## Free Teleport every 0.51s

• Hey guys, I've been trying to find the class/build with the most continuous mobility and I think the Wizard wins (DH is 2nd, Barb is 3rd).

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
• 15 AP (Teleport) - 3 AP (Power of the Storm) = 12 AP cost per Teleport cast
• 10 AP (default regen) + 2 AP (Arcanot) + 2 AP (Astral Presence) = 14 AP regen per second
• 12 AP (Teleport) / 14 AP = Teleport every 0.86s
If one were to use Prism every time its cooldown is up, the numbers'd look like this:
• 15 AP (Teleport) - 3 AP (Power of the Storm) - 7 AP (Prism) = 5 AP cost per Teleport cast
• 5 AP (Teleport) / 14 AP = Teleport every 0.36s
• (6s (with Prism) * 5 AP / 14 AP + 9s (without Prism) * 12 AP / 14 AP) / 15s = Teleport every 0.66s on average
Edit: Thanks to Nightmare13 for pointing out mistakes in my calculations, resulting in slightly higher numbers than 0.51s.
• 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.
"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?"

Epicurus
• Imo that rune does not work as you put it.

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.
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The incoherent talk of ordinary days
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• 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.
• Quote from Azjenco

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.

^
• Quote from Azjenco

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...
"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?"

Epicurus
• Quote from Antirepublican

Quote from Azjenco

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.
Don`t roll into it!
• You can clearly see it operates until you run out of AP in this video...
The wording is fairly clear imo, but this is the nail in the coffin.

!
"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?"

Epicurus
• yep its unlimited until you run out of ap the way you guys explained it made it sound stupid
• Quote from Antirepublican

You can clearly see it operates until you run out of AP in this video...
The wording is fairly clear imo, but this is the nail in the coffin.

!

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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• Quote from Antirepublican

You can clearly see it operates until you run out of AP in this video...
The wording is fairly clear imo, but this is the nail in the coffin.

!

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.

he stops because he runs out of ap and he clearly teleports alot longer then 1.5 seconds
• Quote from Antirepublican

You can clearly see it operates until you run out of AP in this video...
The wording is fairly clear imo, but this is the nail in the coffin.

!

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!!
"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?"

Epicurus
• 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.
• Being able to teleport constantly untill you run out of ap is hilarious, "K guys, how will we clear this pack of awsome flesh-eating, brain loving, cadaver omnoming monsters in inferno?" Wizard steps in, teleporting to SK, use banner, viola.

Not saying it wont be like that. But it feels wrong to me =(.
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• correct me if im wrong but the sorceress could do this in diablo 2 problem?
• Correct sir. Wouldn't mind it. Just wouldnt feel right =)
"Those born with the dawn, do not lose sight of it!"
"Live for today, Learn from yesterday, Hope for tomorrow"
• 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
• Quote from HoobaGooblin

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.
• oh yeah for pvp its gonna be op either way