EE Cyclone: 2.0 Updated

Occasionally I see people with interest in melee builds that utilize EE. I made one in Ambush which I shared it briefly on the subreddit a while ago, figured I might as well post it here in case anybody came looking for advice on EE builds.

Update for 2.0: I came back to this build with fresh eyes, and have made it A LOT better. Also, I have more calcs that show the advantages of EE.

Plz forgive this Templar for wearing pants.

Overview
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The new iteration of this build is designed to thrive in the most dabiliting map mods at a high level. Specifically, with the map mod changes, this build seeks to run the highest packsize mods possible and relish that situation. To do this, I designed the build around Blood Magic, Elemental Equilibrium, and the unique ring Thief's Torment to run curse maps. The rest of the build fell into place.

Logic behind the Major build decisions

Elemental Equilibrium
~Spammable skill that swaps damage types
~Attack build with dual wielded Dyadus (later Hyaon's Fury)
~Cyclone (alternates hands)

Defense Choices and RT vs Accuracy
~Evasion is easiest reflect proofing elemental attacks
~Resolute Technique renders that useless

Life Gain on Hit
~Fast attack speed, AOE, and limited sources of leech (also leech sucks now)

Thief's Torment vs Life Gain on Hit Gem
~The extra gem slot is worth more for DPS than two rings
~Curse resistance bonus

Blood Magic vs Mana
~Aura options: Haste, Grace, Purities
~Good gear can compensate for defensive auras
~Haste is underwhelming for mana cost
~Life behind Blood Magic is too tasty

Note that this is not a leveling build. The minimum level is 69, because that is the level that you gain access to the weapons necessary to run the build.


Buffs in 2.0
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~Levels Scale Cyclone's Damage Effectiveness instead of Melee Phys
~Inervate and Hyporthermia Supports
~Delicious Life behind Blood Magic
~3 more passives from story mode
~Frenzy Charges give 4% more damage
~Map mod changes benefit the build
~Buffed Hyaon's Fury
~New/buffed armor pieces


The advantages of Elemental Equilibrium?
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Besides the map mod, it's a damage multiplier that can triple your DPS!

Check out this spreadsheet for details: https://docs.google.com/spreadsheets/d/1wnN4M6gReBg5HAfq6eXAHFhf6HKB4476wdMm2A3yP_s/edit?usp=sharing


Build Recomendations
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Scaling
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Damage
~Attack Speed (Berserking, Art of the Gladiator, Coordination, etc.)
~Elemental Damage (Trickery/Shadow Ele start; Ash, Frost, and Storm; Forces of Nature)
~Melee Damage (Templar start)
~Area Damage/Radius (Amplify, Carcass Jack)
~Weapon Range (Master of the Arena,
~Frenzy Charges
~Jewels with applicable mods

Survivability
~LIFE!!!
~Evasion rating (Dexterity, Bravery, etc.)
~Recovery, via LGOH-Thief's Torment, Attack Speed

Tree
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Destinations
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Key(stone) nodes
Elemental Equilibrium
Duelist start (Master of the Arena, Art of the Gladiator)
Blood Magic
Acrobatics/Phase Acrobatics
Templar start (Catalyse; Amplify; Retribution)

My bar for determining efficient nodes off of the Key(stone) path
+5% average increased Life per node
+12% average Damage per node
+4% average Attack Speed per node
+.8% average Life Regen per Sec per node

Minimum level build
68 skill points from levels + 21 skill points from quests
= 89 skill points
This tree nets you:
~The Key(stone) nodes we need
~Increased Damage: +124%
~Attack Speed: +55%
~Life: +162%

Classes
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Templar, Shadow, Duelist, Ranger and Scion are all very viable.
~The Shadow and Templar have more efficient access to elemental damage.
~The Scion would have easier access to more Jewels, Life Regen, and AOE nodes.
~The Ranger would have more life and Attack speed.
~The Duelist would have easy life and Attack speed, but less than the Ranger.

After leveling from the base given, consider these nodes/clusters
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Life
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~Rest of the Scion Life wheel, avg 5% per node
~Rest of the Bloodless cluster, avg 5% per node
~Blood Drinker cluster, avg 5% per node

Life/Life Regen
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~Combat Stamina (lower path)
~Warrior's Blood and Heart of the Warrior (Almost as efficient as Combat Stamina)
~Golem's Blood cluster (Notable is worth 4 nodes; itself and 3 travel nodes. Frenzy charge near it may make it worth the trek.)

Attack Speed
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~Shadow south start nodes
~Ranger south start node (next to Finesse)
~Quickstep
~Acuity (Accuracy/AS cluster)

Frenzy Charges
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~Shadow: 2 nodes
~Ranger: 2 nodes
~Duelist: 5 nodes

Shadow and Ranger Frenzy Charges are obvious choices. You may find it worthwhile to reach into the Duelist Charge if you have an excess of points, you're running Surgebinders, you also want more life with Golem's Blood, and/or you have another really beneficial jewel you'd like to utilize.

Jewels
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~2 more jewels would require another point each
~another 2 jewels would require another 2 points each
~another 5 jewels would require another 3 points each

Unique Jewel
~Warlord's Reach- +1 Melee Range, 8% Attack Damage

Beneficial Jewel Mods
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~Attack Speed 1-Handed Bandit's 4-6%
~Attack Speed Dual Wield Harmonic 4-6%
~Melee Damage of Combat 10-12%
~Life Vivid 6-8%
~Evasion Rating Evasive 14-18%
~Life Gain on Hit of Rejuvenation 2-3

The LGoH suffix can only be found on Crimson Jewels
An ideal Jewel
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Life 8%
AS (1H/DW) 6%
Melee Dmg 12%
LGoH 3
By my standard, that ideal jewel is worth 4.85 effecient nodes. So it would be worth sinking 3 travel nodes and the jewel node in order to pick up an ideal jewel. That said, most jewels will not be ideal, and may not be worth the points to travel to it.

