Talk:Gust

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[edit] too long recharge

HORRIBLE SPELL--66.61.34.85 20:29, 16 December 2007 (UTC)

Oh rly? Dark Morphon 09:18, 29 December 2007 (UTC)

you have to remind, that knockdown is a very powerful condition, especially in pvp. if you make it too spammable it becomes overpowered. although i have to agree that this skill is kind of useless except for N/E callers in rtspike who use freezing gust and gust to lock someone in the spirit rifts. however i'd love to see a buff for this skill. maybe some more damage if the hex-condition is met or something--84.179.123.93 10:49, 30 December 2007 (UTC)

Aggreed, this might have potential. Dark Morphon(contribs) 14:09, 22 January 2008 (UTC)
I'm trying several builds with it and it works well on a water ele, great on monks :) --The preceding unsigned comment was added by User:87.23.202.143 (talk).
I took a stab at making a bar with Gust a while back. This is the best I could come up with:
Freezing Gust
Freezing Gust
Gust
Gust
Lightning Orb
Lightning Orb
Blinding Flash
Blinding Flash
Draw Conditions
Draw Conditions
Glyph of Lesser Energy
Glyph of Lesser Energy
Air Attunement
Air Attunement
Resurrection Signet
Resurrection Signet

*Defiant Elements* +talk 00:09, 15 February 2008 (UTC)

Gale > Gust, IMO. This does weaksauce damage and the knockdown is conditional. Maybe if it did a 3 or 4 second KD, or if the damage was better, or if it was AoE or something...but as is, this is crap. — ( ɔ \ ʇ ) uɐɥʇıǝɹ 18:30, 7 March 2008 (UTC)
Have you read the skill description at all? It's a 3 second KD. Lol. 97.101.126.237 17:25, 10 April 2008 (UTC)
I find this works really well if you have an 2 eles. Water mage does the Frozen Shackles so monks can't move, and Air guy Gust's them on the ground and hammmers the poor slub with lightning and blinds, water mage does Slippery Ground to knock down again, can throw in an extra gale on either/both mages if you want more knock downs. Plus air mage can easily use Chilling Winds to double the duration of Icy Shackles or other water spells, and Arc Lightning for AoE. Arc Lightning doesn't look like much, but it's pretty handy if there are 3 people together, it's cheap and fast recharge. Also, it can be a bit energy intensive, but can have the water guy's Maelstrom, on a monk with double duratio Icy Shackles it can be hard to escape, and hex removal won't help too much since water can reapply other water hexes pretty easily, and the Chilling Winds to boost duration is also fast recharge and cheap for the air mage. - Elder Angelus 14:49, 2 May 2008 (UTC)

[edit] Buff it?

Elite Spell. Deals 10...54...65 cold damage. Causes knock-down 2...4...4 if target foe is hexed with Earth Magic or Water Magic.

I don't know how to get the wiki to work it so the "4" wouldn't show up until after 12 Air, but whatever. This spell could use a slight buff, but the damage and restriction never really struck me as underpowered... Comments/Suggestions? RitualDoll 23:49, 19 April 2008 (UTC)

Use {{gr2}} to have only two numbers. {{gr}} is used for a 0..12..15 scale, so it has three. --Pling! \ Brains12 \ Talk 00:00, 20 April 2008 (UTC)
I just meant that I can't get it to say (2..3..4) because 4 second KD at anything below 13 Air would be too much... RitualDoll 00:06, 20 April 2008 (UTC)
Oh right, sorry, I misread your comment and I thought you didn't want that second 4 (after the first 4, at 12 Air). --Pling! \ Brains12 \ Talk 00:10, 20 April 2008 (UTC)
ever seen a spike with this and enchantment removal? own Lost-Blue 00:11, 20 April 2008 (UTC)
I don't know. Gale was never meant to be an elite, and having a near-spammable KD is very powerful when you know how to use it, even with exhaustion. In short, I think it's fine as is, but could stand a slight buff. I do think the mechanic you posed is interesting, though. :] --SoraMitsukai 00:13, 20 April 2008 (UTC)
Yes, I have Lost. Have you ever seen Infuse Health? <3 And thanks Sora...The new skill massacre has left me with very little to do on GuildWars, so I figured I may as well try to help other skills get buffed back up to fill the massive void that is my skillbar... RitualDoll 00:19, 20 April 2008 (UTC)


Bleh, I came up with some sort of idea.

