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  Click here to go to the first Dev post in this thread.   Thread: Gale Force Changes

  1.   This is the last Dev post in this thread.   #61
    Spacetime Studios Dev Swede's Avatar
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    There are many factors that go in to Dodge calculations but the main factor that made me make the change is that dodge is not very effective at all in PvP, armor is much more valuable. 25% Dodge could arguably be a little bit better in PvE, as long as you don't get unlucky. Armor is more consistent in all cases.

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    Guardian of Alterra FluffNStuff's Avatar
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    Holy Hall is that awesome!

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    Senior Member Wowsome's Avatar
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    I tried hauntlet, and Gale is now awesome for PvE . I have yet to try it out for PvP though.
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    Senior Member falmear's Avatar
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    For me I don't really like the dash backwards. I played with it a bit in PVE and PVP and I feel it's too situational. I don't like having to charge a skill to avoid being thrown backwards. So I think this is a good option for those who like it but for me I don't think I'll be using it. I wasn't using gale before and I think this is some nice changes but its not for me.

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    Forum Adept vholt's Avatar
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    I tried out Gale, and honestly, for a sorc its perfect. I went in pvp and it can be possible (not really preferred though) to not use a shield. This is because the dash is enough to get me out of range of aim shot and such. Then i run in, and dash back. Pretty cool.

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    Damage buff doesnt seem to work. The stat on armor doesnt add up and even tested the damage intake on ctf flags, doesnt reduce damage.
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    Forum Adept Haowesie's Avatar
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    I tested gale in PVP, and here are my observations:
    - Knocking down opponents doesn't always work, if they are in the middle of a skill action, the stun doesn't work (I'm assuming the damage still takes effect)
    - When I try to time a charged gale, by the time I'm actually ready to release...I'm almost dead. The benefit of the 50% armor and gale stun, does not go hand in hand because you want your armor before the rogue hits you; if you release too early, the gale won't hit the rogue.
    - Effects of Gale stun around corners doesn't work as good; and rogues can still shoot around corners it seems.
    - The 25% increase in speed is useless for flagging. Turning back and doing a non-charge gale seems to give you a faster boost, which is weird, because you have to turn around.

    It seems to be good in PVE....not so sure in PVP, unless you're 100% support only.

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    Luminary Poster Energizeric's Avatar
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    Quote Originally Posted by Swede View Post
    There are many factors that go in to Dodge calculations but the main factor that made me make the change is that dodge is not very effective at all in PvP, armor is much more valuable. 25% Dodge could arguably be a little bit better in PvE, as long as you don't get unlucky. Armor is more consistent in all cases.
    Ok, that explains it then. I guess since I'm more of a PvP player than a PvE player (although I do both, I spend much more time in PvP), I always think in PvP terms when I consider which skills to use.

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    Quote Originally Posted by Haowesie View Post
    I tested gale in PVP, and here are my observations:
    - Knocking down opponents doesn't always work, if they are in the middle of a skill action, the stun doesn't work (I'm assuming the damage still takes effect)
    - When I try to time a charged gale, by the time I'm actually ready to release...I'm almost dead. The benefit of the 50% armor and gale stun, does not go hand in hand because you want your armor before the rogue hits you; if you release too early, the gale won't hit the rogue.
    - Effects of Gale stun around corners doesn't work as good; and rogues can still shoot around corners it seems.
    - The 25% increase in speed is useless for flagging. Turning back and doing a non-charge gale seems to give you a faster boost, which is weird, because you have to turn around.

    It seems to be good in PVE....not so sure in PVP, unless you're 100% support only.
    Agreed to all the points here . I have observed the same.
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    I think it would be better to dash forward on charge and backward without. Other boosts should work always.
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    Senior Member will0's Avatar
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    i go for dash forward.... backward in PVP u cant see if there's enemy .. who move backwards when walking ? Lolz

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    Quote Originally Posted by drgrimmy View Post
    Hmm seems like opinions are all over they place. I think it is best if you just make the changes as you see fit and then we test it out. I think any of the above changes would be welcomed and would make many happy!

    But just for a crazy idea. If part of the intent of gale and dash is for running, wouldn't it be cool if with charged gale the attack fired behind you and you dashed forward. It would only make sense that a dash forward would cause a displacement of air behind you If you needed to run away from enemies in pvp, you start running, charge gale and release it to stun the people behind you chasing you and to dash ahead. This would also still make the dash useful for running flags, timed runs, and running through elite mobs to get to friends when you have to revive at the start of a map. Otherwise the backwards dash pretty much eliminates the advantage of the 25% speed boost. You can imagine that any distance you gain with a 25% speed boost would be pretty much be eliminated by a backwards dash when you are trying to run.
    tldr; make it pushed forward.

    Also, please make the stun more reliable like fire stun. It's too hard to actually stun using gale.

    Pushed backward is soo awkward lol. I might need some training with mobs and in pvp using it.

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    I hav tested gale.. Sometimes the backward useful in pve boss. help us to run from the red spot. But the stuns not too reliable and the fact that i hav always charge gale force if i want to move forward is annoying lol.. I still learning how to use it. it seems weird when we accidentally not fully charge n pushed backward.

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    Banned keikali's Avatar
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    I've tested Gale in PvP and to be honest its just MEDIOCRE, then again I don't PvP much so maybe my point is moot. (Not you moot above me, lol)

    But in PvE its a different story. Its amazing. I soloed Kraken Mines Level 3 again with ease again. With Frost back then I used it mainly for the bosses or running up to freeze them all in groups, but for Gale its like a finisher to clean up after Fireball and Time wears out.

    Basically I modified Gaieje's build and took out Frost for Gale and its amazing. Also took out 5/5 Dex and threw in Strength instead.

    4/5 Fire
    4/5 Time
    5/5 Gale
    2/5 Life
    5/5 Int
    5/5 Crit
    5/5 Strength

    I literally respecced tons of times testing the stats of passives etc and if it was worth it. This build is suitable for PvE definitely.

    I run with the following pet rotation: Clyde, Wrath, Horton, Ribbit, Misty (Yes I bought Misty. Hoping it will get better stats in future).

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    Swap out crit for dmg, you'll see an improvement.

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    Senior Member matanofx's Avatar
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    Quote Originally Posted by Valsacar View Post
    Swap out crit for dmg, you'll see an improvement.
    are you saying its better to use passive dmg other than passive crit?

    i might aswell try since its free now

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    Quote Originally Posted by Valsacar View Post
    Swap out crit for dmg, you'll see an improvement.
    5% passive damage over 5% crit?

    I know at a certain point crit % might be useless? I read that somewhere on the forums, but with me maintaining a high crit %, I see crits more often from my AoE based attacks then ever.

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    Please read the stickied thread about damage and dps, crit is also tested. 1% crit gives you about 0.35% more overall damage, 1% damage gives exactly 1% more damage. You can test it yourself by using the excel calculator listed in that thread.

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    Luminary Poster Energizeric's Avatar
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    It only pays to do crit instead of dmg if you have lightning strike skill with the crit upgrade. And even then, its still depends on what other skills you have.

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