Difference between revisions of "What are Combo Fields"

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* Have you heard your character shout "Impressive combination" without understanding why?
 
* Have you heard your character shout "Impressive combination" without understanding why?
 
* Do you know why your WvW commander keeps saying "water on tag"?
 
* Do you know why your WvW commander keeps saying "water on tag"?
* Do you want to learn how to instantly heal your entire group to full, stack 25 might on your entire group, or stealth your entire group for 30 seconds?
+
* Do you want to learn how to instantly heal your entire group to full, stack 25 {{Gw2wiki|Might}} on your entire group, or stealth your entire group for 30 seconds?
  
Combo fields are an important but little-understood Guild Wars 2 mechanic. It's particularly important for '''Engineer''' and '''Elementalist''' players, but all classes can make use of combos effectively. This guide will explain the combo system and common combos used in different game modes.
+
:Combo fields are an important but little-understood Guild Wars 2 mechanic. It's particularly important for '''Engineer''' and '''Elementalist''' players, but all classes can make use of combos effectively. This guide will explain the combo system and common combos used in different game modes.
  
 
==Fields and Finishers==
 
==Fields and Finishers==
  
[[File:Fire Field Border.jpeg|300px]]
+
:[[File:Fire Field Border.jpeg|300px]]
  
''A fire field.''
+
:''A fire field.''
  
 +
:Many skills in Guild Wars 2 leave behind '''combo fields''' with a certain elemental type. These fields show up as circles or rectangles on the ground outlined with a colored aura corresponding to the type of field they are.
  
Many skills in Guild Wars 2 leave behind '''combo fields''' with a certain elemental type. These fields show up as circles or rectangles on the ground outlined with a colored aura corresponding to the type of field they are.
+
:Additionally, certain types of skills, called '''combo finishers''', have extra effects when used inside a combo field. The extra effect varies depending on the type of combo field.
  
Additionally, certain types of skills, called '''combo finishers''', have extra effects when used inside a combo field. The extra effect varies depending on the type of combo field.
+
:The tooltip of every skill explains if it creates a combo field or functions as a combo finisher. You can read the tooltips on your skills to find out what combo fields and combo finishers you have access to.
  
The tooltip of every skill explains if it creates a combo field or functions as a combo finisher. You can read the tooltips on your skills to find out what combo fields and combo finishers you have access to.
+
:{| class="wikitable"
 
 
 
 
{| class="wikitable"
 
 
|-
 
|-
 
! Field Type !! Color !! Blast Finisher !! Leap Finisher !! Projectile or Whirl Finisher !! Mainly created by
 
! Field Type !! Color !! Blast Finisher !! Leap Finisher !! Projectile or Whirl Finisher !! Mainly created by
 
|-
 
|-
| Dark || Black || Area Blindness (3s) || Inflict Blindness (3s) || Projectiles have Lifesteal || Necromancers
+
| Dark || Black || Area {{Gw2wiki|Blind}} (3s) || Inflict {{Gw2wiki|Blind}} (3s) || Projectiles steal life || Necromancers
 
|-
 
|-
| Ethereal || Purple || Area Chaos Armor (3s) || Gain Chaos Armor (5s) || Projectiles inflict Confusion (5s) || Mesmers
+
| Ethereal || Purple || Area {{gw2wiki|Chaos Armor}} (3s) || Gain {{gw2wiki|Chaos Armor}} (5s) || Projectiles inflict {{Gw2wiki|Confusion}} (5s) || Mesmers
 
|-
 
|-
| Fire || Orange || Area Might (3 stacks for 20s) || Gain Fire Shield (5s) || Projectiles inflict Burning (1s) || Elementalists, Engineers, Warriors, Revenants, Rangers
+
| Fire || Orange || Area {{Gw2wiki|Might}} (3 stacks for 20s) || Gain {{Gw2wiki|Fire Shield}} (5s) || Projectiles inflict {{Gw2wiki|Burning}} (1s) || Elementalists, Engineers, Warriors, Revenants, Rangers
 
