Probably something like… “every hit caused by Hydra reduces Teleport by one second”.
No, it will be “Placing a Hydra…” -.-°
With how the dmo require’s a player to be in a non-perm slow time and talrasha requires hitting an enemy with meteor, that actually seems likely of how they’d implement teleport into the typhon set.
I’d settle for either summoning a Hydra reduces teleport’s cooldown by 95% for 10 seconds. Or, for each Hydra head alive, teleport gains 10% cooldown reduction for 10 seconds, this effect isn’t diminished when a Hydra head dies or when the Hydras expire.
Ok, thanks. But do legacy Etched Sigil meteors inherit the Mempo of Twilight damage bonus ?
That’s…rather shocking. Did they change the wording on the Mempho legendary power? IE; Did they removed “Casted” meteors?
I would have bet money it wouldn’t work.
Yeah I think the wording is a bit confusing, I think the “casted” part is supposed to refer specifically to the meteor shower effect. The way they put the damage bonus at the end of that sentence should imply that it inherits that “casted” part from earlier in the sentence too, but I think it’s just awkwardly worded.
Should be phrased more like:
“Meteor gains 300-400% increased damage and cast Meteors gain the effect of the Meteor Shower rune”.
But to answer your question, no, the wording is still the same in game as in the patch notes.
I still dont know why we have 2 x twohanded weapons and actually cant use source as part of tal rasha set…
Because proper wizards carry a badass staff, not some dinky wand.
Signed,
Gandalf
I think it’s better that 2p auto-meteors get Mempo’s damage bonus so the set bonus actually does something.
I’m so tired of seeing set bonuses like Raekor 4p which increases charge damage but without IK 6p it does insignificant damage that only tickles monsters.
So would be nice to add part of tal set that we can use source with staff, or add ring as part of set
Dual wielding sword and staff, let’s go.
I just tested, and yes, the legacy Etched Sigil meteors do benefit from the 400% damage bonus on Mempo. Just not the Meteor Shower effect.
The way I read it every meteor hitting shaves of 1 second. Wich means that a good hit with the seven on hard cast meteor has the potential to shave of seven seconds. As you say if that also works on the set meteors it is golden. But like you said in between fights you are in trouble.
Btw did I misread the Memo text? I think it changed to ALL casted meteors. But I am not sure.
The teleport reduction happens on cast, not per hit. It happens at the moment you cast, not when the meteors land.
You get one second off per manual cast of Meteor, adding Mempo doesn’t give extra time off for the extra meteors. Just one second off when you cast.
You also get one second off per meteor summoned from TR2. Again, this happens at the moment it is triggered, not when it lands.
So you can still get time off the cooldown with no enemies around by casting meteors in the air, but you lose out on the cooldown reduction from the auto TR2 meteors since you won’t have any enemies around to summon the auto meteors. With enemies around you get 3+ seconds off per cast (manual meteor with 2-3 auto meteors), with no enemies you only get 1 second off per cast (manual meteor only).
Worth noting the 1 second off the cooldown is factored in after CDR, not before. It becomes a lot more effective if you stack a bunch of CDR, you go from needing 3+ manual casts @ 3 seconds off per cast to only needing 1-2 manual cast @ 3 seconds off per cast if you have 50+% CDR.
Ah, a shame then.
Like many others my wish is a rework of teleport itself, unfortunately it doesn’t seem to be in line with the devs views.
Cheers.
A Teleport rework on skill level would be the best and welcomed by literally everyone, except maybe a select few (including the devs, lol)… But, realistically, given how many Teleport-related items and mechanics we have ingame right now that won’t happen.
Starting with Oculus, Aetherwalker and Cosmic Strand when it comes to legendaries, complemented by set mechanics with Firebird (4) piece, the revised DMO (2) piece and now also TalRasha (4) piece. Then we have Vyr which already has Archon Teleport… and finally there’s the Illusionist passive on top of all that. All this is tailored around Teleport having a cooldown that needs to be removed/canceled out or shortend. As it stands the more they add the less likely it’s becoming that we will ever see anything remotely looking like a skill rework. Sadly…
The most annoying thing about this is that terms of mobility we still have Typhons or LoN/LoD builds where the only real option remains Aetherwalker and that, honestly is not an option.
For Tal Rasha I would have liked a Teleport or mobility granting shoulder piece.
Now I would say Aetherwalker needs a damage buff after casting Teleport for a couple of seconds. Or grant Calamity, expand the range and have mobs hit by the wave take more damage from you for X seconds.
If I had to put a figures on the table, then +150-200% for 5 seconds should be about the right amount. Would be strong enough to make Aetherwalker usable, but not strong enough to outmatch skill specific legendaries.
Pretty fun. I more or less just got together 4 different element skills and spammed buttons. Result? 9 minute GR130, lol. So far so good!
Can anyone explain how the immunity from the 2 piece works? I played around with the set and expected to be a lot more tanky but was still getting beat up pretty badly.
Do I have to hit something with the elemental attack? How long does it last? Is there any sort of indicator to let me know when/what I’m immune to?
For the 4 piece bonus, is armor still better than all resist or is that swapped for TR?
Worth noting you only get immunity to your last summoned meteor type, not all 4 elements at once.
Yes. And for things with a delayed cast (e.g. a non-Thunder Crash meteor you cast), this means you won’t get the immunity right away, until the attack actually hits something.
Yes, but it’s just a faint aura around your character. You’ll never be able to make it out in combat. And the Tal’s 4p resistance bonus has a separate aura that looks similar and makes it even harder to make out the 2p immunity aura.
2p cold immunity shield:
2p lightning immunity shield:
2p arcane immunity shield:
2p fire immunity shield:
4p shield 4 stacks without immunity shield active:
It doesn’t really meaningfully change the equation. It technically does, but not enough to matter in most practical situations. I’d recommend playing around in d3planner, but in basically every situation you’d have wanted armor before, you still will now.
@Tinne: thanks for all the testing. Have they changed the way 4p stacks work? It used to be so that you needed to hit with all 4 elements continuously since stacks did not renew after two different elements as with 6p.