Combo Finishers
Yes we generally lack combo finishers outside minions, which are arguably a bad place to have them. Basically the more combo fields you get, the less finishers (minions the biggest exception), and with them all focused in minions its unlikely that we will see many more.
A fair few skills that should be finishers just aren’t, for whatever reason.
Dark path, spectral grasp, and focus 4 are all literal projectiles, yet aren’t finishers.
Lich 1 should also be a small projectile finisher for consistency.
If swoop/bull’s charge etc are leaps, then surely the golem charge should be as well.
If axe 3 isn’t a blast then I don’t know what is.
Sadly my wvw has zero finishers, would be nice if they did fix these up, as they currently are inconsistent with so many other skills in the game.
I reckon make focus 4 and Rework axe 1 to be finishers. That should be enough. I mean we have enough combo starters. Its just outside putrid mark we have none that are consistent
axe#1 being a finisher would be amazing :P.
Yes lack of combos on my necromancer is also noticable. Combos make the game real fun :P.
Rangers got their blast finisher how about we get manual activation of marks so we can use them even when theres no enemy to blast or to give regen ?
Or maybe enfeebling blood to be blast its animation fits perfectly
As I said, no one is allowed to have lots of fields and finishers. Which means the only place we would see more than 1 added is on our utility skills.
As I said, no one is allowed to have lots of fields and finishers. Which means the only place we would see more than 1 added is on our utility skills.
Unless you’re an ele of course lol
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
ele has like 12 fields and 16 or something finishers. Just saying.
Yes, but never at once, which is the point. They can have tons of finishers, but then they get very few fields, or they can have tons of fields but few finishers.
you can still get 11 fields and like 7 finishers on one build you know.
This is really just a consistency thing you know, most skills in the game where it makes sense to be a finisher, they are. All I expect is consistency, just like spectrals having an ICD like auras and all that jazz.
(edited by War Mourner.5168)
You can get 7 fields and 8 finishers in one Necro build too.
That’s with poop socking minions trait, but i don’t see your point; I’m just saying that we have skills that quite clearly should be finishers, and for consistency should be, but aren’t.
My original argument wasn’t looking at the balance of having more finishers (otherwise I would cry about 5>2 on d/p thieves and the like), just consistency.
I couldn’t learn combo naturally when I level my necro. Because, if you have a well build, mostly you won’t have many finisher. Only putrid Mark. Staff1 is 20% trigger.
And if you have minion build, you probably wont many any field. Staff 3 is unreliable unless you pretty much waste the skill and put it on empty space.
This is the result of putting all the combo skills in utility. And those two builds are almost mutually exclusive.
I didn’t quite understand how combo works because I almost never make one. No one in pve sit in staff. And no one use minion in dungeon. I later learned leveling my guardian just by playing with the greatsword. 4/5 is combo skill, you can’t even dream of that from necro.
Searching for the 8th finisher…
Blast :
Putrid mark x1
Putrid explosion x2
Necrotic traversal x1
Projectile :
Necrotic grasp x1
summon bone fiend x1
Summon flesh wurm x1
Style stuck at 7.
Then, assuming I take trait “death nova” that give me 4 fields for my minion + one for the little guy from rĂ©animator, Chillblain for the staff and either blood fiend or well of blood.
I’m definitely stuck at 7 – 7. Given that it’s super easy to use Putrid mark to actually trigger the combo (Oh where are you mister irony, where are you) and minion obey us with godlike speed (and never die before we need to use them as a combo). No comment on the huge variety of field we have with this build and much a group gain from it…
Let’s just say it. When you need blast in WvW or PvE, that’s when you need buff and heal. So a blast that trigger a poison field would be an hindrance. When you need Buff or Heal (In these situations), you expect as well that you don’t have an ennemy in your toes, so I’d say no to Putrid mark to. Well I’m sur this build is perfectly viable for sPvP or 1v1 but it’s no use as an support build where combo shine.
I totally aggree with the Op, when it come to Combo, Necromancer lack consistency and it’s a pity to see that we have so few combo. Let’s just trad Necrotic traversal’s blast combo to a Blast combo on unholy feast. Perfect match no? We wouldn’t be able to have build with more combo then other classes with this. We keep balance and we have something usefull.
Bone Fiend has two.
trident 5 is also a blast finisher.
trident 5 is also a blast finisher.
Spear has finisher on everything except… #3… and umm… #4.
But seriously… water? All you get in water are poison fields from minions and trident #3 self comboing on its own use.
like anyone cares about finishers in water
like anyone cares about finishers in water
I do but only for the weakness. Most other underwater finishers on just about every profession are worthless except the eternal guardian retaliation .
