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Guild Wars 2

Guild Wars 2 

General Discussion  » Starting to understand the importance of combos

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45 posts found
  observer

Elite Member

Joined: 2/17/05
Posts: 1734

First came pride, then envy.

9/17/12 1:27:16 AM#21
I finally figured them out about 2 days ago.  They are really good when used properly.
  jondifool

Novice Member

Joined: 6/04/07
Posts: 1122

9/17/12 4:14:23 AM#22

I found the game much more fun when beginning to use them. As a mesmer , i could meellee with chaos armour up, improving my abillity to stay in mellee alot.

 

read how to create a succesfull mmo before posting about GW2. And read tao of ArenaNet before talking about innovation in GW2

  Naqaj

Advanced Member

Joined: 7/24/09
Posts: 1296

9/17/12 9:44:31 AM#23
People will understand the use of combos once more of them hit explorable dungeons. When you actually need to maximise healing, it's hard to ignore a combo that can multiply healing effects by a factor of 10 and more :)
  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 849

9/17/12 9:52:41 AM#24
I'm looking for a prof that can use these well solo.  It does appear that necro has a few opportunities while others wouldn't be able to solo combo at all.
  Aerowyn

Elite Member

Joined: 2/20/12
Posts: 7969

9/17/12 10:04:26 AM#25
Originally posted by Mardukk
I'm looking for a prof that can use these well solo.  It does appear that necro has a few opportunities while others wouldn't be able to solo combo at all.

 

ele...I can put down a field and get 3 blast finishers before the field is gone.. fun stuff

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  st4t1ck

Apprentice Member

Joined: 7/24/10
Posts: 543

9/17/12 10:09:05 AM#26
Originally posted by Mardukk
I'm looking for a prof that can use these well solo.  It does appear that necro has a few opportunities while others wouldn't be able to solo combo at all.

i do pretty well on my thief solo, i can make poison arrows i can make aoe stealth there's a few more i cant think of of  the top of my head right now

  itsbigmike

Apprentice Member

Joined: 5/12/06
Posts: 67

9/17/12 10:11:41 AM#27
just finished my ranger alt, pretty much guaranteed combos nonstop if anyone else is there hitting whatever i am =P

twitch.tv/boonmackle

  Wolvards

Apprentice Member

Joined: 1/27/12
Posts: 674

9/17/12 10:19:49 AM#28
Originally posted by DMKano

My regular group is 2 guardians and 3 warriors - we are all 80s and haven't needed any combos period mostly due to limited options of only 2 classes.

i think the system is cool but it is not really needed - we are doing all content so far including explore mode dungeons without any planned combos, just coordinated buff rotation.

 

This is surprising, not that you complete content but that you don't use combo's, especially with gaurdians.

I'm sure one of the warriors has a banner?

Smack that thing down on a gaurdian symbol and you all get retaliation, that's less dps to you, more dps to enemies. 

Light field + blast = area retaliation, destroys dungeons.

The "Youtube Pro": Someone who watches video's on said subject, and obviously has a full understanding of what is being said about such subject.

  Khaeros

Novice Member

Joined: 5/27/11
Posts: 463

9/17/12 10:23:48 AM#29

Four types of finisher skills:  Blast, Leap, Projectile, Whirl

Nine fields: Dark, Ethereal, Fire, Ice, Light, Lightning, Poison, Smoke, Water

 

Field Blast Leap Projectile Whirl
Dark AoE Blind Blind Lifesteal AoE Lifesteal
Ethereal AoE Chaos Armor Chaos Armor Confuse AoE Confuse
Fire AoE Might Fire Armor Burn AoE Burn
Ice AoE Frost Armor Frost Armor Chill AoE Chill
Light AoE Retal Retal RC AoE RC
Lightning AoE Swift Daze Vuln AoE Vuln
Poison AoE Weak Weak Poison AoE Poison
Smoke AoE Stealth Stealth Blind AoE Blind
Water AoE Heal Heal Regen AoE Heal

 

Enemies who try to fire projectiles through a smoke field an ally placed will miss.

