Dear exiles, your professional PoE Shop MmoGah will
share the fastest Cyclone build for you today. And thanks for Aziire’s original video. You can read
this article or watch the video for your will. Now let’s begin for this build.
Pros:
+ Fast and
smooth
+ Raider is fun
+ Satisfying
Herald of Ice Explosions
+ Different
take on Cyclone
Cons:
- Get hit and
you die
- Single target
is awful
- Not cheap,
not a league starter
- Very awkward
to gear and level
Offense:
- Insane Attack
Speed and Crit
- Onslaught
with 200%+ Effect
- 9 Frenzy
Charges
- AoE Radius
actually good
- Herald of Ice
Shatters <3
Defense:
- 75% Attack
Dodge, 40% Spell Dodge
- 95% Evade
Chance, 22% Block Chance
- 188% Movement
while Channelling
- 3,500 Hp,
kill or be killed
- Offense is
defense
Leveling Tree
Skill Gems & Links
Main Skill
- Divergent
Cyclone
- Anomalous Ice
Bite
- Awakened
Elemental Damage with Attacks
- Divergent
Inspiration
- Anomalous
Pulverise
- Divergent
Increased Area of Effect
Alternative
Supports
If you want to
hit harder (less AoE) consider these instead of the final two:
- Concentrated
Effect
- Awakened cold
Penetration
- Infused
Channelling
Awakened and
Alternate are not necessary, but huge QoL.
Auras and Buffs
- Herald of Ice
- Anomalous
Flesh and stone
- Blood and
Sand
- Enlighten
- Precision
- Vaal Haste
- Vaal
Ancestral Warchief
- Added Cold
Damage
- Culling Strike
Alternative
For more
defense we can take:
- Vaal Grace
We lose a
little bit of zoom but this gives us Max Spell Block.
Movement Skill
- Phantasmal
Leap Slam
- Faster
Attacks
- Blood Magic
Alternative
We really don't
have an alternative setup for movement compared to this. I primarily just use
general moving and Cyclone for getting around. Leap Slam is best for covering a
lot of ground. I wanted Whirling Blades but we use Axes.
Cast When
Damage Taken
- Anomalous
Cast when Damage Taken Level 3
- Immortal Call
Level 5
- Increased
Duration
- Anomalous
Summon Ice Golem
Keep the CWDT a
lower level so that it triggers more often. Ice Golem is nice to have but
annoying to summon, this solves both. We practically die when hit anyway but
still a nice setup to have.
Dear exiles, welcome to Navandis Gaming's Path of
Exile build guide! The new Cyclone Champion Build is better than
the previous version both offensively and defensively while still incredibly
easy to play and highly efficient on low budgets.
A great league starter, it performs well with makeshift
gear and cheap uniques all the way to mid-tier maps, without investing more
than a few Chaos Orbs for each
piece. It also scales well with better gear, so the more PoE Currency you're willing
to spend, the better it performs. This makes it ideal for a long-term build
that you can pimp out over the course of an entire league or in Standard mode.
As usual, the guide is still divided into seven main sections:
Build Overview, Passive Tree and Leveling, Ascendancy, Pantheon, Gems and
Links, Gear Flasks and Jewels, and finally, "Pros & Cons".
Build Overview
The build revolves around Cyclone, a channeling skill which
deals weapon damage in a large area around your character for as long as you keep
the button pressed. You can move around while spinning, allowing you to reposition,
get out of harmful stuff lying on the ground or dodge incoming attacks, all
while continuing to deal damage to enemies. This means you'll have very little
DPS downtime in any fight, and the same goes for leeching back life. As you
keep channeling, Cyclone gains additional stages, up to 6 at gem level 20, each
of them increasing the size of its area of effect. Apart from this mechanic,
your melee strike range also dictates how large this area will end up being. While
there are many ways to use Cyclone, this particular build focuses on two-handed
swords and physical damage.
You won't be dealing with any elemental or chaos damage, so
that that gearing will be straight forward. It's also a critical strike type of
build, and with decent equipment, you'll end up with over 70% crit. Chance. Topping
everything off is the powerful Impale mechanic, a huge DPS boost for physical
damage builds. On every target hit with an attack, you'll create one Impale
stack, up to a maximum of 7 with the Champion ascendancy. Each Impale stack
stores 10% of the physical damage dealt with that hit and is afterward released
with subsequent hits. You can think of it as a DOT that ticks only when you hit
that monster after it was applied. I know this is a rather confusing mechanic,
so I won't bore you with all the math behind it and the exact interactions. I
will, however, say that it's a huge DPS boost against any enemy that takes more
than 2 or 3 hits to die, so it's especially efficient against bosses.