|-
 
|-
| Ice || Light blue || Area Frost Aura (3s) || Gain Frost Aura (5s) || Projectiles inflict Chill (1s) || Necromancers (Reapers), Elementalists, Engineers
+
| Ice || Light blue || Area {{Gw2wiki|Frost Aura}} (3s) || Gain {{Gw2wiki|Frost Aura}} (5s) || Projectiles inflict {{Gw2wiki|Chill}} (1s) || Necromancers (Reapers), Elementalists, Engineers
 
|-
 
|-
| Light || Yellow || Area Cleanse Condition || Gain Light Aura (5s) || Projectiles cleanse one condition || Guardians, Engineers
+
| Light || Yellow || Area cleanse condition || Gain {{Gw2wiki|Light Aura}} (5s) || Projectiles cleanse conditions || Guardians, Engineers
 
|-
 
|-
| Lightning || White || Area Swiftness (10s) || Inflict Daze (1s) || Projectiles inflict Vulnerability (2 stacks for 5s) || Elementalists, Engineers (Scrappers)
+
| Lightning || White || Area {{Gw2wiki|Swiftness}} (10s) || Inflict {{Gw2wiki|Daze}} (1s) || Projectiles inflict {{Gw2wiki|Vulnerability}} (2 stacks for 5s) || Elementalists, Engineers (Scrappers)
 
|-
 
|-
| Poison || Green || Area Weakness (3s) || Inflict Weakness (8s) || Projectiles inflict Poison (2s) || Necromancers, Rangers
+
| Poison || Green || Area {{Gw2wiki|Weakness}} (3s) || Inflict {{Gw2wiki|Weakness}} (8s) || Projectiles inflict {{Gw2wiki|Poison}} (2s) || Necromancers, Rangers
 
|-
 
|-
| Smoke || Gray || Area Stealth (3s) || Gain Stealth (3s) || Projectiles inflict Blindness (3s) || Thieves, Engineers, Rangers
+
| Smoke || Gray || Area {{Gw2wiki|Stealth}} (3s) || Gain {{Gw2wiki|Stealth}} (3s) || Projectiles inflict {{Gw2wiki|Blind}} (3s) || Thieves, Engineers, Rangers
 
|-
 
|-
| Water || Blue || Area Healing || Gain Healing || Projectiles grant Regeneration (2s) || Elementalists, Engineers, Rangers (Druids), Guardians (Firebrands)
+
| Water || Blue || Area Healing || Gain Healing || Projectiles grant {{Gw2wiki|Regeneration}} (2s) || Elementalists, Engineers, Rangers (Druids), Guardians (Firebrands)
 
|}
 
|}
  
'''Notes'''
+
:[https://wiki.guildwars2.com/wiki/Combo Wiki article on combos, including a list of combo skills by profession]
* {{Skill|Chaos Armor}} randomly grants protection, regeneration, or swiftness when hit, and randomly inflicts weakness, confusion, or cripple on enemies striking you.
 
* {{Skill|Fire Shield}} grants might when hit, and inflicts burning on enemies striking you.
 
* {{Skill|Frost Aura}} grants -10% incoming physical damage, and inflicts chill on enemies striking you.
 
* {{gw2skill|Light Aura}} grants -10% incoming condition damage, and grants retaliation when hit.
 
  
[https://wiki.guildwars2.com/wiki/Combo Wiki article on combos, including a list of combo skills by profession]
+
==Using Combos Effectively==
  
==Using Combos Effectively==
+
:Combo fields are important because they can add powerful effects to your skills for no effort. Because there's no limit to the number of finishers that can be used in a combo field, a group of coordinated players can blast a massive amount of {{Gw2wiki|Might}}, healing, or stealth out of one player's combo field.
  
