Taunt vs. Teleport Foe?
TP Foe causes aggro even if it misses...because it is an attack that requires you to "hit" the target for them to TP...otherwise it fails if you "miss"
Taunt for the win.
-E-
TP Foe will seldom hit "hard" targets...anything above LT class foes will be near impossible to get with it anyway...and an EB or AV will not happen.
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TP Foe causes aggro even if it misses...because it is an attack that requires you to "hit" the target for them to TP...otherwise it fails if you "miss"
Taunt for the win. -E- TP Foe will seldom hit "hard" targets...anything above LT class foes will be near impossible to get with it anyway...and an EB or AV will not happen. |
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So, if I wanted to pull Siege or Nightstar, a failed TP Foe attempt should still get their attention and I should be able to aggro-pull them at twice the range of Taunt?
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Besides, TP Foe and attacks may not be enough to keep their attention locked on you whereas Taunt will.
TP Foe can aggro the enemy Through Walls! It's not dependent on LoS.
That said, it's Not effective at Keeping aggro.
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Fireheart
Clever use of the power, but you can pull Siege or Nightstar with any attack, even something like the Nem staff. Why dip into a whole power pool for just the one power?
Besides, TP Foe and attacks may not be enough to keep their attention locked on you whereas Taunt will. |
My next concern was the issue of how long I could keep their attention between applications.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
TP Foe is an interesting creature.
It has a Mag 2.1 Teleport, which beats an even-conning Lieutenant's 2.0 protection. However, magnitude of protection is increased or decreased depending on relative level. You can't TP Foe a +2 Lieutenant (I can't remember if you can TP a +1 Lt.). Also, this means you can TP Foe a Boss if they are a few levels or more lower than you.
TP Foe also has a 50% chance to do a 10 foot sphere Taunt on the target, whether or not you can TP them because of their magnitude of protection.
This means you can sometimes TP Foe a target without alerting the target's neighbors if the Taunt doesn't go off. Or, if the Taunt goes off, then their friends come running.
This also means you can 'pull' with TP Foe on high level targets. But since the Taunt goes off only 50% of the time, it occasionally needs several tries to work.
A stupid TP Foe trick is to enhance it's already very long range of 200 feet to the point that you can TP Foe from so far away, that even if the Taunt goes off, the target's friends will not come running because you're outside their hunt-down-target range. I've done many a successful single pull of Recluse's lieutenants with TP Foe on STFs because you're out of line of sight and so far away.
It's a fun and useful power leveling up. But once you hit 50, you probably don't need it anymore... except maybe to have it on a back-up second build in case you really need to TP Foe a foe stuck in a wall.
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Thanks for all of the info guys and ZM for the detailed breakdown.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Which is the better option for pulling a single hard target (EBs/AVs); TP Foe or Taunt?
I guess I'm trying to find out if TP Foe causes aggro or aggro enough to get the target to come at you even if the teleport itself fails.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars