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Posts
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I've seen an ILL/Rad Controller do many impressive things, like solo basically every GM in the game, they're strong and can be built to take on almost any High-Regen enemy.
Since you like soloing Av's I figured that this would help, it's so strong because if you can reduce rech of your illusions as much as possible, they'll hold ALL the aggro...so u take nearly no damage and you can focus on debuffs. -
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Quote:In the long run, Warshades are, in my opinion, the strongest offensive juggernaut in the game. They have two powers, that with the right binds skyrocket your damage and to hit. They have a power that allows them to mini-nuke on any enemy they kill, then summon pets from mr mini-nuke's friend's bodies, and ontop of that. They have a self heal + recovery boost, AND finally a power that, if slotted correctly, can permanently cap all resistances if there are enemies available.So I've decided to focus on White Dwarf (since I've never made a Tanker and White Dwarf is "tank" enough for me. I just can't stand the low damage). I find my damage quite low but at least I've got a decent soft-control in Flare.
I got curious. People talk about double Mire in WS. I actually have never really paid attention to WS's numbers as I didn't plan to make one.
Oh my god... is Mids wrong or is Black Dwarf that much better?
This is what I don't understand. Black Dwarf has a Mire that has the same radius as White Flare and even though the recharge is 4s longer, it fuels BOTH Damage and Tohit and its activation time is only 0.73s AND it debuffs recharge by 20%?
Sublimation VS Drain (I have to correct myself. For some reasons I thought Drain is an aoe drain like Soul Drain)
Black Dwarf's version of Drain is better than Siphon Life and it's one more attack and it heals and debuffs.
Please tell me Mids is wrong because I can't figure out how this is balanced for White Dwarf. Sure, White Dwarf has a single heal but it has the standard 60s recharge and it does zero damage and it doesn't even give +toxic resistance like other single heals do, and Black Dwarf can fuel its damage with Mire. Let's just say White Dwarf survives better on paper (by taking damage and healing back) but one thing to keep in mind is that Black Dwarf can fuel its damage so much higher than White and has one more attack. One way to survive better is actually to kill quicker too!
I really don't want to trash Peacebringer that much (sorry been doing that a lot lately. hehe) but the more I play this AT, the more I can't figure out how this AT is balanced against Warshade. WS has two forms that just seem superior. Only Nova form is almost identical except for the debuff types.
In my personal experience, I've never played a war shade & if i had the time i would. Peacebringers are an AT that hasn't had a good cleaning up in it's long existence. A PB's strength is it's heals, with all three of them and the correct binds, I can solo a fully aggroed fire farm mission; granted...I'm on edge the entire time, but a Warshade can do just that at 4+ mission level half as easily.
When comparing a Peacebringer to a Warshade, I'd say that the Warshade will win hands down in the "who has the odds tipped in their favor" contest. -
After playing on my S/L softcapped energy/energy I've realized how squishy my close range DP/Fire actually is.
With this in mind, i was hoping for themed DP/Fire/Fire blaster that works for close range. I've been told that skipping the cone attack is good, which i found had good results.
From here, I was hoping to get either a softcapped mele defence OR Ranged/AoE defence on this blaster. Is there any good stratigies to do this, also if need be i will go down the mast mastery route if needed, it still fits my theme. (:
Edit: I was just toying around with the set bonuses for DP/Fire/Fire and here's as far as i got:
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Quote:Genius at its best.
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Quote:Can you just imagine how threatening it would be to have a massive dwarf running at you on all fours (beast run) at 42mph.Ninja Run and Beast Run work in Dwarf form now too. It doesn't actually do the animation (which would be kinda cool) but the run/jump bonuses still apply.
At level 50 my Dwarf can move at 42 MPH running and 59 MPH jumping.
Dwarf mode + beast run would be my new form of travel :3 -
Hopefully this thread grabs some attention, since we have scorpion in charge of powers now maybe Seekers will get the attention they greatly need!!!
