Gaean_Conspiracy

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  1. It's been a long time since any one has posted in here. This is an excellent guide.

    Lilatu, my dark/electric defender, sat for quite a while at level 41 after the nerfs hit, but after reading this guide, I decided to play her again. After I somewhat painfully getting her to 42 on yellow SOs, I respec'd and fitted her out with IOs. Now she is fantastic fun to play and quite powerful.

    I thought people might be interested in the build I have Lil now. So without further ado, here it is:

    Hero Plan by Mids' Hero Designer 1.4006
    http://www.cohplanner.com/

    Lilatu (respec 42): Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Electrical Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Mrcl-Heal:40(A), Acc-I:50(3), Mrcl-Heal/EndRdx/Rchg:40(3), H'zdH-Heal/Rchg:40(5), Acc-I:40(5)
    Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(33), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 2: Tar Patch -- RechRdx-I:40(A), RechRdx-I:40(9), RechRdx-I:40(11)
    Level 4: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(13), Decim-Acc/Dmg/Rchg:40(15), Thundr-Dmg/EndRdx/Rchg:50(42)
    Level 6: Hasten -- RechRdx-I:40(A), RechRdx-I:40(15), RechRdx-I:40(17)
    Level 8: Ball Lightning -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(17), Posi-Dmg/Rchg:40(19), Posi-Acc/Dmg/EndRdx:40(19), Posi-Dmg/Rng:40(21), RechRdx-I:50(50)
    Level 10: Darkest Night -- DampS-ToHitDeb:39(A), DampS-ToHitDeb/Rchg:39(21), DampS-ToHitDeb/Rchg/EndRdx:39(23), DampS-Rchg/EndRdx:39(23), DampS-ToHitDeb/EndRdx:39(42)
    Level 12: Hurdle -- Jump-I:40(A)
    Level 14: Super Speed -- Run-I:40(A)
    Level 16: Fearsome Stare -- Acc-I:45(A), DarkWD-ToHitDeb/Rchg:45(25), DarkWD-ToHitDeb:45(25), DarkWD-Rchg/EndRdx:45(27), DarkWD-ToHitdeb/Rchg/EndRdx:45(42), DarkWD-ToHitDeb/EndRdx:35(46)
    Level 18: Health -- Heal-I:40(A)
    Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(27), EndMod-I:40(29)
    Level 22: Short Circuit -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Dmg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Efficacy-EndMod/Rchg:50(31), P'Shift-EndMod/Rchg:50(50)
    Level 24: Shadow Fall -- TtmC'tng-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx:35(33), TtmC'tng-ResDam:35(33), TtmC'tng-ResDam/EndRdx/Rchg:35(34), Krma-ResKB:30(45)
    Level 26: Recall Friend -- Range-I:40(A)
    Level 28: Tesla Cage -- EoCur-Acc/Hold:40(A), EoCur-Acc/Hold/Rchg:40(34), NrncSD-Hold/Rng:30(34), NrncSD-Acc/Hold/Rchg:30(36), NrncSD-Dam%:30(46)
    Level 30: Petrifying Gaze -- EoCur-Acc/Hold:40(A), EoCur-Acc/Hold/Rchg:40(36), NrncSD-Hold/Rng:30(36), NrncSD-Acc/Hold/Rchg:30(37)
    Level 32: Dark Servant -- Acc-I:40(A), DampS-ToHitDeb/Rchg:40(37), DampS-ToHitDeb/Rchg/EndRdx:40(37), DampS-Rchg/EndRdx:40(39), DampS-ToHitDeb:40(43), DampS-ToHitDeb/EndRdx:40(43)
    Level 35: Howling Twilight -- RechRdx-I:40(A), RechRdx-I:40(39), RechRdx-I:40(39)
    Level 38: Voltaic Sentinel -- BldM'dt-Acc/Dmg:45(A), BriL'shp-Acc/Dmg:40(40), BldM'dt-Dmg/EndRdx:45(40), Dmg-I:40(40)
