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|type=Defensive
 
|type=Defensive
 
|school=[[Nature]]
 
|school=[[Nature]]
|target=Unfriendly
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|cost=7.5% of [[Base mana]]
|cost=8% of [[Base mana]]
+
|range=20 yd
|range=20
+
|cast_time=1.7 sec
|rangeunit=yd
+
|cooldown=
|cast_time=1.5 sec
+
|gcd=1.5 sec
|cooldown=[[Cooldown#Global cooldown|Global Cooldown]]
+
|level=78
|improvement=[[Nature's Focus]], [[Gale Winds]]
+
|debuff_desc=Invulnerable, but unable to act.
|ranks=1
+
|debuff_dur=6 seconds
|buff_desc=Invulnerable, but unable to act.
+
|tcg=Cyclone TCG.jpg
|buff_dur=6/3/1.5 sec
 
|debuff=
 
 
}}</onlyinclude>
 
}}</onlyinclude>
 
{{AbilityFlavor|Gentle breezes seldom stay that way for long.|TCG Through the Dark Portal|21}}
 
{{AbilityFlavor|Gentle breezes seldom stay that way for long.|TCG Through the Dark Portal|21}}
   
'''Cyclone''' is a [[Druid]] ability very similar in mechanics to [[Banish]]. Targets affected by Cyclone cannot move, perform any action, are immune to receiving heals or buffs, but completely immune to all incoming damage and unable to be debuffed. Cyclone is affected by [[diminishing returns]], both in PvE and in PvP, but it cannot be [[Dispel|dispelled]]. However, certain versions of this spell cast by monsters CAN be dispelled by Mass Dispel.
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'''Cyclone''' is a [[druid]] ability learned at level 78, very similar in mechanics to [[Banish]]. Targets affected by Cyclone cannot move, perform any action, are immune to receiving heals or buffs, but completely immune to all incoming damage and unable to be debuffed. Cyclone is affected by [[diminishing returns]], both in PvE and in PvP, but it cannot be [[Dispel|dispelled]].
 
== Rank table ==
 
{| class="darktable" style="text-align: center;"
 
|-
 
! Rank !! Level !! Cost
 
|-
 
| 1 || 70 || {{Cost|10}}
 
|}
 
   
 
== Notes ==
 
== Notes ==
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* Due to diminishing returns, you will have three successful casts on a single target before immunity begins. This spell's duration is cut in half every time, beginning with 6 seconds, dropping to 3 on the next use, and finally 1.5 seconds.
 
* Due to diminishing returns, you will have three successful casts on a single target before immunity begins. This spell's duration is cut in half every time, beginning with 6 seconds, dropping to 3 on the next use, and finally 1.5 seconds.
 
* The only ways to break free of cyclone is the [[human]] [[racial]] [[Every Man for Himself]] and [[Insignia of the Horde]] or [[Insignia of the Alliance]].
 
* The only ways to break free of cyclone is the [[human]] [[racial]] [[Every Man for Himself]] and [[Insignia of the Horde]] or [[Insignia of the Alliance]].
* Any aura or passive buff granted by the affected player or mob to other players or mobs will be temporarily negated until the effect ends. For instance, if you cast Cyclone on a warlock's pet, [[Soul Link]] will be removed from the warlock and his pet until Cyclone's effect ends.
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* Any aura or passive buff granted by the affected player or mob to other players or mobs will be temporarily negated until the effect ends.
 
* The target affected by cyclone is also immune to [[heal over time|HoT]] or [[damage over time|DoT]] effects.
 
* The target affected by cyclone is also immune to [[heal over time|HoT]] or [[damage over time|DoT]] effects.
[[File:Cyclone TCG.jpg|thumb|In the [[World of Warcraft: Trading Card Game]].]]
 
== Talent enhancement ==
 
* [[Nature's Focus]] in the [[Restoration]] tree reduces the amount of pushback suffered while casting cyclone by up to 70% for 3 talent points.
 
* [[Gale Winds]] increases the range of cyclone by up to 4 yards for 2 talent points.
 
* [[Nature's Reach]], [[Nature's Grace]], and [[Nature's Swiftness (druid ability)|Nature's Swiftness]] all affect Cyclone, but are not specific to it.
 
   
 
== Tips and tactics ==
 
== Tips and tactics ==
*Cyclone can be tricky to use because in addition to the affected target being able to perform any actions, no actions may be performed upon the affected target. A cyclone at the wrong time can cause another player to waste a long cooldown or a high cost spell, whereas a cyclone at the right time may cause a player to stop casting a long or highly damage attack, or even cause them to not receive a large heal that was coming their way.
+
*Cyclone can be tricky to use because in addition to the affected target not being able to perform any actions, no actions may be performed upon the affected target. A cyclone at the wrong time can cause another player to waste a long cooldown or a high cost spell, whereas a cyclone at the right time may cause a player to stop casting a long or highly damage attack, or even cause them to not receive a large heal that was coming their way.
 
*Cyclone can be only be used in humanoid and [[Moonkin Form]].
 
*Cyclone can be only be used in humanoid and [[Moonkin Form]].
*Cyclone cannot be broken by abilities such as [[Divine Shield]] or [[Ice Block]], but cyclone cannot be cast on players already affected by these types of abilities.
+
*Cyclone cannot be broken by abilities such as [[Divine Shield]] or [[Ice Block]], and cyclone cannot be cast on players already affected by these types of abilities.
 
