witch teleport!
As an escape tool, something desperately needed for witches in particular, it is fairly useless. Compare it to Leap Slam or Whirling Blades for example, two skills that allow for INSTANT movement across the screen. However, to use those skills as a witch requires giving up the witches primary weapon, the wand, and/or spend passive skill points on Strength and Dexterity instead of using them more productively.
So, basically, every character in the game has the option to add an escape ability EXCEPT the witch. Doesn't seem fair to me and, I must admit, is more than a little frustrating. Last edited by honogica#2423 on Feb 2, 2014, 2:07:28 AM
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Dunno, lightning warp is fairly efficient with high level reduced duration and faster casting... You can quickly navigate obstacles with this skill + use it to damage enemies when you teleport into a mob pack. It's perfect the way it is.
I run about 20% IMS all the time, and I still feel that this is slow for even normal movement. However, you can quickly navigate maps with +movement speed quicksilver flasks. This alone should suffice because you are constantly killing mobs to replenish the flasks. If you feel you don't have enough charges, then you should probably look into a build that doesn't use life/mana flasks at all. Also, I don't know about you guys, but I feel like I can easily escape most things with the witch. I just pop a QS and run away from danger. Because you are usually a spellcaster with the witch class, it is quite easy to kite enemies. Last edited by Sarchi#0975 on Feb 2, 2014, 2:16:22 AM
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" No. Nearly every build in D2 used Enigma for the build-pimping levels of free strength it gave. Hammerdins, Ghosts and Summoners were the only builds that really just didn't function without the TELEPORT and that was because each had some kind of flaw that moving via teleport solved. Every Barbarian, Amazon, zeal/charger, windy, trapper etc. liked having teleport, sure, but it was the strength that did it. 60+ strength from a chest only taking what 55 if you used Mageplate? 55 was easy to hit without any points in strength at all, anni+torch+mara done. That leaves a lot of room for max block dex or MORE VITALITY (because stats did fuckall in D2 compared to just stacking what they give). Anyway that's not to say Teleport would be a good thing here. Just use Lightning Warp and support gem its ass. IGN: Sexy_Batman Brag_Ironballs Lady_Jaya_Ballard Orbok_Meatgod Two_Open_Sockets
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Yes, the Reduced Duration gem helped...a lot....but the skill is still useless. I literally have to stop everything else including moving (because if you are moving when you warp you end up not warping anywhere or, worse, you warp back to where you started), hold the key, count to two, and die.
As much as I would love for it to work, and it is great when blasting a single monster while jumping around it and adding the lightning damage, as an ESCAPE TOOL it is truly useless. So...give up my Granite Flasks or my Life Flasks for Quicksilver? I think not. I'm currently building a RF Scion...I can't give those up. More likely I will give up my wands and go with whirling blades (the D2 teleport of PoE except better because you can gain life per hit while bugging out) or Leap Slam...and that sucks even worse because right now I have a combined increased spell damage of around 100% between my two wands so my level 52 fireball dps of 970 will drop to around 550 and I will be dropping faster than the mobs I encounter. Can we please have a better escape tool for the spell casters?!?!! And, please, nobody suggest Smoke Mine. Really? Give up two keystrokes for a 'skill' that does no damage? Does ANYBODY use that? Here's a suggestion, GGG; how about a spell that "ghosts" the char for a brief period while increasing movement to a rate equal or above a Quicksilver Flask speed at the same time? The skill allows the player to run through enemies and causes both them, and you, some amount of Chaos damage, while providing complete immunity to all but Chaos damage while in effect. This would prevent abuse of the skill (since multiple uses would cause your own demise), provide a method to damage on your way out (like whirling blades) and still allow for rapid escapes. Last edited by honogica#2423 on Feb 7, 2014, 7:07:43 PM
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