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Wizard issue - Mobility.

roroli

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Hey, i've been running the act 5 chest run quite a bit but my efficiency is taking a big hit due to a lack of mobility. At present, despite having use movement spells out of combat checked, the bot does not use Teleport (wormhole), nor Diamond Skin (sleek shell).

I guess it's understandable that it doesn't use Diamond Skin since it's not technically a movement spell, but any help in getting it to spam that on cooldown, in conjunction with using tele, would be hugely appreciated!
 
Hey, i've been running the act 5 chest run quite a bit but my efficiency is taking a big hit due to a lack of mobility. At present, despite having use movement spells out of combat checked, the bot does not use Teleport (wormhole), nor Diamond Skin (sleek shell).

I guess it's understandable that it doesn't use Diamond Skin since it's not technically a movement spell, but any help in getting it to spam that on cooldown, in conjunction with using tele, would be hugely appreciated!

I am in the same boat.. can we get a mod/developer/plugin creator/etc to answer why this is happening?
 
agree, though occasionally see some teleporting when the skill is equipped... but too occasional during pathing, mostly happened during battles (dodges).
The vaults on DH is a wonderful job though.
 
I was able to get it to cast Wormhole more reliably by making the following change to Movement\PlayerMover.cs on line 673 (in Trinity 0.26).

Replace:
Code:
(hasWormHole && WizardTeleportCount < 3 && DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Wizard_Teleport]).TotalMilliseconds >= 250) &&
With:
Code:
(DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Wizard_Teleport]).TotalMilliseconds >= 250) &&
The check for the WizardTeleportCount and/or hasWormHole is unnecessary. The first part of the if checks to see whether or not you can cast Teleport, and it waits 250ms between casts. So if you don't have Wormhole, it will only cast a single time before the cooldown starts. If you do have Wormhole, it will let you get your maximum 3 casts between cooldowns.

Note that depending on the profile and where it's trying to move to, the teleports will not always be the full 50 yards, but at least it will use it on cooldown.
 
Diamond skin should be cast anytime there's any mobs around - do you feel this is not happening? Or did you want it cast even when there's NO mobs around?
 
Diamond skin should be cast anytime there's any mobs around - do you feel this is not happening? Or did you want it cast even when there's NO mobs around?

I've seen quite a few people asking to use Wizard mobility skills out of combat (with no mobs around). I've been struggling to make it work myself (with the illusionist passive - 35% move speed when slow time/mirror image/teleport is cast). This would really help speed up rifts/bounties when the bot backtracks.

Especially with the new popular CDR wizard builds, it would be nice to have the functionality to use teleport/mirror image/sleek shell/slow time/explosive blast whenever it's off CD (regardless of in combat or not). It would also be nice to have Calamity Runed Teleport be used offensively.

Another thing I've noticed is that my wizard will stand and throw magic missiles (5M crits), instead of approaching mobs and using explosive blast (40M crits). Is there anyway we can add priority on Explosive blast? that way, I can be melt mobs in melee range with Wand of Woh and Mirrorball?

Sorry I know that's a lot of info, but I've tried trying to edit the Wizard.cs myself with no luck, have also tried posting a few times in the forums with no responses.
 
I've seen quite a few people asking to use Wizard mobility skills out of combat (with no mobs around). I've been struggling to make it work myself (with the illusionist passive - 35% move speed when slow time/mirror image/teleport is cast). This would really help speed up rifts/bounties when the bot backtracks.

Especially with the new popular CDR wizard builds, it would be nice to have the functionality to use teleport/mirror image/sleek shell/slow time/explosive blast whenever it's off CD (regardless of in combat or not). It would also be nice to have Calamity Runed Teleport be used offensively.

Another thing I've noticed is that my wizard will stand and throw magic missiles (5M crits), instead of approaching mobs and using explosive blast (40M crits). Is there anyway we can add priority on Explosive blast? that way, I can be melt mobs in melee range with Wand of Woh and Mirrorball?

Sorry I know that's a lot of info, but I've tried trying to edit the Wizard.cs myself with no luck, have also tried posting a few times in the forums with no responses.

Can you give an example build that uses any/some of these?
 
I've seen quite a few people asking to use Wizard mobility skills out of combat (with no mobs around). I've been struggling to make it work myself (with the illusionist passive - 35% move speed when slow time/mirror image/teleport is cast). This would really help speed up rifts/bounties when the bot backtracks.

