PrincessDarkstar

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  1. One thing worth mentioning is that if you only ever plan on running this a a duo then /Kin is much easier to play when you only have one person yelling "SB!" all the time, so if you are one of those that intends to play every set once I think you might like /Kin more in a duo than on a full team
  2. Quote:
    Originally Posted by _Force_ View Post
    Incorrect, my Post Nerf rebuilt DM/SD currently sits at 2141 hps, softcap Def (tiny bit shy on AoE), 29% S/L Resistance, 97.5% Recharge pre-hasten and 28 hp/sec regen. Now I don't know about you. I'd say that's pretty decent aye?


    It's definitely possible to remake an all out build into something just as good or better, ya just gotta think outside the BotZ box.
    I wasn't saying you couldn't make an excellent build, but bearing in mind BoTZ gave more bonus' than they should it stand to reason that (In theory) you can make a better build using them, albeit maybe only slightly better, but I think the likelyhood is the best of the best build would use them, even if then 2nd best all time build didn't.

    Having said that my best build doesn't use them, so maybe you do have a point
  3. Quote:
    Originally Posted by Madam_Enigma View Post
    /facepalm

    You missed the joke I think. He was referring to the henchmen farming... a plot of land. As in trying to grow crops.
    /Facepalm!
  4. I would agree with SpittingTrashcan, /Therm (For the stacking resists + buffs + heals) or /Kin (+speed, +damage, endurance and healing) would go nicely.

    As for primaries if you plan to put the diff up by increasing the mob levels you might want a single target focussed primary to help take down fewer but tougher mobs (I think Sonic stands out?), but if you plan to crank the mob sizes up instead you might want a more AoE oriented primary (Fire, or possibly Archery).

    I think Fire/Kin would be about the best you can make, and even when not in the duo there is no team I have ever known that wouldn't love a Fire/Kin
  5. Do you really mean upping melee defence considering 2 x DA caps you? Or did you mean ranged and AoE?
  6. Quote:
    Originally Posted by _Force_ View Post
    BotZ being bumped down in scale should not hurt /Shield nearly as much as some would think. I've already made up shop in my new post post I17 build. It's amazing what you can do when you are forced to think outside the box. The nerf isn't' a nerf it's a blessing in disguise. Try a rework and you'll be pleasantly surprised with your outcome.
    I think this depends on your starting point. With my elec/shield for example I was on a semi budget (As much as 2 expensive purples and 5 lotg's can be a budget) so when I had to rework my build I decided to go all out and have made a much improved build.

    For those that went all out in the first place though, there may be no way to go but down. Even slightly down is too much for some people though.

    In this case though and knowing what I do of Effy I would suggest just reworking the build, there aren't many scrappers that can match a Fire/Shield on any budget.
  7. Quote:
    Originally Posted by Seize View Post
    Isn't slotting Active Defense to enhance the Def Debuff Res through HOs being nerfed/fixed soon? I remember reading that it was, perhaps I'm mistaken or whoever told me that was.
    I hope not!

    I have asked about it several times and never seen anything conclusive either way really. But the general thought seemed to be that it was either not going to be fixed for a good while, or had become a feature.

    To be honest if they do fix it then a lot of the HO's will become a whole lot less popular.
  8. In light of the above I have sacrificed the Force Feedback proc and 5 slotted Active Defence! I also decided that with endurance being a concern I would go for the Panacea proc above the Regenerative Tissue proc:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(37)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(7), GA-3defTpProc(15)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(39)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(5), HO:Enzym(5), HO:Enzym(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11), HO:Enzym(13), HO:Enzym(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(29)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Boxing -- Acc-I(A)
    Level 30: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Panac-Heal/+End(31), S'fstPrt-ResDam/Def+(34)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  9. I think that unique is already in all the builds in Deflection iirc. Aside from maybe the cheap builds which I never looked at.
  10. After noticing on the test server that mids is calculating the DDR differently to how it is working in game I need to make a few changes.

