Cyclone

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NecroX93 wrote:
First of all I'd like to thank the GGG team for adding a interesting skill many of us have waited for.

Issue
Sometimes when I use the skill on a mob it stops JUST beneath the mob, and I have to travel somewhere else where I most likely loose a fair bit of health depending on how many ranged mobs there are nearby shooting at me.
You may think it's stupid of me to attack a boss instead of the ranged ones shooting at me, but then lets say the boss is a necromancer and the ranged are skeleton archers, I'd like to kill the boss so he doesn't res the skeletons over and over.

Solution
A easy solution that would remove this small issue could be that if I use Cyclone on a mob, I travel a tiny bit extra so that i never stop underneath them.

PS.
Of course I can adjust, but having this fixed would make my experience with cyclone a lot better.

Character
I made a IAS Vaal Pact Duelist that uses cyclone as it's main ability together with Life Leech and Life Gain on Hit to keep my health up.

Sorry if this has been brought up before, but looking through 70+ pages takes too long :s


I definitely agree. It can be tricky click right behind a mob, and I'll often end up targeting it instead. It would be a good quality of life change if using the skill on a mob would spin through it instead of just stopping short.
Slow 2H weapon+fast movespeed+min distance cyclone=good dps
Isn't it?
Sorry I'm not good at english.
Last edited by Xaqy#7370 on Mar 21, 2013, 6:40:17 AM
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kodr wrote:
I love all the L2Cyclone when they couldn't actually use it before :)

I could use it before, and I could use it now, it's just a lot easier now, you just have to hold down the button and spin everywhere.

Of course I could have the old gameplay back, by clicking all over the screen to have a bigger distance, but why would I do that when you can do the easy way and hold down the mouse button?...

But I still think the min distance is too short, there's nothing to do except holding down the button to spin, it's just more effective doing this way.
Before you actually had to plan your trajectory.

But it's ok, I guess the skill catters to players like Real_Wolf and JoOnky now.



edit: did some alpha testers actually give the "OK" to this update?
Lowering the min distance to 1/3 and changing completely the gameplay, did someone test this before the skill release and before this patch?
I don't know, I'm surprised by this radical change after 1 week.

I gave a fair try to this skill by leveling a character.


u clearly misunderstood my posts ^_^

Biggest issue for me; dual weilding lower damage significant amount. 2h damage for more better.
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DarbeliMatkapTr wrote:
Biggest issue for me; dual weilding lower damage significant amount. 2h damage for more better.


yeah, you get different bonus and malus with each configuration:
- 2H: highest raw damage, no defense
- DW: 10% IAS, weapon block
- 1H/shield: better defense and block
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Last edited by kodr#0209 on Mar 21, 2013, 9:36:10 AM
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Xaqy wrote:
Slow 2H weapon+fast movespeed+min distance cyclone=good dps
Isn't it?


I actually read all the pages hoping for insight how to make this skill usefull... I have to say the buff it just got makes this skill pretty amazing!
I have a theme in mind a fast moving 2 handed non blood magic character... Sadly only 2 of the 3 are possible...

I love the min distance reduction, not only did it massively increase the damage potential but it made it safer and more controlled, oh yeah more fun too!
I didn't really do much testing by I was plowing through mobs much quicker, it took me about 2 casts to kill enemies and maybe 3-5 with leap slam, huge increase right there for me as I never used cyclone before did less damage and more mana then leap slam... I'm now killing lvl 40ish mobs at roughly the same rate as my EK friend, playing along side me :)

I believe the core of this skill is fine now, don't change the min distance, smaller distances makes it so much better to clear mobs in front of you it's amazing!

The only issues that require some sort of attention, first would be if casting on an enemy would go slightly beyond it not end at feet. Second the mana cost! It's way to high I have 3 support gems, knock back, mana leech and faster attacks, only 1 applies a muliplier yet I can only cast this spell like twice with my auras up... I don't want to be forced into blood magic. As a duelist or any other melee class it doesn't make sense to gear towards mana and move towards EB.
Additionally D2 was over a decade ago, it kind of saddens me that no new progress or innovation has been made in regards with mana cost. Every skill has the same mana usage (by that I mean cast skill use mana), it would be nice to have different elements like for example: the skill starts off using 30 mana cost however ever spin regens 1 mana, so if you cast it further you will spin more and thus gain more mana, being able to cast long strides constantly... That would be ever broken, but I hope you get the idea...

Overall great changes, I only hope they fix targeting and mana cost!! Oh yeah to me this skill screams enemy HP bars above there head! I want to know where I should target to kill weakest mobs :(
After some extensive testing I highly prefer the old version over the new one. The min distance gets in my way on the smallest obstacles, stops within packs of mobs and so on. It's way more dangerous to use now as 'failed' cyclones mess up the mana/positioning management big time.

I also switched from DW to 1h/shield, waited for the patch to see if they change something about DW-cyclone but as that didn't happen, no point in dual wielding anymore. Damage loss was basically zero, gaining 3k evasion, 150 life and two resists (with a really not-so-good shield) kinda priceless.
@Icenick: do you have mana leech on your gears?
If you use a physical weapon, you can just use the leech on gears instead of the mana leech gem.
Some people reported it works with only 2%.

How much mana and regen do you have?

edit: ok, I removed blood magic, and I can sustain my small mana pool with 2% mana leech.
I also removed my MS boots. It worked before to have MS, but now it's just better now to have really slow movement speed, because it's actually manageable to make small back and forth with slow MS. It's just that, before, it was better to have MS.
I was thinking about removing Leather and Steel aswell, but I'm using evasion.
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Last edited by kodr#0209 on Mar 21, 2013, 2:18:27 PM
Sry if this was posted before, won't read 70+ pages.

Can you please add this little thing to the skill? "stun immunity during skill effect"

It would solve the desync issues a bit and also make the skill more viable. Thank you!
third post on the first page :)
you are already immune to stun and knockback when you use Cyclone.
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