Magnetic Current vs. Magnetic Leap

Magnetic Current vs. Magnetic Leap

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Posted by: Wesley.4590

Wesley.4590

Hi there,

I was just wondering why Magnetic Leap is considered a leap finisher and Magnetic Current isn’t. Now I know Magnetic Leap has leap in it’s name, but if you look at the effect, discription and attunement+weapon slot they seem pretty identical.

If Magnetic Current becomes a leap finisher, the skill would actually become of use. So far I’ve mostly played Elementalist and never found a good use for it. Almost all trident skills have a range of 1200 and the few ones that don’t still have at least some range so there really is no need to pull yourself next to your foe. For a main hand dagger wielder you need to be within in near melee range for almost all skills so there it makes sense to have that skill even without the leap finisher. But using Magnetic Current seems more like a great suicide attempt. And why does Magnetic Current have a range of 600 and can Magnetic Leap be cast from a range of 900. With a dagger you are mainly near your foes and with a trident you are almost fully ranged (as if wielding a staff).

To sum it up, Magnetic Current as it is now just doesn’t make sense compared to Magnetic Leap and feels very useless (unless you like dying) and underpowered.

Regards

Magnetic Current vs. Magnetic Leap

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

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.

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

Magnetic Current vs. Magnetic Leap

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Posted by: emikochan.8504

emikochan.8504

I was wondering this very same thing, give us auramancers something more for underwater auras please

Welcome to my world – http://emikochan13.wordpress.com

Magnetic Current vs. Magnetic Leap

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Posted by: Navzar.2938

Navzar.2938

And please remove the 1 second self stun on current if it hasn’t been already.

Magnetic Current vs. Magnetic Leap

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Posted by: Fishbait.6723

Fishbait.6723

And please remove the 1 second self stun on current if it hasn’t been already.

It is still there

Most useless skill, ever!

“We want you to play the game, not the UI” Arenanet.
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…

Magnetic Current vs. Magnetic Leap

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Posted by: Wesley.4590

Wesley.4590

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 vs. Magnetic Leap

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Posted by: Electro.4173

Electro.4173

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.