I found a very nice psychoport charm. Clever me, I equipped it, and then swapped out a teleport rune for an incredible heroism rune.
Except for two things.
First, "u"sing various items puts the psychoport on cooldown, even though the description of, say, my ring of activatable speed doesn't say that. In fact, when I use the psychoport, with a 40 cd, my ring of activatable speed gets put on a FORTY cd, even though it should be like 18/18. So the ring reads like 40/18, and slowly counts down. Activating something should say that it trips the charm super-category cd if it does so; everything that gets its cd tripped should be labeled a charm; and nothing should ever go above its maximum cd. I nearly got killed because of this. (In fact, I used Wanderer's Rest, whose cd had apparently had NOT been tripped; I killed something when it struck me and got acid splash; with my heroism I was below 0 hp; I got the "that was close" achievement, which probably shouldn't be triggered when one is running heroism.)
Second, the psychoport doesn't have a minimum range. Testing it, I teleported about four squares. That could be more of a feature than a bug; and if you have multiple mobility methods even four squares is almost always better than 0; but it severely limits the true escape utility of psychoports. (That's fine; no easy choices, as rogue used to say, and freeing up an inscription by equipping a charm is awesome; but combined with the universal super-charm category cooldown, I don't think it's really feasible to use psychoports unless one is forced into it by AM.)
Interesting.
Charms -- what's included, what cooldowns they have
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- Halfling
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- Sher'Tul Godslayer
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Re: Charms -- what's included, what cooldowns they have
Psychoports lack of a minimum range is deliberate. And useful in small levels, where an actual teleport won't work.
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Re: Charms -- what's included, what cooldowns they have
I'm pretty sure all effects that use the charm cooldown say that they put all charms on cooldown.
It is a little bit vague that non charm activations will be put on cooldown by using a charm, but they do tend to say that they will put all charms on cooldown.
Artifacts thankfully do not count.
It is a little bit vague that non charm activations will be put on cooldown by using a charm, but they do tend to say that they will put all charms on cooldown.
Artifacts thankfully do not count.
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- Halfling
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Re: Charms -- what's included, what cooldowns they have
I figured that the lack of minimum range for psychoports (seriously, how hard is that word to type?) was more a feature than a bug. A seriously bad feature in almost every case, but cool. (I still think, re teleports & small rooms, that if there is nowhere whatsoever in range that is outside the minimum teleport range, it should just move you randomly wherever it can; but that's a different story.)
As for charms putting certain things on cooldown but not others, this should really be explicit. If the speed-boost function of activatable boots or cloak is a charm effect, it should say
Is: a Charm
or something similar on the subsidiary activatable talent. Or however you want to convey it. This is important information.
And the other two bugs remain: items getting put on cooldowns longer than their maximum (so a power reads 30/18 cooldown or something); and getting the "That was close" achievement when you are using a heroism infusion (unless I really was +1 away from dying even with heroism, in which case, holy cow, that really was close).
As for charms putting certain things on cooldown but not others, this should really be explicit. If the speed-boost function of activatable boots or cloak is a charm effect, it should say
Is: a Charm
or something similar on the subsidiary activatable talent. Or however you want to convey it. This is important information.
And the other two bugs remain: items getting put on cooldowns longer than their maximum (so a power reads 30/18 cooldown or something); and getting the "That was close" achievement when you are using a heroism infusion (unless I really was +1 away from dying even with heroism, in which case, holy cow, that really was close).
Re: Charms -- what's included, what cooldowns they have
Since the ring doesn't actually have charges, it isn't really at cooldown 40/18. Charges count up, not down.
And if it says it put charms on cooldown, why would that not strongly imply it would put itself and similar items on cooldown?
"That was close" while using a heroism infusion isn't a bug. Could be made a little clearer that the condition is less than 1 life though.
If you don't like the no minimum range on psychoport, use a different teleport.
And if it says it put charms on cooldown, why would that not strongly imply it would put itself and similar items on cooldown?
"That was close" while using a heroism infusion isn't a bug. Could be made a little clearer that the condition is less than 1 life though.
If you don't like the no minimum range on psychoport, use a different teleport.

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Re: Charms -- what's included, what cooldowns they have
Then something just said 40/18, or something like that. I don't know if it was counting up or counting down. I don't know if I was actually prevented from using it or not. But 40/18 doesn't look right; let me hereby declare that that was my bug. Also, by the way of bugginess, my boots of activatable speed sometimes said 40/40 (counting up, I suppose), and yet it said they were still recharging. Sorry for the generality of the report; I thought I understood what was going on, but it was a little while ago, and now I'm getting confused.
I don't think it would imply that, no. I consider charms to go in the misc slot. Boots go in the boots slot. It would never have occurred to me that activating my boots would have an effect on anything else, or vice versa. Charms should put charms on cooldown. Boots are not charms. And vice versa, again. Hence...
I feel like "That was close" is a pretty magical achievement. I think it's cheapened by being accessible with heroism. I felt pretty comfortable dipping into negative territory when I had a -900 heroism rune for 11 turns and a +500 regen and healing light to get up fast after the fight. Being at +1 (a REAL +1) is truly harrowing, and truly close, and not for the faint of heart. Being at -80 on a -900 heroism rune is pretty drab. I would like to return my achievement.
I did abandon the psychoport charm, as you say. It was too risky. I felt like I needed 100% confidence that when I teleport, the worst that can happen is that I find myself in a fresh bad situation (often non-existent in a mostly cleared dungeon), instead of the current bad situation four squares over.
I don't think it would imply that, no. I consider charms to go in the misc slot. Boots go in the boots slot. It would never have occurred to me that activating my boots would have an effect on anything else, or vice versa. Charms should put charms on cooldown. Boots are not charms. And vice versa, again. Hence...
I feel like "That was close" is a pretty magical achievement. I think it's cheapened by being accessible with heroism. I felt pretty comfortable dipping into negative territory when I had a -900 heroism rune for 11 turns and a +500 regen and healing light to get up fast after the fight. Being at +1 (a REAL +1) is truly harrowing, and truly close, and not for the faint of heart. Being at -80 on a -900 heroism rune is pretty drab. I would like to return my achievement.
I did abandon the psychoport charm, as you say. It was too risky. I felt like I needed 100% confidence that when I teleport, the worst that can happen is that I find myself in a fresh bad situation (often non-existent in a mostly cleared dungeon), instead of the current bad situation four squares over.
Re: Charms -- what's included, what cooldowns they have
I do recognise that the definition of a 'charm' is a bit vague.
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Re: Charms -- what's included, what cooldowns they have
Using boots should put all your other boots on cooldown 
