Team teleport and traps


Azucar_NA

 

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What can be teleported w/ team teleport? Is it even worth it? I'm thinking about a nin/traps/mace.


 

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As Decks said, its basically woefully disappointing when you go to experiment with teleporting your army of Pets, your FFG triage beacon and other various traps and not much goes with you

It would make my day for atleast Acid Mortar and the Seekers to move with you, and it would be the icing on the cake if trip mines did too...


Quote:
Originally Posted by VoodooGirl View Post
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Quote:
Originally Posted by Mega_Jamie View Post
As Decks said, its basically woefully disappointing when you go to experiment with teleporting your army of Pets, your FFG triage beacon and other various traps and not much goes with you

It would make my day for atleast Acid Mortar and the Seekers to move with you, and it would be the icing on the cake if trip mines did too...
You know, I've never actually tried to port the Seekers, but since they are already mobile, I'm pretty sure they would move with you too.

I'm someone that believes the Acid Mortar should move. I know the Triage Beacon isn't a true pet, just pseudopet, but the Acid Mortar shows up in my pets window for crying out loud. Then again, it's /Traps. Do we really have any reason to complain?

I have to admit, though, moving Trip Mine with Team Teleport would be pretty broken. Part of the balance of the power is that you need to get the enemies to come to you or deal with the interrupt in combat.

Quote:
Originally Posted by SinisterDirge View Post
Dechs.
Heh. Thanks. But really, at least it sounds the same. The one that really bugs me is when they spell it "Dech".


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Posted

Quote:
Originally Posted by SinisterDirge View Post
Dechs.
Quote:
Originally Posted by Dechs Kaison View Post

I have to admit, though, moving Trip Mine with Team Teleport would be pretty broken. Part of the balance of the power is that you need to get the enemies to come to you or deal with the interrupt in combat.



Heh. Thanks. But really, at least it sounds the same. The one that really bugs me is when they spell it "Dech".
Not usually a mistake I would make,

Yeah broken it would be...but fun, and would add a bit more mobility to the set


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I'm someone that believes the Acid Mortar should move. I know the Triage Beacon isn't a true pet, just pseudopet, but the Acid Mortar shows up in my pets window for crying out loud. Then again, it's /Traps. Do we really have any reason to complain?
Nope, we dont, but if you have one out when you zone back from a trial, guess who comes for a ride? Then again, can't blame the little guy for not wanting to stay there.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
You know, I've never actually tried to port the Seekers, but since they are already mobile, I'm pretty sure they would move with you too.
I kind of think I've used Recall Friend on one before, just for kicks. They do tend to move reeeeaaallly sloooooow when they're not charging an enemy.


 

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I once fed my acid mortar a bunch of break frees and it became a flying acid mortar of doom once I free it from the -100 mag immob it has in its resistance power. I didn't think it would be much more powerful if it floated along with the player.


 

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Deck Skyson?


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