    Level 41: Oppressive Gloom -- Rope-Acc/Stun:50(A), Stpfy-Acc/Stun/Rchg:50(46)
    Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx:45(A), TtmC'tng-ResDam:45(45), RctvArm-ResDam/EndRdx:40(45)
    Level 47: Soul Drain -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-Rchg:50(48), C'ngBlow-Acc/Rchg:50(48), Sciroc-Acc/Rchg:50(48)
    Level 49: Aim -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]8.1% Max End[*]33.8% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]68.7 HP (6.75%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 9.9%[*]MezResist(Sleep) 4.4%[*]MezResist(Terrorized) 3.3%[*]9% (0.15 End/sec) Recovery[*]10% (0.42 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]8.13% Resistance(Negative)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1417;725;1450;HEX;|
    |78DAA5934953134114C77BB210494242D8095B2040F6012C0 F2E074B044BAAC0A20|
    |451CB258EA113A68C496A32287870BDEAC9835B7950CF2A02 82E877F103E817F016|
    |DFD2C4B23C3A95FC7FD3DDAFFFAFFB75CFDCDA945F88FBC78 516385934AAD5EC94C|
    |CCBD2B2B4DC7346C1CCB5CC9A45C35E8DC42D59ADC85CE4D0 C1844708D1BD1F959D|
    |5CCDE7F529C3BA919D338DEA4D23521F396B940A72599F2EC A9C6D9939A3989D840|
    |47668A6B4222D59B2F5FD17EF7CB95CD4172A522EFBE9F594 699764B5DA428D4559|
    |9495B2651BB6592EF978BC681656ECD074C5CCA9D4E02BADF 52E585902FE0B0EA19|
    |E9A4BCC6842C484230CAD09E1384D2DD7090676C6C4FB3FE1 6EF18CBA1A9E335E10|
    |0EBC24445E11926FC96A1166693CCBA1A5388EE1657C8000A 7B275B2AD976DFD6CE|
    |B67DB00DB26D87608CAEBD6D8D6CD46014633E323D87A94AD 678B47B6092D9F19BB|
    |84B61DC2448A6CCFC1AC46B675356E406354B47D22746C32B 608896D420364F071B|
    |8F0C5C9280A5D4D9C573465A8EB02C406D5528258CBB4E8DA 75107608E13D42E20B|
    |21F31530243C601452DEA1612E1C74B5AA4DB746A82BCCE86 5E08ADB55A6F6DBB4A|
    |3DE3542FF2DC61DC6130762E229E13C68A7DA7467928E3CD2 AFE11A223A61304348|
    |FF82903E3102ABE8563BEC4E525E2C4A8FBA493D7972182C3 0B21ACE895E23640CC|
    |245072A853BFB383CCAE1510E1FE6F04B1037A0B633C09770 184F03B04918DD2224|
    |3718DB84252A1F5769882FC3E85FC0B011957EE4079D47EC3 B8DC47E72AB8F5AF7E|
    |05AC6B92E5AFCAE86A5CA3C223C8091943A8814562C2DD23A A39FF6F1100274BAF7|
    |35A7FE86AA3CF68E51A613185B27E06EC67929DA385F41751 37B5DF5AF0D7EF088D|
    |97F7AE65DF56F4B68D47306637861FFF5ECF9F773359EF582 2EA2CCA32CA15C46B9|
    |827215C540B98E9243A97DABCF0E1EC6051D41398A720CE53 106797C203E143F4A1|
    |34A002588D28CD28AD2811246798D52FB0DDF72038B|
    |-------------------------------------------------------------------|</pre><hr />
  2. [ QUOTE ]

    There's one other thing that frustrates me about merits. It seems like a lot of my flexibility is gone. As things are now, I can do a TF on my scrapper or something, and then if the recipe is appropriate for my defender, get someone's help to hand it off to him. I forsee merits discouraging my alt-itis to some extent.

    I will probably only run high level TFs on my defender going forward, because why have five 50s with a handful of merits each, when you'd be better off hording them on one? So it cuts into my character-playing decisions in a way I'm not used to in CoX.