Combo fields are important because they can add powerful effects to your skills for no effort. Because there's no limit to the number of finishers that can be used in a combo field, a group of coordinated players can blast a massive amount of might, healing, or stealth out of one player's combo field.
+
:To use combos effectively, you should know which of your skills are combo fields and combo finishers, and coordinate with players around you in chat or voice:
  
To use combos effectively, you should know which of your skills are combo fields and combo finishers, and coordinate with players around you in chat or voice:
+
* Place combo fields when you know they will be needed, like a fire field at the beginning of a fight to quickly stack {{Gw2wiki|Might}}, or a water field when teammates are low on health.
* Place combo fields when you know they will be needed, like a fire field at the beginning of a fight to quickly stack might, or a water field when teammates are low on health.
 
 
* Conversely, try not to place unnecessary combo fields if they will overlap and interfere with other players' important combo fields.
 
* Conversely, try not to place unnecessary combo fields if they will overlap and interfere with other players' important combo fields.
  
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===Blasting Might===
 
===Blasting Might===
Using a blast finisher in a fire field grants 3 stacks of might to up to 5 nearby allies for 20 seconds. A group can coordinate blast finishers to reach 25 stacks of might for a long duration.
+
:Using a blast finisher in a fire field grants 3 stacks of {{Gw2wiki|Might}} to up to 5 nearby allies for 20 seconds. A group can coordinate blast finishers to reach 25 stacks of might for a long duration.
  
This is used in '''WvW''' and '''open world PvE''' before big engagements. It's also useful to maintain damage buffs in '''instanced PvE''' when you don't have a dedicated support providing might.
+
:This is used in '''WvW''' and '''open world PvE''' before big engagements. It's also useful to maintain damage buffs in '''instanced PvE''' when you don't have a dedicated support providing might.
  
 
===Blasting Water===
 
===Blasting Water===
Using a blast finisher in a water field heals 5 nearby allies for 1320 health (scaling up to ~2000 with healing power). A group can coordinate blast finishers to instantly get a huge amount of burst healing on a large group.
+
:Using a blast finisher in a water field heals 5 nearby allies for 1320 health (scaling up to ~2000 with healing power). A group can coordinate blast finishers to instantly get a huge amount of burst healing on a large group.
  
This is used in all game modes for a bit of extra healing. It's especially important in '''WvW''' for sustaining through large-scale fights, and is usually called out in chat (i.e. "Water on tag").
+
:This is used in all game modes for a bit of extra healing. It's especially important in '''WvW''' for sustaining through large-scale fights, and is usually called out in chat (i.e. "Water on tag").
  
 
===Blasting Stealth===
 
===Blasting Stealth===
Using a blast finisher in a smoke field grants stealth to 5 nearby allies for 3 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of stealth.
+
:Using a blast finisher in a smoke field grants {{Gw2wiki|Stealth}} to 5 nearby allies for 3 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of stealth.
  
This is sometimes used tactically in PvP and WvW, however its main use is in '''instanced PvE''' to skip enemies. This is usually done by a Thief with {{Skill|Smoke Screen}} and {{Skill|Cluster Bomb}}, but the Druid can also provide a smoke field with {{gw2skill|Juvenile Smokescale}}.
+
:This is sometimes used tactically in PvP and WvW, however its main use is in '''instanced PvE''' to skip enemies. This is usually done by a Thief with {{Skill|Smoke Screen}} and {{Skill|Cluster Bomb}}, but a Ranger can also provide a smoke field with {{gw2skill|Juvenile Smokescale}}.
  
 
===Condition Cleanse===
 
===Condition Cleanse===
Light fields are a powerful defensive tool that can cleanse conditions or provide light aura (-10% incoming condition damage). Classes with easy access to light fields and combo finishers, like '''Guardian''' and '''Engineer''', can use them to support their team.
+
:Light fields are a powerful defensive tool that can cleanse conditions or provide {{Gw2wiki|Light Aura}} (-10% incoming condition damage). Classes with easy access to light fields and combo finishers, like '''Guardian''' and '''Engineer''', can use them to support their team.
  
