Using Team Teleport
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Team Teleport will teleport you and your teammates within a spherical area-of-effect elsewhere, instantly.
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Uh, how far away is "elsewhere"?
To be honest, I've only had it used on about 3 or 4 times. Perhaps I haven't had enough "proper use" exposure.
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Lumin (D4,50), Caelestes Lux (PB,50), Corpus Operandi (MM,50)
Sorry, nivho. As stated this's quick and dirty. No numbers. There was a big ol' complaint in another thread about some MM using Team 'Port in a completely ignorant way. I haven't seen any guides devoted to using this very tricky and rare power so I'm plugging a hole.
Ok so if you're invisible and team TP your teammates won't go with you...is it the same if they are also invisible?
Invisibility, Phase Shift and Rest turn on the "only affecting yourself" flag. This's significant to MMs because their AoE buffs are temporarily disabled. I don't know what other powers activate this flag.
Anyway, once invisible, you only affect yourself. So no, your teammates' invisibility or phased status shouldn't change anything.
My level 50 D3 has Team Teleport and the description saying that it "uses slightly more endurance that Teleport", but in this case slightly actually means about double the endurance. Also, Team Teleport has significantly shorter range that Teleport. Personally i'm going to spec it out soon for Group Fly since, beyond surprise attacks in PvP, i've found Group Fly to generally have more utility. My defenders usually have Tactics, which more than compensates for the accuracy penalty.
Dr. Todt's theme.
i make stuff...
My MM uses Team Teleport exclusively and can just make it across Nerva, even with Hover running... all without Stamina. Of course, I do have three End reducers and three ranges slotted.
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I do have three End reducers and three ranges slotted.
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Wow.....That is a HUGE waist of slots IMO on a travel power...
Sure hope that they were a 'crap, don't have anything else to slot'.....
Being a MM, you slot up, what, 3 powers total from your primary. The rest, kinda irrelevant. From your secondary you'll slot up some, but even still compared with someone trying to slot up 5-6 attacks from their primary plus an equivilant secondary (MM vs Corr)... That's a lot of free slots. Plus the MM can skip stamina in many cases, so there's even more slots (and powers) to play with.
Precisely, Rhysem. My MM skips the whole fitness pool. That's at least two slots and three powers accounted for right there. And MMs generally have plenty of slots to play with. The_Yui does have a point that Team Teleport's probably inappropriate for a slot-hungry build.
I used it on my Bots MM to great effect. As pointed out it worse than tp out of the box, but if you take it instead of TP you get tp foe and recall friend also.
And once slotted (2 range, 2 end for me) I notice no big diff from TP. I usually dump at least 2 into personal TP, which I can now avoid completely. In my case the slots worked out cheaper.
And the "surprise party" effect is well worth it!
The robot revolt begins!
I used to hate my Illusion/Kinetics controller. I mean really. I'd shout at the screen and everything.
Never have two powersets been more opposed to each other IMHO. You have heals and buffs that favour friendlies in melee range, and your primary 'dood' is a Phantasm that stays at range, and also knocks mobs around, meaning that it's even hard work trying to get a heal yourself a lot of the time! (Seeing the green or blue rings from a sucessful transfusion/transference activate on a mob thats just been bounced away from you 0.1 seconds after you hit the button used to lead to a lot of the screen-shouting).
Eh? What? - is this completely OT or what!11!!
Notabitofit. Group Teleport changed the Illusion/Kinetic experience overnight. By setting up lctrl+lbutton to activate Group Teleport in exactly the same way as the normal alt+lbutton bind for teleport, I could do the two following, lifestyle changing, things:
1) Setting up for the next group of mobs - work out where the best possible place for the Phantasms Energy Torrent (cone) would be, activate GTP to that place, the queue up Fulcrum Shift targetted on what's going to be the nearest mob. Having it queued up seems to mean that there's nothing the Phantasm can do to mess it up... Yes! - finally the Phantasm actually gets some FS lovin'. The Phantasm then immediately always opens with ET, and the ET knockback saves us from a *lot* of returning alphastrike (instead of what happens a lot of the time which is that the Phantasm runs two steps towards the group and then uses ET on the first mob to come into range - thereby using his nice multiple-target cone power to hit a grand total of *one* mob. Only way past this was to constantly run *past* the mobs before we engaged to get him into some kind of proper range, then of course run back to try and FS, which was not worth it as the Phantasm had knocked them away by then. Gah.)
2) Need to heal me/phantasm etc? - take 1 second to Ctrl-Click next to the mob i'm dragging the heal from before (like above) queuing up the heal. Cha-ching! - I can heal my pet now.
3) Okay, more than two, but this one isn't so important. Because the range is a lot less than normal TP (i also only slot a single endrx in it), and it's so easy to swap from alt-click to ctrl-click, it's often useful as a 'coming-in-to-land' teleport. For instance, you're approaching a tram station from behind and normal TP would have you waaay overshooting it - use ctrl-click instead and GTP to a point around the 'stair area', and with a bit of practice you can then TP (or GTP!) straight to the tram doors.
