Teleport Foe slotting?


BayBlast

 

Posted

Does slotting TP Foe make a difference in the level and power of mob you can TP, (Bosses,Lt's and the like)?


 

Posted

Yes. Because of the ToHit modifier.

But really, more than one accuracy in there is usually a waste, unless you're fighting purples and reds.


 

Posted

I haven't used TP Foe much, but I think the only slotting you'd need to get Bosses and Lt's would be accuracy in order for it to hit. The discription says that powerful foes can't be teleported, which is a little vauge. Most likely that would mean Elite Bosses, Arvhvillains, and Giant Monsters, but it could also apply to End mission bosses, buffed enemies(Like when you go through Oroboros missions and select "Enemies are buffed", or when they self buff, or get buffed from minions).


 

Posted

Slotting Accuracy will help you hit. Nothing will help you teleport an enemy that cannot be teleported though. This means most Bosses, EBs and AVs/Heroes will simply be immune to it.

Teleport Foe is mostly useful for clearing out the enemies around a Boss so that you can fight the Boss alone.

I usually like slot Teleport Foe with 1 Acc and 1 Range. That usually does the job.


 

Posted

Teleport Foe has a Magnitude of 2.1.

The magnitude of protection by foe rank is:

minions: 1
lt.s: 2
bosses 3

Thus, TPFoe works v. minions and lieutenants.... if they're even con to you.

When foes are a higher or lower level to you, the Purple Patch kicks in and it affects their Magnitude.

When a lieutenant is +1 to you in level, they are at a 1.1 multiplier to their TPFoe Magnitude Protection, making it 2.2. And since your TPFoe power is lower than their Magnitude of Protection, then it won't work. So, Yellow lieutenants and lower you can TPFoe. Orange and higher, you can't.

When a minion is 10 levels above you, they will hit that threshhold of 2.1 Mag Protection and you can no longer TPFoe them.

When a boss is 3 levels or more below you (Blue, Green and Grey), you can start TPFoeing them.


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Posted

But can't you still "pull" them even if the TP itself fails? I know I've done it on many occasions.


 

Posted

[ QUOTE ]
Teleport Foe has a Magnitude of 2.1.

The magnitude of protection by foe rank is:

minions: 1
lt.s: 2
bosses 3

Thus, TPFoe works v. minions and lieutenants.... if they're even con to you.

When foes are a higher or lower level to you, the Purple Patch kicks in and it affects their Magnitude.

When a lieutenant is +1 to you in level, they are at a 1.1 multiplier to their TPFoe Magnitude Protection, making it 2.2. And since your TPFoe power is lower than their Magnitude of Protection, then it won't work. So, Yellow lieutenants and lower you can TPFoe. Orange and higher, you can't.

[/ QUOTE ]

Is the mag of TP Foe affected by Domination?


 

Posted

[ QUOTE ]
Is the mag of TP Foe affected by Domination?

[/ QUOTE ]

Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.


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Posted

[ QUOTE ]
Teleport Foe has a Magnitude of 2.1.

The magnitude of protection by foe rank is:

minions: 1
lt.s: 2
bosses 3

Thus, TPFoe works v. minions and lieutenants.... if they're even con to you.

When foes are a higher or lower level to you, the Purple Patch kicks in and it affects their Magnitude.

When a lieutenant is +1 to you in level, they are at a 1.1 multiplier to their TPFoe Magnitude Protection, making it 2.2. And since your TPFoe power is lower than their Magnitude of Protection, then it won't work. So, Yellow lieutenants and lower you can TPFoe. Orange and higher, you can't.

When a minion is 10 levels above you, they will hit that threshhold of 2.1 Mag Protection and you can no longer TPFoe them.

When a boss is 3 levels or more below you (Blue, Green and Grey), you can start TPFoeing them.

[/ QUOTE ]



Wow thanks Zombie_Man that was exactly the information I was looking for although not the awnser I was hoping for.....I love grabbing mobs with my TP and dropping them right in the middle of my ninjas


 

Posted

[ QUOTE ]
Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.

[/ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?


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Posted

[ QUOTE ]
But can't you still "pull" them even if the TP itself fails? I know I've done it on many occasions.

[/ QUOTE ]

Yes: 50% chance for a 1 second, Mag20, 10 ft sphere of Taunt.