On terms of editing the power itself:
1. Three seekers that hover around your character like a shield; If any enemy reaches mele range, they fire off a pulse that pushes them away from you and deals minor/moderate damage (there's the high knockback of the power)
2. If the lifespan was to be, maybe 60 seconds...in the last 5 seconds of the lifespan the active power below your health begins to blink and when their lifespan ends, they explode outward like a PbAoE attack having the same damage that the pets have as before. (there's the mini-nuke function that everyone loves) ]
I thought of this idea because I usually use these seekers to throw a rather large group away from me, and deal high damage. (as I said before, like a second human flare with HIGH damage)
3. For someone who likes the power as a small "bombardment" technique, have the seekers spread out away from you and detonate, to maximize the range of the boom. Or, revert them back to "heatseeker" mode.
On terms of changing just the Stats:
90s or even 120s recharge would be greatly appreciated
In the end, even a "goto" type of control would be nice to have if the other options are out of the question -
Quote:If it wasn't for Dechs Kaison's MFing Warshade guide I wouldn't have ever tried to retry my PB, and it wouldn't be near as much fun.You, my friend, have discovered the real power of Kheldians
I definitely need these. You and Joe have done some great work with binds lately. Would it be possible to have it de-auto flare while using another power? I was thinking of the temp Stun Grenades to control more of the mobs.
Here's the bind for using dwarf heal from human form; joe gave me this one (basically it's a toggle key, so AFTER your +(insert HP here) number goes away, let off the key and you're human again. It does take a bit, because you have to switch into dwarf, but it's SO helpful when u your heals arent up and you have no other options)
/bind [key] "+down$$powexec_auto white dwarf sublimation$$powexec_name white dwarf"
Actually, yes it is possible to use other powers in addition to the double flare. I made a bind that (in two key presses) does just that (from dwarf form tho) it goes
Dwarf flare --> pulsar on auto --> leave dwarf form --> use pulsar ---> Turn off pulsar-auto & execute solar flare like a regular click power.
Here's the bind for it, if i remember correctly that is, let me know if it doesnt work. I do know that i based this off of the original double flare bind.
/bind [key] "Powexec_name solar flare$$powexec_auto pulsar$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1"
This bind requires a second key press, usually i do my press as the pulsar animation starts. But in this bind you can sub any power in for the "powexecname solar flare" OR the "powexecauto pulsar"
For example, if you wanted a heal inbetween the flares you'd go
/bind [key] "Powexec_name solar flare$$powexec_auto essence boost$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1"
Or if you'd like two stomps and a regular attack
/bind [key] "Powexec_name (insert power name here)$$powexec_auto solar flare$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1"
I find the Dwarf flare/Pulsar/Flare is VERY useful, because when fighting large groups...like maybe a fully aggroed room from a Fire farm AE mission ( >.> ) you use the dwarf stomp for knockup, and the pulsar to stun them/the ones dwarf missed, then the final flare to scatter the entire group; Also as a side note, the pulsar lasts more than enough time to kill virtually ALL aggro that you have so you have a second breathe haha
Actually, I just thought of a really nice one:
/bind [key] "Powexec_name solar flare$$powexec_auto build up$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1"
You'll use dwarf stomp, then buildup, then human stomp!MAYBE you could even take out that second stomp for say...DAWNSTRIKE for an epic finish ;D
And for you:
Quote:From Nova/Dwarf form to human, there is no delay but from human to either form or from Nova to Dwarf and vice versa has a delay.
I've respec my build to focus mostly on Nova/Dwarf because I want to see how the forms perform. So far, I like Dwarf but I find Nova below average at best. Yes, its aoe damage is decent but you can't do anything else in that form. And what's worse is that I feel my Dwarf form's ST damage is almost as good as Nova's ST damage and that is just wrong.
I actually killed myself once last night during Dwarf form. I was under heavy attack and I thought I could quickly change to human to use another self-heal but of course I died as soon as I changed. Just too much aggro and since you lose all the human toggles that you had before, you don't have resistances to back it up.
