Is Scorpion Pull at all useful?
It’s terrible.
Scorpion wire: Pulls your target, it’s a projectile, 30s cd, 1/2 cast time, buggy pull
Necrotic grasp: Grants life force, chills your target, pulls your target, it’s a projectile, 30s cd, 3/4 cast time, buggy pull.
Into the void: 2 skills in one, not a projectile, pulls multiple targets reliably and you can choose where you want to pull them, unlike the two others doesn’t even requires your targets to be at the extremity of a fort wall to hope getting a pull, 25s cd, 1/4s cast time.
I think the comparison speak for itself. It should at least steal 2 boons.
That being said it still have some uses, pulling someone can result in a free kill.
(edited by Puru.4217)
i use it on jumping puzzle vs campers, i stealth and pull them before they knockback/fear me
outside JP i find it uselss, skill is easy to dodge /block, and it won’;t pull more then 600 range:)
As a GC thief you might find it a waste of utility. But as a survival thief I can give myself the luxury to sometimes carry it around and pick people off cliff or the sort. It’s fun, it’s buggy, not the best pull but SOMETIMES it’s good for a gank. Should have much less CD imo for it terribleness but there’s nothing more satisfactory than seeing someone desperately trying to avoid their inevitable fall.
I use it tons for dragging people off keep walls in wvw, for dragging people trying to escape back, dragging people from the middle of their zerg to the middle of our zerg.
Heck even got some use out of it in dungeons to pull the odd mob and there was a real nice use for it on CoF until the stealth agro nerf.
Yes its kind of buggy at times and it can be hard to judge the distances and such but it can be great fun.
Not saying its the best utility in the world but there are worse, I would love to see its buggyness fixed and maybe a flip skill allowing you to pull yourself to the target/area it landed if the pull actually failed.
It has a few uses but yes the range and casting time are a pain. I use it when Im with other people and don’t worry about dying. Closing in on something with shortbow and yanking it back towards your zerg = free kill. Same with pulling people off obstacles and walls.
technically its out second longest ranged attack at 1200 range.
Only thing that goes further is a properly timed cluster bomb.
i use it on jumping puzzle vs campers, i stealth and pull them before they knockback/fear me
outside JP i find it uselss, skill is easy to dodge /block, and it won’;t pull more then 600 range:)
That’s actually the most use I’ve gotten out of it against a Mesmer who was camping in Obsidian Sanctum. But beyond this, I’ve never managed to pull someone off of walls yet (always get obscured) and it seems that by the time the wire hits where they now are, they’re far enough away from the initial cast of the wire to be out of range.
I think it’d be a lot better if they’d only check for the range on the skill’s cast. It can keep the animation/cast time, so player’s can dodge it. But if they were in range from when it was cast, it should still hit. Or heck, if they’re still in range of you (it seems like it compares the range from where they are when it hits, to where you were when it cast – which I think is the major reason why it seems so bloody useless when I try).
Compared to some other pulls (the example mentioned was Necro’s “Necrotic Grasp”), it’s really not that great; however, it definitely is pretty useful. The time you’re going to use it most is when you’re attacking a tower on WvW. Just pull enemies down from above, and they’ll pretty much die instantly under your army.
it is so unreliable (targeting the lower torso/feet), and you get ~1/3 chance to pull him
other outcomes: target is knocked down for 0.1 sec (lol buggy skill)
miss/block/out of range etc.
no synergy with any trait
i wouldn’t take this skill even it had 15 sec cool down
it is so unreliable (targeting the lower torso/feet), and you get ~1/3 chance to pull him
other outcomes: target is knocked down for 0.1 sec (lol buggy skill)
miss/block/out of range etc.
no synergy with any trait
i wouldn’t take this skill even it had 15 sec cool down
If it had a 15 second cooldown I wouldn’t run anything else in WvW… a great CC on that kind of cd? Yes please.
And the first part of your post makes no sense whatsoever. People don’t dodge/block it because they don’t see it coming, even more so because most thieves roll with the hurrdurr backstab spec and it’s actually easy to land if you know how it works. Anticipate where the enemy is going and make sure you’ll be in range and he won’t be behind cover/hills when it connects.
i like it very much. a lot of potential wasted by bugged stuff .
i think, if the game was not burst/bunker-centric, scorpion wire was something like a must on thief. btw it is so underused that almost 90% of the times i used every opponet were hit by it.