Especially with the new popular CDR wizard builds, it would be nice to have the functionality to use teleport/mirror image/sleek shell/slow time/explosive blast whenever it's off CD (regardless of in combat or not). It would also be nice to have Calamity Runed Teleport be used offensively.

Another thing I've noticed is that my wizard will stand and throw magic missiles (5M crits), instead of approaching mobs and using explosive blast (40M crits). Is there anyway we can add priority on Explosive blast? that way, I can be melt mobs in melee range with Wand of Woh and Mirrorball?

Sorry I know that's a lot of info, but I've tried trying to edit the Wizard.cs myself with no luck, have also tried posting a few times in the forums with no responses.

I've got that build working already, see this post: http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/159982-rrrix.html

Basically, I make it use Teleport - Calamity to jump into the mobs whenever possible with Illusionist, so it is always in melee range bombing it away, and when EB is on CD, it uses MM-Conflag. Works almost as well as if I was playing myself and it destroys.

If you don't want to use Teleport, you simply need to reduce the Magic Missile range so that it goes closer.
 
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Diamond skin should be cast anytime there's any mobs around - do you feel this is not happening? Or did you want it cast even when there's NO mobs around?

If OOC is true Trinity should allow the use of Diamond Skin only if Sleek Shell rune is selected. I will request a merge for this in a day if you dont get around to it.

Edit: Is there a better way to toggle OOC at the profile level? I created a simple addition to allow it just wondering if their is an "official" way.
 
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Can you give an example build that uses any/some of these?

Yeah for sure:

Chainpocalypse
Guide: Chainpocalypse - Forums - Diablo III

Mirrorball n' Blackhole Invincible Build:
Archangel's Build "Mirror Ball"n"Black Hole" - Forums - Diablo III
My Variant: Wizard - Game Guide - Diablo III

I'm going to try Eonas' modifications from:

I've got that build working already, see this post: http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/159982-rrrix.html

Basically, I make it use Teleport - Calamity to jump into the mobs whenever possible with Illusionist, so it is always in melee range bombing it away, and when EB is on CD, it uses MM-Conflag. Works almost as well as if I was playing myself and it destroys.

If you don't want to use Teleport, you simply need to reduce the Magic Missile range so that it goes closer.

Thanks to you both - I'll report back shortly!
 
I added calamity support in .27

Will add the rest soon, pretty simple :)
 
I added calamity support in .27

Will add the rest soon, pretty simple :)

While your in there if you havent done it already change ooc for teleport. With the last patch Blizzard limited teleport to 3 times max not 4 like it use to be.

Why your seeing all the people saying teleport with wormhole is not working anymore.

One number killed it. :)

Code:
                    // Reset teleport count if we've already hit the max
                    if (WizardTeleportCount >= 2)
                        WizardTeleportCount = 0;
 
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While your in there if you havent done it already change ooc for teleport. With the last patch Blizzard limited teleport to 3 times max not 4 like it use to be.

Why your seeing all the people saying teleport with wormhole is not working anymore.

One number killed it. :)

Code:
                    // Reset teleport count if we've already hit the max
                    if (WizardTeleportCount >= 2)
                        WizardTeleportCount = 0;

Check .27 - it will use it off cooldown regardless!
 
@rrrix: In case it saves you a little bit of time, here's a patch to add a checkbox to use slow time and/or diamond skin for movement OOC:

https://www.assembla.com/code/codes...mmit/58535998b47646865b3536d7551d798e865d4a48

Nice!! It works, but I had to remove the spellhistory lines (i.e.SpellHistory.RecordSpell(XXXXXXXXXXXXX);) from the playermover.cs to avoid getting errors (not sure why?). I also just added two more lines for EB/Mirror image support as well.

I've attached my Wizard files in case anyone want to use them until something more official is released. Currently running Oksehode's rifting package (Trinity 1.8.24) with the attached edited wizard files.

BIG thanks to everyone in this thread, especially rrrix, codeseg, and Eonas - finally the
chainpocalypse build seems to be working, pretty flawlessly, at the moment. I know the build was pretty specific, so I really appreciate all the effort you guys put in!





 

Attachments

Nice!! It works, but I had to remove the spellhistory lines (i.e.SpellHistory.RecordSpell(XXXXXXXXXXXXX);) ffrom the playermover.cs to avoid getting errors (not sure why?). I also just added two more lines for EB/Mirror image support as well.

The patch is for Trinity .28, so that could be why you're getting the error in .24.
 
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