Earth 3 Dagger opinions
Will have to mess with it for a bit. Hopefully this fixes the bug that roots you in place.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
I think its alright, I kind of liked the automatic pull but this opens new doors.
It’s amazing. You can root an enemy away from you and then cast Earth Dagger 5 safely then pull yourself in right after that into Earth 4.
You can also earth 3 into fire swap into fire 3, into fire 5 in pvp. No way to dodge the burning speed/firegrab combo now. So good.
(edited by SeanPoez.8407)
Nothing in notes about this was there?
First four times it did nothing, then I got lucky.
Hopefully just game working out the kinks.
Two global cds though….
hmm
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
Well the good thing is that it now will immobilize instantly. I believe previously you had to get pulled to foe before landing an immobilize? I guess it prevents players from getting out of range while casting it (as previously)?
It’s interesting. Will take some getting used to.
Maguuma
It also adds another Combo Finisher which is really nice to have.
It also adds another Combo Finisher which is really nice to have.
It always was a Leap combo finisher, it just never listed it in the skill description for whatever reason. Unless you’re saying both the pull and the immobilize are finishers now.
I’m still waiting for my download to finish (its taking its sweet old time) but this sounds rather interesting, looking forward to playing with it in-game. Is the pull a 0-cast time attack, letting you pull yourself while casting other skills ala Arcane utilities? Because that would be really awesome.
Even if its not, though, I can definately see some good coming of this. Having an option to immob + pull or just immobilize alone is nice.
Also, which part of the attack does the damage? I assume the pull does, but thats just a guess.
I do hate that this wasn’t listed in the patch notes, though.
It also adds another Combo Finisher which is really nice to have.
It always was a Leap combo finisher, it just never listed it in the skill description for whatever reason. Unless you’re saying both the pull and the immobilize are finishers now.
I’m still waiting for my download to finish (its taking its sweet old time) but this sounds rather interesting, looking forward to playing with it in-game. Is the pull a 0-cast time attack, letting you pull yourself while casting other skills ala Arcane utilities? Because that would be really awesome.
Even if its not, though, I can definately see some good coming of this. Having an option to immob + pull or just immobilize alone is nice.
Also, which part of the attack does the damage? I assume the pull does, but thats just a guess.
I do hate that this wasn’t listed in the patch notes, though.
Magnetic Grasp is a Projectile Finishers.
Magnetic Leap is now a Leap Finisher.
Awesome change imho.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Magnetic Grasp is a Projectile Finishers.
Magnetic Leap is now a Leap Finisher.Awesome change imho.
Oh, thats pretty neat. Not very useful solo since all an extra projectile will do for Fire Field is another second or two of burning (and Dagger already has plenty of burn duration from Drake’s Breath) but another finisher is always nice to have in group situations.
Well, there goes that theory.
Fighting some Engie, used it & got stunned.
Hope this is a one off…
P.S. Not keen on the jump at all!
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
(edited by Fishbait.6723)
We can use it on large enemies now
For the immobilize anyway.
Loving it so far
Good remake, maybe i am wrong but is that A net have nerf the damage to almost nothing? Dont know to define it as buff or nerf now…
I’ve been using it in pvp pretty much nonstop and I’m really not sure. On one hand, I love the options it gives instead of making you just run right in, but on the other hand, if what you want is the old functionality, it seems like the time it takes to go through all the animations takes longer before you can actually cast something else. So not sure if it’s good or bad.
Maguuma
To the developer who introduced this change…..: YOU’RE A GENIUS, pls add more changes like this, pretty pls!
I like it, though it definitely takes a little longer the freeing up of lightning flash if you just want to churning earth them is interesting :P
Awesome change so far, can’t wait to test it in pvp.
I want to kiss the guy that proposed this change..its so good that it makes scepter fade in comparison even more.Also it seems there is no range req for the second effect but i dont know if this is intented.
Can’t use the leap while casting Churning Earth, bah.
Can’t use the leap while casting Churning Earth, bah.
Would be too good of a thing.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
On the other hand the animation adds a delay that makes the immbolize not last long enough to land earthquake.If the enemy presses dogde repeadetly after he gets stuck he will get the dodge off of earthquake from what ive tested till now..
