Jade_Dragon

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  1. The main thing I notice about Kinetic Melee is that it sounds like you are defeating your foes by having cars drive past them at high speed. I keep wanting to create a character based on a NASCAR concept.

    The animations and sound effects are still awesome, though, even if (possibly intentionally) amusing. I particularly like it combined with Shield (an energy shield in one hand, with the one handed kinetic animations colored the same looks awesome) but both my Kinetic Melees so far are Scrappers.
  2. Quote:
    Originally Posted by SerialBeggar View Post
    I have this problem all the time. Although in my case, I think having my 's' key mashed while I'm desperately trying to back away is hindering the Insps from activating.
    This is another reason why I activate Inspirations with the mouse 100% of the time. Using keys at the same time doesn't block it. (Although of course the Inspiration will not go off if I'm currently animating a power. That does take some practice, to know when to pause and wait for it to take effect)

    I will suggest also trying to find a rhythm for activating attacks, instead of just mashing buttons at random. That's something that also takes experience, and consistency in your key layout.
  3. First of all, I would suggest biting the bullet and upgrading your hardware. Yes, it's expensive to do that for just a single game that you don't play that much. But you don't have to go full out, you can probably find a relatively cheap (maybe even used) graphics card that is stronger than what you have. In the end, it will make it easier to play, and probably improve your other programs on the computer as well.

    Alternatively, pick yourself up a good laptop. They can go pretty cheap these days, and usually come with strong enough hardware to play this game at the Performance level without lag.

    Also, you're having trouble with your graphics keeping up, and selecting x2 and x3 difficulty? Try +1/x1 and +2/x1 instead. Smaller spawns will produce less lag, even though it may not do much to help your boredom.

    Second, I would work on playing around with your keybinds and control mapping. It sounds like you're doing a lot of reaching and scrambling to juggle your various options. Keep your most common attacks in keys 1-5, and your heal or some other defensive toggle you have to click all the time in 0, or some similar key you can reach easily and instinctively. Use the same pattern for all characters so your fingers get "trained" to reach for the right keys in an emergency. Likewise, you can use certain keys to trigger travel powers, like "F" for "Fly". (Although that's normally "Follow", you might want to try another letter)

    If you have Tab bound to target_enemy_next, try changing it to target_enemy_near and bind some other key to cycle through targets. That way, one press of Tab is ALWAYS target the most immediate threat, the one closest to you. You can also quickly select foes by rotating and positioning yourself so the target you want is the closest. You do still want the cycle key, though, I bind it to Q so it's right next to Tab, but you may prefer another location. (One thing you shouldn't do is bind it to Alt-Tab, that switches you out of the game. I found that out the hard way. )

    You should also try and find an effective balance between mouse use and keyboard use. For instance, I use keys for powers, but my mouse is always positioned over the Inspiration box for fast Inspiration selection. You may prefer to bind Inspirations to keys. The mouse can then be used for something else. I also like to use the mouse to click on the powers from 7 to 9, so I can keep pressing the 1-5 keys with my left hand. (So for instance Build Up - attack is usually initiated with a mouse click on the Build Up icon)

    Another thing that can come in very handy is powexec_auto. Or, manually hold down the Ctrl key and click on the power. This will cause it to be set to autofire. This is useful for Hasten, Practiced Brawler, Dull Pain, or any similar power you want to trigger automatically every time it recharges. Setting up a keybind to set that power to auto can be very useful. (and if you want to cancel the autofire, say for Taunt or some other attack you wouldn't want to go off just because you targetted a foe, Z should be mapped to that)

    If you've played a Mastermind, you probably already know about keybinds, but in case you don't, check the Guides forum. There should be plenty of guides on the subject. Finally, setting up common keybinds for special actions, like Shift + mouse click to drop Caltrops or some other dropped power, can speed that up, and make it easier to make the action consistent across multiple characters. You might check out the movement/auto Hasten keybinds, or Teleport keybinds.
  4. Quote:
    Originally Posted by Rajani Isa View Post
    Turn them on.

    Move them over slightly, and up if they block your normal trays.

    Turn them off.
    Wow. I can't believe the window area still shows up and blocks mouse clicks when that function is turned off. That's not really well implemented IMHO.

    Hopefully it's something that can be addressed in the future, though.

