Teleportation
1) End Cost (can be mitigated with slotting)
2) Sometimes hard to use (can be mitigated somewhat with macros/binds)
3) Easy to over-shoot your target sometimes.
Evened out by:
1) Complete 3-D movement
2) Fastest straight-line movement
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Caves.
I always found tp to be perfect to line up cones and such off a corner, the mobs stack up real well when using tp to corner pull.
Negatives... with the keybinds, you don't HAVE to take hover for it, but it sure is nice if your connection lags at all.
Not fair. SS, SJ, and Flight suck in caves as well. besides, now that sprint's base speed has been buffed, you dont need much more than that to navigate caves.
I always found tp to be perfect to line up cones and such off a corner, the mobs stack up real well when using tp to corner pull. Negatives... with the keybinds, you don't HAVE to take hover for it, but it sure is nice if your connection lags at all. |
Sprints base speed has been increased? It seems that I have missed a lot since I've been gone.
*shrugs* I've heard alot of hate for it, some don't like the mechanics of it. I've seen some people run entire missions with flight/superspeed on. This is usually not one of those travel powers. I don't use travel powers in-mish that often (usually) so it never bothered me.
Some people like binds for it, I just keep it on my bottom tray in the second slot, so that "2" is my teleport key. (It's right over my 'w' forward, so it makes sense to me this way.)
It takes some getting used to, but it's fine. Actually, when I have just finished playing my teleporters, I get ancy for it. It's one of those things where I tried it first and then asked on my superspeeders "THIS is fast?"
*edit* actually, one negative I have for it: it has a hover attached to it. When you finish teleporting, you hover slowly for a few moments; for my impatient self, this is a downside from when you could drop and run right after a port. You do NOT need hover with this power, unless you are experiencing substantial performance issues.
Since I've already posted many threads today...
what is the max speed for Flight?
Has it changed since it was...I believe...58 mph?
Since I've already posted many threads today...
what is the max speed for Flight? Has it changed since it was...I believe...58 mph? |
All the answers are here
http://wiki.cohtitan.com/wiki/Travel_Powers
enjoy
Max flight speed hasn't changed, but base hover speed has increased. Again.
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Another few benefits to Teleport:
(a) You can teleport out of Slow areas and you can move while Immobilized. Every time my Stone Tank is hit with Caltrops, I am thankful I have Teleport. It is the only travel power that lets you move while Immobed or slowed.
(b) If that doorway or hallway is blocked, you can teleport past the blockage.
(c) I have Teleport on one of my builds for my Ill/Rad . . . he can teleport past Rikti Drones without being seen while invisible.
(d) If you are stuck somewhere, you can often teleport out without having to use the /stuck command.
(e) You can sometimes teleport around corners.
(f) You can sometimes teleport through small openings where your character would not be able to fit through.
And a negative that can be offset:
In those open-air "find the glowie" or "find the citizen" missions, Teleport is hard to use to search -- you generally have to plan to land on a building. This can be overcome with Hover or any of the many Temp Fly pack powers.
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Please be mindful that, in PvP, Teleport is all but useless when Travel Suppression is in effect. There's no quick get-away for a TPer that attacks or is attacked in PvP.
Not fair. SS, SJ, and Flight suck in caves as well. besides, now that sprint's base speed has been buffed, you dont need much more than that to navigate caves.
I always found tp to be perfect to line up cones and such off a corner, the mobs stack up real well when using tp to corner pull. Negatives... with the keybinds, you don't HAVE to take hover for it, but it sure is nice if your connection lags at all. |
Any teleport question:
Recall Friend
-or-
TP Foe
I find that TP is a great second travel power, but as a main, I just end up feeling like it is tedious and and tired after crossing a map. I even start looking for a Redbull to get some wings.
TP foe: requires a hit check, its effect can be replicated via using a vet/temp ranged power in many circumstances, but it does give you more control of the enemy and allows you to snag runners/teleporters quickly.