Maybe its a stealth nerf afterall ?? :P
Seriously though these changes are very nice cause they open new possibilities for the classes..i d love to see more in the future
(edited by Avead.5760)
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
Do not want to spoil you the surprise but you will soon realize that the beloved D/D just received such an heavy nerf on its unique mobility and overall playstile that it is almost unplayable the way was initially (and rationally) introduced.
Just one question to this “the developer who introduced this change…..: YOU’RE A GENIUS,”
How a melee mage wearing light armor using daggers is supposed to actually “get in combat range” now that all its natural and intelligent skills who were introduced are now not viable? That is right, try now to RTL or any other previous skill designed to leap you forward and throw you in combat range, NOW that are all affected by any sort of countering skills in game!
I imagine you people who just wrote in here are unaware of what i am talking about, judging by your posts. Well, enjoy your new leap finisher until you will crush yourself against some invisible wall, or push back, or knock down, or even AOE slow, Weakness, stun and any other noobish spammable skill.
Trust me, the Dear D/D ele as it was designed with its unique fun and capabilities to break into zerg or even on a single target is over :/
But hey, hold on we still have Stability skill every 90 seconds lasting for 7! That s the time frame the old D/D can actually fit in
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
Kaosberg De Lay
Deflora Pulzelle
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
Do not want to spoil you the surprise but you will soon realize that the beloved D/D just received such an heavy nerf on its unique mobility and overall playstile that it is almost unplayable the way was initially (and rationally) introduced.
Just one question to this “the developer who introduced this change…..: YOU’RE A GENIUS,”
How a melee mage wearing light armor using daggers is supposed to actually “get in combat range” now that all its natural and intelligent skills who were introduced are now not viable? That is right, try now to RTL or any other previous skill designed to leap you forward and throw you in combat range, NOW that are all affected by any sort of countering skills in game!I imagine you people who just wrote in here are unaware of what i am talking about, judging by your posts. Well, enjoy your new leap finisher until you will crush yourself against some invisible wall, or push back, or knock down, or even AOE slow, Weakness, stun and any other noobish spammable skill.
Trust me, the Dear D/D ele as it was designed with its unique fun and capabilities to break into zerg or even on a single target is over :/
But hey, hold on we still have Stability skill every 90 seconds lasting for 7! That s the time frame the old D/D can actually fit in
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
What is changed it’s the fact that now you can no longer use earth3 blindly like before, now unless you’re got a plan or trusted gameplay, you pretty much gonna get hit hard in return.
A clever change that does not reduce ele mobility as hoped by the nerf criers, now it’s much more easy to use the leap finisher: ring of fire-earth3 ( burning projectile)- leap
( fire aura).
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
Do not want to spoil you the surprise but you will soon realize that the beloved D/D just received such an heavy nerf on its unique mobility and overall playstile that it is almost unplayable the way was initially (and rationally) introduced.
Just one question to this “the developer who introduced this change…..: YOU’RE A GENIUS,”
How a melee mage wearing light armor using daggers is supposed to actually “get in combat range” now that all its natural and intelligent skills who were introduced are now not viable? That is right, try now to RTL or any other previous skill designed to leap you forward and throw you in combat range, NOW that are all affected by any sort of countering skills in game!I imagine you people who just wrote in here are unaware of what i am talking about, judging by your posts. Well, enjoy your new leap finisher until you will crush yourself against some invisible wall, or push back, or knock down, or even AOE slow, Weakness, stun and any other noobish spammable skill.
Trust me, the Dear D/D ele as it was designed with its unique fun and capabilities to break into zerg or even on a single target is over :/
But hey, hold on we still have Stability skill every 90 seconds lasting for 7! That s the time frame the old D/D can actually fit in
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
What is changed it’s the fact that now you can no longer use earth3 blindly like before, now unless you’re got a plan or trusted gameplay, you pretty much gonna get hit hard in return.
A clever change that does not reduce ele mobility as hoped by the nerf criers, now it’s much more easy to use the leap finisher: ring of fire-earth3 ( burning projectile)- leap
( fire aura).
But but..i am really wondering how people has played D/D dagger before today patch! How didn’t you notice the severe NERF on all mobility skills, even the 3 into Fire or the 4 into Air not to mention this crappy add on on the 3 of Earth.
