THE ADVENTURER’S COMPANION
Make your next move count.
Good combat is more than damage. Read the enemy, manage your resources, and turn a teammate’s opening into an opportunity.
A shared rhythm
Attacks, spells and weapon skills use a two-second global cooldown, reduced by haste to a 1.5-second floor. Job abilities have their own cooldowns and act outside that rhythm. Automatic attacks are separate from your selected actions.
Spirit fuels spells. Resonance builds through combat; weapon skills spend 100. Keep your weapon, ammunition and range in mind.
Find a skillchain
A different party member closes with the element that beats the opener, between 2 and 6 seconds after it lands. The closing element becomes the chain element. Matching spells can burst for 5 seconds after the close; each caster can burst once in that window.
Reading danger
Step out of a committed charge. Interrupt a dangerous cast when your kit allows it. Control extra enemies, protect the healer, and give the tank time to build enmity.
Damage, healing and job abilities influence enemy attention. Crowd-control immunity and repeated-control reduction still apply; a matching burst does not override immunity.