Expanding on Combos

Expanding on Combos

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Ive been running with an organized wvw guild for the past 3 months, and what all good guilds realize is the strong team element that must be felt by all the players running in the group. The need to coordinate builds and play your part to form essentially one giant player in a way to smash down zergs and other guilds.

However, in playing as a team its more than just coordinating builds to play specific parts, its coordinating skills. I think the distinct lack of the trinity in this game has lessened the teamwork that could be had. The only replacement ive seen for the trinity are combo fields/finishers. And how players must coordinate to achieve the goal of heals or might. Does anyone know if Anet has plans to expand on the Combo type of idea? It works really great I think and its surprisingly unknown to still a lot of players, unfortunately, especially considering how powerful it is. I think especially as a dedicated pvper that to increase the teamplay in wvw/spvp, there needs to be a large expansion on Combo area of the game. It already works really well but I feel that the waterfied blast, firefield blast has gotten quite stale over the past year that its been used.

Gvg play has remained largely the same because of the lack of diversity that has been added to the pvp section of the game. Any ideas on what could be done to increase the diversity in play? Perhaps more skill types could be created that merge with each other when players use them together. Like certain shouts from different classes coordinate together.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Best post I have had the pleasure of viewing in a long time. Here is my take on things: currently all finishers activated on a field give benefits to your team, so why not make a debuff for a finisher when activated on an enemy field?
All suggested debuffs (examples to be redone I’m sure) for blast effect 5 people radius 300, whirl 5 people radius 240, leap 3 people radius 240, projectile 3 people (depends on range of weapon).

Blast:
Dark – 1 stack of Ignorance (max 3? duration 10sec). Enemies blasting on a friendly dark field give blindness to friendlies instead.
Ethereal – Remove enemy chaos armor.
Fire – Heal yourself for half of your healing power.
Ice – Tainted frost aura. Enemies hitting foes take double damage from retaliation for the remainder of their frost aura.
Light – Remove 1 second of retaliation from nearby foes.
Lightning – Take away 30% of your foes swiftness.
Poison – Weakness for 1sec.
Smoke – Halve your enemies stealth.
Water – 1 stack of Grief (max 3? 10sec). The next blast this foe activates on a water field heals your team instead.

Leap:
Dark – 1 stack of Ignorance (max 3? duration 10sec). Enemies blasting on a friendly dark field give blindness to friendlies instead.
Ethereal – Your enemies chaos armor is now your own. Enemies lose their chaos armor. (5sec?)
Fire – Heal yourself for your current healing power rating.
Ice – Give a foe your tainted frost aura. (the one with the most hp)
Light – Halve all current foes retaliation.
Lightning – Remove an aura.
Poison – 2 seconds of weakness.
Smoke – Blind your enemy and gain aegis (10sec?).
Water – 1 stack of Grief (max 3? 10sec). The next leap this foe activates on a water field heals you instead.

Whirl:
Dark – Transfer 1 condition to all nearby foes.
Ethereal – Steal 1 boon from foes.
Fire – Reduce your foes might duration by 20%.
Ice – Foes with an aura that hit you reflect the damage upon themselves.
Light – Remove 1 stack of Ignorance from nearby allies.
Lightning – Vulnerability duration on foes is doubled.
Poison – Foes suffering from weakness gain another random condition (10sec).
Smoke – Enemies you hit in stealth take more damage (20%?).
Water – Remove 1 stack of Grief from nearby allies.

Projectile:
Dark – 20% chance to transfer 1 condition to foes.
Ethereal – 20% chance to steal a boon from foes.
Fire – 20% chance to remove 1 stack of might.
Ice – The effects of auras are reversed when hitting an enemy with an aura.
Light- Remove 1 stack of Ignorance from allies.
Lightning – Add 1 stack of vulnerability (10sec?)
Poison – Foes suffering from weakness gain another random condition (5sec).
Smoke – Enemies you hit in stealth take more damage (20%?).
Water – Remove 1 stack of Grief from allies.

Very rough draft.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Jaysin X.6740

Jaysin X.6740

Combos do have a lot more potential and I agree on expanding them. I would love to be able to proc two fields at the same time for unique effects, i.e. u drop a poison field and a water field on top of it then blast for Acid Rain, or something like that.

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Posted by: Kaleban.9834

Kaleban.9834

The guys behind Magicka might have to lodge an IP claim against ANet lol.

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Posted by: Wasbunny.6531

Wasbunny.6531

Something that apparently another mmo soon to be released has talked about is enemies being able to use the players own combo fields for themselves, making them a double edged sword. I find this idea really interesting, especially when considering combining that with the ideas above. Although I still can’t imagine how this would play out in a PvP enviornment and am a little skeptical that the unnamed future mmo will be able to pull this off. Maybe it would apply only to NPCs.

I think one main problem right now with combo fields and having them used strategically in a group is the constant overriding of the latest over the previous. I like the idea of making some kind of synergy with them.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~