Teleport powers at Hami raids


Coyote_Seven

 

Posted

The reason I am making a separate thread on this is because I want to touch deeper on the subject of this optional-yet valuable set of powers. Basically I see these as valuable tools for making these raids more streamlined. And I'd love to get feedback or input on these types of powers.

Recall Friend. Everyone's best friend in a recovery situation, or to get a stray teammate to come closer (such as when they are slightly out of buff range, or are AFK). Base Recall Friend range is a mile, so pretty much anyone can be recalled from anywhere in the Hive.

Teleport Foe. Ha! I can't figure out how this would be useful in a Hami Raid. Sorry.

Teleport. Quite frankly a great escape tool, or a method that someone can get in the goo from a long way aways. With just one application of Boost Range and 3-slotted Range I can reach 645 feet, or 215 yards. Without Boost Range I can reach 465 feet or 155 yards. Everyone with it slotted for 3 range should be able to reach that second distance. I've personally avoided certain death numerous times in failed assaults on mitos using this power, as well as a couple blooms. Two TP's and I was on the other side of the map, thanks to my friend Boost Range.

Team Teleport. The perfect tool for getting a team into the goo really quickly. A variably-effective tool for getting a team out. Players tend to go outside of range of the effective PBAoE radius, and so not everyone gets teleported out. I can reach 161 yards, or 483 feet(with Boost Range. Everyone should be able to reach 116 yards, or 348 feet without Boost range.

Summon Teammates. I have no idea if this is a power available for heroes. But villainside it's a temp power that you can get for 3 days of in-game play from one of the mayhem missions, which allows you to summon all your teammates to you, from up to a mile away. I don't know if this is something you can pick up in Safeguard missions. This temp power has a 30 minute recharge timer, but with enough speed boosts and other speed buffs that tend to go on in Hami raids, such a power can be recharged quicker. But this can be a sleeper hit for Hamidon raids because everyone who expires in the Hive can be instantly ported to safety outside of the raid.

Inventions. Also, since I've heard the invention system is supposed to allow you to craft many things as a temp power or inspiration, I am wondering if there is a way to build Teleport powers that could be useful in raids for players who don't have the Teleport pool.


 

Posted

It would be highly unlikely someone will get through what is it? 35 levels from when you can first get team teleport from the mayhem in 3 days. It would be nice, however, that some of these former mayhem powers were craftable, maybe with less time attached to them. I would certainly enjoy being able to craft a replacement flight pack... mines almost out of gas >_>


 

Posted

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Teleport. Quite frankly a great escape tool, or a method that someone can get in the goo from a long way aways. With just one application of Boost Range and 3-slotted Range I can reach 645 feet, or 215 yards. Without Boost Range I can reach 465 feet or 155 yards. Everyone with it slotted for 3 range should be able to reach that second distance. I've personally avoided certain death numerous times in failed assaults on mitos using this power, as well as a couple blooms. Two TP's and I was on the other side of the map, thanks to my friend Boost Range.


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Assuming the taunt strategy that FashionSense tested lastnight, I found this very useful for insertion into position to Taunt Hami. There is nothing that gets you into position faster to keep Hami's attention while the rest of the group comes in.


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Inventions. Also, since I've heard the invention system is supposed to allow you to craft many things as a temp power or inspiration, I am wondering if there is a way to build Teleport powers that could be useful in raids for players who don't have the Teleport pool.

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So far, I've seen 4 temp powers craftable at this time: Pistol, Baseball bat, Sledgehammer, and phase shift. I really hope there are more; I need stuff for my utility belt. (Though, Rachael needs a sledgehammer!)