    Fortunately as my window proportions are set to 90% and I have a large screen, none of that stuff overlaps. But I can see how that would be frustrating.
  5. I generally sell all Uncommons since they typically go for less on the Market than the 1000 they are worth. Depending on the room available in the base I may keep one of commonly used types around to speed up crafting. Rares, though, I typically hoard since I will want one when I get a recipe that uses it. And when I do get such a Recipe it usually disappears pretty fast.

    I just can't afford Rare items to craft. If I sold them, I wouldn't have enough to buy all the Rares I need anyway, so I just hold onto it until it's needed. Occasionally I'll sell something that I know will never show up in the Inventions I usually craft, but that's a hard thing to predict.

    Commons depend a lot on the Market. I usually keep them around so I have a good solid base for crafting, and then if I have any surpluses (like 7 or more of the same thing) I will check the Market. If they're cheap I'll sell them, if they're really going for high value I'll sell them, but if they're only moderately priced I'll usually keep them, since it would cost so much to try and buy them back later. Because of market fluctuations I can usually count on what is expensive one week to be moderate the next, and vice versa.

    This is complicated by the fact that I have both personal SGs, and an SG I belong to where I am the main crafter. My own base I can fill up with storage items, but I have to be more stingy with the storage space the shared SG provides me. Then again, with email I can transfer some salvage around.
  6. One of my female characters was inspired by Lyla from Spider-Man 2099, and thus I always envision her wearing a full length, tight skirt that gathers around her feet. I have no earthly idea how that could be animated without clipping, or even how she would be able to move or fight in that. (Since she transforms into a bodysuit for fighting it wouldn't really be a problem)
  7. Quote:
    Originally Posted by warden_de_dios View Post
    I'm not familiar with the Gunslinger quick draw. It's killed my characters plenty of times, but is it similar to Ice Sword, Fire Sword and the Stone Mallets that players can use?
    I'm not talking about something in the game, I'm talking about a conceptual way you could fit a redraw and attack animation into the same period of time. A gunslinger, for instance, would draw his gun from the hip the way a quick draw shooter would and fire it. As another example, sometimes you will see a samurai draw his katana and strike with it all in one motion. Presumably, the speed you gain in drawing the katana actually makes that a MORE powerful attack than a normal one.

    That would eliminate redraw since you wouldn't have to play the draw animation before you played it. The animation would depend on whether or not the weapon was drawn before you started. As far as I understand the game, though, THIS IS IMPOSSIBLE the way the code currently works. You get one and only one animation per stance, and if you don't have an animation that matches your stance, you go into that stance before performing it. Thus, for instance, if you have no Katana out, and you activate a Katana animation, the Katana must be drawn before the animation begins so you can have the Katana in your hand.

    Quote:
    I'm gonna use the Bring It has an example one more time. If I summon Stone Mallet and have it in my hands and use Bring It, the Mallet is removed from my hands and the emote doesn't play. Once the animation for Bring It starts I can resummon the mallet in the middle of the animation and the emote isn't effected.
    I think we're getting away from the subject to be discussing emotes here. Emotes are not used in combat, or at least, they are not if you are serious about maintaining DPS. What we are talking about is using powers in the Secondary or another Power Set that cause you to put away the weapon, so it has to be redrawn.

    Redraw should have no detrimental effect on you if you are not in combat, and if you are complaining about aesthetic issues while not in combat I have to wonder what your point is. I was assuming that you were talking about how emotes or animations can be played in a demo without "forcing" you into a given stance first, and I was pointing out that that is not possible in the game. You can force situations in a demo that can never happen in a game, such as female model using male accessories or textures, or graphics using the FX from one attack with the animation of another.

    If you want to argue that you can do such things with emotes, yes, sometimes you can, but again, we're not talking about a power. Technically speaking, emotes should probably force you into a stance as well, but since they are not intended to be used in combat, they don't really have to. They're more like playing an animation in a demo.
  8. Quote:
    Originally Posted by Wavicle View Post
    That WAS one of the possibilities I suggested in my OP.
    It was? Oh, well, okay after the suggestion to have it detoggle.

    I'm not saying that's not a good idea. In fact, if I were going to do something about PFF, I would make it suppress WHEN YOU ATTACK, and then remove the OES altogether.

    OTOH, whether that would make Blasters far too overpowered, not to mention Masterminds, is something I would rather not get into.
  9. Quote:
    Originally Posted by Gehnen View Post
    I don't understand the "just get tactics!" squad. Sure, it buffs the whole team, but the freaking Endurance cost stinks when all you want to do endlessly dish out the damage (yes, even with Stamina). It's one of those things that works on paper, but is less than optimal for actual play.
    Tactics is also just over half the +tohit.

