So, is Teleport Foe another one of those Powers we can do without?


Bright

 

Posted

I used it on my stoner after I got rooted and before I could get TP.

Of course now I am a high enough vet I can get TP at 6 and I won't do a stoner again so I wouldn't miss it if it were gone.


 

Posted

I love Teleport Foe on my squishies.

I peek around a corner, target a bad guy, then duck back and bring him to me. As soon as he is visible to me, I pop a hold on him, and, can usually arrest him by the time his friends can come pounding around the corner....which is ok as they are usually in groups of three and all my squishies can handle two at one time.

Yes, high ranking mobs are hard to impossible to transport, so I don't even try. I teleport his friends to me, leaving him without help when I turn my attentions to him.

And, grin, sometimes I will see a mob standing on top of a Container in a warehouse. Instead of going up to him, I bring him down to me...lazy I know

Teleport Foe is good when you are trying to catch Sorcerers for the badge. Sneak up on one, bring him to you, encase him your single target hold..Booya.

My scrappers and brutes don't have the power because they are badass and can handle being pounded on..but everytime I fight Knives Of Artemis...I find myself wondering if Transport Foe would negate the Caltropes...ala, I could bring the gals to me and bash them

Anyways, Yes we could do without Teleport Foe, but now that I know how to use it, you will have to pry the power out of my cold dead paws.

Oh, and I have found that for me at least, the power needs to be slotted with two accuracies..one just does not cut the mustard. Two is good

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by Largo View Post
I still use TP Foe in regular missions, as a pulling tool or to thin out the herd so that only the boss remains.

/devices and traps/ toons can use it to tp foe an enemy onto a trip mine for comedic effect.

If you're going to commit to using it, it needs at least one additional slot. 2accIO minimum to keep the "miss frustration level" down.
Truth, this.

Thanks for reassuring me that my feel for the two accuracies was spot on

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

so, we see that unlike group fly, although it isn't terribly popular, at least TP foe has numerous uses.

if the defense based pool powers weren't so useful for lotg mules, i'd imagine we'd see more people with TP friend and foe. i know i would.


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Posted

Quote:
Originally Posted by SinisterDirge View Post
I would tp foe a sapper for example, give him a guy smiley, then wade into the rest of the mob. I also found it good for corner pulling without having to expose myself to the mobs at all. Even if it misses, the mob will come.

That said, I respeced out of it about 4 years ago, and haven't really missed it.
Sappers...yessss...my scraps don't have a hold, but they do have Air Sup...a sapper on his back can't sap...I am growing a Kin/Fire scrapper I am happy with, and I am now wondering if I can free up a power choice for this..might make life easier for this squishy scrap...who has promise of being a squishy powerhouse..ahh balance, got to love it.

Sappers, Knives, goodness only knows what else..note to self...try it.

Thanks SinisterDirge


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by NewJerseyDevil View Post
I only have it on my Mind/Psi dom and even though it did get more use at lower levels I still find uses for it. Like if I want to keep one a healer or a buffer-type foe confused and drag him around with me for a bit. Or if I need to build up domination before a big battle, I can tp some minion over to me and keep using confuse/drain psych/low damage attacks until it's ready.

But it would be nice if we could in fact enhance the magnitude so we could teleport higher level foes. Perhaps a new teleport-magnitude enhancer could also function on regular teleport powers as a means of TPing while immobilized. Or the ability could just added to the range or interupt or even accuracy enhancers when put on TP Foe.

I never thought of dragging a confused Healer/Buffer around with me...wow. Good one..

I am so glad I found this thread

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by Local_Man View Post
You can also use TP Foe to grab a foe who is running away and bring him into melee or within range of an AoE aura.
This. Lately, I have noticed that running away is the new black among the bad guys. TP Foe fixes their hash...yet another reason to grab it on my Kin/Fire.

Lisa-who remembers reading that some of the powers we don't normally use are going to be useful.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by McCharraigin View Post
I never thought of dragging a confused Healer/Buffer around with me...wow. Good one..

I am so glad I found this thread

Lisa.
I would see toting around a Rikti Guardian as getting ridiculously OP, their bubbles stack. I've had a confused Guardian stack 5 bubbles before. Adding AM is gravy. Their heals are beef chunks in that gravy.


Global = Hedgefund (or some derivation thereof)

 

Posted

As others have mentioned, there are several good uses for Tp Foe, and
I have a number of toons that have it, use it, and love it.

