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Due Regard

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Posts posted by Due Regard

  1. 10 hours ago, WeAllFall said:

    Thanks for the tips! I tried to apply as many as I can but I am still looking into what I need to adjust. Thanks again for takin the time to check these builds. I will upload a file with edits to my knowledge that I think mostly line up better for my defenses. I am super willing to take more criticism, advise, and general tips for builds as well. I will keep polishing as I go, but I figured posting a file would be better than leaving it as just a screen shot lol 
    (Im literally holding onto a respec until I can get a fixed and functional end game capable build to have as a push goal)

    WeAllFall - Scrapper (Battle Axe - Shield Defense).mbd 48.39 kB · 0 downloads

     

    Freespec every 10 levels... And you can earn 3 more from trials, and purchase extras from the market. No need to hoard.

    And here's a build idea - not fully budget, but also not just common IO's. Doesn't really lean into set bonuses, and any of the non-unique/non-proc Set IO's can be swapped for commons, if your budget is that lean. Slot level and enhancement slotting as a result are my recommendations as if this was an actively leveling build from 1-50... So, it can be worked on while still playing the toon and still having something functional to play.

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    |=|

    • Like 1
  2. 30 minutes ago, WeAllFall said:

    Was terrified at first when I read the top line wondering if I was trolling. I am just very inept on how builds on this server come together, and you good sir are a blessing. 
    Don't mean to seem like I'm trying to waste time! Every piece of advice you put here will be taken to heart tonight and I will redo the entire build. This is genuinely my first time on this game and my first toon to 50, and I am in love with the game and server and build ascetic. So I really wanna make it work!

    I am beyond grateful you took the time to type this out my friend! I promise to come back with a re-visited build with these improvements. Thanks again

     

    Take a look at some other builds here on the forums for ideas/notions of slotting goals.

    Remember, you don't NEED to slot IO's to be able to enjoy the game, it just helps to make your toon even more overpowered.
    Most content in the game is balanced around SO slotting, and there's nothing wrong in using just that.

    Basic slotting goals, and my personal order of importance (Note, slotting will be in SO's. Level 25 Common IO's are a little under white SO's, Lvl 30's are a little over. Any of the three are interchangeable.):

    Enough Accuracy to reliably hit what you want to hit - this is ~33% or 1 SO
    Max Damage on attack powers - dead mobs don't hurt you - this is ~95% (due to ED) or 3 SO's worth of enhancements
    Max Strength on defensive powers - Now that you can kill them, make yourself tougher to fight tougher foes - ~95%/3 SO's of appropriate enhancement: +Def for Defense powers, +Res for Resistance powers, +Recharge for long recharge powers, +Heal for +HP/Absorb/Healing powers
    Endurance! - Stamina and anything +End/+Recovery in your Secondary - ~95%/3 SO's of Endurance Management
    Endurance Part Deux! - Everything else gets EndReduction! - ~33%/1 SO of Endurance Reduction in toggles, and any attack (usually start with the most expensive/heaviest hitting and work my way down)

    At this point, you should have a fairly functional toon, either as you level or a respec from a farmed 50. This is when you get to pick and choose - grab pools that help your toon/concept/ fill in weak spots, drop extra attacks/secondary powers that you never use, etc.

    This will help to avoid some of the common pitfalls that beginning builders make... I remember 20+ years ago when my Kat/Regen was slotting Defense Debuff into my attacks... *sigh*

    • Like 1
  3. 7 hours ago, Kinvesu said:

    I'll try to just put all slots to defense first, then slot attacks later.

     

    Low level, I recommend the opposite, actually. Dead mobs don't do DPS, but the paucity of slotting/enhancement on defenses doesn't do a lot to aid surviveability.

    • Thumbs Up 2
  4. On 8/16/2025 at 9:41 AM, Plutonix said:

    How is this to level? Will I have a lot of "rest" time?

     

    Yeah, but Rest recharges very fast, now... Pausing for refilling blue/green? Yes. Pausing and waiting for Rest to recharge to refill Blue/Green? Never.

