Info on teleport


Canine

 

Posted

I have a character I am creating that is taking the teleport travel power for concept reasons. I have never used this travel power before and I have a few questions on it.

1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?

If it is not worth the trouble I will most likely go with a different travel power, but this one would just "fit" the character better.


A day without sunshine is like...you know...night time.

 

Posted

Quote:
Originally Posted by cybrstorm View Post
1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?
1) - It can be. Without Stamina, and with No end cost slotted, you can haemorrhage blue like nobody's business if you're travelling a long distance.

2) - Nope. Not unless your PC is so old and creaky that you get lag every time you jump. There's a 3 second hover attached to Teleport every time you jump.

3) - Nope. It's a maximum of 300 foot jump unslotted. 17.6 hops to cover a mile. Slotting will help, though.

4) - Not when you set up a bind. /bind ctrl+lbutton "powexec_name Teleport" for example, will set it up so that when you hold down Control and left Click, you teleport to the location you clicked on.

Fine control can be a little tricky with TP, but it's a skill you acquire through use.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by cybrstorm View Post
I have a character I am creating that is taking the teleport travel power for concept reasons. I have never used this travel power before and I have a few questions on it.

1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?

If it is not worth the trouble I will most likely go with a different travel power, but this one would just "fit" the character better.
1. Yes it is an endurance hog.
2. No, you do not "need" to take hover. It makes it easier I guess, but I've never felt the need for it. (couldn't take it if I wanted to anyway since it's on a warshade)
3. Not sure. I have mine 2 slotted for the IO bonus, but I don't use it much and only have it because it's on a warshade.
4. It's not that bad, but it's easily my least liked travel power.


 

Posted

The only time the End cost hurt was on my once-staminaless Mastermind. Teleport is my fave travel power, normally I throw one extra slot in their and go End Reduction and Range (or suitable set IO slotting).

I've never bothered with Hover with it and rarely do the lemming drop.


 

Posted

Teleport has strengths and weaknesses.

It's fast when crossing long distances. It's good for opening the attack if you want to appear in melee without being seen and attacked as you run up; conversely, it's the hardest travel power to use for quick escapes (unlike Super Jump or Flight you can't just "kick off" and worry about where you'll land later; you have to swivel your view around to teleport back the way you came).

The "falling out of hover" problem happens less as you become more experienced at placing the target circle quickly -- you really learn to make up your mind and "go!"; if you dither, you'll plunge out of the sky.

I bound the thumb button on my mouse to teleport (mouse mapping does not replace the keyboard command, so I can use either the keyboard button in my power tray or the mouse button). It's easy to thumb-aim-leftclick and leapfrog across the city.

If you team, Recall Friend is a very useful prerequisite.


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Posted

I have teleport on my granite, i believe 3 slotted (range, end, range/end) and can live with it just fine. Secondairy i still have fly, so no worries there. If im in granite i can teleport around quite a long time before i really get end-issues.

No toggle running i basicly can keep teleporting pretty much without loosing end (or u wait a slight moment while TP'ing again, u regen enough back already).


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Posted

If you have stamina it doesn't really need more than 1 endred. Slotting it for range makes it quite fast - you can get the jumps to 450+ feet.


 

Posted

Quote:
Originally Posted by Canine View Post
1) - It can be. Without Stamina, and with No end cost slotted, you can haemorrhage blue like nobody's business if you're travelling a long distance.

2) - Nope. Not unless your PC is so old and creaky that you get lag every time you jump. There's a 3 second hover attached to Teleport every time you jump.

3) - Nope. It's a maximum of 300 foot jump unslotted. 17.6 hops to cover a mile. Slotting will help, though.

4) - Not when you set up a bind. /bind ctrl+lbutton "powexec_name Teleport" for example, will set it up so that when you hold down Control and left Click, you teleport to the location you clicked on.

Fine control can be a little tricky with TP, but it's a skill you acquire through use.
Quote:
Originally Posted by _Uun_ View Post
If you have stamina it doesn't really need more than 1 endred. Slotting it for range makes it quite fast - you can get the jumps to 450+ feet.
I would like to point out that stamina is not mandatory for using TP either. I do quite well without Stamina and can TP across the length of Steel Canyon or Skyway without having to rest. You just have to learn the ins and outs of timing and how the power works.

Don't let people trick you into thinking that Stamina is mandatory for anything. Save that job for yourself.

edit: fixed quote tags


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"

 

Posted

If you set up a keybind, not only does it make teleport easier to manage, but it makes it much less likely that you'll need Hover. I do have some characters that take it for concept reasons (they have the ability to fly, but teleport because it's faster) but as long as you can get the next teleport off in those three seconds, you won't fall out of the sky. And even if you do lag a bit, 90% of the time you teleport before you hit the ground anyway.

