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Erlkoenig
05-15-2004, 06:07 AM
As questions about the Teleport power seem to be a hot topic at the moment I thought compiling a FAQ on it would be a good idea.

I hope this FAQ will be helpfull to some,
so here we go:

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1. Q: Should I take Teleport or Fly as my travel power?

A: That really depends. Both have their pros and cons.
Fly is more intuitive (more easy) to use. It can get you everywhere, drains less endurance, you can use it for scouting around and it is generally safer to travel around with.
Teleport is way faster if used correctly over short to medium distances when it doesn't burn through your whole endurance bar. Over longer distances where you have to rest in between it usually is still faster even if not by a large margin. But it can cause you to take falling damage if you don't port in time again in midair or you can inadvertedly jump into a pack of enemies that you didn't see.

In combat, if you're a hero using ranged powers mostly you will probably find Hover/Fly more useful to keep yourself out of harms way. But if you're a meleeing hero you could find Teleport Foe/Self more to your liking as it can get you in the thick of battle quickly or a fleeing enemy back to you.

After all it depends on your personal preferences what travel power you find cooler. You may only be sure on this until you've tried both.

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2. Q: Can I select a destination on the overhead map and teleport there?

A: No!

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3. Q: That sucks! How does Teleport (self) work then?

A: Teleport Self is strictly line of sight with a maximum range of 300 feet. After you activate the power you get a ground target cursor. Put the cursor where you want to go and press the left mouse button. You will go through a short animation and teleport to your destination after using up 15 units endurance.
After that you are put in the built in hover mode. This immobilizes you for its short duration (about 2 seconds!?)) but you can still do everything else in the meantime, like teleport again, smack a foe or use another power ... just not move.
If you were moving before the port for some reason, for example because you began falling after taking too long to port again while in the air, you will still be put in hover mode but retain the momentum from before teleporting. That is you will continue to fall without being able to move on your own until hover wears off.

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4. Q: I heard Teleport sucks because it uses way too much endurance per port. Can I enhance the power effectively somehow?

A: Teleport self can be equipped with either Increase Range or Reduce Endurance Cost enhancements.

Range is increased by 10% per DO or 20% per SO enhancement. Endurance cost is decreased by 16.7% per DO or 33.3% per SO respectively. Base range is 300 feet while base endurance cost is 15.
So using one DO range enhancer increases range to 330 feet and one endurance cost enhancer reduces cost to 12.5.
With the range enhancer and a full endurance bar (100 end) you can do 6.67 jumps of 330 feet each and cover 2200 feet. With the endurance cost reducer you can do 8 jumps of 300 feet each covering 2400 feet. Using more enhancers widens this gap even more.
So in conclusion: Use endurance cost enhancements before using range increasers!
Of course there will be a yet unknown cap on optimal endurance reduction ( 3 SOs should reduce endurance drain by 99.9%). After this it would seem wise to slot in range enhancers.

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5. Q: I also heard you really need Hover to get around with Teleport safely? Then I heard it comes with its own hover built in. What's up with this?

A: The built in hover is really just there to eneable you to chain teleport through the air without falling down and hurting yourself in the process. It's relatively short and doesn't give you enough time to look around and decide on the route you want to take before letting you go. You really should have your route preplanned and just chainport in rapid succession without Hover.
If you want the comfort of being able to float in the air for longer and enjoy the sight I'd definitely advise on taking Hover. If you can live with Teleport being just a quick means of travel you don't have to take it. I probably won't either.

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6. Q: How can I get on rooftops etc. with teleport?

A: The most obvious method is porting high above the rooftop and then porting back down on it but there is a better way to accomplish the same thing:
When teleporting, just target a destination just slightly below the edge of the roof. You will appear floating near the rooftop. Now just face towards it and try to move forward onto the roof. You won't be able to until you hover period expires but then you will jump on it and be there in just one simple port. You can do the same thing with other higher ledges.

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7. Q: What's that infamous keybind I've heard rumors about that will change my teleport experience entirely?

A: /bind lshift+lbutton "powexec_name Teleport"

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8. Q: Oookayy!? And what does it do exactly?

A: Hold down your qualifier key for Teleport (left shift in this case) and just left-click with your mouse at the spot you want to go. This makes Teleporting around as easy as point and click as it gets rid of the additional targeting with the ground target cursor after activating your teleport power.
I find this bind invaluable if you plan on taking Teleport without taking Hover, too.
While you can chose another qualifier (like alt or control) in your bind if you want it is mandatory to bind to your left mouse button as this bind exploits the 'select' feature of this button.

Likewise you could create a bind like [/bind lcontrol+lbutton "powexec_name Teleport Foe"] to use the same feature with your Teleport Foe (or Friend) power.

If you want to know more about how keybinding works have a look at my favorite threads:
The Incomplete and Unofficial Guide to /bind (1.1) by Curveball (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=371472&fpart=&P HPSESSID=) and
Post your /bind's here by Grotus (http://boards.cityofheroes.com/showflat.php?Cat=&Board=general&Number=281789&fpar t=&PHPSESSID=)

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9. Q: Does Teleport Self have any applications in combat?

A: Yes, for example you can port directly into the fray and unleash your wrath on your surprised enemies. While you can't move while the built in hover state is active you can surely use your powers. PBAoEs (Point Blank Area of Effect) seem to be a good choice with this tactic.
Also you can use Teleport to get out of hairy situations. Just plan in Teleports windup time and endurance cost before it's too late to flee ... err ... tactically retreat.
As an added bonus you can even Teleport while immobilized/snared/rooted as long as your not mesmerized/sleepy/stunned.

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Todo: expanding this FAQ on Teleport Friend, Foe and Group.

If you have any ideas, tips etc. feel free to add them here.

Ex_Libris
05-15-2004, 09:17 AM
Thanks, very well written. Definetly good info for those of us who haven't used TP yet.

sleepy_laughter
05-15-2004, 12:20 PM
"Of course there will be a yet unknown cap on optimal endurance reduction ( 3 SOs should reduce endurance drain by 99.9%). After this it would seem wise to slot in range enhancers."

3 SO's would reduce the cost of Teleport by 50%. Since the reduce endurance cost enhancement modifier affects a denominator rather than a numerator, the equation would be:

(base cost)*(1/(1+(sum of endurance reduction modifier))

meaning...

15 endurance * (1/(1+(33.33%+33.33%+33.33%))

15 endurance * (1/(1+(100%))

15 endurance * (1/(1+(1))

15 endurance * (1/2)

7.5 endurance

You can further reduce this by slotting in + or ++ enhancements, but with 3 SO ++ enhancments, I 'think' you only reduce the cost to ~7.14. I forget if +'s increase the percentage by 5% per plus or add 1% =/.