If you look at City of Data: http://coh.redtomax.com/data/powers/powe...on.Teleport_Foe

You'll see TPFoe summons Residual Ether pseudo pet; and if you scroll down, you'll see the taunt effect.

I've used it to individually pull the Lieutenants of the STF.


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Posted

[ QUOTE ]
[ QUOTE ]
Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.

[/ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?

[/ QUOTE ]

http://paragonwiki.com/wiki/Inherent_Powers#Domination :
<ul type="square">
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.[/list]
So, yes, it does increase Magnitude, but not for TP Foe.


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Posted

[ QUOTE ]
Wow thanks Zombie_Man that was exactly the information I was looking for although not the awnser I was hoping for.....I love grabbing mobs with my TP and dropping them right in the middle of my ninjas

[/ QUOTE ]

Pick up Team TP. Once you've thinned the herd, you TP yourself and pets onto the Boss that can't be TPFoe'd. Same effect.


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Posted

[ QUOTE ]
[ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?

[/ QUOTE ]

http://paragonwiki.com/wiki/Inherent_Powers#Domination :
<ul type="square">
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.[/list]
So, yes, it does increase Magnitude, but not for TP Foe.

[/ QUOTE ]
Duh, I should have just looked at ParagonWiki. I hardly play my Dominator anymore but I did remember that when Domination was going, if my hold power hit then even bosses were held in one application. Thank you for confirming the former and clearing up the latter for me and anyone else reading this.


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Posted

I could have sworn I used to teleport yellow lieutenants all the time. I thought orange was the limit. *shrugs*

I slotted mine with 1 range and 1 accuracy and 1 recharge. If I respec'd today I'd drop the recharge because I don't use it that often anymore but back in the early levels it was nice so that if I missed I didn't have to wait long to try again.

It's a great power for thinning big herds or getting an enemy out of a stuck area where no one can hit it or if you just don't want to climb up there and get him.


 

Posted

Remember the mechanic:
- first hit it (slottable, improvable by insps, etc.) accuracy/To hit mods all apply.

- then overcome its magnitude to port it. As far as I know based on level, and not subject to modification.

Unless it has been changed, outcomes are:
- miss. Target not aggroed.
- hit and overcome magnitude: target teleported, aggroed. May trigger aggro from others mobs near target, same as a regular attack, though this can be ameliorated by distance, stealth type powers.
- hit and fail to overcome magnitude: target not teleported, is aggroed and starts to close on you, same remarks about adds as above.


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Posted

[ QUOTE ]
Remember the mechanic:
- then overcome its magnitude to port it. As far as I know based on level, and not subject to modification.

[/ QUOTE ]

See my post above. I broke down the Magnitude mechanic. Both level and rank of the foe affect the Magnitude. Accuracy/ToHit does not.


[ QUOTE ]
Unless it has been changed, outcomes are:
- miss. Target not aggroed.
- hit and overcome magnitude: target teleported, aggroed. May trigger aggro from others mobs near target, same as a regular attack, though this can be ameliorated by distance, stealth type powers.
- hit and fail to overcome magnitude: target not teleported, is aggroed and starts to close on you, same remarks about adds as above.

[/ QUOTE ]

No, it's not been changed, and you have this wrong. See my post above.

If the foe has less than 2.1 Magnitude of Protection, you will TP the foe if you make the to hit check.

Whether or not you TP the foe, there is a 50% chance for a 1 second Taunt with a 10 ft radius at the foe's location.



Why would you post something so contradictory to something already posted in a thread so thoroughly footnoted?


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Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.

[/ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?

[/ QUOTE ]

http://paragonwiki.com/wiki/Inherent_Powers#Domination :
<ul type="square">
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.[/list]
So, yes, it does increase Magnitude, but not for TP Foe.

[/ QUOTE ]

Anyone think it would be worth the effort to bring this up in the Dom revamp thread? If Domination could be applied to TP Foe, it would be an interesting tool to use.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.

[/ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?

[/ QUOTE ]

http://paragonwiki.com/wiki/Inherent_Powers#Domination :
<ul type="square">
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.[/list]
So, yes, it does increase Magnitude, but not for TP Foe.

[/ QUOTE ]

Anyone think it would be worth the effort to bring this up in the Dom revamp thread? If Domination could be applied to TP Foe, it would be an interesting tool to use.

[/ QUOTE ]

Even if not; TP Foe/Creeper Patch


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