As you progress, you should learn to focus your combat prowess on a specific weapon capability in order to perfect it and become much more competent. During this time, learning the nuances of the Action Bar, Synergy attacks, and weapon swapping becomes of paramount importance.
Weapon Swapping
When you reach Level 15, you gain the option of weapon swapping. This has a couple of major benefits and should be utilized whenever it suits your purposes. It takes about a second to swap from your usual weapon (or weapons) to a “backup” set of weaponry. The best news is that your Action Bar can also be swapped, leading to the following possibilities:
Action Bar Abilities
The Action Bar (also known as the Abilities Bar, Combat Bar, Hotkey Bar, or Skills Bar) appears at the bottom of your screen. It has five slots for different abilities you can quickly access, and a sixth slot for your Ultimate Ability. These skills are interchangeable and are almost exclusively used during combat. When you reach Level 15, you’re able to weapon-swap and create a second Action Bar to use with your alternate weaponry (which can be the same, or a completely different set of skills), bringing your total available abilities to 12 (10 usual and two Ultimate). Abilities fall into one or more of the following general categories:
Active (Activated) Effects
These are usually the most beneficial and well-used in your Action Bar, and cost Magicka or Stamina. They typically perform a damage-based attack on a target, add to the potency of the weapon you’re holding or armor you’re wearing, or provide some other bonus. Some abilities require you to manually select a foe, while others have an area of effect the enemy must be in to be harmed by the attack’s effects. Some may need to be aimed by selecting a location in your field of vision.
Example: Evasion (Medium Armor): This increases your dodge chance by 20% for 20 seconds, but only after you trigger it. You cast it on yourself.
Passive (Slotted) Abilities
These are abilities that may be Active, Toggled, or Ultimate, but which also grants you a bonus. They don’t have to be slotted into your Action Bar, and they usually entail specific applications. For example, Passive weapon bonuses are only applied when you have a specific weapon equipped. Passive Abilities possess equipment or slotting requirements that must be met before you can enjoy the benefits of the ability. Your end goal is to have as many of these abilities active at once as you’re able, especially with the Champion System, as they’re essentially free bonuses you don’t actively have to worry about!
Example: Magicka Controller (Mages Guild): This increases your Maximum Magicka and Magicka Recovery by 1% for each Mages Guild ability slotted.
Toggled (On-Off) Abilities
Some abilities have a reasonably clear “on” and “off” functionality, remaining inactive until you enable them. Some may require a constant sapping of Stamina or Magicka, may lower these stats during the time they’re active, or may require a single additional cost when enabled. They’re disabled if you weapon-swap.
Example: Magelight (Mages Guild): This enhances your spellcasting when you cast on yourself, at the cost of Magicka.
Ultimate Ability
The sixth slot in your Action Bar is reserved for an Ultimate Ability. As the name suggests, these are extremely powerful, with impressive and devastating effects, employed occasionally, and are used once your character has obtained them. They aren’t initially available to you, becoming unlocked as you advance your Experience through a specific skill line or character class. Ensure your Ultimate complements your other abilities, both Passive and in your Action Bar.
The resource that powers Ultimate Abilities is called Ultimate. Currently you can store up to 500 Ultimate. This resource is generated for several seconds after you land a light or heavy attack. Pair this with the Heroism buff, as it provides additional Ultimate generation (as do a few Passive Abilities) to fill up your Ultimate more quickly. This is the reason why weaving (aka “animation canceling”) is so valuable; it generates Ultimate without slowing down your attack rotation.
Example: Berserker Strike (Two-Handed): Become more proficient and unlock more skills in this skill line to deliver a truly vicious blow to an enemy. You also gain Spell and Physical Resistance.
Synergy (Coordinated Attacks)
Though lone warriors can gain greatness, a faster way to defeat foes is to play well with a team. Certain skills have a “synergetic” component, which allows others in your party to add to the effects of an attack. This may create a more potent form of the original attack, or imbue teammates with increased damage or hit potential.
Need an unstoppable method of felling foes? Then coordinate so that one of your party launches an attack, after which all other party members receive a message that a Synergy is available. These should then be launched, providing you have the necessary abilities, as well as the Stamina or Magicka to do so. Synergy attacks have a recharge period, so your party can’t use them constantly, and are most beneficial when you’re adventuring through public dungeons (instances) and encounter particularly troublesome monsters.