I would vote for binding the teleport bind to left control since shift+tab cycles backwards through targets and alt accesses the secondary power bar menu.

Btw, great guide =D.

Erlkoenig
05-16-2004, 04:30 AM
Thanks sleepy for pointing out my error. Makes much more sense that way.

So I've completely overhauled point 4 of the FAQ. Unfortunately I can't edit the original any longer but it should read now:

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4. Q: I heard Teleport sucks because it uses way too much endurance per port. Can I enhance the power effectively somehow?

A: Teleport self can be equipped with either Increase Range or Reduce Endurance Cost enhancements.

Range is increased by 10% per DO or 20% per SO enhancement. Endurance cost is decreased by 16.7% per DO or 33.3% per SO respectively. Base range is 300 feet while base endurance cost is 15.

The formulas are as follows:

endurance cost = (base cost) / ( 1 + (sum of endurance reduction modifiers) )
range of port = (base range) * ( 1 + (sum of range enhancement modifiers) )

max ports = (max endurance) / (endurance cost)

max range = (max ports) * (range of ports)

So using one DO range enhancer increases range to 330 feet and one endurance cost enhancer reduces cost to 12.86.
With the range enhancer and a full endurance bar (100 end) you can do 6.67 jumps of 330 feet each and cover 2200 feet. With the endurance cost reducer you can do 7.78 jumps of 300 feet each covering 2333 feet.

Another thing to note is that the time per teleport is constant so slotting in endurance enhancers increases how far you can go without needing to rest and range enhancers reduce the time it take you to get somewhere.

As you can also see range enhancers increase linearly while you have reduced gains with endurance enhancers the more you stack them. For instance you can halve endurance costs with 3 SOs but 6 SOs just reduce cost to 1/3. So there has to be a point where slotting another range enhancer gets you more total range out of your endurance bar than you would get by a endurance reducer. Extensive calculations ;) have shown this sweet point to be 4 SO endurance cost enhancers. After that you gain more value out of range enhancers.

Another interesting configuration (at least to me) is with three enhancement slots into Teleport self. If you'd slot them with 3 SO endurance reducers you could cover 4000 feet in 13.3 jumps. BUT if you put just one SO range enhancer in instead of a endurance reducer you can cover the same 4000 feet distance with one endurance bar in just 11.1 jumps effectively being there faster!

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McCaffrey
05-16-2004, 04:44 AM
Thanks DarthKex! As a future Self Teleporter, it's great to get the skinny on the power. A very good FAQ!

Aggregate
05-23-2004, 02:12 PM
Great FAQ!
I might add--(these only apply if you have Hover to complement your TP.)

<ul type="square"> When u have to travel the entire length of a zone, skyscrapers can be a real pain, if you don't off-center a couple of your ports beforehand. Otherwise, when you're forced to go around a skyscraper, you can overshoot.

Ease your Heroes' TP Headaches by using your Nav Bar and Map to full effect. That means 'Click &amp; Set' those WayPoints, and create Thumbtacks. Not only will you always know when you're off course; you'll also know how far you have to travel, which can give u the info to calculate your port's distance &amp; rate.

While soloing, you wonder if your Hero is wearing a Safety Orange Hunter's Vest 'cuz your unsuccessful snipe attacks aggroes whole mob every single time. On these occassions, TP will make it okay... Don't think horizontal ports, think vertical. When the mob charges, right-click to have character looking straight up, and port. then port one more time. w/ 2 vertical ports, i've never been followed. Just in case, this only works when you're outside! :-) But with 6 frantic ports horizontally, Tsoo Sorcerers follow me with no problems and take me out... [/list]

Terahertz
05-23-2004, 07:36 PM
I just got teleport last week, and using the bind, it rocks. One other great use for teleport is for Stone or Invuln Tankers. You can teleport while using your Root/US ability. Since these make you basically invulnaerable to knockback, sleep etc. this is a great combination. It can be a pain teleporting around in a big group, but in small groups or solo it rocks.

THz

Sparkist
05-23-2004, 08:30 PM
I love Tp. I can usually beat everyone to whereever we are going.

Ex_Libris
05-24-2004, 12:01 AM
I have one question about using the teleport bind. I can port easily using the shift bind, but I can't keep holding down the shift key and do multiple ports using a mouse click, I have to release shift and re-press it for each port. Is this the way it's supposed to work or something with my keyboard settings?

Ex_Libris
05-24-2004, 03:53 AM
Nice and good FAQ. Maybe just a short addition, which I read elsewhere and am using now: scroll/switch to First Person Mode while porting, that avoids the constant drawing of the porting animation and is a tick faster, IMHO.

Aggregate
05-24-2004, 05:28 PM
[ QUOTE ]
As an added bonus you can even Teleport while immobilized/snared/rooted as long as your not mesmerized/sleepy/stunned.


[/ QUOTE ]

Can you TP when caught inside a Tesla cage and the like?

Psychoti
05-24-2004, 05:45 PM
The Tesla Cage is a sleep, so no, you can't. I could be wrong about it being a sleep effect, but I don't think I am. Another great use for Teleport Foe is if you group with a tanker usinng Unyielding Stance, teleport the enemies next to him/her.

sleepy_laughter
05-24-2004, 06:34 PM
tesla cage is a hold - you can't do diddly =(.

SOSAGESFORUM
05-26-2004, 12:44 AM
Hi all - nice faq i got tp yesterday and all is fine except i dont seem to be able to get 300feet out of it when i teleport any tips on where on the screen to left shift / left click and teleport to get max distance ? is it aiming at the ground or in the air? any tips would be great as i seem to get places quickly but id like a bit more distance

Treleth
05-26-2004, 01:43 AM
I don't know where the 300 feet has come from you actually start being able to port 100feet, with one DO range enhancement on I can now go 120feet but the 300 feet is nonsense, or at least it is a lvl 15!

Ex_Libris
05-26-2004, 02:33 AM
wierd. i cannot change the bind to /bind fbutton+lbutton "powexec_name Teleport" without the left mouse button becoming always the teleport button

SOSAGESFORUM
05-26-2004, 04:01 AM
[ QUOTE ]
I don't know where the 300 feet has come from you actually start being able to port 100feet, with one DO range enhancement on I can now go 120feet but the 300 feet is nonsense, or at least it is a lvl 15!