Make an experiment, go in pvp with your friend and try to get him with RTL or any of the above skill designed to leap you forward your opponent, and tell your friend to try and counter that :p – Big surprise makes you Happy! ^^
Wake up please, Elementalist D/D just received one of the major NERF this game has ever seen on a class, and trust me i am not the kind of person who usually complaint unless major crap is introduced…
Kaosberg De Lay
Deflora Pulzelle
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
Do not want to spoil you the surprise but you will soon realize that the beloved D/D just received such an heavy nerf on its unique mobility and overall playstile that it is almost unplayable the way was initially (and rationally) introduced.
Just one question to this “the developer who introduced this change…..: YOU’RE A GENIUS,”
How a melee mage wearing light armor using daggers is supposed to actually “get in combat range” now that all its natural and intelligent skills who were introduced are now not viable? That is right, try now to RTL or any other previous skill designed to leap you forward and throw you in combat range, NOW that are all affected by any sort of countering skills in game!I imagine you people who just wrote in here are unaware of what i am talking about, judging by your posts. Well, enjoy your new leap finisher until you will crush yourself against some invisible wall, or push back, or knock down, or even AOE slow, Weakness, stun and any other noobish spammable skill.
Trust me, the Dear D/D ele as it was designed with its unique fun and capabilities to break into zerg or even on a single target is over :/
But hey, hold on we still have Stability skill every 90 seconds lasting for 7! That s the time frame the old D/D can actually fit in
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
wait what?
Wasnt burning speed always affect by slows and immobilises?In fact i sometimes welcome immobilised bunring speeds cause the trail does all the damage in 1 place.What the kitten are you talking about?
Also are you complaining about people being able to counter your mobility skills with cc?
Are you serious?
(edited by Avead.5760)
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
Do not want to spoil you the surprise but you will soon realize that the beloved D/D just received such an heavy nerf on its unique mobility and overall playstile that it is almost unplayable the way was initially (and rationally) introduced.
Just one question to this “the developer who introduced this change…..: YOU’RE A GENIUS,”
How a melee mage wearing light armor using daggers is supposed to actually “get in combat range” now that all its natural and intelligent skills who were introduced are now not viable? That is right, try now to RTL or any other previous skill designed to leap you forward and throw you in combat range, NOW that are all affected by any sort of countering skills in game!I imagine you people who just wrote in here are unaware of what i am talking about, judging by your posts. Well, enjoy your new leap finisher until you will crush yourself against some invisible wall, or push back, or knock down, or even AOE slow, Weakness, stun and any other noobish spammable skill.
Trust me, the Dear D/D ele as it was designed with its unique fun and capabilities to break into zerg or even on a single target is over :/
But hey, hold on we still have Stability skill every 90 seconds lasting for 7! That s the time frame the old D/D can actually fit in
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
What is changed it’s the fact that now you can no longer use earth3 blindly like before, now unless you’re got a plan or trusted gameplay, you pretty much gonna get hit hard in return.
A clever change that does not reduce ele mobility as hoped by the nerf criers, now it’s much more easy to use the leap finisher: ring of fire-earth3 ( burning projectile)- leap
( fire aura).But but..i am really wondering how people has played D/D dagger before today patch! How didn’t you notice the severe NERF on all mobility skills, even the 3 into Fire or the 4 into Air not to mention this crappy add on on the 3 of Earth.
Make an experiment, go in pvp with your friend and try to get him with RTL or any of the above skill designed to leap you forward your opponent, and tell your friend to try and counter that :p – Big surprise makes you Happy! ^^Wake up please, Elementalist D/D just received one of the major NERF this game has ever seen on a class, and trust me i am not the kind of person who usually complaint unless major crap is introduced…
Again this is not a nerf…it’s a fix, it gives room to grow for more clever gameplay, to snare/immobilize a d/d will let him think twice before rushing head on into combat with no strategy using burning speed.
Basically d/d ele has received a very welcome difficulty adjustment, I enjoy challenges and to destroy people when I beat these challenges
Also stop being so narrow minded and see the new possibilities.
