Teleport Self
End, End and Range, and/or an End/Range IO... I don't tend to heavily slot it.
Last I heard: 2 EndRed, 3 Range.
But, I don't use it myself, so I leave the definative "Best Slotting" to others.
You can also look at the available Set IO's to squeeze better performance out of fewer slots.
Or test it yourself using the Test Server and/or the Alternate Build option to get it to perform to your preferences.
Enjoy!
2 blessing of the zephyr io's. that is all that is needed.
Without getting into sets, put an EndRed in the free slot. If you add slots, add a second EndRed, then anything else Range.
"Trust me, it worked in the Simpsons." - Calash
I only add 3 range and have no problems getting across zones, except maybe top to bottom of IP i might have to pop a blue at about 3/4. But that's with Stamina slotted with 3 end mod.
i usually use 1 end in the base slot, and then add range enhancers/set IO's as slots are available. My characters who teleport can generally cross any zone without needing to rest (my grav/storm can cross Shard zones that way), so i usually don't bother with more than one endurance reducer.
Dr. Todt's theme.
i make stuff...
Range IS, actually, end reduction, sort of. You go 20% farther on the same amount of endurance.
Blessing of the Zeph is very good, but one End/Range and maybe an End will do you fine.
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@Boltcutter in game.
I don't select Hover anymore. If I'm afraid of lagfalling, I just toggleon the Raptor pack. Which, honestly, isn't very often because I am rarely afraid of lagfalling unless I'm porting around in a zone I'm not supposed to be in yet (where even the minions are deep purple).
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Don't forget the most important enhancement for Teleport: Hover.
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I've never needed hover on a teleporter. (And, in fact, can't get it (directly) on a Warshade.)
If it's a character that might be doing ranged attacks, I *might* do it for the sake of positioning (and even then - hello, jet pack, why waste a power?) - but "needed" or "most emportant?" I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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bad example, because as any real Ferrari owner will tell you, the dice ARE required, as they add an extra 100 horsepower.
Not exactly on topic, but a hint that made me love using Teleport: binding the power to a keyboard/mouse combo makes it tremendously easier to use. Something like:
/bind Lshift+Lbutton, "powexec_Name Teleport"
You just point where you want to go, hold down the left shift key and click your mouse, and you're there.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
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Don't forget the most important enhancement for Teleport: Hover.
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I've never needed hover on a teleporter. (And, in fact, can't get it (directly) on a Warshade.)
If it's a character that might be doing ranged attacks, I *might* do it for the sake of positioning (and even then - hello, jet pack, why waste a power?) - but "needed" or "most emportant?" I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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YMMV, of course. Personally, I find Hover invaluable for Teleport when getting around amidst obstacles -- navigating around or between buildings near a destination, for instance. I don't have to pick an immediately convenient landing point, I can stay in the air and pick my direction in my own time. I never said it was needed, but I still consider it the most important. Maneuverability and time to stop and think are, for me, far more important than 20% range per enhancement or any reduction in endurance (after all... I can just Hover while Stamina works its magic).
I team with the Repeat Offenders.
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Don't forget the most important enhancement for Teleport: Hover.
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I've never needed hover on a teleporter. (And, in fact, can't get it (directly) on a Warshade.)
If it's a character that might be doing ranged attacks, I *might* do it for the sake of positioning (and even then - hello, jet pack, why waste a power?) - but "needed" or "most emportant?" I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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YMMV, of course. Personally, I find Hover invaluable for Teleport when getting around amidst obstacles -- navigating around or between buildings near a destination, for instance. I don't have to pick an immediately convenient landing point, I can stay in the air and pick my direction in my own time. I never said it was needed, but I still consider it the most important. Maneuverability and time to stop and think are, for me, far more important than 20% range per enhancement or any reduction in endurance (after all... I can just Hover while Stamina works its magic).
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Not arguing it can't be useful. Just that that's hardly the same category as your "most important" statement.
(And this, btw, is coming from someone whose first 50 was a blaster, and loved teleporting... through Dark Astoria... before we had safeguards to get jetpacks, etc. back in I4.)
I've never "needed" Hover on a Teleporter either. Neither have I needed endurance or range enhancements. My point is only about the relative importance of Hover versus those enhancements. In my opinion, Hover is more important (has a greater impact on ease of travel) than those enhancements.
Just clarifying my point, as multiple opinions can of course coexist.
I team with the Repeat Offenders.
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I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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bad example, because as any real Ferrari owner will tell you, the dice ARE required, as they add an extra 100 horsepower.
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And Flame Decals add a extra 50 mph to the top speed.
end/range/ after that, whatever you want.
One of the teleport sets has stealth proc, that's kind of nice to have.
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I'd say it's roughly as needed as a pair of fuzzy dice in a Ferrari.
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bad example, because as any real Ferrari owner will tell you, the dice ARE required, as they add an extra 100 horsepower.
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And Flame Decals add a extra 50 mph to the top speed.
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Kinda like Speed Holes! (Sorry, wish I could find a video link.)
I team with the Repeat Offenders.
I put one endred in it and my tank can travel any distance with Unyielding running, even across a Shard zone. The key is not to fire it instantly. You have several seconds of hover - use a couple of them and you'll never run out of END (assuming you have Stamina or an equivalent).
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I find 3-slotting Teleport for 1-end, 2-range really provides for great ease in getting around. Fast and doesn't leave you gasping for breath.
-Johnny
Slotting for range is similar to slotting for endurance. If you teleport further, you travel further for less endurance. Increasing your range by 20% is like reducing its endurance cost by 20%. Because of the way endurance reductions work, you decrease your endurance usage by roughly half of what you slot. It's not precise as you get less bang for your buck as the slotted value gets higher, and a little more bang for the buck if you slot less, but the idea is there.
If I need my slots elsewhere, I just use the one in Teleport. I add an Endurance/Range IO and just use that until I can add another slot. Then I may add another Endurance/Range from a different set unless I really want the set bonus from the first set. If I do want that bonus, either a Range or an Endurance will work well. An Endurance will decrease your endurance cost so that you can probably keep teleporting without stop, a Range will get you there faster. An advantage to endurance is that if you have a stone tank (which needs teleport about as much as any set could need a particular power), endurance will let you teleport around the combat area during combat without running your endurance dry.
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The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
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"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens
I understand that it has its shortcomings, however, what are the preferred slotting options for it?
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