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Yup only as a rune effect, so it is an option. If you want Temporal Flux, use another rune. If you want conflagration, use Convergence. Also the beam is wider so it can inflict the debuff on more enemies.
->Enduring Skin - Reduce Cooldown to 5 seconds. This rune is not affected by Critical Mass and Evocation.
->Scrap "Reversal". Put the Overdrive rune in its place.
->Overdrive - Remove the cooldown on Teleport. Increase AP cost to 25
Paralysis: 8% chance to Stun for 1.5 seconds -> 42% chance to stun for 2 seconds. After the third time it activates, Paralysis undergoes a 2 second cooldown.
Galvanizing Ward: 120 seconds -> 480 seconds. 310.097 -> 310.097 + 1% max HP. Also extends its effects to Magic Weapon and Familiar.
In addition, when you channel, you become immune to crowd control effects and reduce damage taken by 10%.
I just want to jump in and post a few ideas I brought up a few days ago about giving survivability boosts to channeling spells- an issue the devs acknowledged in the Q&A answers last week.
Here's the link to the thread:
The relevant suggestions to Disintegrate, Ray of Frost and Arcane Torrent (and Arcane Orb):
Those are all good suggestions =)
But I feel like CC-immunity while channeling is something that must be made available (at a cost of a passive). Stuff like knock back and fear breaking channel kills the Arcane Dynamo boost, which already kills that potential synergy. Also channeling skills have no delayed procs (unlike WW, LL, Meteor, etc), so if your stream of damage is interrupted, you become extremely vulnerable (no LoH/LS to save you).
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