    [/ QUOTE ]

    I see this as an unrecognized, but very real issue. A lot of people who play CoH have a bad case of Altitus. The fact that merits can't be traded between characters punishes those who like to switch around among their various characters.

    I'm not happy about this at all.
  3. Hurdle (1SO) + SJ (1SO) gets you very, very close to the SJ speed cap and lets you move faster with CJ in combat (by jumping),
  4. So cool! (Especially since it gives me a reason to have a celebratory drink so early in the morning.)

    A BIG congrulations to the LoF.
  5. Even with three to-hit bufs in Nova, you can't reliably hit +2+ enemies. If you are going to mostly solo, especially if you don't use the hightest reputation setting, I think you will be fine without slotting any accuracy enhancements in your Nova blasts.

    I find myself playing on teams and having to hit purple mobs all the time. After running for a while with to-hits in Nova and without accuracy slotted in my blasts, I got really tired of missing a lot. Now I have 1 to-hit enhancement in Nova and 1 accuracy enhancement in Blast, Scatter, and Detonation and I virtually never miss, when I do, it is usually with Bolt (no ACC in it) against enemies I hadn't previously hit.

    That greatly improved hit rate cost me only 1 slot since I took 2 to-hit slots out of Nova and put 3 slots into Nova blasts.
  6. Crystals would be silly easy. The best way to take care of crystals is synergistic with Nova powers: <ul type="square">[*]Target the crystal until it is destroyed[*]Stay a distance, especially just as it is going down in defeat to avoid the massive explosion[*]Use AoE attacks so that the spawns are taken out[/list]So an all kheldian team could probably just sit back and blast away like mad. Perhaps reserving a couple of members to handle anything that got loose.
  7. I actually don't use the bind I put in the example. I really have a number of different keys that have different ways to manipulate teleport. I use a toggle mechanism like this when I want to just do a quick single hop teleport and a switch-on/off mechanism when I'm going for a longer multiport trip.

    I created this example bind only to illustrate the fact that it was possible to change the function for the left mouse button.

    P.S. I think the binds I do use are based on yours.
  8. A minor point, but one worth mentioning, is that powexec_unqueue will cause drawn weapons to be sheathed.

    Additionally, while the selection function of the left mouse button cannot be removed, additional function can be added to or removed from it. For example a very common teleport bind is to create toggle text binds like the following:

    .\binds\tp0:
    <font class="small">Code:[/color]<hr /><pre>
    Z "+ $$bindloadfile .\binds\tp1"
    LBUTTON " "
    </pre><hr />

    .\binds\tp1:
    <font class="small">Code:[/color]<hr /><pre>
    Z "+ $$bindloadfile .\binds\tp0"
    LBUTTON "powexec_name teleport"
    </pre><hr />

    Which will make the left mouse button cause one to teleport to the spot clicked upon, if it is clicked while the Z key is held down.
  9. Take a look at the CoH/CoV Character Builder by Sherksilver. Here is a link: http://sherksilver.coldfront.net/index.php

    P.S. This thread doesn't belong in the guides section. It should be in the Player Questions section.
  10. I really like this guide. I found it extremely useful in designing a build for my Plant/Psi Dominator. However, after working up to level 32 with a similar build, I found myself becoming more and more unhappy with it. Fundamentally, my problem was depending on Drain Psyche (DP) for endurance. Yes, Drain Psyche slotted for recharge and endurance modification could supply all my endurance needs, but only when it was up and only when it hit enough enemies (to be fair, one enemy was often sufficient).

