Cyclone
" It certainly would be, atleast when i'm playing my cyclone build. Since when i'm fighting a boss i just hold cyclone on it and it casts atleast 2-3 times a second. I wouldn't mind a fix for it though. IGN: FoughtBledAndWeptForGod, WoE_HitoZ
stream: http://www.twitch.tv/hitokirizoro |
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Cyclone's a lot more forgiving on desyncs than other similar abilities like Whirling Blades, especially if you have it linked to Life Gain on Hit or Life Leech.
The critical hit thing is kind of annoying, you either hit zero crits or like a billion (my Duelist hits 6-7 times per second Cycloning so imagine that many crits). Maybe I'm imagining this, but it seems as though Quicksilver Flasks also increase the attack rate on Cyclone. I haven't tried it on a slow hitting character to know for sure. |
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this skill needs to be more 2h weapon friendly, currently any 1h(soul taker)+shield or facbreaker+shield does double the dps (15k-20k tooltip) while often also have better defence
my 2h axe cyclone build lvl83 http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAnEEswUtC2ES2RRNFy8X4RkuGYUaOBo-GlUbRRv6JKol3yb4J-0pLimlMHcyfjboNuk6UjrYPfxHfk3YTipOMlBQVdZYY1ivWfNZ_l8_YEthIWSjZOdlTWWnZp5nm2qTbmlu2HKpdO14DXloeu97jHy4fNmApIFvgziE2YTvh2qMdozPjr-QVZBslZuZK548ogCkGaeEqWiplKvFrKq2QbndvYG-p8APwBrBBMbY0k3Uj9Xt4mHjauw47w7vfPAf8azyL_ZI-tI= equipment Im pretty tanky 4.8k life 77 all resis and 17.7k armour, but has only 7k tooltip dps, I've already optimised my build as much as i can to improve dps see my full whining post here: http://www.pathofexile.com/forum/view-thread/297256/page/2 Last edited by fl3213jk#0137 on Nov 10, 2013, 4:52:37 PM
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you have to use a 2h with a really high top end like marohi to get the most out of it
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7k tooltip is very good what are you complaining about?
also 17.7k armour is very good you should be tearing maps up personally i would use a staff for the block + bringer of rains block = 40% more ehp against attacks |
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" I didn't really mean 7k tooltip is SO BAD that 'I can't do any maps with this dps!!', what i am saying is two hand weapons should have more dps then a 1h+shield combo, but the current situation is completely the opposite, no matter how you optimise your build, 2h cyclone simple sucked, as i have already mentioned in my previous post(if you actually bothered to read it), 1h+shield not only gives you double the dps but also with a shield your defensive ability is often also higher then a 2h cyloner, that's why I said the skill should be more 2h weapon friendly, do you now get my point? Last edited by fl3213jk#0137 on Nov 15, 2013, 9:03:42 AM
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So any hardcore nem cyclones out there ? Trying to find a viable build... did pretty well but died from some bug and ancestral rare
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The day of the carrion queen bug after the fix patch I ripped on nemesis,
My build was cyclone multistrike bloommagic LGOH, added fire, My answer was cwdt lightning warp, so that when i was stuck on a pillar or a wall i would lightning warp away and could keep spinning, however the time i died lightning warp didnt go off, I was lvl 65 farming merc docks and believe I died to dogs on a upper ledge breathing down on me, but lightning warp should have teleported me to the dogs and my spin to win lgoh should have allowed me to survive.
Build
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwB5wUtFCAVIBv6I_Yl3ymlLOkxnjWSNdY26ECgQYdFCkZpR35KfUrITeNOKlBHVvpYr1s9W69gS2EhZU1noGqTbmluqnTteA1674LkhNmE74d2iPGKr5AKkBGZK565n8ukGaZXpzCpbqvFrFm18rZBtz69gb6Kvqe-vMAPxLjSTdXt1fjdDeLq52PuDu-G9Mb3vvno_MX-Cv6P
Gear
Last edited by Farahota#7606 on Nov 18, 2013, 7:40:28 PM
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" Why does 1H+Shield do more damage than 2H? o_o I've never seen a Soultaker 1H Cyclone bump anywhere near 20k tooltip DPS, as you mentioned they do. |
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I have a suggestion that would solve a lot of the desync issues with cyclone without actually having to address desync itself.
A lot of the desync deaths I've noticed with cyclone are when the target on the server is obstructed but the target on your client is able to be targeted so you cyclone towards it, this results in instantly desyncing your character and if you've popped a quicksilver at the same time this occurs you can move 2-3 screens before the resync occurs. There are a few ways to address that issue; You could use the same code that's used for casting obstructed ranged skills, causing an obstructed cyclone to move the character into a valid position before casting. You could force cyclone to cast regardless of obstruction, thus providing leech/LOH on monsters in melee range. Another option is to use the current pathing to determine the direction of cyclone when there is an obstruction, not necessarily causing your cyclone to connect with the target on the first cast but allowing you to path around obstacles with it and eventually get to the target, however this doesn't really address the occasions where a target is so desynced they are in an unpathable location. The last solution I can think of would be to consider the character a ricocheting projectile during the cast animation, similar to how a spark projectile bounces off obstructions, resulting in constant movement regardless of obstruction & server target position. Another common cause of cyclone desync is when the character model and monster being targeted on server overlap at the end of the cyclone but not on the client side. As mentioned above this causes the client but not the server to consider movement valid. To address this issue you'd need to remove the the minimum distance casting issue with cyclone, by either selecting a random direction to cyclone in or perhaps just checking a previous position and cycloning away from that position regardless of target distance. I apologise if these alterations have already been suggested but I did not spot anything like this in the thread and think they would significantly improve the cyclone skill in a way that leaves the current balance where it is. |
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