I didn't discover how horrendous Illusion went with Kin until (obviously) I got to 32 and took Phantasm. Then *really* started to hate it when i got to 38 - yes, teams LOVED FS and the other Kin buffs, but solo, it was very uphill. Because this actually made me think a bit more about pet vs secondary powerset pairings, I rolled a Fire/Kinetics, and she shot all the way to Lv50 most enjoyably.
So ser'sly. I happily reccomend Group Teleport for Illusion/Kin. As already mentioned above (and in the OP) you need to have some courtesy when using it in teams - just warn them that you'll be standing off to the side with your Phantasm before each engagement and not come stand next to you unless they want a ride into battle (i've actually found a few scrappers, and even some blasters, that like to do this! - it ensures them a nice FS for one thing).
There - it's all off my chest now... Ramble over.
[P.S. Oh, another couple of uses that i've not seen mentioned above - it's great for picking tanks (or other teammates) off 100 x stacked caltrops after a fight (you could do it during, but it generally gets too confusing for the team to use it mid-fight). Another time it's gone down well is about 0.5 seconds after the GL says "bypass this room" at that nasty holey-rock-bridge room in oranbega - shazam, we're all at the other side. I also used it once or twice to place the ISS (Illusion Suicide Squad - as it was known on Virtue) next to Hamidon (before it became de-rigour to PA-drop instead). ]
Yii...
I 6 slotted my TP self, and in no way have I EVER felt it was a waste.
My Shadow Shard TF teammates sure didn't seem to mind.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Excellent contribution, Majik. I don't have experience with controllers, but it makes sense that like an MM, a pet-heavy controller (Illusion, Fire) would find Team Teleport useful.
I have a PvP spec'd Thugs/Poison that I have equiped with Group Teleport. I don't use it often, though but its great to have in sticky situations. I get many questions why I would have it spec'd for PvP. I don't use this power to get my pets around quicker. Easy enough -- every two ports away transports my Thugs to me instantly.
I particularly use it to get out of Caltrops or any other powers that hinder me since my pets will turn stupid and try to run out of em' with lil' accomplishment. It gets the job done.
I find myself in some cases where I'll be in a team where we're fighting Knives and Caltrops are dished out and even when the mobs are killed we'd be tryin' to get out of the Caltrops for 2 minutes (exaggerated). I port myself and my pets into the Caltrops and again to snag the teammates to the otherside to safety.
Maybe others may have different uses, but just thought I'd share some benefits to having it in some situations.
Here's a quick and dirty mini-guide to using the unjustly reviled power Team Teleport.
Team Teleport will teleport you and your teammates within a spherical area-of-effect elsewhere, instantly. Your teammates have no choice in this movement. If you learn how to use this power well, you can accomplish some amazing things. Use it poorly and your team will justly kick you out.
Learning to use this one power is like mastering an AT. Your mistakes will cost you and your team dearly. Choose friends with a sense of humor. Readily admit mistakes while you're learning. Always inform your teammates about this power. Team Teleport is very rarely used and can be an unpleasant shock to your colleagues.
Some players will use Team TP to grief. It's very good for that. Kick such players from your team. Team TP can -only- teleport teammates and once a griefer's kicked, he loses his power over you.
On the other hand, it's equally unfair to kick a teammate simply because he uses Team TP. Instead, point out this guide to him.
Some members of your team will be lag-locked when you use Team TP. That means using it to surprise attack with your whole team simply won't work. Pity.
An MM can use Team TP on himself and his minions for a very frightening surprise attack -provided- he's immune to the lag issue. If he's not, he probably shouldn't be playing an MM. This maneuver is especially nasty in PvP. Your opponent may be dead before he even locks onto you.
Team TP provides a good defense. If you know you're about to team-wipe, use it to get everyone out of dodge. It even moves the fallen.
Team TP is seldom a good team travel power because not everyone has Hover or Fly. Teleporters routinely teleport upward. Your teammates will inevitably fall. This is especially hard on sidekicks.
If and only if you and your teammates can hover or fly will this power work for travel, at which point it works superbly. A teammate's Group Fly would be perfect alongside your Team TP. I do not know if Endurance issues would prohibit a single character using both Team TP and Group Fly.
You can turn off the team portion of Team TP by turning Invisible or using Phase Shift. Any power that brings up the "only affecting yourself" flag will do.
Like teleport, Team TP also works especially well with Hover. Stamina is helpful but not required.
Team TP absolutely can substitute for teleport. If you use invisibility first, or simply move away from your colleagues, you can teleport normally without bringing them along. Team TP's range is a little shorter and End costs a little higher.
In sum, Group Teleport is absolutely superior to Teleport -- in the right hands.
-- Dr. Walter "Baskerville" Lamont, Virtue Server.