Dagger just got a range immobilise skill.You can use it to set up a burning speed or other combos.You can use it to stop a bunker in spvp in coming back to his point without you having to leave the point so you can neutralise.You can use it to assist your friend without having to leave your current target…
Come on pls be trolling
Nah, i am joking, we can still go into zergs doing our things, it is just that we might never get to even touch the target now ^^
Kaosberg De Lay
Deflora Pulzelle
You keep making these dramatic posts but no one has any idea what you are talking about because nothing about our mobility skills has changed except for magnetic grasp.
Maguuma
Very sweet of you “proud elementalist” to congratz on a new skill, while you all have missed the “new real” introduction into daggers leap and burning fire and even RTL
And since i am here, let me just say that the new “number 3” earth skill is one more NERF since the same ability has been split in 2 phases, and since both these phases are easily counterable now, it just lost its previous instant effectiveness.
Peace
What is changed it’s the fact that now you can no longer use earth3 blindly like before, now unless you’re got a plan or trusted gameplay, you pretty much gonna get hit hard in return.
).
A plan behind “a stone in the head lasting 1 second” as opener, is a full grown plan!
..but ofc there are “trusted gameplay” out there too, such as micro zerging tactic following the allied target and spamming from range all AOE available at the same time on the same spot (while watching TV and feeding the cat).
Please do not take my comment too seriously, it is just that i am trying to express my disappointment trying to clarify my point of view on this matter. Ele D/D has received imho some significant withdraw but ofc let s just get over it once again and let’s find out new approach and funny gameplay
Kaosberg De Lay
Deflora Pulzelle
The splitting of MG into 2 moves was a great decision, but now you get stunned for 1 sec guaranteed instead of 0 to 3 seconds before the patch. Most of the times you will not want to use the pull because it’s so slow.
The splitting of MG into 2 moves was a great decision, but now you get stunned for 1 sec guaranteed instead of 0 to 3 seconds before the patch. Most of the times you will not want to use the pull because it’s so slow.
I agree. Give it a set max-range that is easy to visually understand, and make the flight time comparable to other gap-closers. It’s a very interesting/fun concept but it does feel a tad awkward.
I didn’t notice anything in the patch notes, and I haven’t downloaded the patch yet.
What exactly changed? From what I gather, a stealth change to Magnetic Grasp?
Now it has been splashed in two skills. First a 2s imobilze (AND a combo projectile finisher), and then you can press Earth 3 again to make the regular leap and get your leap finisher.
I liked it pretty much! I’ve been able to freeze an enemy inside AoE’s and then leap at him. Just wondering why there was no mention to it in the update notes….
Now it has been splashed in two skills. First a 2s imobilze (AND a combo projectile finisher), and then you can press Earth 3 again to make the regular leap and get your leap finisher.
I liked it pretty much! I’ve been able to freeze an enemy inside AoE’s and then leap at him. Just wondering why there was no mention to it in the update notes….
That’s actually pretty awesome. I’m still a wee little Ele, but I find I hardly ever used this skill, and would instead just use RTL and Burning Speed when I needed a gap closer, as one would always be off cooldown. Now, the extra utility makes it more worth while!
On a side note, I’m curious about any other stealth buffs/nerfs/changes they’ve made to this, and other professions. Much testing is required
This is a mixed blessing. With the change I can’t get earth → EA roll → MG → EQ → CE into one ring of fire the way I could before.
The skill is more reliable now and I haven’t found myself hovering in midair getting stabbed in the face yet, but I have come up short of the target several times (not a CC issue). I don’t understand why they can’t just make the leap exactly like heart seeker instead of trying to make them different and never being able to make MG work reliably.
On a side note, I’m curious about any other stealth buffs/nerfs/changes they’ve made to this, and other professions. Much testing is required
ANet not including all changes in the patch notes is getting ridiculous.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
I think it opens up more opportunities for combos. I could start with 3, use 5, then use 3 again when they run off and re-engage using air or fire. I’m also no longer self-ccing.
Looks like people counterplaying the old combo will have to get used to ele’s using a new combo
[BEAR] www.gw2bear.com
[DATE] www.tyriadating.com
Anet said they don`t often put all the changes because there can be so many (minor ones I think they said).
This is a sodding huge change & there`s no good reason it shouldn`t of been put in.
I like the idea of a Heartseeker version compared to this.
Another I`d prefer is the Thiefe scorpion wire (get over here!) effect would be miles (all 600 range of them ;p) better.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
I love the new version, give alot more freedom and neat trick to do with the skill. I don´t see it being a lot slower in doing what it used to do eiher, and it has become hell of a lot more reliable.
