ArcticFahx

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  1. Quote:
    Originally Posted by Fleeting_Whisper View Post
    I have two beefs with the new forums, one of which I know it shared by at least some others:
    1) You must click a small linked image to get to the newest unread post in a thread
    I'm surprised anyone's having a beef with that, as it's how it's done in every forum that's not our old ones.

    Clicking the title taking me to the newest post was what threw me, and I'm glad to have the "normal" method pack, personally.
  2. Quote:
    Originally Posted by Battlerock_X View Post
    So what? That doesn't detract from the point of the message.
    Yes it does. The point of your message is that it's a recent change. It's not. It's an old change and more than just PC has been implemented from Suggestions in this forum. Logically, it means that assuming just because it's in the "For Fun" section, nothing is taken seriously is a fallacy.

    Also it's here so that there's less need to moderate just because some whiny person decides that they don't like people bringing up logical objections to their suggestions and responding with ad hominem attacks.
  3. Quote:
    Originally Posted by Xyzyx View Post
    No thank you. I like to feel a sense of progression, and struggling to defeat pursesnatchers at level 50 wouldn't provide it. The universal conning system is great for GMs and Rikti/zombie invasions, but honestly, shouldn't you, at some point, just completely outclass some foes?
    This. At level 1, you're a rookie hero, and getting blindsided by a gang member could easily be an issue. Think Hal Jordan when he starts and doesn't have a great idea of what he's doing. At level 50, you're in the realm of Hal Jordan after years of ring-slinging, where you can stare at a purse snatcher angrily and he'll turn himself in.
  4. From the article:

    Quote:
    adding Blaze Mastery for Scrappers.
    !!!

    Finally! A new choice for scrappers! (even though I like the three we currently have, I have one headed up that none of the current options is right for, concept-wise).
  5. OT, but....

    Quote:
    Originally Posted by Lothic View Post
    Loth 50 Fire/Rad Controller [666 Badges]
    That's gonna stink when you get your next vet badge, isn't it?
  6. Quote:
    Originally Posted by Rush_Bolt View Post
    Quote:
    Originally Posted by biff10426 View Post
    As far as people whining that "this is broke etc", if the dev's didn't expect this then they are no smarter than not expecting people to exploit AE for massive xp gains when they released that.

    Basically, that beta accomplished the same that any of the other 'normal' betas have been doing. They got about the same amount of stuff fixed and released it in about the same time period; thus the difference between having this closed beta BS and what they did in issue 15 is...well I haven't found one yet. Aside from the whiners, but that's to be expected and who cares.
    As a participant in past closed betas here and a viewer of the 15 clopen beta, I can, and will, declare bull on that statement.

    The 15 clopen beta was a travesty.
    Exactly. Signal-to-noise ratio. That's why Closed Betas are only a small portion of the playerbase. Because a small number of testers brings the problems to the foreground, and don't get drowned out by "WE WANT POWER CUSTOMIZATION NAO! AND PONIES!"
  7. Quote:
    Originally Posted by Miuramir View Post
    Yes, this means that Yin's special level 13 SOs don't make much sense unless someone else buys them for you; by the time you can buy them yourself, you'd want to use the level 17 ones.
    Except that you can get the Rescuer badge that activates Mr. Yin's store while SKed in to the arc. So the level 13 SOs have always made sense.
  8. ArcticFahx

    Self Buffing

    Quote:
    Originally Posted by BlackSly View Post
    Well, you'd also end up with capped Defense vs AoE and Melee, not just Ranged.
    And with no build sacrifices.

    And with 1000% Regen, and enough Recovery to fire a Nuke and still gain Endurance afterwards.
    And with +100% Recharge.

    Not "about as tough as a SoA", but "about as tough as a SoA with a free fully slotted Regen powerset".

