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Thread: Bamf - A Teleporter's Guidebook
Tuesday, 29th September, 2015, 10:56 PM #1
Novice (Lvl 1)
Bamf - A Teleporter's Guidebook
Originally posted by Zathris:
BAMF: A Guide to Teleportation
"No, you listen! There's a sound I want you to hear! And it's..."
No, this isn’t a guide about Neville Longbottom, this is a guide about teleporting.
Why would you want to teleport? Why wouldn’t you want to teleport, it’s only AWESOME.
In terms of your movement, teleporting is just worse than Fly as a movement mode, but better than other flight and everything else; bypass enemies without provoking, get on top of walls instantly, break or ignore immobilize/restrain effects, you can even change enemies mid-air if you’re willing to take the fall.
In terms of teleporting enemies, you can teleport them mid-air and make them fall for extra damage, you can drop them in pools of lava or into an ally’s damage zone.
With 422 powers, 72 feats, 339 items, 94 paragon paths, and 21 epic destinies, Teleporting is pretty much as well supported as the entire Fighter Class, in fact the only classes that lack Teleport powers are Barbarians and Warlords (Though you have to be an Eladrin Knight for the fighter teleport stances, and Rogues only have 1 power … ) I will NOT be rating things, point out good options? sure, but this is more of a glossary than anything else, and I'm sure this thread will be full enough of rules bickering, build examples, and stuff I missed™ that I want to avoid pointless "you need to rate Monks higher than Assassins because of Staff of Travel"
Caveat: It should be noted that while teleporting is very useful for every character to have, it is often unnecessary (ranged and/or already highly mobile PCs, ex. Wizards and Monks) or counter-productive to your primary role (defenders and/or characters with many minor actions, ex. Fighters and Warlords). It's also highly item dependant, so focusing too heavily on teleporting can be detrimental to the build.
For the time being, if you see a color, it doesn't mean rating. It's just so it's easier to identify the usage of an effect when browsing. At-Will, Encounter, Daily
Originally posted by Zathris:
The Fantastic Four
There are 4 Classes that have such excellent teleport options that completely avoiding them is detrimental. These are also the classes that if you want to build a teleporter, you invariably need to Hybrid or at least Multiclass into one of these classes, there is but one exception that will be discussed later. Needless to say, combining any 2 of these will create a very impressive teleporter.
Assassin (Dex, Cha/Con) – Yup, the oAssassin is actually good at something! Shadow Step is quite good with decent range for most combats; the class also has several good teleport + hide IA Utilities. It’s rather ironic that such a bad striker class is a really good choice for other strikers to MC (For both Shadow Step, and Ki Focus use)
Bard (Cha, Con/Int) – Even though seemingly light in the teleportation department, with only a handful of powers that teleport allies and 2 feats, those feats are fantastically concept changing. Bards are also the Ultimate Multiclassers and make excellent Hybrids as well.
Swordmage (Int, Con/Str) – Probably the most iconic teleporters in D&D, it’s entirely possible to build a good character only taking teleport powers, even if that is a bit overkill. Swordmages Hybrid very well, and are fairly stat independent thanks to the nature of their Mark and many Stance powers.
Warlock (Cha/Con, Con/Int) – Cutting to the chase, U10 Ethereal Sidestep is an at-will teleport, and Fey Pact lets you teleport as your boon. The real strength of Warlock teleporting comes from their Paragon Paths however. And thanks to the class’s overall feat support, they also Hybrid and can be MC’d well (are you seeing the trend?).
And the Power Cosmic!...
Avenger (Wis, Dex/Int) – For some odd reason, the Avenger has the most powers with the Teleportation Keyword of any class.
Battlemind (Con, Wis/Cha) – Persistent Harrier is a cornerstone of the class, and they have a good deal of Swordmage-esque powers for battlefield repositioning. Blurred Step can also be turned into a teleport, giving you a massive boost in being able to trap someone trying to get away from you. Being Con/Cha doesn’t hurt either, since that opens up both Warlock and Bard for Power Swapping.
Sorcerer (Cha, Str/Dex) – While best known for being worse Blasters than a highly optimized Wizard, Sorcerer’s bring a good deal of offensive teleporting that allows them to set up their bursts easier. Wild Sorcerer’s especially like teleporting thanks to a particular combination of feats with MC Bard.
Warlord (Str, Int/Cha/Wis) – Despite not having a single teleportation power (though there is a PP), the strength of teleportation for battlefield control lends itself well to Warlords. And Warlords can Hybrid well with any other class thanks to lazy powers and their multiple secondaries.
Eladrin (Int, Dex/Cha) – Fey Step is a nice long teleport, with gobs of feat (and PP) support including the ability to use it at-will and multiple ways of recharging it beyond that. Eladrin have a lot of support for just about every class, but specifically of the TP classes, they make very good Bards, Swordmages, Warlocks, and Warlords.
Revenant (Dex, Cha/Con) – Revenant can be any other race, so … yeah.