 

Posted

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It would be highly unlikely someone will get through what is it? 35 levels from when you can first get team teleport from the mayhem in 3 days. It would be nice, however, that some of these former mayhem powers were craftable, maybe with less time attached to them. I would certainly enjoy being able to craft a replacement flight pack... mines almost out of gas >_>

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If you've never done the mission, and you exemplar down and get XP in that mission, you can get that temp power. But I'm not saying people should get the temp power from the bank, as much as I am saying this power exists, maybe there is a way we can invent it

However, if you have a lvl 50 character that never got it, you can seek out that mission and exemplar down to get it, and have that power for 3 days of in-game use. Several Hami raids for sure.


 

Posted

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Assuming the taunt strategy that FashionSense tested lastnight, I found this very useful for insertion into position to Taunt Hami. There is nothing that gets you into position faster to keep Hami's attention while the rest of the group comes in.

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Very nice! Great power for a Hami tanker to have. And most likely a Stone tanker or even a Kheldian will have that power and can fill that role.


 

Posted

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Summon Teammates. I have no idea if this is a power available for heroes. But villainside it's a temp power that you can get for 3 days of in-game play from one of the mayhem missions, which allows you to summon all your teammates to you, from up to a mile away. I don't know if this is something you can pick up in Safeguard missions. This temp power has a 30 minute recharge timer, but with enough speed boosts and other speed buffs that tend to go on in Hami raids, such a power can be recharged quicker. But this can be a sleeper hit for Hamidon raids because everyone who expires in the Hive can be instantly ported to safety outside of the raid.

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Yes, heroes can get this power in the level 20 or 25 Safeguard mission (not sure which one it is).


 

Posted

You can write off Summon Teammates. Nobody can possibly still have it by the time they get high enough level to make it into the Hive or the Abyss.

I know that people are going to push really hard on this, and I've seen how handy Recall Friend can be when you're in over your head and how fun Team Teleport can be in Siren's Call. But boy, shoo-ee howdy shucks, do not count on lots of people having the Teleport pool. The Teleport pool sucks in so many ways, gimps you so hard for everything else, that I doubt you'll ever see a day where more than 1% or 2% of all players have it.

Holding your breath waiting for Teleporters to show up is going to be like holding your breath waiting for high level Trick Arrow masterminds to show up, and for the same reason. I'm not going to say that there aren't any. I'm just saying that you may well go days between sightings.


 

Posted

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You can write off Summon Teammates. Nobody can possibly still have it by the time they get high enough level to make it into the Hive or the Abyss.

I know that people are going to push really hard on this, and I've seen how handy Recall Friend can be when you're in over your head and how fun Team Teleport can be in Siren's Call. But boy, shoo-ee howdy shucks, do not count on lots of people having the Teleport pool. The Teleport pool sucks in so many ways, gimps you so hard for everything else, that I doubt you'll ever see a day where more than 1% or 2% of all players have it.

Holding your breath waiting for Teleporters to show up is going to be like holding your breath waiting for high level Trick Arrow masterminds to show up, and for the same reason. I'm not going to say that there aren't any. I'm just saying that you may well go days between sightings.

[/ QUOTE ]Actually TP pool doesn't gimp at anything... Very powerful pool to have as a mastermind for starters, and a good TPer can beat just about any other travel pool to mission spots.


 

Posted

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Teleport Foe. Ha! I can't figure out how this would be useful in a Hami Raid. Sorry.

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I'm pretty sure the old ones were immune, but has anyone actually tried to TPFoe one of the new mitos? Wouldn't that be funny, being able to pull one out at a time, destroy it, repeat, until Hami was all alone?

Yeah, I know, not likely.....but someone ought to at least test it.


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Posted

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a good TPer can beat just about any other travel pool to mission spots.

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Teleport does a great job of moving in a straight line. Until you have to turn around, or until your PC has to load new textures to the graphics card, at which point you fall out of the sky and die. At least, that's what happens when I try it. And that's assuming that I have enough endurance to get there without having to rest en route, even with all shields and stealth turned off, which tends to not be true until I can slot the heck out of it. And for what? A travel power that offers exactly no status defense, so unless you're a melee user or a bubbler, you're still stuck with Leaping no matter how cool you (wrongly) think that Teleport is.