[/ QUOTE ]
isnt coh distance in yards? 300 feet = 100 yards i think maybe thats what ur getting confused

Ex_Libris
05-26-2004, 04:24 AM
Yes, 300 feet is right, you'll go 100 at a time in game because it measures in yards.

Ex_Libris
05-26-2004, 04:25 AM
[ QUOTE ]
[ QUOTE ]
I don't know where the 300 feet has come from you actually start being able to port 100feet, with one DO range enhancement on I can now go 120feet but the 300 feet is nonsense, or at least it is a lvl 15!

[/ QUOTE ]
isnt coh distance in yards? 300 feet = 100 yards i think maybe thats what ur getting confused

[/ QUOTE ]

Which is approximately 100 metres for those metrically inclined.


As far as range v's endurance goes, has anyone considered the differences when used in a combat environment over it's uses as a pure travel power?

What I mean by this is that if you are using it to escape from persuers, does the extra 10 yards/metres make any noticeable difference when escaping from the villains' ranged weapons or is the base 100 yards/metres sufficient to make them lose interest in one hop?

I could add this as a question to the FAQ but might be worth getting some feedback first from people who have had the power longer than me and have fought a greater range of enemies than me.

Ex_Libris
05-26-2004, 05:32 AM
All I have to say is this...Teleport totally ROCKS!

I just received this last night, and after only about 20 minutes of playing with the power, and setting up the keybinding, and adding 3 lvl 15 end reductions, I can tp almost all the way across a zone, and beat my teammates that are flying. I can now get on top of the tallest buildings. To all the people that are complaining about tp...would you like some cheese to go with your whine? I love this power, and it added a whole new dimention to the game for me.

Aggregate
05-26-2004, 08:35 PM
TP is awesome to bug out from those hairy battles if the battle is outside 'cuz you have the space to maneuver, but inside your very limited with ceilings, corners, and other obstacles.

R4nd0m
05-27-2004, 04:27 AM
Just some food for thought for everyone (including myself) who uses TP. Using End redux as opposed to range will also grant a little more than the simple calculations would lead you to believe. The missing element is that you are regaining endurance while you go. While this is not a whole lot, it can add a couple ports to your total. It may not seem like it at first glance but you have to think about a few factors.
1) The more you reduce it the less time it takes for you to regen enough for 1 more port.
2) The more you enhance it the longer you go, so the more time you have to regain end.
3) When slotting end redux instead of range, you are using the power more times, which means that you have more time animating and porting, which gives you more time to regain endurance.

I believe this makes a difference because I can chain-port as fast as I can (with 3 DO end redux) and burn through my whole end bar in .9 mi, or I can let pause just a second (in non-lagged zones) and let the animation of appearing finish, and port again before i start falling, and if I do that consistantly I can go almost 1.5 mi on one bar of endurance.

Anyways, just wanted to throw that out for everyone.

--random hero

Honeybuns
06-13-2004, 10:52 PM
How good is tp for escaping when you are dying in a middle of fight if it's indoor? Do you actually have time to tp out? Don't the hits actually follow you when you tp?

Flava_Ice
06-14-2004, 10:23 AM
Now for the kicker, has anyone found a good use for group TP?

I was considering taking this power but I can't think of a good use, or maybe I'm missing something? For travel it seems like its just easier to port self then recall friend, and for getting out of dodge, it seems like it would be easier to have everyone use their own travel powers in the immediate, then you can recal friend if neccisary. Any ideas, comments?

sleepy_laughter
06-14-2004, 10:33 AM
About group teleport - rather than teleport yourself and then recall friend each of your teammates (if they survive), it's like teleporting everyone for 1/3 the distance of regular teleport.

It basically cuts out the waiting/interrupt time for recall friend. I'm not sure if it still stuns your teammates after you use it, though. I don't think it's very useful since I personally use recall/teleport combo since I usually only duo.

As for being hit while you're teleporting, yes, if someone fires a shot at you before you teleport it will follow you and have a chance to hit you after you teleport. The upshot is that it will take longer for the shot to land and I 'think' that the damage is not subtracted until the animation hits you, thus allowing you to regen more life...kinda hard to test. It's the same with any other travel power except teleport is the fastest way to get out of range, assuming you have enough endurance and skill at using teleport to maneuver indoors, since you don't 'exist' in the distance in between teleports.

Flava_Ice
06-14-2004, 10:37 AM
TP is great for escaping when you have LOS of a far away spot. In indoor missions that doesn't tend to be the norm, sprinting is still your best bet for making a hasty retreat in limited LOS situations.

After-port damage works just the same as everything else, if an attack was started while your enemy still has LOS and range, the attack will take place.

Chanfan
06-14-2004, 11:01 AM
Just FYI, if you have Recovery Aura (from the Empathy line), it can really help you get across the larger zones. I fire it off right before traveling, and it allows me to travel the long way across Independence Port without stopping.

Ex_Libris
06-14-2004, 11:55 AM
Ok, long post but I wrote a progam to calculate the max distance based on enhancements and a full END bar. So here's the raw data:

Enh Count: 0
(Gen 0 END, 0 RNG) Total Distance: 1800.0
(DO 0 END, 0 RNG) Total Distance: 1800.0
(SO 0 END, 0 RNG) Total Distance: 1800.0

Enh Count: 1
(Gen 1 END, 0 RNG) Total Distance: 2100.0
(Gen 0 END, 1 RNG) Total Distance: 1890.0
(DO 1 END, 0 RNG) Total Distance: 2100.0
(DO 0 END, 1 RNG) Total Distance: 1980.0
(SO 0 END, 1 RNG) Total Distance: 2160.0
(SO 1 END, 0 RNG) Total Distance: 2400.0 (Best)

Enh Count: 2
(Gen 2 END, 0 RNG) Total Distance: 2100.0
(Gen 1 END, 1 RNG) Total Distance: 2205.0
(Gen 0 END, 2 RNG) Total Distance: 1980.0
(DO 2 END, 0 RNG) Total Distance: 2400.0
(DO 1 END, 1 RNG) Total Distance: 2310.0
(DO 0 END, 2 RNG) Total Distance: 2160.0
(SO 2 END, 0 RNG) Total Distance: 3300.0 (Best)
(SO 1 END, 1 RNG) Total Distance: 2880.0
(SO 0 END, 2 RNG) Total Distance: 2520.0

