Gale’s Storm Summoning Guide
Last Modified: June 10, 2021
Make no mistake, storm is FUN! It's also very useful or very useless depending on how you use it. Be sure if you're going to take this set that you know what kind of character you're going to play and how you're going to play them beforehand.
Gale
![]() | Score | ![]() | 2 of 5 | ![]() |
![]() | Unslotted Strength | ![]() | .25 x Brawl | ![]() |
Summary
Does a very minor amount of damage and knocks back enemies in a wide cone in front of you. Most players really hate Knockback, but you can use this to great advantage if you know how.
In the end, I marked it 2 out of 5 because it does take some creativity to use it right.
How to Use
There are many reasons you would want to move enemies around:
- First, melee attacks are generally far more powerful than ranged (think Rikti and Lost with their big-ass swords). Keeping enemies at distance is very helpful here.
- Say some enemies escape your AOE effects (like Freezing Rain) or they were never in it to begin with. You can pop them back in.
- Keep runners from getting away (knock them down so they can't run)
- Enemies that fall can't fight back. Particularly when soloing, using gale constantly helps keep you alive.
- If on a team and people hate the knockback when they're busy fighting, you can still make yourself useful by blasting down enemies that are keeping their distance (sniping types or a second group that's already aggroed).
- Some missions and situations require that you keep enemies away. The Terra Volta reactor for example.
- When fighting Arch-villains or GMs that have minions surrounding them, you can use gale to blow away the little guys (AVs and GMs don't tend to get blown back).
To be honest, I waited a while for this one. There were a bunch of other powers I thought I needed first. But Gale is Gale's signature power and there was no way I was going to skip it altogether. However, if I had known how useful it could be when used right, I might not have waited so long.
Recommended # of Slots and Enhancement Priority
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One slot is usually enough though it's better if you work to get some accuracy bonuses from
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O2 Boost
![]() | Score | ![]() | 4 of 5 | ![]() |
Summary
It's a decent single target heal that has two important advantages and two important disadvantages. The disadvantages are that it only works on team members (not you), and that it's fairly low power as heals go. The advantages are that it recharges VERY fast and it removes (and prevents) disorient/sleep effects.
If you never team at all and you're not playing a Mastermind, Controller or any other AT that has a pet, you could skip this power. In all other cases, this is a great thing to have.
How to Use
Besides the fact that even a weak heal can change the pace of the team, the disorient removal/protection is awesome! For example, if a team member dies and uses an awaken, you can use O2 Boost to both heal them and remove the disorient effect immediately thus allowing them to slap back on their toggles, pop inspirations, and get back into the fight right away (or at least not die again).
![]() | ![]() | If you enhance this, it heals for over a third of your target's life total! Not so weak anymore! |
If your team is fighting enemies that tend to stun, hit your teammates with O2 boost before the fight. Also remember that it prevents sleep, endurance drain, and increases their perception at the same time (which has useful PvP applications). The effects just mentioned last for 60 seconds so this power is quite a bit more useful than most people give it credit for.
As with any other single-target heal, when you see a team member go to yellow or red for their life total, just click their name and hit O2 Boost.
Recommended # of Slots and Enhancement Priority
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In my case, I was able to buff heal by a lot and endurance by a little while also getting a set bonus that improved my endurance recovery only using 2 slots.
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Snow Storm
![]() | Score | ![]() | 4 of 5 | ![]() |
Summary
Pick a target and fire Snow Storm. Besides having a cool animation, your target and everyone in a wide area around him will be slowed tremendously. A lot of people underestimate the power of powers that slow enemies so if it helps, think of it as doubling your entire team's speed instead.
How to Use
The effect is a toggle so it will last as long as you keep the power active and you have enough endurance, but it will also stop when your target dies so always target big beefy nasty things that are tough so you don't waste the power.
Like other powers that have an AoE debuff on a targeted enemy, you run some risk of Aggroing other groups if your target bolts. However, since the effect is a very powerful slow, you don't really have to worry about them getting very far very fast.
