[2.6] Atmotion's 100% fire 'Xogama' Cyclone - Fun, Easy, Cheap, Fast, Endgame Viable (No 5-6L req!)

I hope you dont take it personally if i may throw in my Opinion too.

First of all i have to say i dont miss the Slayer AoE at all. Like Molten Strike, the Molten Burst Projectiles area is affected by AoE, which means if you have too much AoE in the passive tree you are going to have problems with bosses, since even with ConcEffect you wont manage to make most of them hit the boss.
Im running IncAoe in my Cyclone + 10%inc AoE from tree (Templar nodes), but ConcEffect in the Axe. I tried the Axe with IncAoe, but it felt pretty similiar to ConcEffect when clearing, with the difference that you deal a huge amount more damage.
I dont know how the +2 Weapon Range interact, but if its like with molten strike, you probably dont want it, since it further spreads the projectiles for bosses.

Considering Chieftain vs Berserker:
Its quite hard for the Marauder tree to get the Leech nodes near Duelist (at least my tree is starved for points), so i only have the 1% Leech from chieftain. I can sustain breaches in t13 maps with it, but its hell close, im meandering between 500 and 4000 life (6,1k is my max life) constantly - one unlucky hit can spell the end. I guess with the insane leech from Berserker id completely get rid of that.

Additionally i have the regen from 7 endurance charges (at 0,7%max life / charge) which translates into roughly 350hp/s. I have a base regen of ca. 500hp / s, so this boost istn too big. I noticed it was pretty nice though when doing uber lab and trials, since you can mostly ignore some of the traps with all Charges up.

Damage wise Chieftain brings Penetration and added Damage. The Added fire Damage translate into ~20%more damage, the Penetration is acutally not THAT valuable, since we already get 65% from Amu+Weapon+Gem. So its like diminishing returns. Berserker has plain 40% damage and 50% Attack speed. Esp the Attack speed is HUGE! It lets you itemize different (as in get more damage).

So if you get the Endurance charges through different means (Warlocks with CwDT, or the Red Dream Jewel), Berserker is superior in Damage and Survivability. I guess even if you completely ignore End.Charges, Berserker is the better Choice. Ill find that out once i have the 40 Regrets to chance Ascendancy.

Edit: The Axe node near Marauder gives you 3s of Onslaught 10% of the kills. When cruising through packs and maps, you really notice the boost, and its up pretty reliably. When walking bigger distances though you wish you had it, which is why i carry a silver flask.
Last edited by März#4011 on Dec 8, 2016, 5:25:35 PM
What are your thoughts on going with a raider for this build? It's a huge boost to attack speed and movement speed as well as attack damage, which I assume means any attack, melee or projectile. I guess the biggest limit would be whatever internal cooldown the skill has, if any.
After playing this build for a bit, I'm wondering if it wouldn't be a better idea to drop elemental overload for Resolute Technique again.

My reasoning is that despite my cyclone having a 90%~ chance to hit, turns out my molten burst is only at 78% and dropping. I don't really want to slot in an accuracy gem to the weapon too. So if you took the 6 (5 if you count the one you put back into RT) passive points somewhere else in the build, would it not allow you to push more damage into the cyclone and perhaps increase the throughput of molten burst?

I'll be testing my theory tomorrow, but otherwise I really enjoy this so far. I didn't know it at the time, but it was pretty much exactly what I wanted.
Hey Atmotion, I am a little confused by the Vaal Haste in the CwDT setup. Trigger gems won't trigger Vaal skills, so are you just casting it manually and it was the only left over place to fit it?

Thanks.
"
Aeso381 wrote:
After playing this build for a bit, I'm wondering if it wouldn't be a better idea to drop elemental overload for Resolute Technique again.

My reasoning is that despite my cyclone having a 90%~ chance to hit, turns out my molten burst is only at 78% and dropping. I don't really want to slot in an accuracy gem to the weapon too. So if you took the 6 (5 if you count the one you put back into RT) passive points somewhere else in the build, would it not allow you to push more damage into the cyclone and perhaps increase the throughput of molten burst?

I'll be testing my theory tomorrow, but otherwise I really enjoy this so far. I didn't know it at the time, but it was pretty much exactly what I wanted.


Accuracy on Gloves and one Ring + the very strong Templar Accuracy Node bring me to 86% over all chance to hit. That includes Cyclone as well as the Magma Balls. Freeing up 5 passive points wont make up for a 40% multiplier.

Remember there is a cooldown to the Trigger. For mobs you have 100% cooldown uptime (which is what you want), only for bosses one might consider getting more accuracy on cyclone to reliably trigger in conjunction with high attack speed.

