There doesn’t seem to be much talk regarding this little teamwork-promoting mechanic, and I thought it was due time for some discussion on the subject.
If you don’t know by now, Combos work by combining a skill with a “Field” effect (e.g. Combustive Shot from Warrior is a Fire Field) with a “Finisher” effect (e.g. Arcane Wave from Elementalist is a Blast Finisher). This adds some very nice flavour to the game as you’re encouraged to time your skills right with your party to get additional bonuses on top of what you’d normally get from your skills.
A list of all possible combos in the game:
http://wiki.guildwars2.com/wiki/Combo_finisher
Now looking at this chart, I’d like to take note of a few combos I feel are grossly underpowered and are completely not worth spending the time to organize the teamwork required to pull it off. If the effects were improved, maybe people would actually actively try to pull off combos rather than just let it happen randomly when they’re using their normal skill rotation.
Blast Finishers:
The Blast Finisher combo effects are, as a whole, well thought out and very rewarding to pull off. I’d say the only flaw with these are the effects that cause some form of “Armour”, which are Light(Retaliation), Ethereal(Chaos Armour), and Ice(Frost Armour). These last way too short of a time to be of much use in a PvE fight due to their nature of being “on being hit” effects. Mobs and bosses generally have slow attack speeds, meaning it’s very likely that these effects will just fade away before activating even once. This isn’t even taking into account Retaliation being not a very good boon in PvE due to the lack of multi-hit moves on mobs.
A duration buff up to ~5s would make these much more effective at what they’re meant to do.
Leap Finishers:
These suffer exactly the same flaw as Blast Finishers in that the “Armour” effects last too short of a time to be useful. A buff up to ~7s would make leaping through a field and entering melee range more appealing.
Projectile Finishers:
Let’s be honest here, projectile finishers are the finishers most likely people would just let happen “accidentally”, so it’s sort of excusable for their effects to be sub-par compared to, say, blast finishers. However, the Smoke combo in particular strikes me as plain useless, due to the nature of the blind condition being completely(!) removed the moment the mob attacks. Remember that all smoke fields inherently cause a constantly refreshed blind on every mob in it(which really is the only practical application of blind) and cause enemy projectiles to miss, so extending the duration of blind is a very redundant effect.
Whirl Finishers:
This is the biggest beef I have with the combo system. Whirl Finishers tend to be just as rare as Blast Finishers, yet their effects are on par, if not much worse, than Projectile combos. First of all, every effect created from these send off bolts in /random/ directions that may or may not hit the target. On hit, they deliver the exact same effect as Projectiles would, which does not match up at all to the rarity and cooldown that comes attached with Whirl Finishers. I don’t really know how to fix this, but it definitely requires a rework.
TL;DR
Blast finishers are mostly good, “Armour” effects generated from combos need to last longer, projectile finishers have understandably(excusably) weak effects, whirl finishers don’t nearly have the frequency to excuse their weak effects like projectiles do, on top of being a random chance of hitting the mobs.