    Damage would be lower due to lower base, but defensively it would be the toughest squishy in the game, tougher than Scrappers, probably Brutes, and on a par with most Tanks.
    Don't forget that it will be permanent on all of them, thanks to the fact that AB + Hasten + 5% global recharge = perma-both. And 5% global recharge is a very cheap set bonus to find.
  9. Quote:
    Originally Posted by MrSuzi View Post
    Comments from a non-AE noob ...

    Hey there, boiught this game about 5 months ago, shortly after AE was put in the game. I tried it out [AE] but got burned too many times. Poor leadership, poor team dynamics, you name it. The 'farms' or whatever seem rather boring, and some friends wanted levels so they would run them over and over, boring. It seems people just want to 'power level' or something in AE. Sure, go for it. Personally I find a reasonably well put together team doing regular story arcs will net some great xp, and the chances of getting teamed with better players goes WAY up.

    As you can tell my experience in AE has not been too positive. As far as defenders go my opinion is formed from joining task forces, or being invited to mission teams.

    As a new player I did not know what to expect out of a defender being on the team. From my limited experience I have found that a defender will quite simply 'make a team better'. When I see a defender join the team I think of it as sort of a surprise in the bottom of a Cracker Jack box. I usually think Defenders are going to 'do something for me'. This means they will stun/sleep/disorient/slow the enemy, kill the enemy, debuff the enemy, maybe have a sheild for me, maybe have a heal.

    Sure getting healed is great, but as I said to a friend of mine 'healing is only good if you have taken damage'. I feel pretty invulnerable with I have one of those buffs on! (Dont need a heal if you hardly take damage). I dont care if a defender (or any other AT for that matter) does not take a power to buff me. Just because you picked a defender/whatever does not mean you *have* to take certain powers. There are plenty of tanks that don't take taunt.

    I have been on teams where the lead has said "we need a ..." Sure a balanced team is great, I have lots of fun on teams where things are balanced, but *need* not only a specific AT, but a specific *POWERSET*?? IMO, If you feel you always "need a", make you should "make a"...


    I have just made a defender, my first one! I had a grav/kin troller and loved the /kin thing, so I made up a kin/ defender as I am familiar with the powerset. Also I saw a kin/ defender on this Task Force, and wow, he blew me away. I had to make one! So I picked a kin/sonic .. my question for you ... am I a healer????
    Quote:
    Originally Posted by MrSuzi View Post
    I have a heal with kin?? I like to think of transfusion as a -regen with a nice side effect.
    I like this guy.

    Also, based on your comment about Transfusion, you aren't a "noob", you are, if anything, just a "newb" (newb = newbie, still learning the ropes, but willing to learn. noob and/or n00b imply someone who just won't listen.)
  10. Quote:
    Originally Posted by DarkCurrent View Post
    So you're the one guy who uses Dim Shift. How do you have it slotted? How often do you use it? Can you think of a different control power that would be useful in the situations you use Dim Shift?
    Actually, I don't have it right now on my Grav/FF, because I built him more for damage, and thus have more attacks. However, I'm trying to work out a build that fits it back in. As for what could be done to improve Grav as a set? It's one of two sets where I think there should be an order change. Swap it in order with Wormhole, let Grav get its AoE stun around when the other sets do, then give it its Intangibility (which is something unique to Grav as a control set) later, when it's more likely to have use.

    (My other set I wish had an order change is /SR for scrappers, should have the Brute order. Getting to 35 for meaningful AoE defense sucked hard.)
  11. Quote:
    Originally Posted by CommunistPenguin View Post
    actually it DOES suppress. Its just there isnt much in the game that has -teleport. I found out however, that the swarms in the eden trial do.
    Devoured Swarms in the Eden Trial have -teleport, -speed, -jump, *and* -fly. They exist to disable all travel powers as punishment for going too high.