This is used in all game modes to counter condition damage.
+
:This is used in all game modes to counter condition damage.
  
 
===Leap Finishers===
 
===Leap Finishers===
Many professions have access to short cooldown leap finishers, especially '''Thief''' ({{Skill|Heartseeker}}) and '''Holosmith''' ({{Gw2skill|Holo Leap}}). For increased effectiveness, these skills can be combined with '''stealth''' from a smoke field, '''healing''' from a water field, '''frost aura''' from an ice field, '''light aura''' from a light field, or '''daze''' from a lightning field.
+
:Many professions have access to short cooldown leap finishers, especially '''Thief''' ({{Skill|Heartseeker}}) and '''Holosmith''' ({{Gw2skill|Holo Leap}}). For increased effectiveness, these skills can be combined with '''stealth''' from a smoke field, '''healing''' from a water field, '''frost aura''' from an ice field, '''light aura''' from a light field, or '''daze''' from a lightning field.
  
This is used in '''PvP''' and '''small scale WvW''' to gain an edge in fights.
+
:This is used in '''PvP''' and '''small scale WvW''' to gain an edge in fights.
  
 
===Blasting Swiftness===
 
===Blasting Swiftness===
Using a blast finisher in a lightning field grants swiftness to 5 nearby allies for 10 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of swiftness.
+
:Using a blast finisher in a lightning field grants {{Gw2wiki|Swiftness}} to 5 nearby allies for 10 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of swiftness.
  
This is used in '''PvP''' to stack swiftness before a PvP round starts.
+
:This is used in '''PvP''' to stack swiftness before a PvP round starts.
  
 
==PvE Weapon and Skill Swaps==
 
==PvE Weapon and Skill Swaps==
 +
:Coordinated PvE groups blasting might or stealth often bring extra weapons that they can swap to for combo fields or combo finishers:
  
Coordinated PvE groups blasting might or stealth often bring extra weapons that they can swap to for combo fields or combo finishers:
 
 
* '''Elementalist:''' Scepter ({{Skill|Dragon's Tooth}}, {{Skill|Phoenix}}), Focus ({{Skill|Flamewall}}, {{Skill|Comet}}), Dagger ({{Skill|Earthquake}})
 
* '''Elementalist:''' Scepter ({{Skill|Dragon's Tooth}}, {{Skill|Phoenix}}), Focus ({{Skill|Flamewall}}, {{Skill|Comet}}), Dagger ({{Skill|Earthquake}})
 
* '''Engineer:''' Shield ({{Skill|Magnetic Inversion}})
 
* '''Engineer:''' Shield ({{Skill|Magnetic Inversion}})
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* '''Ranger:''' Warhorn ({{Skill|Call of the Wild}}), Torch ({{Skill|Bonfire}})
 
* '''Ranger:''' Warhorn ({{Skill|Call of the Wild}}), Torch ({{Skill|Bonfire}})
  
Engineers can blast might or stealth very effectively using their kits and tool belt skills:
+
:Engineers can blast might or stealth very effectively using their kits and tool belt skills:
 
* Fire fields: {{Skill|Fire Bomb}}, {{Skill|Napalm}}, {{Skill|Throw Napalm}}
 
* Fire fields: {{Skill|Fire Bomb}}, {{Skill|Napalm}}, {{Skill|Throw Napalm}}
 
* Smoke field: {{Skill|Smoke Bomb (engineer)}}
 
* Smoke field: {{Skill|Smoke Bomb (engineer)}}
 
* Blast finishers: {{Skill|Thumper Turret}}, {{Skill|Rumble}}, {{Skill|Flame Blast}}, {{Skill|Acid Bomb}}, {{Skill|Big Ol' Bomb}}, {{Skill|Orbital Strike}}
 
