Spectral Grasp
I’ve been using it a lot, all I want changed is for it to be unlockable and possibly for it to pull Downed enemies. 1500 range is a bit too much, but I would love yanking Rangers across the map.
Both of your suggestions sound way too over the top.
The range should stay the same, and the velocity of the projectile should be increased and that’s it.
The only thing I would like to see change to this would be a velocity increase which would sort it for its cast point range (if you want to call it that?) Even though theres nothing wrong with its range (execpt for those times your OBVIOUSLY WITHIN RANGE AND IT SAYS YOU ARE NOT) and for it not to be so unreliable when using it on someone who isn’t standing still or running towards you. Which is where i think a velocity change would fit (buggy.. I’m sure it’s not just me seeing that person appear ontop of that wall after pulling and seeing them on the ground) To me, with it being blockable is fine.. that’s where player skill and knowledge of others classes comes into play.
(edited by Akashi.3245)
Even though theres nothing wrong with its range (execpt for those times your OBVIOUSLY WITHIN RANGE AND IT SAYS YOU ARE NOT) and for it not to be so unreliable when using it on someone who isn’t standing still or running towards you.
i agree. something about the grasp range, every now and then just feels unreliable to me.
Do these changes:
- 100% projectile finisher (if its treated as one it should get the benefit too)
- Increase its speed so that range issues aren’t as common and its more reliable, but still slow enough to dodge
- Make it home
Grasp doesn’t need to be actually stronger, except the finisher which is just one of many QoL improvements the profession could use, it needs QoL improvements so that it actually lands.
Even though theres nothing wrong with its range (execpt for those times your OBVIOUSLY WITHIN RANGE AND IT SAYS YOU ARE NOT) and for it not to be so unreliable when using it on someone who isn’t standing still or running towards you.
i agree. something about the grasp range, every now and then just feels unreliable to me.
Say you use it while at 1000 range from a running target. Target runs 300 before the projectile hits. It will miss by 100 since the target is now further from the original place it was cast from. Thats how I’m sure it works. But when they start to run to the left or right it feels like it multiplys even more . You pretty much need to use it point blank
Edit : that’s including you chasing them, the original cast point will be behind you. so you will still be 1000 range away and miss while chasing them.
(edited by Akashi.3245)
I think 1500 range, faster projectile, and unblockable would not overpowered. (Completely necessary? maybe not.) You can still dodge it, you can still invuln, you can strafe left and right and the pathing will get messed up.
Really, a lot of this perceived necro OPness skill witch hunt is really unnecessary.
However, in its current iteration, Spectral Grasp doesn’t work as intended. It doesn’t pull individuals from 1200 range because of the issues that Akashi outlined. An increase to 1500 yards and an increase in projectile speed could potentially fix the skill to work more consistently at 1200 range.
Make it a channel like engineer magnet that taunts during channel then chills when pulled.
Make it a channel like engineer magnet that taunts during channel then chills when pulled.
The reason I don’t advocate this is because it might mess up the fun things choxie does with it in Eotm. Spectral pull into walk off a cliff. There might be line of sight issues if its no longer a projectile.
Just add homing and increase its velocity. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
Just add homing ,increase its velocity and pull fixes. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
fixed it for you.
Just add homing ,increase its velocity and pull fixes. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
fixed it for you.
I really haven’t had much in the way of issues with the pull failing. If I tried to yank someone over a small boulder, sure, but otherwise, no.
Remember NPC’s can’t fall.
Just add homing ,increase its velocity and pull fixes. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
fixed it for you.
I really haven’t had much in the way of issues with the pull failing. If I tried to yank someone over a small boulder, sure, but otherwise, no.
Remember NPC’s can’t fall.
Doesn’t the pull still launches the opponent in the sky at occasions?
Just add homing ,increase its velocity and pull fixes. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
fixed it for you.
I really haven’t had much in the way of issues with the pull failing. If I tried to yank someone over a small boulder, sure, but otherwise, no.
Remember NPC’s can’t fall.
Doesn’t the pull still launches the opponent in the sky at occasions?
If you pull someone up/down a slope and/or against a wall or something, yeah.
Why is there even a projectile at all? Doesn’t say anything about one in the tool tip.
Pull your foe to you, chill them, and gain life force.
It should just pull the foe instantly after the 1/2 second cast time. If that time needs adjusted is another debate.
^This. Projectile’s shouldn’t just be randomly put on skills, if it isn’t a projectile finisher why does it have the negative consequences of projectiles.
^This. Projectile’s shouldn’t just be randomly put on skills, if it isn’t a projectile finisher why does it have the negative consequences of projectiles.
Agreed.
It being a projectile doesn’t even fit in with the fact that its spectral. Grasping someone with otherwordly energy should not involve using projectiles to do so.
Xaiixmael – 80 Revenant
Tyriark – 80 Reaper, Xytrael – 80 Daredevil, Lythios – 80 Warrior
^This. Projectile’s shouldn’t just be randomly put on skills, if it isn’t a projectile finisher why does it have the negative consequences of projectiles.
Agreed.
