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Posts
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Edit #2: I changed "/local" to "say" and it worked perfectly!
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That's because "/local" should have been "local". -
BlueAdept, you can just put the bind files in your main CoX folder.
If you would rather create a separate binds folder (which I would recommend), you will have to alter the binds to reflect the new file locations.
e.g. the last line of ground.txt should read instead:
space "+up$$bindloadfile .\binds\air.txt"
".\" refers to the base game folder, by the way.
Captain Croatia, I don't think what you want done is actually possible, unfortunately. -
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Seems im a either a noobler or just too lazy to read all of this and try to understand it all. But if anyone is willing to give me a bind that makes me ...
Use superspeed when i move (automatically turns on when i run) If i jump it turns off superspeed and turns on fly, and if i jump again it turns off fly. (and again turns on superspeed if i am moving.
If this person is on virtue im also willing to pay 5 million influence for this.
First person willing and able to do this please contact me. If there are any questions please message me as well.
[/ QUOTE ]
No fee needed. You can try the following. I'm at work now and can't test them, so post back here if they fail.
/bind w "+forward$$powexecname Super Speed"
/bind s "+backward$$powexecname Super Speed"
/bind a "+left$$powexecname Super Speed"
/bind d "+right$$powexecname Super Speed"
/bind space "+up$$powexectoggleoff Super Speed$$powexecname Fly"
Note that these aren't foolproof, by the way, and the movement toggles will tend to get inverted from time to time due to input lag or whatever.
Also, with the setup you have requested, you can no longer use the spacebar to move vertically in flight, which is not a good idea in my opinion. Still, if this is really what you want...
Next, I've here some more rigorous alternatives to these binds. These use bind files.
ground.txt:
w "+forward$$powexectoggleon Super Speed$$powexectoggleoff Fly"
s "+backward$$powexectoggleon Super Speed$$powexectoggleoff Fly"
a "+left$$powexectoggleon Super Speed$$powexectoggleoff Fly"
d "+right$$powexectoggleon Super Speed$$powexectoggleoff Fly"
space "+up$$bindloadfile .\air.txt"
air.txt:
w "+forward$$powexectoggleon Fly$$powexectoggleoff Super Speed"
s "+backward$$powexectoggleon Fly$$powexectoggleoff Super Speed"
a "+left$$powexectoggleon Fly$$powexectoggleoff Super Speed"
d "+right$$powexectoggleon Fly$$powexectoggleoff Super Speed"
space "powexectoggleoff Fly$$bindloadfile .\ground.txt"
These binds, if I have written them correctly, will always (well, almost always) work. Whenever you hit a movement key while not in flight, Super Speed will toggle on and Fly will toggle off. And hitting space will always put you into Fly mode.
While in Fly mode, using either a movement key or the space bar will toggle on Fly and toggle off SS. Hitting space will cancel fly and put you back in ground mode.
What you need to do is to load the ground.txt file once (using /bindloadfile .\ground.txt) and everything should be good to go from then on.
If you want, you can also add {$$powexectoggleoff Super Speed} to all your power buttons (1 to 0, shift 1 to 0, etc.), making SS turn off whenever you start attacking, thereby conserving End.
Edited for clarity. -
Wow, I never knew we could do this. Thanks!
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Wonderful stuff! Thank you very much.
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Ah, brilliant! That's a great idea, Clutch. We sometimes forget that a build's weaknesses can be ameliorated with a playstyle change.
Perhaps the following tactic would work:
1. Hover up above a spawn, causing the mobs to switch to ranged AI for their alpha strike.
2. Allow Hot Feet's Afraid effect to start to take effect, then drop out of Hover into the mobs' midst and cast Burn. Hopefully, they're still stuck in Ranged AI.
3. Run the combo as previously planned. -
Thanks for the explanation, Rad. Perhaps Melee/something else would work better?
Short Circuit for End Drain is very nice, but I have another character with that as her primary damage mitigation device. With this build, I hope to be able to jump into a mob and spam AoEs without dying too much of the time.
As for mobs running out of PBAoE range, wouldn't 130-odd% Slow do the trick?
Lastly, nurturing all 3 positional defences and using purples is probably much saner than what I am suggesting here. Hm... that's something else to consider. -
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I don't think that the minor adjustments to story arcs are going to have a lot of impact on the issues that were raised in this thread. One Merit plus or minus won't compensate for the dwindling supply of under-50 Pool C's on the market.
