ArenaNet:Skill feedback/Elementalist/Gust

Akirai Issue -- 00:01, 21 March 2008 (UTC)
Discussion
 * Issue
 * Currently this skill sees no use, as it's simply too conditional and requires too much coordination to be worth the effort.


 * Suggestion
 * Change functionality to: "Elite Spell. Target foe is struck for 10...54...65 cold damage and knocked down for 3 second. If that foe is not under the effects of an Elemental Hex, you suffer from exhaustion."
 * Change functionality to: "Elite Spell. Target foe is struck for 10...54...65 cold damage and knocked down for 2 seconds. If that foe is under the effects of an Elemental Hex, it is knocked down for 3 seconds instead."


 * Addendum
 * Basically an elite Gale, with some damage, a conditional exhaustion, cheaper cost and triggering of a few more hexes than the original.


 * Note: the second suggestion may not work, due to questions on whether KD duration can scale conditionally. Izzy has stated it cant scale based on attribute, but we are unsure if it can scale based off a skill condition. --Angelic Loki 05:24, 10 April 2008 (UTC)


 * the second could work cause it cant be scaled but it can be changed. Earthbind, Stonefist Insignia lol. --Tenshi Strife 09:46, 16 June 2008 (UTC)


 * It can also work!!! (see Backbreaker)

86.26.89.66 12:07, 6 July 2008 (UTC)

 * Issue
 * Same as above - I mean, when have you ever seen this used? Ever?


 * Suggestion
 * The above suggestions are great, I agree with them. However, since apparently ANet don't want unconditional 3-second ranged KDs (even elites) or whatever, I would suggest an alternative:
 * Elite Spell. Target foe is struck for cold damage and is knocked down. The durations of all Water Magic Hexes on that foe are increased by %.
 * The change to an unconditional knockdown makes this much more useful (consider Gust -> Gale for a ranged knock-lock, but ofc it would now only be a 4 second one in total and at the price of exhaustion and an elite). The extra bit at the end also means the synergy with Water Magic isn't lost (consider Chilling Winds -> Freezing Gust -> Gust -> Arc Lightning or Lightning Touch. Also some synergy with Blurred Vision etc.), while also being in keeping with the flavour of the skill (if you were all wet or frozen et.c. a cold gust would make things worse).
 * This could lead to Water/Air hybrid snarers and possibly even hex pressure builds with an ele playing an active role (cover hexes etc.).
 * If this was overpowered, the hex duration change could be replaced with a conditional extra damage or some exhaustion (see this page) could be added.

145.94.74.23 08:08, 30 October 2008 (UTC)

 * Issue
 * Same as above.


 * Suggestion
 * Change its damage type to lightning so it can be combined with Iron Mist a little better. Every baby step helps.

82.173.131.5 09:43, 21 September 2009 (UTC)

 * Issue
 * Same


 * Suggestion
 * Change it to something like: "Elite Hex Spell. For 5 seconds, target foe moves % slower. When Gust ends, target foe is knocked down."
 * Make it so that the target is knocked down when it is removed too.