How you play 1. Read help combat-cooldowns for the verb card 2. This page is extra detail for that loop How you play -- more combat-cooldowns -- mid-fight verb pacing (physical / mental / magic / recovery) Path signature strikes, telekinesis, mana rites, and recovery knits each get their own three-beat pool once you are in a fight (you or your target still has someone targeted). Weave across lanes -- judgment (physical) does not lock hurl (mental), hex (magic), or heal (recovery) -- but you still only get one out-of-round action per combat beat. Ordinary generic auto-swings (filler beats) keep going while a lane cools, including dual-wield offhand and Martial Arts chain hits on later beats. A judgment or hurl also lets those follow-ups fire on the same tick after the signature lands. The cooldown only stops you from firing that same signature again until it is ready -- you do not stand idle between judgment or hurl. Auto-judgment / auto-hurl / auto-bite (judgment on, hurl on, bite on) were retired. Type the verb when you want the strike. Lanes (ready again after 3 combat beats unless FIN shaves a beat) physical -- bite, judgment, rend, stake, gnaw, smite, cheapshot, … mental -- -- hurl, fling, shove, chill, scramble, ensnare, surge, …. magic -- -- hex, glamour, slumber, immolate, bloodbrand, sync, …. recovery -- heal (Angel/God grace), triage (Medic), mending (Spirit Expert) Recovery lane details Mid-fight grace heal restores less Lifeforce than out of combat (15% max vs 25%) but still clears combat knock-out when it lands. Medic triage and Spirit mending are smaller mid-fight too. First Aid treat is out of combat only -- both medic and patient must break off the fight first (help treat, help aid). Mana recover (recover) is blocked entirely while you are fighting -- same idea, no channeling while blades are out.