I have stalkers that use it, for both PvE and PvP. In PvE, it's the Blaster
equivalent to a "pull" if you have either: a bigger spawn than you want
to deal with at once, or two spawns close enough to aggro both if you
attack, or if a spawn has a particularly pesky member in it (ie. sapper,
quant, void, stunner etc.).

For stalkers with /nin, it's especially useful with Caltrops.

In PvP, they've gotten zone kills with that very same technique, but by
and large, it's far less useful there than PvE for them (works just often
enough to be "nice to have"). In PvE though, they use it quite a bit.

For /devices or MM's, it's a very nice power to have... port onto Mines,
or port into the hungry maw of your pets, and it can be a lot of fun.

I've seen a number of Bot/Traps MM's use that technique to great
effect in PvP as well.

So, No, I wouldn't want the devs to get rid of it. I'd like some way
to potentially boost it's Mag, but even without that, I find it to be a
useful, if quite situational, power for a number of my characters.


Regards,
4


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Posted

I love teleport foe on my /traps and /devices.
I find it fine on even level lieutenant (I do 2 slot it).

Its also got a huge range (200' iirc) making it useful for pulling.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

I find it usefull on my Warshade for grabbing troublesome foes, or getting something to feed a pet, but more often I find it really handy on teams that would have trouble taking on an AV's spawn along side the AV itself.

I stand out of LoS and TPfoe the AV... it won't TP the AV of course, but it will aggro the AV on a hit, and almost never alerts the rest of the spawn when it comes over to punch me in the face.


 

Posted

Quote:
Originally Posted by Fusion_7 View Post
If someone out there in CoX land can tell me how they have been using their Teleport Foe and how they find it practical in team and solo use, by all means, please get on the soap box and let us know because I would really like to understand the logic on this and how Teleport Foe can be a practical power.
That's a really long sentence.

Any TPers I have also have this power (although my Warshade does not). I find it useful for the following situations:

1. Wanting to thin out a particular mob who's particularly irritating to have alive, especially when matched with a group. Sapper, Sorcerer, Void Xers, Immunes Surgeons, etc.
2. Wanting to pull a particular group to you without disturbing other groups in the area. Say, a room full of Nemesis mobs with snipers in each group. TP a Lieutenant from a group, the rest of the group usually comes running, while the others in the area don't aggro.
3. Snagging that irritating runner who manages to stick himself inside a wall. Any mob type applies here, but I see it a lot with Cimerorans who like submerging themselves into the rock. See last week's kabillion ITFs.
4. Hooking victims in PVP.

I've found the power to be quite useful - enough to where I use it regularly in combat. Not all the time, but regularly.


 

Posted

Quote:
Originally Posted by Duncan_Frost View Post
It's a fun fluff power. I wouldn't be against merging it with Recall Friend and adding something cool like a self-teleport to a random nearby area, as a kind of 'panic button'.
I'd like to see it merged and turned into Teleport Other.

A Blink ability like above would be cool if it could correctly obey geometry.


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The Queen's Menagerie

 

Posted

I've used it on /Traps masterminds to drop a random minion on untriggered traps in the middle of a fight. Sometimes nothing steps on your trap, so I convert enemy minions into triggers.

Quote:
Originally Posted by Goblin_Queen View Post
I'd like to see it merged and turned into Teleport Other.
I'm not sure if the game engine can handle that. Are there any existing powers that can be used to target both enemy and ally?


Arc #40529 : The Furies of the Earth

 

Posted

Yes, Snowball.


While I find TP Foe can be potentially useful, virtually any situation I come to where it'd be handy my character usually has a better method to handle it. For example, I tried it to keep my anchor where I wanted on my Rad/Sonic, but Lingering Radiation, Screech, Siren's Song, APP mezzes, etc. all work better. I've tried long range pulls, but any old range attack that doesn't knockback generally works just as fine. I've tried yanking problematic minions out of a mob, but mezzing that minion or outright bursting it down is just as, if not more, effective and often faster. I've yanked mobs out of geometry, but a power really shouldn't be judged on it's ability to work around a bug. Dragging buffers around I haven't tried, but there's usually new one in the next mob too and teammates tend to kill your pet confused mob anyway, so why go through the trouble?

Really, TP Foe needs something done to it. Especially if you compare it to Wormhole, which can not only grab whole mobs effortlessly and stun them, but it can also teleport up to Elite Bosses (maybe even an AV with their triangles down, but I've never tried). Granted, it is a primary power and not a pool power, but that's still not excuse for the power pool option to be craptastic.