Gust
Gust
Arc Lightning
Arc Lightning
Shard Storm
Shard Storm
Glowing Ice
Glowing Ice
Chilling Winds
Chilling Winds
Water Attunement
Water Attunement
Air Attunement
Air Attunement
Blank
Blank
Halogod35 05:32, 27 April 2008 (UTC)

Anyone considered the implications of using this with Arcane Echo? 3 seconds knockdown, castable twice in 10 seconds. Sounds good to me. Or throw a faster skill recharge like SQ into the mix. Only five energy cost makes it easily spammable. Definitely not a defunct skill. --The preceding unsigned comment was added by User:82.15.15.120 (talk).

Gust
Gust
Arcane Echo
Arcane Echo
Lightning Strike
Lightning Strike
Lightning Orb
Lightning Orb
Blinding Flash
Blinding Flash
Glyph of Lesser Energy
Glyph of Lesser Energy
Air Attunement
Air Attunement
Aura of Restoration
Aura of Restoration

stupid skill. if you want a 3 sec KD more often just be a warrior--Justice 04:35, 15 October 2008 (UTC)

Here's my idea (except with a Me/E vice E/Any) for faster casting:
Shard Storm
Shard Storm
Lightning Bolt
Lightning Bolt
Gust
Gust
Arc Lightning
Arc Lightning
Glyph of Lesser Energy
Glyph of Lesser Energy
Blurred Vision
Blurred Vision
Air Attunement
Air Attunement
Resurrection Signet
Resurrection Signet

Use Shard Storm followed up with Lightning Bolt to do (while moving) bonus damage as the foe tries running from attacks. Gust target down before the hex ends and to prevent allowing your target the chance to react mid-chain. Do some bonus damage with arc (or feel free to look at some other Air variants that you feel better-suit your needs). Use blurred vision + arc on warriors, assassins or dervishes). You want Air Magic at 12, Water at about 10 and the rest in fast cast. All your spells are roughly similar to 3/4 cast (give or take) and your GoLE can balance the cost of your water attacks. This build is about the 3-second KD's and anti-melee/snaring, not spike damage. Enjoy! xD --Warren G 18:35, 4 December 2008 (UTC)

[edit] Idea for change

15e 2c 15r Target foe and all adjacent foes take 20...68...80 cold damage. Foes suffering from a Water or Earth hex are knocked down for 3 seconds. Simple, just add more foes to the picture and this becomes a much more usable looking skill. Obviously the energy + recharge had to be increased slightly... Firoas. talk 18:56, 7 April 2009 (UTC)

Still inferior to gale for utility and inferior to 0 spec meteor for kd pressure.
15 Energy¾ Activation time10 Recharge time Elite Spell. Deals 20...68...80 cold damage. Foes suffering from a Water or Earth hex are knocked down for 0...3...4 seconds.
Water @ 15 for 4sec KD, damage to justify energy. It's still a ranged 4s KD, will be op. -- euphoracle | talk

I can use this spell just fine and keep one target knocked down...in RA.I don't see any use for AB, JQ, FA or any other PvP format. Can you keep knocking down any boss with this?--Wealedout 15:33, 7 October 2009 (UTC)

c, as long as they can be knocked down. Also, KD's on call are strong in those areas where you move around much, but /wave-Gale more ---Chaos- (talk) -- 15:37, 7 October 2009 (UTC)

[edit] Skill is a fast recharge KD with a simple requirement. It's fine

Unfortunately, the Heros don't seem to use it on their own My mistake... Heros seem not to use it WHILE suffering exhaustion.