Teleport Foe !
The old uses for tp foe, putting people in mines/caltrops/AS are pretty much gone but it still has its moments. Mostly on teams where pulling a runner back for another round of attacks or taking an enemy from a place where they believed they were safe to a place where they're alone getting beat on by your team.
As mentioned earlier in this thread, KB is probably the best tool to follow up tp foe with. Wormhole is nice if you can get it, or any high mag ranged kb + tp foe.
It's not something to base a whole build around but if you happen to have a build with some room in it it's a fun gimmick to have available.
Honestly... learn to play :P
If you were a /traps blaster or corruptor, I'd say: "Yes, sucks TP Foe doesn't work for you anymore."
But a mastermind? Oh comon, you don't even need tp to kill people, actually you don't even need trip mine. Just chase after your targets, play with them a little, and when they get to half HP and are ready to run, powerboosted webnade, pet attack, proc filled trops, proc filled poison trap on their struggling feet and you have a kill! (Yes, may seen stupid but alot of masterminds in pvp forget they can and SHOULD get out bodyguard mode sometimes.)
I had a pvp bot/traps.... but got so ridiculously stupid to pvp with him due lack of challenge. By the way, masterminds is easy mode in pvp and pve.. most of them at least.
WARNING!
The post above was made by a brutally honest person. It may contain sarcasm, dark humour, offensive language and typos! Don't lose your time trying to correct my spelling, english is not even my primary language...
My first guide, i15 plant/thorn dominator! Check it. NOW!
The changes to TP foe were pretty uneccessary. Reason being: The duration of the "unaffectablilty" effect of the power is too short to prevent droning - infact, all it does is make TPing people in trip mines harder to do. Note, that when I say harder, I do not mean more skill demanding - I mean more of a hassle.
Before i13 - before the Virtuous Vanguard was called the Virtuous Vanguard - our primary means of killing people involved TPing them into areas laced with Trip Mines, debuffs, and Warshades. When we came back in i13 and formed the Virtuous Vanguard we were forced to KB our targets just before they were teleported, making them unable to leave the area laced with Trip Mines, debuffs, and Warshades before their "unaffectability" wore off.
Bottom line: The only things the changes to TP foe did were make Devices blasters and bad MMs less effective, and make griefing PvP zones slightly more of a hassle. Have a Kin ID you if you don't want to be TPed. It's not hard.
Usually I used TpFoe on my devices blaster, geometry was one of the best ways to lay your trap and pounce, I loved the open boxes in Sirens Call and the small archways in Warbug.
Mac is exactly right, people don't let go of the keys, there were many a time that my 20 odd mines didn't blow because i caught someone mid jump etc.
It took some practice but after a while I was able to time my ports so that you either caught someone on the drop from a superjump or even trickier when they used a rooting power. Brutes that just activated RttC were my fav :P
Anyway, problem now is that even well timed teleports result in players being able to jump or superspeed away before I can effect them. Mines are annoying now because they still activate! Phased characters shouldn't set off traps, surely!
Consciousness: that annoying time between naps.
Usually I used TpFoe on my devices blaster, geometry was one of the best ways to lay your trap and pounce, I loved the open boxes in Sirens Call and the small archways in Warbug.
Mac is exactly right, people don't let go of the keys, there were many a time that my 20 odd mines didn't blow because i caught someone mid jump etc. It took some practice but after a while I was able to time my ports so that you either caught someone on the drop from a superjump or even trickier when they used a rooting power. Brutes that just activated RttC were my fav :P Anyway, problem now is that even well timed teleports result in players being able to jump or superspeed away before I can effect them. Mines are annoying now because they still activate! Phased characters shouldn't set off traps, surely! |
TPfoe still works. It takes a little bit more effort like sillet said, but it's not like there's no way around it.
One thing I noticed with tp foe is that 9 out of 10 people that have it are bad pvpers. People that take tp foe usually depend on it way too much. It seems like its either bad pvpers that take tp foe, people who drone in a attempt to stop base camping or grievers.
Making people blow themselves up with their own mines is funny.