Cyclone

Hey there ,

i want to change my dualstrike-discharge to a cyclone-discharge build and want to try multistrike(wich ofc works with dual strike as we know)...


is working same way with multistrike?

today i tried to cyclone a bit trough enemys but often just nothing except the "spin" happens, no crit, no charges , no discharge !? it feels like lag/desync atleast something paranormal.

for your consideration:

chance to hit 90%
crit 55% pure + up to 5 power charges
cast on critial strike gem lvl16 (60%)
tooltip attackspeed 0.21


i thought its like"hey cyclone,multiple hits+multistrike = cool idea to provide something arround 10-12 hits per second ?! is it just "too fast" ?!

please help me

thanks
how about a fencing sword and a shield =/, far more blocking and extra armor and attack speed there. crits are determined "per cast", so if you don't crit with that honest 50%+ crit chance, then just keep trying. eventually it'll have endless crits and cause problems to the server/game because you're casting discharge too fast =p
well i am dual wield as you supposed right allready, in fact i dont have a good shield to wear and dont want to buy on just for an "not" working skill.


i also thought allready something behind "infinite" crits = disable the source from.


just few runs ago i had several times where i cycloned trough mobpacks in docks with a size between 5-20 and in one particular situation 4whirls in a row nothing happend(except life/mana leech)but no crits and even no discharge,its kinda annoying to die "often" cause that gem isnt working properly.

+ edit: also sometimes i press right mouse buttons once=cyclone and then he starts spinnin in the direction i clicked but often after some distance hes starting to spin back-top-south like random spin wich i cant control ?!! ?...working as intended?


edit2:



so now after i ripped 50% of my lvlup into the dirt i made a screenshot ...i whirled allready into the pack and nothing happend with like? 0,25attackspeed=4(multistrike?12) hits, or even 8 if it hits only twice...

i start thinking that my internet connection is bad but not with 10mbitdown and 2mbit upstream.

Last edited by padpadsen#6653 on Nov 21, 2013, 2:56:48 PM
based on the shock stacks on corpses, it looks like you're casting discharge just fine while whirlwind'ing.
thought on cyclone. can you add a cancel cast/movement when your target teleports off the screen so im not sent on a 1000 yard cyclone that i cannot interrupt?

for example when piety teleports im locked into a cyclone frame, sometimes across the entire map.
this is by far the most fun skill to play with but.. the desync with it is INSANE.

It needs to be fixed.
A simple change so that you stop spinning when you release the skill button would be quite nice for this skill. I have been spinning across huge rooms and died when I couldn't stop because monsters either teleported away, or I had some desyncing issues.

Another problem is the mana cost. It would make more sense that it would cost a certain mana per second.
Last edited by Sillua#3343 on Nov 23, 2013, 7:42:36 PM
It is simply impossible to target a monster with this ability without a huge desynch, using the SHIFT key solve most of the problems.
For this very fact, Multistrike is even worst because the game target the monster for you 3 time in a row, which cause some even more massive desynch, it makes Multistike unusable with Cyclone which is sad.
Without targeting Cyclone actually hit the targets you can see on the screen, with targeting you have no clue where your character is suposed to be for real and it is very unlikely you hit the monsters you are passing through.
It would be nice if you could disable targeting for an ability without using the SHIFT key making it never targetable, if Multistrike could make you go is some general direction without targeting a specific monsters that would be nice too.
BTW it is a very nice skill, I hope things will improve a bit.
Last edited by giltheb#6337 on Nov 24, 2013, 4:54:11 AM
cyclone should be like arctic armor, once you activate the skill you start spin at some cost of mana, start move will cost more mana and stop spinning when you deactivate the skill or run out mana
At the very least, you need to be able to spin in place if blocked by random doodads or walls. Implement that and the skill at least isnt suicidal in HC.

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