    That's a little like saying that getting Assault and some Set IO damage bonuses can compensate for not having Build Up. Which it can, really, having +25-30% damage can certainly outperform Build Up in the long run. But nobody wants to invest that much in +Dmg IOs when +recharge is the more popular option.

    The bigger problem is simply that once you hit the to hit cap, Targetting Drone adds nothing, while additional damage will pretty much always make you do more damage.
  10. Quote:
    Originally Posted by Wavicle View Post
    I don't believe that using the PFF should mean that if a mez gets through Defiance won't work.

    It seems to me counter to the design of Defiance.
    Actually, your whole argument would make sense if you simply say that you feel the Only Effects Self should be suppressed along with the Defense.

    It really has nothing to do with Defiance or mez. You have PFF up, you can't attack. Defiance isn't failing to operate, you are counteracting it by having PFF up. That's a penalty you chose to accept by using the power.

    Now, not being able to turn off PFF, that could be another issue as well.
  11. Well, if this is a comparison between how many Primary picks the various ATs have, Blasters, Corruptors and Defenders all have 10, while Dominators and Controllers each have 7. So while Tankers don't have the most choices at 8, they don't have the least, either.

    That said, I'd like to see a Sonic or Radiation Melee/Defense combo, and there needs to be a Psi Melee to go with Willpower. When you start to go into new crazy ways of mitigating damage, though, well, other meleers could benefit from that as well.
  12. I've got many concept characters of all Archetypes. I guess my favorite Brute would have to be my werewolf, Loopy Loup Garou. He was based on a character I originally created for the Playstation wrestling game Smackdown vs Raw, so in CoH he's an ex-wrestler who's trying to clear his name after being framed by his managers.

    He's a lot of fun because he's a parody of various wrestlers, and takes his catchphrases from them, like "Can you smell what the werewolf is cookin'?" He's currently EM/Willpower, although I plan on creating a Claws version. I originally wanted claws, but since that wasn't available I with with EM because of its punches, and the similarity of Whirling Hands to Spin. Eventually, I came up with concept that as he fights, his muscles overheat, and start glowing red. So he has this sort of dark, blood red aura around him, from both EM and Willpower, thanks to Power Customization.

    And of course he has Super Leap and Combat Jumping, due to his experience leaping off of ropes and such. So he's this great hulking werewolf bounding around all over the place. He's gone Rogue, too, so I can play him on the hero side. He's not really a villain, after all, just a "Heel".

    My other Brute is really just an alternate version of my Tanker, and while I like him equally well as both, I think when it comes to characterization he's more a tank than a brute. I've created an Electric Brute, but just didn't like his concept. I really wanted him to be ranged, and was happier when I remade him as a Dominator. I've also got a Stone Brute who's another wolf character. None of those are as much fun as the Loopster, though.
  13. Quote:
    Originally Posted by DarkGob View Post
    The OP is confused, but I don't see anybody explicitly stating why.

    Warshades are reformed Nictus. Nictus are not necessarily Warshades.

    Analogy: Lions are a breed of cat. Cats are not necessarily lions.
    More like: Lions can be tamed for use in a circus. Not all Lions are tamed.

    Also, not all so-called "tame" Lions stay that way.

    That's the basic idea, though. Nictus and Warshades are a subspecies of Kheldian that were created when early Peacebringers experimented with scientifically altering their abilities. They ended up with powers that let them feed off of their hosts and other living beings. This caused them to gravitate towards forcing themselves on their hosts, as a sort of parasite. Over time, a war erupted between the Peacebringers and Nictus over the way the Nictus were treating their hosts. Some of the Nictus "defected" and decided to try the Peacebringer way of choosing volunteers as hosts. These called themselves Warshades.

    Honestly, the difference between Warshades and Nictus is one of morality, while between Peacebringers and Warshades it's more of a physical difference. (I would say genetics, but I doubt energy beings have genes ) But that really gets back to the idea that you can make a Nictus via side switching, not as a totally different Archetype. Peacebringers can go bad too, as noted in some of the Kheldian arcs.
  14. Quote:
    Originally Posted by PuceNonagon View Post
    This is part of why people think Devices is so lame. You don't really notice that you hit EVERYTHING, all the time. It's not as noticeable as big orange numbers, but it really is half of the effect of Buildup/Aim and you get it for every attack, always.

