Siphoning Strike bug when it consumes shock

With normal version of siphoning strike, the strike can be performed continuously with only the limitation of attack speed.
But for the special version where it consumes the shock on shocked enemy and releases a shock wave, the character always jumps back after consumes the shock.
This makes the special version has a very big delay to the next strike comparing to the normal version.
We can easily see the jumping back animation right in the introduction video
https://cdn.poe2db.tw/image/Art/Videos/SkillTutorials/SiphoningStrike.mp4
Because of this delay, the special version is in fact has lower DPS than the normal version, but normal version will have high attack rate.

So this jumping back animation is bugged to me, it's either of these 2 bugs
- The special version doesn't suppose to have this animation
- Or the normal version suppose to have this animation too
But it doesn't seem to be correct to me for the latter to be the bug. Because none of the gap-close-strike (shattering palm, staggering palm, hand of chayula) doesn't have this animation at all

It must be that this animation is redundant and should be removed.
Last bumped on Sep 27, 2025, 7:00:43 PM
I am replying to this post to add my experience. Siphoning strike adds a back swing on consuming shock, but it is not listed on the skill anywhere. This is a large issue that makes using the skill a significant decrease in DPS and safety for your character. Due to another bug, frequently you will dash to your target, perform no attack, and then have to perform the attack again to actually consume the shock, and then have an unavoidable period of vulnerability afterwards while your character completes an animation. This means that in the course of those three different actions, your character will most likely be hit, which frequently will stun or stagger you, resulting in your death. this makes the skill incredibly dangerous at lower skill speeds, such as leveling. For such a risk, the benefits of the skill are significantly outweighed compared to other methods of power charge generation or area of effect damage, which have more consistent function and less opportunities for interruption.

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