I mean, what's the answer? Take Aid Self for stun resist, take Health for sleep resist, take Combat Jumping and Acrobatics for hold and immobilize and knockback resist, and Hover so you don't fall out of the sky during the first lag spike or under heavy graphics load (not to mention so that you can turn around in mid air without falling). There, you've got everything covered, and you're ready to take Teleport. Except that never mind that (counting pre-requisites) you just used up 7 powers even before you started in on teleport, you also used up all four of your pools.

And that, I'm afraid, is why Teleport remains a power pool that everybody wishes that somebody else would take, but nobody takes for themself.


 

Posted

I have a couple of teleporting characters. None of them have Hover. Teleport is incredibly fast and I have never had a problem with falling out of the sky. Health and Aid Self are almost completely worthless for their status resist, so I'm not missing out on much.

I think teleport is a lot better than you seem to think.

Also, as far as team teleport (and group fly) for Hamidon go - I have 7 level 50s. Most of them have 3 or more banked respecs. I have no problem picking up those powers, and I think there are quite a few players in similar situations.


 

Posted

You seem to be mistaking somethings. I TP through grandville. I turn, I go through just fine, I suffer no lag or anything. This is on my mastermind. I don't need acrobatics for reistances or hold resistance or the like. That's what the pets are for.


 

Posted

I use TP regularly on most characters. It's even an indoor movement power for me. Immobs and slows are laughed at by me. You do need a computer that doesn't choke locally on the graphics and lag.



Stupid Team TP trick: Works on dead teammates. Got them scattered all around and Recall Friend is too slow and interruptible? Just Team TP yourself around to your dead teammates and 'pick them up' as you go. And if you're a Dark Miasmist, make your last jump to a boss foe and cue up Howling Twilight to go off when you pop in.



TP is also a power that doesn't need LoS. Got a problem with a Nem sniper? From behind a corner you can tp yourself on top of the sniper with a knockdown power cued up. No free shots from him as you run in.



Villainside, there were a lot of Team TPers cause there were a lot of MMs there.


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Posted

My characters with Teleport also have Hover, so that problem is solved. I like sometimes being able to fly on autopilot.

Regarding the Summon Teammates power, many lvl 50's never did that safeguard mission, so if they do it now, one someone else's dime, they should be able to get it. Just something cool to have if you're lucky enough to get it.


 

Posted

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You can write off Summon Teammates. Nobody can possibly still have it by the time they get high enough level to make it into the Hive or the Abyss.


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Plenty of 50s out there that have been 50 longer than Safeguards were in the game. It would be easy to have some that were exactly like my main on test, did the Safeguard just to get the badge and power. If it's a character someone only trots out for raids, then the temp power could be available for a bunch of raids.

As for the rest of your post, not everyone has your prejudices against TP powers. Get over it. No one is holding their breath waiting for anything here, just pointing out the advantages. Heck I've already planned to get Team TP on my 50 Dom. I might as well spec for Raiding since I'm not particularly welcome on a lot of LRSF teams. I'm sure a lot of people will do the same. Since we'd only "need" 6 people with the powers AT MOST, that's really not asking a lot. We can get by with 1 or 2.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I know I've suggested it before, but Summon Teammates should really be craftable. With limited charges, it wouldn't make recall friend obsolete.

In addition, we need a craftable temp power that allows you to teleport yourself but only while dead. When I'm solo, carrying awakens is almost pointless because I can't get to a safe spot. So...emergency evac!


 

Posted

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You can write off Summon Teammates. Nobody can possibly still have it by the time they get high enough level to make it into the Hive or the Abyss.


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Plenty of 50s out there that have been 50 longer than Safeguards were in the game. It would be easy to have some that were exactly like my main on test, did the Safeguard just to get the badge and power. If it's a character someone only trots out for raids, then the temp power could be available for a bunch of raids.



