- Aug 5, 2005
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That is a nice solution, actually hitting with the Beast. You can use the Grizzly charges too.
War Spike would also hit the same BPs.
War Spike would also hit the same BPs.
They are, I have already made a flickering flameI have kind of lost track here: Are the patch 2.4 RWs available in SP?
I seem to recall they were supposed to be comping to us after the ladder finished, but I haven’t seen any Flickering Flames.
That's a bit like how I found Gloom's Trap for the first time recently.I was checking my Grail. This is RNG as its finest: I have Griffon's Eye and Tyrael's Might, but still not a single Arreat's Face or Aldur's Armor.
I don't have a copy of the txt files currently, so this is mostly from memory:For the sorceress skill, each level in the Teleport skill decreases its mana cost by one. But spell charges on an item consume charges insead of mana, so the skill level of an item's Teleport charge really doesn't matter, does it? Then it occurred to me to try to find out whether the skill level of a teleport charge affects the repair cost for using that charge.
I looked through my GoMule stashes for items with teleport charges. I transferred them all on a couple of characters, repaired/recharged them all, then equipped each of them one at a time and spent exactly one teleport charge with each one.
So, how much gold would a vendor ask for repair of one teleport charge?
Observations:
Hypotheses:
- recharge one charge of skill level 1 teleport on a magic "Rainbow Amulet of Teleportation:" 7102 gold
- recharge one charge of skill level 1 teleport on a magic long staff: 2172 gold
- recharge one charge of skill level 1 teleport on the unique bearded axe "Spellsteel:" 3584 gold
- recharge one charge of skill level 2 teleport on magic amulets: between 5798 and 5920 gold (various other mods on the amulet)
- recharge one charge of skill level 2 teleport on a magic tiara: 3123 gold
- recharge one charge of skill level 2 teleport on a rare amulet: 6317 gold
- recharge one charge of skill level 2 teleport on a rare coronet: 3123 gold
- recharge one charge of skill level 3 teleport on a rare glowing orb: 1813 gold
- recharge one charge of skill level 4 teleport on a rare clasped orb: 1777 gold
- recharge one charge of skill level 5 teleport on a rare swirling crystal: 1772 gold
- recharge one charge of skill level 11 teleport on the set elder staff "Naj's Puzzler:" 1947 gold
I welcome other comments, more observations, corrections, wisdom, etc.
- The skill level of a teleport charge doesn't seem to matter much.
- Whether the item is magic, rare, set, etc. doesn't seem to affect recharge cost.
- Whether the item is normal, exceptional, or elite doesn't seem to affect recharge cost.
- Other mods (besides teleport charges) on an item seem to increase the recharge cost by some variable amount.
- Item type matters:
- Teleport recharges on sorceress orbs seem cheapest to repair: observed between 1772 and 1813 gold.
- Teleport recharges on staves cost a few hundred more: observed between 1947 and 2172 gold.
- Teleport recharges on circlets cost about another thousand more: observed 3123 gold.
- Teleport recharges on amulets cost a few thousand more: observed between 5798 and 7102 gold.
I did some testing of my own a few years ago, reported in this Amazon Basin post. TL;DR:Then it occurred to me to try to find out whether the skill level of a teleport charge affects the repair cost for using that charge.
Yes, they are available.I have a small doubt here, are 2.6 runewords already available in SP or do we have to wait until next season as for NL ?
Now that Sunder charms are in SP, I'm wondering about the viability of using them instead of Infinity. If you have a high roll "Faith" on the merc, you could hit 6 FPA with lvl 15 Fanaticism, a 120 IAS Phaseblade, and 88 off-weapon IAS (e.g., Highlord's, Treachery, LoH, Nosferatu's). That's only one frame off the 1.14d bearsorc.That is a nice solution, actually hitting with the Beast. You can use the Grizzly charges too.
War Spike would also hit the same BPs.
Yeah, AR is going to be an issue and the gear is pretty tight already so you can't slip in Angelics or anything like that. And yes, good ol' Matriarch Ursula. 5 FPA... those were the days. Now that I think of it, D2 and Twin Peaks both have a dedicated fan base and both got a reboot of sorts after ~20 years.Could be worth a try, but the thing about Infinity is it also solves AR issues which is a big problem for non-Druid bear builds hitting with standard attack. Fanaticism helps with that as well but unless you get a bunch of base AR on gear/charms, I'd assume it won't be nearly as much of a CtH boost as Conviction at the end of the day. Even with Infinity I think Bear Sorcs are actually more efficient with using a reasonable number of AR charms rather than full skiller inventory.
Btw I when I first made a Bear Sorc some 6 years ago or so, I checked SPF Pat/Mat threads in in fact I do remember yours! I think you had a different forum name then perhaps, but I the profile picture looks familiar (props for that by the way, big fan of the series here!).![]()