Teleport Foe and PvP
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Will I also need some kind of interrupt enhancement as well?
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Yup. Base recharge is 20 seconds so I found 2 recharge is fine - just incase it misses the first time. An interrupt duration is a must have if you want to use it while being fired at. On the character I have it on I've gone for 3 accuracy, 2 recharge and 1 interrupt duration, makes it quite reliable. If you're looking at it for PvP, maybe think about taking air superiority as well - it's handy for PvE as well as PvP - quick animation and reasonable recharge on there so helps with the fury, one hit knockdown on most bosses, and the combination of that and TP Foe completely screws up anyone in PvP relying soley on fly to get around.
What defence is there against this attack in PvP? After taking my stone/stone brute to Bloody Bay yesterday I'm seriously thinking of 3 accuracy/ 3 recharge for the endgame PvP on this power.
It was very frustrating to be so grounded whilst a warshade floated on high and picked away at me but when this thing worked they got a really nasty shock.
I'm thinking that TP foe, followed by the hold smash in the stone line (seismic smash or something?) followed by a jolly good malleting, would make people wary of getting too close.
Will I also need some kind of interrupt enhancement as well? Any experience would be appreciated.