*Using cyclone as a long term form of [[crowd control]] in an [[instance]] can be tricky and difficult for the druid to manage, especially if the druid is the [[healer]]. In most situations it is more effective to use [[Entangling Roots]] if it is necessary to crowd control on a large pull, or continuously throughout an instance. If the target that must be controlled is a ranged attacker however, then cyclone becomes especially useful.
 
*Using cyclone as a long term form of [[crowd control]] in an [[instance]] can be tricky and difficult for the druid to manage, especially if the druid is the [[healer]]. In most situations it is more effective to use [[Entangling Roots]] if it is necessary to crowd control on a large pull, or continuously throughout an instance. If the target that must be controlled is a ranged attacker however, then cyclone becomes especially useful.
 
*When using this spell in situations where you're with others, grief can be avoided by communicating how long you will be cycloning, and when it has gone onto diminishing returns.
 
*When using this spell in situations where you're with others, grief can be avoided by communicating how long you will be cycloning, and when it has gone onto diminishing returns.
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** Paladin Auras, [[Trueshot Aura]], and [[Aspect of the Pack]] will now be automatically reactivated when Cyclone wears off of a victim who had one of the abilities active.}}
 
** Paladin Auras, [[Trueshot Aura]], and [[Aspect of the Pack]] will now be automatically reactivated when Cyclone wears off of a victim who had one of the abilities active.}}
 
* {{Patch 2.1.0|note=This ability will no longer work on hunters with The Beast Within active or hunter pets with Bestial Wrath active.}}
 
* {{Patch 2.1.0|note=This ability will no longer work on hunters with The Beast Within active or hunter pets with Bestial Wrath active.}}
 
 
* {{Patch 2.0.10|note=When the duration of Cyclone ends, area buffs such as [[Leader of the Pack]], [[Tree of Life]], and [[Moonkin Form|Moonkin aura]] will now be correctly resumed.}}
 
* {{Patch 2.0.10|note=When the duration of Cyclone ends, area buffs such as [[Leader of the Pack]], [[Tree of Life]], and [[Moonkin Form|Moonkin aura]] will now be correctly resumed.}}
   

Revision as of 03:13, October 12, 2012

Cyclone
Spell nature earthbind
  • Cyclone
  • 20 yd  range
  • 7.5% of Base mana
  • 1.7 sec cast
  • Tosses the enemy target into the air, preventing all action but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time.
Usable by
ClassDruid
Properties
TypeDefensive
SchoolNature
Cooldown (GCD 1.5 sec)
Level required78
Related debuff
Spell nature earthbind
  • Cyclone
  • Invulnerable, but unable to act.
  • Duration: 6 seconds
TCG image
Cyclone TCG
Gentle breezes seldom stay that way for long.[1]

Cyclone is a druid ability learned at level 78, very similar in mechanics to Banish. Targets affected by Cyclone cannot move, perform any action, are immune to receiving heals or buffs, but completely immune to all incoming damage and unable to be debuffed. Cyclone is affected by diminishing returns, both in PvE and in PvP, but it cannot be dispelled.

Notes

  • You can only cyclone one target at a time. Cycloning a second target will cancel the one currently in effect.
  • Due to diminishing returns, you will have three successful casts on a single target before immunity begins. This spell's duration is cut in half every time, beginning with 6 seconds, dropping to 3 on the next use, and finally 1.5 seconds.
  • The only ways to break free of cyclone is the human racial Every Man for Himself and Insignia of the Horde or Insignia of the Alliance.
  • Any aura or passive buff granted by the affected player or mob to other players or mobs will be temporarily negated until the effect ends.
  • The target affected by cyclone is also immune to HoT or DoT effects.

Tips and tactics

  • Cyclone can be tricky to use because in addition to the affected target not being able to perform any actions, no actions may be performed upon the affected target. A cyclone at the wrong time can cause another player to waste a long cooldown or a high cost spell, whereas a cyclone at the right time may cause a player to stop casting a long or highly damage attack, or even cause them to not receive a large heal that was coming their way.
  • Cyclone can be only be used in humanoid and Moonkin Form.
  • Cyclone cannot be broken by abilities such as Divine Shield or Ice Block, and cyclone cannot be cast on players already affected by these types of abilities.
  • Using cyclone as a long term form of crowd control in an instance can be tricky and difficult for the druid to manage, especially if the druid is the healer. In most situations it is more effective to use Entangling Roots if it is necessary to crowd control on a large pull, or continuously throughout an instance. If the target that must be controlled is a ranged attacker however, then cyclone becomes especially useful.
  • When using this spell in situations where you're with others, grief can be avoided by communicating how long you will be cycloning, and when it has gone onto diminishing returns.

Patch changes

  • Wrath-Logo-Small Patch 3.2.0 (04-Aug-2009): Victims of Cyclone can no longer receive healing from health drain effects such as Devouring Plague while they are affected by Cyclone.
  • Bc icon Patch 2.4.0 (25-Mar-2008): Range has been reduced from 30 yards down to 20 yards.
  • Bc icon Patch 2.2.0 (25-Sep-2007):
    • It is no longer possible to Cyclone two targets at the same time in the outdoor world.
    • Paladin Auras, Trueshot Aura, and Aspect of the Pack will now be automatically reactivated when Cyclone wears off of a victim who had one of the abilities active.
  • Bc icon Patch 2.1.0 (22-May-2007): This ability will no longer work on hunters with The Beast Within active or hunter pets with Bestial Wrath active.
  • Bc icon Patch 2.0.10 (2007-03-06): When the duration of Cyclone ends, area buffs such as Leader of the Pack, Tree of Life, and Moonkin aura will now be correctly resumed.

References

External links


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