 

Check your tooltips - each class can do quite a few of these.  If you're an engineer, make sure to check your toolkit abilities; many of the more effective fields are tucked away.

  slicknslim88

Apprentice Member

Joined: 8/08/11
Posts: 311

9/17/12 10:33:03 AM#30

Looking over these forums, and doing my own research, I'm still not finding evidence that suggests that these combo attacks actually INCREASE damage done.  That they just add an effect to certain attacks.  Does anybody have evidence that combo attacks do, in fact, buff damage done with these attacks?

For example if an Ele throws out a fire wall, and I just so happen to be using a 1-handed sword and I do Savage Leap through the fire.  Will I ONLY get fire shield?  Or will the Savage Leap attack through the fire wall get a bonus in damage as well as my receiving the fire shield for defense?

Anybody know?

  bcbully

Elite Member

Joined: 3/03/12
Posts: 4060

9/17/12 10:34:08 AM#31
Originally posted by Khaeros

Four types of finisher skills:  Blast, Leap, Projectile, Whirl

Nine fields: Dark, Ethereal, Fire, Ice, Light, Lightning, Poison, Smoke, Water

 

Field Blast Leap Projectile Whirl
Dark AoE Blind Blind Lifesteal AoE Lifesteal
Ethereal AoE Chaos Armor Chaos Armor Confuse AoE Confuse
Fire AoE Might Fire Armor Burn AoE Burn
Ice AoE Frost Armor Frost Armor Chill AoE Chill
Light AoE Retal Retal RC AoE RC
Lightning AoE Swift Daze Vuln AoE Vuln
Poison AoE Weak Weak Poison AoE Poison
Smoke AoE Stealth Stealth Blind AoE Blind
Water AoE Heal Heal Regen AoE Heal

 

Enemies who try to fire projectiles through a smoke field an ally placed will miss.

My problem with this is that classes seem limited to 2-3 finishers. So what you looking at for example necros lay down dark combo fields. They have 2 finisher I think. A blast and a projectile,  both tie to the two handed staff.  

 

So actuallity out of this list and table, there are two effects triggered by two spells. This is very limited and restrictive, also adds very little to game play. Why don't all weapons finishers? 

DamonVile- Games built for disposable players are now apparently built by disposable employees.

  Aerowyn

Elite Member

Joined: 2/20/12
Posts: 7969

9/17/12 10:43:33 AM#32
Bcbully the main purpose of finishers is for group play so you have to look at how combos work with a group not just a single person... my ele can build up 10 stacks of might by herself which does increase my damage output but overall combos mostly benefit group play

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Khaeros

Novice Member

Joined: 5/27/11
Posts: 463

9/17/12 10:44:31 AM#33

From what I see, using fields doesn't increase your raw damage directly.  That said, the game's conditions and boons are pretty powerful, so it's almost always worth using combo fields.

 

When making good character builds, you'll want to take advantage of boons, conditions, or both in your trait lines and utility skills.  Combo fields help add even more to the stack.  When you roll up to the next champion mob and a group of ranged are shooting it, throw a field in front of them and watch the hearts spring up like crazy.  Being able to perpetually apply and stack conditions will save lives.

  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 849

9/17/12 10:46:16 AM#34
I don't think they really want people to solo combo.  I think they are meant more for groups.  I do agree that it does seem odd that all classes don't have all finishers or do they?
  bcbully

Elite Member

Joined: 3/03/12
Posts: 4060

9/17/12 10:50:02 AM#35
Originally posted by Mardukk
I don't think they really want people to solo combo.  I think they are meant more for groups.  I do agree that it does seem odd that all classes don't have all finishers or do they?

Not all types of finishers per say, but just more finishers in general. It woud add a lot to the depth of the system imo, and make combat more fun. 

 

I wouldn't be against having more types for each class either. I do understand why one class does not carry all types though.