[/ QUOTE ]
Agreed. Hopefully, many major changes are coming with i14. -
Hm, good point. I wrote a set of binds for that some time back. Now where has it gone...?
Ah, there we go:
/b SHIFT+1 "powexecname Hover$$powexecname Burn"
/b SHIFT+2 "powexectoggleon Hover"
Hitting the first key combination deactivates Hover if it is on. If it is off, Burn is activated. The second key combination toggles Hover on.
So, hovering above a crowd, you can continuously hit SHIFT+1 to drop into their midst and throw out Burn. The moment you do the Burn animation, you can hit Shift+2 to go into Hover again.
Best thing about these forums: post an idea with holes and someone will help you discover them. -
Wow, that would totally wreck this build, all right! Are you sure though? City of Data says that Hot Feet has a mag 3 Afraid effect while Burn's Afraid is mag 50. I would think nothing in the game short of EBs and AVs has 53 points of protection against any status effect.
However, remembering now that melee range has been upped to 7', I realise that having this much Slow could actually be bad for me. Hm... -
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Hello. Before we go on, let me state for the record that this isn't meant to be a comprehensive Electrical Blast / Fire Manipulation guide. Rather, this is an explanation of a specific Elec/Fire build designed to steamroll large spawns by means of AoEs, Slows, and ridiculous amounts of defence.
And it doesn't require a single purple IO.
This build is likely to be completely viable both solo and on a team. Of course, as a Blaster, having a Tanker or Controller by your side is always a good thing, but this build should survive very well whatever the team composition.
The problem with most AoE Blasters is that they faceplant very easily. Squishy aggro magnets do that. Good players learn when to wait, when to attack, and when to retreat, but accidents happen anyway. And let's not start on the bad players.
Now, this is probably one of the easiest AoE blaster builds to play. It has capped Ranged and AoE defences, allowing the player to walk directly into a spawn and just start nuking. As for the Melee defence hole, just stay out of Melee range! As well, Hot Feet and Burn should keep most mobs too busy fleeing to try and punch you in the noggin.
HOWEVER! Caveat lector! Admission time: I have not actually played my Elec/Fire to a very high level at all. Yes, I am a 3-year veteran, but lots of veterans suck. Probably. But I have 50s! Ok, I have one 50 and one almost-50. What? I'm an altaholic! Anyway, yes, I have a 50, but, no, he's not a blaster. Well, you see where I'm going with this. This build is the result of a purely intellectual exercise and it may not play anything like the way I imagine it would. So if you want to start a new character and test this out, don't come running to me if you don't turn out as uber as I say you'll be.
>.>
<.<
Oh yes, I almost forgot. In case it's not immediately obvious, this is a respec build: you won't attain godly defence until fairly late in your career. Of course, if you regularly play with a very good Tank or Controller, you could start building this way from level 1. Or you could do so anyway in the other case and just accept that you're going to die a lot. A LOT.
Now, if you're still reading this, let me present without any further ado...
The AoE Death Machine!
Highlights:
1) 2 capped defences: Ranged 46%, AoE 45.4%
2) Very high AoE damage
Utility powers:
1) 2 x strongly slotted single-target Holds (mag 3)
2) Build Up, Aim (not optimally slotted)
3) Consume (poorly slotted)
4) Combat Jumping, Hover, Fly, Group Fly
Fighting strategy:
Strategy? Forget strategy. Just float into mob spawns with Hot Feet on (triggering slow-mo escape) and fling 5 different AoEs in their teeth.
Actually, to be honest, I haven't got one yet. Perhaps you could try the build out and supply some. >.>
Anyway. what should happen when you walk into a spawn is this:
1) Everyone turns and at least some take a shot at you
2) Your defences allow you to survive the alpha relatively unscathed
3) You drop Burn
4) The mobs around you realise they are starting to char and start running away (Hot Feet and Burn both create a special Fear effect)
5) Because of your Hot Feet, they are unable to fly and are slowed very badly; they run away in slo-o-o-o-w motion
6) You drop your 4 other AoEs on them, starting with the one with the smallest effect area
7) Everything dies
Of course, sometimes, this will happen instead:
1) Everyone turns and at least some take a shot at you
2) You die
Try to avoid the second outcome.
Oh yes, Hot Feet cannot be toggled on when you're Hovering or Flying. However, if you switch it on before you leave the ground, it stays on.
