You could cast teleport for a very long time with that build, but there is little demand for such a function in game that I can think of.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
The cooldown will trigger 1.5 seconds after you cast the first teleport no matter how much times you cast it. So if you're using 1.5 APS weapon you will cast 3 teleports in an roll and wait for 16 until cats 3 teleports in an roll again.
Thats how i see that rune. Casting unlimited amount of mobility skill is something D3 game design explicit avoid. Thats why i think this rune works that way, it more coherent with option mobility options.
italofoca is right, you're understanding the rune wrong. Yes, you will be making teleport very cheap, but the wormhole only delays the time before teleport's cooldown starts, meaning when you teleport for the first time, you'll have exactly one second to cast as many times as possible, before the 16 second cooldown timer will actually commence.
Like he also mentioned, the game is purposefully designed not to allow insane amounts of mobility. A lot of skills have cooldowns in D3.
italofoca is right, you're understanding the rune wrong. Yes, you will be making teleport very cheap, but the wormhole only delays the time before teleport's cooldown starts, meaning when you teleport for the first time, you'll have exactly one second to cast as many times as possible, before the 16 second cooldown timer will actually commence.
Like he also mentioned, the game is purposefully designed not to allow insane amounts of mobility. A lot of skills have cooldowns in D3.
italofoca is right, you're understanding the rune wrong. Yes, you will be making teleport very cheap, but the wormhole only delays the time before teleport's cooldown starts, meaning when you teleport for the first time, you'll have exactly one second to cast as many times as possible, before the 16 second cooldown timer will actually commence.
Like he also mentioned, the game is purposefully designed not to allow insane amounts of mobility. A lot of skills have cooldowns in D3.
I was thinking there was a blue post confirming that you could cast it multiple times in a row...
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
italofoca is right, you're understanding the rune wrong. Yes, you will be making teleport very cheap, but the wormhole only delays the time before teleport's cooldown starts, meaning when you teleport for the first time, you'll have exactly one second to cast as many times as possible, before the 16 second cooldown timer will actually commence.
Like he also mentioned, the game is purposefully designed not to allow insane amounts of mobility. A lot of skills have cooldowns in D3.
I was thinking there was a blue post confirming that you could cast it multiple times in a row...
YES, before the cooldown beings so you can cast it as much as you want for that 1.5 seconds then the FULL COOLDOWN begins and you MUST wait until the cooldown is finished!
The only classes that are highly mobile ALL the time can be Monk, DH, Barb.
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
He stops the video too soon to see if it goes on cooldown as soon as he stops. On all the other runes the cooldown works as intended. Maybe it was a slight bug that his cooldown wasn't activating after the 1.5 seconds.
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Not even Death will save you from Diablo Bunny's Cuteness!
You people are so blinded by bias you apparently can't read or even see straight!!
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Yeah we'll have to wait until the game ships to be sure, I'm just guessing based on the rune description and video Antirepublican posted (seen it before). If it doesn't work the way I think, then DH will have the best continuous mobility (out of combat) .
Still nice to know such a free Teleport build is feasible (not counting any AP items). IMO shows how flexible the skill system is.
yeah i mean if its a team based game why make teleport like that they would want to stray too often and get owned by mobs
You probably wouldn't use such a build in a co-op game. But for solo farming it could be very nice, for instance to quickly look for events on the map. Could also be useful for pvp.
As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.
If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.
EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.
If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.
EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
You got your numbers wrong (Teleport costs 15 AP) and didn't factor in the default AP regeneration rate of 10 AP per second. Also Prism isn't even needed for free Teleports every second, only for every 0.51s. It's all laid out in my first post
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Casting Teleport + Wormhole costs 15 AP. Using the following build, we can reduce the cost to 12 AP and generate 14 AP per second:
http://eu.battle.net.....QXTj!X!..ZZZY
Epicurus
The cooldown will trigger 1.5 seconds after you cast the first teleport no matter how much times you cast it. So if you're using 1.5 APS weapon you will cast 3 teleports in an roll and wait for 16 until cats 3 teleports in an roll again.
Thats how i see that rune. Casting unlimited amount of mobility skill is something D3 game design explicit avoid. Thats why i think this rune works that way, it more coherent with option mobility options.
Like he also mentioned, the game is purposefully designed not to allow insane amounts of mobility. A lot of skills have cooldowns in D3.
^
I was thinking there was a blue post confirming that you could cast it multiple times in a row...
Epicurus
YES, before the cooldown beings so you can cast it as much as you want for that 1.5 seconds then the FULL COOLDOWN begins and you MUST wait until the cooldown is finished!
The only classes that are highly mobile ALL the time can be Monk, DH, Barb.
The wording is fairly clear imo, but this is the nail in the coffin.
http://www.youtube.c...&v=qaqGElJRp4g#!
Epicurus
That's on a private server with spells being emulated the way the authors think they probably will be emulated.
That is nothing near an official source.
You people are so blinded by bias you apparently can't read or even see straight!!
Epicurus
Still nice to know such a free Teleport build is feasible (not counting any AP items). IMO shows how flexible the skill system is.
You probably wouldn't use such a build in a co-op game. But for solo farming it could be very nice, for instance to quickly look for events on the map. Could also be useful for pvp.
If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.
EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
You got your numbers wrong (Teleport costs 15 AP) and didn't factor in the default AP regeneration rate of 10 AP per second. Also Prism isn't even needed for free Teleports every second, only for every 0.51s. It's all laid out in my first post