Cyclonic Constructs in temple take forever to activate
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Recently (today basically) I noticed Cyclonic Constructs in Automaton Lab staying inactive for way too long. 20 seconds or so. Long after everybody else is dead. You can't damage or even target then in this state. All you can do is wait it out. It doesn't happen all the time, but still pretty regularly. And I think it only happens in T2 Labs, but I'm not sure about that.
The way campaign should be played by your second and any subsequent characters: https://www.pathofexile.com/forum/view-thread/3772827 Last bumped on Feb 15, 2026, 6:37:17 AM
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UPD
Looks like it doesn't matter what room it is. Cyclonic Constructs can stuck in their inactive phase anywhere. Regular mobs, minions and rares alike. The way campaign should be played by your second and any subsequent characters: https://www.pathofexile.com/forum/view-thread/3772827
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UPD
Turns out this behavior is caused by one of the mods (not sure which one) that I can get with Headhunter. Yesterday I switched from Soul Tether to HH and this is when I ran into "broken" constructs for the first time (and I encounter them ever since). Passive stance and the long pause before activation is caused by that mod and as soon as it turn off the constructs turn on and attack me. And the reason I'm sure of it is that I can actually force them out of their slumber immediately by removing the belt (and all accumulated mods with it). Also, couple weeks ago when I used to run temple on another char with HH equipped I didn't experience any of that. So it has to do something with recent-ish updates. The way campaign should be played by your second and any subsequent characters: https://www.pathofexile.com/forum/view-thread/3772827
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