Cyclone
" Cause they realize how they fucked up and now ashamed of what they've done. To devs: U RUINED ICONIC D2 SkILL!! >:] IGN: Seze
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just 3 changes
1: increase damage 2: let us get full control about the duration en direction 3: increase radius |
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plz fix whirlwind. i want to nastagia.
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Well am I the only one who is satisfied with the skill?
I am a lvl 84 Ground Slam (6800+ DPS) Marauder doing solo a lot and I made the gem lvl 13 (3500+ DPS) then farmed 66 Map Dungeon twice, and killed Brutus within 10s safely. There seems to be no problem for me at all using this as my aoe as well as single target skill except for the dsynch problem. I will farm more maps and test it tmr For survivability, I am using this the life regen is locked at 1200+, which is the cap for me And my weapon is Will also try knockback tmr An interesting thing is that the skill shows mainhand dmg as well as offhand dmg even though I am using 2HM, the offhand dmg is unarmed dmg.... IGN: MarauderK
AFK since Jun 2013, playing EARTH online atm |
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GGG consistently does a good job when it comes down to making things that work properly and look cool while doing so (netcode notwithstanding). Unfortunately, they're also consistently terrible at almost anything and everything to have to do with balance. They must design their game really conservatively, making new skills way too terrible and new monsters too powerful in case players find an overpowered build or method they didn't anticipate.
Thank God I didn't have any expectations, but I'm a little annoyed that they had to nerf LGoH in preparation for this skill, because that had some collateral damage for melee survivability. |
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" Put on facebreakers then LOL, GG? ign Duelin_n_shit // AccidentlyTheWholeThing // Shweepin
Phys Static Strike build www.pathofexile.com/forum/view-thread/1124778 New Facebreaker 2.0 counterbuild www.pathofexile.com/forum/view-thread/1132421 Started From The Bottom remix http://www.youtube.com/watch?v=GndHO2lvF3k |
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First impressions:
I started using this skill on my low level unarmed marauder, and it's quite fun. The main problems I have are the cost at low levels, which is absurdly high compared to cleave, and the tiny area of effect radius. I'll often see enemies seemingly get hit by the animation, but take no damage. It's hard to tell how much of this is because of desync, but it doesn't seem like the area could possibly be much smaller. I'm also worried about the damage. 35% x 2 will end up being a lot worse than the 70% of cleave for physical builds, because of how armour works. Cleave hits a much larger area than Cyclone, so I'd expect the damage to be at least comparable. Cyclone may allow you to move, but losing control while spinning is a fairly large downside. (Which I would be fine with if the area and damage were to be slightly increased) |
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All you kids crying about "i want D2 WW!!!!1111" are hilarious.
This is Path of Exile, not Diablo 2. You want to play a whirlwind barbarian, go play d2. Majority of you want the skill fixed but are providing nothing but "skil suxx0rz, wW in diablow 2 ish best". Either give some constructive feedback on why its lackluster and how it can be improved or go cry elsewhere. |
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" Does it mean that every spin/every attack I hit ONLY 2 targets even when I'm surrounded by 20 mobs ? If so then its not a true AOE skill... I don't have Cyclone skill yet to test it Could someone pls confirm that. |
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Yes this seems the case, this skill is a major burn/ let down now that is out of the box. It seems to only hit two targets in one spin. What is the use of increased AoE or more melee range when you only hit two targets. You can't do knockback etc.
Tell me this is a bug and unintended. Right now I can tell you it does not hit all targets, maybe if you pull more spins off in 1 cast did not test with that, but definitly 2 targets per 1 spin, which makes it magnitudes less efficient than whirling blades which increases movement speed :o MEGA SHOCK here :( It seems to work how mark implies 2 hits per 1 spin so if you do 1 spin at low lvl you kill 2 mobs. 2 spins 4 mobs die. This doesn't justify the damage efficiency it has. Need a dev response, seems two idea clashed!!! Last edited by Ozgwald#5068 on Mar 13, 2013, 1:12:50 PM
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