(edited by Moderator)
Share the combo you like to use
Your combo is pretty much the same as mine, though I run around in water, mainly for thematic purposes. Open by summoning elementals, armor of ice. Switch to air, ride the lightning in, 2, 3, and 5 out of melee range. Switch to fire and immediately 3 back into melee range. Dump flame breath, 5, and ring of fire to set up a fire field. 4 then 5, and then 3 (to close if I need to, and to pick a new target if my old one is dead) and 2. Back into water, just dump them all. Often I’ll skip air from then out, going fire, earth, water, but I’ll go back into air if I’m still waiting for a recharge.
eruption from out of aggro range → flame burst and lava font right before it explodes
spit a few fireballs, and then it’s usually dead
how exciting
Scepter/Dagger — almost any farming scenario
Air 4, followed by 2,3 in some order
Fire 4, followed by 2,3 and Arcane Wave in some order, except that the blast finisher on 2 has been bugged out!
Earth 4 & 5 as needed. Also 2 & 3 as makes sense, or Glyph of Storms (in Earth).
A key point is that you’re at point-blank range, so there are 5 blast finishers for Ring of Fire, or 4 for as long as this horrible bug lasts. The Fire ones land in the Ring as long as the enemy is close (which RtL made happen); the others are centered on you no matter what (and hit whichever enemies are sufficiently nearby).
Staff. Fighting a lot of mobs on my own or in dungeons:
air25→earth24→elemental(in dungeons i use seed turrets more often)→glyph of storms→earth2→fire2435→water423→air25
Events: mostly stick to fire, to tag as many mobs as I can, as fast as I can
Karka: earth532, next please
Kinda use all of them, as often as I can. But my favorite is dropping a field and then switch to Earth 1/5 on staves.
D/D, in pvp, my typical combo is:
Air: 4, 5, (3)
Fire: 3, 4, 2 (just one tic to get burning), 5
Earth: 4, (2/3), 5 (sometimes use Lightning flash while casting).
I play the support role in my group so that is what my combos are focused around.
Staff pve group combos:
The group I run with use a lot of combos but let me give you a few examples.
- Burst group dps: Ice Bow 5 (awesome utility btw) on boss with no stacks of def, then mes timewarp, fire 2 at our feet for the burning projectiles. If your team is low on health you can also use a water field here for regen.
- Mass group heal: Earth 2, water 3(or5), arcane wave, guardian hammer blast
- Group Stun: Air 5 behind targets – mes push back = mass aoe stun
- Asura one: earth 2, poison field utility = aoe weakness 50% less dmg
- Save team member: Earth 4 behind target, air 3, rez
- Save team member 2: Air 5 on top of player, rez
- Save team member 3: Earth 3 stand in los of projectiles, rez
- Save team member 4: Ice bow 5, rez
- Melee save: glyph of storms (sandstorm) on top of melee, earth 2, water 3(or5)
This game is awesome for allow you as the player to explore the combos together
Peace
in the dagger dagger chain i insert flaming axe after fire or earth depending.
generally i slip it in after earth and use it while in water.
first step is getting down the chain.
second step is how to handle starting mid chain.
a lot of the dagger dagger ele tank is control and movement.
Spam all skills with blast finishers in a fire field.
Thats my combo, for the rest it seems that auto-attack is the highest DPS xD
Scepter 1 and any field since it is broken and procs 100% of the time, in stacks of 3.