Monday, April 16, 2012

Teleport comparison

What is the difference while using teleport skill with these two items?

Naj's Puzzler, Level 11 Teleport (69 Charges)

Enigma armor, +1 To Teleport

Have never had Enigma before and got one from Dizzy lately so Im thinking about finalizing one of my NL chars a bit. Have been using Najs so far which requires weap switch to cast and gold to repair.

Do I assume right that with Enigma its gonna be just better (more comfortable without losing the chance of having ie. CtA on switch?) or am I missing something? |||Naj's puzzler casts teleport from charges, so it won't cost any mana. Enigma adds it as a skill, so you have to spend mana to cast it. Enigma is still better because these 69 charges will be depleted all the time, so you have to pick up 35k items to fix it (or spend Ort runes and a random gem to recharge with the repair recipe) which can be rather annoying. I guess that Naj's puzzler is expensive to repair.

The funny thing is that the only advantage of high-level teleport is the lower mana cost, so having L11 teleport from charges is just as good as L1 teleport. The number of charges might somehow relate to the skill level and it raises repair costs as well, maybe that's why it's L11.|||Naj's puzzler will ofc use charges on usage and will require repair once in a while. Enigma grants teleport as an o-skill, and will use mana. Teleport is teleport regardless of level, from my understanding, the only difference being cost, and the price starts at 23 or 24 iirc and lessens by 1 with each level. So with just Enigma and nothing else granting +all skills, you're looking at expensive teleporting, that will deplete your pot quickly.

Hope I've got it right and that explains it

Tom

#EDIT: Beaten by Le Mod|||Quote:








The funny thing is that the only advantage of high-level teleport is the lower mana cost, so having L11 teleport from charges is just as good as L1 teleport. The number of charges might somehow relate to the skill level and it raises repair costs as well, maybe that's why it's L11.




I think if you would look at teleport charges as they can appear on magical items then calculating them to be of level 11 (for staves) would result in having 69 charges.

So i guess they just used the same formula for convenience sake.|||Thanks krischan & TJ

Repairing Najs is not really an issue because the toon is a goldfinder, its just that the switch slot is occupied.

Could mana cost of +1 To Teleport (or +2 granted by other gear) be sufficiently saturated by mercs Insight, lvl 15 mediatation?|||I doubt that, except your gold finder has a huge mana pool.|||He doesnt have a huge one.

However he casts lvl 25 CE frequently which costs 35 mana and the Insight feeds it fine. Level 2 Teleport costs only 23...

Gonna give it a try tonight hopefully |||If Insight can compensate that, the mana bulb must be rather big. Mana regeneration works on a percentual base.

Will the bulb still be full while casting CE 20 times in a row at full speed? I guess you usually have to blow up just 1-5 corpses and then have a pause of a few seconds.|||With homunculus that gives +40 mana and 33% mana regeneration the mana pool is 400. He can cast like 20 CEs in row, Insight feeds it nice'n'fast.

Now I put on the Enigma and teleport and CE around like a madman for a while and it works. It even works when I remove the Homunculus and get 360 mana pool with no regen, only the resist drop badly.

This works on realms with torch and anni. I have yet to see if its viable in single-player...|||Yes if you have enigma please stick with that and use that naj staff for another char until you get enig for that char too. Only if it is a tele type char.

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