* Blast finishers: {{Skill|Thumper Turret}}, {{Skill|Rumble}}, {{Skill|Flame Blast}}, {{Skill|Acid Bomb}}, {{Skill|Big Ol' Bomb}}, {{Skill|Orbital Strike}}
  
Rangers can swap in pets for the combo fields they provide:
+
:Rangers can swap in pets for the combo fields they provide:
 
* Fire field: {{gw2skill|Juvenile Fire Wyvern}}
 
* Fire field: {{gw2skill|Juvenile Fire Wyvern}}
 
* Smoke field: {{gw2skill|Juvenile Smokescale}}
 
* Smoke field: {{gw2skill|Juvenile Smokescale}}
Line 123: Line 116:
 
==Advanced: Combo Field Priority==
 
==Advanced: Combo Field Priority==
  
For builds where combo usage is crucial (e.g. [[Build:Reaper - Condi DPS]]) it's worth knowing specific details about which combo field takes priority when there are multiple combo fields.
+
:For builds where combo usage is crucial (e.g. [[Build:Reaper - Condi DPS]]) it's worth knowing specific details about which combo field takes priority when there are multiple combo fields.
  
* '''Blast finishers:''' The oldest combo field takes priority. Hence, if a light field is placed on top of an existing fire field, {{Skill|Dragon's Tooth}} will still blast area might.
+
* '''Blast finishers:''' The oldest combo field takes priority. Hence, if a light field is placed on top of an existing fire field, {{Skill|Dragon's Tooth}} will still blast area {{Gw2wiki|Might}}.
* '''Leap finishers:''' The first combo field entered takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, using {{Skill|Savage Leap}} out of a fire field into a light field will grant fire shield.
+
* '''Leap finishers:''' The first combo field entered takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, using {{Skill|Savage Leap}} out of a fire field into a light field will grant {{Gw2wiki|Fire Shield}}.
 
* '''Projectile finishers:''' The first combo field the projectile enters takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, shooting {{Skill|True Shot}} out of a fire field into a light field will grant burning bolts.
 
* '''Projectile finishers:''' The first combo field the projectile enters takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, shooting {{Skill|True Shot}} out of a fire field into a light field will grant burning bolts.
** For '''20% chance projectile finishers''', the 20% chance applies to ''each'' combo field the projectile passes through. Hence, shooting {{Skill|Long Range Shot}} out of a fire field into a poison field has a 20% chance to inflict burning; if that fails, it has a 20% chance to inflict poison.
+
** For '''20% chance projectile finishers''', the 20% chance applies to ''each'' combo field the projectile passes through. Hence, shooting {{Skill|Long Range Shot}} out of a fire field into a poison field has a 20% chance to inflict {{Gw2wiki|Poison}}; if that fails, it has a 20% chance to inflict {{Gw2wiki|Poison}}.
 
* '''Whirl finishers:''' The first combo field entered takes priority. If there are multiple combo fields at the start of the whirl, the oldest one takes priority. Once a field has been prioritized for the whirl finisher, it will remain prioritized until you move out of it. Hence, if you begin {{Skill|Soul Spiral}} in an ice field, then move into a light field while still being in the ice field, you will get chilling bolts.
 
* '''Whirl finishers:''' The first combo field entered takes priority. If there are multiple combo fields at the start of the whirl, the oldest one takes priority. Once a field has been prioritized for the whirl finisher, it will remain prioritized until you move out of it. Hence, if you begin {{Skill|Soul Spiral}} in an ice field, then move into a light field while still being in the ice field, you will get chilling bolts.
  
For '''combo fields that move or change in size''' (e.g. {{Skill|Flames of War}} or {{Skill|Nightfall}}) these fields are effectively removed and re-created every time they move or change in size. Hence, they will always tend to count as the newest combo field for the purposes of combo priority.
+
:For '''combo fields that move or change in size''' (e.g. {{Skill|Flames of War}} or {{Skill|Nightfall}}) these fields are effectively removed and re-created every time they move or change in size. Hence, they will always tend to count as the newest combo field for the purposes of combo priority.

