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Why is there no Earth Combofield?


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@"Dawdler.8521" said:Because skills associated to "earth" (one way or another) are combo finishers (blast), not combo fields.

Muddy terrain, eruption (until it explodes), ubsteady ground, churning earth (during channel), earth spirit active, some effects of earthshield, earth storm from glyph, stomp after you landed, inspiring reinforcement etc.

There are several occasion an earthfield could be implemented, even if some of these skills have already a finisher in it.

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@"Pterikdactyl.7630" said:I have wanted this for a long time, but I don't think magnetic aura should be accessible via finishers; it's simply too strong. I think something like area protection or even area barrier would be cool.

Cripple or barrier would be fitting for leap finisher.

Yeah barrier could do the trick, something in the same number range as the heal of waterfields.Although aura would be nice for auramancer wombocombos, it could be abusable.Protection on whirl and projectile would be interesting too.

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@InsaneQR.7412 said:

@"Pterikdactyl.7630" said:I have wanted this for a long time, but I don't think magnetic aura should be accessible via finishers; it's simply too strong. I think something like area protection or even area barrier would be cool.

Cripple or barrier would be fitting for leap finisher.

Yeah barrier could do the trick, something in the same number range as the heal of waterfields.Although aura would be nice for auramancer wombocombos, it could be abusable.Protection on whirl and projectile would be interesting too.

Yeah I mean as cool as magnetic aura would be, the projectile hate in this game is already high enough and this would open it up to specs that don't necessarily need it. I do like how a new field would potentially revitalize underused skills. Could be fun stuff!

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Most likely something, that Anet just has forgotten, like many other things.

However, I support this request naturally.All Elements should be represented properly in the Combo System Mechanic of the Combat System.Same as much as like each Element should have an Aura Effect, like each Element should be somehow represented as a negative Condition, meaning turning Petrification finally into a Condition instead of having it as an CC effect, so that it can just be removed by condi removal skills, not havign to waste for that anymore Stun Breakers, which are in fact therefore then, when you get knock downed, launched, stunned or dazed. Petriofication is an earth elemental condition and as such should be findable also part of earth elemental Elementalist SKilsl in their repertoire of Earth Skill Effects or be part of earth elemental combo effects.

The Field System should get first reworked into providing

Fire, Water, Ice, Wind, Lightning, Earth, Dark, Light and Ethereal Fields.Smoke and Poison should get removed as Field types and get their effects basically merged into Dark/Water fields with Poison beign part of Water, when the Water Combo Effect is of offensive nature, then Water fields should poson foes, while in defensive supprotive combo effects, Water fields regenerate, makign Water fields this way finalyl a logical design - dirty water basically that poisons when its offensive, clean water, that cures and refreshes, when its of defensive/supportive effect.

Smoke Fields are simply combineable with dark fields where Blindness/Stealth is part of defensive/supportive combo effects in Dark Fields, and Health Siphon the offensive effect of dark field combos. So two obsolete field types removed in favor of adding instead senseful ones - Ice Fields and Wind Fields to compete finally the 8 forms of natural elements, cause ice and water are different and shouldnt be pigeonholed into the same category, same as like wind and lightnign are two complete different thigns and shouldnt be pigeonholed into the same category, only because lightnings are created from two different wind temperatures colliding ionizatign this way the air until it comes to a lightning, but in regard of physics has a lightnign nothing anymore to do with wind, which is just oxyd in strong enough motion, that we feel it on our skin.

