Aether walker and teleport

Wizard speed builds are in a strange way, most wizard builds need two weapons for damage and a specific offhand.

Some examples are: Hydra (all forms) needs ZERO cooldown, uses two weapons and needs Aether walker, gives up 300% damage, Has unique offhand

Twister, Needs zero cooldown, uses two weapons and needs aether walker, gives up 400% damage. Has unique offhand

Frozen orb: Needs zero cooldown, uses two weapons and needs aether walker, gives up 350% damage. Has unique offhand.

Teleport: Has the longest cooldown for a mobility skill in the game (11 seconds) has only one charge (wormhole doesn’t count as a charge in this case)

The state of wizard mobility is so bad that they had to force zero cooldown teleport into firebirds to make it playable, now people are trying to use it for bounties and that’s a whole different frustration

Proposal: Give Aether walker a 150% damage bonus for x amount of seconds after teleporting, simple and elegant and would allow builds that give up a massive damage multiplier weapon to at least have half of that with a mobility bonus. In terms of lore think how deadly a wizard blinking in and out of existence mounting surprise attacks randomly would be

Or just rework the Wormhole rune to be like Aether Walker and drop the teleport items altogether. That way it doesn’t interfere with builds and behaves more like it did in D2.

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Or even better use the reversal rune to allow the spell to use resource, wormhole to offer stacks.

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Those are also damn good suggestions. Essentially anyone can take one look at Wizards lack of mobility and fix this with a few tweaks. It should be around 5 seconds default CD

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and understand why I had a 21 season gap between playing a wizard build

but the fact that it hasn’t happened yet means it likely never will. It’s a design choice, and the devs likely don’t see it as something that needs to be fixed.