DamonVile- Games built for disposable players are now apparently built by disposable employees.

  chryses

Novice Member

Joined: 5/29/07
Posts: 1437

 
9/17/12 6:06:19 PM#36
Originally posted by Khaeros

Four types of finisher skills:  Blast, Leap, Projectile, Whirl

Nine fields: Dark, Ethereal, Fire, Ice, Light, Lightning, Poison, Smoke, Water

 

Field Blast Leap Projectile Whirl
Dark AoE Blind Blind Lifesteal AoE Lifesteal
Ethereal AoE Chaos Armor Chaos Armor Confuse AoE Confuse
Fire AoE Might Fire Armor Burn AoE Burn
Ice AoE Frost Armor Frost Armor Chill AoE Chill
Light AoE Retal Retal RC AoE RC
Lightning AoE Swift Daze Vuln AoE Vuln
Poison AoE Weak Weak Poison AoE Poison
Smoke AoE Stealth Stealth Blind AoE Blind
Water AoE Heal Heal Regen AoE Heal

 

Enemies who try to fire projectiles through a smoke field an ally placed will miss.

 

Check your tooltips - each class can do quite a few of these.  If you're an engineer, make sure to check your toolkit abilities; many of the more effective fields are tucked away.

This is awesome, I seriously need to have this handy when I play.

  chryses

Novice Member

Joined: 5/29/07
Posts: 1437

 
9/17/12 6:12:36 PM#37

Regarding combos and group play.  I really tried last night to work out more tactics with combos and now I am becoming more aware of how to utilise and support others.  As an Engineer, if I see a lot of players using range attacks, I am trying to remind myself to throw down a wall of fire in front of the champion or whatever. 

Still need to check out my damage when firing through a fire field, I keep forgetting to check my combat log! grrr

I do wonder how an organised guild could own in this game if they had vent and were in PvP.  Where there is a bottleneck of enemy players, I can see a few fields being laid down and then stick in 6 players with leaping finishers...the outcome could be brutal.

 

Took this shot in Beta, so its not that great but I do remember this battle and seeing 10-20 players all at the gate.  Combofest right there.

  MurlockDance

Apprentice Member

Joined: 6/20/10
Posts: 923

9/19/12 12:08:50 PM#38
Bumping this back to the front page since there are a lot of people complaining about how hard the game is. Thanks for posting this thread OP.

Playing MUDs and MMOs since 1994.

  Castillle

Forum Bunny

Joined: 10/24/10
Posts: 2622

9/19/12 12:55:01 PM#39
Originally posted by chryses

Regarding combos and group play.  I really tried last night to work out more tactics with combos and now I am becoming more aware of how to utilise and support others.  As an Engineer, if I see a lot of players using range attacks, I am trying to remind myself to throw down a wall of fire in front of the champion or whatever. 

Still need to check out my damage when firing through a fire field, I keep forgetting to check my combat log! grrr

I do wonder how an organised guild could own in this game if they had vent and were in PvP.  Where there is a bottleneck of enemy players, I can see a few fields being laid down and then stick in 6 players with leaping finishers...the outcome could be brutal.

 

Took this shot in Beta, so its not that great but I do remember this battle and seeing 10-20 players all at the gate.  Combofest right there.

When I did my testing, I didnt notice a difference in damage.  But the effects seem to be based on the stats of whoever put down the field.  So the burn damage will be based on the condition damage stat of the guy who put down the field and same with poison.

Havent tested out the water field because you cant see healing numbers inthe combat log  and I need another person to test it out:( at least not for the regen part.  Testing the fire and poison field is easy just let someone drop a poison field and shoot through it with something that can surely finish the combo and just like....see if the other d00d gets exp. lawl

 

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  Angier2758

Apprentice Member

Joined: 9/05/09
Posts: 1053

9/19/12 1:08:57 PM#40
Originally posted by DMKano

My regular group is 2 guardians and 3 warriors - we are all 80s and haven't needed any combos period mostly due to limited options of only 2 classes.

i think the system is cool but it is not really needed - we are doing all content so far including explore mode dungeons without any planned combos, just coordinated buff rotation.

 

 You could be using combos and not know it.... guardians have multiple combos.

 

2 H sword and 2 H hammer both have combo zones that warriors can use without the warrior knowing it....for example... they put down a field/zone with their auto attack (1) skill... the field buffs you with protection..... if the guardian uses their 2 right after on that zone it'll cast retribution on everyone.

2 Hand sword has something similar.

 

 

 

 

 

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