5 Attacks / Second and 86% Accuracy over all was enough for relaxed t14 + Esh breach Boss so far.
"
März wrote:
"
Aeso381 wrote:
After playing this build for a bit, I'm wondering if it wouldn't be a better idea to drop elemental overload for Resolute Technique again.

My reasoning is that despite my cyclone having a 90%~ chance to hit, turns out my molten burst is only at 78% and dropping. I don't really want to slot in an accuracy gem to the weapon too. So if you took the 6 (5 if you count the one you put back into RT) passive points somewhere else in the build, would it not allow you to push more damage into the cyclone and perhaps increase the throughput of molten burst?

I'll be testing my theory tomorrow, but otherwise I really enjoy this so far. I didn't know it at the time, but it was pretty much exactly what I wanted.


Accuracy on Gloves and one Ring + the very strong Templar Accuracy Node bring me to 86% over all chance to hit. That includes Cyclone as well as the Magma Balls. Freeing up 5 passive points wont make up for a 40% multiplier.

Remember there is a cooldown to the Trigger. For mobs you have 100% cooldown uptime (which is what you want), only for bosses one might consider getting more accuracy on cyclone to reliably trigger in conjunction with high attack speed.

5 Attacks / Second and 86% Accuracy over all was enough for relaxed t14 + Esh breach Boss so far.


Is there any proof of the trigger cooldown? I can't find a source on it.
Because if there isn't a trigger cooldown for Molten Burst then Resolute Technique is definitely better than Elemental Overload.
Last edited by Bassemannen#5041 on Dec 9, 2016, 8:13:23 AM
Bought everything except the belly and devotos, picked up rares with similar stats to compensate. I got a crappy resist xoph' s for 40c but the prices seem to be exploding, buy now I say! Belly and devotos are overpriced atm for how many exist so I'm gonna wait till the belly goes down to at least half its price, devotos too.

Look forward to tryin this build out, can't wait to hit 64! Good luck to everyone else using this build! Any advice for leveling? Just go cyclone right at 28?

Edit: spent about 300 jewellers and 2-300 chroms trying to get the right colours on the axe and some crappy rare armour. What should I use as a red link instead of a blue on cyclone? I don't want to spend another 1-200 chroms on some temp armour.. : P

Edit 2: are you running two or four auras at once?
Last edited by markness#4012 on Dec 9, 2016, 9:26:28 AM
It was some info someone got from a Developer pre patch. Cant bother to find it.

Also if you Spin on a really fat pack, you can assume that you'd do like 50hits/s. The triggered orbs are nowhere close that number (10/s). Also it has kind of a "rhythm" to it.
Just try it and watch it carefully, you will come to the same conclusion.

Furthermore, lets assume we only use Cyclone to trigger and we do 5hits/second with 80%Accuracy and 5hits/s with RT. This means 20% less triggers for 40%more damage when triggered. 0.8x1.4=1.12 so still more damage with EO.
"
März wrote:
It was some info someone got from a Developer pre patch. Cant bother to find it.

Also if you Spin on a really fat pack, you can assume that you'd do like 50hits/s. The triggered orbs are nowhere close that number (10/s). Also it has kind of a "rhythm" to it.
Just try it and watch it carefully, you will come to the same conclusion.

Furthermore, lets assume we only use Cyclone to trigger and we do 5hits/second with 80%Accuracy and 5hits/s with RT. This means 20% less triggers for 40%more damage when triggered. 0.8x1.4=1.12 so still more damage with EO.


Molten Burst also has its own chance to hit, which means that if you have 80% chance to hit overall, it becomes 80% from Cyclone times 80% from Molten Burst. Resulting in a chance to hit at 0.8*0.8=0.64 which means 36% of all your hits miss.
"
Bassemannen wrote:
"
März wrote:
It was some info someone got from a Developer pre patch. Cant bother to find it.

Also if you Spin on a really fat pack, you can assume that you'd do like 50hits/s. The triggered orbs are nowhere close that number (10/s). Also it has kind of a "rhythm" to it.
Just try it and watch it carefully, you will come to the same conclusion.

Furthermore, lets assume we only use Cyclone to trigger and we do 5hits/second with 80%Accuracy and 5hits/s with RT. This means 20% less triggers for 40%more damage when triggered. 0.8x1.4=1.12 so still more damage with EO.


Molten Burst also has its own chance to hit, which means that if you have 80% chance to hit overall, it becomes 80% from Cyclone times 80% from Molten Burst. Resulting in a chance to hit at 0.8*0.8=0.64 which means 36% of all your hits miss.


Hmm... 36% missed hits... 36% less procs... sounds an awful like 40% more elemental damage, doesn't it?

RT is king. Not to mention the points saved can go into damage too. Or life. Or charity.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.

'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.

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