Talk:Magnetic Aura

The range in the description and the progression table don't match, which is why I added the clean up tag. --Rainith 06:49, 27 October 2005 (EST)

What a fail skill
Huge recharge... needs buff. Mr. Mango 03:23, 11 January 2008 (UTC)
 * Unfortunately it is a gimmic skill imo, like 17 seconds of near interrupt immunity (from rangers/warrior/assassins), a great skill for those ele tanks that need to cast something in something like UW (solo) - buffing this would mean eles got a new friend. Could only suggest to change this skill to 2..5 duration, 15 recharge or so to make this compete with the warrior blocking stances. We might actually get some nice defence on Mo/E's instead of Mo/A's and Mo/W's - still think the skill is in a too valuable profession line with the ele glyphs and frequent blocks could become very anoying Shai Meliamne 23:46, 10 March 2008 (UTC)
 * It wouldn't do anything against Rangers, this is melee only --Gimmethegepgun 23:50, 10 March 2008 (UTC)
 * Misread, you're right. Still it's usefull vs those melee interrupters and of course vs spikes Shai Meliamne 08:06, 11 March 2008 (UTC)

Use for this in arenas
Magnetic Aura becomes a lifesaver in this RA Mesmer build I've been playing with. Only lasts 12 secs but used with the Glyph it can be very powerful. Glyph can be used with any skill here, making it a versatile skillbar. Only lacks interupts. Mrjack 01:29, 2 August 2009 (UTC)