Staff 3'rd air skill - Gust

Staff 3'rd air skill - Gust

in Elementalist

Posted by: VLNt.9862

VLNt.9862

Ey,
This is my second post about this issue. Thought u would change something those last months, but u didn’t and seems that u won’t in the future.
Why don’t u fix this a bit ? It would be a nice skill but only if it worked properly. It only lands only if the target don’t move or if u’re extremely lucky to intersect the thin line of the skill with the moving target.
If u don’t have any idea check the “Risen wizard’s” gust.
Ty.

Staff 3'rd air skill - Gust

in Elementalist

Posted by: quaniesan.8497

quaniesan.8497

yah, last time it hits for me was last year when I accidently hit 3 when hitting a Keep’s door.

If ya no longer see me after this post,
it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.

Staff 3'rd air skill - Gust

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Posted by: Biomanz.9302

Biomanz.9302

It’s working properly…just do it at melee range or when someone’s running straight at you.

Taera Locke – staff ele
Red circles heal you. Just relax.

Staff 3'rd air skill - Gust

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Posted by: cheese.4739

cheese.4739

Aye, it’d be nice as a cone and 600 range, but that would be rather out of place on the all-1200-staff, and it’s far from useless now - time the skill for straight after a foe’s dodge when they’re running towards you, or combo it with a stun, immobilise or maybe a chill to get a bit of breathing room.

Staff 3'rd air skill - Gust

in Elementalist

Posted by: reikken.4961

reikken.4961

A 600 range cone with no travel time would be great, and not really out of place at all, especially if the knockback is also 600. “put your foe at max range”

Staff 3'rd air skill - Gust

in Elementalist

Posted by: cheshirefox.7026

cheshirefox.7026

it should be icy ground from snowball mayhem, end of story
launch 200, radius 200, no ice field

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish