Aiming, clicking: check. But the rest?
This document should give quick insight in all things related to spellborn combat.
Please note that this is just an example on how to set-up one’s skilldeck. Players are advised to adapt it at their own discretion.
Organizing Skilldeck
There’s nearly an unlimited amount of possibilities to arrange your skilldeck. There is no ‘best’ arrangement, however, there is a ‘worst’ arrangement. This will be discussed later in the combo section.
The arrangement of your skilldeck is not something you’ll have sorted in 1 minute, especially at high level. It’s a process of finding what works best for your own style. I’ll try to explain some basic strategies in building your deck. For these strategies I’ll assume that all tiers and slots are available. (6 tiers, 5 slots/tier)
Organizing Skilldeck
I think this will be the most used arrangement to start with, since it’s fairly basic to pickup and doesn’t require specific knowledge of every skill. The skilldeck is only viewed in columns, so on any tier, the same can be expected from each slot. In the example below, the player will at all time know that he can go from using slot 1 and 2 to slot 4 when ranged attacks are needed.
A setup could be:
Column 1: Melee
Column 2: Melee, with specialized buffs/debuffs
Column 3: Magic attacks
Column 4: Ranged attacks
Column 5: Healing / Panic
Sequence-arrangement
This arrangement assumes more knowledge of individual skill and also requires more thought. A player can set up to use 1 column for a certain string of attacks, not necessarily combos, for a complete or partial sequence. For example, the first column could contain a melee buff followed by a couple of melee attacks and melee related heals so a player would only have to stick to column 1 for a ‘complete’ package of melee combat.
Of course there are numerous variations, ordering by damage type or maybe even damage amount. It’s up to the player.
Working with combos
Adding combo’s to the skilldeck is also completely up to the player. However, combo openers are the only thing that can really destroy your skilldeck setup. This is because it’s not possible to use a combo opener when you’re already in a combo string. If a single tier consists entirely of combo openers, this will complete block you from doing any skills while the combo is active, since all skills of that tier can’t be executed.
A tip is to put a combo finisher on a diagonal in your skilldeck, that way you always have an optional finisher at your disposal, this is called the “Hesselian diagonal’.
Numbers and factors
States
States are 3 factors, which allow players to add another dimension to their tactics. Correctly manipulating your own as well as your targets’ states will result in a more favorable outcome. The three states are Physique, Morale and Concentration, affecting movement speed, damage output and resistance respectively.
The states start at a default 0 and can be raised as well as lowered, resulting in bonus or penalty for the associated effect.
Affinities
Your magic affinity determines your damage reduction for specific magic types. It’s split up three ways in Rune, Soul and Spirit. Affinity is increased by the attribute associated with it, these are Body, Focus and Mind respectively.
Resistances
Resistance makes up the second part damage reduction players can achieve. It reduces all damage from a certain attack type. These attack types are distinguished as Melee, Ranged and Magic. Resistance is 0 by default, players receive about 2% resistance for every type for drawing their weapon and thus being ‘combat ready’. Resistance can be influenced by skills, sigils, consumables and by the Concentration State, like mentioned above.
Basic Skill Characteristics
Associated Attribute:
In [this example] case it’s Focus (text is shown on mouse over), this means that the skill benefits from having a high amount of Focus attribute points. The higher the amount, the more damage the skill will do. This is the only effect of the associated attribute on a skill.
Attack Types:
The attack type basically defines what kind of weapon is needed for the attack, Melee, Ranged, or Magic. In case of Magic, no weapon is required. When Disarmed, Melee attacks won’t work, Blind disables Ranged and Silenced disables Magic attacks.
The above attack is a Melee attack, this also means it is reduced by the Melee Resistance of the target.
Magic Type:
This is the Damage type of the skill. It can be Rune, Spirit, Soul or None. In the above screenshot, the magic type is Rune. This means the damage inflicted with this attack is counted as Rune damage. This means it’s reduced by the Rune Affinity of the target (as well as the Melee Resistance.)
Cooldown:
This is the cooldown time (in seconds) of the skill before it can be re-used.
Choosing attribute points
Choosing which attribute points to increase when leveling up is fairly free as well. Much can be said for different strategies. The most basic one is to choose the attribute which most of your attacks are related to. Simply open your skillbook and check what the majority of your skills are associated with.
