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Old Apr 18, 2008, 05:01 AM // 05:01   #1
Ascalonian Squire
 
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Combo Skills


A feature in all RPG's that No one ever seems to give 3 splits of a second to try is Combo skills.
Skills that involve 2 or more members of a group doing a special skill that requires both or more to do at same time. Best Example of the last time its been done would be Chrono Trigger.

For example: Chrono Spin Blade
Lucca : Fire

Separately they were decent skills, but you got a chance to put BOTH of those together and form a good combination skill. "Fire Blade"

But I have yet to see a game with that feature. It would be great step towards encouraging teamwork.

I’ve already come up with several combinations between classes. To further encourage Combo-skills, a damage bonus could be given. Each class will have Solo Skills, and also come with
a roster of Combo Skills.

Below is a Small list of Possible Skills,


Fighter/Tank/Warrior with Mage/Elementalist

Sword Tank - Single Target

Fire sword (Ele Enchants w/ flame ) ( Single strike + Fire explosion + Catch fire + Bonus damage)
Ice Sword ( Ele Enchants Ice ) ( Single strike + Ice explosion + Freeze ( slow down) + B. D)
Shock sword ( Ele enchants lightning) ( Single strike + Shock surge+ shock/stun + B.D.)

Multiple target/A.O.E.
Fire Slash - ( Ele enchants/ Sword leaves warrior's hands does AOE Damage with random sword Slash animation ) ( All Enemies in AOE Single Struck + Fire Explosion +Catch Fire + Bonus damage)
Ice Slash - Same as Above but Freeze ( Slow down)
Shock Slash - Same as above, but with Shock/Stun

Axe Tank - All skills same as Sword, but with axe

Hammer Tank - Single Target
Fire Hammer - (Ele enchants with Flaming) ( single strike + KD + explosion+ Catch fire+ B.D.)
Ice Hammer - Same as above, but Freeze
Shock hammer - Same as above, but Stun/Shock

Multiple Targets -
Fire Pound - (Ele enchants with Flaming) ( AOE strike, enemies in AOE KD + Catch fire + B.D.)
Ice Pound - (Same as above but Freeze/slowdown)
Shock pound -Same as above but Shock/stun

Assassin/Rogue/Ninja With Elementalist/Mage

Single Target

Firey Strike - ( Similar to Tanks sword/axe)
Icey Strike - ( Same as above)
Shock strike - ( Same as above)

Multiple Target -
Fire Daggers- ( Sin jumps high in air, throwing down Fiery Daggers) ( Damage similar to Tanks AOE Fire Damage)
Ice Daggers - ( Same as above, but Frozen)
Shocking Daggers - ( Same as above, but shock stun)


Tank/Warrior with Monk/ Cleric

Buff
"Dont give up! " Warrior shout ( Effects all allies in AOE )
+ xx% Protection bonus + Monk healing Regen spell + ( Healing/Prot bonus)



Single Target -

Smite sword ( Monk enchants Sword with Holy damage + D. B.)
Smite Axe - ( Monk enchants axe with Holy damage + D. B.)
Smite Hammer - ( Monk enchants hammer with Holy damage + D. B.)

Multiple Target -
Smiting strike - Same as Ele enchants but Smiting damage)


Tank/War + Assassin/Rogue

Single Target-
Double Strike - ( Tank throws Sin/rogue in air) ( Tank Rushes on foot, Sin strikes from mid air + [ Either at same time or back to back)

Multiple Target -

Multiple strike - Tank raises weapon /Sin in air, then pulls weapon out ( Same animation as the other Tank Sword/ Axe AOE attacks but minus the Elementalist Ice/Fire/Shock Enchantments.
Rogue- ( Launched high in air , Throwing Daggers down just like the other Rogue/Sin AOE daggers, ( Minus the Ele enchants) + Bonus Damage

(Basically while the Rogue/Sin is raining down daggers on the AOE targets, the Axe/ Sword is also slicing through enemies ALSO in AOE, at same time)

Hammer/Dagger Strike - Sin Jumps high / Tank raises weapon, raises Weapon and Strikes the Ground)
( AOE damage + KD + B.D) (Same attack, Minus Ice/Fire/Shock damage)
Meanwhile -Sin is launched in air, throwing daggers from above + Bonus damage.