    As a result, I found myself <ul type="square">[*]limiting my attacks when DP wasn't "running", resulting in slower build up of Domination and taking longer to defeat enemies when soloing.[*]running tactics for the extra acc to get DP to hit but wishing I didn't have to as it was another drain on my endurance. I wasn't running Assault at all as I just couldn't afford the endurance cost.[*]rushing in to a swarm of enemies, some times foolishly, to hit with DP.[/list]So, after doing the respec SF (Oh, how I hate that SF!), I played a bit on test and changed to a build that included Stamina. In exchange, I got rid of the stealth pool (Stealth/Invisibility/Phase Shift) and moved Vines out to level 35. The results: <ul type="square">[*]I can't steath missions any more, but I also don't feel like I need to do so.[*]I can use all my powers continuously, building Domination faster[*]I can easily keep Assault and Tactics running all the time.[*]I can slot DP up with heals. When things are going bad, I'm proably in a crowd of enemies. With Heal slotted DP I heal fast and still get some endurence relief. From what I hear, once I get three heal SOs in it I'll be regenning almost like a regen scrapper.[*]I still run into the middle of combat when perhaps I should have hung back, but I have better control over my scrapperitis and no longer feel like I have to rush in for the DP boost.[/list]Here is my new build plan (tested into lvl 32):
    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Archetype: Dominator
    Primary: Plant Control
    Secondary: Psionic Assault
    ---------------------------------------------
    01) Strangler:Acc(1)Hold(3)Hold(5)Rechg(7)Rechg(13)
    01) Psionic Dart:Acc(1)
    02) Mind Probe:Acc(2)Dmg(3)Dmg(5)Dmg(7)
    04) Entangle:Acc(4)
    06) Swift:Run(6)
    08) Seeds of Confusion:Acc(8)Acc(9)ConfDur(9)ConfDur(11)Rechg(11)Rechg(13)
    10) Recall Friend:EndRdx(10)
    12) Assault:EndRdx(12)
    14) Teleport:EndRdx(14)Range(15)Range(15)
    16) Psychic Scream:Acc(16)Dmg(17)Dmg(17)Dmg(19)Rechg(19)EndRdx(37)
    18) Health:Heal(18)
    20) Stamina:EndMod(20)EndMod(21)EndMod(21)
    22) Tactics:EndRdx(22)TH_Buf(23)TH_Buf(23)TH_Buf(31)
    24) Drain Psyche:Rechg(24)Heal(25)Heal(25)Heal(34)Rechg(34)
    26) Carrion Creepers:Acc(26)Rechg(27)Rechg(27)Rechg(31)Acc(34)
    28) Subdue:Acc(28)Dmg(29)Dmg(29)Dmg(31)EndRdx(37)
    30) Hover:EndRdx(30)
    32) Fly Trap:Acc(32)Dmg(33)Dmg(33)Dmg(33)DefDeBuf(37)
    35) Vines:Acc(35)Acc(36)Hold(36)Hold(36)Rechg(40)
    38) Psychic Shockwave:Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
    ---------------------------------------------
    01) Sprint:Run(1)
    01) Brawl:Acc(1)
    02) Rest:Rechg(2)
    01) Domination:Empty(1)
    ---------------------------------------------

    When i7 comes along, I'll probably put an ACC in the last slot in DP (assuming the inability to do so is fixed) and maybe put a couple of more heal Enhancements in Health.
  11. [ QUOTE ]

    Specifially, I'm trying to activate this bind from my directory:
    /bindloadfile C:\City of Heroes-Villains\City of Heroes\covbinds\Battery\Robot.txt

    EDIT: Sonofa... I just figured it out! *slaps forehead* My Directory path is too long. D'oh!

    [/ QUOTE ]
    Actually the problem isn't the length, it is that you have blanks in the directory names.
  12. Put the petsay commands before the petcom commands and make sure you eliminate the blank after the $$. For example: [ QUOTE ]
    numpad4 "petsay_pow battle Grrr!!!$$petcom_pow Battle Aggressive"

    [/ QUOTE ]
  13. Go into options and clear the extra key bound to those commands. If you use single command binds which match those which can be set in the options menu, this problem happens, since the options menu only allows 2 keys to be bound to the commands it lists.
  14. I tried replacing all of the powexec_name SPRINT commands with powexectoggle_off/_on SPRINT and the results were terrible. What seems to work pretty well is using powexectoggle_on to turn sprint on and just powexecname to turn them off. I suspect that putting a unqueue after powexec_name SPRINT would be even more effective, but that would cause weapon redraws.
  15. I've found using toggleon/toggleoff in togglekey binds to execute inconsistently. For example:

    file1 (c:\cohkb\HoverSS\SP\0.txt)
    BUTTON4 "+ $$forward 0$$backward 1$$up 0$$down 0$$mouselook 1$$powexec_name SPRINT$$powexec_name SPRINT$$bindloadfile c:\cohkb\HoverSS\SP\B.txt"

    file2 (c:\cohkb\HoverSS\SP\B.txt)
    BUTTON4 "+ $$forward 0$$backward 0$$up 0$$down 0$$powexec_toggleoff SPRINT$$bindloadfile c:\cohkb\HoverSS\SP\0.txt"

