Hello All!
I just started a Wizard yesterday and have been pretty lucky with gearing her up. I’ve gotten numerous primals this season thanks to the altar, so I made myself a primal In-Geom to farm with.
With the full 10 seconds off the cooldown and an additional 40% cooldown reduction (with Enchantress buff), I’ve noticed that sometimes I’m able to spam instant teleports with no cooldown, and other times my character feels stuck because teleport has a ~1 second cooldown on it. I can’t figure out why this is, and it’s driving me crazy.
Why am I able to hit the button multiple times and string together 3-4 really fast teleports sometimes, while other times I’m stuck with a ~1 second cooldown?
Is it possible that you haven’t killed an elite pack in the last 15 seconds? For the rare/yellow dudes, I think you have to finish off all their minions to get the effect going, like how Bane of the Powerful and the season 28 extra progress orb thing works.
Besides that, In-Geom also has an icon on the skill bar when the effect is active.
Yeah I kindof feel the same… Playing the in-geom tal rasha speed variant with calamity I assume? I haven’t tested it, but I have gotten the same feeling, that sometimes you get double or triple teleports, sometimes you dont.
I have three theories:
- some weird calamity interaction, related to the calamity-wormhole glitch allowing triple teleports.
- teleport resetting from (auto) meteors hitting just as you teleport.
- We’re hallucinating like a LLM.
I’m kindof leaning towards 2), but I’m not sure. I feel I get the chained teleports more often in busy areas, less often when traveling between groups, to the point that I’ve double checked that I didn’t equip ring of the zodiac by mistake (I didn’t), but it’d fit with the tal rasha reset as well…
I guess a way to test is to go back to town just after an in-geom proc, and see if you can get the chain-teleports in town?
I have tested this for some Sprinter/Speedrunning related stuff, and the Tal’s 4p bonus can reset the global cooldown on Teleport. I was specifically testing it for Aether Walker, but I’m sure it happens with In-Geom too.
It’s way more likely to happen with TP: Calamity because your Calamity itself will trigger an arcane meteor instead of relying on a random Familiar shot to hit something to switch elements so you can trigger another meteor (and get another teleport reset).
I observed significantly more frequent teleport cooldown procs running Calamity + Frozen Storm + Familiar vs. running just Frozen Storm + Familiar. Without Calamity, you’d be relying on a Familiar shot (or doing an actual a manual attack) to go out in between teleports so that your last attack wasn’t cold, so that you can trigger a cold meteor again from Frozen Storm. If Frozen Storm was the last thing that hit, then you don’t get another meteor and so don’t get another teleport reset. For optimal teleport resets, you need a reliable source of two different element meteor procs every teleport, so that are always triggering fresh meteors instead of being blocked out by having the same element twice in a row.
With TP: Calamity + Frozen Storm, every teleport that hits an enemy will trigger both an arcane and cold meteor and give a teleport reset.
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I num-lock explosive blast as well, should give even more resets?
Oh yeah I forgot the In-Geom setups usually run EB as well.
You really only need to get a reset right after you teleport, so at a certain point more resets doesn’t really matter (at least while you have an In-Geom proc active).
But yeah, In-Geom’d EB might open up a few more options. Not sure if EB + Frozen Storm + Wormhole would be as reliable as TP: Calamity + Frozen Storm though. The nice thing about TP: Calamity is if you hit something with your teleport, it guarantees you get a meteor proc right after to reset the cooldown. EB + Frozen Storm with Wormhole may be a bit less reliable if you don’t manage to have an EB hit in the window. Shouldn’t be that big of an issue with In-Geom going though and EBs going off constantly. Calamity + Frozen Storm + EB is probably overkill from a teleport reset perspective, but more meteors = more better for damage at least.
The meteors take a bit to land, and I feel the quick strings of teleport go faster. That is, I can sometimes do a second teleport before a meteor from the last teleport lands on me. So I think the rapid fire teleport here is cause by resets from meteors from previous teleports.
For GR runs, I think you want calamity and EB anyway, for the arcane element, and ooid proc, but not sure what would work in a pure speed running setting. Do you run with zodiac and calamity to get reset if the third teleport lands on a mob? Maybe tal can give you a chance of reset from mobs hit by first or second teleport? Idk, I’m not as familiar as you with the mechanics of the calamity/wormhole glitch.