Expected damage (without Aim, Build Up, or Voltaic Sentinel):
t=00.00) Hot Feet: 18.8 / 2 seconds (134.6% Slow)
t=02.03) Burn: 6.87 / 0.2 seconds for 51 ticks
t=04.70) Fire Sword Circle: 169.4 + (80% chance of 8.74 x 3 over 2.1 seconds)
t=05.77) Ball Lightning: 38.9 + (23.3 x 4 over 3.1 seconds)
t=08.77) Combustion: 54.6 + (10.9 x 10 over 7.1 seconds)
t=11.77) Short Circuit: 110.6
Total cast time:
11.77 seconds (actually longer in practice; refer to Arcanaville's findings)
Base damage per target done at the end of this attack cycle (provided everything hits and pretending actual cast times match power animation times):
9.9 x 6
+ 6.87 x 49
+ 169.4
+ 38.9 + 23.3 x 4
+ 54.6 + 10.9 x 4
+ 110.6
= 906.33
Damage including FSC native proc damage:
906.33 + 8.74 x 3
= 932.55
In comparison, Inferno 3-slotted with level 50 damage IOs does 940.1 damage (including all DoT). Nova does only 607.2.
In other words, this character should be able to do nuke level area damage using an 11 second attack chain that does not kill Endurance and can be pulled out every 16.1 seconds. And he should be able to do it with impunity much of the time considering his defences and the stacked fear effects from Hot Feet and Burn. Imagine a Superteam of these guys!
However...
Major weaknesses:
1) Has poor Melee defence
2) Has acceptable but not stellar Endurance Recovery
3) Has a few attacks with "low" accuracy (below 120%)
4) Is completely rubbish at ST damage; Voltaic Sentinel may be necessary for Endurance-efficient killing of AoE chain survivors
5) Has no actual Tier 9 nuke; but you don't actually need it, you know
Here's the build using level 41 set IOs. If you prefer level 50 IOs, you could almost certainly squeeze out slightly better numbers.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Volt-Kelvin: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Lightning Bolt -- Acc-I(A)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(3), Det'tn-Dmg/Rchg(3), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx/Rng(5)
Level 4: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19)
Level 6: Short Circuit -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(9)
Level 8: Swift -- Flight-I(A)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
Level 24: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), Flight-I(27)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 30: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(33), BldM'dt-Dmg(34)
Level 32: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 35: Burn -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(48)
Level 38: Hot Feet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(40), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(50), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Consume -- C'ngBlow-Acc/Rchg(A)
Level 49: Aim -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Comments, flames, and alternative power choice or slotting suggestions are welcome! -
[ QUOTE ]
Something kind of struck me as I read this part. And I finally realized what's been bugging me about Merits, and in turn both the market, and invention system.
What is the developers goal for them? Do they want us hoarding merits til 50, and only then IOing out? Do they really expect players to random roll in the teens and early 20s when there is more crap than not, and then hope to put that crap on the market? I don't play Hero side nearly as much as I used to, but looking through the villain side, from just doing storyarcs, and never "farming" them, you're looking at a long haul just to afford a single recipe with merits. Is this the goal? Is this how the system is supposed to work?
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TLDR version:
a) There is no real end game in CoX.
b) IOs don't change your look at all.
c) IOs also matter little in PvP today.
d) Becoming stronger (able to kill more difficult stuff) and looking cooler are two major reasons why people play RPGs.
e) There is therefore no point in IOing out a 50, and hence little also in playing one.
f) IOs do make a difference before 50, however, as there's still the end goal of hitting 50 to gun for.
g) Level 30 IOs are almost identical in effect to level 50 IOs (save purples), suggesting that the devs intend for people to IO out by 30.
h) In that case, IOing out by 30-40 should be made easily achievable.
i) Currently, this is not possible unless you are willing to slot up weak sets, and mostly incompletely; you are willing to grind and grind; or you are able to cough up millions and millions of influence by level 40 to grab the increasingly rarer and pricier IOs on the market.
j) This is not fun at all. Knowing that purples > other sets > common IOs > SOs makes people in the know unsatisfied with SOs and commons.
k) It's silly to think that a casual player could purple out, but IOing out with decently powerful sets should certainly be a doable thing.
l) I am seriously losing interest in this game and have not played for weeks. It seems from reading this thread that many others are too.
I like windy orations version:
Something struck me while I was reading Victorious' post. Now I know why I'm so reluctant to play my 50 to max him out the way I've been planning to.
Unlike most MMOs, CoX has no real end game. Well, there is life at 50, sure, in that there are still more mishes to do. But there's no longer any incentive to play a maxed out hero or villain besides "I just like this character".