    Those binds are supposed to on press force sprint on and start moving forward and on release turn sprint off and stop all movement; however, while turning sprint on upon keypress works fine, turning sprint off upon keyrelease often fails although movement does stop.

    I don't quite see how lag induced truncation or duplication could explain this, except perhaps if the 2 binds were combined; thereby, making the duplicate powexec_name SPRINT invocations fail the powexec_toggleoff SPRINT.

    Note that either of the following in file2 work fine, with the later being better, but causing weapons to be sheathed:
    BUTTON4 "+ $$forward 0$$backward 0$$up 0$$down 0$$powexec_name SPRINT$$bindloadfile c:\cohkb\HoverSS\SP\0.txt"

    BUTTON4 "+ $$forward 0$$backward 0$$up 0$$down 0$$powexec_name SPRINT$$unqueue$$bindloadfile c:\cohkb\HoverSS\SP\0.txt"

    It might also be worth noting that the two files actually contain a whole set of about a dozen keybind which might accentuate lag issues slightly.
  16. I went a very different way in my bot/traps build. In particular: <ul type="square">[*]I feel that Stamina is not needed at all. Even with frequent uses of Pulse Rifle Burst, lack of endurance has never been a significant issue for me. When I summon all my robots at the start of mission I summon them all and then start upgrading - assbot (UR/ER), batbots (ER/ER/ER), 1st probot (UR/ER), 2nd probot (ER) - then summon my force field generator and rest. When I come out of rest, I upgrade the 2nd probot, turn on assault + tactics and move out, upgrading the batbots as I go. This is quite efficient, leaving me with full stamina and nearly fully enhanced bots.[*]Six slotting Upgrade Robot is not an efficient use of slots. The last 3 slots adds at most 15% to the speed of your upgrade cycle. A cycle that you normally only do at the start of a mission. I also found only 1 slot (endred) in Enhance Robot worked out fine.[*]Get and slot Acid Mortar (3 recharge). This is one of the skills from traps that is indispensible, IMHO. The mortar takes and holds aggro from enemies who aren't directly under attack. It is a great debuf. By lowering enemy defense and resistance it speeds up combats. Faster combats are safer combats.[*]Seeker Drones are a fantastic power completely skipped in this guide. Seeker drones have so many uses: target them near a enemy group (especially bosses) to take initial aggro and the alpha strike, massive ACC debuffing, and pulling from around a corner. In the end I 6-slotted mine (ACC/Range/recharge/recharge/ACC debuf/ACC debuf) and wouldn't want to live without it.[*]Aid Other is much more versatile than Repair. Taking it instead also allows you to get Aid Self which is very helpful if you want to be an aggressive traps MM. [*]I took Pulse Rifle Burst instead of Triage Beacon. I have never been sorry I got it. Early on, when I didn't have a full bot army it was great suplimental damage. Now, I still find it useful for the knockback and for taking out enemies who are almost dead so my bots stop wasting time on them.[/list]The last two items (Aid Other vs. Repair and PRB vs. Triage Beacon) are just preferences on my part and I don't think following the guide recommendation aren't a very reasonable alternative.