Enh Count: 3
(Gen 3 END, 0 RNG) Total Distance: 2400.0
(Gen 2 END, 1 RNG) Total Distance: 2205.0
(Gen 1 END, 2 RNG) Total Distance: 2310.0
(Gen 0 END, 3 RNG) Total Distance: 2070.0
(DO 3 END, 0 RNG) Total Distance: 3000.0
(DO 2 END, 1 RNG) Total Distance: 2640.0
(DO 1 END, 2 RNG) Total Distance: 2520.0
(DO 0 END, 3 RNG) Total Distance: 2340.0
(SO 3 END, 0 RNG) Total Distance: 3900.0
(SO 2 END, 1 RNG) Total Distance: 3960.0 (Best)
(SO 1 END, 2 RNG) Total Distance: 3360.0
(SO 0 END, 3 RNG) Total Distance: 2880.0

Enh Count: 4
(Gen 4 END, 0 RNG) Total Distance: 2400.0
(Gen 3 END, 1 RNG) Total Distance: 2520.0
(Gen 2 END, 2 RNG) Total Distance: 2310.0
(Gen 1 END, 3 RNG) Total Distance: 2415.0
(Gen 0 END, 4 RNG) Total Distance: 2160.0
(DO 4 END, 0 RNG) Total Distance: 3300.0
(DO 3 END, 1 RNG) Total Distance: 3300.0
(DO 2 END, 2 RNG) Total Distance: 2880.0
(DO 1 END, 3 RNG) Total Distance: 2730.0
(DO 0 END, 4 RNG) Total Distance: 2520.0
(SO 4 END, 0 RNG) Total Distance: 4500.0
(SO 3 END, 1 RNG) Total Distance: 4680.0 (Best)
(SO 2 END, 2 RNG) Total Distance: 4620.0
(SO 1 END, 3 RNG) Total Distance: 3840.0
(SO 0 END, 4 RNG) Total Distance: 3240.0

Enh Count: 5
(Gen 5 END, 0 RNG) Total Distance: 2700.0
(Gen 4 END, 1 RNG) Total Distance: 2520.0
(Gen 3 END, 2 RNG) Total Distance: 2640.0
(Gen 2 END, 3 RNG) Total Distance: 2415.0
(Gen 1 END, 4 RNG) Total Distance: 2520.0
(Gen 0 END, 5 RNG) Total Distance: 2250.0
(DO 5 END, 0 RNG) Total Distance: 3600.0
(DO 4 END, 1 RNG) Total Distance: 3630.0
(DO 3 END, 2 RNG) Total Distance: 3600.0
(DO 2 END, 3 RNG) Total Distance: 3120.0
(DO 1 END, 4 RNG) Total Distance: 2940.0
(DO 0 END, 5 RNG) Total Distance: 2700.0
(SO 5 END, 0 RNG) Total Distance: 5100.0
(SO 4 END, 1 RNG) Total Distance: 5400.0
(SO 3 END, 2 RNG) Total Distance: 5460.0 (Best)
(SO 2 END, 3 RNG) Total Distance: 5280.0
(SO 1 END, 4 RNG) Total Distance: 4320.0
(SO 0 END, 5 RNG) Total Distance: 3600.0

Enh Count: 6
(Gen 6 END, 0 RNG) Total Distance: 3000.0
(Gen 5 END, 1 RNG) Total Distance: 2835.0
(Gen 4 END, 2 RNG) Total Distance: 2640.0
(Gen 3 END, 3 RNG) Total Distance: 2760.0
(Gen 2 END, 4 RNG) Total Distance: 2520.0
(Gen 1 END, 5 RNG) Total Distance: 2625.0
(Gen 0 END, 6 RNG) Total Distance: 2340.0
(DO 6 END, 0 RNG) Total Distance: 3900.0
(DO 5 END, 1 RNG) Total Distance: 3960.0
(DO 4 END, 2 RNG) Total Distance: 3960.0
(DO 3 END, 3 RNG) Total Distance: 3900.0
(DO 2 END, 4 RNG) Total Distance: 3360.0
(DO 1 END, 5 RNG) Total Distance: 3150.0
(DO 0 END, 6 RNG) Total Distance: 2880.0
(SO 6 END, 0 RNG) Total Distance: 5700.0
(SO 5 END, 1 RNG) Total Distance: 6120.0
(SO 4 END, 2 RNG) Total Distance: 6300.0 (Best)
(SO 3 END, 3 RNG) Total Distance: 6240.0
(SO 2 END, 4 RNG) Total Distance: 5940.0
(SO 1 END, 5 RNG) Total Distance: 4800.0
(SO 0 END, 6 RNG) Total Distance: 3960.0

Have fun!

P.S. Reorganized by level instead of enh counts.

CarverOrmazd
06-14-2004, 12:19 PM
Two things. First, for the bind, it should be "BUTTON1" rather than "LBUTTON." No caps on button1.

Second, the data on "distance travelable with # of enhancers doesn't take into account regeneration of endurance for characters, particularly noticeable for stamina (and or QR) users. With 2 SOs in end regen, a 6 slotted QR+stamina user can teleport any number of times without running out of endurance. It regenerates faster than the end can be spent.

Ex_Libris
06-14-2004, 04:15 PM
lbutton is the same thing...

I use lbutton in my bind and it works just fine.

Alpha_Grue
06-17-2004, 11:23 PM
Edited away because it was late and my math was lacking -_-

BluntDoctor
08-15-2004, 04:57 PM
I've done some math that I hadn't seen done on this thread, forgive me if it's been done anywhere else. I used 2 seconds per teleport for solid chain casting, and assumed a 5 point endurance recovery every 3 seconds. If those numbers are off, please let me know. Anyways, I caclulted for 3 end/3 rang enh, 2 end/ 4 rang, and 4 end/ 2 range. Accounting for endurance regen during your intial teleports, to burn through your 100 endurance, with six SOs, all base green, not ++, the math came out as follows:

2 end/4 range = 16 jumps, 32 seconds, 8960 distance, 280/sec speed
3 end/3 range = 22 Jumps, 44 seconds, 10560 distance, 240/sec speed
4 end/2 range = 27 jumps, 54 seconds, 12060 distance, 223.33/sec speed.

Now, if we assume 3/3 is the 'base', we can compare the distances and speeds of these three configurations.

2 end/4 range is 81% the distance of the 3/3 config, and so on. So, here it is.

2/4 81% distance, 116% speed
3/3 100% distance, 100% speed
4/2 109% distance, 97% speed

It seems that the 4/2 combination is the sweet spot. But, if you find yourself getting to where you need to be without needing to take a break, the 3/3 or even the 2/4 might be good for you. Later tonight I'll do the math for just 3 slots, in case you dont want to 6 slot your travel power.

