Djeannie

Caption Champ 4/30/10
  • Posts

    758
  • Joined

  1. Quote:
    Originally Posted by Finduilas View Post
    I wouldn't do it, unless you really want the -Fly. JB has almost guaranteed KU as it is. If you have City Traveler, I'd skip the Fly prereq entirely, pick up Build Up instead, and 6-slot it with Gaussian's for 2.5% def to all positions.

    You could always put a LotG +Recharge in Grant Cover, since I don't think the Hami-O in GC has the same benefit as they do in AD.

    Also, you don't need that level of end reduction in Weave; swap out the End/Rchg for the Def/Rchg.

    Is there a particular reason that all your enhancements are at level 35? I understand it's useful for exemping, but there's absolutely no benefit to capping slotting lower level common IOs or singles of set IOs.

    Here's what I would do with your build. If you can't skip the Fly prereq, you could get Air Sup instead of JB and open a spot for BU that way.
    Thanks for the feedback. I've read a lot on your advice on other similar builds so appreciate you dropping in to the thread.

    I usually try to slot mid levels for exemping but am starting to break that habit as the devs have proven that the new content isn't meant to be exemped with so that just makes me not want to exemp again. My mids is just set to default L35's is all.

    Hmm thought the Hammi O would work in there by enhancing different aspects, mostly end red and whatnot, but yeah I could drop the lotg in there instead to bring me to 5.

    Thanks for the weave info. I find the drain on my scrapper highish with just lotgs in weave so figured the extra end red in there instead would be better. I'll swap it out for your recommendation.

    Not sure on the whole build up thing. I hate to lose hover/fly but will take a look at what you came up with for sure.
  2. Quote:
    Originally Posted by MentalMaden View Post
    Only one real "horror" story from the WSTs. 4 hour LRSF ending with no victory and the team giving up. They were all nice players and there wasn't any real drama, poor play, afk'ers or anything like that. To everyone's credit nobody quit until everyone decided it just wasn't working; no name calling or finger pointing. The team was pretty balanced and all pretty knowledgable in the SF, just something about it didn't work at that time. Every other run on either WST was successful and all in relatively short (or acceptable) time.
    Ran into the same situation took about 4 hours to do the LRSF, had a fairly good balanced group for this tf, just not a permadom who could sleep the FP at the end, so lots of wipes and not quite enough to kill any one before team wipe. Finally we got numian dead and the rest was just a LONG painful grind to win.

    I never want to repeat that experience again. Great players though, everyone had a fairly decent attitude and i expected people to quit but they stuck in there.
  3. Quote:
    Originally Posted by Leandro View Post
    I got new glasses last month and darn they were expensive. My prescription went from 4.25 to 5.5. Not happy about that.

    Anyway, the little disclaimer says "Enhancement values from slots only"; I took this to mean "it does not include set bonuses". Wording is not clear about specifically excluding the Alpha Slot enhancement.



    I'd rather this was made an option. I want to see the full amount; if I wanted to see the pre-Alpha enhancement, I'd just... unslot the Alpha. I tend to rely on the popup for enhancement data while I have the Info/Effects/Total tab open, and now the ability to see the two things at once is 'broken' for me.

    Agreed. I'd like to see the whole buff effect on powers maybe with a ( ) or something to show the Alpha boost.


    I second having an easier way to toggle the alpha on/off maybe an inherent slot called Alpha Slot that lets us choose the alpha enhancement much like the normal ones that we can just toggle on/off via green button.

    EDIT: By the way that drag a power feature around is FABULOUS!
  4. Quote:
    Originally Posted by New Dawn View Post
    It's well thought out. I'd play it. It differs from mine in that mine won't have hover. Mine has build up instead which acts as a psuedo stamina allowing me to attack less, use less end per fight duration and recover enough by next group. So mine isn't as much about end recovery in the slotting.

    What is good about hover other than you can put a lotg in it (I would of lotg'd weave) is the resist to -fly. Not having it on a highly defensive tanker is not the end of the world but can be useful.
    Usually i put lotgs in weave but figured that the extra endurance recovery may be necessary. My bs/sd scrapper sucks endurance like a thirsty man in the desert drinks water so was trying to avoid that.

    how do you use build up as psuedo stamina? you mean because you're putting out more damage so use less attacks?

    What do you think about air sup instead of jawbreaker?
  5. Hi there everyone!

    I've had a will/mace character I made before shields came out and who's concept works better with shields so decided to remake her as a shield/mace.