All in all, poor design. I find the delays very annoying.
and i can't count how many times I've slipped out of dwarf to try and heal and got killed by to much aggro. When I respeced out i actually got rid of everything but shining shield, and i made a bind that kills all forms and instantly toggles it, so im safe for a min. I try to time my "leave dwarf self heals" with a double flare/pulsar bind, so they're stunned and i'm safe ^_^ those delays are a pain in the butt to deal with as well, i wish they were at least a bit shorter. -
I started playing on my PB recently and i noticed a bit of a change in their aggressiveness. If i use solar flare and send the group maybe 20-30ft the seekers disappear so fast that my comp lags for a second.
Although, sometimes they still go "derp" if the whole group is stunned by pulsar. xD -
I just discovered something rather amusing. I took some cliche' english hero names, and translated them to Latin and it sounds MUCH cooler. lol
Keep around the notion of Stars & weather. That's what most are focused on.
My PB's name is Speedy Avenger, basically because when i started the game alot of my toons were focused on "speed" based names. -
Quote:I play my PB like most players would use a tri-form Warshade. I've found that it's TRUCKLOADS more fun to treat the forms as an extension to your attack chain. So instead of sitting in nova waiting for your powers to recharge, go human, kick some tail then jump into dwarf for a heal, or a stomp. Then back into nova for tons of AoE dmg.One question. What's the benefit of Tri-form? I see you either go with Human/Dwarf or Nova/Dwarf.
The OP picked and slotted most of the human attack powers already. Nova form has its use when you are lower level but once you have set bonuses to offset endurance cost, isn't Human form a superior version of Nova? You also get access to Combat Hover and you are way more flexible and have way better resistance? Am I missing something here? It is cool to have a flying Squid sometimes.
With just 3-slotted Stamina, both Nova and Dwarf don't seem to have any endurance problem at all. Only Human form needs more +endurance.
Recently with a double stomp + plusar bind I've been using that as an intro to mobs, then jumping up with nova, using AoE's from above. then single shotting any survivors. Also, i like the double stomp bind I have now, because if im in dwarf, i tap it once, use dwarf stomp, leave form, then pulsar (on auto), then with another tap it uses human stomp, and de-auto's flare.
I also have a toggle key bind set up for dwarf heal, so i can use that from Human form when i need it.
I don't treat the dwarf as a tank, i treat it as a MEZ PROOF mele attack chain
Nova is a AoE mop-up attack chain with fly and +acc
and human form is both w/o mez protection.
And I completely agree that this style of play is HEAVY on endurance. -
Quote:By "downs" I did mean the disadvantages of the set, I've tried traps before, and I was looking for a solo build, sorry for the confusion. Also, i realized the difference between cloaking device & stealth. The Device is better >.Okay I must be getting confused between you knowing the "ups and downs" and wanting to know the disadvantage of it. To me the "down" part sounds somewhat similar to disadvantage or at least incorporates that into the meaning.
As you mentioned this was a solo build it really does not matter what you pick or not pick from Device.
But I will say this. Unless MIDs is wrong Cloaking Device is superior to Stealth, which includes endurance use. I think that is the whole point behind it. Also that whole smoke and stealth with time bomb / trip mine is called Toe bombing.
One (or more) mines laid away from the main minefield/killing zone, to which you can retreat if pressed is called a safety mine. A phrase coined by poster Sailboat.
I think you need to decide if your going for recharge, defense, damage or whatever and then post your build so people can clearly comment on it.
The safety mine tactic interesting(: The thought hadn't occurred to use the trip mines as a tactical retreat. I was considering about focusing on recharge and Damage with a touch of defence (leaning towards S/L). To counter the HIGHLY resisted lethal damage type, I figured I'd go for the -resistance interface incarnate !
Also, I just realized that you realized that I hadn't posted a link >. Here it is:
http://www.cohplanner.com/mids/downl...86E7FF5951E8FA -
I know what the build is like, my friend has a fire/dev and I've played on it before. I know the ups & downs.
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From the get-go I was forming a themed character that is fun for solo play. From what all of you have said, I re-arranged the build and here are some toss-ups i went with:
I dropped targeting drone, and used kismet+retified retical procs to boost my accuracy to about 200% + for all of my arrow attacks
1. Dropped cloaking device for stealth, simply for lower end cost (i don't mind the reduced movement speed)
2. Six slotted timed mine & Trip mine with Oblit set & one dmg/rech
3. I am debating keeping smoke grenade, but i'm unsure of it's effectiveness in combat. I'll have to actually get it & try it out in battles. (i was thinking to use it in this combo --> Smoke grenade+stealth --> Timed mine on a group)
- In this situation is it actually helpful, or just redundant?