My jewel
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5% AS while Dual Wielding
5% Life
11% Melee Damage
Cost: 10 Chaos

Worth: 3.1 nodes, allocated 1 node to pick up

Gearing
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Enabling Uniques
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Dyadus http://pathofexile.gamepedia.com/Dyadus ~Cold Damage/ Chill
Hyaon's Fury http://pathofexile.gamepedia.com/Hyaon%27s_Fury ~Lightning Damage
Thief's Torment http://pathofexile.gamepedia.com/Thief%27s_Torment ~Life Gain on Hit and Curse Effectiveness on you

Optional Uniques
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~Carcass Jack http://pathofexile.gamepedia.com/Carcass_Jack BIS for Clear Speed
~(New)Bronn's Lithe http://pathofexile.gamepedia.com/Bronn%27s_Lithe BIS for Damage
~Chitus' Apex http://pathofexile.gamepedia.com/Chitus%27_Apex Fast leveling, some damage
~Devoto's Devotion http://pathofexile.gamepedia.com/Devoto%27s_Devotion BIS DPS and Survivability
~Surge Binders http://pathofexile.gamepedia.com/Surgebinders Contingent on Frenzy Charges
~The Blood Dance http://pathofexile.gamepedia.com/Blood_dance Great survivability, some damage
~WindScream http://pathofexile.gamepedia.com/Windscream Allows for both Ele Weakness and Poacher's Mark
~Dyadian Dawn http://pathofexile.gamepedia.com/Dyadian_Dawn Leech and good stats otherwise

Rare Item Mods
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You want the following specific mods:
~Amulet: Weapon Elemental Damage, Res, Life, Attack Speed, Life Gain on Hit
~Belt: Weapon Elemental Damage, Res, Life
~Gloves: Attack Speed, Res, Life, Evasion, Accuracy Life Gain on Hit
~Boots: Movespeed, Res, Life, Evasion
~Helm: Res, Life, Evasion, Accuracy
~Chest: Links, Life, Res, Evasion

Gems
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Main Skill: Cyclone
Supports(in my order of preference)
~Weapon Elemental Damage- Biggest damage/clear speed boost
~Faster Attacks- More deeps and better recovery
~Innervate- With how often we hit, this support shocks EVERYTHING and it permanently maintains Onslaught
~Hypothermia- With Dyadus' chill duration mod, this is a solid damage boost, and gives us freeze chance
~Lightning/Cold Pen- Boss battles, when they have too high life to shock/chill
~Concentrated Effect- Paper deeps. Bad Clear speed
~Increased AOE- Make up for Conc Effect
~Life Gain on Hit- If not using Thief's Torment
~Life Leech- If you're a scrub

Movement: Leap Slam + Fortify + Curse on Hit + Poacher's Mark

Reactionary: CWDT + Immortal Call + Increased Duration + Enfeeble

Golem: Fire Golem + Culling Strike + Item Rarity + Minion Life

Auxilary: Enduring Cry, Elemental Weakness, Blood Rage, Vaal Grace, Vaal Cyclone


Pros and Cons
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Strengths
~Damage scales well into high level content due to EE
~Very tanky due to an excellent recovery
~Starts off cheap, and can scale to match any budget
~Runs ANY map mod
~Kills Merc Piety in seconds
~Safe and easy Dom runs, but not as quick as many builds
~Hipster "my build is different" bonuses

Weaknesses
~More advantageous to compromise between clear speed and map boss killing
~Not good at the Malachai fight cuz Evasion

My build is set up for clear speed. That means Carcass Jack, Innervate and Hypothermia. A boss focused setup would be along the lines of Bronn's Lithe, Pen Gems and Conc Effect.



My Iteration
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Gear
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The gear here is pretty good. You can get away with cheaper gear especially if you don't run unique armor pieces.

Tree
Defensive Chart
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Acceptable amounts of Life, over capped Res, and Evasion, combined with excellent recovery from LGoH.


Offensive Chart
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The tooltip DPS is basically unusable in our situation. Innervate, Hypothermia, and Penetration gems aren't accounted for, plus EE makes us hit up to 3 times harder. So take this with a mountain of salt, and choose your support gems on feel. That said, I could use more Accuracy.



Videos
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Sorry for the terrible quality
Temp Chains Volcano https://www.youtube.com/watch?v=mFpexDkC2h8
Enfeebled Dark Forest https://www.youtube.com/watch?v=91u6y-F7xbI
Last edited by tavarner17 on Jul 24, 2015, 4:43:52 AM
As far as i know Cyclone doesn't hit more often when Dual Wielding, but changes the weapon with every attack. So the Tooltip is correct.
I reread the wiki for Cyclone, looks like you're right. I'll edit that part.
Bump-date
First of all, thank you for this build, it seems really tasty :)
Unfortunately, I'm still quite new to this game and I was wondering what kind of gems you would recommend to level up the character to lvl 69 as you said, having decent DPS/survivability, following your passive skill tree.
I can't know for sure if what I'm asking would take a long time for you to explain, so if you do so, thank you very much sir! :)
Last edited by glomli on Jul 29, 2015, 7:01:29 PM
Hey, really nice build.

I'm trying it out during this 5week league playing as a templar. Can I ask you why did you put a point into iron grip? I can see no reason, but I can be wrong!

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