Just started playing a Control Wizard, and whilst i enjoy the class overall, i can't help being aggravated by the way teleport works.
Aside from the fact it can only be used a few times in quick succession and has poor range, there is a delay from after the teleport is complete to when you can perform your next attack. What i've found, is that even after you have teleported, by the time you are able to attack, your enemies are already upon you. Along with the delay between when you finish teleporting and when you can attack, your enemies appear to continue pursuing you even while you are phased out of reality, which means they arrive at the location you teleported to at the same time you do. Add the delay to your ability to attack, and teleport becomes a hindrance, and you may as well not bother teleporting in the first place.
Am i doing something wrong here? Or is this an issue for other users of this class?
Just started playing a Control Wizard, and whilst i enjoy the class overall, i can't help being aggravated by the way teleport works.
Aside from the fact it can only be used a few times in quick succession and has poor range, there is a delay from after the teleport is complete to when you can perform your next attack. What i've found, is that even after you have teleported, by the time you are able to attack, your enemies are already upon you. Along with the delay between when you finish teleporting and when you can attack, your enemies appear to continue pursuing you even while you are phased out of reality, which means they arrive at the location you teleported to at the same time you do. Add the delay to your ability to attack, and teleport becomes a hindrance, and you may as well not bother teleporting in the first place.
Am i doing something wrong here? Or is this an issue for other users of this class?
Teleporting is extremely powerful, but timing is important. A few notes:
1. Don't burn your stamina teleporting just to outrun things. Use your teleport as they begin their attack animations or begin a big, telegraphed hit (e.g. red circle or cone appears, slow wind-up of huge axe, etc.). Enemies tend to have exaggerated attack animations that root them in place long enough that you will avoid damage and create distance by teleporting at the correct moment.
2. Remember that you remain in a "Dodged" state for a split second after you execute a teleport. Very few attacks in the game are able to hit players while they are dodging, so that moment you spend recovering from your teleport before you can move again doesn't leave you as vulnerable is it might appear.
3. Save your teleports for strategic use. If one kobold is whacking you for negligible damage, you can facetank it no problem. If 10 kobols run up, stop, and are about to swing, that's when you teleport and attack while most of them are still finishing their animations.
Teleporting doesn't really move you faster than if you ran. As said above, it's to avoid attacks not to kite monsters. For the most part, the mobs you need to kite attack so slowly that you can just run away as they try to swing at you. Teleport out the red zones (latency can cause you to still get if you walk out, unless you were already on the edge) and teleport away from any telegraphed attacks like an ogre's swing as they have a long reach. Work at it and it becomes automatic.
"We have always been at war with Dread Vault" ~ Little Brother
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
Just started playing a Control Wizard, and whilst i enjoy the class overall, i can't help being aggravated by the way teleport works.
That's because its not really "Teleport".
Its actually based on an old D&D spell called "Blink". Which would randomly teleport the Wizard or "Magic User" as it was called then, 20 feet in random directions each round. It would do this until the spell expired. So the Wizard would Blink to one location, cast a spell, then Blink to another location completely different and cast another spell. This made them hard to hit, as you couldn't get to them fast enough before they were in another location.
The difference is, the original spell was random. The version in this game is controlled.
Its not about Teleporting, its about avoiding getting hit.
What everyone else here is telling you is exactly how it should be used.
in pre 60 matches teleport is da bomb yo! Once you get used to dealing with TRs you can time their "leap in the air all-in-one stab you in your soul" ability and teleport away and throw a choke on them as you run for the nearest GWF for uber protection....but than again running for your teams GWF might spell your doom as they in pre 60 matches are just trying to top the kill charts and don't care about your squishy a$$ lol
Lazerous - CW
Ladyhawk - HR
Nighthawk the Pink TR
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toxicwolfieMember, NW M9 PlaytestPosts: 41Arc User
edited March 2014
I found it hard to port in battle at first too.After awhile I changed the button used to do so.It helped a lot with the timing and made porting more useful.Try moving it some place easier for you to hit when you need it.I put mine on the mouse wheel.As I recall it was "middle press" on the list of key binds.
I've found L ALT is a good button for the various dodges - thumb quickly curls in, very easy to do while still steering normally. Little finger movement affects the other fingers more than thumb curling in does. (I'm a pianist, FWIW.)
Comments
Teleporting is extremely powerful, but timing is important. A few notes:
1. Don't burn your stamina teleporting just to outrun things. Use your teleport as they begin their attack animations or begin a big, telegraphed hit (e.g. red circle or cone appears, slow wind-up of huge axe, etc.). Enemies tend to have exaggerated attack animations that root them in place long enough that you will avoid damage and create distance by teleporting at the correct moment.
2. Remember that you remain in a "Dodged" state for a split second after you execute a teleport. Very few attacks in the game are able to hit players while they are dodging, so that moment you spend recovering from your teleport before you can move again doesn't leave you as vulnerable is it might appear.
3. Save your teleports for strategic use. If one kobold is whacking you for negligible damage, you can facetank it no problem. If 10 kobols run up, stop, and are about to swing, that's when you teleport and attack while most of them are still finishing their animations.
Hope that helps.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
That's because its not really "Teleport".
Its actually based on an old D&D spell called "Blink". Which would randomly teleport the Wizard or "Magic User" as it was called then, 20 feet in random directions each round. It would do this until the spell expired. So the Wizard would Blink to one location, cast a spell, then Blink to another location completely different and cast another spell. This made them hard to hit, as you couldn't get to them fast enough before they were in another location.
The difference is, the original spell was random. The version in this game is controlled.
Its not about Teleporting, its about avoiding getting hit.
What everyone else here is telling you is exactly how it should be used.
Overpowered 60 CW ~ Thaumaturge 14.5k
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~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Of course, if you are talking about fighting permastealth TRs in PVP, then yes it is useless as are most classes against it
That is all.
-telports away-
(It's Hawai'ian, not "ye olde Anglish")
Ladyhawk - HR
Nighthawk the Pink TR