General

Paladin

No Monster Magnet

I'm actually quite sad that Pally's don't get Monster Magent. The Skill is really useful, even at lv 1.
Any1 disappointed by this? D;

December 12, 2010

8 Comments • Newest first

giblets

[quote=CallMeCy]Why does it matter, if targa hits a ranged class?
Will they die from the 500 touch damage? Will they not be able to attack?[/quote]

The main point is that guardian gives less control over monsters. Monster magnet gives more control over monsters.

Reply December 16, 2010
CallMeCy

[quote=giblets]Monster magnet> guardian. Guardian may block damage, but blessing armor certainly already takes care of that. Stupid guardian pushes monsters away and unpins bosses. GL being the best rusher ever when targar is getting shoved behind you into the ranged classes. I wanted monster magnet and even more so now that it got buffed.[/quote]

Why does it matter, if targa hits a ranged class?
Will they die from the 500 touch damage? Will they not be able to attack?

Reply December 13, 2010 - edited
Skrato

[quote=giblets]Monster magnet> guardian. Guardian may block damage, but blessing armor certainly already takes care of that. Stupid guardian pushes monsters away and unpins bosses. GL being the best rusher ever when targar is getting shoved behind you into the ranged classes. I wanted monster magnet and even more so now that it got buffed.[/quote]

I really like the dual use of Guardian and Divine shield. I think it just depends on play style. I train a lot more than I boss, and so guardian is probably more useful in my situation.

Still torn between Guardian and Achilles though.

Reply December 13, 2010 - edited
giblets

Monster magnet> guardian. Guardian may block damage, but blessing armor certainly already takes care of that. Stupid guardian pushes monsters away and unpins bosses. GL being the best rusher ever when targar is getting shoved behind you into the ranged classes. I wanted monster magnet and even more so now that it got buffed.

Reply December 13, 2010 - edited
ShMaiz3R

[quote=Viaje]That's the thing though: it's something else that makes Heroes and Paladins different.

It'd also likely be helpful if you elaborated on other situations in which it has value.
For instance, I'm not sure what good MMing any of those boss would do though since you generally seek to pin them.[/quote]

Alright;

- Attracting far mobs that spawn in the front of you.
- Stunning mobs to take advantage of Chance Attack skill.
- Gaining control of bosses during KS wars, mainly because MM has higher range than Rush.
- Attracting a mob that spawns suddenly behind you, to kill it or add it into the mobs you're rushing.
- Attracting mobs to kill them in specific areas in specific maps so pets can loot everything without slowing training down.

Reply December 13, 2010 - edited
ShMaiz3R

I've level 1 MM on my Hero, I've to say it's quite enjoyable. It can be used in many different situations, and not just at dead ends as most people think. It requires a bit of exercising until you can fully make advantage of it to speed training up in certain maps. And yes, I'm quite disappointed that my Paladin doesn't have it.

Btw, MM works on movable bosses such BF/Anego/Tengu now.

Reply December 13, 2010 - edited
Skrato

It's only really good for certain maps, and Paladins just have to work with their strengths. I would rarely use it if I had it.

Reply December 12, 2010 - edited
sufian

well, preBB Monster Magnet was not really good, but the new 1 (post BB) even at lv is is awesome.
It works 100% of the time, stuns, has really nice range and also you don't need to charge it like the old 1 (preBB)

Reply December 12, 2010 - edited