  5. Bumping this, as I've managed to get Invader while only encountering 2 Arson missions... and am now rerunning PI Mayhems to farm the remaining 9 for the badge.

    Transport options be damned - Blueside gets their mission door immediately next to their contact, it seems a low-hanging fruit and an equality move to make all the Mayhems from Schweinzer be entered from the sub. Change the mission entrance text, if needed.

    Alternatively, can we get phone numbers for Schweinzer and the Hero contact? Tie it to getting all the location badges in the missions, or something else - since it seems that just having the contact bar filled is not sufficient. Both NPC's are HC additions for QoL... why perpetuate inequities between red and blue?

    • Like 2
  6. 6 minutes ago, Groovy_Ghoul said:

    Ice Melee. Currently leveling an Ice/Psionic. Really good leveling experience. Recommended.

     

    Certainly been comfy on my baby Scrapper of that combo.

    And Ice Melee Stalks are TASTY (Ice/Regen that never left Praetoria on her way to 50. Haven't figured out how I'm gonna Incarnate her...), so, should be a good ride.

    • Thumbs Up 1
  7. I've got my Stronk/Pretty WM/EnA - Looks like I tossed it into Shatter, as well. Absolute GIGGLE fits when I get CC and WM both off under the window.

     

    Spoiler

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    image.thumb.png.b64bf4e3032419e5bcf68b625a673f8d.png

  8. The bias is due to Tanks/Brutes having larger HP pools and a 90% resist cap. On the other hand, the higher lethality of Scrappers/Stalkers benefits them with defense sets. Dead mobs don't deal DPS. (Note numbers are for illustration, only.)

    e.g. 3 mob spawn dies in 12 seconds (4 sec/kill) vs 18 (6 sec/kill), each mob firing attacks every 2 seconds.


    High damage takes 3, 3, 2, 2, 1, 1 for a total of 12 attacks, 1200 damage.
    vs
    Low damage takes 3, 3, 3, 2, 2, 2, 1, 1, 1 for a total of 18 attacks, 1800 damage.

    That's 1200 on 1500 HP, 80% of HP.
    That's 1800 on 2000 HP, 90% of HP


    1500 HP resisting 100 damage hits to 25 = ~1.67% of total HP

    1200 damage x 25% = 300 damage taken, 20% of total HP

    vs.

    2000 HP resisting 100 damage hits to 10 = 0.5% of total HP
    1800 damage x 10% = 180 damage taken, 9% of total HP

    Now, of course, that assumes perfect accuracy. Mobs only hit 50% of the time, and we'll set to 0% resistance.
    600 damage vs 900 damage, 40% vs 45%
    Defense adds to that, we'll say +25%, for Mob ToHit of 25%:
    300 damage (20%) vs 450 damage (22.5%)

    You'll notice, regardless of the trending, it is not so much that the Defense sets are "better" on Scrappers/Stalkers, it is more that their increased damage allows them to take less damage due to defeat mitigation, and so Defense performs better. The example here has damage killing ~50% faster, and the tankier class is taking ~50% more damage as a result.

    I've always been vocal about increasing the Scrapper/Stalker (Sentinel) Resist cap to 80%, which helps to show those AT's are "tougher" than the squishies (without AT mezz protection), but not tougher than EAT's (85%) or meat shields (90%). But, that's neither here nor there.

    All numbers were plucked from my brain (mayhaps the one I sit on) and not rigorously sourced; they are for example only.

    Addendum: So, it is also not that Resist sets are BAD on Stalkers/Scrappers, they're just worse than on Tanks/Brutes. Compared to the squishy classes, they're still perfectly viable and mitigating damage. Radiation Armor brings significant utility to both the Scrapper and the team, unlike Fiery Aura or Electric Armor, and without the perceived Endurance weakness of Dark Armor. This helps to shore up the perceived value against Defense based armors.

  9. 1 hour ago, Caimie said:

    First off, I was going by the build pic you posted and noticed no purple sets, not your Alts current level, so you read too much into it.

    Standard ATO & Event IOs getting turned into superior versions can only be done at lvl 50 is a given so they weren't part of my question. 

