non-combo skill) to evade the 3rd strike in your opponents combo; thus mitigating the strongest hit. Not only that, but you have now just opened a door to use a counter-attack combo as you have dodged an attack! The Templar luckily blocks your hit and follows it up with a freshly triggered shield bash. As you can see, the overlapping of combos and combo initiator, along with skills that indirectly make or break combos will not only allow battles to be fun, dynamic and exciting, but reward players who are carefully anticipating their enemies.

- Warp

Thanks goes to ProjectM legion and their members for majority of the information.

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One Comment

  1. [...] in its combat system. Check out all of the class skills here. Warp at Aion Insider gives a concise explanation of the progressively linked nature of skills, to include branching. Also, SkyRi at Aion Insider [...]

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