On top of that, the build uses Haemophilia gloves that cause
bleeding enemies to explode and deal with physical damage in an area around
them, greatly increasing your map clearing efficiency. As for defenses, you'll
rely on endurance charges, permanent Fortify buff, huge amounts of armour, a
great deal of life leeching, and even positive chaos resistance. While it
sounds like a lot to take in, don't worry, as always, I'll talk about all these
in much greater detail in the passives, gems, and gearing sections,
respectively.
Passive Tree
Ascendancy
In the next section, I'll cover the Ascendancy class, which
improves every aspect of this build. As you've likely figured out from the
title, the Ascendancy of choice for this build is the versatile Champion. It
has a perfect balance of offense and defense, without any major weaknesses.
The first points go into "Conqueror", a passive
that is not spectacular on its own but sets the stage for the following one. It
grants a 100% chance to taunt on hit while greatly reducing incoming damage and
providing a solid chunk of life regen.
After completing Cruel labyrinth, follow up with "Worthy
Foe" - taunted enemies take significantly more damage and, most
importantly, cannot evade your attacks. This practically translates into a 100%
chance to hit without having to invest anything into accuracy. It saves a huge
amount of passives and gear affixes, which can instead be used for other pure
DPS mods. And by the way, you don't necessarily need to hit enemies to taunt
them: Enduring Cry will also taunt all nearby enemies, and it has quite a large
area of effect as well.
Third in line is "Master of Metal", a passive
which focuses on impaling: you get a 20% increased chance to impale on hit, two
extra impale stacks on each enemy as well as increased physical damage for each
impales stack. It's a huge damage increase and one of the main reasons for picking
Champion as the ascendancy class.
Finally, with your last ascendancy points, take "Unstoppable
Hero", an amazing passive with a lot of useful benefits. They all revolve
around having the "Fortify" buff active, which is also why you'll be
using Fortify Support in the main skill setup. With this passive and Fortify
buff UP, you get a whole bunch of extra damage, attack speed, armour and
evasion, and, most importantly, stun immunity.
At the end of the game, stuns are a major death cause,
especially for melee builds, so having complete immunity to it will greatly
boost your survivability.
Pantheon
Generally speaking, Pantheon's choices are situational, and
there isn't a "best" pair that will outperform all others in any
situation. However, certain options complement specific builds quite well in a
wide range of scenarios. For this particular case, here are my recommendations:
For the major god, Soul of Arakaali: damage over time is a weak spot for this
build so getting some defenses against that is always a good idea. On top of
that, it reduces shocks' duration and effectiveness, one of the most dangerous
ailments out there. Any additional way to shave off the extra damage you
receive is more than welcome. As for the minor god, the optimal choice is
likely Soul of Gruthkul: since you're operating in melee range and taunting everything
around you, you'll receive a significant amount of hits. Reducing enemies'
attack speed as well as incoming physical damage will give you some more
breathing room.
Gems and Links
1. As usual, I'll start with the main skill, Cyclone, and
its support gems. If possible, try to get a level 21 Cyclone through corruption
as it then gains one extra stage, increasing both its area of effect and
damage.
First in line
is "Impale" support – this will increase your chance to impale
enemies and buff the damage done through this mechanic. As I mentioned in the
Build Overview section, Impale adds an insane amount of damage against any
target that survives more than 2 or 3 hits.
Next, you have "Brutality,"
which adds an insane amount of purely physical damage, pretty much the highest
a support gem can provide. However, it also prevents you from dealing with any
elemental or chaos damage with Cyclone. As the build is focusing strictly on
phys damage, this downside is negligible. It's a benefit as you'll technically
become immune to reflected elemental damage.
The next gem is
"Fortify" support - while it's not the greatest damage support out
there, it will guarantee an almost permanent uptime for the "Fortify"
buff. This, in turn, significantly reduces the damage you take from hits. It
also enables the "Unstoppable Hero" ascendancy passive, so it's
pretty much a must-have in this build. Then there's "Infused Channeling,"
and as you probably suspect, this too boosts your physical damage. But on top
of that, a short time after channeling Cyclone, you'll receive the "Infusion"
buff, which lasts 6 seconds and further boosts your physical damage. While
channeling, you also get a very strong physical damage reduction buff, greatly
improving your defenses.
And the last
gem in this setup is "Pulverise" - apart from more physical damage,
it also increases Cyclone's area of effect, making it far more efficient for
map clearing. Again, not the best DPS gem out here, but makes up for it in
usefulness.
