Combo fields and finishers
Using an eligible finisher with a combo field creates an additional effect. These combinations can add useful damage, defense, and support to your party.
🤔 What is a combo?
A combo occurs when two skills interact to produce an extra effect. For example, a Ranger’s projectile finisher passing through an Elementalist’s fire field can burn the enemy it hits.
You can finish a field created by another player, or have another player finish yours.
Look for Combo Field or Combo Finisher in the tooltip. Eligible finisher skills have a white highlight when you stand in a combo field.
Priority and stats: one finisher combines with one field. Your own fields take priority; among other players’ fields, the finisher uses the first field it enters. Damage and healing scale with the finisher user’s stats.
⚔️ The four finisher types
The field and finisher type together determine the combo’s effect. To start practicing group support, learn blast combos, which affect an area around the blast.
Creates an area effect within radius 360 around the blast. Depending on the field, it grants allies boons or healing, or applies conditions to enemies.
A leap or movement skill that interacts with a field. It can give you an aura, healing, or stealth, or apply Daze or Weakness to an enemy, depending on the field.
A projectile passing through a field can add an effect against an enemy or support an ally near the impact. Check the finisher chance in its tooltip; some have a 20% chance.
Sends combo bolts in multiple directions while spinning in a field. These can apply conditions to enemies, grant allies Regeneration, or cleanse conditions. Some whirl skills let you move while using them.
🏆 Four combos to learn first
Start with these four combinations. The important part is choosing a field for the effect you need.
A blast in a fire field gives nearby allies three stacks of Might for a base 20 seconds. Use it to supplement the party’s Might. If the group already maintains 25 stacks, you do not need to interrupt your attacks just to perform this combo.
A blast in a water field immediately heals nearby allies. Healing scales with the finisher user’s Healing Power. Use it to add recovery when the party’s health falls.
A blast in a light field removes one condition type from nearby allies, regardless of that condition’s stack count. Other condition types require additional cleansing.
A blast in a smoke field grants nearby allies a base 3 seconds of Stealth. Use it to approach or move without being seen. Attacking breaks stealth, so coordinate when the party opens the fight.
📚 Complete combo table
Look up the results of combining nine field types with four finisher types.
| Field / finisher | 💥 Blast Area effect |
🏃 Leap Self or enemy |
🏹 Projectile Effect on hit |
🌪️ Whirl Scattered bolts |
|---|---|---|---|---|
| 🔥 Firefield | Area MightGrants three stacks of Might to nearby allies for a base 20 seconds. |
Fire AuraGrants you Fire Aura. When struck, you gain Might and the attacker receives Burning. |
BurningApplies Burning on hit. Some projectile finishers have a 20% trigger chance. |
Burning BoltsCombo bolts travel in several directions and apply Burning to enemies they hit. |
| 💧 Waterfield | Area HealHeals allies around the blast. Healing scales with the finisher user’s Healing Power. |
Self HealCombining a leap finisher with a water field heals you. |
RegenerationGrants Regeneration to one ally near the projectile’s target. |
Healing BoltsGrants Regeneration to allies hit by the bolts, providing healing over time. |
| ⚡ Lightningfield | Area SwiftnessGrants nearby allies Swiftness for a base 10 seconds, increasing movement speed by 33%. |
Dazing StrikeApplies Daze to the leap’s enemy target. |
VulnerabilityApplies Vulnerability, increasing the strike and condition damage the enemy takes. |
Brutal BoltsLightning combo bolts apply Vulnerability to enemies they hit. |
| 🧊 Icefield | Area Frost AuraGrants nearby allies Frost Aura, reducing incoming damage by 10% and chilling attackers. |
Frost AuraGrants you Frost Aura, reducing incoming damage and chilling attackers. |
ChilledApplies Chilled: movement is 66% slower and skill cooldowns recover more slowly. |
Chilling BoltsIce combo bolts apply Chilled to enemies they hit. |
| ✨ Lightfield | Area CleanseRemoves one condition type from nearby allies, including all stacks of that condition. |
Light AuraGrants you Light Aura: 10% less incoming condition damage, and Resolution when struck. |
Remove ConditionRemoves one condition from one ally near the projectile’s target. |
Cleansing BoltsCleansing bolts remove one condition from allies they hit. |
| 🌑 Darkfield | Area Dark AuraGrants nearby allies Dark Aura, reducing condition damage taken and tormenting attackers. Torment deals more damage to stationary enemies. |
Dark AuraGrants you Dark Aura, reducing incoming condition damage and tormenting attackers. |
Life StealDamages the enemy hit and heals you. |
Leeching BoltsLeeching bolts damage enemies and heal you. |
| ☠️ Poisonfield | Area WeaknessApplies Weakness to nearby enemies, slowing endurance regeneration and turning half their hits into weaker glancing blows. |
WeaknessApplies Weakness to the leap’s enemy target. |
PoisonApplies Poison, dealing damage over time and reducing incoming healing by 33%. |
Poison BoltsPoison combo bolts apply Poison to enemies they hit. |
| 💨 Smokefield | Area StealthGrants nearby allies a base 3 seconds of Stealth. Attacking reveals them. |
Self StealthA leap through a smoke field grants you a base 3 seconds of Stealth. |
BlindnessApplies Blinded so the enemy’s next attack misses. Against defiant enemies it contributes breakbar damage instead. |
Blinding BoltsSmoke combo bolts apply Blinded to enemies they hit. |
| 🌌 Etherealfield | Area Chaos AuraGrants nearby allies Chaos Aura. When struck, the bearer gains Protection, Regeneration, or Swiftness; the attacker receives Weakness, Confusion, or Crippled. |
Chaos AuraGrants you Chaos Aura. When struck, you gain a random boon and the attacker receives a random condition. |
ConfusionApplies Confusion, dealing damage over time and extra damage when the enemy uses skills. |
Confounding BoltsEthereal combo bolts apply Confusion to enemies they hit. |
Select an effect name to open its explanation.