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View Full Version : Proposed Counters to TP (for those that need the info)


Archived Post
09-03-2009, 10:29 AM
Hello everyone, my intent with this thread is to list in a concise area some of the counters to TP, please add to this list if you know of others as I am not omniscient quite yet :p

Items: There are certain items in PvP and I believe there is a crafted item as well (not sure on this one) that put a 3 second debuff on players so they cannot activate TP or any other travel power.

Powers: There are many powers in game that can cancel TP. Hurl boulder with advantage, Thunderbolt lunge with advantage are the two I know of at this moment. Throw shuriken with chain kunai and Iron Lariat both can yank a person out of TP if you catch them when they pop out of it or as they start to go into it.

Effects: Some may not know this but effects like DoT, Chill, Root, and Hold timers still persist IN tp even if you do not see the person. It is still possive to be hit by PBAOE, AOE, and many many other effects while in TP.

Prepare for it: If you know a person is a TP'er, learn when that person normally bails on the hold or fight and prepare for it. If they TP the moment they are held, throw down a pyre or rain of fire nearby, cast a DoT on them so they take damage even when held. Another favorite of mine is to see a person held and then TP, I grab a crate or something similar and wait for them to pop back out of TP for a moment and nail them with a crate so it keeps them out of it (and hopefully on their backside for a bit)

Distance: As stated in other threads, TP has tell-tale signs of where it is heading and TP has a limited distance before the person pops out of TP. Use this moment to nail them with a DoT, KB, or crate to continue the punishment. My favorite personally is in UTC Cage waiting in one of the corners for mr or ms. TP'er to pop out and hit them with another DoT or KB. Remember people run around places where they know boosts spawn so look out for them in these areas and you can catch them in that moment where they are out of TP.

Predictability: This might sound a bit trite but learn your opponent, people in my experience are creatures of habit and the moment they find something that works, they stick to it. Harass and watch how they flee and learn where they normally run to or hide.

These are just some of the counters I find work for me against TPing foes but these same basic ideas apply to many other travel powers as well. If anyone has any other advice please feel free to add to the discussion.

Archived Post
09-03-2009, 10:44 AM
Most of us are aware of these counters. What's being discussed (mostly, anyway) is that these counters work for all travel powers, and TP still comes out on top as the 'safest' one. In the example of spike-damaging someone before they set off TP or chasing them down for the kill after they escape, these are tactics which work even better on acrobatics, flight, and tunneling.

Currently TP is the pvp travel power. Some people are fine with that, but some people feel that the other powers should be as viable in pvp as well.

Personally I'd just like if charge powers could hit teleporters as long as you start charging it while they are vulnerable.

Also as for tactics, what I've had the most luck with is DoT's. I picked up snow storm on my ice build just for teleporters which works pretty okay, but it relies on hoping they are dumb enough to TP too late, and is still a case of a tactic which works better on other powers.

Archived Post
09-03-2009, 10:50 AM
I didn't know all of these, though I've taken to simply adapting. TPers claim they can't chase, and that's probably true, but god damn can they ninja an orb well..

Archived Post
09-03-2009, 10:55 AM
Teleport always HAS been a PVP Travel power, Nerfing it in CO wouldnt make any sense, especially because of PVP

In PVE, healers and DPS can use it to force enemies aggro'd on them into melee range by teleporting, making the tanks job easier (Range-hit an enemy, TP, group comes right to the tank) and tanks can do the reverse by TP'ing into large groups and immediately getting their attention

In PVP, it's really not that hard to pick up TBL, or even find the spot for it, because it's a very useful get-away power, and the damage and travel-kill is already amazing

Take TBL, Spam the TP'er, murder them, or just sit there and tank until they get bored and attack you

We dont need more counters to an already balanced power, Look at it subjectively, and you realize how balanced it actually is compared to how broken some things are (Taser holds, Knockback, Darkness cone KD working on supervillains, etc to name a few off the top of my head)

Archived Post
09-03-2009, 10:57 AM
Hah ninja-orb'ing, I like that. I will admit in my experience it is hard to chase in PvP as TP given that the moment you attack you are on a TS cooldown and very few people are going to stand still for you. Thankfully there are crates/items everywhere that help with this problem. Even when my character had 10 str (pathetic I know) he could still lift a barrel and lob it just as far as a might user, just not for the same damage.

Archived Post
09-03-2009, 08:48 PM
Any skilled pvper kills people with teleport all the time. Its the crybabies who just want people to stand there and not attack that have no clue on really anything.

Archived Post
09-03-2009, 10:43 PM
I've seeing tunneling work in PvP, granted it takes a longer cast time than teleport but it can be just as annoying when someone gets away from you using it and spends time just buried under the area collecting health.

Archived Post
09-04-2009, 12:01 AM
Any skilled pvper kills people with teleport all the time. Its the crybabies who just want people to stand there and not attack that have no clue on really anything.

and what lvl are you basing this statement on ? Ive fought enough of these teleporters to know that they wont die unless they screw up badly.
You cannot expect everyone to have anti travel power skill. and even so its far from perfect as you still have to consider the fact that your not alone in Pvp.
As for the device, its 3 sec anti 10 sec cooldown... very effective...

Fact is teleport gets even worse at high levels where they dont only have teleport but they also have a secondary Travel power.