Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
Teleportation kinda sucks. You can only go line of sight, I understand and support that. No popping through closed doors, etc. But it doesn’t work across even shallow gullies. It only works over unbroken terrain, and only for pretty short distances (900 or less) that you can easily run in 2 seconds. If you have to jump to get there, teleportation doesn’t work.
The Engineer skill to “shoot” themselves is awesome! It helps us folk who are bad at jumping puzzles, or to get across chasms too far to jump otherwise. Warriors also have a leaping ability available to them to span greater than normal jumping distances. Teleportation should do the same thing.
I can think of no earthly reason to use a teleport skill the way it stands now. All it does is make a 2-second run “instant”. In rare instances where you manage to get yourself completely surrounded, it could help you escape. But I have found that I can tumble “through” enemies just fine.
Obviously, I am looking at teleportation as a utility skill. It is much more integrated into the Thief’s makeup, I assume. I haven’t gotten deeply into them yet, so can’t say if their Shadow Step is hindered as well. But the inability of teleport to actually help you cross difficult gaps like an Engineer’s catapult or a Warrior’s leap makes it pretty useless.
Certain teleports do not cancel channeling of skills, so they have their uses.
For example you can start channeling a churning earth and then lightning flash before finishing the churning earth casting.
Each scholar class has one.
http://wiki.guildwars2.com/wiki/Phase_Retreat
http://wiki.guildwars2.com/wiki/Lightning_Flash
http://wiki.guildwars2.com/wiki/Necrotic_Traversal
Don’t know about adventurer and soldier classes.
(edited by Redfeather.6401)
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