2. Since this build uses a two-handed sword. You
potentially get the benefit of a 2nd 6-link setup. Now, not all 6 gems need to
be linked, and if you can only afford a 5-link, that's fine. It's more of a
min-maxing thing, so don't go out of your way to link the last gem as well.
First, you have
"Pride," an aura that increases physical damage taken by your enemies
the longer they stay inside its radius. Then there's "Blood and Sand"
along with its twin aura "Flesh and Stone". These auras have two
modes or stances, Blood and Sand, and you can toggle between them by simply pressing
the skill button again. A sand stance is a defensive option, while Blood focuses
more on dealing with extra damage. I rarely use sand stance as the build is
already tanky enough, and killing stuff faster is a defensive layer.
You then link
these with "Maim" support, which might seem like a strange choice
here. However, in the blood stance, the "Flesh and Stone" aura will
maim nearby enemies, and this support gem says, "enemies maimed by
supported skills take % increased physical damage". While it does increase
the mana reservation cost, it also greatly buffs your DPS.
5th gem in this
setup is "Enlighten" support of at least level 2, but ideally, level
3 or 4, to reduce the mana reservation cost of your auras. The more auras
you'll link with this support, the greater its benefit.
Finally, the last
gem in this setup is "Dread Banner", increasing your chance to impale
with attacks as well as impale damage while at the same time reducing your
enemies' accuracy. While you could plant the banner in the ground to temporarily
boost its effectiveness, the damage increase is marginal, so that I wouldn't
bother with that. Just use it as a regular aura and let it do its thing.
3. Up next, you have an "Ancestral Warchief"
setup.
This skill
summons a totem that attacks nearby enemies, but more importantly, increases
your melee damage while standing near it. As the totem is stuck in place, it's
only meant to be used in fixed combat scenarios where you need any extra damage
you can get: boss fights, delve nodes, legion encounters, etc. Since the
Warchief also deals physical damage, it's linked with "Brutality", "Impale,"
and "Culling Strike". The first two gems increase its overall DPS,
while the last support makes it, so any hit from your totem will instantly kill
targets at or below 10% life. And yes, that applies to bosses as well, and your
totem can instantly kill Sirus or Shaper if they're under 10% life.
4. Next setup is your utility toolbox:
First is "Dash",
the build's mobility skill. There's nothing much to say about it, apart from
the fact that it's really quick, it is not impacted by slow effects, and can
bypass obstacles. This makes it ideal not only as a travel skill but also as a
defensive tool for dodging big incoming damage and getting out of nasty ground
effects. You then have "Molten Shell", a guard skill that creates a
damage absorption shield based on your armour. It will soak up anywhere between
2000 and 5000 damage when you have all the extra armour from your ascendancy
passives and granite flask.
The next gem is
"Enduring Cry", a warcry that generates endurance charges, boosts
your defenses, and provides a huge life regen burst. Both "Molten Shell"
and "Enduring Cry" are instant, so they can be cast while you're cycloning.
Finally, link
all these with "Second Wind" - this really useful support will lower
the cooldown of all 3 active skills and provide an additional charge to Dash.
5. The last gems setup is a "Cast when Damage Taken"
one – this trigger gem will cast any linked active skills after you take a
certain amount of damage.
A higher "Cast
when Damage Taken" gem will be able to cast higher-level linked gems, but
it would also require a lot more damage to be triggered. For this particular
build, I suggest keeping the trigger gem at level 5 to trigger more often.
Then, add a
level 8 "Assassin's Mark" gem. This curse will increase both the
critical strike chance and damage against marked targets and has a chance to generate
a Power Charge on kill. In turn, power charges further increase your overall
critical strike chance.
The third gem
in this setup, Blood Rage, doesn't even have to be linked with the other gems. It
provides a buff that greatly increases your attack speed and gives you a 25%
chance to gain a Frenzy Charge on kill. Frenzy charges will further increase
your attack speed and damage. While it does apply a damage over time debuff on
yourself, it's completely offset by your life leech and life regen.
And the last
gem is completely optional. You can go with an Ice Golem for some extra DPS, a
Stone Golem for additional life regen, or a level 1 Precision aura if your mana
pool allows it.
Dear
Exiles! MmoGah will continuously
updating Path of Exile 3.7
Builds.
As you know, the Cyclone skill is very smart
this league, so today’s build is Facebreaker
Cyclone Build-Champion Duelist. Hope this post or the original video will help you a lot. Read Full Story