Storm Summoning - Gale
You do not understand the true effectiveness of gale.
It's also the same way for controllers.
EDIT: Huh, look at this. Seems you're still bitter.
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
The point seems sort of valid though, the ridiculous endurance cost on O2 Boost seems a fair penalty to swap their places in the lineup. A lot of beginners mistake Gale as a valid attack and piss off their team
That's just me though.
(Edited to retract my statement of saying Gale stinks)
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
Think how you like, but I just made a superteam of defenders with some friends, and gale/hurricane is the best thing that's happened to us.
EDIT: That same defender has skipped O2 boost. In fact, I don't think any of us have any type of healing powers, except for the accidental healing that is sometimes caused by that one dark miasma debuff.
Our stormy uses gale to great effect by herding all of the mobs onto the anchored mob.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Think how you like, but I just made a superteam of defenders with some friends, and gale/hurricane is the best thing that's happened to us.
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It's good if people understand that it's a "GTFO" power for a tactical retreat at the low levels. By the time you get Hurricane, it's hella fun
I retract my previous statement on its uselessness.
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
Well, no one can fault him for inconsistency of purpose.
For MMs it's actually a bit of a wash for me. I don't want the tier 1 or 2 attacks, and I do want both Gale and O2 Boost. Whichever's not at L1 will get taken at L2. But if I couldn't get one of them until, say, level 10, I'd rather have Gale first. Keeping the enemies flying through the air where they can't attack my bots > a heal that isn't that impressive out of the box.
-Morgan.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
For MMs it's actually a bit of a wash for me. I don't want the tier 1 or 2 attacks, and I do want both Gale and O2 Boost. Whichever's not at L1 will get taken at L2. But if I couldn't get one of them until, say, level 10, I'd rather have Gale first. Keeping the enemies flying through the air where they can't attack my bots > a heal that isn't that impressive out of the box.
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Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I happen to like the power gale but I do wish you could choose from the first two powers of a toons secondary powerset. I LOVE the TA set - but I just hate the 'entangling arrow' power so I've never made one outside of a defender. I would kill to make a corrupter /TA but I just can't stand wasting a slot to a tight build due to a power I will never use unless I'm bored or have a mass recharge debuff.
Keeping the enemies flying through the air where they can't attack my bots > a heal that isn't that impressive out of the box.
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I use it as my way to control mobs against my bots rather depend on hurricane. And it is usually my opening "shot" to get aggro.
The trouble people have, and tanks and scrappers, too, is that they think you have to herd, aggro, pile up foes on a single point centrally located in an open area. There are tanks that do realize, hey if I herd them to a wall or corner, my stormy buddy can help a lot easier with the process and keep them off their feet as well. The best stormies out there don't want to blow things out of freezing rain and are not inherently going to scatter every group if they are paying attention.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
What I am saying is that "Gale" and "O2 Boost" should simply switch places in the power set order. This way the player's 1st power to be unlocked is a ally-only healing power (with some buffs) which at the end of the day is useful to EVERYONE, especially a Mastermind AT.
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Arc #40529 : The Furies of the Earth
I love Gale and most people who know when to use it love it also. If O2 boost was the first power and I had to take it then I would hate being /storm. I would much rather take aid other/aid self for most situations. Once O2 boost is five slotted with a nice set then it becomes fairly decent. It is a great buff, esp the end drain prot it gives at higher levels. I honestly think that they should just let you pick gale OR O2 boost on creation. I don't see why it would even matter honestly. I don't think people should be forced into taking a power.
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."
I'd be one sad Stormy if someone took away my Gale and made me take O2 Boost.
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Play with someone who knows how to use gale or learn yourself and you'll change your mind. Gale + Hurricane + 3 imps = lovely
I love Gale. It is so handy really. It can be an "OH ****!" button, giving you time to GTFO.. It can help you position a group of mobs perfectly for aoe attacks (works good on my thugs mm).. Or even just 'push' mobs out of a tight hallway and into a more open area so you can actually see wtf you are doing (damn demons..). Once you get a feel for the power and know just how far it will knock mobs, it is really helpful. The posibilities are numerous.
I've even used it to knock mobs BACK into a tank that were tossed away by KB excessive teammates.
It is true though.. Newbs with gale = nightmare. Even after explaining it to them they just keep spamming it as soon as the CD is done, often resulting in a wipe and butthurt QQing.
As for O2 boost, THAT is the worthless power IMO.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I suppose I have forgotten the usefullness of o2 for teaming because I NEVER FIND TEAMS END GAME with a mastermind.
Unlikely as it is to occur turning O2 boost into a single target heal with a rapidly diminishing AoE heal effect around it would make it a much more taken power. I usually take it anyway its a handy power to have unless ur build is tight
Here's the real problem with gale. It causes you to gain aggro in a large cone, the idea is that it reduces damage taken but at the same time draws too much attention to yourself at low levels when your pets lack AoEs. I'm not saying it's bad, but it needs a bit of time to mature.
That said, I've always hated the forced choice of first powers and honestly don't understand why they do it.
I've never found that to be a problem.
In fact, I usually use Gale as soon as it recharges in most cases, but it's very rare for anything to even look in my direction once the bots have opened fire.
-Morgan.
Seriously... why is "Gale" the 1st power that MUST be unlocked?
Gale is a highly situational power and "forcing" the player to unlock it really just forces them to turn away from the Storm Summoning power set completely. I am not saying "Gale" is useless or that the Power itself should be altered...
What I am saying is that "Gale" and "O2 Boost" should simply switch places in the power set order. This way the player's 1st power to be unlocked is a ally-only healing power (with some buffs) which at the end of the day is useful to EVERYONE, especially a Mastermind AT.
So my suggestion is that "Gale" and "O2 Boost" be switched around so that "O2 Boost" is the 1st power unlocked and "Gale" is a power that can be unlocked should the player choose to do so.
Thats the idea...
-KC