Latest revision as of 03:58, 24 January 2019

Introduction

  • Have you heard your character shout "Impressive combination" without understanding why?
  • Do you know why your WvW commander keeps saying "water on tag"?
  • Do you want to learn how to instantly heal your entire group to full, stack 25 Might Might on your entire group, or stealth your entire group for 30 seconds?
Combo fields are an important but little-understood Guild Wars 2 mechanic. It's particularly important for Engineer and Elementalist players, but all classes can make use of combos effectively. This guide will explain the combo system and common combos used in different game modes.

Fields and Finishers

Fire Field Border.jpeg
A fire field.
Many skills in Guild Wars 2 leave behind combo fields with a certain elemental type. These fields show up as circles or rectangles on the ground outlined with a colored aura corresponding to the type of field they are.
Additionally, certain types of skills, called combo finishers, have extra effects when used inside a combo field. The extra effect varies depending on the type of combo field.
The tooltip of every skill explains if it creates a combo field or functions as a combo finisher. You can read the tooltips on your skills to find out what combo fields and combo finishers you have access to.
Field Type Color Blast Finisher Leap Finisher Projectile or Whirl Finisher Mainly created by
Dark Black Area Blind Blind (3s) Inflict Blind Blind (3s) Projectiles steal life Necromancers
Ethereal Purple Area Chaos Armor Chaos Armor (3s) Gain Chaos Armor Chaos Armor (5s) Projectiles inflict Confusion Confusion (5s) Mesmers
Fire Orange Area Might Might (3 stacks for 20s) Gain Fire Shield Fire Shield (5s) Projectiles inflict Burning Burning (1s) Elementalists, Engineers, Warriors, Revenants, Rangers
Ice Light blue Area Frost Aura Frost Aura (3s) Gain Frost Aura Frost Aura (5s) Projectiles inflict Chill Chill (1s) Necromancers (Reapers), Elementalists, Engineers
Light Yellow Area cleanse condition Gain Light Aura Light Aura (5s) Projectiles cleanse conditions Guardians, Engineers
Lightning White Area Swiftness Swiftness (10s) Inflict Daze Daze (1s) Projectiles inflict Vulnerability Vulnerability (2 stacks for 5s) Elementalists, Engineers (Scrappers)
Poison Green Area Weakness Weakness (3s) Inflict Weakness Weakness (8s) Projectiles inflict Poison Poison (2s) Necromancers, Rangers
Smoke Gray Area Stealth Stealth (3s) Gain Stealth Stealth (3s) Projectiles inflict Blind Blind (3s) Thieves, Engineers, Rangers
Water Blue Area Healing Gain Healing Projectiles grant Regeneration Regeneration (2s) Elementalists, Engineers, Rangers (Druids), Guardians (Firebrands)
Wiki article on combos, including a list of combo skills by profession

Using Combos Effectively

Combo fields are important because they can add powerful effects to your skills for no effort. Because there's no limit to the number of finishers that can be used in a combo field, a group of coordinated players can blast a massive amount of Might Might, healing, or stealth out of one player's combo field.
To use combos effectively, you should know which of your skills are combo fields and combo finishers, and coordinate with players around you in chat or voice:
  • Place combo fields when you know they will be needed, like a fire field at the beginning of a fight to quickly stack Might Might, or a water field when teammates are low on health.
  • Conversely, try not to place unnecessary combo fields if they will overlap and interfere with other players' important combo fields.

Common Combo Usage

Blasting Might

Using a blast finisher in a fire field grants 3 stacks of Might Might to up to 5 nearby allies for 20 seconds. A group can coordinate blast finishers to reach 25 stacks of might for a long duration.
This is used in WvW and open world PvE before big engagements. It's also useful to maintain damage buffs in instanced PvE when you don't have a dedicated support providing might.