4. Swapped out stunning shot for web envelope mastery power
Also, is arcrobatics any good for mez resistance; it grants resistance to hold/imob but it it worth the take? otherwise I'm considering clarion for my destiny slot.
Here's a data link for the build; -
I'm contemplating about making an Archery/ alt and I'm not sure where to go for the secondary. I was greatly leaning towards Devices, simply for the cloaking device and the targeting drone, plus gun drone and also the bombs.
Any disadvantages to this build that i should know about. So far I've picked Archery/Dev with SJ, Fighting, Mace Mastery. Also, I skipped Taser. (: -
After looking at the travel powers from champions online, I think just the power animations for city of heroes can be seriously overhauled. I think superjump is by far one of the most useful travel powers, accept i never choose it because its boring to play.
If you look at the animations for SJ in champions your character flails their limbs in a running motion to make the leap feel more "super" unlike the current "hold your knees to your chest until you hit the ground" animation, and it's also complimented by the small "shattered ground" display at the bottom of each leap.
Secondly, you could easily add a surf board type power (or emote) to CoH. They look more fun than the current fly emotes and appeal visually much more.
Next you have superspeed, this animation, in my opinion is rather dinky looking. I'd love super speed if they had an animation similar to say...a speed skater's movements, simply because just the movements of your character make you feel like you're going faster than you are. It adds a more "epic" visual affect.
How about, like in champions online, have some kind of sonic boom affect around your character when you reach a specific movement speed. It's just more visually appealing, and it makes the player feel more "super" while playing.
Also, there is a HUGE amount of addatives to emotes in the fly department, if you had some kind of hover disk/board, the attack animations would remain almost the same! -
Quote:For the longest time me and my friend paired together using a Kat/Regen Scrapper and a Energy/Energy blaster, and the combination of range and mele was fantastic. Basically any close range build paired with someone who can control the crowd works wonders.The melee and ranged pairing can also work well, especially if the ranged character can provide some support to the melee (a Brute and Corruptor pairing for example).
There are so many other options out there; I would assume any mele-toon would pair phenomenally with a debuff build like a sonic or rad defender/corruptor.
Me and my friend actually theorized a duo and made the toons on mids, He has a Stone/Psy dominator and i have an elec/shield scrapper. I'd imagine the combo works well. -
For my PB I was thinking:
Alpha --> Musculature simply because for my +recharge build i skimped on damage somewhat
Destiny --> Obviously clarion, I use my PB forms as an extension to my own attacks, so mez protection would prevent them from stopping my shifts
Lore --> I love clockwork, they're my favorite
Interface --> Either Dimagnetic radial, or Reactive core
Judgment --> My personal favorite is Ion, simply because of the multi-group hit. I'll probably go with that, or pick something new and go with void.
Any other tips for Alpha slot?
Here's my build to start:
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Quote:I totally agree with your "usefulness in PVP thing" and thanks for the help Joe. I'm trying to make a monster of a PB and you're helping with survivability for my play style DRASTICALLYTo the OP - Toggle key binds can only use two commands, so there is no way toggle-bind more than two powers that I know of.
But let me think about it and see what alternatives I can come up with. I don't think you're going to be able to do a true double stomp without an auto-fire, though.
I definitely know the bind won't work without a auto-fire on the human flare, the trouble is brainstorming a way to set up the dwarf stomp on a toggle key, and an auto fire human flare too, but have both work on the same key.
Alternatively, if this doesn't work I'll just bind the dwarf stomp technique on one key as a toggle, and a human form stomp as another. but right next to each other. -
Okay, so after reading joe's helpful bind list and also reading through a bind guide i have a simple question about toggle keys.