Nechevo
08-17-2004, 10:44 PM
I just wanted to point out that one doesn't need to bind the lshift and mouse button to use teleport efficiently. I just stick my teleport into my second power slot (the one where I normally stick sprint) and hit the 2 key whenever I want to port. That way I can still use the keyboard movement keys (rotate, strafe left or right, jump, etc) yet quickly hit the teleport power. So with my left hand i'm hitting 2 to turn port on (and aim the port with mouse and a single click), and am still in position to make movements if needed. Then using my right hand to move the mouse to aim my porting. Using the right mouse and move mouse in order to make most of my facing adjustments in mid porting. I find that works extremly well and doesn't work much different than standard moving (flying, running, etc.) which is good since i use many characters with various movement powers (less need to learn different "muscle memory" for different characters).

Using the lshift and mouse button means my left hand has to move off of the movement keys, also makes it harder for me to use the mouse to make rotation adjustments (especialyl up and down which is a pain to do with the keyboard but really needed for teleport if you misjudge and find yourself porting too close to a building). Also if my hand s moved down to hit the left shift it's not near my numbers where my more important attack powers are placed for quick access in a pinch.

Spymaster
08-18-2004, 11:13 AM
To shave a few seconds off travel time, use velocity to your advantage.

Make your first teleport to about 10 feet off the ground.
Hit your autorun key.
The instant you start to fall, hit your next teleport.
It should start the teleport animation before you hit the ground, but you'll run forward before you port.
You'll retain that forward velocity throughout your journey.

Since most people get stamina at some point, make sure you choose swift as your base power. This will add to your velocity for teleporting.

The other way to generate velocity is to port into the sky, then find a building or object with some angle to it. Allow yourself to start falling, but then teleport onto that point. Your downward velocity will be redirected perpendicular to the slope.

Besides saving some time on the journey, it's a lot of fun to fly/port.

smokyhaze
08-23-2004, 08:07 PM
this is from another thread i posted in regarding tp but i figure it might be useful here too...
---
I have teleport 6slotted with all range enh. I am lvl 40 and have all lvl 40 SO ranges. I cover 1 mile in about 25 secs. That equates to around 144 mph. So much for that 85 mph speed cap everyone keeps moaning about (and thats with grey enh mind you, not green). And to top it off, with that much range it takes so few tps that end isnt ever a problem.

Some food for thought

_Pax_
08-23-2004, 09:15 PM
Another way of looking and ENDRedux ENH is (with SOs):

1 = -25% end cost
2 = -40% end cost
3 = -50% end cost
4 = -57% end cost
5 = -62% end cost
6 = -66% end cost

As you can see, your return on investment (ROI) really falls off after 2 ENDRedux ENH. This is true with any power in the game.

With Range ENH (I thought they were +33%, but we'll go with the original poster's +20%)

1 = 120%
2 = 140%
3 = 160%
4 = 180%
5 = 200%
6 = 220%

Not a bad ROI after all.

So lets assume that you'll put in 2 ENDRedux and 4 Range ENH:

END Usage per port = 9
Distance per port = 180 yards (540 feet)
or 60 feet / endurance point

1 ENDRedux + 5 Range = 53.33 END / port
3 ENDRedux + 3 Range = 64 END / port
4 ENDRedux + 2 Range = 58.33 END / port

SO, 3 and 3 is your most efficient ENH setup.

Check my math, but I think I'm right. :D

RamrodGuy
08-24-2004, 08:02 AM
[ QUOTE ]
Don't think horizontal ports, think vertical. When the mob charges, right-click to have character looking straight up, and port. then port one more time. w/ 2 vertical ports, i've never been followed. Just in case, this only works when you're outside!

[/ QUOTE ]

I have always done this manually. Is there a bind to make this happen more quickly? I'm thinking that it would be a look-up, jump, and port combo. I'd add hover, but a second hit would toggle it off...and that could get ugly.

Ex_Libris
08-24-2004, 11:40 PM
[ QUOTE ]
Now for the kicker, has anyone found a good use for group TP?

I was considering taking this power but I can't think of a good use, or maybe I'm missing something? For travel it seems like its just easier to port self then recall friend, and for getting out of dodge, it seems like it would be easier to have everyone use their own travel powers in the immediate, then you can recal friend if neccisary. Any ideas, comments?

[/ QUOTE ]

While I'd like to see the power modified to be more of a group recall, there's a few uses for it currently:

1. Emergency escape- unenhanced, you'll move ~80 yds per port. With a full group, expect 3-4 ports max before you're out of endurance. That said, it's useful for immediately moving the group out of harm's way. (get the groups permission before the TF/mission begins. some people dislike this)

2. Blitzkrieg! - Great trick for pet controllers or tank groups- have the blasters/defenders back off for this one, everyone else target an enemy and prep for blast off. Set the group TP just behind the enemy group. When you arrive, all tanks/pets will immediately start swinging, giving you the combat initiative.

3. Clearing doorways- Larger groups, especially groups with pets, will occasionally become bottlenecked in a doorway or a tunnel. Blasters can be caught between the tanks and the enemy, just not a good situation for all. Group TP everyone involved into the action, or backwards into the previous room and prepare for combat.

Rogue1
08-25-2004, 09:43 AM
[ QUOTE ]
While I'd like to see the power modified to be more of a group recall, there's a few uses for it currently:

[/ QUOTE ]

I'd like to see a Group Recall replace Group Teleport. Either that, or the "click on the map and go there" power that everyone wanted when they first heard the word teleport.

EpiphonezRule
08-25-2004, 10:46 AM
Range is increased by 10% per DO or 20% per SO enhancement. Endurance cost is decreased by 16.7% per DO or 33.3% per SO respectively.....what lvl enhancements are these?

JohnELaw
08-25-2004, 12:51 PM
Don't most of these factors change when a user pushes to perma-"Hasten? ( 6 recharge reduction slotted in Hasten )

ICF_Zombra
08-25-2004, 03:42 PM
[ QUOTE ]
I have one question about using the teleport bind. I can port easily using the shift bind, but I can't keep holding down the shift key and do multiple ports using a mouse click, I have to release shift and re-press it for each port. Is this the way it's supposed to work or something with my keyboard settings?

[/ QUOTE ]
It doesn't work this way for me - I can hold down Shift the whole time. I think it works this way for most people. Maybe you should try using Ctrl or Alt instead of Shift?

CatMan
08-25-2004, 03:46 PM
[ QUOTE ]
Don't most of these factors change when a user pushes to perma-"Hasten? ( 6 recharge reduction slotted in Hasten )

[/ QUOTE ]

No. The recharge time for TP is instant.

