teleportation
Three end reduction IOs should be more than enough to alleviate end usage problems.
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
oh .. sheesh.. reductions. lol. That's what I saw in my head when I wrote mods. duh.
Thanks very much for the quick reply. I'll give it a go and see how it pans out. There's always a respec if I don't like it.
Cheers,
Justice
Everwood
Triumph
The Trust
2-3 End Reds should be enough, although for especially long journeys (say, shadow shard), you might have to slow down your teleports a bit between jumps when you get closer to the end (not long enough to fall, but... closer).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
I have used it a number of times on toons that it just "fit" normly sloting it with range and 2 end reducers is more then you will need. remember the end the power uses dose not chane just because you can telaport a few extra 100 feet. 2 range-1end or 1 range 2 end tend to be my norm for it or use BotZ it has range and end reducers + nice set buffs on top of that id stil slot an extra end reducer tho thats just me :P
There is but one truth. Time is limited. ndnw its over
Honestly, I make do fine with one End reduction in TP. However, that's a level 22, prior to SOs you will need 2 DOs to equal that.
I also typically slot one Range Enhancement as well. While this does nothing to reduce the End cost of travel, it DOES get you to your destination in less jumps. Which in the long run can save you more End than using less End for more jumps. The only time it catches up is if you have an extremely long distance to travel. Once you reach your destination, though, you can Rest or just wait to recover End. (Which is why I typically go with one of each, instead of two End or two Ranges)
Another very helpful thing to use with Teleport is a keybind that will enable you to teleport with a single click. There are various examples in the Guides section. In short, you will bind your mouse click button (with a modifier key, like Shift) to both activate the Teleport power and click at the same time. This enables you to repeatedly click to travel without having to key power every single time.
Another handy thing to have with Teleport is Hover, although I have found that with the keybind you can USUALLY teleport fast enough to not fall out of the sky. If you find yourself hitting the ground a lot, though, turning on Hover first will stop that.
(Also: IP is an excellent test of the upper limits of Teleport range. Honestly, I tend to take the tram to Brickstown and travel to the gate rather than jump/fly/whatever the full length of IP)
One further thing.. Be advised that if your computer bogs down in heavier traffic areas or big city areas due to graphics, you may find yourself dropping before you can TP again. Personally, Im not a big fan of it. I have it on a stone brute but only got it for the Lord Recluse Strike Force runs. To try and travel with it can sometimes be more trouble than its worth for me. I just buy the ol jet packs or use my GvE jet pack when I travel on him now. When I do use it, I TP straight up before starting off the direction I want to go. That way I can minimize a lot of the graphix content and make travel faster.
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Well isn't range a Schedule B (20%) while end red is a Schedule A (33%).
Let's say you need to travel 600 yds.
Standard range of 100 yds per TP means you need 6 activations to cover that distance.
One Range SO would drop this to 5.
One End Red would keep it 6 activations but those 6 will only cost that same as 4.5 activations.
And since 6 activations will take more time than 5, you may actually get an extra tick or two of end recovery over the span of jumps.
Father Xmas - Level 50 Ice/Ice Tanker - Victory
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Jaunt End/Range is incredibly cheap. Buy the highest level one you can use and add maybe 1 1 slot of end (if your a warshade stick to the jaunt and flip to nova if you get low on endurance =p)
Great advice from everyone. Thanks very much.
Cheers!
Justice
Everwood
Triumph
The Trust
I think teleport is still suffering from the rep it had a while ago of being a end hog. It's not *cheap* but it got it's end cost signifigantly reduced a while back to where you don't need to dump tons of end reduction into it.
If you have Stamina, one end reducer (at SO levels) will suffice for all but the longest travel zones. Two and you can basically go anywhere without running out of end.
Personally, once I hit 32 (since I don't slot IO's below level 35), I use a Jaunt Range/End and a Blessing of the Zephyr Travel/End at level 35. This gives 382 ft jumps at 8.9 end per jump.
That's always been enough for me to get anywhere with no worries.