    Quote:
    Originally Posted by Kelenar View Post
    Won't anything with -range do it? I seem to recall being in two Hurricanes from Tsoo Sorcerors at once and having a teleport range that was about 1 foot. Not that -range is that common... always wondered why it's not a more common debuff.
    I think the only -range in the game is in Hurricane and Taunt/Provoke. And the critters don't have taunt/provoke.
  12. Quote:
    Originally Posted by Smash_Zone View Post
    This error is present in a great many games, and is very difficult to fix.
    This. I've had a computer opponent get itself stuck in geometry in UT 2004, as well. Not to mention having seen wrestlers clip through each other in certain situations on Smackdown vs. Raw 2009. Clipping errors are not going to be completely gone from games.... well, possibly not ever.
  13. Quote:
    Originally Posted by ConFlict View Post
    This reply makes no sense at all. The change he linked to has to do with a primary secondary power change only. And anyone who thinks d shift is fine for anything but pvp needs to lay off the kool aid.
    Referencing the Jonestown mass suicide. Real classy. Because that's what that phrase references.

    Quote:
    Originally Posted by DarkCurrent View Post
    Of all the gravity dominators out there, how many of you "rely" on dim shift? I'm not talking use it once in awhile. I'm talking all the time. Therefore, 'rely on it' to the point that if it were gone and replaced with a different control power like slow or fear, that you'd miss it?
    Of all the Leadership users out there, how many of you "rely" on veng? I'm not talking about using it once in a while. I'm talking all the time, thus "relying on it" to where you'd miss it if it were gone and replaced with a different buff power, say an AoE periodic heal like what Pain Dom has?
  14. Quote:
    Originally Posted by Fleeting_Whisper View Post
    I don't really get a chance to play with Hobo. And I'm talking about Smurphy in general
    Hence why my fix didn't remove Smurphy from it. I run in his ITFs on Virtue. 137 deaths was FUN.
  15. Quote:
    Originally Posted by Fleeting_Whisper View Post
    Quote:
    Originally Posted by Ironblade View Post
    FYI, my emp has:
    8 powers from the primary
    (no Absorb Pain - I have a distaste for powers that kill me)
    As someone with a couple Green Machine characters, I'll say the only Empathy powers I even consider skipping are Heal Other and Absorb Pain (AP moreso than HO, depends on my build; I favor HA over HO because it lets me heal myself). Clear Mind through Adrenalin Boost are too good to not have, and Resurrect is useful enough to pick up, because someone's going to die eventually, especially with Smurphy and Hobo on the team (though I'll rarely take it at 6, when it becomes available). CM-AB are also an essential part of what makes the Green Machines tankmages.

    While GM requires a very offensive playstyle, the build requirements actually are balanced. 6 of the 9 Empathy powers are required in a GM build, as well as a functioning attack chain, and your nuke. We're not healers, but neither are we Blasters with healing powers.
    Fixed. At least I'm pretty sure Hobo's in GM, too.
  16. Quote:
    Originally Posted by Commander_NA View Post
    What I find interesting is that all of my UK born friends, the thing the love the best from the U.S. is anything Reeses'. (Pieces, Nutrageous, and even the Peanut Butter Cup.)
    Peanut butter and chocolate is just a classic combo, and as far as inexpensive chocolate goes, you don't get better than Hershey's (which is what's used by Reese's, along with their scrumptious peanut butter).

    Though I have a Lindt store in the mall I work at, so as an American, when I want chocolate, I get that glorious European chocolate there. They even make a peanut butter truffle in dark chocolate (which is slightly better than a Reese's Peanut Butter Cup).
  17. Quote:
    Originally Posted by Mr_Mac View Post
    You do realise that whilst wearing these "manskirts" us Scots also carry knives neatly stowed in our socks, just in case some golden haired people utter such blasphemous statements in our presence...
    Hence the old joke "it's called that because ye'll be kilt if ye call it a skirt"?
    Quote:
    Originally Posted by Mr_Mac View Post
    You may stay. IF you bring Cake!




    I'm also partial to pie and cookies!
    Well, I do bake a mean cherry pie.
  18. If you want something that still fits the concept of a more "second-row" combatant, while being a touch more effective, try replacing Medicine (which is the crappiest power pool for Empaths) with Leadership. And definitely re-order the powers.

