When you were developing the game you said that combos will be an important mechanic in the game. But now they are ruled by the caos. Only in wvw ppl play for some combos and only out of combact. This is caused by finisher and fields that are stronger as skill than a combo. So here some suggestion to make this system more present in the game.
#Change whirl finisher in something like a wave around your character that expand at 180 radius. (Like reckless dodge, or evasive arcana). Than i will active at the start of the skill and evry 1 sec of cast time.
EX: warrior axe skills
Cyclone axe: 1/2s cast time it activate once.
Whirlwing axe: 3 1/4s cast time it activate 4 times.
#Change combo effect in the way to make tham to have the same effect for each element.
EX: See the attachment.
#Add traits that boost some finisher in specific field.
EX: Elementalist trait Persisting Flames
Trait for Guardian that give retailation on Blast and Leap finisher in light fields
Trait for Thief that give Stealth on Blast and Leap Finishers in smoke fields
#Reduce the power fields in the way they should be used expecially for the field effect.
#Reduce the power of finisher in the way they should be used only if there is a field.
My idea of fight is:
*Your team need more dps? Fire field for might.
*Your team want to do spikes or is power? Lightning filed for vulnerability.
*Your team have to fight against power build? Posion field for weakness.
*Your team have to fight against condition? Light field for removal.
*In this way the warrior that shouldn’t remove condition alone have to fight in a light field to clease himself. As you said in the post of role of professions.