Most melee combos have 2 elements built into them. First you have a series of white hits and a final big hit that takes place after 2-4 combo strikes. In addition to this, melee has to chase their mob or player (aoc gold) around to score damage. However, regardless of how far or quickly the person or mob runs, the dmg is landed if the p/mob is within melee range at the time the button is pressed. This effectively negates the melee animation that occurs at the end of a combo, which is important to remember. What most people see is a caster scoring a hit, at range, without moving. If we contrast the current combo system to casters we see a similar system at work. All spells have 3 elements to them.
First, a caster will have a series of spells or abilities that have to be selected in the right order. Each successive action nets the caster a small amount of dmg that is almost directly parallel to the sequence of white hits a melee type character has to go through. These small steps do lead up to a large hit. Typically, players only notice the large hit, not the 3 to 4 spells that were put in place for the larger spell to work. A good example is the necro who has to use a minimum of 2 spells to do any real dmg (PB+ chill) and several dots so that pets or group mates can do more dmg.
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