    What is best about Devices is subtle and what it doesn't do is obvious, so the truth of the set is obfuscated.
    The thing is, a power that gives you a full to hit boost all the time is considered pretty useless, and yet a power that gives you a full damage boost all the time, even with ten seconds of downtime in which you can't do any damage at all, is considered incredibly powerful. And rightfully so, IMHO.

    A lot of the problem is that it used to be, before ED, than you could slot a little extra damage instead of accuracy in your attacks. That's not true any more. While it's easy enough to get 95% to hit, it's more difficult to get boosts to your damage. So that's just considered more valuable.

    The extra damage to Sniper Rifle was a step in the right direction, but it was really only a tiny step, and not really significant. Plus, it introduces new issues, since it is not enhancable, and thus encourages exploitive behavior. (Like slotting for Recharge instead of Damage) I really think it ought to be a 15-30% damage boost across the board, or something like a 10% chance of Critical. (It's currently the equivalent of a 20% damage boost, but ONLY to Sniper Rifle. Which honestly makes no sense. A 100% damage boost only to Sniper Rifle, or a 20% boost to everything I would understand, but not 20% to a single specific attack)

    I'll also add that I REALLY miss Targetting Drone in Traps. Acid Mortar does raise tohit a bit (by lowering Defense) but it isn't constant.
  15. Jade_Dragon

    Concept

    Wow, that's like... interesting. It sounds like of like a "MAN" build, where you go mostly to the Pool for your powers. But your build shows a lot of attacks other than the three you listed. Am I misunderstanding what you are saying, that you actually only want Neutrino Bolt, Boxing and Kick, and don't plan to use those other attacks? Or are you planning to use all those attacks, but the three are the ones you HAVE to have?

    Neutrino Bolt, Boxing and Kick all recharge so fast that using Hasten or a Recharge IO build isn't going to help you much. Eventually you'll get to the point where the attacks are recharging so fast you don't have time to animate them. So what you will probably need is more damage boosts, like from Assault. Honestly, I think I would try and build around the slower recharging attacks, like Cosmic Burst and Bonesmasher, to try and get the damage up. I think I would also go for Air Superiority and Jump Kick from the Pool instead of Boxing and Kick, as they would have more damage with slower recharge.
  16. Quote:
    Originally Posted by shaggy5 View Post
    I am not a fan of caltrops, but I can see why someone would want them.
    Caltrops keeps foes out of melee with you, and they are also useful for keeping foes in the radius of a Trip Mine long enough for it to go off. You "may not be a fan", but IMHO it's a bad choice to skip. There are just too many times when a well placed Caltrops has brought an out of control spawn to a sudden halt. (Of course, there's also been some times when they sent some fast moving werewolf on a chaotic rampage out of control due to the flee effect, but there you go. )

    Devices is basically built around stealth and the ability to trigger damage automatically on foes that move the way you want them to. You can use this to set up traps, or just to set off some melee range damage to cover that hole should a foe get in melee with you. The time required to set up most of the traps does make it a more solo oriented set than team based. Still, Smoke Grenade does add a little bit of -Acc debuff to help your team, and in combo with Recall Friend (or Assemble the Team) you have the option to stealth through a mission.

    I think Time Bomb is really the weak point of the set, but the rest of it is pretty good, and it has some really good synergy. The lack of Build Up is a problem, but then Assault Rifle lacks Aim as well, and Targetting Drone is, in its own way, a version of Aim. I wish it provided more than just a negligible damage boost to Sniper Rifle, but I suppose it couldn't provide much of a damage boost without totally gutting its +tohit boost.
  17. Quote:
    Originally Posted by Sailboat View Post
    Question: if you get mezzed, can you turn OFF the PFF, spam the attacks Definace lets you use when mezzed, and turn PFF back on when you're unmezzed?
    Yeah, that's my thought. If you have PFF up, you can't attack anyway. So it doesn't matter if you are mezzed or not, you can't attack. So if you are mezzed, and can't use the attacks that get around mez, you still can't attack.

    It's like you're saying, "I don't want to get mezzed, so to that end I am not going to allow myself to attack. But if I AM mezzed, I want to be able to attack". Wouldn't it just be more useful to just be able to attack? Mezzed or not mezzed?
  18. I have found one great use for Time Bomb. Set it up in the midst of an outside spawn of greens or greys, and then use the Walk animation to calmly walk away.