    I'd like some feedback/suggestions on what I may be able to do better here. while keeping aid self and fly, hover was there for combat vertical movement and a bit more pushing over the softcap but something i don't want to run all the time if possible.

    I've been tossing around the idea of air superiority instead of jawbreaker but not sure about that due to weapon redraw though the almost guaranteed KU is fantastic for it and it's fast

    Anyway here's the build.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Justitania: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: War Mace
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), ResDam-I(5), ResDam-I(11)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(34)
    Level 4: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7), LkGmblr-Rchg+(15)
    Level 8: Active Defense -- HO:Membr(A), HO:Membr(9)
    Level 10: Against All Odds -- EndRdx-I(A)
    Level 12: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(40), Numna-Heal(43), S'fstPrt-ResDam/Def+(43), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45)
    Level 14: Aid Other -- H'zdH-Heal/EndRdx/Rchg(A)
    Level 16: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Rchg(19)
    Level 18: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 20: Clobber -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx(23)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt/Rchg(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 24: Fly -- Winter-ResSlow(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(33)
    Level 32: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(33), GftotA-EndRdx/Rchg(34)
    Level 35: Shatter -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Rchg(37)
    Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Erad-Dmg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
    Level 41: Whirling Mace -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), Erad-Dmg(42), Erad-%Dam(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 47: One with the Shield -- Aegis-Psi/Status(A)
    Level 49: Grant Cover -- HO:Enzym(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(46), P'Shift-End%(46)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  6. Quote:
    Originally Posted by Kyriani View Post
    Essentially what we're talking about isn't even a new base editor... it's a world editor much like say the original neverwinter night's toolset. As old as that game is I always found its editor far and away the best I've ever encountered in a game with such a feature. Not because its particularly powerful (it's not) but because of how simple and easy it was to use for even the novice.

    Taking an idea like that and putting it in game could be an amazing feature for the players and give the devs a fantastic new tool to use for creating content at the same time. The tech could have applications well beyond just bases making it valuable to the game overall if done right.
    That brings back memories. I used to hack tiles from one tileset into another for custom hackpacks and pull items off of maps so that they could be used as individual placeables fun times.
  7. Quote:
    Originally Posted by Roderick View Post
    Kilts with Monster legs can't be done because of how the categories work. To have them, they'd have to add a "Monstrous Legs with Kilts/Shorts" category. Possible, but probably very low priority, if it's even on the list.

    The Snake lower body won't happen. When shields were introduced, some gloves had horrible clipping issues. When someone asked if they could just remove the offending gloves for Shield users, BAB said that there was no tech to limit costume options based on power picks. What does this have to do with Snake bodies? Martial Arts, Kick (from the fighting pool), and Brawl (when using Claws, Thorns, or a Weapon/Shield combo) all require legs, as do a lot of other animations.
    it may be possible for them to add skirts/kilts to the current monster leg category in either the top category or the sub category where you choose what's on the legs.

    Option A:

    Monstrous > Monstrous Large
    Monstrous > Monstrous Small
    Monstrous > Monstrous Large Kilt
    Monstrous > Monstrous Small Kilt
    Monstrous > Monstrous Large Valk Skirt (female)
    Monstrous > Monstrous Small Valk Skirt (female)
    etc...

    Option B:

    Monstrous > Monstrous Large > Kilt
    Monstrous > Monstrous Small > Kilt
    Monstrous > Monstrous Large > Valk Skirt (female)
    Monstrous > Monstrous Small > Valk Skirt (female)
    etc...

    Problem with option b is that you could not choose what look was on the legs under the kilt/skirts

    with option A they'd have to create every variation but would spare making a whole new category.
  8. Quote:
    Originally Posted by Ironblade View Post
    I can explain why there's no Vanguard hammer. The Vanguard weapons and shield use a force field effect. They are basically very thin and pretty much weightless. Makes sense for blades and shields, but not for a heavy, bludgeoning weapon.
    (That was the response a redname gave once upon a time.)
    and I can come up with a reason/look why/for there should/to be a vanguard hammer.

    The vanguard scientists have discovered that the surface of the force field, when propelled with enough force can be devastating to whatever it hits. To this end they have added a heavy base to project the hammer knob from the hammer head, and have added a small jet to the back for truly fearsome acceleration.

    There now we have a look and a reason
  9. Quote:
    Originally Posted by Psychoti View Post
    I'm the opposite, I was looking forward to the hefty experience bonus on my lower characters. I'd personally prefer it if they alternated a level 50 TF and a lower-level TF, but that's just me.