If you check the screenshot below, you can clearly see that ‘Focus’ is the main attribute for this class to pick at this moment, with Body coming in as secondary.
That’s it for this “Combat for Beginners” Article !
See you next time !
* You can find the original feature with screenshots intact at the official Chronicles of Spellborn website.
That's an awful lot of metagame BS going on. And there's aiming and doging on top of all that?
Don't get me wrong, I enjoy a certain amount of metagame BS. But this whole wheel thing is just too forced and seems very distracting. I don't think I want to decipher a new set of icons every time I execute a skill.
How many skills do you have in your average MMORPG? There are certainly more than 5 in your toolbar, right? In Spellborn you see only 5 at a time, use one, then the next 5. Its up to you, how you arrange your skill. You can certainly make your entire deck with 5 same skills, if you like to. Shouldnt be too difficult.
I think it is a great way,not only to set your own individaul play but also that that chances of you fighting someone with the same skill deck as you is pretty slim,Also there will be alot of thought in battle,instead of just thinking"ok I will hit 3,4,3,2,1,1,1,1 etc" you will have and need the chance to change your fighting spells/attacks for each encounter and in the midst of battle,Great stuff.
For a quick read-up on skill and combat system: tcos.com/en/gameworld/?id=skillsystem
Basically you decide yourself on how and where you want to place your skills in the skill deck, so no metagame at all. It is the same as if you have 6 skill bars from which you can sequentially use one skill. The tactical part will be where to place your skills beforehand in such a way that they will be usefull, like the example given of combo finishers. Now if you're unable to keep track of 6x5 skills, then there may be another issue...
Take your hatred somewhere else. These are gaming forums and it's only natural people would voice their opinions about games here. What is not natural is attacking people.... And hopefully, not tolerated, either.
Solarine,I do agree about your post but dont feed the
,I guess in this point the ranking system from MMORPG.com works,Novice for a reason?every other poster is putting there point across with no fuss or harresment except this guy,just a shame he is supporting the game I am also waiting for...I guess no game is perfect though
.
This game looks great, hopefully MMORPG.com and the CM at CoS let me into beta like I was promised over a year ago when I won a contest here.
I lol'd when i read that there will be no best combat arrangement, but there will be a worst. Talk about double speak.
This reminds of the phd's and mba consultants that come out to where I work and give presentations. They say contradictory stuff so, either way, you will be agreeing with some part of what they are saying.
This aside, I look forward to the game. Some interesting concepts. Once again a developer willing to gamble on a core game mechanic. Others have failed on such gambles and crashed and burned. See what happens here. Maybe they hit the jackpot.
This will be a very familiar system for Guild Wars players. They are already used to creating their skilldecks for different situations. The rotating bar will only be a minor adjustment. Im looking forward to this combatsystem.
I dont think it is the same as GW,I mean in that game you select your skills(i think 8 has been a while since I played)then move into the game world,In TCoS you will have all your spells just in different decks and you can access them through different combo's,you wont be restricted like in GW and can change your style for each fight.
Skill deck ..... or 3 or 4 Hotbars .... pfft whats the difference ?
Because you can only access the spells/attacks that you have tied to that skill deck,where as with hotbars you have access to them all,You will have to use your judgement when setting up your skill deck and it will take alot of time to set these up and master it for fights.
Ok so having all your abilities in say 4 Hotbars like for instace WoW or DDO , you still need to use skill in knowing which ones are best for any given Mob or situation yes ?
I honestly think you havent looked into the skill deck properly and how it works,The point is you will have the option of only 6 spells/actions and from there you will move onto another skill deck it will depend what skill deck you bring up from what attack you just made for example if you press the action attached to key "1" it(in most cases,player dependent) will not be the same skill deck if you were to use the action attached to key"2"and so on,it is nothing like the "skill" you use in games like wow,also in TCoS there are no hiden rolls you will also have to aim your attacks or dodges.
Try reading more about the skill decks and you will see the huge difference.
Looks like fun to play. I look forward to seeing how it looks ingame
Also, paying attention to a poster's stars or number of posts is one of the lamest things you can do in any forum, but especially here.
