Allow Auto Fire to be used with Toggles
I'm guessing what you have in mind with setting them to auto-fire is just making them turn back on at the next available opportunity? If so, I can see getting use out of it elsewhere. It'd be useful for setting things like damage auras (which get detoggled if you get held) to turn back on after you get mezzed.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Quote:
You got it.
I'm guessing what you have in mind with setting them to auto-fire is just making them turn back on at the next available opportunity?
|
Quote:
If so, I can see getting use out of it elsewhere. It'd be useful for setting things like damage auras (which get detoggled if you get held) to turn back on after you get mezzed. |
Quote:
Tell that to my very frustrated Fire/Rad 'troller.
Good point, I didn't think of that although from a practical point of view most characters with damage auras also have mez protection.
|
She'd love this.
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
So, I recently got Piercing Rounds for my Dual Pistols Corruptor and as a consequence discovered something interesting: Toggle Powers (specifically int his case the ammo swap powers) cannot be designated as your auto-fire power. My suggestion is to change allow toggle powers to be made auto-fire. I realize this is pretty much useless except for the specific case of a Dual Pistols character with Piercing rounds but I would still like it .
Side note: For those who are wondering how this would be useful. Piercing Rounds applies a resistance debuff only if you are using lethal rounds and after firing you generally want to switch back. So while it's reasonably easy to make a macro that switches to lethal ammo when firing Piercing Rounds and another set of macros that re-enable your old ammo when you move allowing us to set the ammo toggles on auto-fire would make doing that that little bit easier.