Also, remember that it doesn't just slow their run speed. For enemies that often fly away (CoT and tsoo spirits for example), this prevents them from flying too. And best of all, it reduces their recharge rage by over 60%!
A great combo is to sneak up to a group of enemies, knock them down with Gale and then slap Snow Storm on one of them to keep them under control while you launch Freezing Rain or other powers.
Recommended # of Slots and Enhancement Priority
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4 slots is enough to max out both the endurance reduction and slow on this power. Use more if you want to add fun things like a chance of damage
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Steamy Mist
![]() | Score | ![]() | 6 of 5 | ![]() |
Summary
This has to be one of the best Team aoe buffs ever. Not only is it a team stealth, but it raises your defense against everything and ups resistance to Cold, Fire, and Energy. Combine with Super Speed for true invisibility and Recall Friend for the almighty Sneak and TP combo.
How to Use
If you haven't figured it out by now, Storm is an endurance-sucking monster! Do everything you can to increase your endurance recovery and reduce your endurance usage and you should be able (and will want to), keep this power active pretty much all the time.
If you haven't figured it out by now, Storm is an endurance-sucking monster!
Typically, the only time I turn this off is in crowded areas like the market (to be polite), during rikti raids (because people say the EBs won't come if stealth powers are on), and when trying to find the last enemy on a "defeat all" map (if they can see me, they might shoot me making them easier to find).
But if you don't take my advice or are too low level to keep it on all the time, at least turn it on:
- Whenever you enter a mission. If enemies are close to the door, they won't see you or your teammates.
- When fighting any enemies that use Cold, Fire, or any kind of energy (that's a lot by the way).
Recommended # of Slots and Enhancement Priority
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As a power that increases both Defense AND Resistance, you will slot this to the max, guaranteed.
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Freezing Rain
![]() | Score | ![]() | 6 of 5 | ![]() |
![]() | Unslotted Strength | ![]() | 3 x Brawl | ![]() |
Summary
This power is chock full of neat stuff. It slows, lowers defense and resistance, makes enemies fall down constantly, makes them run so they stop attacking (but they can't), lowers their recharge rate, and does a rapid amount of DoT damage. Yeah, that's good stuff.
How to Use
This makes a good opening move when solo since many of your enemies will immediately fall down instead of attacking you. I prefer instead to blast them back with Gale and then hit them with the Freezing Rain once I can see where they'll stop.
When teaming, make sure to wait until you see where the action is before dropping the power. The tank might Herd or he might just rush in. Don't waste your power putting it where it won't do any good.
It's also useful for tactical retreats (covering your ass), managing accidentally aggro'ed second groups, or those annoying enemies that tend to stand off and snipe from a distance.
Recommended # of Slots and Enhancement Priority
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Unless you're just completely strapped for slots, this power really deserves a lot. Besides recharge to bring it back faster, defense debuff is a great attribute, but you'll want a few slots to buff it's range, damage, or slow effects.
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Hurricane
![]() | Score | ![]() | 4 of 5 | ![]() |
Summary
There's a bit of an activation delay so this is no "emergency power", but it's very useful. If you've ever fought Tsoo Sorcerers or Storm Mavens, you already know exactly how this power works. It swirls around you pushing everything away and occasionally knocking them down.
I didn't realize it until I actually had a Storm Defender, but it also has a fairly strong accuracy debuff effect as well. According to Mid's, it also reduces their range. Lastly, it causes occasional knockback.
How to Use
This power can be difficult to control because it slowly pushes away everything from you, but it's great for herding up loose enemies that have escaped AoE effects of your teammates. It's also one of your main powers for keeping enemies trapped in corners or keeping them from running through a doorway to kill you.
![]() | ![]() | Some people say I'm pushy 😉 |
Better yet, if fighting a small number of enemies or a single boss when solo, this accuracy debuff if almost as strong as that of a Dark user. You're survivability is very strong when they can't hit you and even if they try, you're knocking them down on their butt.
Recommended # of Slots and Enhancement Priority
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As a power that increases both Defense AND Resistance, you will slot this to the max, guaranteed.