    There are also some things that I completely agree with in this guide which may not be common wisdom:
    <ul type="square">[*]Using and slotting up Poison Trap. I went with three Hold Duration enhancements. This really is a fantastic power. If you use it on a pull, you have to be careful where you place it since its enemy detection radius is small, but it can completely turn the tide of battle in combat if you toebomb with it. For pulling, I found that putting it in a corner enemies would run around worked great.[*]Getting Assault and Tactics. I could definitely notice a difference in enemy defeat rates when these were on. People don't generally like Assault, but it really does make a difference. Tactics lets you slot batbot/probot/assbot 2/1/1 ACC, respecively, allowing you to more efficiently use robot slots. (Somewhere out in the forums are some appends that define pet accuracy with supremacy and tactics in effect which suggest that for PvE that is sufficient slotting.)[/list]
  17. My mistake - interrupt time reduction can't be slotted in Trip Mine.
  18. Since Trip Mine is interruptable, would it make sense to slot an interrupt reducer instead of one of the recharges to make it better for use toe bombing? I would guess that for setting up pulls, the recharge would be better and for toe bombing an interrupt reducer would be better.
  19. Excellent guide. Lots of good advice.

    However, there isn't any "stop" command for pets. the macro:

    /macro STOP "petcom_all stop"

    doesn't work. Perhaps you mean "stay"?
  20. 3-5 slotted hover makes a great combination with Super Speed. I have a lvl 45 DM/DA and I love that combo on her. I use Cloak of Shadows and SS to sneak around and switch to hover for attacks to deal with knock back and combat maneuverability.

    One caveat is that Knives of Artemis can stack enough immobilizes and -flights on you to cut Hover and CoS which will lock you down and make break the knockback defense of Hover.

    The choice between Acrobatics or Hover is primarily based on whether you can afford to spend more powers (Acro) or more slots (Hover).
  21. I have a similar, but not identical problem:

    "Class not Registered. You need the following file to be installed on your machine. MSSTDFMT.DLL."

    Running WinXP, with the latest patches.
  22. My experience is with DM/DA (currently lvl 34), and haven't played MA, but I believe you are taking and slotting too many attacks and haven't dedicated enough to defense. You have 6 attacks, 3 of them only partially slotted. If you are going to take an attack which isn't forced upon you, either fully slot it or don't slot it or use it at all in the late game. What you want is an attack chain that is damage and maybe more importantly with DA, endurance efficient.

    I think the lack of defenses is a problem. Dark Embrace is your basic defense at least until you get CoF and CoD fully slotted and even afterward against ranged attacks. Cloak of Fear only affects enemies in about a 10-foot radius and so you will need some way to minimize damage from enemies outside that radius. You also completely skipped Murky Cloud, I think you can delay taking MC until in your early 30's but after that point you are going to see more and more enemies with attacks it resists.

    You have CoF well slotted, but you didn't put many slots in CoD. It is the combination that is particularly strong with +def and -tohit synergizing.

    Eight slots spent in Hover and Fly makes little sense. Since you have SS, you only need Flying for verticle and so slotting them is rather wasteful.

    I think you would be better off moving some of the slots from Invoke Panic into Cloak of Darkness.
  23. From personal experience I can say that Hurdle+Super Jump is faster then just Super Jump. Also, having an SO in both Super Jump and Hurdle is faster then having an SO in one but not the other.
  24. Would anyone be interested in having a discussion of how to change Gnarly's basic program to generate the keybinds needed when powexec_toggleon and powexec_toggleoff are available? Has anyone tried creating any binds like SoD on the test system using the new toggle commands?

    I started to look at the basic source with the idea of changing them to use the new commands, but I quickly started to run into some design issues. For example:
    <ul type="square">[*]Are all the generated files still needed?[*]Why have primary and secondary run powers? Using the toggle commands, if one has both primary and secondary, both would sometimes get turned on.[/list]My simple "guesses" are that one doesn't need all the files and specifying only one run power would work better.

    As I understand it, the large number of files are needed so that if multiple direction keys are pressed, the end result of their being released is still correct when all of the releases are executed and the various powexec_name commands get stacked. With the toggle commands, I believe all direction key releases would be trying to toggle on the same set of powers and toggle off the same set of powers, so the results of intermixing wouldn't cause such problems.

    Even without the need to generate so many files, a program like Gnarly's is still useful since it lets one easily create different sets of files to cover all of the various requirements (for example: different keys, fly but not hover, ground but no air).