The Endurance Cost is a bigger issue, but you can either slot for End (so you don't run out) or Range (so you get to your destination before you run out) or even better, both.


 

Posted

Quote:
Originally Posted by cybrstorm View Post
I have a character I am creating that is taking the teleport travel power for concept reasons. I have never used this travel power before and I have a few questions on it.

1 - Is it the endurance hog that others have suggested it is?
2 - Do you need to take "Hover" so you dont fall out of the air when teleporting?
3 - Does it need to be 3 or 4 slotted to be effective?
4 - Is it a pain to use?

If it is not worth the trouble I will most likely go with a different travel power, but this one would just "fit" the character better.
1: It does take a fair chunk of end. It's not crippling, but considering that none of the other travel powers' cost even outpace your native recovery, it's considerable. I do find that it is possible to run out when crossing large zones, although the one character of mine with teleport is only in his low 20s and thus doesn't have it well slotted for range or endredux yet.

2: If your computer is old, you probably should consider hover. I play on a 3 year old laptop with only 1 gig of ram, and so falling out of the sky due to graphics lag isn't uncommon for me. If I had room for it, I'd be taking hover (lucky 60+ month vets and their no-prereq travel powers.... grumble grumble). But if you have a modern rig, there's no need for it - when teleporting through non graphically demanding zones, I have no problems whatsoever.

3: It doesn't *need* to be 3 or 4 slotted, but it certainly can help. It's already the fastest travel power out of the box, but only if you can sustain the end costs. Slotting for range gets you there in fewer jumps, thus saving end, and slotting end also obviously saves you end. I believe I was planning on slotting mine end/range, end, range, but if you just want to toss an end in the base slot that's certainly fine.

4: I personally don't find teleport a pain to use at all (when my computer is behaving, anyway). The bind mentioned above allowing you to hold down control (or shift, or whatever) and click to teleport is a must-have, though. Without that bind, it can be more of a hassle, although certainly not unusable.


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Posted

Quote:
Originally Posted by Twisted_Toon View Post
Don't let people trick you into thinking that Stamina is mandatory for anything. Save that job for yourself.
You'll note I specified non-Stamina and no end reduction slotted as the pre-req's for haemorrhaging endurance.

I've got Teleport on my non-stamina Robotics/Traps/Paranoid Moron^H^H^H^H^H^H^H^H^H^H^H^H^H^HMace MM, and he can get around just fine. It did, however require fairly heavy slotting.

As has been mentioned elsewhere, if you're not fighting lag from a sub-par PC, then just pause a second after each hop and you'll mitigate the end cost by allowing more time for recovery.

I also favour the 'Up, along, down' method for teleporting, too. First hop is straight up, or at about a 50-80 degree angle in the direction of travel. Once you've got some altitude, then to a large extent you're safe from appearing in the midst of a large spawn of annoyed mobs. Then, once within about 300 yards of the destination, start aiming down toward it. (this may be obvious, then again it may not...)


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Canine View Post
I also favour the 'Up, along, down' method for teleporting, too. First hop is straight up, or at about a 50-80 degree angle in the direction of travel. Once you've got some altitude, then to a large extent you're safe from appearing in the midst of a large spawn of annoyed mobs. Then, once within about 300 yards of the destination, start aiming down toward it. (this may be obvious, then again it may not...)

Definately reccomend this. Not only does it keep you away from potentially angry spawns, it also saves you the trouble of having to go around (most) obstacles. Just to take an extreme case, porting across steel canyon only a little off the street will take a lot more clicks then just going up and over the buildings.

Oh and a brief warning, Dark Astoria is not friendly to teleporters, when visibility is lower then teleport range fun things can happen :P If you're redside, don't believe any red zones have that particular quirk.


 

Posted

2 endurance reduction enhancements, and you can cross any but the largest zones (IP, Nerva, Shadow Shard) without any problem whatsoever.


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Posted

Quote:
Originally Posted by Twisted_Toon View Post
I would like to point out that stamina is not mandatory for using TP either. I do quite well without Stamina and can TP across the length of Steel Canyon or Skyway without having to rest. You just have to learn the ins and outs of timing and how the power works.

Don't let people trick you into thinking that Stamina is mandatory for anything. Save that job for yourself.

edit: fixed quote tags
Not what I said at all. I have taken multiple non-stamina characters to 50. However, if you don't have stamina, you will want more than 1 endred.


 

Posted

Quote:
Originally Posted by Fleeting_Whisper View Post
2 endurance reduction enhancements, and you can cross any but the largest zones (IP, Nerva, Shadow Shard) without any problem whatsoever.
Range enhancements can be almost as good as endurance reduction, too. Longer range = less hops = less endurance used.

I usually go End/3xRange. Especially on my AR/energy blaster with Boost Range. Now THAT'S the way to travel