There's no boss you cannot beat unless you're a well-equipped 50 (well, maybe Hamidon?), no dungeon you cannot safely raid. There's no ultra rare sword or armour to lust after, nothing which when obtained would make you look distinctly more bad-[censored] or enable you to do things you couldn't possibly do before.
Yes, rare IOs - particularly purple sets - do give one an edge against everyone else. At least they do in theory. But (i) they don't help much in PvP, (ii) they are by design unnecessary, especially at 50, in PvE, and (iii) no-one knows you are now Captain Uber because IOs don't show up in your costume.
In that case, what's the point in playing a 50? To max out the character? Sure, but to what ends?
If, on the other hand, a player is likely to be able to max out on IOs by, say, 40, then there is at least a point to doing so. You'd have 10 levels of sweet mishing ahead of you, levels that you would laugh triumphantly through because of how strong you've become. Which is why my characters are all planned with level 40-41 set IOs in mind.
However - and this is where my Victorious-triggered epiphany comes in - however, as things currently stand, I am very unlikely to manage my dream build by level 38. Or level 40. Or even level 49. Because things cost too many merits, normal gameplay awards too few, and the market is asphyxiating. In fact, on some builds, I have serious trouble even slotting out one power with the IOs I want.
You'll realise I'm not even considering purples since I'm aiming for level 40s.
Since i13, in a vain effort to reach my goals by 38-40, I've been playing mission arcs solo (boo!) where once I used to PUG all the time. The more I do this, the less I play. In fact, I haven't played in weeks now. I logged on the other day, felt sick as all hell of the promised solo grind ahead, and logged out again without actually doing anything.
Without an end game, CoX is very much an alt-focused experience. I believe the devs have said as much before (no citation, sorry), and in truth I have a lot of fun creating and playing a large number of characters.
However, as things stand, it's no longer rewarding to play alts as a casual player. Before i13, I could log on any of my characters and play for a bit on a PUG, enjoying the team experience and secondarily working towards my IOs a little bit at a time. Or I could organise or join a short TF and have the excitement of a random roll at the end to look forward to.
Now, I can solo my missions, do a long TF (which I often do not have time for), do many short TFs (which means I lose the excitement of the random roll most of the time), or just ignore IOs altogether and PUG as before. Option four turns my stomach for some inexplicable reason, so I'm left with options one and three, which are much less palatable versions of my two pre-i13 options.
And then there's the problem of the 60-day WW's limit, which forces me to log on all of my 80-some or 90-odd alts every now and then to keep from losing everything I've been working towards. That's easily an hour of very boring work right there, which is way too much considering (i) I have little time to play and (ii) I'm a casual player for crying out loud. I finally decided to let it all go and just stop playing more than one or two characters at once, which decision has again cut into my enjoyment of the game significantly.
Unfortunately for me, I resubscribed for 6 months just recently, before the pain of i13 had fully hit me, so I'm definitely not going anywhere anytime soon. I may not be playing at all, but I'll still be here for a while more, grousing on the forums. -
Excellent vid, Michelle! You've really outdone yourself this time.
The way the character emotes, music, and background play together is so very powerful. -
You know, it's strange, but the introduction of merits to missions has actually taken away much of my enjoyment of the game. In fact, for the first time in 3 years of CoX, I've started checking out other MMOs.
I tried out WoW over the weekend (yeah, only now!) and found that it has many gameplay mechanics that make it superior to CoX. But the community sucks big time: there is a surprising number of illiterate griefers there. "Duel plz i let u win." (Do they actually ever successfully trick anyone with that line?) Combat's not much fun either. I got sick of the game in just two days.
I'm now downloading LotRO and will try it out as soon as the patching completes. It looks promising and I am likely to go Lifetime if I like it.
Anyway, back to CoH. As mentioned in an earlier post, I no longer play in teams since only the mish owner gets merits. Cooperative PvE, however, is the main draw of CoX for me. And I like RP-while-mishing too, but you'll appreciate it's silly to RP solo.
Another issue I have is that only story arcs award merits, making it painful for me to do a mish that is not part of an arc. I end up spending time searching for arcs to do rather than just enjoying whatever comes along. I wonder if I'm alone in this? -
Hm. Same reasons I was kicking around in my head.
Thanks for the reply, Pete. -
[ QUOTE ]
Lastly, I want to say that I got robbed hardcore because of the 60 day rule several times. I always assumed that was a glitch that they were going to fix. Guess I learned my lesson.