BluntDoctor
08-27-2004, 09:10 AM
[ QUOTE ]
Another way of looking at ENDRedux ENH is (with SOs)....

END Usage per port = 9
Distance per port = 180 yards (540 feet)
or 60 feet / endurance point

1 ENDRedux + 5 Range = 53.33 END / port
3 ENDRedux + 3 Range = 64 END / port
4 ENDRedux + 2 Range = 58.33 END / port

SO, 3 and 3 is your most efficient ENH setup.

Check my math, but I think I'm right. :D

[/ QUOTE ]

True, but my post was taking into consideration the endurance you recharge (base) while teleporting. If you use less endurance to teleport, you can regain more of the end needed for another teleport during the time spent teleporting. So your post clarifies endurance efficiency over a distance per port, but mine was aimed at endurance efficiency over a distance per BAR of endurance. And speed.

Rogue1
09-02-2004, 05:50 AM
Just for an update, apparently they have removed the momentum "bug" from Teleport in Issue 2... so if you're falling and you teleport, you won't still be falling when you reappear. All in all, I think this is a good change. The momentum "bug" was a huge part of the frustration people had with Teleport.

Rib0flavin19
09-02-2004, 11:55 PM
i got another Question

Should I 6 slot Teleport with my FF/Dark Defender?

Rogue1
09-03-2004, 07:54 AM
[ QUOTE ]
i got another Question

Should I 6 slot Teleport with my FF/Dark Defender?

[/ QUOTE ]

My level 28 Emp/Rad Defender has TP 3-slotted with 3 Endurance Reduction SOs. I find that I can port more than 1.5 miles before endurance becomes an issue. (And I don't even have stamina... if I turn Recovery Aura on, endurance isn't even an issue).

Adding more slots will definitely make TP faster and more efficient... but if you need the slots elsewhere, I wouldn't do it.

That said, I do plan to eventually six-slot teleport, because I like the speed... but I probably won't get around to it until my character is in the 40s.

Tublefou
09-10-2004, 05:42 AM
[ QUOTE ]
this is from another thread i posted in regarding tp but i figure it might be useful here too...
---
I have teleport 6slotted with all range enh. I am lvl 40 and have all lvl 40 SO ranges. I cover 1 mile in about 25 secs. That equates to around 144 mph. So much for that 85 mph speed cap everyone keeps moaning about (and thats with grey enh mind you, not green). And to top it off, with that much range it takes so few tps that end isnt ever a problem.

Some food for thought

[/ QUOTE ]

According to your numbers, teleport with 6 green range SO and boost range should reach 200 mph... That's more than 2 times the cap speed of SS and SJ! :eek:

SweetThang
09-10-2004, 07:19 AM
I have Recall Friend with one of my alts, and I've noticed a bug. I have experienced it a few times, so I will /bug it as soon as my cable comes back (due to Hurricane Frances).

If you are recalling a friend, the target circle can be placed anywhere within your range. I had to recall a buddy who was getting a beatdown, so I did it quickly and noticed the target circle was not visible. I had placed it "underground". When my friend failed to materialize...I asked him where he was and he said he was underwater. I recalled him once more next to me and repeated the same thing (having the target circle underground). He was teleported approximately 500 yds away. Has anyone else noticed this bug?

EvGen_88
09-15-2004, 10:50 PM
Some one posted about not being able to change fbutton+lbutton instead of lshift. It wouldn't be fbutton, it would be just f, but f isn't a cord key that works with the +, so you bound teleport to just your lbutton. Any time you click, tp.

I wish that the hover wouldn't turn on when you are just above ground level. I always think I left hover on, try to turn it off, and end up hovering!

There is a power in the controller gravity power set that brings all team members on the same map to your location.

Team teleports best use? With the team mate stun at the end, good for getting back at a team that pissed you off. :)

Group tp into group of very purples, tp out, quit team. (no, I haven't done this . . . yet)

As for it's use in fleeing, power range is determined when the attack is launched, and damage seems to proceed the effect on long ranges, still tp is the best fleeing tool as you are instantly out of range. Speeders or flyers will probably get hit a couple more times while fleeing.

EspyLacopa
09-16-2004, 03:44 AM
I don't bother with look at end per cast, I see it as end per second, which is 15 end per 2 seconds, or 7.5 end/sec. Since the end is on the top of the fraction, the endurance reduction enhancements can be applied to this the same was as in endurance per cast, and this value can be directly subtracted from your endurance regen, which is a base of 5/3 end/sec. I'm using fractions here for preciseness, since the more often used value of 1.66 end/sec loses some preciseness as you add in Quick Recovery and/or Stamina.

Toss in stamina, at a 25% bonus base, or six slotted to a 75% bonus, that means you regen at 35/12 end/sec, which is roughly equal to 2.92 end/sec. Thus, to achieve a point where one can easily port indefinitely, you need to reach a 1100/7% endurance decrease, or 157%. This can be done with 5 endurance enhancements in teleport, or you can just use 4 and live with losing a bit of endurance on the way.

So, knowing that, here's a table with 3, 4, and 5 end enhancements, if you have Stamina 6 slotted, on how many times you can teleport continuously(no breaks), as well as the distance traveled (in yards) if you have no range enhancements:

3 enh-- 58 5800
4 enh-- 158 15800
5 enh-- infinite

Now, given that the farthest distance you ever need to travel (from one corner of Indie Port to the opposite is a good distance) is roughly 3 miles, even with just the 3 enhancements, you can easily go that full distance w/ only 3 endurance reduction enhancements. Using 4, you effectively don't need to worry about it, since you can go 8.9 miles with it before running out of endurance.

If you don't have stamina and don't plan on getting it however, you have to live with 5/3 end/sec regen, so you'd need a good deal more end red in Teleport, on the tune of 10 of them to achieve the same results. However, you only get 6, so the max possible distance you could go if you don't have any form of endurance regen increase would be 6000 yards. Still good, and actually a bit better than if you did 6-slot stamina with a 3-slot teleport.

If you have Quick Recovery instead of Stamina, then you'd need even fewer slots to be able to teleport as far as you need to go. With just Quick Recovery 6-slotted, you regen at 10/3 end/sec, and thus with 4 end in Teleport you can 'port indefinitely, while with 3, you can travel 12,000 yards before running out.

None of these calculations use any range enhancements however, and adding those would further show that it is never really needed to place more than 3 end red enh in teleport to achieve a good distance before running out.

