Cyclone

Finally 'completed' my facebreaker cyclone build and I must say this is by far the most fun build I played. It plows through maps without any effort. Loving the skill as it reminds me of ww d2 barb. 1% mana leech on ring is all you need to constanty cylcone through mobs. Around 14k dps, when you double the tooltip number.

Defensively it's also working ok, 68% block chance, 80% all resist, 10k armor unbuffed, with granite I'm at 23k, and with additional quicksilver I'm at 27k. Once I get RR on facebreakers, I'll be able to run Molten shell, getting even more armor. Next few lvls will be getting additional 6% block chance.

The only thing I dislike is that with multistrike it desyncs like crazy. Which is a shame as the cylone with multistrike is just amazing.

Gear:
Spoiler



„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
This has most likely been mentioned already but,

The Desync with this skill is simply unbearable. Ive been going trough mobs over and over and im not hitting them with Cyclone, even with Resolute Technique.

After that i try single-target hitting the mobs, i see the swing animation of my weapon, yet it takes a full second to atually hit the mob, proving im out of sync by using Cyclone.

This skill is broken atm.


Edit:

I take my words back, after playing to higher lvls it becomes an amazing skill, eventho theres an occasional Desync. I guess it has to do with how u use the skill to get as few desync as possible. I even bought the alternate skill effect for it :D

I tried with Multistrike, thats still a disaster Desync-wise due to the lack of control.
Last edited by BrutalAnakha#7943 on Jul 25, 2013, 8:03:58 AM
Did anyone try to get cyclone really wide aoe, can it cover like 1/4 of the screen ?

I was thinking of making a 2-h cyclone with +2 melee weapon duelist node, and +2 melee weapon unqiue ammy

and link it with a 20% quality increased aoe
The desync issue isn't as much of an issue for me as the fact that you cannot use Cyclone if there is any type of object in the way...

If I click cyclone at any point in the map, I wish it would cyclone through the path to the selected spot. Right now, there has to be a clear STRAIGHT LINE path to where you cast cyclone at for it to activate. This really needs to be changed.

It has almost gotten me killed several times while Cycloneing a large pack, and randomly your attack just wont go off because a very small portion of a fence happens to be sticking up out of the ground.
There are 2 solutions to make cyclone playable in high maps
1) remove all this useless crap from the floor- like boxes,debris etc because it blocks cyclone and desync You 99% of time,You cant also use leap slam above 10cm tall piece of crap
2) fix desync
IGN:Vraarz
"
miraclechipmunk wrote:
Did anyone try to get cyclone really wide aoe, can it cover like 1/4 of the screen ?

I was thinking of making a 2-h cyclone with +2 melee weapon duelist node, and +2 melee weapon unqiue ammy

and link it with a 20% quality increased aoe


I got a staff duelist that is eventually supposed to take every AoE node on the tree. Dunno about quarter of the screen but only with 10%Q cyclone, master of arena and templar aoe nodes you already hit considerably wider. Theoretically, your base range is 6 for two-handed and master of arena increases that to 8, if you add 20% from quality cyclone, 52% from passives and 43% from quality area gem and maybe 15% from pillar of caged god, that would amount to 18,4 which really isn't too shabby of a radius, I think melee splash has 12 and cold snap 15. Now, if this works the way I think it does, using Daresso's amulet will raise that radius to a whooping 23, now that's something.

Hitting wide with cyclone is good for many reasons. First, you hit a wider area, second, your area 'stays' longer on enemies per cast making it much more effective. Using mauls, namely Marohi might be a good idea because of reduced move speed, also STR armors and Aurseize if you can forgive the poor defense.

Dunno how well that one would work later, you can clean up merciless with ease even with average self-found gear but I stopped playing it so I have no idea how well would it work in endgame.

Once you get a hang of using the skill desync is only occasionaly a problem, mostly if there are a lot of obstacles or when brilliantly trying to cyclone it through the door. Other times it was pretty much smooth sailing, the skill is great tactically as it allows you to avoid some attacks while still dealing damage. While on that, larger area allows you to hit a decent amount of stuff while not going through the middle of the mob, good if you happen to desync. It also allows you to chip away at the edges of large and especially dangerous mobs and also often hit fast monsters that are chasing you through the whole cast duration.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 6, 2013, 11:25:29 AM
"
raics wrote:
"
miraclechipmunk wrote:
Did anyone try to get cyclone really wide aoe, can it cover like 1/4 of the screen ?

I was thinking of making a 2-h cyclone with +2 melee weapon duelist node, and +2 melee weapon unqiue ammy

and link it with a 20% quality increased aoe


I got a staff duelist that is eventually supposed to take every AoE node on the tree. Dunno about quarter of the screen but only with 10%Q cyclone, master of arena and templar aoe nodes you already hit considerably wider. Theoretically, your base range is 6 for two-handed and master of arena increases that to 8, if you add 20% from quality cyclone, 52% from passives and 43% from quality area gem and maybe 15% from pillar of caged god, that would amount to 18,4 which really isn't too shabby of a radius, I think melee splash has 12 and cold snap 15. Now, if this works the way I think it does, using Daresso's amulet will raise that radius to a whooping 23, now that's something.

