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Warlawk

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  1. Warlawk

    Guide Index

    Please add the following threads III. Archetypes, Powersets, Powers and Builds > Mastermind Numpad binds for Masterminds III. Archetypes, Powersets, Powers and Builds > Specific Powers & Character Concepts (Farmer builds) A collection of Farming focused builds
  2. I am open to any questions, commentary etc. I would welcome more people putting their builds in the thread as long as you provide an expected influence gain to go along with it. There's a lot of anecdotal statements out there from people farming and which builds they like but I would really like to see this thread focus on a specific build and what results you are getting with it. If your run and/or methodology differs from what I have listed in the first post please give a summary of how you go about your run. As a note, any references in the above to a build being incomplete strictly means the incarnates, all IO builds are fully completed to match the mids build posted. Here are some alternate builds offered by the wonderful community here! @SmalltalkJava with an alternate Spines/Fire found here. @wonkavator with an alternate Spines/Fire found here. @TheCentralElement with an Ice/Fire Blaster found here. @Lifeblood2112 with an alternate Spines/Fire found here. @HelenCarnate with an alternate Rad/Fire found here. Inf/Minute Inf/Hour Author Rad/Fire 2,085,811 ~125,000,000 HelenCarnate @Giocondi with a budget build for Rad/Fire found here. @Werner with a general content SS/Fire found here. (We're in the presence of CoH royalty here ladies and gentlemen!) Inf/Minute Inf/Hour Author SS/Fire 2,077,879 124,672,750 Werner @Bill Z Bubba with an unspecified Claws/Fire/Pyre build. Inf/Minute Inf/Hour Author Claws/Fire 1.532 mil Bill Z Bubba @Racist Dolphin Has a thread for his build including a youtube video of the clear found here. @Wravis with a Plant/Psionic/Fiery Dominator found here. Inf/Minute Inf/Hour Author Plant/Psi/Fiery 1,497,354 89,841,259 Wravis @Frostweaver with a Savage Melee/FA found here. This has some important information and tips for Savage farmers, check it out! @Ishau with a Electric Melee/Fire found here. 4 minute average clears. Regarding Budget versions of the builds @Giocondi did a fantastic job converting an existing build to a budget version. It's something I haven't really touched on because it's been pretty well discussed and there are resources out there for it already. Giocondi made great use of the Scirocco's Dervish and Annihilation sets to replace expensive pieces and still maintain effectiveness. For those of you bootstrapping yourselves up, these are a great stopgap and I recommend taking a look at the post they submitted to the thread, thank you Giocondi!
  3. Brute Primary Farmer Builds Radiation Melee/Fiery Aura Alternate Radiation Melee/Fiery Aura (No performance change, more expensive New highest inf earner with the updated rotation!) Savage Melee/Fiery Aura @Frostweaver has some info about managing your Frenzy stacks to improve performance found here. This has some important information and tips for Savage farmers, check it out! Spines/Fiery Aura SS/Fire (Incomplete incarnates, specifics listed in the first post) Electric Melee/Fire (Incomplete incarnates, specifics listed in the first post) Claws/Fire (Incomplete incarnates, specifics listed in the first post) Claws/Fire (General Content Build) As an experiment I wanted to see how scrappers do for farming. The biggest issue here is that scrapper Fiery Aura does not have a taunt effect so it's unusable for farming since mobs scatter like mad. /Bio has both a damage aura and built in taunt as well as being a very good set for boosting offense. The following builds all run in offensive adaptation for farming. The methodology and assumptions match what I laid out in the first post. As a very important note I have not been able to find a S/L farm that clamps at level 49, as such these farmers are inferior because they cannot use the level 49 farming method laid out above. When someone creates a level 49 S/L farm they will become much more viable. That won't be me because... see statement #1. In the mean time I run them on Arc# 133 Comic Con S&L Farm by @brigg, perhaps one day he will grace us with a level 49 version. The Spines is a dedicated farmer. The Rad and TW are both standard builds that wreck their way through traditional content that just happen to be passable farmers in my stable of characters. The TW build was graciously handed down to me from @Kaeladin. Because of Statement #1 these builds are in various states of unfinished which undoubtedly impacts their performance vs a completely finished incarnate build. Spines has no Lore, T4 Musculature, T3 Assault, Reactive, Ageless and Ion. TW has no Hybrid, Lore or Judgement, T4 Musculature, T3 Ageless, T1 Reactive Rad has no Hybrid, Lore or Judgement, T3 Musculature, T2 Barrier, T1 Degenerative Inf per Minute Inf per Hour Spines/Bio 1,384,752 83,085,120 TW/Bio 1,046,187 62,771,262 Rad/Bio 1,029,076 61,744,602 Estimates for level 49 farming Spines/Bio Armor dedicated Scrapper farmer Titan Weapons/Bio Armor Scrapper Radiation Melee/Bio Armor Scrapper -Note: This was my first ever Rad Melee build and it's probably sloppier than my ex. I should go back and clean it up, but... set statement #1