    As for Teleport, I have characters that use it all the time. It helps to have keybinds to use it, but it helps to have keybinds to play Masterminds and Kheldians, too. (And honestly, if you're playing a Kheldian, or at least a Warshade, you should be setting up teleport keybinds too)
  19. Quote:
    Originally Posted by Signpost View Post
    For all weapon animations, have two set of animations (and two different set of attacks), One without weapons and one with. They'd also have marginally different cast times, to compensate for the weapon redraw. The trick then is to determine which attack to use when being activated.
    Hm. That sounds reasonable. Similar to an idea I had, in fact. (My suggestion was to draw the weapon and attack with it at the same time, like a gunslinger's quick draw) The problem, I think, is that you need the stance to change after the animation plays (so you can play a different animation as you switch stance) while I believe the stance changes before the animation plays.

    It would be a considerable amount of work to add a second animation to every single weapon power in the game. But at least it wouldn't be as much work as adding a second animation to every single NON-weapon power in the game. (Which would be required if you wanted to have alternate animations that kept the weapon drawn)
  20. Quote:
    Originally Posted by warden_de_dios View Post
    Blazing_aura.fx and atomic_fists.fx are two FX that don't check stances.

    Demorecords give you file locations the game is calling, doesn't matter what isn't in the demorecord. The FX and Mov animation are calling the same location in both cases.
    Yes, but the game is CODED to switch stance. That is not an FX. It is a variable change.

    You don't seem to be getting it.

    Also, toggles aren't really an issue since by definition you don't have to keep activating a toggle to have it effect you. You only need to activate it once, and you can work around any redraw if it happens. Toggles not causing redraw are probably more due to the code that was added to prevent them from rooting you. The lack of redraw is just a happy side effect.

    Quote:
    Which of those Devs are still even working here?
    I would consider hoping that the new devs would suddenly and completely do a 180 about the design decisions behind the game to be as foolish as hoping they will suddenly decide asthetics are not important.

    This is a game built on asthetics. We have the most powerful character customizer in the genre. If you want uniformity and lack of graphic depth, there are plenty of MMOs that give you that.

    And the point here is that BaB TRIED and FAILED. Unless the new animations guy can somehow come up with something that no one else has ever thought of before, (and I'm not ruling out that possibility) he will run into exactly the same problem.
  21. Quote:
    Originally Posted by warden_de_dios View Post
    Jade do you think the Devs might be able to make an invisible sword model?
    That might be workable. Basically, just put an invisibile object in the free hand of the character, and make all animations the right hand stance. This might even make it possible to make something like a wand or a staff the emanation point for non-weapon attacks.

    That doesn't eliminate redraw from Dual Wield and Left Hand stances, though.

    Quote:
    Stance refers to position of the model, its not calling weapon models or FX in any way. FX effects are being overwriten (suppressed?) when any other attack FX is attached to your character.
    The point is, calling an FX script that does not match your stance changes your stance. This forces an animation. AFAIK, this is built into the game engine, and cannot be modified by the current devs. At least not without going into the game code and making huge changes.

    You can workaround that problem with a demorecord because your demo doesn't care about stances. It's just playing back animations in sequence. It's not actually "playing" the game. (For example, no rolls to hit are made, just whether or not you hit when you recorded the demo is played back as if it just happened)

    The unfortunate thing is, if you are going to end up playing the redraw animation anyway, whether it plays anything or not, you're not solving the problem. Maybe you can set the animation to some zero time null, but even at that there may be a minimum Arcanatime which must be "played".

    Plus, I just don't think the devs of this game are going to take seriously complaints about aesthetics. Keep in mind these are the devs who took 5 months and two issues to put capes in the game -- a game about superheroes -- because "we didn't want to do it unless we did it right".
  22. Quote:
    Originally Posted by Schismatrix View Post
    i suppose i should point out that there was no redside (Issue 6, 31 October 2005) for Warshades (Issue 3, 4 January 2005) to belong to when the Kheldians were created. While they could have shelved Warshades and added them as Nictus some time after City of Villains went live, it certainly looks as if the whole point was to offer two different playstyles with the new ATs,
    Yeah, while I have honestly been looking forward to the day when I could switch villains to heroes and heroes to villains since the game was released -- well before there even WERE any villains -- I find it very satisfying to play my Nictus as a villain now. In a way, he's a re-fallen reformed, he tried the path of the Warshade, but was corrupted all over again by his villanous host.

