Talk:Gust

Unlike the skill description says, Gust only knocks the foe down for 2 seconds, instead of 3. This was tested with Gale as a second knockdown, and Blurred Vision as Water Hex, while Lightning Orb handled the time matching. Foes were up before Lightning Orb had finished casting, unlike with Gale, when they were still on the ground. Angelo
 * You have forgotten about aftercast delay, this is not a viable test. http://gw.gamewikis.org/wiki/Aftercast_delay Xeon 03:07, 10 October 2006 (CDT)
 * Aftercast is the same for everything besides PBAoEs. --Fyren 04:08, 10 October 2006 (CDT)
 * bah, just thought about this again, you are correct Xeon 11:17, 10 October 2006 (CDT)
 * I don't know what gave this person the idea it wasn't three seconds, but it's wrong. Rather than using a visual, use a functional test - stand next to a dummy, cast Rust->Gust->Magnetic Aura->Aftershock. (Gust aftercast + Magnetic Aura 1/4 + aftercast + Aftershock 3/4 = 2.5 seconds) If the dummy takes two hits from aftershock, it's still down, regardless of what it looks like and the dummy does take the extra damage so the knockdown time is in fact three seconds. --Mysterial 10:01, 11 October 2006 (CDT)
 * Soz, But I only trust what I see.. Visual shows differences that should be noted imo. Unless you want to try that little exam of yours on your own? Then I might trust you. Butbut, still, gust and gale have a clearly atleast a visual difference. Angelo..
 * I have tried this experiment listed by Mysterial with gale and gust and it does indeed do the second damage from aftershock,i also visually saw no difference in the duration, begin time and end time of the knockdown animation between the two while doing this, both these skills knockdown for more then 2.5 seconds Xeon 00:13, 15 October 2006 (CDT)

IMO, the main annoying thing about this skill is that there's NO good hexes to use with it. The only Earth hexes are Stone Sheath (Elite), Grasping Earth (adjacent range, highly impractical), and Iron Mist (long recharge, damage immunity, impractical). Thus, you must use Water skills. However, the only cheap, short recharge water hex applier is Freezing Gust, which has a very short duration at lower Water Magic levels, Shard Storm, which has the same problem as FG, or Rust, which can be used, but isn't the best, and doesn't even have a short recharge. If there was, say, a 5 energy, 1 sec cast, 5-10 second recharge Water hex with a decent duration (5+ secs?) and a random small effect, this would be a fine elite. --Son of Urza 19:05, 26 November 2006 (CST)

What's wrong with using chilling winds and then freezing gust or somthing, the duration would be long enough for the knockdown. Why does everyone hate water magic so much. I mean your on about low water magic, this skill is obvouisly designed for atleast to elemental slots to be used.
 * The problem with using Chilling Winds is that you would take 25 energy and 3 seconds of casting time for a moderate amount of damage and a single, non-exhaustion causing ranged knockdown. You can do better than that with Lightning Surge alone, or even just Gale if you simply want the knockdown.  However, I think that Freezing Gust at 5 Water Magic lasts for 3 seconds, which would be just enough for a knockdown, allowing for the combination to result in 15 energy and 2 seconds casting time spent for a medium-small amount of damage and a non-exhaustion causing ranged knockdown.  That MIGHT be enough to make it playable, if not exceptional.  You have to remember that it's elite, and there are better choices for an elementalist elite right now- Searing Flames or one of the many energy management utility elites.  --Son of Urza 21:38, 28 December 2006 (CST)


 * people dont hate water, it just does not offer a very good PvE line, I find water to be aimed more at PvP, many of the skills are target spells unlike the earth and fire lines, where there is more AoE. -- Xeon 06:26, 28 December 2006 (CST)


 * The problem is that this is an air elite that is more effectively used by a water elementalist, or with a water elementalist. A water elementalist might use this instead of Water Trident to knockdown foes that aren't moving.  Also, I find water nice in PvE.  You won't get much credit, but it really helps the squishies if enemies moves at 33% speed. StatMan 10:19, 4 January 2007 (CST)

This spell was poorly designed
I tried to make several builds with this and none worked out well. I used Freezing Gust, then Gust, with 16 water and 15 air. It's hard to sacrifice the damage you can get from Shatterstone for a 3 second knockdown with little damage and a 10 second recharge. I even tried using this with gale and it made me realize that I might as well use Thunderclap with 16 air 13 energy storage. So doing the Water/Air combo has little reward. Maybe with earth it might work better? Earth only has 2 hexes though, and you wouldn't want to use Iron mist unless you're grouped with all air attackers. If you use Grasping Earth and then run up to them, use Gust and aftershock maybe? Why not just use shock instead and save the elite? This spell needs to be buffed to a 5-7 recharge!!! And add more cold damage or making it lightning damage at least, then it might be a spell to consider. Brighton Alexander 12:47, 25 January 2007 (CST)

I don't use this spell often, but when I do, I simply ignore the attribute. The damage is mediocre to begin with, no one's disputing that, but the knockdown is unchanged at 0 or 18 air magic. The only real downside to just pretending it doesn't do damage but is instead just an elite, non-exhausting Gale is that it doesn't trigger Water Attunement, but that's rarely gamebreaking. Admittedly it's rarely as useful as the aforementioned Shatterstone or Water Trident, but when you really need Gale-style knockdowns and can't afford the exhaustion, this does get the job done. Zaq 22:59, 25 January 2007 (CST)