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My main 50, which I use almost exclusively for raids now, picked up some of those safeguard missions with the glowing auras when I8 first came out. He still has them.


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Posted

I have two characters on Protector which have been dedicated Raiders. Rooftop Raider (surprise) and Psyclonus, my Mind/Emp Controller. Psyclonus has long been geared for support such as with TP while Rooftop hasn't. But I think I've got the bug in me now to keep them both Hami-friendly.


 

Posted

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I mean, what's the answer? Take Aid Self for stun resist, take Health for sleep resist, take Combat Jumping and Acrobatics for hold and immobilize and knockback resist, and Hover so you don't fall out of the sky during the first lag spike or under heavy graphics load (not to mention so that you can turn around in mid air without falling).

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If that's your answer, you need to learn to ask better questions.

Let me know when you do; I'll be up at the mission door, reading a newspaper, waiting for your slow [censored].


 

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Inventions. Also, since I've heard the invention system is supposed to allow you to craft many things as a temp power or inspiration, I am wondering if there is a way to build Teleport powers that could be useful in raids for players who don't have the Teleport pool.

[/ QUOTE ]
So far, I've seen 4 temp powers craftable at this time: Pistol, Baseball bat, Sledgehammer, and phase shift. I really hope there are more; I need stuff for my utility belt. (Though, Rachael needs a sledgehammer!)

[/ QUOTE ]Yes, these are currently the only temp powers available for inventing. And the Phase shift power only has one charge, which lasts 30s.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

While I don't doubt that TP can help make things go somewhat more smoothly, in practice the only place its important is in recovering from blooms when people get wiped out. It's probable that some better planning, practice and communication can help here, but on Justice that's the only real time sink in the raids, as we wait for people to TP the defeated back to a safe place for rezzing.

Quite a few more folks seem to have TP friend than have TP as a travel power, which is good, because TP friend seems more consistently needed.

Note that TP (self) is relatively though not universally common on Stone Tankers, who are usually in good supply.


Blue
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Red
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Posted

I can remember being in the drop team on old Hami and tping dead raiders up to my ceiling with Mutation queued up. They would fall past me and be rezzed mid-air.

Nice trick if they are ready for it (otherwise they tend to fall back into the goo and get annoyed).


The robot revolt begins!

 

Posted

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a good TPer can beat just about any other travel pool to mission spots.

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Teleport does a great job of moving in a straight line. Until you have to turn around, or until your PC has to load new textures to the graphics card, at which point you fall out of the sky and die. At least, that's what happens when I try it.


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Your PC apparently stinks, then....
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I mean, what's the answer? Take Aid Self for stun resist, take Health for sleep resist, take Combat Jumping and Acrobatics for hold and immobilize and knockback resist


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Pop quiz:

What's one of the most useless things to do to a teleporting character?

Answer:

Try to immobilize them.

Seriously. My *first* 50 was a teleporter. Third character overall. My system was far from great (Athlon 1700, GeForce 5200, 512 Mb RAM) and I had nowhere *near* the problems you claim Teleport has.

You don't *need* hover. You don't *need* Aid Self - I don't think I've taken it on any character of my 130, and that is mostly made up of squishies. I don't *need* CJ, Acro, etc - even before IOs. If you *Want* them, fine, that's your choice, but you don't need any of them any more than you need Jump Kick if you use Teleport.

Hyperbole FTL, IB.


 

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Hyperbole FTL, IB.

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QFT

Sorry, IB. Your post was one big mass of exaggeration.

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While I'll agree that his post was a bit much, I also have to point out that not all of us have gobs of money to spend to create powerful systems that don't lag the heck out when you do things like teleport around.

I mean, huzzah to the people who have high end video cards, gobs of RAM and a solid high speed connection all the time. Ok, I actually have that last one and I'm planning to get an entirely new computer so that I can teleport in places like Grandville without dropping from the sky before I have a chance to react.

Just that, you know, not everyone is so lucky.