Pinned Strike - Sin throws Down daggers at the Targets Feet, Pinning target to ground)
Tank - Unleashes several cool looking blows

Ranger/ Archer + Tank/Warrior

Piercing Blow - Ranger/Archer - Fires Single Arrow In to target chest
Hammer warrior- Follows after with a hammer directly on the center of the arrow
Shoving the arrow in deeper, causing a Deep wound type effect, + Bonus damage.

Pinned Strike - Same as with Tank and Rogue/Sin but Ranger instead of Sin/Rogue

Delayed Arrow - Ranger shoots arrow in air
Tank Hits ground with hammer causing knockdown on to Back
(arrow drops and lands on target foes head, after knockdown)

Rogue/Sin and Ranger/Archer

Piercing Kick - Ranger shoots Arrow into target chest
Rogue/sin - Roundhouse kicks the arrow deeper into Chest, Deep wound + B.D.

Delayed arrow - Ranger - Shoots arrow high into air
Rogue/Sin - Sweep kicks target foe onto back
Arrow falls shortly after on to targets head

Ranger & Elementalist -
Same Thing as the Sin/Tank
Ele Enchants arrows, Similar damage/ B.D., similar effect



Monk / Cleric + Elementalist/Mage

FireWall - Monk - AOE all allies + Physical defense % F
Ele/Mage - AOE all allies + Fire Shield ( Enemies that walk through wall, Catch fire)

Ice wall - Same as Firewall, but enemies are frozen/ slow down

Shock wall - Same as above, but enemies get stunned/shock.

That’s all I could come up with for now.
But It would also be possible to do Tank+ Tank or Sin + Sin or Ele+ Ele Skills
But I’m jus giving out basics.




The Basics of How this Works PVP/PVE



The biggest problem to this idea is to how can you coordinate between 2 or 3 people that ya want do a certain skill. So after some thinking I’ve come up with ways to make this possible.

1. Say Tank / Sin wants to do Multi Strike, but if they are focused on 2 targets, its not easy to re-coordinate attacks. Possible, but not easy, not really fun either.

2. Combo Skill Requirements -
a. If Single Target - Attackers must have Same target
I.E. Sin / tank Must be focused on same target.
b. Sin Chooses Skill, and Tank will click on the icon for the same Combo skill, activating skill

OR

a. Sin/ Tank can be on separate Targets, and whoever Request the Combo Skill
chooses target.

b. 1st person to request the Combo Skills is " in Charge " He gets to pick the target"
I.E. If Sin Picks Target 1, and Tank accepts, the tank will " Auto-target" to the target that the Sin
has chosen.

c. Same falls for any Target based attack. Either Ele and tank, or ele and sin, or Monk and tank

d. If Multiple target/ AOE. - Whoever requests First is In charge of Target, and allies will "auto-target"

e. Friendly AOE/ Multiple Target - Whoever requests first is in charge.


Basics to how it works.

1. First person clicks on available Combo Skill,
2. Combo Skill will light up when available
3. Combo Skill will be Grayed out when not available

a. When First person clicks on a combo skill
b. The 2nd / 3rd persons Correlating Combo skill lights up when available
and the BORDERS of it begin to glow to stand out, to signify that person wants to do a
combo skill.

( You may be able to find more efficient ways, but Thats best i could come up with , without
taking up too much screen space).






Also it is possible to do a 3 person Combo skill.

Example: Multi. Fire strike : Ele Enchants Sin/ Tank with Fire blade.
Tank tosses Fiery Axe at enemies in AOE
Sin is launched in air, and throws Fiery daggers down from above
in AOE + Bonus Damage

or Delayed Fire arrow Ele Enchants Ranger with Fire Tipped arrows
Sin/Rogue - Sweep kicks target foe on to back
Ranger- Fires into air, making arrow land on foes head, after sweepkick
( arrow lands on target foes head, explodes with Fire damage/ causes burning/ + Bonus damage



The other big problem is, like most games, each class has tons of different skills. With Chrono Trigger they took Chrono’s spinblade and Lucca's fire attack and turned it to one skill. You may not be able to do that, unless your group member brings that said skill.