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Nope Bhawd, saying that bone fiend have 2 is just like saying ranger has 10 with just rapid fire.
" Batlav.6318:
like anyone cares about finishers in water
I do but only for the weakness. Most other underwater finishers on just about every profession are worthless except the eternal guardian retaliation .*"
- Elementalist : Fire trident 2 (Boil) + Arcane wave combo power (aoe)
Air trident 5 (lightning cage) + Arcane wave combo swiftness (aoe)
Earth trident 5 (murky water) + Arcane wave combo invisibility (aoe)
that’s already 3 nices things very usefull for elementalist.
- Ranger : Ether field or/and poison field underwater + leap/whirl/projectile. Garbage? I think not.
- Engi : smoke and fire field with their share of combo
- Mesmer : Etherfield + whirlwind or projectiles or leap. you think this is worthless? really?
(edited by Dadnir.5038)
Bone Fiend fires two projectile finishers, and gives you two effects. That is two finishers.
Nope Bhawd, saying that bone fiend have 2 is just like saying ranger has 10 with just rapid fire.
" Batlav.6318:
like anyone cares about finishers in water
I do but only for the weakness. Most other underwater finishers on just about every profession are worthless except the eternal guardian retaliation .*"
- Elementalist : Fire trident 2 (Boil) + Arcane wave combo power (aoe)
Air trident 5 (lightning cage) + Arcane wave combo swiftness (aoe)
Earth trident 5 (murky water) + Arcane wave combo invisibility (aoe)
that’s already 3 nices things very usefull for elementalist.
- Ranger : Ether field or/and poison field underwater + leap/whirl/projectile. Garbage? I think not.
- Engi : smoke and fire field with their share of combo
- Mesmer : Etherfield + whirlwind or projectiles or leap. you think this is worthless? really?
Ok the ele stealth one I totally forgot about, and is a good one as well as the engi smoke fields, but the rest are -meh- I’m also talking comboing off yourself, not using other fields people make. And yes, I do think the mesmers underwater fields are worthless, mainly becaue I have yet to have one effect me in any way, be it positive or negative. Those things you listed are gimmicky. there are far easier ways to build might for the ele that are also on shorter cd’s and more reliable and whirl finishers underwater always make me laugh because they are wildly inaccurate and rarely land. I would hope by now that you would understand why making weakness is the most beneficial combo underwater.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
My issue with Foul Current is that the self-combo it makes doesn’t do anything. A leap combo through a poison field adds weakness to the target hit, but Foul Current doesn’t actually hit anything.
That said, it poisons for an obscenely long time (seen 28 seconds with no condition duration before) if they stay in the field at all.
Sort of interesting underwater you can self trigger Fear if you have Reaper’s Protection. Geomancy Sigil on your spear immediately followed by Spear #5.
My issue with Foul Current is that the self-combo it makes doesn’t do anything. A leap combo through a poison field adds weakness to the target hit, but Foul Current doesn’t actually hit anything.
That said, it poisons for an obscenely long time (seen 28 seconds with no condition duration before) if they stay in the field at all.
Yeah this is true, but you can always have a minion do it for you. I always use minions underwater (well almost always, I would forgo them for a corruption build which is equally as useful underwater, especially for hybrids) or even if you’re not a fan of uw minions, just throw in bone minions for the blast finisher alone and use whatever else you want.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Ok the ele stealth one I totally forgot about, and is a good one as well as the engi smoke fields, but the rest are -meh- I’m also talking comboing off yourself, not using other fields people make. And yes, I do think the mesmers underwater fields are worthless, mainly becaue I have yet to have one effect me in any way, be it positive or negative. Those things you listed are gimmicky. there are far easier ways to build might for the ele that are also on shorter cd’s and more reliable and whirl finishers underwater always make me laugh because they are wildly inaccurate and rarely land. I would hope by now that you would understand why making weakness is the most beneficial combo underwater.
Well, I’m sur you are well aware that in the meta for WvW or PvE nobody care about weakness except perhaps soloer that like to say they are roaming while they are PKing. In PvE, weakness won’t do anything because One hit KO with or without weakness don’t change anything. You will more likely use Blind which is very efficient here except for channel skill. In WvW what’s important is water field, fire field and light field (+ Ether field but as a bonus). I never ever saw/heard any CM asking for weakness. In WvW, you want to make your party stronger and CC your foes so that they can’t hit you. Be it underwater or on landscape.