Blasting Water

Using a blast finisher in a water field heals 5 nearby allies for 1320 health (scaling up to ~2000 with healing power). A group can coordinate blast finishers to instantly get a huge amount of burst healing on a large group.
This is used in all game modes for a bit of extra healing. It's especially important in WvW for sustaining through large-scale fights, and is usually called out in chat (i.e. "Water on tag").

Blasting Stealth

Using a blast finisher in a smoke field grants Stealth Stealth to 5 nearby allies for 3 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of stealth.
This is sometimes used tactically in PvP and WvW, however its main use is in instanced PvE to skip enemies. This is usually done by a Thief with and , but a Ranger can also provide a smoke field with Juvenile Smokescale Juvenile Smokescale.

Condition Cleanse

Light fields are a powerful defensive tool that can cleanse conditions or provide Light Aura Light Aura (-10% incoming condition damage). Classes with easy access to light fields and combo finishers, like Guardian and Engineer, can use them to support their team.
This is used in all game modes to counter condition damage.

Leap Finishers

Many professions have access to short cooldown leap finishers, especially Thief () and Holosmith (Holo Leap Holo Leap). For increased effectiveness, these skills can be combined with stealth from a smoke field, healing from a water field, frost aura from an ice field, light aura from a light field, or daze from a lightning field.
This is used in PvP and small scale WvW to gain an edge in fights.

Blasting Swiftness

Using a blast finisher in a lightning field grants Swiftness Swiftness to 5 nearby allies for 10 seconds, stacking in duration. A group can coordinate blast finishers to gain a very long duration of swiftness.
This is used in PvP to stack swiftness before a PvP round starts.

PvE Weapon and Skill Swaps

Coordinated PvE groups blasting might or stealth often bring extra weapons that they can swap to for combo fields or combo finishers:
  • Elementalist: Scepter (, ), Focus (, ), Dagger ()
  • Engineer: Shield ()
  • Guardian: Hammer (), Focus ()
  • Mesmer: Torch ()
  • Thief: Shortbow ()
  • Warrior: Longbow (), Warhorn (Can't find such skill "Call to Arms"! Please refer to our skill index.)
  • Ranger: Warhorn (), Torch ()
Engineers can blast might or stealth very effectively using their kits and tool belt skills:
  • Fire fields: , ,
  • Smoke field:
  • Blast finishers: , , , , ,
Rangers can swap in pets for the combo fields they provide:

Advanced: Combo Field Priority

For builds where combo usage is crucial (e.g. Reaper - Condi DPS) it's worth knowing specific details about which combo field takes priority when there are multiple combo fields.
  • Blast finishers: The oldest combo field takes priority. Hence, if a light field is placed on top of an existing fire field, will still blast area Might Might.
  • Leap finishers: The first combo field entered takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, using out of a fire field into a light field will grant Fire Shield Fire Shield.
  • Projectile finishers: The first combo field the projectile enters takes priority. If there are multiple combo fields at the start of the leap, the oldest one takes priority. Hence, shooting out of a fire field into a light field will grant burning bolts.
    • For 20% chance projectile finishers, the 20% chance applies to each combo field the projectile passes through. Hence, shooting out of a fire field into a poison field has a 20% chance to inflict Poison Poison; if that fails, it has a 20% chance to inflict Poison Poison.
  • Whirl finishers: The first combo field entered takes priority. If there are multiple combo fields at the start of the whirl, the oldest one takes priority. Once a field has been prioritized for the whirl finisher, it will remain prioritized until you move out of it. Hence, if you begin in an ice field, then move into a light field while still being in the ice field, you will get chilling bolts.
For combo fields that move or change in size (e.g. or ) these fields are effectively removed and re-created every time they move or change in size. Hence, they will always tend to count as the newest combo field for the purposes of combo priority.
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