  4. While I was away, the devs took Farming out behind the shed and put two rounds in the back of its head. The raw inf income in this thread is simply not possible any more and some aspects of the builds have been nerfed. The thread is being left up for reference as much of it is still relevant but be sure you check the current state of the game before committing to anything. So I've been doing some testing and refining on my farmer builds and wanted to start up a bit of a repository for farming builds. There are some builds scattered here and there through the forums and discord but nothing terribly centralized. I have a selection of 3 4 traditional /fire brutes with different primaries that can all farm at 2 million influence per minute or higher. I will also have a follow up post with 3 alternate scrappers, one is a dedicated farmer and two are traditional builds that are capable of farming at respectable rates. I'm not claiming any of these are the end-all-be-all of farming builds but I haven't seen any posts so far with a combination of builds and expected results so I figured I would put this out there. Statement #1: I'm a lazy bastard. Some of the builds are unfinished (In terms of incarnates, IO builds are all complete). I play said builds using a Logitech mouse macro because I can't be assed to pay full attention when I'm farming. This means that the rotations are not perfect, sometimes powers get missed, sometimes things like Ion Judgement get fired off at like 6 targets. This isn't going to change, and the numbers in this post will reflect that non-perfect level of play. I think this probably gives a more realistic expected result than snapshot perfect rotations and such... but mostly, see statement #1. Statement #2: Assumptions are made. The core farmers were run on Arc# 2915. This is $Comic Con Fire Farm$ by @brigg and is clamped at level 49. I'll explain why this is important at the bottom of the post for those who don't know about it. Inf gain was tracked with Herostats. Each run starts with a tray full of small red inspirations. Reds are popped as needed (in my case, rapidly at the beginning of the run because it's part of my macro and... see Statement #1), then combined throughout the remainder of the run. The timer continues to run from the moment zone in is completed on mission 1 until Exit is clicked on mission 5. Lore, Hybrid and Judgement are used on cooldown throughout the run. Runs are full but not 100% complete in that all packs are cleared but I don't chase down every straggler. The NPC is used to help gather mobs and Ball Lightning is used to pull packs that patrol nearby to cut down on potential travel time. The core farmers are all brutes with the /fire secondary, bottom line is nothing can keep up with this, it's the gold standard of farming for a reason. Inf Per Minute Inf Per Hour Clear Time Rad/Fire (New) 2,300,107 138,006,431 23:20 Spines/Fire 2,295,431 137,725,907 21:59 Rad/Fire (Old) 2,288,810 137,328,603 Unavailable Savage/Fire 2,250,996 135,059,786 22:28 Claws/Fire (Farm) 2,170,498 130,229,936 23:14 Claws/Fire (Content) 2,105,686 126,341,219 24:38 Elec/Fire 2,010,323 120,619,380 25:02 The clear times listed above start once loaded into the first mission but before moving or activating anything and end when the Exit button is clicked at the end of mission 5. This does include load times out and back into missions throughout the arc. Both the Rad and Spines are complete, full builds with full T4 incarnates (Assault, Ion, Carnies Radial, Reactive, Ageless and Musculature). Switched both Rad and Spines to Degenerative T4 and they both saw small increases of less than 100K. Savage now has T4 Musculature, Ageless, Reactive, Hybrid and Lore with T3 Ion. SS Now has T4 Musculature and ageless with T3 Reactive, Assault and Ion, no lore slotted yet. Claws (Farm) has T3 Musculature, Assault, Ageless, Degenerative, Ion and T3 Banished Pantheon. Claws (Content) has T4 Agility, Barrier, Assault, Degenerative, Ion and T3 Banished Pantheon. Elec has T3 Musculature, Assault, Ageless and Degenerative with T2 Ion and no other incarnates slotted yet. The builds that follow are dedicated farming builds and not going to be useful in content outside of AE fire farms. The influence gains reflect that compared to the alternate farmers showcased in the next post. A small change suggested by Luka on discord (@Luka#8022 on Discord, @12thPower here on the forums). Change Fiery Embrace to a single slot 50+5 Recharge IO. Slot Fusion with Gausian ToHit/Rech, Rech/End and Build up Proc. Fiery embrace will now be exactly double the recharge of Fusion so you can line them up to use together every other rotation. While this was specific to the Rad Melee build all of the standard build up powers should be 90 second CD by default (this will not work for rage or any of the other unusual ones) so this change