Shadar-Kai (Dex, Int/Wis) – Shadow Jaunt, while not as long distance as Fey Step, gives the nice bonus of insubstantial; unfortunately the most useful support doesn’t involve the teleport, only the insubstantial. They make good Assassins, Swordmages, and Avengers of the TP classes, but also have decent support to be Rangers, Rogues, Wizards, and even Clerics Templars.
Shardmind (Int, Wis/Cha) – Shard Swarm is a fantastic power that scales with both your Speed and Teleport boosters, and hey, free CA. They’ve got some support (but could really use a Winning Races article) that seems to indicate they’re designed for both Psionic Classes and Leaders; for our purposes, they’ll make decent Bards, Shaman, Warlocks, and of course Warlords.
Tiefling (Cha, Int/Con) – While technically not a race with natural teleporting, not only do they make superb Bards, Warlocks, Warlords, and Sorcerers, they get a special mention because of Secrets of Belial allowing them to steal a Utility from any other class (like Ethereal Sidestep - Warlock 10, the only power that lets you reliably teleport at-will)
Wilden (Wis, Dex/Con) – One of their aspects lets you teleport, but of the 3, it’s the weakest really, so we’ll just move on.
Originally posted by Zathris:
Gear falls into 6 categories, items that allow you to teleport yourself, allies, or enemies, items that increase your teleport distance (and may also grant teleports) – Boosters, items that prevent teleportation, and ways to prevent blindness.
As a note, I fully intend on leaving the slots with no items listed in there, I think it helps with item planning (and design space, hint writers!)
EoE – Until the End of the Encounter
EoT – Until the End of your/its Turn
EonT – Until the End of your/its Next Turn
SonT – Until the Start of your/its Next Turn
X – Enhancement bonus of the item
To be honest, most of these are pretty much crap, unless you desperately want to teleport and lack other options in other slots you should be choosing things that have other desirable effects if it’s a daily power (or at least be a Minor Action).
Because positioning is such a major factor of being a Leader, some of these are absolutely fantastic, especially the Rod, Rubicant Blade, and the Armor (which is great for negating a PC start box). It’s important to note with these items and similar powers exactly who is doing the teleporting, you or the ally, in order to determine the teleport distance and Line of Sight to the destination square (The Summoning Bullet, for example, lets the ally do the teleporting)
There’s two things of note when teleporting enemies. First, teleporting is not forced movement, so it’s the easiest way to both get around dwarf and giant sturdiness. Second, teleporting a creature into the air does grant them a save to negate the teleport completely.
These are probably the most misunderstood piece of the Teleporter’s build. Just looking at those 3 weapons, they each apply differently; A “Teleportation Power” is different from a “Power that allows you to Teleport” is different from a “Teleport you make”. Fey Step is all 3 of these, Feywild Advance turns Blurred Step into the later 2 (because adding a teleport to a power doesn’t give it the Teleportation keyword, so it’s not a Teleportation Power), Fey Charge is an example of a Teleport you make (you are not actually using Fey Step, and Charge itself is not a power either) unless you are using a power in order to charge (ex. Swift Charge and Hurling Charge).
There is also a distinction between “you can Teleport” and “a Teleport you make”, which is that the former only applies to your own personal teleporting and not when you teleport allies or other creatures. I’m sure there’s some debate over this somewhere, but that’s the simplest, most logical interpretation. Unfortunately, CB lacks the ability to track your teleport distances, so that’s a lot of bookkeeping you have to do.
I also (apparently) have to mention that these things boost Range, not Distance. If you’re using a Teleport Swap (ex. Dimension Swap), a Pursuit Teleport (Relentless Stride), or a Triggered Teleport (Robe of Bloodwalking’s Encounter Power) teleport boosters are generally of no use – they don’t increase the range of a power, and you still have to meet the conditions of where your teleports destination is, where applicable.
These are pretty “meh” items except for the Feyslaughter and the Orbs
SONAR - teleporting while blind
Originally posted by Zathris:
Fey Beast Tamer - The Blink Dog companion has an aura which allows it and its allies (including you) to teleport to another square in the aura. Not particularly good for distance, but for effect purposes (and the near constant CA) it's pretty good.
Iliyanbruen Guardian - Eladrin Only. You can take another ally with you when you Fey Step (for a total of 5 allies if you're a Bard|Warlord/Student of the Plague). And you can Fey Step as a minor, which certainly has its uses for hit-and-run.
Order Adept - The level 5 feature gives you access to Wizard Utility powers (if you aren't a Wizard), which opens up some decent Teleportation powers (and other powers which might be really good).
Scion of Shadow - Optional level 10 utility lets you teleport 3 into dim/dark areas for 1 encounter/day.
Spellscarred Harbinger - Option of a Minor Action TP 2 every encounter, this is generally a better theme than the Eladrin one (even for Eladrin, since it's not using up Fey Step) since it has other options and a daily daze.
Feats of Strength, or Strength of Feet?
Originally posted by Zathris:
Destiny of a Hero
Yeah right, like I’m actually going to go through all 400+ teleport powers. Class guides will generaly rate a power accurately, even if you have significant teleport boosters or things that trigger off teleports, a power that sucks is still generally going to be a power that sucks even with your bonuses.
