Talk:Temporary Wormhole

Notes on Use

 * The Engineer can only maintain 1 temporary wormhole at any given time, precluding the opportunity to link temporary wormholes.
 * While this skill does allow the Engineer to freely access the teleporter network, it DOES NOT allow the engineer to bring his squadmates to him under all circumstances.

Example 1:
Engineer 'A' has pump 5 Wormhole, and is in a squad with 3 members; the entire squad is together, in the Plateau, just outside the entrance to the 'Ustor Yard' instance. Squadmate 'B' needs to reach a weapons vendor to restock ammunition, so 'A' uses Temporary Wormhole 5, which 'B' can then use to reach Fort Defiance. Provided 'B' accesses the Temporary Wormhole within the duration, he can then return to his squadmates.

Example 2:
Engineer 'A' has pump 5 Wormhole, and is again in a squad; his squadmates are all in Fort Defiance, while he is waiting at the entrance to the 'Ustor Yard' instance. Under no circumstances (that I have tested) can 'A' create a temporary wormhole that allows his squadmates to directly access his position.

If an Engineers' squadmates use the wormhole at its origin, they can use the teleporter system to return to the origin point, keeping in mind the duration. They CANNOT access it in any other way (at this time.)

ApophisTheCursed 19:29, 13 November 2007 (UTC)


 * While I agree it sucks, at the same time it seems rather necessary. Imagine what using a teleporter would be like if 100 engineers casted L5 wormhole at the same time.
 * I'd hazard a guess that the only wormhole that can appear in the waypoint list is the latest one you entered. Could be interesting to run some tests with two engineers in the same party.
 * - Dashiva 20:57, 13 November 2007 (UTC)