Talk:Gust
too long recharge[edit]
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 | Gust | Lightning Orb | Blinding Flash | Draw Conditions | Glyph of Lesser Energy | Air Attunement | 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)
- 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)
- 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)
Buff it?[edit]
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. -- 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)
- 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 | Arc Lightning | Shard Storm | Glowing Ice | Chilling Winds | Water Attunement | Air Attunement | 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 | Arcane Echo | Lightning Strike | Lightning Orb | Blinding Flash | Glyph of Lesser Energy | Air Attunement | 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 | Lightning Bolt | Gust | Arc Lightning | Glyph of Lesser Energy | Blurred Vision | Air Attunement | 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)
Idea for change[edit]
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. 18:56, 7 April 2009 (UTC)
- Still inferior to gale for utility and inferior to 0 spec meteor for kd pressure.
15 ¾ 10 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)
Skill is a fast recharge KD with a simple requirement. It's fine[edit]
Unfortunately, the Heros don't seem to use it on their own My mistake... Heros seem not to use it WHILE suffering exhaustion.
- make the damage a little higher more like 10-65-82 and i would use this all the time--71.227.216.157 22:11, 5 November 2011 (UTC)
New Effect[edit]
With the new effect, if you self-target cast this enchantment, it will deal damage twice to nearby enemies, with the damage effect of near the caster and target ally. OutlawJoe 21:12, 6 January 2012 (UTC)
- Yeah I'm noticing many high tier GvG teams utilize this on their flag runner. One of the stronger skills buffed I'd say. 68.160.191.49 19:29, 7 January 2012 (UTC)
- Anyone tried putting it on a melee hero in PvE? This looks like a great snare, especially if you're running melee yourself. The damage is just gravy. -- Hong 13:14, 15 January 2012 (UTC)
- I heard running Mirror of Ice on heroes of a MoP nuker works well - I'd expect good results with gust if you have hero frontliners, I'm not sure they'd use it on kiting allies though. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 13:32, 15 January 2012 (UTC)
- Just took Anton and my sin out for a quick spin around Mount Qinkai. I was a generic dagger spammer, and Anton ran this, replacing the Ineptitude mes I usually take:
- I heard running Mirror of Ice on heroes of a MoP nuker works well - I'd expect good results with gust if you have hero frontliners, I'm not sure they'd use it on kiting allies though. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 13:32, 15 January 2012 (UTC)
- Anyone tried putting it on a melee hero in PvE? This looks like a great snare, especially if you're running melee yourself. The damage is just gravy. -- Hong 13:14, 15 January 2012 (UTC)
Gust | Jagged Strike | Fox Fangs | Death Blossom | Critical Strike | Conjure Lightning | Death's Charge | Resurrection Signet |
- Crit Strikes 8+1/Dagger Mastery 12+1+1/Air Magic 10. It went quite well! I didn't notice if he used Gust on kiting squishies, but he definitely used it on me plenty. Saw more kabooms, balanced by being a bit more fragile due to having another body in the frontline. Would be even better if he spammed the chain properly. -- Hong 14:55, 15 January 2012 (UTC)
Targeting spell immune foes[edit]
just thought i'd mention that if you try to cast this targeting an enemy who is spell immune (VoS in the case i experienced) and you are not within range of that target (i.e. you will auto cast on an ally) it will be blocked from casting. I found, however, that when I was the one in range and i still targeted the same foe it resulted in a self cast of Gust and not a spell block. I imagine it works this same way with other double casts. Probably not a bug though because I think there are some other enchantments that behave the same way (will not cast when target is spell blocked) I just can't think right now 76.118.156.169 17:27, 17 January 2012 (UTC)
Related Skills[edit]
Added Flame Djinn's Haste: quick-cast speed buff enchant with aoe damage. 173.181.38.229 06:06, 11 February 2012 (UTC)