Nature's grasp and Frozen gate rework

ChaoticWings3
ChaoticWings3
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I don't remember the last time I talked about this. I think it was 2 years ago before Arcanist came out but I feel I should mention this again in a more focused topic to get everyone's thoughts on these skills. I also know the artic blast skill got changed recently and while I do disagree with how the skill has changed it did remind me of the reason why I didn't like seeing that skill focused in the patch notes. Nature's grasp and frozen device are 2 skills in the warden skill line that I still do not slot under any circumstances. I tried them out for a bit but after playing around with them I could never think of a general situation I would ever use them.

Nature's grasp is a heal where you travel to the player that you are trying to heal. Kind of like a reverse chain. One morph also grants a bit of ultimate while the other heals you and the ally you chain to. The problem with the skill though is that this move moves the healer (you) to the ally in trouble which is potentially in a bad spot for a healer to be standing in. So why wouldn't I use another ability that heals my ally without teleporting myself to them. This also doesn't really work for a tank since if the tank uses it you essentially heal your ally at the cost of dragging the boss right on top of the ally. It kind of works for dps I guess but honestly would rather have more dmg options on the bar or a heal that requires you to target an ally if you wanted the dps to off-heal. I tried it out in pvp too and the results are mixed since the range of it I think is dampened by battle spirit and again it potentially puts you in a worse situation then what you were in before you cast it.

I said this in a topic long forgotten but I wish this was more of an enemy target instead for another kind of mag chain or have one morph be a mag chain with a self heal for tanking and the other morph be something that is a powerful single target burst heal with the ult gen THAT DOES NOT MAKE YOU TRAVEL. Think of it like the silver shards and silver leash but mag resource and a focus on healing.

Frozen gate is.....well weird to me. When I started tanking with my warden others were saying I should use frozen device for pulls. I tried it out once in a vet dungeon.....I hated it. Unlike silver leash where it is a target and pull move. This skill acts like a trap ground move. While this is fine for setups in dungeons you know where mobs are, its a bit difficult to aim and not only that because it's a ground based move there is a second or 2 of a delay between activations of ground based moves (at least from what I've noticed) and for a tank to place ground traps well and fast is much harder then the point and shoot of the leash. Frozen device morph inflicts major maim.....but I can do the same with my ice staff's destructive clench and I find it easier to cast. Frozen retreat seems specifically pvp oriented or a niche setup for a dungeon run since it teleports your allies with a synergy and grants them movement speed. I mean it can be useful but I don't really see it outside of other options players have.

For this skill I suggested a kind ground base buff or debuff which can be more useful for tanks and healers which the move is kind of designed for.

This is from my experience with using these skills but I would like to hear more thoughts on this.
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