    Currently mids says Battle Agility should be giving me 28.8% DDR, but it is actually giving 22.59%! Thats 6.21% DDR I need to find.

    To make matters worse mids says my Active Defence should give 33.4% DDR, but it is actually giving 32.93%, which is only 0.47% out, but double stack that and it becomes another 1%.

    That means I need to find 7.15% DDR from somewhere

    Can anyone help?
  11. Quote:
    Originally Posted by starphoenix View Post
    Depends on which henchmen you are using. Mercenaries and Ninjas are pretty useful, but the others are no good. Robots trample all the crops, anything a demon or zombie touches dies, and thugs require constant supervision. Robots could be useful if some serious modifications are done. A plasma cannon and flamethrower causes more problems than an incompetent thug ever could.
    Sorry are you saying Robots are bad farmers? Where Mercs and Ninja's are good?

    Thats the wrong way round and then some.

    Bots are by far the fastest MM farmers, and can farm with the best of them.

    My Bots/Traps jumps into a mob, casts Electric Fences and then drops an Acid Mortar, then I wish I never bothered with the Acid Mortar because the mob is dead before it even fires. Using Electric Fences to keep stuff in the Assault Bots burn patches is AWESOME.

    Also since you only really need to worry about the Assault Bot you don't have to even bother summoning the Battle Drones, and only need the Protector Bots if you need the defence boost.
  12. I have finally got my character copied over to the test server and I can confirm that using both Enzymes and Membranes in one power does increase the defence and DDR.

    However it looks like Mids is calculating the %'s incorrectly, and I am not sure why.

    For example:

    Active Defence slotted with 3 Membranes shows 27.7% DDR in Mids and 27.68% in game, which is close enough. Then when we add a 4th slot for an Enzyme mids starts showing 33.4% DDR, but the game only shows 32.93%.

    I have Battle Agility slotted with 1 LoTG 7.5 and 1 LoTG Defender showing 15.9% defence and 19.6% DDR and this is true in mids and in game. But add a third slot for an Enzyme and mids starts showing 17.8% defence and 24.2% DDR, but although the defence shows as 17.8% in game the DDR only shows 21.9%.

    Can anyone educate me as to why? I might have to rework my build slightly if mids is showing the DDR wrongly
  13. My Elec/Shield got a decent hit too but it only forced me into improving his build. I wouldn't swap toons altogether and am pretty sure you can get a great Fire/SD even with the nerf.
  14. Can't speak for many of the great builds, but my Elec/Shield/Fire scrapper is one of the best combo's for AoE damage/farming/tf's and general all round play.

    Fire/Shield is a close 2nd on the AoE front, with better single target, and Dark/Shield is better single target again, but not so much AoE.
  15. Datalink doesn't work because you exported in the wrong format (The correct one is phpBB). Also most people prefer a data chunk too if you can post that up.
  16. Quote:
    Originally Posted by Seldom View Post
    I wonder where this comes from...especially with sets like sonic attacks that really do seem to be balanced by their secondary effect. Do we have a source on the 'not balanced by effects' thing?
    Aside from the majority of powersets in game not being balanced by secondary effects, bar the outliers like sonic which I think was nerfed rather than originally balanced (I could well be wrong on that mind) I don't have any real evidence.

    But then not everything needs to be spoken by a dev, some things are clear enough looking at the game. Most sets are not balanced by secondary effects, those that were too powerful were knocked back into line. I think Dual Pistols was the only set where they tried to balance DPA and secondary effects and they got that very wrong.
  17. Quote:
    Originally Posted by SpittingTrashcan View Post
    The original developers did not count secondary effects as a balancing factor. They didn't count DPA either, and look where that got them. Given more recent developer choices, not least the very changes to EM itself, I'd say this is no longer the case. Otherwise, why would they care if TF is mag 3 or mag 4?
    You are probably right that the devs are caring more about it than ever before, but I still don't see it being a huge concern to them.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    The value of ST stackable mez is disputable. I said that. It might be a little, or it might be a lot. It's certainly situational. But it is absolutely not zero.
    It wouldn't be zero on a blaster, but on a melee toon that has a defensive secondary 1 target being stunned isn't going to make any difference. It might on an AV, but AV's don't stun so easily.

