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Power Pools - Teleportation & Leaping
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NOTE! This page has not yet been adjusted for IOs and their affect on slotting and builds.

Teleportation

Recall Friend

VIDEO: Pranking my friend; TP him midair (1.8Mb)
VIDEO: Pranking my friend; TP him midair (1.8Mb)

A great and commonly used power that let's you teleport a team mate from 1000 yards away to a location next to you. Here are some sample uses:

  • Getting a team mate to a mission door fast. Very important early on when everyone's travel is slow.
  • For a team mate who shows up late to a mission, you can TP them to the rest of the team rather than wait for them to find you in the map.
  • Pulling a team mate who's in trouble from the battle field (out of range of further fire.
  • Pulling a dead team mate from out of range of enemies so they can be Rezzed or use an Awaken.
  • Helping a team mate who's stuck somewhere. For example, I spent 25 minutes trying to get to the reactor in Terra Volta because I only had Super Speed and couldn't
    figure out how to get up the huge walls. If someone in my group had Recall Friend, we'd have been set.
  • For sneaking a mission. You run invisible to the target enemy of the mission (boss or whatever) and teleport the rest of the team to you. This is a great way to cut down the time of those task forces.

Minimum SlottingCity of Heroes: recharge enhancementCity of Heroes: interrupt enhancement

My friend is in trouble, bring him to me.
My friend is in trouble, bring him to me.

Last thing: here's a bind to help with teleporting team mates. It not only lets them know a TP is coming, but if there's another member of your team helping with the teleports, it lets them know not to do the same one.

/bind f12 "team $target! I am opening a portal through the darkness!$$powexec_name recall friend"

Teleport Foe

A commonly disparaged power that's actually very useful (especially now with PvP). It used to be hated because it would immediately draw Aggro from every enemy near the one you teleported, but the aggro range has been significantly reduced and there are ways to use it without worrying about the
aggro:

  • If an enemy is running away, target them and use TP Foe to bring them back.

    This is very useful for Hunting or for "Kill leader and crew" missions if one off the leader's crew tries to run. This is especially useful if the Runner goes through another group of enemies or can fly when you can't.

  • If you are on a ledge, high building, or top of a ravine and your target is below you, you can pull them up one at a time and deal with them while the others fruitlessly try to get to you.
  • Attention Kheldans!. Another use is to open battles by targetting a problem enemy (such as a Void Seeker) and TP'ing them to you for immediate destruction. Even if you aggro any of the enemies near him, he'll be long dead before the rest get to you.
  • Use it as a Pulling technique. Like any other attack, using TP Foe will usually get the attention of a few enemies near your target. Used properly, you can chop enemy groups into smaller and more managable chunks.
  • In PvP, you can teleport Villains to your location to be pummeled by you and your hero friends .

Minimum SlottingCity of Heroes: accuracy enhancementCity of Heroes: accuracy enhancement

There's no point if it misses. Slot with at least two accuracy. More if you try to TP anything higher than Minions

Teleport

The Warshade version of Teleport
The Warshade version of Teleport

Commmonly known as the fastest travel power in the game. Now even better! I've heard that with Issue 7, they're getting rid of that annoying animation delay that prevents you from teleporting one after the other in rapid succession. I have actually seen this work as I played a bugged mision in CoV that gave me temporary nictus powers including teleport. At first I thought that Warshade teleportation was just naturally faster, but I found out later that they had an error that skipped the animation. It was
very fast and not as dizzying.

Anyway, use this bind to teleport much faster around the city:

/bind shift "powexec_name Shadow Step"

This activates the teleport power and gives you a target on the screen so you can choose where to teleport. Note that if the target is red, you can't teleport there (though this is really stupid. You should be able to teleport to any location on the screen that the target touches).

Oops, It spun me away from my target
Oops, It spun me away from my target

The moment you come out of the teleport, hit the shift key again to bring up your target. You'll have to figure out the timing because if you go to fast (as of issue 7), the game gets confused and will spin you around teleporting you to the left or right randomly.

Minimum SlottingCity of Heroes: range enhancementCity of Heroes: range enhancementCity of Heroes: range enhancementCity of Heroes: end_reduce enhancement

Note that it's extremely common to take Hover with Teleport since you only get a second or two to select your next Teleport point before dropping like a stone.

Group Teleport

Same as Teleport, but takes all nearby teammates with you. I think this power is difficult to use effectively, but isn't given enough credit. For example, many Teleporters tell me how they can escape battle in an instant with Teleport. What if you could take your whole team with you when you all started to die? Not only would you save a few folks, but the dead bodies would come with you as well (assuming you were all close to each other at the time).

You could also ambush a group or Monster by doing a team Teleport right on top of them. For enemy groups that usually do significant damage while you're trying to get close, this is a way to close the distance instantly. If a few team-members are stuck in a hole, you can go down and bring them all up at once rather than wait for Recall Friend to recharge.

Anyway, it's a very rarely taken power, but can be useful with some imagination.

Minimum SlottingCity of Heroes: range enhancementCity of Heroes: end_reduce enhancementCity of Heroes: end_reduce enhancementCity of Heroes: end_reduce enhancement

Leaping

One advantage of this pool, is eventual access to Acrobatics which provides some protection from holds and Knockback. The other is that you can combine it with Super Speed to have one of the best travel power combinations in the game.

Jump Kick

A flip on the ground and you kick them straight in the back. Ouch.
A flip on the ground and you kick them straight in the back. Ouch.

Jump Kick is a basic attack that has a chance to do knockback. If you want an extra attack or just need a kick or knockback effect for a character concept, go for it, but otherwise, it's not that special. Don't bother slotting it unless you have the slots to spare or it fits your concept like I said.

Minimum SlottingCity of Heroes: accuracy enhancement

Combat Jumping

Combat Jumping lets you jump fairly high in missions and gives a bonus to defense. In the levels between 6 and 14, you will be able to get over walls in cities that you wouldn't have been able to otherwise which greatly assists with your travel time. Given the choice, I almost always take this over Jump Kick as my prerequisite power to Super Jump.

Minimum SlottingCity of Heroes: def_buff enhancement

Super Jump

You can get really high with SJ
You can get really high with SJ

Super Jump is a nice travel power in that it's fast and has almost no vertical problems. Before my level 24 Repec, it took me about 15 minutes to get from the Terra Volta entrance to the Reactor where the final mission took place since I only had Super Speed at the time.

There is one specific danger associated with Super Jump. If you are playing a Squishy character and while traveling, you land in a group of enemies, they will immediately fire on you even though by the time the effects launch you are long gone.

Minimum SlottingCity of Heroes: jump enhancement

Acrobatics

Like most defense-only powers, Acrobatics isn't a lot of fun, but can be very useful. For tanks who get tired of hitting the ground or getting held, the knockback and holds will save their life. Remember that Knockback is just annoying but holds will drop your Toggles.

Minimum SlottingCity of Heroes: end_reduce enhancement

You can only slot End Reducers or Recharge Reductions. Recharge is mostly pointless for Toggle powers so go with an End Reducers.

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