Basic combat explanations

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    Source for all the information - Chinese Online Wiki

    Specific page author - 林七七

    Sword Skills


    In dungeons, after entering the boss fight, the team panel will generate the corresponding number of Sword Skill values according to the difficulty of the dungeon and the number of team members entering the battle.

    • Small Dungeon - 1 Sword Skill for 5-7 people, 2 Sword Skills for 8-10 people
    • Medium Dungeon - 2 Sword Skills for 10-15 people, 3 Sword Skills for 16-20 people
    • The number of Sword Skills will increase in the later difficulties

    The Sword Skill system is shared by the team, and team members can use the Sword Skills. Only the healing specialization and the damage specialization can use the Sword Heart Skills.

    Healing specialization skill - Consumes 1 Sword Skill and can revive 1 dead team member.

    DPS specialization skill - Consumes 1 Sword Skill, which provides a buff to the entire team, increasing all attributes by 10% for 30 seconds. Note that the effect can not be obtained again within 5 minutes.

    It might be a good idea to decide who will be using the skill prior to the fight, and have everyone else remove it from their bar. At least that's what we did in CN back then.


    Threat Monitoring And Hatred Value

    The hatred value represents the monster's desire to attack the player. The specific hatred value of the "currently selected target" monster will be displayed on the right icon in the threat monitoring list. When the hatred value is greater than 100 and is red, it means that the target hates the player and will launch an attack.

    The color of the icon in front of the threat monitoring list represents the hatred value. The closer the color is to the red, the higher the hatred value.

    • Green means low hatred value
    • Red means high hatred value


    Generally speaking, the tank should always keep the hatred value greater than around 110 to prevent a switch of hatred (transfer to damage dealers and healers).


    Target Orientation

    After selecting the target, a target ring will appear under it. The arrow part represents the "front", the solid line represents the "side", and the blank part represents the "back".

    Normally, the current tank should always stand in front of the target, with damage dealers and healers away from the front side of the target. Melee damage dealers generally need to stand on the side or back to damage, in order to avoid taking the damage and mechanics aimed at the current tank.



    Status Effect And Mechanics

    It's important to pay attention to the status effect of yourself and your target. Healing specializations should also pay attention to the status of team members in the party list. Many dungeon combat mechanics involve them, and they can be deadly if not addressed on time.


    During the battle, it's important to listen to the boss' voice lines as well. Some of them will have fixed language prompts before releasing special mechanics.

    There are two types of split/gather mechanics, representing pretty much what we've seen in other MMO's before. Those mechanics are either circular or straight lines.

    • Blue - Stack: Multiple characters being required to stand in the area in order to absorb damage together. If the number of shares is too low, the target character will die.


    • Red - Split: The mechanic usually happens on ranged characters. It's self-explanatory - Go away from the target with the red range.


    There are also the usual connect/disconnect mechanics, which pretty much represent having to get closer/further from a target, depending on the mechanic. For example, in the Cold Abyss (hopefully the name remains the same for the West), players need to maintain a distance of fewer than 20 meters.


    The connection is usually accompanied by an enhanced state, and depending on the situation (mechanic), you can choose to extend the distance between the connected targets or quickly them.


    Another mechanic is the inner/outer ring. Such mechanics usually require the player to get into close or far combat, depending on the situation.


    Overall common mechanics include:

    • Stack and split
    • Close and far movement
    • Inner and outer circle
    • Stop action (moving, using skills, auto-attacking all count)
    • Keep moving (keep moving in order to avoid a wipe)
    • Turn around (don't face the boss, don't be in range)
    • Counterattack (boss will return the damage to you, usually it's accompanied by a knockback)
  • Please indicate the source of the information you quoted. The wiki clearly indicates that the quoter complies with CC BY-NC-SA 3.0

    That was my intention on all posts, but the edit button disappeared on all of my replies and I'm waiting for the fix. Unfortunately, I still can't edit any of my posts but will do add the CN source as soon as the edit button is fixed.

  • Celes

    Changed the title of the thread from “Ayia is useful - Basic combat explanations” to “Basic combat explanations”.
  • Celes

    Added the Label General