    But I guess you did specify it was debatable, and I really shouldn't have started the debate when I didn't mean to.
  18. Quote:
    Originally Posted by SpittingTrashcan View Post
    Do the sets that compare with EM on single target damage also compare with EM on mitigation? If DPS were the only balance point, FM would be way out of line. EM is a set where every ST attack has at least a chance of the same mag 3 stackable hard mez. I'm aware the value of this is debatable, but it's not nothing, and ignoring it when discussing balance is at least slightly disingenuous.
    The devs ignore it though. I don't think 2ndary effects count on the balance scales at all.

    Also unreliable mitigation against a single target isn't any mitigation at all. There is only 1 AoE, so you can't reliably stop an alpha strike (Or a beta strike) and anything you pound on long enough to get stunned is going to die anyway.
  19. I would definately suggest a scrapper. The difficulty remains roughly the same throughout all the levels right up to 50 so you won't really find a time when you feel weak, unlike I feel most other AT's give you.

    Brutes are similar, but even then I feel they get hit with a stamina crunch much more since they can't stop to catch their breath like scrappers.

    MM's are great solo, but face a power drop at some point I think in the 20's when mobs get harder and suddenly their pets drop a level.

    Other AT's I think are fun to solo, but can die easily which can cause frustration, something you don't want if you are on limited time.
  20. I got some more recharge and recovery and swapped some attack slotting round to make better use of the Hecatomb proc:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(37)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(7), GA-3defTpProc(15)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(39)
    Level 4: Battle Agility -- HO:Enzym(A), LkGmblr-Rchg+(5), LkGmblr-Def(5), HO:Enzym(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43), FrcFbk-Rechg%(46)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11), HO:Enzym(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(29)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Boxing -- Acc-I(A)
    Level 30: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), RgnTis-Regen+(31), S'fstPrt-ResDam/Def+(34)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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    The only thing I am really thinking about now is would I be better served with the Force Feedback proc or the Panacea proc. Or as before ignoring the procs and concentrating on Heal IO's?

    Thankfully the Force Feedback proc is dirt cheap so at least I will be able to test it out while saving for the Panacea proc
  21. PrincessDarkstar

    Mids question

    Ooh thanks for that Fury
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Unfortunately not. The way binds work is they read left to right but if you have multiple power execution then only the right most one will activate
    I thought that was for each different command? So powexec_name would only activate once, so would powexec_toggleon and powexec_toggleoff, meaning you could technically do 3 things in 1 key press (Or more but I can't remember any more bind commands off the top of my head)?
  23. PrincessDarkstar

    Mids question

    I know the last version was off a little bit with Phalanx Fighting not showing the ranged defence bonus. But the new version seems spot on to me.
  24. You are right now I think about it.

    But it would still work if you have an attack chain that you always work off. Make sure each attack in sequence then changes to the right ammo for the next attack.

    Might be more complicated that it is worth mind.
  25. I would think the best use for something like this is making your weaker or opening attacks use toxic rounds, then swapping to fire for your bigger hitters, or maybe lethal for the kb depending what you prefer.

    Randomly swapping ammo to spread the effects wont matter much because the debuffs don't really last long enough to build on top of each other.

    Finally if you swap your binds around to say:

    Powexec_toggleon chemical ammunition$$powexec_name Bullet Rain

    That might save you the 2nd press I think. It reads from right to left and should be clever enough to use a clickie and a toggle in 1 press, I know other binds do similar things for other AT's.