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Thunder Clap
![]() | Score | ![]() | 4 of 5 | ![]() |
Summary
I sometimes find it hard to take a control power over an attack, but if you can find room for it, I recommend it. Thunderclap will (with a really powerful looking animation of lightning) stun everything around you. If you want to keep enemies from running, turn the tide of a battle gone wrong, or play in pvp, this is a good power to have. It's also great if you are working on a themed character (like I am :D).
How to Use
As a Mag 2 stun, you won't get most enemies other than Minions without an added stun effect (but Tornado and Lightning Storm both have stun attributes). You can either use this for control of the minions in a mob, handling aggroed second mobs, or for stacking with your pets' stuns to stun bosses.
Recommended # of Slots and Enhancement Priority
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Needing accuracy, recharge, and probably stun to be useful, 4 slots is probably a minimum
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Tornado
![]() | Score | ![]() | 4 of 5 | ![]() |
![]() | Unslotted Strength | ![]() | 32 x Brawl | ![]() |
Summary
Ok, yes, the tornado is a bit random. Actually, chaotic might be more accurate. It wanders about randomly, tossing enemies about, and causing disorient and fear. The main reason to use it is that it's a pet! This is especially useful in situations where you are fighting tough enemies that need to be distracted (like AVs or other players in PvP).
Best of all, Tornado does damage while also reducing the defense of your enemies. You can use it to absorb an alpha too. It may take some getting used to, but it is a powerful tool when used properly.
How to Use
Tornado scatters enemies and causes chaos, but sometimes that's ok. Whenever you're soloing, there's no reason not to use it. You might hold it for group battles, but in smaller rooms or areas where a second aggroed group needs to be distracted, Tornado is a great candidate.
The main advantage to tornado is when you have a single enemy or the enemies are held. That means the tornado will spin there doing solid DoT damage (especially useful for AVs and Monsters. Added with the stun and defense debuff aspects of Tornado, it's not only extremely powerful, but debuffs them at the same time. Most people highly underestimate Tornado.
Since Tornado can't be targeted (and therefore can't be killed), it will do damage and fling people around for as long as it's out (about 30 seconds).
Recommended # of Slots and Enhancement Priority
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Slot this less than 6 and you're nuts!
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Lightning Storm
![]() | Score | ![]() | 6 of 5 | ![]() |
![]() | Unslotted Strength | ![]() | 4 x Brawl (per hit) | ![]() |
Summary
It does damage, knockback, and looks FREAKING COOL! It's a highly territorial power that will keep enemies away from wherever you place it and is invincible like Tornado. Point to note: it always forms directly over your head (can't be set at a targeted location).
You can't enhance it, but this also has a fear effect. Lastly, it drains endurance, and reduces your target's endurance recovery rate, but BOTH of these can be enhanced 😀
How to Use
As with other knockback powers, it can mess up your team's control pretty badly so it may take a while to get used to. But if you're guarding something, have only one or two enemies you're fighting, or it's already chaotic, fire away!
There's something so very satisfying about punishing the heck out of any enemy foolish enough to try and come within melee range 🙂
Recommended # of Slots and Enhancement Priority
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Slot this less than 6 and you're nuts!
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![]() | ![]() | This power more than most is very versitile. If you want stronger control, buffing endurance mod, range, and knockback isn't a bad idea. For increasing your damage output, Damage. In ANY case, buff recharge to the max! Lightning storm is just cool! |
Summary
Most of your powers push or throw enemies around. As such, you can easily bring chaos and destruction to yourself and your team. However, there are some amazing things you can do if you practice. By learning the distance of your knockback powers, you can position enemies anywhere. If your team is in trouble, you can stun, toss, or distract enemies. If there's a door, you own it. No one gets through without your say-so. And if you can get your enemies into a corner, then they're yours.
Oh.. And you are the KING/QUEEN of the Respec Trial (or any other mission where the goal is to keep enemies away from something). No one plays goalie better than a Stormie!




























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