New Finisher Type "Upgrade Finisher" = Triggers special Skill Versions, when using the correct Skill with Upgrade finisher Trigger in the correct Fields for them to activate their Upgrade-FinishersFire Field: Blast = Might, Leap = Fire Aura, Projectile = Burning, Whirl = Fire Bolts, Upgrade: turns Fireballs into Firebirds, while standing in a Fire Field with more range, and which will home in to targets, never missing their enemies, even if they dodge rolls, the Firebird returns until it hits.Water Field: Blast = Healing/Regeneration, Leap = Water Aura, Projectile = Poison, Whirl = Water Waves, Upgrade: turns Vapor Blades into Mist Sabers that are more powerful, unblockable and cause now additionally to Vulnerability also Bleedings from the razorsharp cuts they deal to foes...Earth Field: Blast = Protection/Barrier, Leap = Earth Aura (former Magnetic Aura), Projectile = Petrification, Whirl = Rock Pillars, Upgrade: Turns Earthquake into Gate to Hell, causing additionally to the Earth Quake also multiple Eruptions and Lava Fonts to arise randomly around you when you perform this Skill when standing in an Earth Field, making it just more powerful with additional side effects from other skills.Wind Field: Blast = Swiftness/Fury, Leap = Wind Aura, Projectile = Bleeding, Whirl = Sonic Sickles, Upgrade: Turns Tornado while standing in a Wind Field into Hurrican, making it last longer and hit stronger, while launching foes with Dust Charge further away than before and reflecting now projectiles as a Hurrican.Ice Field: Blast = Retribution, Leap = Ice Aura (former Frost Aura), Projectile = Chill, Whirl = Icy Grounds, Upgrade: Turns Water Trident into Frost Spear, dealign significant more damage and causes Torment and Chill to foes, instead of healing health of allies, turning this way a supportive skill into an offensive skill while standing in an Ice Field..Lightning Field: Blast = Quickness, Leap = Lightning Aura (former Shock Aura), Projectile = Weakness/Vulnerability, Whirl = Chain Lightnings, Upgrade: Turns Lightning Surge into Thunder Cannon, which is used faster qith a quicker animation that takes only a half second to perform, deals more damage and launches struck foes away now in a way, that hit foes become self projectiles that can deal damage to their allies that stand in their way the get launched into. Foes hit that way will get weakened.Dark Field: Blast = Torment/Stealth, Leap = Dark Aura, Projectile = Torment/Life Siphon, Whirl = Leeching BoltsLight Field: Blast = Condition Cleanse, Leap = Light Aura, Projectile = Blindness, Whirl = Radiant Lancer, damages foes, cleanses allies, Upgrade: Zealot's Defense into Shining Resonance (game trivia), lettign the skill receive longer range, shooting more projectiles now in a cone instead of a line to have a broader area in which you can hit foes with it, grants you now Retribution for each hit foe with it and Might, when projectiles of this attack deal critical hits, which cause foes to suffer on blindness additionally then.Ethereal Field: Blast = Alacrity, Leap = Chaos Armor, Projectile = Confusion, Whirl = Random Elemental Attacks, Upgrade: Any Healing Skills used in Ethereal Fields are more powerful and recharge 20% faster as a general working Upgrade Finisher example.

Auras.

Fire Aura = Foes that attack you with Fire Aura on will receive Torment, while you cause with your Attacks Burning, that has under the Aura the Special Effect to spread out like GW1's Disease to nearby standing foes, if they stand too close for too long time.Water Aura = You regen slowly health over time and Conditions last 20% less long on you. Your Attacks Poison now additionally foesEarth Aura = You reflect Projectiles and weaken foes that hit you, while having Stability as long the Aura is active.Wind Aura = You have Super Speed with this Aura on, as also 50% increased Endurance Regen, which stacks with Vigor and an 20% increased Critical Hit Rate, which in this case stacks not with FuryIce Aura = Skill based Cripples you deal turn into Chills and Skill based Chills you deal turn into Freeze, a more powerful form of Immolize which cant get removed by Condi Removal simply, the frozen foe must free himself by destroying the ice, Incoming Damage is reduced by 15% now.Lightning Aura = Causes Daze on Contact of Enemy Attacks, Gain Quickness while its up. Gain Alacrity, if you defeat foes, while its up.Dark Aura = Gain Stealth on activation, Your Conditions under Dark Aura are stronger and last longer, especially if they are caused by Venoms and Stealth Attacks under Dark Auras have a little chance to not let you end up being revealed, so that you can eventually use another Stealth Attack, that will be then a guaranteed reveal.Light Aura = When being attacked, you gain Retaliation and received Condition Damage is reduced by now 15%. Your Attacks have now also a chance to blind foes eventuallyChaos Armor/Aura = You gain All Boons and now also a little boost to All Stats

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