 

Posted

I had TP Foe for a long time on my tanker who was my 2nd character ever in COH. I don't think her and her controller friend would have made it those first 20 or so levels without it as we learned the game and everything seemed mysterious and terribly hard. Mainly we used it to thin down big crowds to something we thought we could handle. Sometimes it would trigger the aoe taunt and we'd have to deal with it but that wasn't very common.

After about level 24 or so, the controller objected to it since it neutered her new aoe controls so we got to using it less and less and I got more confident in my tank's ability to take damage. By the time we reached 50 I was using it mostly to pull back runners or bring those annoying mobs that like to stand at distance into my heal aura (heal for me that is). I eventually respeced out of it and while I miss it sometimes that's pretty rare.

When I was using it actively I had it 4-slotted. 2 Acc, 1 Recharge, and a range.

My wife still uses it and loves it on her stalker. TP, AS, TP, AS... The teleported foe does react but since it doesn't disrupt her hide she still gets an auto-crit if nothing else.

I would find it much more useful if it included a low mag stun or some damage on the attempt but then my wife would hit me for making it disrupt her hide

Totally support changing team teleport to be like the vet power.


 

Posted

I'm not an avid TP-foe user but just wondering if it could be used to bring back knocked foes? Like, you use a slotted-for-KB Force Bolt and power boost it and fling a foe as far as you can just to TP them back and do it again. Or, more practically, if you're in a fight and you knock the wrong target off a ledge or catwalk so you try TPing them back.

Or perhaps you have Hurricane or Force Bubble and you just feel like shutting a target up so you TP them into a corner so they can be perpetually repelled by your aura. Or, if you just love torturing the foes and you got tons of recharge to have like 3 Lightning Storms up, you can just keep TPing stuff to the storm clouds to have lightning rained on their heads (guess that's a variation of that tp-toe bomb trick).

So far, I just use it as a finisher. TP a foe to me then crane kick 'em back again


 

Posted

Given the activation time of TP Foe, it would be more of a party trick than a viable strategy.



 

Posted

For Teleport Pool powers, I'd say...

  • TP Ally: No change.
  • TP Foe: Increase Mag to affect everything except AV's, remove interrupt, increase recharge time (to compensate).
  • Teleport: No change needed.
  • Group TP: No change (it has very limited use, but some people will be sad to see it go) but add an Assemble the Team clone as a fifth power (unlocked at the same time as Group TP).


 

Posted

My list of desired improvements for TP

1) increase the magnitude of TP.

2) consolidate tp friend and tp foe. (just depends on who you click on who get's tp'd)

3) put in 'Mission TP'--tp's you to the entrance to the mission like the veteran's power only you can also use it as an escape power.

4) Make Group TP friend or foe. TP'ing anybody in a group TP's the entire group. (this might be ridiculously overpowered with traps or devices or any aoe patch power, but would be great for taking a team out of a team wipe situation or reassembling a group of scattered enemies.) Make group TP so that it tp's the entire group to the player if they're in a city zone.

5) Alternative to Mission TP is Player to Player TP. I.e. you hit P2Ptp and you end up at that player's location. This would allow players to have a player stealth through a mission, then the TP player could tp to their location and transport the rest of the team to that location as well.


 

Posted

One issue I can see with consolidating TP Friend and TP Foe is targetting an enemy through an ally. For instance, if you send a stalker around a blind corner and he wants you to teleport and deal with the sapper he has targetted, it wouldn't be possible with "Teleport Other." Of course, I don't know if it's possible now, as I've never tried.



 

Posted

It works. I've targeted TP Foe and Wormhole through Stalkers and I've also been the Stalker people have targeted through to snatch an enemy.


 

Posted

Quote:
Originally Posted by Zamuel View Post
It works. I've targeted TP Foe and Wormhole through Stalkers and I've also been the Stalker people have targeted through to snatch an enemy.
Which raises the opposite problem if you actually wanted to teleport the teammate and get his target instead.


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Posted

On the topic of legacies left form the early days:

Why on earth do we still have the same selection of medieval helms?


 

Posted

Can you get several people with TP Foe working together to teleport bosses and up? One of the posts in this thread seems to say that the effects can be stacked to up the magnitude, and that has me wondering what a team of people using it can move.


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