Cyclone
" Thats just the way all skills work, they roll for crit at the start (see things like projetiles for more common situations, ie LA/EK/FP) The anger+wrath argument does present a bit of a problem, but from what I remember of how EE works it is the PRIMARY damage dealt which builds the resistance, so if the damage difference is significant enough.... Yeah, as i said, would be a super twinked build, so gl, I can still say it is technically possible, but even harder than I was at first thinking |
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Any chance of seeing cyclone combo better into other skills?
For example I love how flickerstrike combos with doublestrike to use doublestrike in between flickering, I would really love to have a similiar flow between flickerstrike and cyclone. As it is currently it feels like the flow of combat is interrupted and clunky when I try to incorporate cyclone into the mix. Would really like to use both flickerstrike and cyclone with my 2H sword build, and flicker into cyclones and out of them. Would really appreciate a dev response on this. Is it something that could happen or no way? |
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I really hope the new Melee support gems that are coming out next patch have some strong synergy with this skill because as it is seems underwhelming.
I can also say that even though the initial post says "Almost nothing short of death can interrupt the movement", I have certainly had the ability stop prematurely. I am not sure if this is a result of stun, knock-back or something else like de-synch, but it definitely happens. Also, even though the movement doesn't seem to stop when you get frozen, it seems like you stop attacking, which is even worse for leech based builds. I feel like in order for this skill to be balanced there has to be a full trade off between being committed to the attack, and not being able to be "CC'd". If you can still be frozen while spinning, it ruins this balance and makes the skill undesirable. Just my 2 cents. |
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" It has been explicitly stated in the EE thread that as long as your attack deals any of the elemental damage on the hit, the related resist will apply. Even if you deal 50-100 fire, 5-10 cold, 1-10 lightning, EE will force all 3 resist on the enemy to go up by 25%. The only way you can make it even work the way you want is to not use ANY accessories that give elemental damage, nor can you use Anger/Wrath.Weapon A with fire/lightning, Weapon B with cold. But you lose so much damage from anger/wrath/accessories that it is completely not worth "twinking" for. Its only really worth it for spellcasters, and even they don't find it worth it since you need to alternate between your main element and a different one. |
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" Sorry, I was working on the old setup of EE from CB, where it was if all 3 hit nothing is applied, and there was a threshold % when you dealt two elemental for is the second applied |
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" So im level 40, the damage per second says 204 and I have 2% Mana Leech from ring. If I remove one aura I have a larger mana pool but still not enough to constantly cyclone I need to be conservative. Damage is however amazing, with knockback I can destroy every if only I had like 1k mana to do so lol |
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Im disapointed with this skill.
I dont know who was talking about this is a skill for claw/daggers. But this skill isnt dual wielding so this skill isnt for claws dagger "int/dex" chars. From my point of view is my worst disappointment on the game, "you" become an awesome skill in to a worthless skill. With 2h weaponds cant match leap or ground slam. in 1h weap cant match any skill. in dual wielding is just a low skill. The only way i saw in this skill is an aoe skill for unarmed build. Where is an aoe dual wielding with claws/daggers ?. *I did 2 shadows, i deleted 2 shadows. they have low survivality with phisical builds. |
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Make it so cyclone gives damage reduction while spinning and it will solve the mana problem and survivablity too.Also it will worth using cyclone as an escaping skill or main AOE skill for tanky character with some additional damage reduction
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" kinda agree here so i can use it on heavy hitter bosses like kole |
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" I only respec'd to mana at level 65, I can't really comment on early game, but IMO, it's far easier to just take Blood Magic to level your character, then use mana when you start using your end game gear. There could be a few problem with mana. I met my archenemy in Overgrown Ruin yesterday, that little rock on the ground in the middle of the room which stops your Cyclone and you don't know why... And when you don't spin in a middle of pack, you don't leech, and you may die. You don't really know why you stopped so you start asking yourself a few questions, and mana adds one more question to that: - did I stop because I'm out of mana? (and if I'm oom, I can't get out with Leap Slam, better drink my own... flask) - did I stop because something blocked me? (and if that's the case, no need to drink your flask, just Leap Slam) In the end, being oom with Cyclone can be dangerous. Going Blood Magic remove all those questions. If you stopped in the middle of the room, something blocked your path, just Leap Slam to somewhere safe. But mana allows you to run a few auras. I wouldn't recommend going mana too early, you don't really need it IMO. PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added "ignore" button. ignore list is now saved locally. Last edited by kodr#0209 on Mar 22, 2013, 3:10:48 AM
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