Cyclone

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Uberom wrote:
TLDR: Cyclone needs 80% damage effectiveness to be worth the risk you take of plowing into mobs. Fix it.

No. Then two handed cyclone would do absurd amounts of damage and there would never be another reason to use cleave ever again.

Perhaps if dual wield cyclone combined the damage of both weapons into one hit rather than alternating, dual wield cyclone would enjoy the same carnage as a beasty marauder with a big axe.

I believe you need to have blood magic and a two handed weapon to be able to use cyclone at its fullest otherwise the mana cost is too high and the damage isn't enough, as that is what i've experienced.

Also armor penetration mods/passives/supports would be a boon to this skill more than any other physical skill.

I don't know how viable it would be to implement any of these things but i'm positive it would remedy the problems it has.
Last edited by Fuuljo#6077 on Mar 26, 2013, 11:01:25 PM
You're right. Swinging the weapons at the same time (essentially combining their damage) versus alternating two hits of low damage would give dual wield physical viability without overpowering 2handed cyclone builds.

I'm still doing decent damage. But I know this damage will drop off when I try to map with it.
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Uberom wrote:
Cyclone does not give a reward that is anywhere in the same ballpark as the risk you take to use it. The main problem with it is the damage effectiveness. It needs to be at around 80%.

Players could get some really good damage at 80%, but it wouldn't be overpowered. Cyclone users go headfirst into large packs of mobs. For taking that kind of risk, their damage SHOULD be the highest in the game. It makes no sense that a player whos in the middle of death, does way less damage than some punk ranger on the outskirts holding shift shooting offscreen.

Currently I have a level 64 dual wield Ranger that uses Cyclone as its primary skill. Going dual wield, I should be elemental based, but I don't want to go that route. Physical is more appealing when you're not running Hatred, Wrath, Anger and you don't have access to the 50% increased weapon elemental damage in the Templar tree.

However, after playing with Cyclone and using two 1 handed swords that do over 200+ max physical damage, I can say that dual wield physical is just not viable. The physical damage gets nerfed into the ground due to the 40% effectiveness on the gem, and although you hit extremely fast, that low physical damage will not penetrate monsters armor at high levels. Essentially you will hit mobs for small little bits. At this point, I think due to the game mechanics, its simply NOT possible to go dual wield physical cyclone. And, in my opinion, if a build is entirely not possible, something needs to change.

TLDR: Cyclone needs 80% damage effectiveness to be worth the risk you take of plowing into mobs. Fix it.


um I do plenty fine cyclone dmg at 73 with 1h/shield full phys build ranger. would be even more dps with dual. what are you supporting it with?? what's your cyclone listed dps?
Last edited by waffenheimer#3798 on Mar 27, 2013, 1:06:42 AM
Been using cyc alot nowadays. The way I see it if they're gonna change anything they should up the mana cost and damage by 20%. People complain about the cost don't know what they're talking about. People complaining about risk vs reward do. I say up both a lil 48% damage effectiveness and 40-45 base mana cost will allow people to choose easier between making the skill spammy on hit effects or strong for damage at the cost of wiping your mana out(or losing a good chunk of health).

Atm I roll crit dmg/crit/chance/lloh for mixed results 15% chance of doing some absurd damage tho is nice. With wrath/hatred I get shocks/freezes on all white mobs upto map 66 at lvl 71. I havent been in enough 67-69 maps yet. lloh gives you the luxury of regaining a good chunk of lost health.
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GhettoJesus wrote:
Been using cyc alot nowadays. The way I see it if they're gonna change anything they should up the mana cost and damage by 20%. People complain about the cost don't know what they're talking about. People complaining about risk vs reward do. I say up both a lil 48% damage effectiveness and 40-45 base mana cost will allow people to choose easier between making the skill spammy on hit effects or strong for damage at the cost of wiping your mana out(or losing a good chunk of health).

Atm I roll crit dmg/crit/chance/lloh for mixed results 15% chance of doing some absurd damage tho is nice. With wrath/hatred I get shocks/freezes on all white mobs upto map 66 at lvl 71. I havent been in enough 67-69 maps yet. lloh gives you the luxury of regaining a good chunk of lost health.


I'm running Melee phys, Melee on full life and Culling strike. solo I run conc'effect, it hits so hard it's funny.

i'm CI GR Vaal pact claw/shield ranger using bloodrage and enduring cry. in group play I cull plenty of mobs so I don't drop charges. every few cyclones I pop enduring cry and keep spinning. it feels rather safe and strong, only thing I have to worry about is if i spin into a whole pack of voidbearer and get slowed. but shieldcharging out usually saves me fine.
I wouldn't mind more dmg for more mana cost, it would be easier to leech back the mana as well.
doing about 3300 dps at lvl 73 and my gear is just ok.
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Mana cost too high it is the HIGHEST among all melee skills.
Damage effectiveness too low, it is the LOWEST among all melee skills.


Compensating for the low damage with support gems just explodes the mana costs.

A cleave combined with faster attacks would be as fast hitting more hard hitting and more mana efficient without any loss of character control (and less desynch).

Suggestion:

- Lower the mana cost to something more reasonable, 10~15. Not all melee characters use blood magic.
- Increase the damage effec. to 50%

The skill need to be competitive to cleave/ground slam and not subpar.




Resists trolls
Casts Joy
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Spreads tar when tickled
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skarrmania wrote:
Mana cost too high it is the HIGHEST among all melee skills.
Damage effectiveness too low, it is the LOWEST among all melee skills.


Compensating for the low damage with support gems just explodes the mana costs.

A cleave combined with faster attacks would be as fast hitting more hard hitting and more mana efficient without any loss of character control (and less desynch).

Suggestion:

- Lower the mana cost to something more reasonable, 10~15. Not all melee characters use blood magic.
- Increase the damage effec. to 50%

The skill need to be competitive to cleave/ground slam and not subpar.




these changes would make cyclone builds a true power house and help create another viable melee endgame build without the need of twinked uber gear
Last edited by Drahken#7486 on Mar 28, 2013, 11:46:58 AM
The mana cost per second is actually not out of line at all compared to other melee skills.

Look at cleave, 11 mana per cast. At 4 aps thats 44 base mp/s.

Cyclone at 35 mana per cast. At 1 cyclone per second that's 35 mp/s.

Don't do minimum distance cyclones :/

Cleave is ONLY better with DW. With 1h/shield or 2h cyclone is more DPS and less mp/s. The thing holding cyclone back is sync, not raw numbers.

That being said, Cyclone's mana cost progression should probably be looked at. 30 mana at level 24 is kind of absurd.

Last edited by aimlessgun#1443 on Mar 28, 2013, 12:45:41 PM
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aimlessgun wrote:
The mana cost per second is actually not out of line at all compared to other melee skills.

Look at cleave, 11 mana per cast. At 4 aps thats 44 base mp/s.

Cyclone at 35 mana per cast. At 1 cyclone per second that's 35 mp/s.

Don't do minimum distance cyclones :/

Cleave is ONLY better with DW. With 1h/shield or 2h cyclone is more DPS and less mp/s. The thing holding cyclone back is sync, not raw numbers.

That being said, Cyclone's mana cost progression should probably be looked at. 30 mana at level 24 is kind of absurd.

uh that's crap.

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