should be universal across the /Fiery Aura builds and gives you a floating slot that you can do what you like with. Adding the Numina Proc to Health on the Rad build was one suggested possibility. This was a great suggestion and adds a nice little bit of flexibility to those who like to make sure cooldowns all line up nicely! What's the deal with level 49 farming anyway? This has been removed from the game Some important notes about difficulty settings, especially for starting farmers! Incarnate choices and the reasons to make them. Work those hips! Getting your rotation nailed down. So fancy I might need a second monocle. Amazing, Fancy macros and binds from Luka for inspiration combining and use. Touching the Muse, Inpirations and the dirty things you can do with them! Use the above macros, they're superior in pretty much every way! I've attached the Herostats logs for each of the runs. Elec and Savage don't seem to be actually reporting their damage properly even with all the appropriate channels enabled in the combat log so their damage numbers aren't going to add up like they should, but perhaps these can be of use to someone. For some reason the Claws General Build log didn't work correctly so I ran another test, the numbers in the attached log won't match the inf listed above but it gives a log to examine and a rough time estimate for the run times. The logged run is slightly lower inf (2.07 mil/minute) but well within variance. Test Logs.rar
  5. Seconded though I'm indifferent to Stone Melee. Variety is good.
  6. This is straight incorrect. Hopeling has it correct. Insp, salvage and recipes are randomly divided within the group. XP and Inf are reduced when you ass people to the group, but not a flat division like the loot drops.
  7. /kin is an amazing set.... depending on what you want to do. It offers little to no practical mitigation for your pets. Since MM pets cannot benefit from the +recharge of Kin that's a big hit to the attractiveness of the set. On top of that it offers no defense, resistances or meaningful debuffs to improve pet survival. It's an amazing choice if you want to be strong support for a group but not great for soloing. Yes, your pets will do a lot of damage with Fulcrum Shift but you will spend a lot of time resummoning them. So it really depends what you plan to do with your MM.
  8. I believe both enforcers have the chance to proc it individually and when it procs, it affects both. That's purely based on what other people have said as I haven't done much with procs myself.
  9. Are you trying to stay thematic? Are you wanting to avoid repeating secondaries, because frankly you can play /time with any of the primaries and it will be amazing. Thematic and strong. Demons/Thermal Necro/Dark Beast/Nature
  10. Very happy to see this not-a-guide up as I love the time powerset. I just wanted to toss in anecdotal support for the proc loads. I'm currently leveling a necro/time MM and I've got 4 procs in Distortion Field (5 at 50!) and 2 procs (and a -res achilles heel proc) in Slowed Response. If I drop both on an equal level spawn (for soloing I'm running +0x6) I usually see the entire spawn lose 25-50% health right out of the gate. Purely anecdotal but I've been quite pleased with it and it seems very consistent when heavily loaded this way.
  11. I haven't sat down and looked at the math, is this slotting +tactics enough to keep the hit chances at 95% even for the T1s? I know the build up proc will help them a ton but I always worry about that hit chance. EDIT: I stopped being lazy. Assuming level 54 target with incarnate alpha level shift there will be 5 levels difference between T1 pets and the target. Based off the information here: https://cityofheroes.fandom.com/wiki/Attack_Mechanics I assume pets follow the players vs critters table. Vs a +5 target they will have a base 30% chance to hit. Base tactics provides +7.5%, up to around 10% if slotted so lets call that 40% to hit. Accuracy of Thugs at 59.62, rounding to a 1.6 multiplier for 64% chance to hit... ouch. The enforcers have a small 3.75% defense debuff, so that will help a little but I'm not a fan of those hit chances. +5ing the expedient reinforcement boosts that just a touch bit still not over 70%. Enforcers would sit around 73.5% hit chance Bruiser clocks in right around 93% so he's good to go with a little def debuffing from the enforcers. I was planning to run thugs with time so Farsight will push the T1s up to 76% which is... not ideal but acceptable I think with the build up proc but I would be pretty hesitant with a secondary set that didn't provide +hit. I'm not good enough with mathhammer or theorycraft to argue procs vs accuracy but I know that good accuracy is absolutely key to consistent sustained dps EDIT2: aaaaannnnnddddd all of that ignores the +10 tohit from Supremacy. I KNEW there was something I was forgetting but couldn't get a grip on what it was. So base 7.5% tactics and supremacy puts T1 at 76% final accuracy. Much more reasonable! Enforcers at 85% and Bruiser is capped. Don't mind me, sometimes I just have to do shit the hard way to get it through my head.