I observed the bind that Smiling Joe himself gave me to execute dwarf heal from human mode using a toggle key and it worked like a charm:
Quote:Now with this in mind, i looked back onto the old double stomp bind, again in joe's post:/bind [key] "+down$$powexec_auto white dwarf sublimation$$powexec_name white dwarf"
Be careful, though: if you let up on the key before the animation finishes, I'm betting nothing but the animation will happen - for the same reasons as above.
Quote:Here's a quirky one I just tried on my pb:
/bind [key] "powexec_auto solar flare$$powexec_name white dwarf flare$$powexec_toggleoff white dwarf$$goto_tray 1"
/bind [key] "+down$$powexec_auto white dwarf flare$$powexec_name white dwarf"
but also set the same key to execute human flare (auto or not) when the key is lifted (and the above bind is turned off.)
I'd normally just toy with the bind myself, but i don't have access to the game at home to do so.
As a re-cap, i'm looking to set a toggle key to put me into dwarf mode, execute an auto dwarf flare, then take me out of dwarf form, turn off the auto-flare, and execute the human form flare (then turn off all autos, i despise my forgetful habit of leaving my auto-fires on and wasting them) This will, hopefully, make a togglekey for a double flare, that can be executed WITHOUT being in dwarf mode AND will turn off all autos.. -
For my recently re-done energy/energy I went with spiritual for the +Heal/Recharge.
For the most part i didn't focus to much on recharge buffs for my powers, simply because I tend to use force mastery as a tool to blapp as frequently as possible. The only powers i remember skipping is power push (thats fun if u like to throw level ones 1million yards) and also power boost and boost range. Overall, I usually stick to the combo of: blast bolt burst; and if they're still alive punch and bone smasher.
With these attacks i'd say the only thing that takes a bit for me to take down is a red boss, but even with that I can still handle my own. And i know what you mean about aggroing siege, for some reason he REALLY likes me and targets me more than the average bear. -
Quote:And you were exactly right, i did get the idea from there, but due to my lack of experience with the +down bind It didn't come to mind in my go-to list of options in my head >.</bind [key] "+down$$powexec_auto white dwarf sublimation$$powexec_name white dwarf"
Be careful, though: if you let up on the key before the animation finishes, I'm betting nothing but the animation will happen - for the same reasons as above.
Anywaysss...
What also inspired the idea was a tip mission where i needed both heals, but didn't want to use essence boost due to the (recently recpeced) long recharge of essence boost.
Now with this bind in mind:
/bind [key] "+down$$powexec_auto white dwarf sublimation$$powexec_name white dwarf"
If i replaced "white dwarf sublimation" with the stomp power, in theory would this work the same, and MAYBE even throwing a "powexecauto" for human form stomp too would create a single toggle key for the stomp power as well...so i could double stomp from human form? >
Thanks for the help joe!!
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Quote:And, regardless, the _ just makes it easier to read, the bind works exactly the same with or without them. I've already tested it out on my Khelid.Ummm, neither actually.
powexec_toggle_on (or off) is the correct form of that usage. And you're turning the white dawrf power off in your examples, not on like you want.
But if it's just a fluke, then what am i doing wrong here? My logic was basically taking the idea of the Moving out of dark dwarf to heal, then back into dwarf, accept the process is completely inverted. Doesn't the bind execute from right to left? If so, like i've read numerous times wouldnt
powexecname white dwarf --> first turn on the power
powexec_auto white dwarf sublimation --> then auto-activate the heal
powexectoggleoff white dwarf --> toggle off dwarf mode and revert back to human form?
If not, could i get some clarification or maybe some direction as to what to do? -
So i've had a single blunder with one of these binds, basically I put in the Target ALIVE voids ect. bind and it still loves to target the dead ones.
I used the EXACT bind below, copy & pasted it to make sure it was right
Quote:Also, which one of the binds I just made below might allow me to switch into white dwarf, use the heal power, then in the exact moment switch out of dwarf & back into human mode, and is this type of bind even possible??/bind tab "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst"
/bind [key] "powexectoggleoff white dwarf$$powexec_auto white dwarf sublimation$$powexecname white dwarf$$
or
/bind [key] "powexectoggleoff white dwarf$$powexecname white dwarf$$powexecauto white dwarf sublimation"