There are only a couple powers that I’m going to bother mentioning, 2 of those are Ethereal Sidestep (Warlock Utility 10) which lets you TP 1 as a move action, and Queen’s Clemency (Bard Utility 22) which lets you TP an ally 1 as a minor action. If I had to give things ratings, ES is Sky Blue in general and QC is Gold for a leader and Sky Blue for everyone else. The final power I’ll mention is Aegis of Assault, it’s not generally as well liked as other mark punishments because Swordmages have crappy MBAs, and it only triggers on a hit, but I personally feel that’s justifiable given the SMs capacity for multi-marking and its large range. Regardless, it’s very useful for setting up Catch-22s when you hybrid with a class that has a good MBA.
Originally posted by Zathris:
As with powers, the possibilities are far too great for me to list anything specific; while I could post a build that can teleport hundreds (probably even thousands of squares) per turn, I’ll leave that sort of level 30 nonsense to other people (and then link it here). I think it’s far more useful for me to just outline the common methods, provide guidelines if you will.
Nightcrawler: The key here is the Staff of the Traveler. There’s a multitude of ways to shift as part of every action on your turn. Considering I made a build that could go over 100 squares when Initiative was rolled + 1 Move action, and Mellored has one that can do 98 per round, there is massive design room while still being really freaking good.
The Bard Taxi: There’s dozens of variants of this build, but the core concept is based around the Level 16 Feature of Evermeet Warlock which allows you to take an adjacent ally with you every time you teleport 10 or fewer squares. Why is this Bard Taxi instead of Warlock Taxi? I really don’t know, probably because positioning allies is really a leader-ish thing and 2 feats make this PP just silly for a bard: Bardic Wayfarer (TP as a Free Action when you TP an ally, and TP instead of Slide on your Majestic Word) and Walk Among the Fey (TP things instead of Sliding). Suggested Item: Planestrider Boots, lets you split the teleport, because it’s trivial to get a single teleport over 10 squares, they also let you “drop” an ally in a location and you can retreat or continue into a flank with that same ally. Because Incisive Dagger doesn’t work with Teleports that used to be Slides because it requires powers with the teleportation keyword, I recommend the Rubicant Blade (unless you don't need to be holding an implement, or can use any Blade implement), at least until 22nd, but that’s personal preference.
Swordmages: You’re a defender whose best powers are teleport powers, even if you aren’t MC/Hybrid Warlock for Ethereal Sidestep, you want to teleport because your mark works best when you aren’t adjacent to the target. Take TP powers and “Get a Cloak of Translocation already!”
Eladrin Knight: Even though this build's existance offends many, I'm obligated to include it as the only teleport focused Fighter. Feywild Guardian and Glimmering Blade allow for highly reliable teleportation. It's personal PP isn't bad either (and gets the Taxi ability earlier). A shame Hybrid Knight doesn't exist yet, Eladrin Knight|Swordmage would be absurdly iconic.
Eladrin Telepult: Fey Tactics, Fey Step Trailblazer, and Planar Blurring combine with Spiral Tactician (optional: Student of the Plague or MC Bard and Walk Among the Fey). Go first, get allies to their targets, and enjoy an appletini. Similar to the Taxi, but less taxing.
- Teleportation is Instantaneous, yet somehow it takes just as long to teleport 1 square as it does to walk 6. I guess it takes all that time to concentrate on teleporting or something.
- You have to teleport to an unoccupied space. That is, unless you’re using a Swap power, because otherwise they wouldn’t work.
- Targets can save to not be teleported into Hindering Terrain or into a square where they’d fall; but NOT an allies damaging zone, difficult terrain, or a trapped square.
- If you teleport while prone, you don’t stop being prone, except if you teleport into the air and make an acrobatics (requires training) check to avoid taking falling damage. Let’s face it, if you were knocked prone, and then pushed off a cliff, you’d be able to do the same thing. This is cheesy as all hell, but only because WotC made Teleporting such a trivial thing to obtain.
- Teleporting doesn’t require Line of Effect, this is even in the rules.
- Teleporting doesn’t provoke Opportunity actions that are triggered by movement. This includes Polearm Gamble (which is triggered by entering a square), but not Repel Charge (which is triggered by the Charge Attack, if you somehow are teleporting with a charge)
- Teleporting breaks Immobilized, or Restrained conditions if those conditions are caused by a physical restraint or some other effect that is located in a specific space. This means it breaks Grabs even if you don’t manage to escape the reach of the grab.
- Teleportation isn’t Forced Movement, suck it dwarves.
- Walk Among the Fey states that the teleport “remains subject to any restrictions on the original slide.” This means no teleporting into the air (unless the creature has flight (hover) but then why would you do that?). Some people also believe this means the teleport is restricted to the distance of the original slide, regardless of TP Boosters.
- There is a difference between teleporting a creature and letting a creature teleport. This is important for determining LoS and what Boosters apply.
- There is a difference between a Teleportation Power and a Power that lets you Teleport (and a Teleport you create), not all of your Boosters always apply.
- “When you Teleport” stuff only applies to when you teleport yourself, not when you teleport another creature, not all your Boosters always apply.
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