I once ran 100 attempts of using it and can’t be bothered to dig up the post of the stats but it was something like a 28% success rate of using it.
I tend to make sure im hitting them with shortbow autoattacks before I hurl it as well making sure they aren’t obstructed and are in range and all that.
And the first part of your post makes no sense whatsoever.
this→
I once ran 100 attempts of using it and can’t be bothered to dig up the post of the stats but it was something like a 28% success rate of using it.
Heck ya it’s useful especially when you’re being snipe or group is and you pull that sniper to where you’re at giving that sniper a bad day
It would be useful if it had a 3 second CD if it missed.
https://twitter.com/TalathionEQ2
Maybe I’ve just been unlucky with it then, but considering I have to decide between Shadowstep or Scorpion Shot (Signet of Shadows and Shadow Refuge are my other two utilities)… I’ll keep trying to slot in Scorp when it seems like it’ll be more useful, but with how the distance part of it is calculated I don’t think its going to be any use on anything running away.
Scorpion Wire should be faster/100% pierce through enemies and pull all of them back to you.
CD lowered to 15 seconds and also steal a boon.
https://twitter.com/TalathionEQ2
Scorpion wire is Situational.
Scorpion wire is Situational.
Therefore it will never find its place on a utility bar where non-situational abilities are going.
https://twitter.com/TalathionEQ2
Scorpion wire is Situational.
Therefore it will never find its place on a utility bar where non-situational abilities are going.
Scorpion Wire is one of those things that won’t really make it into a build, but is something you can use superior mobility to drop out of combat and swap into. I tend to run out and swap it in for offensive siege fights to pull people off of walls, or to pull pesky people out of zergs and into friendly battle lines.
Situational abilities have their place as something you throw on your bar when you foresee the need for it, they aren’t useless just because they make poor standard choices.
Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooo-
I used it in the first month of GW2. But then found out about more useful utilities and haven’t looked back.
as mentioned before, i also use it in EB’s jumping puzzle if there are campers.
besides that, i never carry it around, there are WAY better utilities to use.
Prob here is that the devs instead of improving poor utilities to make them useful they nerf the good ones so that the poor ones actually look better….
I actually like using it in TPvP .. My third utility is an optional skill, so I test how to play with certain utilities without rly giving up my effectiveness and SW works well for the knockdown (the pull-over part is what’s bugged mostly, but I only need it for the knockdown)
The skill could use some buff, but it’s fun enough to have a place in my bar.
GL – “The Afternoon’s Watch” [OATH]
I like it underwater, actually. We have so many gtfo abilities underwater, so SW is a nice re-engage.
I like it underwater, actually. We have so many gtfo abilities underwater, so SW is a nice re-engage.
Yes, great skill underwater, unlike our “gap closer” throwing spear skill .. seriously I don’t get why you’d use that one.
GL – “The Afternoon’s Watch” [OATH]
I like it underwater, actually. We have so many gtfo abilities underwater, so SW is a nice re-engage.
Yes, great skill underwater, unlike our “gap closer” throwing spear skill .. seriously I don’t get why you’d use that one.
Because I’m still learning/leveling my thief, and because I like pulling enemies into a friendly zerg instead of pulling myself into an unfriendly zerg. It actually got me several easy kills earlier today.
2 options to fix this skill:
1) make it almost instantaneous (less than .2 seconds)
2) make the knockdown last 2-3 seconds like every other classes KDs
They should make scorpion wire as it was in GW1:
Hex Spell. For 8…18…20 seconds, the next time you and target foe are more than 100’ apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range.
Windows 10
I like it underwater, actually. We have so many gtfo abilities underwater, so SW is a nice re-engage.
Yes, great skill underwater, unlike our “gap closer” throwing spear skill .. seriously I don’t get why you’d use that one.
Because I’m still learning/leveling my thief, and because I like pulling enemies into a friendly zerg instead of pulling myself into an unfriendly zerg. It actually got me several easy kills earlier today.
You misunderstood me
I said “UNLIKE our throwing spear skill”. That skill pulls you to your enemy while crippling them (4#skill on the spear). I don’t get why anyone would use the 4#skill since it’s actually a self-knockdown underwater.
I love scorpion wire underwater. This is a different skill.