It being a projectile doesn’t even fit in with the fact that its spectral. Grasping someone with otherwordly energy should not involve using projectiles to do so.
It would look really cool if the animation was similar to Axe, in that it has a an animation at the player and then the hand appears at the enemy. I’d say it would be fair to reduce the LF generation, give it a slightly more obvious animation, and make it non-projectile.
less LF generation isnt what a necro needs
I would want the pull to get some of those new mechanics they are coming up with.
so it chills targets it passes through and pulls and chills your target
(for reference see: frigid blitz)
I find it a lot less useful not being able to pull away the weak target inside a crowd
less LF generation isnt what a necro needs
I would take a more reliable pull, with a longer effective range against running targets, that still Chills enemies, over a 5% LF nerf any day. Life Force generation is so easy now, and if you make the Spectral skills good enough to take Spectral Mastery that 5% comes right back and you can get 15% Life Force and 6 seconds Chill every 24 seconds. Remember, you don’t get any Life Force if the attack misses.
seeing some of the feedback from the beta so far, i sure hope GS#5 doesn’t suffer the same sort of problems.
(edited by Akashi.3245)
i would like to see spectral grasp piercing and pulling up to 5 foes towards you.
i’m tired of not being able to pull my intended target cause it got blocked by bodies.
like the enemy zerg’s commander or mesmer hiding behind his clones etc.
https://www.youtube.com/watch?v=qsby6rYkxS8
less LF generation isnt what a necro needs
I would take a more reliable pull, with a longer effective range against running targets, that still Chills enemies, over a 5% LF nerf any day. Life Force generation is so easy now, and if you make the Spectral skills good enough to take Spectral Mastery that 5% comes right back and you can get 15% Life Force and 6 seconds Chill every 24 seconds. Remember, you don’t get any Life Force if the attack misses.
to take that spectral mastery aswell dont forget you would be giving up vital persistence and would miss out on 50% slower draining LF
i would like to see spectral grasp piercing and pulling up to 5 foes towards you.
i’m tired of not being able to pull my intended target cause it got blocked by bodies.
like the enemy zerg’s commander or mesmer hiding behind his clones etc.
sounds a little overpowered to me if everyone could driver snipe so easily. i just want to see if work properly.
Increase velocity and pull downed allies.
Spectral Grasp fails half or more of the times I try to use it, even on targets standing still and well within the range. Casting it on an enemy at 800 range standing still, not in combat, will often chill them but not budge them an inch.
Projectile speed increases would help a lot to make this utility a strong choice. I love its utility and flavor, but having to re-position and get close to begin with for the pull to consistently land is rather frustrating. The same goes for thief’s Scorpion Wire.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I have been using this a lot and I don’t have many issues with it not working. The biggest things I’d say are QoL improvements, making it a faster projectile and make sure it actually hits when it should hit and pulls when it should pull. Would also be nice to have it at say 25s base.
less LF generation isnt what a necro needs
I would take a more reliable pull, with a longer effective range against running targets, that still Chills enemies, over a 5% LF nerf any day. Life Force generation is so easy now, and if you make the Spectral skills good enough to take Spectral Mastery that 5% comes right back and you can get 15% Life Force and 6 seconds Chill every 24 seconds. Remember, you don’t get any Life Force if the attack misses.
to take that spectral mastery aswell dont forget you would be giving up vital persistence and would miss out on 50% slower draining LF
Fully aware. I think they need to incentivize spec’ing into Spectral Mastery.
can we please have more pulls?
p.s and could spectral grasp no longer be a projectile?
I agree with the velocity increase and homing suggestions. Those alone would be a good improvement without being considered ‘too OP’ for us necros…
Finisher, Velocity increase, Homing, Single target pull, Chills enemies it passes through.
That would be amazing, but not op for what it should be.
Xaiixmael – 80 Revenant
Tyriark – 80 Reaper, Xytrael – 80 Daredevil, Lythios – 80 Warrior
It’s great for pulling people that are standing still, coming at me, or trying to kite while attacking. I have two problems with it, though:
1) It’s not effective when trying to grab a fleeing and fleet enemy. You almost have to chill someone BEFORE they’re going to turn and run, just so that they won’t get out of range of Grasp before the projectile lands.
2) Using it when there is an image, pet, minion or pet rock between me and the target. Why is it (and Dark Path) so easily body-blockable?
If it wasn’t a projectile, had a basically instant effect after the cast time, and Spectral Mastery wasn’t a borderline impossible trait to take in pvp, then I wouldn’t think it needs anything else.
It also needs to actually start pulling my f_cking targets to me instead of just knocking them over. I’m so tired of that effect it’s not even funny anymore.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Yeah, when they fix this skill (which I hope they do sometime before the 3rd expansion ) the necromancer’s theme of stickiness in a fight will be improved a lot.
Would be fun if it was a short channel, and you teleport to your foe, chilling them and gaining lifeforce
Or have it act like Dark Path… which pulls people…
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Its been said but all that needs changed is the projectile needs removed. It doesn’t say anywhere in the description that it has a projectile. It should just be an instant yank when the casting time is finished.