6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.
I can pretty much run from one end of most zones to the other without running out of end with no enhancements, IIRC. I have to have EVERYTHING else turned off, though. For an IP run, yeah, you definitely need end red, but how often do you have to do that. I, too, have a tendency to do the Jaunt route. One range, one end red, +4% regen and call it a day.
Dec out.
Soulwind frankenslots: Personally, once I hit 32 (since I don't slot IO's below level 35), I use a Jaunt Range/End and a Blessing of the Zephyr Travel/End at level 35. This gives 382 ft jumps at 8.9 end per jump. |
Dec out.
What's the fathest one can teleport? This 'click click click'ing I'm doing to get to my destination is tedious.
If Teleport can't go that far, I might as well pick Fly or Super Jump. :/
I've never used TP before as a travel power but am giving it some serious consideration. It would fit into a character I'm creating quite nicely.
The question is - with 3 end mods in it, is it still going to sap all my end or will that mitigate the usage sufficiently, that I can arrive to a location and still have some end left? I like to use tp'ing from one end of IP to the other (longest distance) as a guide for useage and remaining end. Thanks for any replies. Cheers, S |
That 1 range enhancement, however, will allow you to teleport quite a bit further, meaning that you wont be using Teleport as many times which will result in less endurance usage.
Personally, I have slotted my Teleport with 2 end-reduction and 2 range enhancements and it's perfect.
Also, Teleport IS the fastest travel power, with exception to a teammate just teleporting you to their location :P.
You may want to use this bind to make things easier:
/bind lshift+lbutton "powexecname teleport"
This way, you can just hold your left shift key and left-click your mouse whenever you want to teleport.
What's the fathest one can teleport? This 'click click click'ing I'm doing to get to my destination is tedious.
If Teleport can't go that far, I might as well pick Fly or Super Jump. :/ |
Depending on the toon, Teleport can go up to 312 MPH with enhancements and powers alone. However, that requires a specialized build, including the Energy Manipulation blaster secondary powerset.
Teleport without any enhancement goes 102ish MPH (which is 10MPH faster than the run speed cap, and 25ish MPH faster than the jump cap). It is by far the fastest travel power in the game. With one SO, it's 123ish MPH. With two SOs, it's 143ish MPH. It's ridiculously fast. The only problem is getting around in crowded zones, but that is taken care of by going up above the cityscape and teleporting around up there.
A common bind for teleport:
/bind shift+lbutton "powexecname Teleport"
Holding the shift button and clicking your left mouse button will allow you to continuously teleport, without having to hit a key then click your mouse, hit a key then click your mouse, etc. It's just click, click, click, boom, you're there.
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What's the fathest one can teleport? This 'click click click'ing I'm doing to get to my destination is tedious.
If Teleport can't go that far, I might as well pick Fly or Super Jump. :/ |
As for TP itself. When I could dedicate the slots to it, I would slot range before end red. (as long as I was putting at least 3 slots into it.) Like Father Xmas said, It gets to the point that you are activating it less meaning using less end. You should've seen a six slotted range (before ED) tp... glorious for the shadow shard.
Back then I used it mid battle constantly on my stone tank... used to herd whole maps with TP without toggle dropping.
Note that the underscore SPiNE left out doesn't matter much, "powexecname" is the same as "pow_exec_name" is the same as "p_o_w_e_x_e_c_n_a_m_e".
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You do realize I was just fixing the quotes, not the underscore, right? :]
And isn't lshift important because if you use right shift for something, binding to shift would override all shifts including your right shift.
I've never used TP before as a travel power but am giving it some serious consideration. It would fit into a character I'm creating quite nicely.
The question is - with 3 end mods in it, is it still going to sap all my end or will that mitigate the usage sufficiently, that I can arrive to a location and still have some end left?
I like to use tp'ing from one end of IP to the other (longest distance) as a guide for useage and remaining end.
Thanks for any replies.
Cheers,
S
Justice
Everwood
Triumph
The Trust