  12. I'm not really sure what the issue could be. I grabbed the Demonlings.txt file from the demons post and overwrote my own file with it then tested it and I was able to send commands to all, T1, T2 and T3 without any issues. I then downloaded the binds.rar and unzipped it into my bind folder overwriting the files and did /bindloadfile "C:\Binds\SummonDemons.Txt" and was able to send commands to all tiers of pets again. If you attack your demon bind files to a post I'd be happy to take a look and see if I can find any issues.
  13. That was very awesome of you, thank you. I'll plug it into mids a little later on when I can take a good hard look at it.
  14. Man, I would love to look at some of this slotting and see how people are squeezing more out of their build. Not a single one of the build links will open for me. Tried both Mids (2.53) and Pines (2.23) and neither will open a single one of the posted data blocks. Anyone have any thoughts?
  15. I have played a fair number of MMs and I have played a couple ill/rad trollers, but I haven't played a /rad MM (Yet!) so this is extracted from my experiences on the trollers. When I go into the character creator and check out /rad on a MM, clicking Detailed Power Information does display -60% recharge for Lingering Radiation so I would assume it's there and functioning. The big draw there is really the -regen though. Choking Cloud is just bad. I'm fairly sure I'm holding a grudge here because I WANTED to like these toggle PBAOE holds (/rad and /nature!) but they're just terrible! Magnitude 1. Base duration of 4 seconds with a pulse interval of 5 seconds. The fact that it's an endurance hog doesn't even come into play because it's just so terrible baseline. I'm sure someone out there has great experiences with it, but that's not me. I've tried it on /rad and the clone on /nature and they're just disappointment in toggle form. EM Pulse gets a hard pass from me as well. Long recharge with short duration -regen at 15 seconds? Naaaah. I mean, the hold is nice I guess but not worth the crash. Basically anything that the hold will affect you don't care bout the huge -regen, and the things you want the huge -regen for will ignore the hold and snicker at the 15 second duration with lots of down time. Lingering Radiation will cover most of the things you could want this power for on much more reasonable cooldown with no crash.
  16. Fair enough, Panacea will outperform Numina. I tend to default to Numina/Miracle because I have plenty sitting around. That said, playing after getting overgrowth, the extra performance from Panacea is completely unneeded so it really won't make much difference.
  17. Frankly, I don't know. I use the MM binds from this thread. I know these fairly well but for other binds I would have to go to google and the wiki, and you're perfectly capable of doing that on your own.
  18. This is factually and provably untrue. When you miss an attack in the DB chain you miss out on the rider effect from completing the chain. This has greater impact to your performance than missing an attack with a set that does not use that type of combos. The impact of that is greatly exaggerated because of the psychological aspect of it, but your statement that missing in a backloaded combo system that requires the entire chain to hit is no worse than regular sets is patently false.
  19. ATOs are kind of a strange beast. Normal and Superior are considered to be different sets for the purposes of getting set bonuses, but they are unique in that you cannot have both a normal and a superior of the same piece so unfortunately no double slotting the resist proc 😞 I've not specifically watched the range for accumulating Pack Mentality but my puppers are frequently at a decent distance from me and I haven't ever noticed a drought of PM. Worth testing though. EDIT: This is pure supposition but my gut feeling is that Pack Mentality is likely linked to Supremacy/Aura range, so if your pets are within that radius it would accumulate. Pure guesswork though, haven't tested yet. EDIT: Very casual testing while playing this evening seems to confirm that they do not build PM when out of Supremacy range
  20. Vengeance does not work on downed pets sadly, it's mostly a LotG mule with a little bit of utility should I end up on a team. Entangling Aura is just bad. I think I hold a grudge because I REALLY wanted to like it. Mag 1, 4 second duration with pulses every 5 seconds. The fact that it's an endurance hog doesn't even come into it, it's just not worth using. I think you have the Mark of Supremacy proc in your Dire Wolf so you couldn't slot it into Wolves as well. Damage proc would work, I don't see either of the 5% defense procs in the build though, those would both add a bit of toughness. The main critique I would give on the final build there in edit2 is that I think you are overslotting health and stamina. You *may* need that much while leveling, but once you get overgrowth for 74% endurance cost reduction... it's just wasted slots. I went with 2 slots each on mine (skip that stupidly expensive panacea proc! lol). Over all, it's a different route than I would have taken but it looks like it should be very effective in play and do exactly what you want it to, which is part of what I love about CoH! I just hit 38 on mine last night before bed and Overgrowth turns my puppers from fun fluffballs to straight murdermachines, even with 50% downtime since it only has 1 slot and I don't have all my global recharge yet, it was absolutely a turning point in DPS.