    Nobody says you can't do other level 50 content, there's plenty out there waiting to give you shards.
    what they could do is have a high level TF that awards shards/notice and double rewards and a low level one that awards double rewards only at the same time each week.

    That would cater to the people who want lower level task forces and the people who think the notices should only be on L50 tf that should run all the time and keep within the well's ingame lore on not noticing lowbies.
  10. One thought. I hope that these new animal heads will have hats/cowls options. For that matter monster legs should be allowed skirts/kilts.
  11. Quote:
    Originally Posted by LISAR View Post
    If we get cow tails will we also get cow bells?
    cow bells would be great! More cowbell!....just as long as we don't get cow pies...
  12. wow they really grabbed the bull by the horns on this one. Hope it doesn't end up being a wolf in sheep's clothing....that'd really get my goat, you know? I doubt they'd be too chicken to release this early as it looks done. Can't wait for this to go live, just llama place my order now! They've done such a nice job from the images I've seen...something to really crow about.

    I hope there's a chicken comb in this pack...i gots planz
  13. Djeannie

    Crafting Aids

    Quote:
    Originally Posted by SkarmoryThePG View Post
    I'm, uh, not selling. At all. Terrible waste of transaction inventory space for me, so, either to SG storage or to the void.
    Hmm you know you could probably void them really fast by filling a specific bin just for them, then base edit > delete bin
  14. Quote:
    Originally Posted by DevilYouKnow View Post
    I can start running my level locked (25,30, 35) guys again to generate a merits for a random roll.

    I make plenty of inf so money isn't the issue. I just know someone could use these, even stuff that isn't all that hot. Heck, I tried to give away a level 30 Horror - Acc/Fear. No takers. If you are willing, I will produce recipes in the 25-35 range.

    This is the crux of the problem right here.

    1. weighted recipes not really weighted. Why do we keep getting crap of the hunter and touch my lady grey etc instead of kinetic combats, crushing impacts and thunderstrikes?
    2. Being forced to "level lock" a toon to try and supply the market or get stuff for yourself in that range.
    I don't think the devs give a crap enough to fix this at all and I don't expect a fix anytime soon. After all the new content is all L50 and IO/set bonuses dont exemp well, nor do incarnate powers, so who gives a crap about mid level stuff seems to be their thinking.

    What would you suggest as a good mid level toon for farming a-merit missions in that level range? Maybe I can get a friend to PL me up one and I can roll some a-merits too. All my toons are either sub 20 or post 40 currently
  15. Quote:
    Originally Posted by Major Deej View Post
    Ahhhh! My weak Search Fu (with a little help) has come back! Found the info; thanks.

    http://boards.cityofheroes.com/showthread.php?t=251519

    Not liking ITF not being next week...
    can you say cheezy? They should have left the itf and just added the others after it on the list.

    What is up with villain rewards being lower for tougher task forces then heros?

    What is up with the well passing out notices for pissant strike/task forces?
    (
    February 22nd to February 28th - Clamor and Destruction (from Sister Psyche in Independence Port) / Pirates of the Skies (from Silver Mantis in Sharkhead Isle or your supergroup or villaingroup base's mission computer or oracle) Why should the well give a crap out some lowbie task force and if so then why don't our "new enhanced abilities" work at lower levels? What we suddenly gain power and then lose it when sking down for lower level tasks? Makes me not want to sk down ever.

    "Sorry jimmy I just can't help you crack that drug ring case. You see it's far below my awsomness and if I do help you I'll lose my MegaKryptonian ability....let me know how that all works out for you" ~Supes.
  16. Quote:
    Originally Posted by Fulmens View Post
    I'm not sure of all the ramifications of Djeannie's idea. It exchanges one lack-of-control [level 50s always get max level] for another [if you want the option of Kin Combats, you're going to generate a lot of L39 stuff; if you want the option of Miracles and Impervium Armor, you're going to generate a lot of L44 stuff.] It may still be better- you'd have bands of availability instead of a single possibility- but it seems like you got hamburger when you ordered duck, so they take it back and bring you chicken. It's closer, certainly, without being anything like the same.
    That is true you'd end up generating some odd levels for sure but it's better then what is in now and may be very simple to implement. Of course I'd rather have a real slider like a-merits but I'll take anything better then what we have now.