Here are my own "pros and cons"
Pros
1) Best "get out NOW" travel power. (unless you're mezzed or in a PVP zone, more on this later)
2) Fast. If you have an /energy blaster it's worth teleporting and taking boost range for the OMGBBQ! factor.
3) With practice, pin-point precision for landing at a destination. Not the biggest deal, but kind of cool
4) Prereq is either 1) team friendly (recall ally) or 2) solo friendly (tp foe can thin the herd)
5) Cheapest of the stealth IOs
Cons
1) Lag = death (potentially) It's quite possible to drop into purple mobs in a moment of lag.
2) Prereq power is least useful to me compared to Hasten, Combat Jumping, Hover or Air Superiority.
3) Useless in pvp zones if you attack or are attacked (whether npc or pc).
Bottom line, if you haven't taken it, try it. If you don't like it, then respec or make a 2nd build.
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I got a TP Foe question.
Is TP foe with only an Accuracy slotted a good power? On my ninja/ninja stalker, AS won't fear enough of the mob. I'll drop back to a corner and toss caltrops into the middle of the rushing mob just to divide the mob up into more manageable chunks.
If I'm being charged by nine critters and caltrops splits the mob into 2 on my side and 7 on the other side. I'm gonna finish that 2 off quick and it may say Hidden in the upper right corner of my screen but those 7 now exactly where I am.
So I'm wondering, when Stamina becomes an inherent, and I need to find powers that don't require additional slotting is TP Foe worth it?
Just to toss this out there...if you decide on teleport...suggested slotting (for me at least) is 2 end redux and 2-3 range. W/ stamina the 2 end redux will prevent you from draining your blue to nil...unless you're running a bunch of toggles or one expensive one like WS's Nebulous Form. Unlike most travel powers, teleport really requires some slot loving to get the best return for it, which could be anywhere from no big deal to difficult to manage, depending on how tight your build ends up being.
A good bind for teleporting is /bind Lshift+Lbutton powexecname teleport. with this...just hold the left shift button and click where you want to go. makes things SO much easier. (ugh...blasted kitten is trying to crawl on my keyboard again).
for the TP Foe on a stalker question...i've never used it...but i'm pretty sure that using it would break hide and you'd get aggro from the ported foe unless you placate...at which point he'll start walking back. Plus...there's still a chance of aggro'ing the rest of the mob. Food for thought.
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I bind teleport to my scroll button.
/bind mbutton "powexecname teleport"
that way I can travel with one hand fast. Every other travel power can be used one handed, teleport should be operated the same way.
It is the only travel power that lets you move while Immobed or slowed.
|
Personally, I find it helpful to have two binds for Teleport, one for short range teleport, and one for long. For the long range, travel power, I "turn it on" with a key, which also pans out the camera, and turns off the windows so I have more freedom to click locations. My bind then turns into a single click to Teleport, repeatable so I just keep clicking to travel. This is usually so fast on my system I don't even need Hover.
My short range teleport I have bound to an Alt-click combination, and Alt turns on the cursor when I press it down. So I just hold down Alt, position the cursor, and click. Works great for rapid and emergency teleport.
I actually only use the latter bind for character concepts that I decide are good at "combat teleporting". I won't use it on some of my characters that only use it for travel. Of course, one of those who is "innately good at teleporting" is my Warshade. (And often one reason I won't use the short range bind is I plan to use it for something else, like Caltrops or Tar Patch)
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Sure, but let me get home to check it. It makes use of bindfiles, so it's something like /bind t "camdist 2.0$$window_hide nav$$bind_load_file c:/coh/teleport1.txt" (Even longer than that, actually)
Also, my bind is very similar to the one in this link, and you can also find some very good teleport binds in the Player Guides forum, even in the thread on Binds that is stickied at the top of the forum. (The basic /bind shift+lbutton "powexec_name Teleport" is the simplest)
I re-subbed my account and I plan to re-roll my scrapper.
I plan to use TP as my travel power because it is the only TP that I have never used.
Could I get a list of the cons for this travel power?
Thanks in advance.