You did reduce it for Firebird set and this is pretty good. The problem is - wizards have other builds. And all of them are slow as turtle, they are not even competitive to wind bard or monk or crazy transformer DH.
WHY do you want wizard to be THAT slow? Does this bring you pleasure to put wiz down?
Just reduce jump cooldown to minimum. JUST let him jump as often as monk. That’s all. What is your problem with that? You waste more time on discussing that rather than just go and do! Just replace that 30 sec value to 2 sec, that’s all.
Teleports Cooldown should be either 6 seconds, or it should have 2 Charges with an 8 second Recharge Time each.
If going for the latter, the Wormhole rune could give a 3rd Charge and the Reversal rune could be redesigned to let Teleport cost 30 Arcane Power instead of having Charges or a CD.
There might be some additional changes necessary to the Illusionist Passive, The Oculus and Aether Walker, but that should be easy change.
But you are right, Teleport could feel a lot better compared to its current iteration.
This will not be needed if cooldown is reduced.
Instead I want the rune to be replaced with another one completely. Wizards big problem is that he can’t fire on the run and this makes him twice slower than he already is. Most other characters shoot and run at the same time, wiz shoots OR runs. This is beyond unfair. Complete mockery on the class and its fans.
What I want is a new rune with this effect: 5 seconds after the blink you cast spells on the run (or your familiar does).
Did something like that ever happen in the history of D3? aka that there was a passive that completely removes the CD of a skill (not just lower, but that outright removes it?
I think that if Teleport gets Charges or a low CD of 6 seconds, an alternative would be to let the Illusionist Passive simply give 15-20% CDR to Teleport, Mirror Image and Slow Time as a replacement for resetting the CD of these skills.
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There is also the issue of the legendary Oculus source that reduces Teleport’s Base Cooldown by up to 4 seconds and has a 20% chance to reset the CD as well.
What shall and can be done with legacy versions of this item?
Is it possible to disable these affixes, and if so, how?
I don’t care about legacy junk. Won’t interfere with my suggestion, otherwise Aetherwalker and Oculus would already be an issue. I also don’t care whether something has ever happened or not. Just saying what I would do and I hate charges.
Alternatively, they could just take the teleport portion of the Firebird 4 piece bonus and then move it over to Illusionist (with some additional changes made ofc), and then change Aetherwalker to either give a skill damage bonus for teleporting or have teleport gain the Calamity rune with increased damage.
For example:
That said, I honestly don’t expect anything to be done.
What I mean is if a Passive has ever been changed to completely remove the CD of a skill. Not just to lower its CD like Boon of Bul Katho, but completely removing the CD of a skill.
Probably not. But I don’t see why it matters if it’s been done before or not. If the effect already exist via an item, then moving said effect to a passive is definitely an option that can be explored. Now whether it is explored is another matter altogether.
You think oddly. What matters is “have passives been revamped dramatically before”, and yes, they have. Though this would be something new, but that’s irrelevant.
Obviously no one was talking about putting a major damage boost effect on a passive, only an effect of removing teleport’s cooldown. Besides, there’s plenty of passives with as equally powerful effects as that, such as Galvanizing Ward (esp when combined with Ashnagarr’s).
The only passive skills that I can think of that are really outstanding in regards to power are Galvanizing Ward, Ballistics (with MS Rockets) and current Illusionist on a Twister Wizard (since Illusionist also procs from damage done to Energy Shield) and maybe One with Everything, but Monk is not a class that I have too much proficient theoretical knowledge of, so I could be wrong on the last one.
Galvanizing Ward is really outstanding, especially when combined with Ashnagars, and Magic Weapon - Deflection.
A Passive that would turn Teleport’s 11 second Cooldown into a 25 AP cost would also be on this list of outstanding passives.
Instead I would put the 25 AP cost on Teleport directly, or give the skill 2 or 3 charges with a recharge time of 8 seconds. Both of these changes would make Teleport good / much better on its own, that is my line of thinking.
True, and would have been an optimal solution in an ideal world. Thing is, they have to touch the base skill and, depending on what they do exactly, several other things like items, other skills and mechanics. That won’t happen when the effect is moved to a passive. Firebird would be as-is and doesn’t need the passive. Illusionist then would be your go-to for LoN/LoD, Tal Rasha, Delsere and Typhons, and maybe even Vyr to some degree.
Sure, my suggestion is a little extreme an unheard of but its charming points are how simple it is and that it won’t cause too much trouble.
I can think of some more that are outstanding imo, but the point is that such outstanding passives exist, so making such a change wouldn’t be that much of a stretch. Once again though, it’s an option that can be explored, that is not to say that it’s the only one. As you said, charges can be added to teleport, or even moving aether’s effect to the teleport skill itself; all of which are options that can be explored.
Personally, I’m fine with almost any additional options/changes being made for teleport, as long as it doesn’t require wizards using a specific item (aetherwalker) or set bonus (firebird).
Galvanizing Ward on its own is basically a 60% toughness buff, while other passive generally are more around 10-20%.
Yes, you can argue that health potions do not replenish this kind of toughness and that you need a while without taking damage to recover it, but it still is above an ordinary boost I would say.
That is why I brought up The Oculus.
With Teleport costing Arcane Power to use it would become redundant and therefore it had to be reworked. With Charges or a reduced CD it can be somewhat powerful.
That’s right. Now I understand where you are trying to get at.