    EDIT: I'd assume there would be less L50 recipes by a little bit unless people rolled in the 45 to 50 range and a greater amount of top level recipes from each bracket available on the market then there are now.
  17. Quote:
    Originally Posted by Mattwo7 View Post
    You guys realize Djeannie bumped a 7 month or so old post right?
    Heh guess I did, dunno how i stumbled across that but what I said still stands and is relevant with the animal pack coming out.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    The return of low level teams.
    Heh good one. Sadly I just don't see this happening. Current game design actually discourages sk'ing down as you lose your incarnate bonuses and of course your set bonuses and IO's become nigh useless, unless you specifically have a "Lowbie" alt build.

    I'd like to see some more red side task forces to even the playing field a bit AND the rewards reworked. Why are the redside task forces harder yet give less merits?

    I'd also like to see the ability to do bank missions in oro. Trying to find people who have them to get badges is a nightmare if you've passed them up while grouped, which is easy to do.

    Annnddd... Ourobors merged into one zone for vill/hero with the portal showing you ports you're allowed to go to.
  19. Quote:
    Originally Posted by Eva Destruction View Post
    Which is just another reason we need a slider that works. If 50s could generate them the only disadvantage would be tying up a market slot, and I'm willing to bet the majority of the playerbase isn't using all their slots on all their characters anyway.

    I'm not running 22 repetitive missions for a piece of Positron's Blast. It's just not worth it. In fact it would be exacerbating the problem with what I want those recipes for, which is slotting characters as I level them, since by doing a straight buy I'd be unable to potentially generate 10 random mid-level recipes for the market.
    I completely agree. A slider would help out a lot as I seriously doubt the devs would unify all IO's and remove level requirements, outside of purples that is.

    Heck even just having the level range you roll in actually GIVE you a recipe of that level that the range is would be better then what we have now.

    eg roll in the 30-34 band get a L34 if over L34.
  20. Djeannie

    Axe vs. Mace

    Quote:
    Originally Posted by eryq2 View Post
    Well, i wanted the Axe because of the Vanguard/Rularuu unlocks and because my cousin is about to start working for our local Fire Dept. It sucks that Mace doesn't get any unlocks from those 2. But, i made the Mace because of the Stuns. The theme is a superman type lookalike in a Baseball uniform. Same superman colors but in the yankee pinstripe look with a bat.
    Mace gets a Ruularu unlock but not a vanguard one.
  21. any idea how to get it back? makes the game very difficult to play when I can't see what i'm trying to click on.
  22. OMG I'm Back yet again! This time I bring you a slimmed down, cleaned up version of my ingame popmenu for your use.

    This menu lets you
    • Access the market (look mode for not 84 month vets and full for 84)
    • Access Incarnate Abilities
    • Access your enhancement management window (where your powers are)
    • Change fly poses, well on the fly
    • Summon temp pets & help (both factions)
    • Toggle on/off various stats ingame
    • Get info on self & others
    • Cast booster buffs
    • Change costumes or bring up the costume window
    • Change your UI colors
    • Take screenshots with/without the UI showing
    • Toggle on/off some game functions with /t feedback (supergroup mode, teleport promts)
    • And more ^_^
    So because a picture is worth 1k words here's a few of the submenus...



    and here is the menu code. Save into a text file named Useful_Commands.mnu

    access ingame with this command /macro CMDS "popmenu Useful_Commands"

    I find that they work best on the left side of the screen, otherwise it's hard to select stuff.