    Here's a sample build that sticks to your concept while increasing "defendering" by a factor of 5. Leadership is amazingly powerful on a defender, and you shouldn't be afraid to leverage this fact:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
    Level 1: Charged Bolts -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(39), Entrpc-Heal%(40)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
    Level 4: Lightning Bolt -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(40), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(42)
    Level 6: Swift -- Run-I(A)
    Level 8: Clear Mind -- RechRdx-I(A)
    Level 10: Recall Friend -- IntRdx-I(A)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13)
    Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
    Level 18: Recovery Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), P'Shift-End%(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dam%(43)
    Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 26: Regeneration Aura -- Numna-Heal(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(33)
    Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 30: Aim -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Adrenalin Boost -- Numna-Heal(A), Numna-Heal/Rchg(37), Mrcl-Heal/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(39), Efficacy-EndMod/Rchg(39)
    Level 35: Vengeance -- HO:Membr(A), HO:Membr(45), HO:Membr(46)
    Level 38: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 41: Resurrect -- RechRdx-I(A)
    Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Stealth -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 1.25% Defense(Smashing)
    • 1.25% Defense(Lethal)
    • 2.81% Defense(Fire)
    • 2.81% Defense(Cold)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Melee)
    • 10% Defense(Ranged)
    • 5.63% Defense(AoE)
    • 4.5% Max End
    • 14% Enhancement(Heal)
    • 41.3% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 15% FlySpeed
    • 68.7 HP (6.75%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5.5%
    • MezResist(Immobilize) 2.2%
    • MezResist(Terrorized) 4.4%
    • 9% (0.15 End/sec) Recovery
    • 56% (2.38 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Doctored Wounds
    (Healing Aura)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Entropic Chaos
    (Charged Bolts)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Doctored Wounds
    (Heal Other)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Entropic Chaos
    (Lightning Bolt)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Teleport)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Performance Shifter
    (Recovery Aura)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    Efficacy Adaptor
    (Recovery Aura)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Sting of the Manticore
    (Zapp)
    • 12% (0.51 HP/sec) Regeneration
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    • 3% DamageBuff(All)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Numina's Convalescence
    (Regeneration Aura)
    • 12% (0.51 HP/sec) Regeneration
    • 19.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    Miracle
    (Regeneration Aura)
    • 2.5% (0.04 End/sec) Recovery
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Adrenalin Boost)
    • 12% (0.51 HP/sec) Regeneration
    Performance Shifter
    (Adrenalin Boost)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Positron's Blast
    (Thunderous Blast)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)



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  19. There's always Green Machines on, I believe, Freedom. But it's not your momma's Empathy SG.
  20. I use Comodo for my firewall and AV, and it works fairly well.
  21. Quote:
    Originally Posted by Kiken View Post
    Only so long as you keep your legs together when you sit down...
    I've worn my kilt for years. I think I know how to sit in one. :P
  22. *waves from Upstate NY*

    *moves in to the Euro lounge*

    I like it here. A lot less DOOOOOM!y than the rest of the forums. I can stay if I wear my kilt, right?
  23. A comedian from the late 30s to the early 70s.

    Oh, Red Skeleton? No idea.

    Edit: Bah, beaten to it, but I had the dates right!
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, I never said you can't use Teleport in combat, but merely that it's no more useful than, say, Super Jump or Super Speed for it. Heck, you can do that even with Flight for a fraction of the cost.
    Not to get out of caltrops. The only travel power besides Teleport that'll help you get out of caltrops (and quicksand, etc.) is Hover. All those ground patches are now spheres, and most of them have -fly. And even hover doesn't do much when you get a good stack of caltrops from KoA or Chimera's minions, because it'll surpass Hover's -fly protection. And you'll be dropped to a crawl even in SS. Teleport is the only power that is a "get out of stacked Caltrops free" card. Same goes for stacked quicksands (from ETCs).