Cyclone
"What is the third skill? I know of Infernal Blow and now Cyclone. |
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Cyclon has the same problem as Whirling Blade :( : DESYNC
IF you have only one enemy and have him targeted all is fine. Damage isn't to high but Cyclon hits several times. IF you try it without targeting the enemy you might hit ... or not. Depending how bad desync is. And in addition it should be posible to use Cyclon without any movement (standing still at one position). Or to change direction while the skill is active. Atm it's just a Whirling Blade which uses a different animation :/. |
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" ouch. We already know how it works when you lose crucial moments with looting :) placeholder for creative sig Last edited by Undon3#5633 on Mar 13, 2013, 10:22:18 AM
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I watched a bit of stream last night and it seemed like the chance to crit is calculated per cast not per hit, anyone confirm this?
If so it's only for Resolute Tech users that want to do dangerous pitiful low damage AoE while not picking up any loot in party games? |
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Theory craft, but if you max out atk speed and stack shock and on hit damage....basically go all elemental, catalyze, static blows, crit chance, bloodrage (maybe ci) and dw daggers, you would be doing ok, right?
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" While I tend to try to look for the silver lining and put things politely, I basically agree with the above statements. |
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On the locked movement thing, Cyclone actually behaves exactly like the D2-whirlwind in that matter. Spend mana initially and travel to the point you clicked at, thus the farther you click the more spinning you get for your mana. However, the D2 whirlwind did enough damage to kill everything except physical immune mobs easily. :(
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They released incinerate in fail mode and buffed it the next week, Im sure the same process will follow with cyclone.
GGG..I need a reason to use cyclone besides the fact that it is cool. Please fix this. The item is yours when it is in your bag.
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I wonder how does GGG test their skills, are the internal tests made over local servers or even single player builds? They simply shouldn't release skills that aggravate the worst thing this game has: terrible netcode & desyncs (which right now should be first priority). GGG is losing loads of potential customers just for this sole reason.
In other news, this skill seems pretty useless in parties regardless of how good it is solo (which looks 'bad' despite what GGG is saying), melee needs more powerful AoE stuff to be competitive and efficient in groups (and even solo), right now practically the only way to go is cleave (and physical cleave and dmg in general it's pretty underwhelming). |
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I'm beginning to wonder who or if they even have these skills tested before they add them in. If its internal they need a new balance and testing team for melee. Is the alpha server still running? If so get some new alpha testers. Melee doesnt need random skills that work with specialised builds that still do less damage with less survivability than ranged. Even if you want to say "no one has figured the skill out yet" the amount of desync it causes is pathetic for such a slow moving skill.
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