To rebut your particular point, however, let me clarify -- I said "distracting," not "too hard." There is a difference. Distraction has more to do with my enjoyment of the game, not my ability to perform well. I do not enjoy games where you have to pay more attention to the interface than the action.
That said, I will admit I was perhaps too harsh. I was under the impression that the wheel thingy would spin to a random tier each time; upon further reading I understand they go in order. So no, it's not SO bad -- you don't have to decipher icons, as you did put them there in a certain order, so you should presumably know what's coming.
I'm not sure how this addresses the thing they say they want to address, i.e., having a favorite sequence of attacks. I'd say it makes people MORE likely to use a favorite sequence because it REMOVES your ability to choose from your entire set of abilities.
Whatever. We'll see how long people are willing to deal with this once the game is released.
In TCoS hexxeity there is no tank no out and out healer they are all hybrid classes,The use of "a favorite sequence" wont be possible especally in groups,1 time you might find yourself tanking or another ranged dps or indeed healing or buffing/debuffing,The enemy ai is being setup so it doesnt just go for the 1st guy that attacks it,so maybe alot of the time you will have to change your fighting tactics and use different skill decks,that is the whole point of them.
Anyway, what you describe will not happen. This is not the first MMOG to allow every character to play every role. In such games, historically, people don't get assigned a role; it is more of an "every man for himself" affair, and this generally works out fine (not that it's super fun, but it does win battles). Their super-seekrit crazy AI isn't going to change that.
So yeah, I still think most people will be acting like DPS machines, pausing for the occasional self-heal when necessary.
Your decks do change during combat*sigh*you have pre-defiened decks and access these decks with the actions you use,To make it simple..if you hit key 1 you will bring up another skill deck if you then hit key 3 you will again bring up another skill deck(these are examples)but if on the other hand you were to hit key 2 1st you would then get a different skill deck(player dependant) than you got from hitting key 1 so you have other options and other skills,this is what makes the game skill dependant rather than just mashing keys.
As you seem to have made up your mind on this game,stating"It will not happen" etc etc,why even bother asking?you havent read into the game I can see that but I really dont see why you go out your way to put it down either!
here is a link to the combat system,try to read the tier system for your skill decks and maybe that will clear it up some http://tcos.com/en/gameworld/?id=skillsystem
I didn't make myself laugh. I laughed at your comments. You say "distract" and to me that means too hard for you because you can't just hit some mindless buttons to go through combat. I apoligize if I insulted you because that was not the goal. I was stating how you made me think with your post.
One thing about sequence is you have to hit with each part. You only go to the next part if you successfully hit with the first one. At least that is how it use to be. I might have missed it if they changed it to where you continue with a sequence even if you miss. I always thought of these like combo attacks. and if I remember could be from 2 to 8 skills strung together. The benefits for pulling off these are why a favorite is likely to be unlikely. Completing a sequence can be a buff for the group or a certain type of player within the group. It might not benefit you at all but if you are ranged and needed to give your tank a second then maybe a sequence would blind (temporarily stun) the mob. There is suppose to be numerous options and to me that means that if it works then the combat should be really deep. At the same time though, I am worried that there will be sequences that are very popular where others are not used. I have been waiting for this game since '05 so reallly wanting to play it. I just am not active on their forums so never got into beta. I just read some of the posted stuff. I wanted to learn most by playing the game not reading it in the forums there and that might be why some information that use to be correct as I know might be wrong now.
Yes, an awful lot. Already, I don't like it. Combat shouldn't be you have to pre-arrange your skills beforehand. Too much too soon. So you're suppose to guess how your opponent is going to fight you? THis is what they're saying, you set your skills a certain way. Now unless all foes fight the same way then this isn't a good idea as you don't know what your opponent is going to do whether using magic or not for you to counter.
Bah!
well the concept looks good..
I have been looking for a less structured game, where everyone looks the same, everyone uses the same build, tabula rasa had potential but did not quite get there.
This game has potential, but potential does not a great game make..
its all about final product
if they do this right it could be my new primary game.
Here is the question... Will it be that same for each "tier" meaning no mater what button you hit tier 1... when tier 2 comes up it will be the same... or is it depending on what button you open with...
that is 6 + 6 + 6 + 6 + 6 = 30 buttons vs 6*6*6*6*6 or 7776 possible combinations