    Code:
    //Custom commonly used commands
    //
    Menu "Useful_Commands"
    {
        Title "Useful Commands"
        Option "&1 Info" "info"
        Menu "&2 Other Information"
        {
            Divider
            Option "&1 Enhancements" "manage"
            Option "&Incarnate Abilities" "windowtoggle incarnate"
            Menu "&Market Interface"
            {
                Option "Just Looksie" "toggle auction"
                LockedOption
                {
                DisplayName "Vet Market Access" 
                Command "auctionhouse" 
                Badge Loyal_Customer
                }
            }
            Divider
            Option "&2 Find" "search"
            Option "&3 Who" "whoall"
            Option "&4 What Map?" "whereami"
            Option "&5 Self Info" "infoself"
            Menu "&6 Supergroup Mode"
            {
                Option "&1 Enter SG Mode" "sgmodeset 1$$t $name, Entered SG Mode!"
                Option "&2 Exit SG Mode" "sgmodeset 0$$t $name, Exiting SG Mode!"
            }
            Option "&7 Title Change" "titlechange"
            Divider
            Option "&Stuck" "stuck"
            Divider
            Menu "Netgraph and FPS Info"
            {
                Option "&1 Netgraph on 1" "netgraph 1"
                Option "&2 Negtraph on 2" "netgraph 2"
                Option "&3 Netgraph off" "netgraph 0"
                Option "&4 Show FPS on" "showfps 1"
                Option "&5 Show FPS off" "showfps 0"
                Divider
                Option "&6 All On" "netgraph 1$$showfps 1"
                Option "&7 All Off" "netgraph 0$$showfps 0"
                Divider
            }
            Menu "Interface &Colors"
             {
                    Title "Default Interface Colors"
                    Divider
                    Option "Red Windows (Villain)" "window_color 166 050 050 135"
                    Option "Blue Windows (Heroes)" "window_color 050 153 255 135"
                    Option "Grey Windows (Praetorian)" "window_color 113 113 113 135"
                Divider
                Title "Pretty Interface Colors"
                Option "Brown Windows" "window_color 111 073 000 135"
                Option "Green Windows" "window_color 000 170 000 135"
                Option "Orange Windows" "window_color 200 090 000 135"
                Option "Purple Windows" "window_color 153 051 204 135"
                 Option "Pink Windows" "window_color 210 117 210 135"
                Option "Rich Blue Windows" "window_color 000 050 190 135"
                  Option "Teal Windows" "window_color 000 155 155 135"
                Option "Yellow Windows" "window_color 255 220 000 135"
                Divider
                Title "Stark Interface Colors"
                    Option "Black Windows" "window_color 000 000 000 135"
                Option "White Windows" "window_color 255 255 255 135"
                       Divider
                }
            Divider
        }
        Option "&3 Combat #'s" "toggle combatnumbers"
    
