Cyclone

"
blackphantooom wrote:
Please, make cyclone interruptable, if unpress button or other skill. I press leap slam for jumping, but must wait while cyclone animation end (((

That would make cyclone much safer for hardcore and help mitigate the desync. As long as it wasn't interrupted by another cyclone, and even that I'm not sure of.
"
blackphantooom wrote:
much much typical dps for cyclone? and best suport gem combination?
now i use cyclone - melee phy dmg - add fire dmg - concentrated effect - life gain on hit.


Concentrated effect is kinda bad on cyclone, It has small area to begin with and radius directly affects the number of hits you get per pass making it inefficient per mana spent and possibly even hurting your clear speed.

You can get more hits per pass by getting:
- more attack speed (duh)
- less move speed (by wearing heavy armor, aurseize, marohi...)
- more AoE

So even if you do 70% more damage with conc, you will do 6 attacks instead of 9 when passing directly through an enemy due to your area 'staying' on it for less time. That makes the damage boost not worth the mana hit, not even considering enemies that stand to the side.

If you want to maximize cyclone get Master of Arena node and daresso amulet to extend your base area from 6 to 9 (if using two handed weapons), then put increased area on it. Try it, doesn't seem like it would work but it makes one hell of a diference.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 7, 2013, 4:19:49 AM
I know that you are aware of the desync issue (which is probably worst with cyclone).

However, a slight improvement would be to continue the attack even if you hit a wall/stone/chest. I lost track of how often I desynced, thought I was still spinning, then re-synced and found my character dead because a chest or stone had stopped the attack.
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"
Cyclone is in my opinion is the most fun of any melee builds. However the desync is so bad it is almost unplayable. Any plans to address this in upcoming patches?
"
wired_wicked wrote:
Cyclone is in my opinion is the most fun of any melee builds. However the desync is so bad it is almost unplayable. Any plans to address this in upcoming patches?


I agree, cyclone is MASSIVE fun, but completely impractical atm. Sure you can use it, but the desync just destroys the fun and efficiency factor.

As for your question, allow me answer it for you. No. I know GGG will disagree with me on this, but desync cannot be fixed. It can be lessened, perhaps even made minimal. But cyclone will remain unusable imo.

Feel free to disagree, it doesn't matter to me. I still love this game and the gents behind it, but I came to realize months ago that cyclone will never be smooth and fun to use 100% of the time.

Still love the game!

-Dragon
DISCLAIMER!
The views and expressed opinions of Dragon are solely those of a drunken redneck and are not necessarily those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken seriously. His posts should not be read... by anyone.
I am curious to know how cyclone will interact with the knockback support gem.


While this will make it completely unsuitable for crowd control (which seems to be one of its better points), would you potentially gain the ability to stun-lock (or "knockback-lock") an enemy that is directly targeted?
Knockback-locking cannot happen in Path of Exile. Knockback does not innately interrupt or stun, it just shoves.
I started using leap slam more than whirling blades, and desync issues have improved. It also helps get me out of a desync, as well as using an oos macro. That and also I have to sometimes single out a mob with dual strike and let it take its time for me to sync up with the mob. Overall there were some changes recently and my desync isn't as bad, combined with the above I have been running high end rare maps again and doing well, and not getting overly frustrated. It was a reason I stopped before, it also is still the reason my onslaught characters are in their 60s, desync can be killer for melees.
"
Dragon585 wrote:
No. I know GGG will disagree with me on this, but desync cannot be fixed. It can be lessened, perhaps even made minimal. But cyclone will remain unusable imo.



I think GGG would actually agree with you on this. Desync will remain a massive problem unless they have less data on the server on more data on the client side (not even talking about offline play).

Desync with cyclone is terrible, especially when you get stuck on stones, chests, etc. Definitely something GGG should work on before the release...


Edit: I love how cyclone has 106 pages, more than twice as many as other skills :D
Time to show cyclone some love GGG!
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"
Last edited by qwertz#1626 on Sep 13, 2013, 10:16:23 PM
How does the hitting of enemies work?

When I cyclone through a dense pack of mobs it seems, that the number of attacks is limited. Even if some monster of this pack are in attack range, they wont get hit, because other enemies already took the hits. (I doubt it has something to do with desync)

Is cyclone bad for large groops of enemies? At least it seems limited in a way for me.

It seems cyclone is rather a multi attack skill instead of an AOE skill.


What I really like about cyclone is the massive scaling with level and quality!

Report Forum Post

Report Account:

Report Type

Additional Info