Also….could the trolls crying nerf!1!!11! please stop, nobody actualy believes you and you´re cluttering the thread.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
actually I prefer this way, as it gives me more tactical choices than before.
Also, to me, it looks like certain boons last more than before: they either got extended or are now somehow working “as intended”.
So far have been unable to spot any noticeable AoE nerf, and I would say that I am as efficient as always, if not even better. Didn’t try any other weapon set rather than D/D tho, maybe other fellow Eles can tell something about it…
I noticed a weird glancing blow when I did churning earth on a target…
I don’t understand any of your play styles to think this is a welcome change. I want to be pulled to my target. I’d like it more if I had the option to set magnetic leap to auto-complete, because having to tap the skill twice wrecks my style. And ele is my main since launch.
It needs some serious polish because it looks and sounds awful. I miss the shoulder rush. The leap looks like you were catapulted against your will. It sounds pitiful hearing that tink of the single dagger hit and then you’re back to the earth crunching of Impale. This change just seems like scrapping the original idea because they couldn’t fix the bugs.
If you wanted a long distance immobilize, I’d recommend signet of earth. It’s got 1200 range, and no projectile to reflect.
Those talking about getting a projectile and leap finisher now must not have been aware of how it worked before, so I have to discredit those opinions.
And for those talking about having more freedom and tactics, I want to hear them. I can see why you’d be happy for the ranged immobilize, but then you’re gonna be switching to another attunement I’d imagine and waste magnetic leap. Or maybe you use flash for a closer making the leap wasted again.
All Professions Level 80
I thought the skill was bugged at first when I was in WvW last night. I came across this thread thankfully (unfortunately after I submitted a bug report) and went back in to test it out. I do not like the change at all.
You want to know what kind of freedom the new skill gives us? Well I won’t be pulling myself into HB or guardian bubbles that were started after I cast MG anymore, that’s for sure.
I’m still not decided on whether or not I think the change is good because it’s no longer possible to do the MG-EQ combo, but there are some upsides to it as well. Also found out the delay makes this skill useless as an escape tool which is kind of disappointing. That saved my life a lot of times.
Maguuma
(edited by dreztina.4820)
You want to know what kind of freedom the new skill gives us? Well I won’t be pulling myself into HB or guardian bubbles that were started after I cast MG anymore, that’s for sure.
I’m still not decided on whether or not I think the change is good because it’s no longer possible to do the MG-EQ combo, but there are some upsides to it as well. Also found out the delay makes this skill useless as an escape tool which is kind of disappointing. That saved my life a lot of times.
I imagine they could still counter the leap if they saw it coming, but I can see why the option not to pull yourself into a stun would be tempting. I’m mostly PvE/WvW, so that situation rarely comes up, and is why it’s wrecked my style.
All Professions Level 80
If I can replace teleporting with Earth 3 being timed perfectly every time after an Earth 5, then I can use something with damage on it in that utility slot. That will be worth it. In PVT gear the leap finisher only does like 250 damage. If I could slam burst on top of that, it’d be a sweet combo.
Ok so I logged in without having been able to test the Magnetic Grasp but notice that there’s another small download. Jump into some PVE while waiting for the queue.
Started testing new #3 to see I can magnetic grasp > churning earth > magnetic leap and for the life of me it doesn’t work. Have they ninja patched it?
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
And for those talking about having more freedom and tactics, I want to hear them. I can see why you’d be happy for the ranged immobilize, but then you’re gonna be switching to another attunement I’d imagine and waste magnetic leap. Or maybe you use flash for a closer making the leap wasted again.
You´re not wasting leap, you´re choosing to only use immobilize (which doesn´t use utility slot), and gain full benefit from that part. Previously you could not, now you can and you can use it old way too (even if a bit slower)
If you want to use leap part too:
You can immobilize as your opening move when going earth, change target do eq, rof or ce, tap leap again and switch to other attunement, water for example which normaly would lack mobility tool. You could do this with old too, but lot slower and big chance of self root, and no real benefit from immobilize.
You can cast it on downed in a sideline and leave it as a escape tool.
Maybe people don´t like more control over their skills….then again, some like daughter, some like mother….
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]