Magnetic Current vs. Magnetic Leap
It might be something they might have missed or not fixed yet like a lot of other underwater skills. Underwater combat isn’t high priority anyway compared to land-based skills.
But if this gets attention, I’m sure it’s gonna get a quick fix.
later. It doesn’t care that I’m there.”
I was wondering this very same thing, give us auramancers something more for underwater auras please
And please remove the 1 second self stun on current if it hasn’t been already.
And please remove the 1 second self stun on current if it hasn’t been already.
It is still there
Most useless skill, ever!
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 know that underwater combat isn’t high priority because most people don’t like it. But one of the biggest reasons for that is the lack of power when fighting underwater in general. Problem is people avoid it now as much as possible, making it a very low priority and this is basically vicious circle.
But mostly my problem here is that the skill is obviously meant as the underwater equivalent of the mainhand dagger skill Magnetic Graps→Magnetic Leap, but it’s a really underpowered version. I didn’t even notice the self-stun, but if that’s accurate this skill is even worse than I thought…
Magnetic Current is terrible. Having a Leap finisher would help, but it would still be pretty bad due to the delay at the end of the skill and the pitiful damage. It needs to lose the delay, gain a Leap finisher, and pick up a bit more damage (or an immobilize like Magnetic Leap has).
I disagree on your assessment of Trident being mostly ranged, though. Trident has a quite a few skills that only work well at close range, especially in Earth attune. Earth auto-attack is only probably 700 or so range (it says 900 I believe, but try it and you’ll see its shorter than that, you can reach a point where the game says your in range and will auto-attack constantly but you’ll never hit) and really only does decent damage if you “shotgun” the skill by being at point-blank range so all 3 shots hit. Earth #2 is also almost completely melee range. Outside of Earth attune, there’s also Air #1 which has the same issue of needing to shotgun it for max effect, Fire #1 (technically long-range but you’ll rarely hit with the secondary explosion if you don’t stay at close range to keep the enemy from moving), and Water#4 and #5. Not to mention that if you’re trying to use combos like Boiling Water > Ice Wall you need to be in melee as well.
Trident really doesn’t do well at long range unless you’re just rocking Water attune 1-3. Anything else requires you to be at mid-range or even melee range.