        Menu "&4 Team Teleport Prompt"
        {
            Option "See Prompt On" "option_set PromptTeleportFromTeammates 1$$t $name, Team Telepot Prompt is Enabled!"
            Option "See Prompt Off" "option_set PromptTeleportFromTeammates 0$$t $name, Team Teleport Prompt is Disabled!"
        }
        Option "&5 Reveal Map" "powexecname reveal"
        Option "&6 Mystic Fortune" "powexecname mystic_fortune"
        Option "&7 Secondary Mutation" "powexecname secondary_mutation"
        Divider
        Option "Self Destruct" "powexecname self destruction"
        Divider
        Menu "Vet & Buff Pets"
        {
            Option "&Non-Combat Pet" "powexecname Clockwork Pet$$powexecname Demon Pet$$powexecname Redcap Pet$$powexecname Rikti Pet$$powexecname Mekman Pet"
            Divider
            Title "remember to turn off hover/fly"
            Option "&Buff Pet" "powexecname Light Fairy Pet$$powexecname Dark Fairy Pet$$powexecname Power Oscillator Pet$$powexecname Blue Wisp Pet$$powexecname Red Wisp Pet$$powexecname Shield Drone Pet$$powexecname Power Drone Pet$$powexecname Shield Oscillator Pet"
        }
        Menu "Summoned Help (temp Pets)"
        {
            Option "&1 Shivans" "powexecname Shivan Shard"
            Option "&2 SnowBeast" "powexecname Build SnowBeast"
            Option "&3 Vanguard HVAS" "powexecname Vanguard HVAS"
            Option "&4 Backup Radio" "powexecname Backup Radio"
            Divider
            Title "Hero Summoned Help"
            Option "&Amy's Ward" "powexecname Amy's Ward"
            Option "&Warwolf" "powexecname Warwolf Whistle"
            Option "&Clockwork" "powexecname Clockwork Connection"
            Option "&Longbow Mech" "powexecname Longbow Mech"
            Divider
            Title "Villain Summoned Help"
            Option "&Zombie" "powexecname Loa Bone"
            Option "&Fire Imp" "powexecname Summoning Amulet"
            Option "C&oralax" "powexecname Coral Amulet"
            Option "&Plant Beast " "powexecname Creeper Seed"
            Option "Wa&iler" "powexecname Demon Box"
            Option "&Vial of Bees" "powexecname Vial of Bees"
            Option "&Rikti Drone" "powexecname Rikti Drone"
            Option "Arachnos &Mini Blaster" "powexecname Arachnos Mini Blaster"
            Divider    
        }
        Menu "&Flying Poses Menu"
        {
            Option "&1 Pose 1 (arms ahead)" "e flypose1"
            Option "&2 Pose 2 (fist ahead)" "e flypose2"
            Option "&3 Pose 3 (arms in Y)" "e flypose3"
            Option "&4 Pose 4 (chest out)" "e flypose4"
            Divider
        }
        Divider
        Menu "&Quick Screenshot Stuff"        
        {
            Option "Screenshot with UI" "screenshotui 1$$screenshot$$t $name, UI is Enabled in 
    Screenshots, remember to turn it back off"
            Option "Screenshot without UI" "screenshotui 0$$screenshot$$t $name, UI is disabled in 
    Screenshots"
            Divider
            Option "UI in Screenshots ON" "screenshotui 1$$t $name, UI is Enabled in Screenshots"
            Option "UI in Screenshots Off" "screenshotui 0$$t $name, UI is now invisible in Screenshots"
            Divider
        }
    //    Option "&C Costume Change Menu" "popmenu Costume_Changes"
        Menu "&C Costume Change Menu"
        {
        Option "&K Costume Window"        "toggle costume"
        Title "Costume Change Emotes"
        Menu "&1 Backflip"
        {
        Option "Costume &1" "em none$$cc_e 0 CCBackflip"
        Option "Costume &2" "em none$$cc_e 1 CCBackflip"
        Option "Costume &3" "em none$$cc_e 2 CCBackflip"
        Option "Costume &4" "em none$$cc_e 3 CCBackflip"
        Option "Costume &5" "em none$$cc_e 4 CCBackflip"
        Option "Costume &6" "em none$$cc_e 5 CCBackflip"
        }
        Menu "&2 Salute"
        {
        Option "Costume &1" "em none$$cc_e 0 CCSalute"
        Option "Costume &2" "em none$$cc_e 1 CCSalute"
        Option "Costume &3" "em none$$cc_e 2 CCSalute"
        Option "Costume &4" "em none$$cc_e 3 CCSalute"
        Option "Costume &5" "em none$$cc_e 4 CCSalute"
        Option "Costume &6" "em none$$cc_e 5 CCSalute"
        }
        Menu "&3 Howl"
        {
        Option "Costume &1" "em none$$cc_e 0 CCHowl"
        Option "Costume &2" "em none$$cc_e 1 CCHowl"
        Option "Costume &3" "em none$$cc_e 2 CCHowl"
        Option "Costume &4" "em none$$cc_e 3 CCHowl"
        Option "Costume &5" "em none$$cc_e 4 CCHowl"
        Option "Costume &6" "em none$$cc_e 5 CCHowl"
        }
        Menu "&4 Evil Laugh"
        {
        Option "Costume &1" "em none$$cc_e 0 CCEvilLaugh"
        Option "Costume &2" "em none$$cc_e 1 CCEvilLaugh"
        Option "Costume &3" "em none$$cc_e 2 CCEvilLaugh"
        Option "Costume &4" "em none$$cc_e 3 CCEvilLaugh"
        Option "Costume &5" "em none$$cc_e 4 CCEvilLaugh"
        Option "Costume &6" "em none$$cc_e 5 CCEvilLaugh"
        }    
        Divider
        Menu "&5 Vanguard Sigil (unlockable)"
        {
            LockedOption
            {
            DisplayName "Costume &1" 
            Command "em none$$cc_e 0 CCVanguardSigil" 
            Badge Vanguard_Sigil_CC
            }
            LockedOption
            {
            DisplayName "Costume &2" 
            Command "em none$$cc_e 1 CCVanguardSigil" 
            Badge Vanguard_Sigil_CC
            }
            LockedOption
            {
            DisplayName "Costume &3" 
            Command "em none$$cc_e 2 CCVanguardSigil"    
            Badge Vanguard_Sigil_CC
            }
            LockedOption
            {
            DisplayName "Costume &4" 
            Command "em none$$cc_e 3 CCVanguardSigil"    
            Badge Vanguard_Sigil_CC
            }
            LockedOption
            {
            DisplayName "Costume &5" 
