(3.2) [Lighty] 2H RT Cyclone: Dope for Beast League & Lab™

Also can't decide between slayer and zerker :( RIP me
Appreciate the build update Lighty. Loving the title by the way lol.
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Archimtiros wrote:


I don't think Gruthkul's Pelt is worth under any circumstance - no auras, no CWDT, no Golems, no Totems pretty much cripples the build in every way. Vuln on hit gloves are a possibility, but I think the mana cost for Blasphemy is worth it, especially since the corruption is limited to level 12.


You can use warchief with gruthkul. It's not as bad as you thought. http://i.imgur.com/tE2utrE.png With vuln on hit gloves, and gruthkul, you get more damage than haste. And with all these gems that dont need ele to work... well, its probably easily something you can take into red maps especially with a starforge that makes use of shock. And as I said, the main advantage isnt offense, it's defense because this setup naturally specs into blood magic which is an e-z 40% life for 4 points that classic Lighty cyclone doesnt get. That's the gain you get for giving up auras (which are weak with starforge anyway), CWDT (which I don't even use so I stay at max endurance charges), and Golems which are a pain in the ass to keep up.

Im not saying Im gonna use it - I prefer kaoms heart. But its not a totally terrible chest. Also, 15% character size can't be under-estimate, very valuable for AFK in Sarn meta.

Last edited by Samir316#3220 on Aug 3, 2017, 11:16:19 PM
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broseidon07 wrote:
Also can't decide between slayer and zerker :( RIP me


Welcome to everyone! Really there's no right or wrong choice - they all have their own unique(ish) advantages and disadvantages.

Berserker has a ton of damage, takes a bit more damage, and comes with leech, which is really nice for running Cyclone off mana.

Slayer has a lot of little bonuses which are all very attractive; free cull, onslaught, reflect protection, anti-bleed, and uncapped leech keeps the player topped off at all times. However, it doesn't handle downtime well, or bosses without adds; this makes it perfect for speed mapping, but not quite as good for players who like to take their time.

Champion is very underrated, and actually pretty competitive, especially if you prefer to play solo. Aside from attack speed, movement speed, and damage, it provides large armor/evasion buffs, and perma-Fortify to free up a link in Cyclone, which can be a considerable power boost in of itself (or at worst, save you from tediously maintaining it with Leap Slam). It's almost as tanky as Juggernaut, and if you use Fortify in Cyclone can be just as powerful as Slayer.

Juggernaut is the quintessential tank, but it isn't exactly slow. Lots of movespeed, mitigates slowing effects, high physical damage reduction, additional elemental damage reduction, and near always at max endurance charges without the need for a special trigger. It certainly lacks the damage bonuses of other ascendancies, but it's perfect for uber lab farming, or hardcore players in fear of dying.
Personally I dislike doing Cyclone on Berserker. It has no movement speed if its been hit recently, which is basically always with Cyclone. The 10% increased damage taken can't be mitigated easily, as Arctic Armour doent help with that while moving. And on a life build with 6k HP, you really feel it, it turns your effective pool into 5.4k HP (ouch). It's way better on flicker strike or something that naturally paths to the ranger part of the tree where Vaal Pact is, as it's a great bosser. However, I will say the 40% damage multiplier does make it the easiest class to scale into end game maps, damage-wise. Its really the best class for when gear is the worst.

Slayer is great with cull and it can keep up onslaught pretty much all the time in fast maps. The leech is insane if you invest in it.

I honestly prefer Jugg the most - at the top end of gear, you don't even need damage unless you want to shaper/guardians, so jugg's mitigation really shines (imho). I just ran Vaal Temple on my cyclone juggernaut, and on a slayer, the boss would have one shot me at least 3-4 times.
Last edited by Samir316#3220 on Aug 3, 2017, 11:29:14 PM
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Samir316 wrote:

You can use warchief with gruthkul. It's not as bad as you thought. http://i.imgur.com/tE2utrE.png With vuln on hit gloves, and gruthkul, you get more damage than haste. And with all these gems that dont need ele to work... well, its probably easily something you can take into red maps especially with a starforge that makes use of shock. And as I said, the main advantage isnt offense, it's defense because this setup naturally specs into blood magic which is an e-z 40% life for 4 points that classic Lighty cyclone doesnt get. That's the gain you get for giving up auras (which are weak with starforge anyway), CWDT (which I don't even use so I stay at max endurance charges), and Golems which are a pain in the ass to keep up.

Im not saying Im gonna use it - I prefer kaoms heart. But its not a totally terrible chest. Also, 15% character size can't be under-estimate, very valuable for AFK in Sarn meta.



I'll take your word for it; now that I think about it, I believe it's specifically spell totems that don't work. Blood Magic has some great build synergy, and the extra health/phys damage is nice; still, I'm not sold on the drawbacks - Blood Rage, Molten Shell, golem, an extra 4-6% on Vuln (14-16% with quality), while low armor and lack of Determination adds up to ~20% less phys damage reduction.

As discussed above, Haste isn't a large damage increase, it's just there when you want it (and also for the movespeed) to help speed up farm content. It's easily swapped out with Grace/Determination for extra defenses, and personally I like that added flexibility.
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Samir316 wrote:
Personally I dislike doing Cyclone on Berserker. It has no movement speed if its been hit recently, which is basically always with Cyclone. The 10% increased damage taken can't be mitigated easily, as Arctic Armour doent help with that while moving. And on a life build with 6k HP, you really feel it, it turns your effective pool into 5.4k HP (ouch). It's way better on flicker strike or something that naturally paths to the ranger part of the tree where Vaal Pact is, as it's a great bosser. However, I will say the 40% damage multiplier does make it the easiest class to scale into end game maps, damage-wise. Its really the best class for when gear is the worst.

Slayer is great with cull and it can keep up onslaught pretty much all the time in fast maps. The leech is insane if you invest in it.

I honestly prefer Jugg the most - at the top end of gear, you don't even need damage unless you want to shaper/guardians, so jugg's mitigation really shines (imho). I just ran Vaal Temple on my cyclone juggernaut, and on a slayer, the boss would have one shot me at least 3-4 times.


I'm mainly debating between Juggernaut and Champion myself. Juggernaut is definitely a top contender, being less affected by slows and slightly tankier, while Champion boasts more damage (significantly more, depending on your links), almost as much defense, and easier access to fortify (really nice while working up to a 6L in a new league).

While I like all of the little bonuses and cull that Slayer offers, I'm not much of a speed map farmer. While the leech is exceptional, I dislike the rushed feeling that comes with maintaining its short lived buffs.
Last edited by Archimtiros#3795 on Aug 4, 2017, 12:06:09 AM
Why no Fortify now?
What class + ascendancy is the best if you're planning on doing all/most of the endgame content (frequently)?
Are you using outdated trees in your links?

Where is the crimson dance node?

I am afraid those skill trees in the OP are invalid.

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