I.E. to do Pinning Strike - Sin/rogue would have to bring - "Pinning Daggers"
Tank would have to bring " Hammer strike"

If one of them didn’t bring the required skill, your borked.

So the best way to fix that, is to not make a certain skill required for that Combo skill to work.
Keep the SOLO skills separate from the COMBO skills.
That way anyone, with that Combo- skill, unlocked can do that Combo-skill, no matter WHAT build the others are running.


How 2 person and 3 person Combos work.

2 person combo - I.E. Warrior and Rogue

1. Each person has their own set of Solo Skills
2. Each time a Solo skill is used, that person earns a "Skill point"
3. Enough skill points From both characters. I.E. Warrior and the Rogue, And they
will be able to do a Combo-Skill.

For Example. Let’s say the Rogue and the Warrior want to do the Combo-skill . Pinned Strike

Pinned Strike = 4 Skill points. 4 Skill points have to accrued from both people that want to perform this combo. I.E. The warrior and the rogue. Doesn’t matter WHO gets the skill points, as long as they BOTH have at least 1.

(3 Skill points from warrior, 1 skill point from Rogue,
or 2 skill points from warrior, and 2 from Rogue, or 1 warrior, and 3 from rogue)

As long as they both have combined 4 skill points they can do a COMBO-Skill. ( 2 person combo)

Solo Skills > Skill points > 2 person combo> Combo-points > Combo-Skills (3 person)


3 person combo. - I.E. Warrior, Rogue, and Ranger.

Let’s say they want perform the 3 person combo

After you build up Skill points from using your SOLO Skills, you can perform Combos ( 2 person combos)
When you perform a 2 person combo, you receive COMBO-points. With enough COMBO- points, you can then perform Combo-Skills ( 3 person combo).
All 3 characters that want to perform the Combo skills have to perform one, 2 person combo, with one of the 3 allies.

Warrior-Ranger
Ranger-rogue
Rogue-warrior
Etc. etc.

As long as each class has done at least ONE 2 person combo with any of the 3, you can activate the 3 person combo.

Maybe it doesnt HAVe to be done FOR GW 2, but maybe a possibility for another NCSOFT mmorpg

Last edited by IceUhk; Apr 18, 2008 at 05:04 AM // 05:04..
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Old Apr 18, 2008, 05:30 AM // 05:30   #2
Desert Nomad
 
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love the idea as long as its not in the current pvp or the gw2 pvp

/signed for pve though ^______^
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Old Apr 18, 2008, 06:08 AM // 06:08   #3
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Well having 2 professions and enchantments/stances/shouts/glyphs kind of render this useless. But it's a good idea for another game than GW.

And Tales of Symphonia also have that feature (during Unison attacks).
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Old Apr 18, 2008, 02:57 PM // 14:57   #4
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not necessarily though

Even with a 2nd class, you could still take advantage of the combos.

But as far as the enchants go, the enchants last for as long as the skill,
plus the target receives the ( fire/ice/shock explosion) so its a little MORE than just an enchant, but i do see what you mean.

I do agree, that it would be best to have a NEW game based on that theory..

YOU HEAR THAT NCSOFT game DEV's ... NEW game That uses this system
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Old Apr 18, 2008, 05:16 PM // 17:16   #5
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already being suggested by me several times XD

use search *g*

however /signed

it would be a great new feature for GW2, especially in combination with GW2's new Companion System it would be cool, but also as nice Party Feature to be able to invent in midst of a battle together with an other party member new Combo Skills and in party beign able, unlike not while playing solo with your companion to create Part Combo Skils with more than 1 Combo Party to make combos up to with max say 2-4 others to perform some really epic attacks which would be able to deal enormous damage, but would have also their requirements, which need to get met fist, to enable the party to perform combo attacks...

Combo attacks should be somethign really special and not something ,that should be spamable and perma usable ^^

ALso Combo Attacks should have for balance a chance for fail, because no one can perform Combo attacks together with other persons from the start on perfectly without any failures. Combo attacks should also require of all players which are part of the combo some good feeling for timing.
This way combo attacks will make more fun also too, especially for people, which play together over logn time, for such peopel iwll be combos then easier, because each one knows each others play style and so it should be easier to find together a good feeling for timing each others attacks


PS: this system should also not count only for physical combo attacks, also Magic Fusion, so double casting should count to it, performing Magic Combos to create together with others Fusion Spells of horrific might XD
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Old Apr 18, 2008, 06:30 PM // 18:30   #6
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Perhaps im just not gettign this but...