Hitting wide with cyclone is good for many reasons. First, you hit a wider area, second, your area 'stays' longer on enemies per cast making it much more effective. Using mauls, namely Marohi might be a good idea because of reduced move speed, also STR armors and Aurseize if you can forgive the poor defense.

Dunno how well that one would work later, you can clean up merciless with ease even with average self-found gear but I stopped playing it so I have no idea how well would it work in endgame.

Once you get a hang of using the skill desync is only occasionaly a problem, mostly if there are a lot of obstacles or when brilliantly trying to cyclone it through the door. Other times it was pretty much smooth sailing, the skill is great tactically as it allows you to avoid some attacks while still dealing damage. While on that, larger area allows you to hit a decent amount of stuff while not going through the middle of the mob, good if you happen to desync. It also allows you to chip away at the edges of large and especially dangerous mobs and also often hit fast monsters that are chasing you through the whole cast duration.


I've tried builds in the past that gathered every aoe node, it worked awesome with sweep, but cyclone not so much. Currently I have about 70% increased aoe on cyclone and the +2 by duelist, none of that 70% is from passives however, i find it weakened my character too much, so I obtained that from gear and q gems.

I also found the aoe increase is small, but very beneficial, i notice if I swap out increased aoe for conc effect that I actually kill slower, because less time actually hitting targets, and single target I end up getting out of range, not to mention the aoe is a good counter to some of the ungodly desync we get with this build.

Anyways, hope that works out for you, just would say I think it will make things a bit harder when those passives can be spent elsewhere.
"
SEOINAGE wrote:

I've tried builds in the past that gathered every aoe node, it worked awesome with sweep, but cyclone not so much. Currently I have about 70% increased aoe on cyclone and the +2 by duelist, none of that 70% is from passives however, i find it weakened my character too much, so I obtained that from gear and q gems.

I also found the aoe increase is small, but very beneficial, i notice if I swap out increased aoe for conc effect that I actually kill slower, because less time actually hitting targets, and single target I end up getting out of range, not to mention the aoe is a good counter to some of the ungodly desync we get with this build.

Anyways, hope that works out for you, just would say I think it will make things a bit harder when those passives can be spent elsewhere.


Very true, AoE really does wonders for cyclone. There are 3 ways to increase the amount of hits you get per cast, first one is more attack speed, second is larger AoE and third is less move speed and AoE is probably the best one of them. My staff duelist uses 2nd and 3rd and kills much faster than my other cyclonist that maximizes AS with 2h swords and 8 frenzy charges, even though good staves are really hard to roll and I mostly play self-found so his gear is crappier.
Well, doesn't really matter if it works out, I really did it as a test, for kicks and giggles, wouldn't be using staves otherwise and going for every AoE, right? :)

That said, I can pretty much recommend the build for fun, he really had an easy time most of the game, life on hit and decent leech can keep you topped even if there's a lightning shielded enemy or two in the group. Besides, you don't maximize AS so it doesn't hurt as much, really had no reason for switching to my backup aoe skill. It might even be good for HC if you got good gear and farm regularly, as I said, I don't trade except for build-enablers, don't farm except for maps and don't skip areas so I'm often 4-5 levels lower than your average snapper turtle, your mileage might even be better than mine.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 7, 2013, 2:44:46 AM
Yeah, i have a sick staff too, 5L, not as good as marohi. Was for my max aoe sweep vaal pact templar, that was fun for clearing packs fast back in the day. I upgraded to a marohi that I crafted, but held onto the staff. I found survivability from the block was actually pretty nice, a noticeable difference. If we had cyclone earlier I probably would have been using that with him.

My cyclone character believe it or not is dual wield. Everyone says that is not optimized but people who see me play are amazed by it's damage. I have quite a fast attack speed. But I found the problem with taking a slower run speed was just when mobs were more spread out, it took longer to get from mob to mob, but when I hit an ice patch it is nice because it feels more mellow and easier almost like a break. But at the same time overall my kill speed isn't that much better at this point, earlier on it would have been moving slower, but now it pretty much dies if I get near it.

Really hard to make my onslaught character work, I started last week and am lvl 53 now. Desync scares me to death. The fast attack speed is dangerous even at half the attacks per second as my main. Thing is too much physical damage will get you killed by phys reflect, too much attack speed will get you killed by thorns or lightning shield. This is my second version of this char on onslaught, first died to lightning shield, some lag, and the fact that I wasn't carrying instant flasks and got locked into a multistrike cyclone in a spot I hadn't intended.
Been using cyclone for a while now, once you get used to the skill desync is only an occasional problem. Little things on the map you cant cyclone over and monsters that run near the walls are the most annoying for me.

One thing i absolutely despise is sometimes you target something fast and it quickly skips around the map and my character moves 2 screens ahead cycloning missing everything without a way to stop until my character reaches the spot the monsters was actually at of the time of clicking cyclone. This becomes way way worse when combined with the ice patches, temp chains map mod and the zombies that spread tar and slow you down.

I did an unidentified map with temp chains and ice patches, i just killed the map boss and then left. These type of mods just make you cyclone at ridiculous slow speeds and i suggest someone at ggg to do a map like that, i wouldnt know of any other way to describe it than annoying. Because for my particular build the combination of mods certainly did not make it any more difficult.
ign:SerCleavy

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