            Command "em none$$cc_e 4 CCVanguardSigil"    
            Badge Vanguard_Sigil_CC
            }
            LockedOption
            {
            DisplayName "Costume &6" 
            Command "em none$$cc_e 5 CCVanguardSigil"    
            Badge Vanguard_Sigil_CC
            }
        }
        Divider
        Menu "&Drink Formula"
        {
        Option "Costume &1" "em none$$cc_e 0 CCDrinkFormula"
        Option "Costume &2" "em none$$cc_e 1 CCDrinkFormula"
        Option "Costume &3" "em none$$cc_e 2 CCDrinkFormula"
        Option "Costume &4" "em none$$cc_e 3 CCDrinkFormula"
        Option "Costume &5" "em none$$cc_e 4 CCDrinkFormula"
        Option "Costume &6" "em none$$cc_e 5 CCDrinkFormula"
        }
        Menu "&Inject Super Serum"
        {
        Option "Costume &1" "em none$$cc_e 0 CCSuperSerum"
        Option "Costume &2" "em none$$cc_e 1 CCSuperSerum"
        Option "Costume &3" "em none$$cc_e 2 CCSuperSerum"
        Option "Costume &4" "em none$$cc_e 3 CCSuperSerum"
        Option "Costume &5" "em none$$cc_e 4 CCSuperSerum"
        Option "Costume &6" "em none$$cc_e 5 CCSuperSerum"
        }
        Divider
        Menu "&Ninja Smoke Bomb"
        {
        Option "Costume &1" "em none$$cc_e 0 CCSmokebomb"
        Option "Costume &2" "em none$$cc_e 1 CCSmokebomb"
        Option "Costume &3" "em none$$cc_e 2 CCSmokebomb"
        Option "Costume &4" "em none$$cc_e 3 CCSmokebomb"
        Option "Costume &5" "em none$$cc_e 4 CCSmokebomb"
        Option "Costume &6" "em none$$cc_e 5 CCSmokebomb"
        }
        Menu "Ninja &Jump"
        {
        Option "Costume &1" "em none$$cc_e 0 CCNinjaleap"
        Option "Costume &2" "em none$$cc_e 1 CCNinjaleap"
        Option "Costume &3" "em none$$cc_e 2 CCNinjaleap"
        Option "Costume &4" "em none$$cc_e 3 CCNinjaleap"
        Option "Costume &5" "em none$$cc_e 4 CCNinjaleap"
        Option "Costume &6" "em none$$cc_e 5 CCNinjaleap"
        }
        Divider
        Menu "&Cast"
        {
        Option "Costume &1" "em none$$cc_e 0 ccCast"
        Option "Costume &2" "em none$$cc_e 1 ccCast"
        Option "Costume &3" "em none$$cc_e 2 ccCast"
        Option "Costume &4" "em none$$cc_e 3 ccCast"
        Option "Costume &5" "em none$$cc_e 4 ccCast"
        Option "Costume &6" "em none$$cc_e 5 ccCast"
        }
        Menu "&Lightning"
        {
        Option "Costume &1" "em none$$cc_e 0 cclightning"
        Option "Costume &2" "em none$$cc_e 1 cclightning"
        Option "Costume &3" "em none$$cc_e 2 cclightning"
        Option "Costume &4" "em none$$cc_e 3 cclightning"
        Option "Costume &5" "em none$$cc_e 4 cclightning"
        Option "Costume &6" "em none$$cc_e 5 cclightning"
        }
        Menu "&Presto Chango"
        {
        Option "Costume &1" "em none$$cc_e 0 ccPrestoChango"
        Option "Costume &2" "em none$$cc_e 1 ccPrestoChango"
        Option "Costume &3" "em none$$cc_e 2 ccPrestoChango"
        Option "Costume &4" "em none$$cc_e 3 ccPrestoChango"
        Option "Costume &5" "em none$$cc_e 4 ccPrestoChango"
        Option "Costume &6" "em none$$cc_e 5 ccPrestoChango"
        }
        Menu "&Spin"
        {
        Option "Costume &1" "em none$$cc_e 0 ccSpin"
        Option "Costume &2" "em none$$cc_e 1 ccSpin"
        Option "Costume &3" "em none$$cc_e 2 ccSpin"
        Option "Costume &4" "em none$$cc_e 3 ccSpin"
        Option "Costume &5" "em none$$cc_e 4 ccSpin"
        Option "Costume &6" "em none$$cc_e 5 ccSpin"
        }
        Divider
        Menu "Di&mension Shift"
        {
        Option "Costume &1" "em none$$cc_e 0 CCDimensionShift"
        Option "Costume &2" "em none$$cc_e 1 CCDimensionShift"
        Option "Costume &3" "em none$$cc_e 2 CCDimensionShift"
        Option "Costume &4" "em none$$cc_e 3 CCDimensionShift"
        Option "Costume &5" "em none$$cc_e 4 CCDimensionShift"
        Option "Costume &6" "em none$$cc_e 5 CCDimensionShift"
        }
        Menu "&Energy Morph"
        {
        Option "Costume &1" "em none$$cc_e 0 CCEnergyMorph"
        Option "Costume &2" "em none$$cc_e 1 CCEnergyMorph"
        Option "Costume &3" "em none$$cc_e 2 CCEnergyMorph"
        Option "Costume &4" "em none$$cc_e 3 CCEnergyMorph"
        Option "Costume &5" "em none$$cc_e 4 CCEnergyMorph"
        Option "Costume &6" "em none$$cc_e 5 CCEnergyMorph"
        }
        Menu "&Rapid Boil"
        {
        Option "Costume &1" "em none$$cc_e 0 CCRapidBoil"
        Option "Costume &2" "em none$$cc_e 1 CCRapidBoil"
        Option "Costume &3" "em none$$cc_e 2 CCRapidBoil"
        Option "Costume &4" "em none$$cc_e 3 CCRapidBoil"
        Option "Costume &5" "em none$$cc_e 4 CCRapidBoil"
        Option "Costume &6" "em none$$cc_e 5 CCRapidBoil"
        }
        Divider
        Menu "&6 Peacebringer"
        {
        Option "Costume &1" "em none$$cc_e 0 CCPeacebringer"
        Option "Costume &2" "em none$$cc_e 1 CCPeacebringer"
        Option "Costume &3" "em none$$cc_e 2 CCPeacebringer"
        Option "Costume &4" "em none$$cc_e 3 CCPeacebringer"
        Option "Costume &5" "em none$$cc_e 4 CCPeacebringer"
        Option "Costume &6" "em none$$cc_e 5 CCPeacebringer"
        }
        Menu "&7 Warshade"
        {
        Option "Costume &1" "em none$$cc_e 0 CCWarshade"
        Option "Costume &2" "em none$$cc_e 1 CCWarshade"
        Option "Costume &3" "em none$$cc_e 2 CCWarshade"
        Option "Costume &4" "em none$$cc_e 3 CCWarshade"
        Option "Costume &5" "em none$$cc_e 4 CCWarshade"
        Option "Costume &6" "em none$$cc_e 5 CCWarshade"
        }
        Divider
        }
        Menu "Logging Out"
            {
            Option "&1 Log Out Options" "windowshow quit"
            Option "&2 Quit to Desktop" "quit"
            Divider
            }
        Divider
        Divider
    }
    