Quote:
FireWall - Monk - AOE all allies + Physical defense % F
Ele/Mage - AOE all allies + Fire Shield ( Enemies that walk through wall, Catch fire)
[Aegis][savannah heat]

Quote:
Ranger & Elementalist -
Same Thing as the Sin/Tank
Ele Enchants arrows, Similar damage/ B.D., similar effect
[Kindle Arrows][Conjure Flame]

We alreayd have great skill synergy with 2nd professions and general team stratagies

this seems like it would make the game stale, the meta would never move 'cuase if you took XXX skill out that combo wouldnt work anymore...better stay with the same build...
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Old Apr 18, 2008, 06:41 PM // 18:41   #7
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We already have great synergy between skills.

But it would be great to mix skills to have others different ones, and are sued not once after another, but at the same time.
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Old Apr 18, 2008, 10:17 PM // 22:17   #8
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Quote:
Originally Posted by Mr. G
Perhaps im just not gettign this but...



[Aegis][savannah heat]



[Kindle Arrows][Conjure Flame]

We alreayd have great skill synergy with 2nd professions and general team stratagies

Ok let me clear something up i prolly should have. With enchanting the arrows, like you would the sword or axe or anything of that sort, I should have, and i thought i did mention, is this.
1. The players weapons are enchanted with fire ( for example) ( normal)
2. Target catches on fire with a skill ( not normal for jus an enchantment)
3. Target receives a fire explosion ( Not normal for jus an enchantment)

And what i mean by Explosion is that it would be the SAME as if a Fire elementalist did... like Rodgorts evocation, where it did 100+ base damage plus burning. Except that it goes on to the Weapon. Its more than just an enchantment.





this seems like it would make the game stale, the meta would never move 'cuase if you took XXX skill out that combo wouldnt work anymore...better stay with the same build...
And for that i said this " Make the COMBO skills SEPERATE from solo skills,
I.E. you dont NEED say Fire enchantment equipped to give it to your ally.

I explained that closer to the end of my post.
This way it wouldnt MATTER what you brought with you, because the combo skills are seperate.
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Old Apr 18, 2008, 10:24 PM // 22:24   #9
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Combo attacks should be somethign really special and not something ,that should be spamable and perma usable ^^


Well like i said in my post, it is Special.
Lets say i wanted to do a 3 person combo skill.
1. would have to complete 2 solo skills,
2. The partner would have to complete 2 solo skills
3. When you use a solo skill you build skill points
4. when you build enough skill points, you can then use the
2 person combo skill
5. when you do combo skills, you earn COMBO points
6. when 3 characters earn enough Combo points, you can
then perform the 3 person combo skills.

So they cant be perma-spammed cuz they have to be earned.




ALso Combo Attacks should have for balance a chance for fail, because no one can perform Combo attacks together with other persons from the start on perfectly without any failures. Combo attacks should also require of all players which are part of the combo some good feeling for timing.
This way combo attacks will make more fun also too, especially for people, which play together over logn time, for such peopel iwll be combos then easier, because each one knows each others play style and so it should be easier to find together a good feeling for timing each others attacks


I agree and i did forget to mention that you should get rewarded the more that you perform each combo skill with the same person, its gets more likely to hit, and more damage.

and i like the idea, that if your doing it at first with new people, ya have a chance to miss on certain parts.




PS: this system should also not count only for physical combo attacks, also Magic Fusion, so double casting should count to it, performing Magic Combos to create together with others Fusion Spells of horrific might XD

And also i agree, but like i said, those are just a FEW , ive got more ideas.
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Old Apr 18, 2008, 11:31 PM // 23:31   #10
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We already have it. It's called synergy and team work.
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Old Apr 19, 2008, 12:04 AM // 00:04   #11
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Quote:
Originally Posted by BlackSephir
We already have it. It's called synergy and team work.
... that doesnt make sense. We dont have it. If they had what i was asking for, i wouldnt be asking for it.