    That's the point, though, there was almost nothing for Nictus to offer the villain side. If they were too different from Warshades that would clash with the game lore, and the new Epic ATs were based in a new game lore, the lore of the villain side. Kheldians wouldn't fit over in the Rogue Isles, where there were no Nictus, any better than Longbow would fit over in the hero side in the days before there were even any Arachnos Agents IN Paragon City, much less Longbow patrolling the streets like there are now.

    Plus, when you really get down to it, Kheldians used to be pretty weak. I can't even really weigh in on that, because I didn't even get to try them out before they had already had a few balance passes, but SoA were definately designed with lessons learned from Kheldians in mind. For one thing, it was finally realized that "kryptonite" wasn't needed. IMHO Kheldians got so much better because SoA could be held up to them as a standard. That certainly would not have happened if villains got Nictus and something like Blood of the Black Stream as a similar shapeshifting AT.

    I think ultimately what it comes down to is, a tank/nuker shapeshifting AT makes sense blue side, where the tank/nuker/healer triad is still tenatively included in the design, but it didn't make sense on the red side, with its more self sufficient ATs. There, a team support AT needed to be a team support AT, not a damage dealer forced into a team role by being inherently nerfed when it was solo.
  23. Quote:
    Originally Posted by dhaunae View Post
    The minute aesthetics actually make a powerset less useful is the minute you should think that maybe aesthetics need to take a back seat.

    edit: This doesn't mean I don't think aesthetics are important; a powerset looking awesome is a huge draw. But when there's an actual mechanical downside associated with something looking cool that is poor design.
    I don't see what your "downside" is. The performance of Dual Pistols is due more to its Swap Ammo mechanism and the newness of the set than due to redraw. Other weapon sets have had redraw for years, and they have been tweaked and balanced not by design, but through datamining, so that they are fairly popular. Their overall damage does not suffer for having redraw.

    You might as well complain that Energy Blast doesn't do 10% more damage than it does, and because it doesn't, it has been "nerfed" and is poorly designed.
  24. Okay, first of all, whether or not you can have a gun or swords in your hand when you perform an animation isn't the problem, AFAIK. It's how the gun or swords GET there. All animations in this game have a "stance", and this stance determines how and what you are holding in your hands when you perform the animation. Most animations have the bare handed stance, while the Dual Pistols animations have the Dual Wield stance.

    What this means, basically, is that you could do an MA roundhouse kick with a Katana out. But everyone else playing the game would also do that roundhouse kick with the Katana out. Including Martial Arts Scrappers who don't even have a Katana. While it is certainly POSSIBLE, the way the stance is "baked in" to the animation means that it must be baked in for EVERYONE using that animation.

    Plus, it wouldn't just put the Katana in your hand, it would make you draw the Katana. You would have to go into the Left Hand Wield (actually a substance of Dual Wield) stance before doing the roundhouse kick. This would eliminate the redraw problem for people wielding a Katana, but add one for players who are using Dual Pistols, or nothing at all. So instead of removing the redraw problem, you are just passing it on to someone else to deal with.

    What is needed is for an animation to be able to play in a selection of stances. If it's a kick, for instance, let it play whether you have a Katana or Dual Pistols in your hand or not. But since this is "baked in" code, we are probably talking about rewriting the game engine. BaB tried to work around it, but apparently couldn't because of Shields, and its stance. Alternately, he may have tried to make the weapon "teleport" into your hand, but couldn't stop at least some time being taken for the redraw when stance changed.

    The short version is, this isn't anything they can do anything about unless they start working on CoH2. Although, who knows, maybe customizable weapons will enable a way around it. One thought I've had is just to always use a weapon stance, and have "no weapon" as a weapon option. That will still need to distinguish between left handed, right handed and dual wield stances, but maybe something can be done.
  25. Ow. My head hurts.

    The way I like to look at it is, healing is like a debuff to your foes' damage. It's not a flat percentage, though, like Res or Def, it knocks an amount off the top, and then anything beyond that gets to you.

    As a result, healing based characters tend to be immortal until the point where the damage they are taking exceeds their regen, at which time they tend to die really fast. This is a characteristic very different from Res, which just dies slowly but steadily, and Def, which dies rarely, but suddenly and without warning.