Alyssa_NA
09-16-2004, 06:43 AM
Having just gotten this power on my defender, I can say it totally rocks. I also lucked into a SO end reducer on my last TF, and have it slotted 2 DOs and 1 SO. Level 15 Emp/Dar Defender.

Anyone who complains about TP should try flying. you need at least 2-3 speed enhancers in it and (without stamina) 1 End reducer in it to make it worthwhile. Fly is infinitely more tiresome than TP.

It DOES require skill and practice to learn to use it. But I've saved a teammate from death quite often with the use of Teleport Self/Recall Friend.

Another added bonus was, as an empath defender, you can be hunting in boomtown, and if the group seperates into 2 little clusters, I was able to TP between them quite rapidly and fire off AoE heals, use Heal Other and so forth to GREAT efficiency.

As well, we had a team leader that loved to just run into combat without calling the targets for me. Kinetics Controller or something of the sort. Before the foes could land the first blow, I am right by their side and healing them, when all five attacks land, and their bar went red then green, instantly.

With the three end reduction enhancers, I can TP across a zone and be ready to go for the first fight when I was in BT. I'd frequently TP out to the gate, get one of the people back to the gate, get another for the team, port back and recall.

This is by far one of the most useful powers for support types I have seen.

I do see why scrappers and blasters would not enjoy it. Scrappers would have troubles (unless invuln) utilizing this skill to get to foes, in battle. SS and fly work much better in this regard, especially indoor missions.

However, last night I used this for a party member who had Unyielding Stance, TPing him into the various mobs, since they did not have teleport self yet, and he was amazed at the accuracy with which I could place him in the middle of foes.

With RA running, I do see an end to all end troubles and a switch-out of end reducers for range, which will again maximize the effect.

Just had to share that with the TP community.

Garielle
09-16-2004, 07:32 AM
[ QUOTE ]
"3 SO's would reduce the cost of Teleport by 50%. Since the reduce endurance cost enhancement modifier affects a denominator rather than a numerator, the equation would be:

(base cost)*(1/(1+(sum of endurance reduction modifier))

meaning...

15 endurance * (1/(1+(33.33%+33.33%+33.33%))

15 endurance * (1/(1+(100%))

15 endurance * (1/(1+(1))

15 endurance * (1/2)

7.5 endurance

You can further reduce this by slotting in + or ++ enhancements, but with 3 SO ++ enhancments, I 'think' you only reduce the cost to ~7.14. I forget if +'s increase the percentage by 5% per plus or add 1% =/.


[/ QUOTE ]

Could you explain the math you used to come up with that formula? Using that same formula adding a single SO (33.33%) would only reduce the End Cost by 25%, not the 33.33%, which it's supposed to.

Example:

100 Endurance * (1/(1+33.33%))
100 Endurance * (1/1.3333)
100 Endurance * 0.75
75 Endurance

Not debating you, just asking if this, in fact, the case.

Garielle
09-16-2004, 08:11 AM
[ QUOTE ]
Range is increased by 10% per DO or 20% per SO enhancement. Endurance cost is decreased by 16.7% per DO or 33.3% per SO respectively.....what lvl enhancements are these?

[/ QUOTE ]

This information is probably in another FAQ somewhere (where it probably belongs), but since this Epiphonez asked, I thought I would answer. :)

The level of the enhancement only matters relative to your own level. In other words, a level 18 using a 20 DO will have the exact same percentage added/subtracted as a level 28 using a 30 DO. The actual AMOUNT of the difference can be substantially greater between these two characters though since powers "grow" over time. What you want to watch for on enhancements is the color, not the level.

A grey (or white) enhancement will add exactly the base percentage for that enhancement (5% or 8.3% for Generics, 10% or 16.7% for Dual Origin, 20% or 33.3% for Single Origin).

A green enhancement will add an additional 1% for each level it is above your character's combat level.

A yellow enhancement will reduce the benefit by 1% for each level it is below your character's combat level.

And of course, red enhancements will have no benefit at all.

Keep in mind, this is based on COMBAT level, and NOT SECURITY level. Since your combat level goes up immediately upon seeing the "Level Up" message, delaying your training won't make your enhancements last any longer.

Bunny_Man
11-24-2004, 10:13 AM
[ QUOTE ]
[ QUOTE ]
"3 SO's would reduce the cost of Teleport by 50%. Since the reduce endurance cost enhancement modifier affects a denominator rather than a numerator, the equation would be:

(base cost)*(1/(1+(sum of endurance reduction modifier))

meaning...

15 endurance * (1/(1+(33.33%+33.33%+33.33%))

15 endurance * (1/(1+(100%))

15 endurance * (1/(1+(1))

15 endurance * (1/2)

7.5 endurance

You can further reduce this by slotting in + or ++ enhancements, but with 3 SO ++ enhancments, I 'think' you only reduce the cost to ~7.14. I forget if +'s increase the percentage by 5% per plus or add 1% =/.


[/ QUOTE ]

Could you explain the math you used to come up with that formula? Using that same formula adding a single SO (33.33%) would only reduce the End Cost by 25%, not the 33.33%, which it's supposed to.

Example:

100 Endurance * (1/(1+33.33%))
100 Endurance * (1/1.3333)
100 Endurance * 0.75
75 Endurance

Not debating you, just asking if this, in fact, the case.

[/ QUOTE ]

It's the funkiness of fractional/percentage math. A "33% increase" is not the same ratio as a "33% reduction". I have commonly read others saying that endurance reduction has diminishing returns, that you just don't save as much endurance with that 6th SO as you do with the first, and that Endurance Reduction SOs never "really" offer a 33% improvement.

This is simply confusion due to not asking the question, "percentage of what?" Look at the math: it isn't 33% of the base endurance cost, it's 33% of its divisor. Ask yourself why the math would modify the divisor and not the endurance cost itself. Answer: such math would reduce endurance costs to nothing at all (and without proper checking, could conceivably cause power usage to increase endurance.) Endurance efficiency would approach infinity (and beyond).

Another reason why it is 33% of the divisor is that in the case of increases it is 33% of the multiplier (which happens to be equivalent to the concept of a "33% increase").

If we think of Endurance Reduction enhancements as "Endurance Efficiency" enhancements instead, the mathematical concepts here become more clear. Three Endurance Reductions increase the -efficiency- of using a power just as linearly as the damage enhancements increase damage. In the context of teleporting (and disregarding endurance recovery), this means that a "tank" of endurance will get you 20% further with a range SO, and 33% further with an End Reduction SO. There is no "sweet spot" because each extra SO adds to the distance linearly. (There is a sweet spot when one considers endurance recovery, as noted earlier in this thread.)

