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Teleport mechanics

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Teleport mechanics Empty Teleport mechanics

Post by Ravenscroft Mon Jan 28, 2013 3:55 pm

Once I discovered that you could use teleporting skills during other skill animations I knew that the possibilities were endless. At present only the Guardian, Elementalist, and Mesmer have teleport abilities useful for this utility. Elementalist and Mesmer teleports are ground targetted and must be directed by the player. Guardian judges intervention instantly teleports your character to the opponent and therefore may be a little easier if less useful for general movement.

Elementalists can make great use of this by using their lightning flash ability while channeling their huge earth attacks. this allows them to prep the skill outside of a battle and then re-position themselves to hit their target at the last second before the skill activates.

I use this as a Guardian to the same end. Using Judges Intervention you can teleport to an opponent to cause burning, this can be clicked while you are on the huge backswing of the hammer 4 ability to allow you to suddenly appear in range and golf punt the guy right off a cliff or into a wall. This allows you to stop an opponent and throw them off balance, forcing them to reorient themselves before they can move again.

I have also found great success in using this with the Hammer 5 ability which places an un-passable ring around my character. This skill casts much faster than hammer 4 so you risk missing the window, however it also requires you to stop moving to cast it, so teleporting to the target just before it ends results in them being trapped with you for a few seconds. On a target that wants to fight it can be hit and miss because unless the juke and dodge alot they will stay inside the ring. but if they are trying to run, or they are trying to fight with a lot of movement, they will hit the wall and be knocked down. I have seen some opponents get up and hit the wall 2 or 3 times not realizing what I have done.

Stomping your opponent/finishing them off
When an opponent goes down they must be finished off or they can continue to hit you and you risk them being revived or rallying. Some classes have a knock back/knock down skill to interupt your stomp which can be avoided through stability granting skills. Other classes like the Mesmer and Thief can teleport away from you causing your stomp animation to complete but missing the target that has now moved. Today while watching a youtube video I learned that you can use your teleport abilities to prevent this as well. If the target teleports away while you are stomping you can click your teleport ability and suddenly your over the top of them again, and the stomp should be successful.

I cannot wait to try this
Ravenscroft
Ravenscroft
Duke Ravenscroft
Duke Ravenscroft

Join date : 2012-01-05
Location : Arizona

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Post by Ravenscroft Mon Jan 28, 2013 5:58 pm

Necromancer Spectral Walk
This skill is an amazing escape tool. Point yourself in whatever direction you would like to escape in, cast spectral walk, and run THE OTHER WAY. Lead the attackers as far as you can in the other direction and then activate Spectral walk. You will teleport back to where you first cast the skill and be pointing in your original escape direction. This will cause your opponent to be wondering where the heck you went and hopefully give you enough distance to lose them before they realize what just happened.
Ravenscroft
Ravenscroft
Duke Ravenscroft
Duke Ravenscroft

Join date : 2012-01-05
Location : Arizona

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Post by The Unbunny Mon Jan 28, 2013 6:17 pm

*stares again, blinking occasionally, still in open-mouthed, stunned shock...*
The Unbunny
The Unbunny
Duke of Oh Look I Agroed
Duke of Oh Look I Agroed

Join date : 2012-01-04
Location : Minneapolis, MN

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