Guest-509: Can you keep teleporting if you are under 1 second, using the wormhole rune on the wizard? JayWilson: You can teleport as many times as the animation will allow in the time before the cooldown is triggered.
well ... i guess that the window in which you can continue teleporting is pretty short ...
but i guess you'll be limited by your AP pretty soonish ... also if you screw up with 1 teleport, because you got hit by a mob on arrival and not being able to recover fast enough you'll get the CD.
Teleport and a 1 sec timer starts.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
Teleport and a 1 sec timer starts.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
I disagree... he said as many times as the animations will let you cast within 1 second.
Yeah I'm really curious about that too. However, he mentioned that you have to wait for the animation, I doubt he would mention that if it was an infinite loop. Also they want the teleport to be a fighting skill, not a movement skill. So I think it's just for 1 sec you can teleport as much as you can.
Yeah...The way I'm seeing it is that you can cast as many teleports as you want within the animation limits prior to the cooldown effect taking place. Not that the cooldown effect resets every teleport. So...I'd say a max of 4 or so teleports.
Yeah...The way I'm seeing it is that you can cast as many teleports as you want within the animation limits prior to the cooldown effect taking place. Not that the cooldown effect resets every teleport. So...I'd say a max of 4 or so teleports.
It all depends on when the 1 second timer starts. If it starts as soon as the 1st animation ends, then you could maybe pull off 3 more teleports if you had 3 APS. If the 1 sec timer starts as soon as you push the button, which I would assume it would, then you would nee 3 APS to get off 3 teleports.
Teleport and a 1 sec timer starts.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
I disagree... he said as many times as the animations will let you cast within 1 second.
I agree. There is no way to misconstrue it at this point.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Since you are not able to skip content in inferno, and this rune would effective allow you to skip content if you could spam cast it till AP dry, which no other class can do, and also the fact it's been explained, people need to stop clinging on to the notion that it allows you to spam teleport. (looking at you blackmarch)
I will make anybody a 500k gold bet, that you will not be able to cast unlimited TP until you are AP dry. The game is designed to NOT allow you to skip content in inferno, an ability that allows you to TP 4-5 screen lengths + higher with gear would allow you to do so. It would also bring back the wiz (sorc) as the cheese of all MF'ing chars pre enigma.
Spam TP around, find some mobs i can fight, fight them. Fuck off the ones I cant. TP around loot chests, avoid monsters.
^ This play style has been vanquished, and if you actually payed attention to what the dev's want in this game, you'd realize it will NOT happen, which is why Ill make someone a 500k gold bet, that it does not happen that way.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
Teleport and a 1 sec timer starts.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
I disagree... he said as many times as the animations will let you cast within 1 second.
Teleport and a 1 sec timer starts.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
I disagree... he said as many times as the animations will let you cast within 1 second.
Teleporting for 6 seconds straight using Wormhole Rune, starting at 7 seconds.
You're using Beta hacked clients as evidence, which we dont use as evidence of how an ability actually works. We just use it for how the ability animation looks, which is wrong some of the time as well.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
It's poorly worded. As it currently stands, a strict reading implies that the one-second cooldown pushback occurs after any cast of teleport, which would essentially allow you to teleport until out of arcane power.
However, what I've heard and read leans more toward: After your initial cast of teleport, there is a one-second window in which you may cast subsequent teleports before the cooldown takes effect.
I can see both options being true. The former would turn teleport into Vault, which is fine. Getting over-ambitious will just lead to your death, since you end up in a crowd and out of resources.
However, the latter pushes the value of wormhole down quite a bit, since it's essentially just an optional second teleport after any initial teleport (maybe a third, if you have excellent equipment). As a result, I've been gravitating more to reversal (eight second window to teleport back to your original location).
Its 100% certain that the 1s window where you can continue casting, this 1s doesn't reset each time you teleport. There may be more details but this is how wormhole will work.
The private server video is worthless, there is tons of mechanics not working in it. A cooldown of this form is most likely not implemented at all.
It means after you teleported once you can teleport 2-3 times during the 1s window and then you hit a 15s cooldown. It has been said again and again that a quick chainable teleport skill will never be in D3 because it ruins the game.
JayWilson: You can teleport as many times as the animation will allow in the time before the cooldown is triggered.
?
but i guess you'll be limited by your AP pretty soonish ... also if you screw up with 1 teleport, because you got hit by a mob on arrival and not being able to recover fast enough you'll get the CD.
Teleport again and a new 1 sec timer starts.
Teleport again after that and another 1 sec timer starts.
So in simple terms you can keep teleporting as much as you want until you either stop or run out of AP. Making Wiz the preferred class for farming low level zones and rushing for sure.
I disagree... he said as many times as the animations will let you cast within 1 second.
Even with a wand 3 APS seems to be smoking fast.
I agree. There is no way to misconstrue it at this point.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I will make anybody a 500k gold bet, that you will not be able to cast unlimited TP until you are AP dry. The game is designed to NOT allow you to skip content in inferno, an ability that allows you to TP 4-5 screen lengths + higher with gear would allow you to do so. It would also bring back the wiz (sorc) as the cheese of all MF'ing chars pre enigma.
Spam TP around, find some mobs i can fight, fight them. Fuck off the ones I cant. TP around loot chests, avoid monsters.
^ This play style has been vanquished, and if you actually payed attention to what the dev's want in this game, you'd realize it will NOT happen, which is why Ill make someone a 500k gold bet, that it does not happen that way.
for he to-day that sheds his blood with me
shall be my brother..."
http://www.youtube.com/watch?v=qaqGElJRp4g
Teleporting for 6 seconds straight using Wormhole Rune, starting at 7 seconds.
You're using Beta hacked clients as evidence, which we dont use as evidence of how an ability actually works. We just use it for how the ability animation looks, which is wrong some of the time as well.
for he to-day that sheds his blood with me
shall be my brother..."
However, what I've heard and read leans more toward: After your initial cast of teleport, there is a one-second window in which you may cast subsequent teleports before the cooldown takes effect.
I can see both options being true. The former would turn teleport into Vault, which is fine. Getting over-ambitious will just lead to your death, since you end up in a crowd and out of resources.
However, the latter pushes the value of wormhole down quite a bit, since it's essentially just an optional second teleport after any initial teleport (maybe a third, if you have excellent equipment). As a result, I've been gravitating more to reversal (eight second window to teleport back to your original location).
-http://www.youtube.com/watch?v=u8CBbeSAjVo
-http://www.youtube.com/watch?v=hI4peeO3yzY
LOL -http://www.youtube.com/watch?v=YcJ_XT3oWtY
The private server video is worthless, there is tons of mechanics not working in it. A cooldown of this form is most likely not implemented at all.
It means after you teleported once you can teleport 2-3 times during the 1s window and then you hit a 15s cooldown. It has been said again and again that a quick chainable teleport skill will never be in D3 because it ruins the game.