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I don't really get it up to now, how do my mercenaries do those combo attacks with other mercenaries? It is whenever my swordsman attack another mercenary can attack as well? Or it is already included in the 5 moves you got during your phase?
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I really do not know if this is a combo, but the only thing I know about combo is the dark seed of a swords man plust the hex of darkness of the shamans. I am not sure if it is the combo you are looking for. I think those combos are written in the mercenary info. Not sure too.
Is this the spell combination you are talking about? If it is, here is a list of possible spells:
Dark Seed (Swordsman) + Hex of Darkness (Shaman) = Hell Fire (damage over time)
Smoke Bomb (Cannon) + Signet (Princess) = Bombing Campaign (hit all)
Light Slash (Lady Knight) + Vortex (Oracle) = Divine Slash (1 hit kill possible)
Mana Trap (Witch) + Seth's Will (Oracle) = Schizophrenia (brutal will opponent i believe)
Mana Burn (Exorcist) + Mana Drain (Witch) = Block Seth's Will (Oracle skill)
Chaos Wind (Range Hero) + Break Down (Melee Hero) = Destructive Wind
Chaos Wind (Range Hero) + Break Down (Melee Hero) + Evanescent Scud (Mage Hero) = Destructive Light
If you are referring to the attack that will give a message over the head of an enemy mob, then it is somewhat related to the stunning of one's merc/main.
Exactly. When you hit (or when you are the target ) some enemy with a normal physical attack, the first time appears "Combo 1". The second time appears "Combo 2", obviously. The third time the opponent is stunned
Exactly. When you hit (or when you are the target ) some enemy with a normal physical attack, the first time appears "Combo 1". The second time appears "Combo 2", obviously. The third time the opponent is stunned
*Nods*
It is discouraged to use manage for stunning as some can reset or cancel the combo for stun. From observation though, there are also spells that can add to stun. A good example would be the freezing Axe spell of Vikings and the lighting spear of Spearmen which are very useful.
In these cases, a monk can come in handy, as the awakening spell reduces the counters on your mercs/main aside from removing it once it hits one or 2 of your mercs/main. Plus at higher level awakening, it gives a samll heal and a cross like range, same as with a cannoneer's attack.
yeah, i always make sure that I monitor those combos, when it hit combo 2, i definitely go for the awakening. It will set the combo number to zero. That is why it is very important for a build to have a monk. Has lots of functions especially on the defense.
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Brutal will also increases your mercs chances of doing a combo if I am not mistaken. But remember on the other side of the field, a brutal willed monster will also have a chance at a combo and possibly a stun.
Stun - if your merc is stunned and the monk awakens him, have you missed using him this turn (I mean did the stun affect the amount of AP he would of had had he not been stunned?) ? I asked because I noticed where using the monk awakening on a merc that has been combo'd will reset the counter and in fact possibly avoid him getting stunned. Just wondering if before or after makes a difference?