[/ QUOTE ]
Did the devs ever explain why there's a 60-day rule? -
<QR>
You have my respect, Posi, for saying, "I see now that I had made a mistake based on an emotional reaction." It's much harder to admit to a mistake than many people realise, and that's especially true for someone in a position of authority.
/e hat off -
[ QUOTE ]
I feel more compelled to farm and grind than ever before. Which is not as much Fun for me.
[/ QUOTE ]
I feel pretty much the same way. CoX has definitely become - for me - a little less like play and a little more like work since the introduction of merits.
I'm still playing - heck, I even resubscribed for another 6 months recently - but it's partly because I have some amount of faith in the devs' good intentions and willingness to (sometimes) kill their own bad ideas.
And the merit system as it stands is perhaps rather a bad idea after all.
It's easy to say that IOs are unnecessary and we don't have to grind if we don't want to, but that completely misses the point. Given an opportunity to improve our characters, at least some of us will feel keenly the urge to take the opportunity. Whether we do this for an edge in PvP or just to feel more heroic in PvE or even for RP reasons is immaterial.
For some of us, maxing out a character - realising a character's potential - is fun. However, grinding - doing a small number of quickly-boring things repetitively - is not. When the system makes the second activity a virtual requisite for the success of the first, one is forced to either give up enjoying the first or else suffer the second.
It's damned if we do and damned if we don't. -
Well, well. This rather neatly defenestrates all my attack chain calculations.
Thanks for the info, Arcanaville. -
Hey, System, here's the version of my build that you're curious about:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Eldandil Tauro: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(7), EndRdx-I(19)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9), Flight-I(17)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), GftotA-Def/EndRdx(11), GftotA-EndRdx/Rchg(11), GftotA-Def/EndRdx/Rchg(13), GftotA-Def(19)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(15), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(42)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 16: Freezing Rain -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(17), Achilles-ResDeb%(31), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg/EndRdx(43), UndDef-Rchg(43)
Level 18: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(21), GftotA-Def/EndRdx/Rchg(23), GftotA-Def(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hurricane -- DampS-ToHitDeb/EndRdx(A)
Level 24: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 28: Thunder Clap -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(34), RzDz-Acc/Stun/Rchg(37), RzDz-Immob%(40)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(43)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 47: Cinders -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Consume -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Respeccing promises to be expensive. -
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The basic IO recipes for damage and accuacy, etc. This I feel is a waste of data as one would not want to spend their long time earned merits just to get a IO recipe that can be bought from a workbench. Reducing the cost to 1 or 2 MIGHT be worth it if you were given the actual IO enhancement, although I vote to remove it completely.
SOs: I feel the same way about the IOs although I think completely removing them would be 100% better than lowering their cost.
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I believe the idea here is that players not interested either in sets (in the first case) or in IOs at all (in the second) will still get something out of the merit system.
However, you are right that all these options clutter up the interface and would more sensibly be compressed into a single "convert merits to influence/infamy" option. -
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I can confirm there is no way to load or save macros.
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Actually... there is, albeit it's kinda tricky. I use it in my "root" bindfile I load upon creating a new character
bind g "macro flush /unloadgfx"$$bind g nop
Or something like that
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I just tried this out and it works beautifully with a couple of small tweaks: the "/" should be omitted from the line and the closing inverted commas should appear at the very end of the bind. Your example should therefore look like this:
bind g "macro flush unloadgfx$$bind g nop"
After this bind has been loaded, pressing the "g" key creates a macro named "flush" which has the effect of flushing VRAM (or whatever it is). The same keypress also kills the bind, making future presses of "g" yield nothing.
Very, very neat bind, Skarmory. Thank you. -
This has been said by many others before me, so I'm merely adding my voice to theirs.
I used to join or form PUGs more often than not before i13, but now I only do so for team-only tasks like trials. I just can't resist the shininess of the merits.
Before, on PUGs, I frequently used to end up leading. Then I would either rotate through all members' tasks or choose the missions that benefited the team most. If I were to do the same now, I would see a huge hit in my merit income, and choosing only my own missions would be unfair to my team mates.
My solution? Solo everything. The problem is that there are better single-player games out there than CoX, and I'm being reminded of that on a constant basis.
This situation cannot be good for the health of this game. -
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problem is, practiced brawler is already on auto, but, i'd like to find a way to have hasten on auto as well...just had no luck as of yet
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As far as I am aware, that is unfortunately not possible.