Cyclone

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soul4hdwn wrote:
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Whoaness wrote:
If you click closer, and you don't travel that far, does that mean you aren't doing the full two attack per spin?
no, you are constantly spinning, it isn't two hits per click... its FAR more than that per travel.


So the description "hits twice per spin", the spin doesn't mean the duration of the skill?

So let's say I click pretty far away and let it end on its own, it's definitely more than 2 attacks within that duration?
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Whoaness wrote:
So the description "hits twice per spin", the spin doesn't mean the duration of the skill?
No, it means two hits each time your character spins around fully (360 degrees), which happens at your attack speed, for reference, regardless of how far you travel.
Last edited by Mark_GGG#0000 on Oct 19, 2013, 1:50:24 AM
To me this is the most important fix to the skill so it keeps going when you hit walls, fences, rocks... It shouldn't just stop like im being stunned. Lots of times i die because i dont notice a small doodad on the floor or i run to a wall. This is not demon/dark souls where walls should effect your attack. As it only seems to effect projectiles and cyclone apparently.

It should also move 1:1 better like in circles in every direction possible, feels more like 4 way direction rather than 8.

Also desync of any kind.
I second the idea the guy in the post above me has. I hate being stopped and put in danger by accidentally running into an obstacle while Cycloning. I think that running up against a wall should not stop the Cyclone, but make the character go in one direction, or the other, along the wall. Also, those little logs and other obstacles should not stop Cyclone, either; Cycloning should be allowed to continue in a path around the object.
I made a few videos of maps 69-72. I keep thinking I should show group videos but then I forget to record when we do the tough maps. But you can see how effective it is. High dps, 70% increased aoe and could be even higher. Considering selling my sword too that thread is here, http://www.pathofexile.com/forum/view-thread/541183



I included all I ran, which meant there was a death or two, and you will see why, as well as see where my closer calls are.
blame me,

didnt read 108 pages and got me a overpriced multistrike for my cyclonist.
before that it run smoothly, with some experience i was able to avoid most desynch issues, but wth is going on with multistrike? my toon goes to autopilot with that support, feels like being drunk.

a little disappoint because multistrike would be massive if it worked correctly with cyc., but ye anyway...still shiploads of fun
after some more practicing with multistrike on cyclone and some optimizing i have to rephrase my previous post.

it doesn't feel "drunk", it's more like a homing-lawnmower on steroids. madness. (will definitely have a lot of fun with that combo (need moar attack speed!!1))
harder to avoid desynch though and if it happens there are seconds where one can only watch and pray.

very risky and not viable for hardcore though are encounters like dominions first phase, where it will happen that your berserking character goes chasing some random mob while dominion already spawned and his fist-of-doom is just ready when your spinning back to him.
h i l a r i o u s.

try this kids!

now we just have to await a future update where some crazy ragdoll/physics are introduced and the bits and bones of various mobs and what else are flying all over the screen.


Last edited by Blergh#3872 on Oct 29, 2013, 2:26:55 AM
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SEOINAGE wrote:

I watched Your video and like first few minutes show everything that is wrong with this skill,You cant just relax,You have to keep on checking for desyncs.
IGN:Vraarz
hey, what do u think is better for cyclone 2h or dual ???
does this skill have a base attack time not based on your weapon? just like leap slam, whirling blades, sweep?
@RickJamesWitch

http://www.youtube.com/user/69zirc/videos

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