    //can add the other popup menus here so its one file
    EDIT: Removed some odd line breaks as mentioned below. This should fix the issue with it not working easily.

    Some other things: I'm looking for the right badge name for the locked options for the Vanguard Costume parts if you don;t have the badge. The badge name listed on the wiki and in game doesn't work :/ Also same for the vet market access but the normal looksie toggle works fine So that line can be edited to just have a market toggle.

    I Do want to add in the new Incarnate pets once I figure out how to and the Incarnate emotes/costume changes too.
  23. Quote:
    Originally Posted by Bad_Influence View Post
    As long as we can get Bioluminescent on Tights, I will be content. A skin option on the Armor would be really nice right now, I admit it. But the dealbreaker for me would be Bioluminescent with the skin option it has now ONLY.

    I say "dealbreaker," but I would still buy the pack if only to get my little grubbies on the WINGS. There are other things I want in there as well.... but please make Bioluminescent at least 90% more useful than it will be for a lot of people right now: please make a Tights option.
    What is up with not getting various options on things like this? Organic doesn't have a tops/bottoms with skin option, and it works quite well with that.

    Just like none of the baron stuff is available for females, no cigars or tattoos for females, etc...

    I really wish the devs would stop the costume segregation and start some costume proliferation.
  24. Skirts & Shorts...the monster legs really need these as an option too mmmkay?
  25. Quote:
    Originally Posted by BurningChick View Post
    4 damage procs and two recharges.

    FWIW ... I could probably do 1 recharge and not notice much difference. Between hasten and 75% global recharge, I don't think the second recharge is doing much.

    But this is on a Traps / Dark defender, so YMMV. I have the 2 cones (6-slotted), the 2 non-snipe ST attacks (5 slotted), and a couple filler powers, Life Drain and Dark Pit (base slot). No Aim, no heavy-hitting third ST attack in Dark, so it's an efficient set for adding slots and powers just for procs. And giggles.

    Edit: you can also ram 4 damage procs + the KD proc into Caltrops. On a recent ITF, I tracked my defender's damage -- 500k, 325k of which was from procs.
    I also hear people tossing in the lockdown +2mag hold proc into PGT for extra holding goodness.