Increasing Teleport Foe magnitude
Enhancements
Enhance Accuracy
Reduce Interrupt Time
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Looks like you can enhance for accuracy.
Badging in a PvP zone?
If you are treasure hunting on a battlefield wearing an enemy uniform, there is a high probability that you will be attacked.
This is an enjoy-the-ride game. "50" is only a number, not the goal of the game. - Noxilicious
Otherwise.... no.
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Badging in a PvP zone?
If you are treasure hunting on a battlefield wearing an enemy uniform, there is a high probability that you will be attacked.
This is an enjoy-the-ride game. "50" is only a number, not the goal of the game. - Noxilicious
Increasing accuracy makes it easier to teleport tougher foes (at least for PVE, PVP I have no clue).
I 2xslotted Accuracy on TP Foe
I 2xslotted Range on TP Self
I 2xslotted End reduc on TP Friend
Next slot is going on Range in TP self and possibly a 3rd in Accuracy on TP Foe.
FYI, Teleport Foe has standard accuracy. 3 slotting for accuracy would pretty much be over kill.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Shadowguardinal's TP Foe has 3 slots... Recharge, range, Accuracy. She hardly ever misses and when she does it recharges pretty quickly, plus she can do it from a long way off.
I don't think her and her partner could have made it through the teens without it, but I rarely use it now except to pull runners back to me. I love it for that.
"Oh no you don't..." *yank/boom/kicks body aside*
At least for any minion and up to yellow lieutenants. I tried it on the Rikti AV in the LGTF but it didn't pull him like I thought it would and ended up having to taunt him instead. Hey! It was worth a try!
Hmm, I didn't realize TP Foe had a magnitude. The only way to increase magnitudes, as far as I know, is stacking powers. Applying to mag 3 holds gives you a mag 6 hold. So I don't think this is possible.
TP Foe has a magnitude of 2.1. That is why you can TP an even-con lieutenant (yellow) whose mag protection is 2. However, if that Lt. is +1 to you (and becomes orange), then it's mag protection is now 2.1 or greater (I think 2.2) and then you can't TP Foe that orange-conning Lt.
In fact, you can six-slot TP Foe with ACC and you still can not TP Foe an orange (+1) lieutenant.
ACC helps to overcome defense... you still need a successful ToHit; but once you hit, then it's all about mag and mag protection. And if you can't beat mag protection, then the TP Foe will never work.
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WRT Taunting with TP Foe: TP Foe has a 50% chance of creating a 10 ft. sphere of mag 20 Taunt at the target's location. So, if you successfully 'hit' the target, even if the target has a high mag protection and isn't TP'd (like an AV), there is a 50% you'll land a Taunt and thus 'pull' the AV to you.
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Does the game have any way to increase the mag on TP Foe? To my understanding it isn't effected by Overpower or Domination and can only be slotted for range and endurance (well, and stealth procs).
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