Change to Magnetic Grasp
It’s actually a buff…
It’s actually a buff…
Yeah, a serious buff, which is weird. It gave us another projectile finisher, on DAGGERS of all things. So now we have a projectile finisher and leap finisher on one ability. The damage is slightly higher. And we can the snare then wait for a combo field to be laid down instead of having to proc the leap finisher immediately.
And most importantly, it FINALLY fixed the self-stun bug that was supposed to be fixed two patches ago! THANK-YOU!
(edited by Conncept.7638)
Maybe you could elaborate on why you think the split version is worse?
Yah.
Seems better to me. I use ele all the time and I have no problem with this change.
Maybe you could elaborate on why you think the split version is worse?
Animation of the leap part is horrible ;<
Functionally its a small buff, animation-wise it’s messed up
Not sure why they decided to make this change and ruin a great skill. There was certainly no bug or oddity on the mechanic which required a split
It was bugged so much that it stopped being funny. Be glad they decided the best fix was making the skill more versatile. You can still get the old effect (which will only cost you 1 click extra) but you can also get just the ranged immobilize if for whatever reason you do not want to get close.
And 2 finishers…to be honest, it almost makes me feel jealous (being a staff ele and all).
The two finishers are not new. They were already there on magnetic grasp.
All Professions Level 80
The old MG only had a single finisher, the leap.
I like the idea of the split. It’s defiantly a buff since we can immobilize without having to go to the target, allowing us better control of control points. Although the entire ability takes longer to get off as it’s not very fluid and a slower animation (in comparison to when the old one didn’t bug) which may cause you to not be able to land the leap and both blast finishers in self combo with your fire fields.
Also we now get the benefit of the leap bug where when we are mid leap and a target blinks/shadow steps we continue to follow them, which is always fun to do.
Overall it’s a buff but I really wish the leap was more fluid and more of an elemental animation, I quite liked the pull animation on the old one it felt truly magnetic (including the stuck bug lol)
It was two even if the tool tip didn’t state as much. The wiki also says as much.
All Professions Level 80
It was two even if the tool tip didn’t state as much. The wiki also says as much.
Here’s the old wiki page for the skill:
http://wiki.guildwars2.com/index.php?title=Magnetic_Grasp&oldid=420052
This skill counts as a Leap Finisher.
Being a projectile finisher is a new addition.
So after trying it out a bunch more I really don’t like this change. A double tap of the skill button does not automatically make you leap as you have to wait for Grasp to hit. The cool slide animation of the original is gone and the new animation is clunky and lame. The leap can cause you to miss if the enemy is on a lower plane than you, a jump mechanic that applies to most if not all “leaps” which has always been in serious need of fixing. (ie it doesn’t jump at the target but instead strait forward at the level of your current plane in the direction of the target)
The delay between Grasp to Leap means you’re at your target slower and now possibly Leap will miss. All this just to add an unneeded combo finisher???
I rarely had any issues with the supposed bug/bugs of the old skill. Only an occasional stun/freeze of the animation when reaching the target on the slide. But it certainly wasn’t that common or serious enough to change how the battle went.
Here is how i see it
-minor damage buff, technically nice but realistically will never out way the loss of damage due to the new ability to completely miss with the new Leap
-animations, the leap animation is clunky, like all leaps doesn’t leap at the target just in their direction thus less effective on uneven terrain (especially when you are above them)
-new combo finisher, nice I guess but completely unneeded and I see it as ANets way of trying to make a bad skill change seem better.
I know many of you disagree and that is fine I guess.
This skill is awesome now. More versatility, more combo, more dmg, more speed… If they fix every problem skill we have like that then we’re gonna be in good shape.
Right, because Elementalists needed yet another GAP / MOBILITY Skill. /golfclap
Right, because Elementalists needed yet another GAP / MOBILITY Skill. /golfclap
We’ve HAD this skill…….
Yikes, a thread complaining about a buff to one’s own class, that’s a new one.
After using this spell, it feels strictly better. It gives me a completely new choice to make (i.e. if I want to immobilize someone, but I don’t wish to be in melee range at the moment).
The grasp speed is a hair slower, due to the need to double tap, but it’s a very minor downside for what is now an incredibly versatile skill.
I wouldn’t call this a straight up buff. It’s a tradeoff. There’s more versatility, but the old functionality of the skill is no longer there, I’m really not sure yet if it’s better, worse, or just different. Trying not to pass judgement too quickly.
Maguuma
So more options = bad? Ok…
But seriously, how can you not see this as a buff? You can now immobilize WITHOUT jumping, or get a finisher when you choose to jump. The animation also seems less prone to getting stuck and ccing yourself.
Endless Petrification Tonic
Its a nice change, but sometimes the 2nd part of the skill just doesn’t activate for me :/
So more options = bad? Ok…
But seriously, how can you not see this as a buff? You can now immobilize WITHOUT jumping, or get a finisher when you choose to jump. The animation also seems less prone to getting stuck and ccing yourself.
By this logic then, the mesmer’s phase retreat should let you choose to make a clone and/or teleport, and the thief’s infiltrator’s arrow should let you blind and/or teleport.
All Professions Level 80
By this logic then, the mesmer’s phase retreat should let you choose to make a clone and/or teleport, and the thief’s infiltrator’s arrow should let you blind and/or teleport.
And how is that bad?Lol we are talking about double functionality here..The stab animation ion the new magnetic grasp(which is clearly a nerf since adds delay and does kitten damage) is really justified for the new things you can pull of with this.
Dont be ungrateful :P
Its a nice change, but sometimes the 2nd part of the skill just doesn’t activate for me :/
I to am having a little delay before the effect triggers. But its a nice buff to DnD.
Here’s a video with a collection of tips/info for the new changes etc:
Here’s a video with a collection of tips/info for the new changes etc:
Those are some pretty nifty tricks
Don’t forget to tip your moas for their help in that demonstration.
Here’s a video with a collection of tips/info for the new changes etc:
Those are some pretty nifty tricks
Don’t forget to tip your moas for their help in that demonstration.
8) Bless their beaks!