The point of this is to do a skill that you wouldnt be able to do normally, or doing a skill thats completely different from what from normal parameters.
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Old Apr 19, 2008, 12:38 AM // 00:38   #12
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maybe the end of heroway? /signed if only usable by players
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Old Apr 19, 2008, 02:03 AM // 02:03   #13
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Of course its usable by players... why wouldnt it be.

Complex sounding all it really results in is you click on a shiny box.. and the computer does the work for you.
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Old Apr 19, 2008, 03:04 PM // 15:04   #14
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Quote:
Originally Posted by BlackSephir
We already have it. It's called synergy and team work.
you seem to never played goold old Console RPG's, like Breath of Fire 3/4, Grandia 1-3 or Legend of Legaia 2 ? Games, where you perform together with your team mates mighty attack series and epic magic spells, which your own character ALONE would be never able to perform.

We talk about Skills, where more than 1 Character has to unify their powers, to create together Attacks and Spells. This is a feature, that absolutely don't exists yet in Guild Wars. and it can't be compared with simple "team work" and cheap Synergizes of single certain Skills, which are in combination strong, but nothing NEW.


When I talk about Fusion Spells for example, then I mean, that 2 or more casters have to perform perfect timed in the same time window some spells, which would create at the end ,when the castigns are over a complete new Spell, which would be stronger, than the 2 initial combined spells alone with a complete new effect.


This would be especially an epic feature for Elementalists.

Lets say we make some 2 Person Fusion Spells, so more persons so harder is it naturally to time all spells good enough...

For example we combine now Double Dragon with Ride the Lightning, the result of the Fusion Spell would be then "Dragons of Lightning and Thunder"

This Spell would create then 2 air elemental Dragon Spirits with would attack then all foes in front of you in a wide line each for Lightning Damage.

Similar to this here:
http://www.youtube.com/watch?v=bKbv56ACEfg
At 1:10+, just then with 2 of them, 1 blue for Thunder, 1 yellow for the lightning ^^ Ahh, good ol' Grandia 2 ^^
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Old Apr 19, 2008, 03:11 PM // 15:11   #15
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If I wanted that, I would play Kingdom Hearts and use Trinity.

And we already have it via certain things.
Discord Spike for instance.
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Old Apr 19, 2008, 07:10 PM // 19:10   #16
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Quote:
Originally Posted by IceUhk
... that doesnt make sense. We dont have it. If they had what i was asking for, i wouldnt be asking for it.

The point of this is to do a skill that you wouldnt be able to do normally, or doing a skill thats completely different from what from normal parameters.
Oh we have it, you just don't know how to build your team with synergy in mind. Have a rit? Take an offensive weapon spell and put it in your physical damage dealers. Use spirits that complement your teammates' builds, etc. There are so many examples of skill synergy that it's mind-boggling how you don't see it.

Why the hell would they implement an overly-complicated system where using two particular skills together generates a new effect, when in our current system, there are all sorts of combinations you can come up with for every skill in the game. Giving us stupid combos like, "If you use x when I use y, we'll make a fire and ice whirlwind of d00m" is just the devs playing the game for you, by telling you what skills to bring. Giving us combos like, "I'll use deep freeze to snare the mob while you drop Savanna Heat on them, and our dervish will be bashing away while buffed with our rit's Splinter Weapon," promotes creativity, communication, and thinking outside of, "I'm taking x, who's taking y so we can get the secondary effect?"
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Old Apr 19, 2008, 08:13 PM // 20:13   #17
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I think combo skills would be an excellent addition to the gaming mechanics of Guild Wars. To me personally this is what "PvE" only skills should've truly been. Not just overpowered "generic/broad" purpose spells.
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Old Apr 19, 2008, 08:29 PM // 20:29   #18
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Can you imagine two sins doing a Team Combo? Would look cool as hell, but too imba.

Possibly if the effects are not very significant, I would /sign this.
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Old Apr 19, 2008, 11:25 PM // 23:25   #19
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This is an insanely good idea, but i doubt anet will add it
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Old Apr 20, 2008, 12:06 AM // 00:06   #20
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Methinks this thread is proof why ANet doesn't do everything the community says it should...
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