Change to Magnetic Grasp

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Posted by: Squa.8107

Squa.8107

Profession Skills
Elementalist

Magnetic Grasp: This ability now immobilizes the target that it strikes. It is now a large Projectile finisher, and damage is now split between this ability and Magnetic Leap.
New skill – Magnetic Leap (Earth Skill 3): Activate this ability to leap to an enemy that’s been struck by Magnetic Grasp.

So this happened. 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 and no real reason regarding game play why this was something to even consider, let alone actually do. Grasp was a great way to get hold your enemy and get within ele dagger skill range.

With all the things Anet could be working on to catch up after a way too early launch that still need attention, fine tuning of skills whether they need it or not should not be what Anet is focused on.

Horrible change.

That’s my thought, but I would like to hear what other people think. I would also like to hear from the devs as to what prompted this.

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Posted by: Awesome.6120

Awesome.6120

It’s actually a buff…

[SFD] – Maguuma

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Posted by: Conncept.7638

Conncept.7638

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)

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Posted by: Kintari.4172

Kintari.4172

Maybe you could elaborate on why you think the split version is worse?

Kintari | Rintaki | Rin Taki | Kian Tir | Zahinn | Lith <<< Blackgate >>>

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Posted by: Eddard.2930

Eddard.2930

Yah.

Seems better to me. I use ele all the time and I have no problem with this change.

I want to die peacefully in my sleep like my grandfather. Not screaming like the people in his car.

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Posted by: haviz.1340

haviz.1340

Maybe you could elaborate on why you think the split version is worse?

Animation of the leap part is horrible ;<

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Posted by: Exci.6724

Exci.6724

Functionally its a small buff, animation-wise it’s messed up

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Posted by: ThiBash.5634

ThiBash.5634

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).

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Matt H.6142

Matt H.6142

The two finishers are not new. They were already there on magnetic grasp.

Fort Aspenwood home
All Professions Level 80

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The old MG only had a single finisher, the leap.

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Posted by: OneKlicKill.4285

OneKlicKill.4285

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)

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

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Posted by: Matt H.6142

Matt H.6142

It was two even if the tool tip didn’t state as much. The wiki also says as much.

Fort Aspenwood home
All Professions Level 80

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Posted by: DiogoSilva.7089

DiogoSilva.7089

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.

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Posted by: Squa.8107

Squa.8107

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.

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Posted by: Xolo.3580

Xolo.3580

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.

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Posted by: Amins.3710

Amins.3710

Right, because Elementalists needed yet another GAP / MOBILITY Skill. /golfclap

Amins – Guardian
Gameplay Video’s & Forum Post

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Posted by: Tupac.4786

Tupac.4786

Right, because Elementalists needed yet another GAP / MOBILITY Skill. /golfclap

We’ve HAD this skill…….

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Posted by: LFk.1408

LFk.1408

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.

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Posted by: dreztina.4820

dreztina.4820

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.

Out of Attunement – D/D Ele
Maguuma

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Posted by: Jabberwock.9014

Jabberwock.9014

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.

Get stoned whenever you want:
Endless Petrification Tonic

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Posted by: Amria.2461

Amria.2461

Its a nice change, but sometimes the 2nd part of the skill just doesn’t activate for me :/

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Posted by: Matt H.6142

Matt H.6142

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.

Fort Aspenwood home
All Professions Level 80

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Posted by: Avead.5760

Avead.5760

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

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Posted by: Fuzzion.2504

Fuzzion.2504

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.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Neil.6138

Neil.6138

Here’s a video with a collection of tips/info for the new changes etc:

Magnetic Grasp Tips

My PVP videos
Staff Ele Organised WvW Guide
The Frenzied Few [RAGE], Gunnars Hold.

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Posted by: Leo G.4501

Leo G.4501

Here’s a video with a collection of tips/info for the new changes etc:

Magnetic Grasp Tips

Those are some pretty nifty tricks

Don’t forget to tip your moas for their help in that demonstration.

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Posted by: Neil.6138

Neil.6138

Here’s a video with a collection of tips/info for the new changes etc:

Magnetic Grasp Tips

Those are some pretty nifty tricks

Don’t forget to tip your moas for their help in that demonstration.

8) Bless their beaks!

My PVP videos
Staff Ele Organised WvW Guide
The Frenzied Few [RAGE], Gunnars Hold.