I was thinking about using some recognition to unlock one of the tunneling variants for use as a second travel power (teleportation is my first, because it's supposed to be great for escapes).
Sure, it can't fly, but that's what free chariots are for. Tunneling allows for bypassing mobs and ~12% damage resistance going into a battle thanks to earthen embrace.
But then it hit me. Tunneling only takes 2 seconds to activate, and once you do, you become completely invisible and invulnerable (as opposed to teleportation, which doesn't make you invulnerable and only makes you nearly invisible, as I've learned the hard way getting killed by homing projectiles while teleporting away). So, given that, why wouldn't you use tunneling as an escape power? Or am I missing something?
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Mobs in Alerts see you, as well as tough mobs, and Elite skill level mobs, plus all bosses.
They can all attack you, as well.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I still want it, of course, for earthen embrace, but I can now be safe in the knowledge that getting teleport all that time ago wasn't a mistake.
Teleport, on the other hand, is super useful, though very annoying for long travel. I use it on half of my fifty-something toons.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I have a vehicle, so that covers flight (and as I play an Unleashed, I can nail to the ground any flying thing with force geyser anyway, so I don't need combat flight). Teleport covers escape. I'm planning on getting Dark Speed at some point, so combat movement will be covered. What does that leave? Acrobatics doesn't do anything Teleport and Dark Speed together don't. Swinging is even more expensive than Tunneling and equally minor (and the advantage for it only works while swinging, which is probably very inconvenient). So really, that minor buff from Earthern Embrace is probably the best possible use of my second travel power.
Plus, it's more thematic for my character, as ooze tunneling is basically just a form of discorporation combined with movement, which is exactly what teleportation is (at least in the way CO depicts it).
Dark Speed is non-trivial to get, either to farm or to buy. You could just take the lightning speed power.
Acrobatics has an excellent advantage, Versatility, that allows you to keep nearly full speed in combat. When you see folks zipping around in a PVP duel like crazy, that is what they are using.
Swinging advantage, Flippin', works as long as the travel power is turned on, regardless of whether or not you are moving at all.
Combat flight is not always needed, but some missions are much easier if you can fly, or at least hover. I use Teleport plus Vesperine cloak for that purpose.
Like I said, I use tunneling on some toons, plus ooze tunneling on a couple. It's fun and can be thematic. Just don't expect much from the Earthen Embrace advantage.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My super cool CC build and how to use it.
Anyway, Teleportation is a pretty good TP. Remember that any flying TP can be outsped by a land TP (because balance) and Tunneling never cuts out on you unexpectedly. However, as a super-secret side note (tell no one!): After using Teleportation activate a land-based TP like Acrobatics (or, more effectively, start charging Acro while you're still phased out). Thanks to Teleportation's end effect of slow-fall, having Acrobatics or Superspeed or whatever will let you "glide" long distances fairly quickly. It's a fun thing to do to cover a lot of ground quickly.
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