The Passive tab may not be one you'll need to check on a regular basis,
but it is important to know you have it. When you use the opportunity
to gain some skills in the future, this is the tab all the ones skills
not in your Active tab go to restare found. Unlike the Active, Emotes,
and Actions tab, none of the skills here can be moved to a hotbar. Like
the name of the tab implies, all of the skills listed there are passive
so they're always active. You don't have to do anything with them
except be aware where they are.
The final tab, and the one that will occupy the majority of your time
in relation to the others, is the Active tab. This is where all of
those skills you use to heal your friends and crush your enemies
reside. Your available skills and chain skills can be found on this
tab. When you click on the Active tab, a second window will open beside
it with two more tabs of its own: Skill List and Chains. The Skill List
tab is just another way to view your skills, but the Chains tab is
another beast altogether.
Chain Skills 102
The Chains tab will display not only the chains you currently have, but
chains that your current skills will allow you access to in the near
future. The chain trees you'll see in the window are set up just like a
tree of skills, but flowing from left to right, rather than straight
down (or up, depending on the game). There are two possible arrow types
showing the path between the various skills/reactions in each tree:
solid and light grey. The solid arrow means that the next
skill/reaction in the chain will always come up. The light grey arrow
means the next step in the chain may or may not occur.
When it comes to both the number of chains and how deep down the rabbit
hole they go, all classes are not created equally, so if you're really
keen on having a large amount of possible chains, you'll need to
investigate this tab for each class. For example, when a Spiritmaster
is in their mid-teens, they have far fewer opportunities for chains
compared to a Cleric. A Spiritmaster has two possibilities that will
always occur since the arrows are solid. At that same level though, a
Cleric has a possibility of four chains. Not only do they have more
chains, but they're also deeper than those of the Spiritmaster. Deeper
chains tend to mean bigger rewards at the end, so keep this in mind
when choosing your class.
When a chain is triggered, players only have a few seconds to continue
them. They can either click
on the icon that will briefly appear on the screen, or click the same
button that triggered the chain in the first place. If a Sorcerer cast
Flame Arrow I, not only would an icon for Blaze appear on the screen,
but the Flame Arrow I icon on the hotbar also turns into the Blaze
icon. To the best of my knowledge, the only way to cast Flame Arrow I
after triggering Blaze I is to wait for the chain skill to fade away
and let the hotbar key revert back. As you progress through your
adventures, you'll find there actually are times when you don't want to
continue a chain. I haven't discovered a way to cancel them out yet.
Common among all the classes is the addition of certain effects or
requirements within their chains. Using the Spiritmaster and Cleric
example again, both have chains that end with an effect called Knock
Down. Knock Down does just what it implies, knocking the target to the
ground and freezing them in place for a few seconds like a Root spell.
Unlike Other skills/effects in a chain, Knock Down occurs
automatically. There's no need to hit any icon or key. Besides having a
chain that ends with it, the Cleric also has a chain that starts with
it as well. Classes with these types of abilities may appear to have
chains of extraordinary lengths, but they are technically just
combining two chains together. It doesn't make the "have nots" feel any
better about it, but that's the way it is.
Is there anything you feel I've left out, or a trick with skills and
chains I just don't know about? Post a message on our forums or
send me an
email!
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