  21. Gotcha, I think I missed that one. Knockback that is below magnitude 1 is knockdown. So against a much lower level grey target (or something like a Rikti Monkey) you may see KB out of it, but not against most targets around your level. In looking at it, I think he may be adding the KD proc to the Dire Wolf rather than trying to convert existing.
  22. I haven't seen KB on my beasts and can't find anything listed in the powers for my Dire Wolf that list knockback. Now, it's entirely possible that I've missed it with the way beasts run around like jack russell terriers on meth but I couldn't find any KB listed in the powers or upgrades either, what is the power you're trying to mitigate there? For my build I went about things a little differently. Defense is almost identical, you have very slightly more resists. We both have permahasten and 6 seconds of downtime on Overgrowth but I'm kitted out to use Musculature alpha for a big chunk more damage. The two build up procs you've fit in probably close that gap quite a bit though. I think we likely end up at very similar places in regards to performance. Getting Wild Growth perma is a big step in performance. Getting T3 pet at 26 and final upgrade at 32 and of course overgrowth at 38, so you should see a nice progression of things to make your life easier in the levels coming up soon! This is my build. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Nature Affinity Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Wolves -- SprMarofS-Acc/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(3), SprMarofS-Dmg(3), CaltoArm-+Def(Pets)(5), SvrRgh-PetResDam(5), SvrRgh-Acc/Dmg/EndRdx(7) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Regrowth -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 4: Wild Growth -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam(13), UnbGrd-Rchg/ResDam(15), ImpArm-ResPsi(15), ImpArm-ResDam/EndRdx/Rchg(17) Level 6: Train Beasts -- EndRdx-I(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), ShlWal-ResDam/Re TP(37), LucoftheG-Def/EndRdx(46), ShlWal-Def(46), ShlWal-Def/EndRdx(50) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(23), DarWtcDsp-ToHitDeb/EndRdx(25), DarWtcDsp-Rchg/EndRdx(31) Level 12: Summon Lions -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(19), CaltoArm-Acc/Dmg/Rchg(19), CaltoArm-EndRdx/Dmg/Rchg(21), ExpRnf-+Res(Pets)(21), BldMnd-Acc/Dmg/EndRdx(23) Level 14: Assault -- EndRdx-I(A) Level 16: Lifegiving Spores -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34) Level 18: Fortify Pack -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(43) Level 20: Tactics -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(37), AdjTrg-Rchg(37) Level 22: Super Jump -- Empty(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 26: Summon Dire Wolf -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(27), SprCmmoft-Acc/Dmg/Rchg(27), SprCmmoft-Rchg/PetAoEDef(29), SprMarofS-EndRdx/+Resist/+Regen(29), EdcoftheM-PetDef(31) Level 28: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(45) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Tame Beasts -- EndRdx-I(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(45) Level 38: Overgrowth -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39), AdjTrg-Rchg(40) Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), StdPrt-ResKB(50) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46) Level 47: Wild Bastion -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(34) Level 50: Musculature Core Paragon ------------
  23. Ok, got them all updated I believe both in the binds.rar and the individual posts. I also caught a typo in beasts (apparently lions doesn't have 2 s's, who knew?). I unpacked the rar into my binds file and reloaded bots on my Robotics MM and was able to issue goto commands to all pets and to each tier individually. Should just be able to grab the new rar and overwrite your existing folder, then do a new /bindloadfile "C:\Binds\Bots.Txt" and be off to the races. If you have any other issues shout out! I think I had this thread set for notifications before but it doesn't seem to have carried over to the new forums, will correct that so I can be better about tending the thread!
  24. I believe I may have found the issue. The file system on the forums here seems to force an underscore instead of a space in the file names. So the bind files I wrote that have a space in them (Protector Bots, Battle Drones, Assault Bot etc) now have an underscore in the file name instead of a space, while the text of the bind file still has a space. I think I'll have time to do a quick update on the files later today and replace them here so they work. Thanks for bringing this to my attention!
  25. Most similar powers do not allow set IOs to be placed so that you can't put yourself in a position where you have stealth you cannot turn off to be able to complete escort missions.
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