Phase Run w/cyclone

So I have been using Phase run and I have noticed that it doesn't seem to apply its "100% increased skill duration per frenzy charge consumed" characteristic when i'm cycloning. I routinely have 3 frenzy charges up, which means it should be tripling the duration to 5.4 seconds, however it always is 1.8 seconds unless i literally stop all actions, and then hit phase run. This defeats the purpose of the skill if I have to stop doing anything (and thus risk dying) just to use it and have it work properly.
Last bumped on Jun 11, 2019, 8:32:11 PM
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So I have been using Phase run and I have noticed that it doesn't seem to apply its "100% increased skill duration per frenzy charge consumed" characteristic when i'm cycloning. I routinely have 3 frenzy charges up, which means it should be tripling the duration to 5.4 seconds, however it always is 1.8 seconds unless i literally stop all actions, and then hit phase run. This defeats the purpose of the skill if I have to stop doing anything (and thus risk dying) just to use it and have it work properly.

On the Phase Run gem "Performing any skill replaces this buff with one that boosts melee damage". So if you activate Phase Run while chanelling Cyclone you will immediately lose the Phasing buff and gain the melee damage buff. The melee damage buff lasts for a far shorter duration - with three frenzy charges this is 0.8 seconds.

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