Should I slot Gale for accuracy?


Avalanche_EU

 

Posted

Hello,

I've just started up a storm / electric defender on Union and picked gale. I'm getting used to it at the moment and it's working out fine.

As far as I am aware it's inaccurate (something like 10%?) so I've started to slot it with accuracy but after last night I'm not so sure I want to.

I'm in a sizable PUG doing Police Band missions. Our scrapper needs to take a break so we're left with the tanker as the only melee character. The mobs get past him, I gale, they get blown back. Later he gets a bit overwhelmed, I make a judgment call and gale his targets. About half the spawn gets hit and knocked back.

This is what has got me thinking. If gale misses the majority, only a smaller number gets knocked out of melee, still giving the melee characters something to hit. It also means they get hit less, and hopefully don't get annoyed by it.

I slot Gale for knockback, realise that I won't hit everything, but know that I can safely thin down the mobs in melee.

So I'm looking for opinions of more experienced stormies, what do you think?

Mike.


 

Posted

Personally i'd remove it from your tray and forget it existed

But more seriously, if you are determined to make use of it, it needs some acc. I'd say 2 to get a comfortable hitrate. I wouldn't slot for KBdistance as it's already quite far. I think anything more than a couple of acc would be a wast of slots that could be better spent elsewhere.

Also you might regret putting slots in it when you get hurricane and other storm powers and dont need to use gale any more.

Considering KB is the only thing this power does i think it should have a bonus to accuracy rather than a penalty, but thats just my opinion.


I miss him in the weeping of the rain;
I want him at the shrinking of the tide;
The old snows melt from every mountain-side,
And last year's leaves are smoke in every lane;
But last year's bitter loving must remain

~Edna St. Vincent Millay

 

Posted

In response to the post about "remove Gale from your tray" I would put forward a different point of view. Lady Leprechaun is an Illusion/Storm Controller currently at level 24. When I was in the first 5 or 6 levels I found Gale was quite useful as a defence tactic even tho its accuracy (or lack of!) bugged me. As I got higher I began to use it less and less, mainly because of its poor hit rate but also because other, better control powers were available. Strangely tho, now I am level 24 and I have Hurricane, I am finding it more and more useful again.

To appreciate Gale, you need to learn thats it's more than just a "panic button". Its great for blowing mobs closer to corners where they can then be easily held in place by the Hurricane. If you have fly then its great for doing knockdown instead of knockback and helping to keep mobs in AOE zones.


 

Posted

I seen tanks get overwhelmed because of stormies using gale to push mobs from 1 group 40ft into more mobs of another group. In-mission griefing i call it, i hope thats not you


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Ok,

Well thanks for the opinions. It wan't really 'is gale any good?', more 'should I live with it's weakness rather than compensate for them?'.

I've tried it without accuracy and with accuracy and I think I'm going to go with conventional wisdom on it and slot for accuracy.

I don't use it much in large teams, but a fair bit in smaller ones. Going through the Hollows missions, I'm often galing mobs into dead end corridors and the snow storm anchor / freezing rain aoe. When I do that, I want all of my targets to move.

I'm not often using it to 'save' melee types. Steamy mist does a grand job of controling aggro from nearby spawns so it's rare for the team to get overwhelmed. In fact in large groups I'm not really using gale, only to shove escaping mobs back.

As for it's redundancy with hurricane, I'm aware that may be an issue. Which is why I'm making my power picks with the 9mth veteran respec in mind. Although so far I've not had a moment when I've really wanted O2 boost either.

So until at least 16th (when I get bored working through the fitness pool) I'm keeping gale and slotting it for accuracy.

Cheers,

Mike.


 

Posted

BigMike, I find mine does "OK" with the one accuracy, it DEFINITELY needs at least that. On my planner I was thinking about an increased KB later on (level 40ish)but will probably switch that to a second accuracy until then tho I am happy to live with the one. As I said in my earlier post, I think its certainly a power to keep around.

In response to Shannon, earlier on in my CoX gameing career I will admit to being guilty of indiscrimintae use of Gale and Hurricane in some SERIOUSLY annoying (for Tankers and Scrappers anyway ) ways. Fortunately I have now started on the path to greater understanding and try to practice the 3C Method.


 

Posted

gales great for when ur standing at the back with the blasters without hurricane running and a few of those pesky baddies break though...i also use it to force mnobs that i have missed onto freezing rain.
ive also been boloked by a tank for inappropriate use, but like most powers its situational, its either that or O2 and is you take that all you will do at low levels is constantly spam it (in one team that is nearly the only power i got to use for a whole mission)


 

Posted

I applaud you for perceiving a possible group-thinning use for Gale - I have been mulling the same question about a similar use for Dimension Shift/Black Hole for a couple of years. ;-)

IMO, decide how you will best benefit from it in your overall game and slot it accordingly - some accuracy or lots of accuracy. Then, when you get a game-changing power like Hurricane, re-evaluate. This flexibility and ongoing change is one of the things that makes this game great.

On my level 22 Storm Defender, I used Gale a lot until I got Hurricane, and now still use it a lot - just in a different way - it now supports my hurricane in much the way Lady L suggests above. Hurricane's Repel has been toned down, and Gale is just the tool to give it a helping hand.

Gale is much-maligned, but I think that's just because people don't use it very carefully on average. It's a good power.


 

Posted

Good question. It really depends on play style.

I have it 1 slotted on my troller (1 acc)

If you ever fight on higher difficulty than rugged (and use the power), you need at least 2 acc SO's maybe 3.

The only other enh I would considder slotting into gale is recharge. Perhaps 3acc 3 recharge? It would be nasty in indoor missions, but prolly too scattering for most teams.

Anyways its a fun soft control power which ive actually seen used as a primary weapon. It doesnt really work past the low lvls, but in the first part of the game its both fun and powerfull.

What you dont want to do is this. Slot with knockback (since its fine allready) or slot with damage since its pretty much none existent.


A Paragon Defender

 

Posted

I have 2acc SO's in my gales and wouldn't have it any other way. It really does have a hefty penalty and needs quite a boost to be reliable vs higher lvl mobs.

I don't think it's redundant with hurricane. They are two different things entirely. Gale shifts entire spawns against walls and into corners. I need it to hit everything, not just 50% of a group, which would contribute to scatter (the devil). I generally use it several times in quick succession as a primary shaping tool and then pin things in with hurricane, once I've positioned them.

I slotted 2acc 1rech 1end on my storm/elec and storm/darks.

EDIT: Should also mention that on reeeealy tough groups I often drop a freezing rain first, then start positioning with gale, to further improve its hit rate on scary things.


 

Posted

pffft, gales a waste of a power, space n time, hurricane is all you wantt tbh for the "removal of mobs when close" really, gale is more of a OOOOOOO jo0 blowed away kind of move....completely cosmetic