GL – “The Afternoon’s Watch” [OATH]
I actually like using it in TPvP .. My third utility is an optional skill, so I test how to play with certain utilities without rly giving up my effectiveness and SW works well for the knockdown (the pull-over part is what’s bugged mostly, but I only need it for the knockdown)
The skill could use some buff, but it’s fun enough to have a place in my bar.
imo as a knockdown it is not very good either since it has a cast time and roots you for the full animation of the skill…
It’s good for catching someone off guard who is point blank in front of you. Other than that, not really.
I wouldn’t use it except in a duel maybe.
I use it with my S/D build as an interrupt and only at point blank range.
If you play a warrior and you use Bull’s Charge, you’ll know how to use Scorpion Wire.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
In WvW it’s… limited. Nice when it works, and over time I’ve learned to land it about 50% of the time. Would be nice if it’s cooldown worked like steal though.
In PvE I find it invaluable, particularly in dungeons. You’d be surprised what you can single pull from groups with it, into the waiting hands of your team mates. Used it a lot when my dungeon team was learning Arah to make some of the pulls more manegable. Being single target becomes a feature there.
It is good with P/D build, when you can pull fleeing peepz into your Caltrops. Maybe, not so much nowdays, since they nerfed Caltrops :/
And it’s really fun to use on that elementalist trying to rtl away
It is good with P/D build, when you can pull fleeing peepz into your Caltrops. Maybe, not so much nowdays, since they nerfed Caltrops :/
And it’s really fun to use on that elementalist trying to rtl away
I pull people to my Ambush trap plus Thieve’s Guild for an easy kill.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
It is good with P/D build, when you can pull fleeing peepz into your Caltrops. Maybe, not so much nowdays, since they nerfed Caltrops :/
And it’s really fun to use on that elementalist trying to rtl awayI pull people to my Ambush trap plus Thieve’s Guild for an easy kill.
I use it for PvE all of the time pulling into Needle Trap. I’m still new to WvW and I’m trying to figure out how useful it is in this setting. I like to be a little different since I’m not good enough to pull off the high DPS builds.
“Get over here!” does not cause a get over here as advertised. 9 times out of 10 it only knocks them down.
I tried using it but its seems pretty buggy. A lot of the time it doesn’t actually pull even though there doesn’t appear to be anything in the way. It could still be used as short knockdown I guess.
If it did work it might be useful (though not a every situation kinda skill). When I read the description I had intended to use it for pulling enemies and keeping them off teammates, pulling enemies into traps and for preventing escapes but it’s not reliable at all and the cooldown imo feels a bit to long..
(edited by Demented Sheep.1642)
Tried it again last night – it simply doesn’t work… ‘obstructed’ being the biggest problem when there is no object in the way… and as others said, it still very often just knocks people over at 1200 range – awesome…. not.
change SW to
shadow step your opponent to your place,
a reverse shadow step skill
i think it is cool
Yeah the pathing of the skill is buggy, but this is not just this skill but other skills also that displaced your thief like Disabling Shot (SB) or Shadowstrike (P/D#3).
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
change SW to
shadow step your opponent to your place,
a reverse shadow step skill
i think it is cool
The problem being – it would then have all the same bugs as shadowstep, which means it wouldn’t change at all…
It’s nice in PvP for that situation where a Ranger or a Necro or some other chicken is trying to snipe you from the top of a wall. Scorpion Wire solves that problem real quick, and provides them with a nasty shock when they’re suddenly nose-to-nose with you.
However, Thieves Guild includes a Scorpion Wire as part of the package, as well as a Thief with Unload. So while Scorp Wire is fun, other utilities just seem to have more to offer.
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scorpion wire is not a useful utility always have running. however if your good player like some people they will flip to it when they need it such as pulling people off a wall in World vs World where your protected by your allies making that utility fine because your not likely to need a stun break. another good place is have it running when your at a stand still between 2 zerg because a thief should always be trying to find opening well he searching for that opening he can be pulling people who over extend.
over all scorpion wire is a game changing skill if used right
I actually like using it in TPvP .. My third utility is an optional skill, so I test how to play with certain utilities without rly giving up my effectiveness and SW works well for the knockdown (the pull-over part is what’s bugged mostly, but I only need it for the knockdown)
The skill could use some buff, but it’s fun enough to have a place in my bar.
imo as a knockdown it is not very good either since it has a cast time and roots you for the full animation of the skill…
The cast time and the reaction time is enough to interrupt a healing skill. Ofc you could just use headshot on a /P set but there are moments you prefer this.
GL – “The Afternoon’s Watch” [OATH]