Therefore, Endurance Reduction does -not- have diminishing returns if you regard it as affecting endurance efficiency, and this is most apparent with teleporting, where one can easily tell that one can TP twice as many times (hence, twice as far) on a tank of endurance with 3 Endurance Reduction SOs, even though that is "only" a 50% endurance reduction (and not 100%, which would mean not using endurance at all).

The same is the case for Recharge Reduction, where an SO doesn't give a "33% reduction" of the recharge time, but rather a 33% increase in the recharge -rate-. If not for animation times in the mix, 3 Recharge Reduction SOs would increase your firing speed by 100% (doubling it). There are no diminishing returns here, either, except for the animation time.

Think of Endurance Reduction as "Endurance Efficiency" and Recharge Reduction as "Recharge Rate", and the application of the 33% SO bonus becomes clear.

stageIII
12-10-2004, 06:10 PM
[ QUOTE ]
Here's a table with 3, 4, and 5 end enhancements, if you have Stamina 6 slotted, on how many times you can teleport continuously(no breaks), as well as the distance traveled (in yards) if you have no range enhancements:

3 enh-- 58 5800
4 enh-- 158 15800
5 enh-- infinite


[/ QUOTE ]

The number of teleports and distance is spot on IF you have no range enhance slotted. So, consider what would happen with just range slotted and no end redux. (Again, assume Stamina 6 slotted.)

Total number of continuous ports: 29

Distance with:
6 range - 6380 yds
5 range - 5800 yds
4 range - 5220 yds
3 range - 4640 yds

Since 5280 yds (~ 3 miles) is the furthest at a go you ever need to teleport 4 or more range enhance get you where you are going in a great big hurry without running out of end.

I doubt most players realize 6 range in TP gets you moving at 330 feet/second which is about 225 MPH!

The point is if you have stamina slotting end redux in TP is pointless given the distances you travel in the game. If you want to get there as quick as possible range enhance is the way to go.

Grotus
12-10-2004, 07:53 PM
[ QUOTE ]
I don't bother with look at end per cast, I see it as end per second, which is 15 end per 2 seconds, or 7.5 end/sec.

[/ QUOTE ]

Have you tried speed porting like this? I did it once to see just how fast I could go, and was only able to do 19 ports a minute, which leads me to believe that the absolute fastest you can port is one every 3 seconds, not 2. That yeilds 5 END/sec. Or infinite distance with Stamina in only 2 END enhancements.

And of course, you can always slow down your porting speed to one every 4 seconds, which is 3.75 END/sec.

All in all, my rule of thumb is if you have 6 slotted stamina, don't bother with more than one END redux.

stageIII
12-10-2004, 09:16 PM
Hey, La Diabla, long time. (Not sure if you remember running together a few times - got to spend some time with Ninkasi the other night.)

Anyway... even at ~20 teleports/minute you are still going around 145 MPH with 6 range enhance slotted.

BTW great teleport tips and binds in your sig. (One of my bookmarked posts.)

syberghost
02-10-2005, 10:13 AM
[ QUOTE ]
Either that, or the "click on the map and go there" power that everyone wanted when they first heard the word teleport.

[/ QUOTE ]

Old thread, but just to add in case the devs see it; and 6 SO Range Enhance should make this do an average zone map corner-to-corner.

Get rid of Group Teleport and make the fourth power "Blind Teleport", but require that you already have that portion of the map visible, so people can't use it to totally bypass all the bad guys on hard maps.

Black_Specter
01-06-2006, 10:15 PM
I'm guessing that with the introduction of the Issue 6 game update and Enhancement Diversity that the best slotting for Teleport would be 3 End Red and 3 Range Enhancements, and that pretty much any other variation of 6 slots is silly (4 End and 2 Range, 2 End and 4 Range, etc.)?

Also, check out Black Spectre's Binds at this web site: http://www.barbariankeep.com/bs/

He has a new Easy Teleport bind that is FASTER and EASIER to use than the old LSHIFT+LBUTTON bind. It takes a little preparation, but it's well worth the trouble...

LoopyWolf
07-18-2006, 09:10 AM
I'm sorry, I had to send a rather pointless reply to say THANK YOU for this wonderful FAQ and guide. I had Teleport and it was virtually useless to me. I had sltoted it 3x DO for range and it was getting me nowhere. Now it's slotted 3x DO for end and I pop across maps like a mad idiot.

The bind, in particular, was what saved my life. The bind lshift+lbutton works a charm. As someone on the thread said, set yourself to first-person (B) and you pop fast.

A bit of info: It says "sometimes you have to release lshift" I haven't noticed this, BUT there is a minor "bug." I can hold lshift down BUT if you pick a bad teleport location (what would be a red reticle) you won't tp and you don't know why you're not going because you see no reticle, so a good wheeze is to simply click a second time in a different location, aim for clear sky, if that happens. With that little bit of tweaking in its use, it's marvellous. I now zap across maps like mad :)

Teleport Taxi anyone? :) Yes, I'm one of those wierd folks who offer others quick rides to gates and across hollows just for nice.

PS Gosh tho, wouldn't it be SWEET if there was a power in the Teleport pool where you could seelct from the overhead map and zap direct (ok for a huge end cost) - that would be awesome - that's why they're not going to do it :)

Talionis
03-30-2008, 07:31 AM
I was wondering if team teleport was good for defenders trying to get everyone close enough for an AoE buff?

_Klaw_
03-30-2008, 09:01 AM
I've been on a couple of teams where we actually used team teleport. First was an outdoor farming map where it was wonderful at getting us around and coordinating our attacks. The second was during tribal's evil frad super team but even then a lot of ppl did not like it.
On pug teams you would get so much hate your head would spin. Respec for it if you plan on farming.

Spectreblade
03-30-2008, 09:26 AM
[ QUOTE ]
I was wondering if team teleport was good for defenders trying to get everyone close enough for an AoE buff?

[/ QUOTE ]

Team Teleport doesn't bring your teammates to you. What it does is teleport you and any teammates that are already near you to another location. It's like self-Teleport, only you take nearby teammates with you. There is a temporary power you can get from a Bank mission and a Veteran Reward power that teleport all teammates on the same map to you, but they have extremely long recharge times, and I think they're interruptible (but I could be wrong on that), making them impractical for combat.

flashrains
01-08-2010, 09:37 AM
Question: I tried that bind, and what happened was that I shift+clicked and that brought up the target. Did something change? Am I doing it wrong?