     

    On 7/8/2025 at 6:16 PM, Due Regard said:

    So, I've a friend who streams pinball, and they inspired this creation of a toon - Elec/Martial... The toon is now level 44, and while working on Common IO's, I've been having a little stickiness and tasting floor more often than I'd like in the new Kalisiti's content at +0x2...
    So, looking at if I can leverage this one a little stronger by starting the quest for Perma-Dom before level 50.


    I read too much, and apparently you didn't read enough - the opening lines of the post.

    Thanks for the reminder on the Slow resist, again. Glad I read your post. Good luck.

    Edit: if your responses are indicative of the level of "assistance" on the discord, I'm not missing anything.

  10. On 7/9/2025 at 8:29 AM, MoonSheep said:

    1. no travel power may make it a bit slow to use, combat jumping helps keep it nice and agile during battle though

    2. i’d consider picking up explosive shuriken for some extra damage. i’m not familiar with the set but the stats on city of data look reasonable 

    3. my personal preference is to not build for defense, especially on a dom where i can lock things down. this would allow you to do things like put 4 damage procs in masterful throw and other powers which have a long recharge

    4. i’m not sure the chance for +absorb will be that effective in veng, i’d put it in health instead and an LoTG +def in veng to improve the stats

    5. if you‘d like one of the purple contagious confusion procs when you hit 50 feel free to DM me

     

    1. Between my base, various teleporter powers, and sprint+athletic run+steam jetpack, I don't ever feel the lack of a travel power. And, that let's me pick up something else actually useful in combat. Few of my toons have a travel - only for concept, or because it came inherent.
    2. Explosive Shuriken and Masterful Throw work out to similar DPA - owing to power and slot crunch, one had to go. The Snipe has been more useful to me than a fake AoE attack.

    3. The defense is a backup to the +Recharge and Perma-Dom. Masterful Throw is helping on the +Recharge, slotting it for procs means losing out on that +7.5%. Also, I dislike procfu, as it is 100% not WAI, and have never bothered to build for it. Toons work just fine on SO's, IO's just make them better.
    4. Slotting hack, tho I usually use it more when I have too many +Def powers to slot with LotG: +Recharge - The Prev Maintenance unique is actually a global bonus, and NOT contingent on being in an actively used power. But, yeah, since I've the room in Health, I can just throw it in there, as well. Veng is rarely taken to be used, more as a mule - however, even with the single enhancement, it'll reliably overcap even iContent with one use. Only reason to slot it out would be to chase set bonuses.
    5. Thanks, but no - First, toon is only 44, so some of the slotting would need to wait until 47 at least. Secondly, I marketeer enough that I have access to purples.
     

    On 7/9/2025 at 11:25 AM, Caimie said:

    I can offer some advice on build changes and slotting, but the build I'd present would be based around how I build Doms (I don't take or use the Fighting Pool) using your concept, so there's things I need to ask to get an idea.

    1) Do you use the Homecoming Discord?  If not, then consider doing so because you'll find a lot more build variations and advice.  I hang out there a majority of the time and touch back here every now and then.
    2) Why no Purple IO sets?  Too expensive?  If cost is the issue, then try to do more stuff for merits and the occasional Hami Raid once you reach entry level for the zone.  Doing that makes the 'cost' a non-issue.

    3) What travel power is preferred?  The default slot is the perfect place to put the Winter's Gift slow resist unique.


    1) Nope, in too many discords, have a need to keep up with them if I do participate, so while I'm in HC's, I don't monitor it, and have most everything muted.
    2) Level 44 toon. If you know how to slot purples and superior ATO's in a 44, I'd love to know it.
    3) None - my mobility out of missions is just fine without. You're right on me missing the Winter's Gift... Oops. That can go into Combat Jumping (poor Combat Jumping, muled to hell and back) I'll steal the slot either from the confuse or from Poisonous Ray.

     

    Quote

    Slot crunch led me to not slot out Envenomed Blades (could only get it to 46 seconds under Hasten anyhow), and I dropped Explosive Shuriken - I feel that it and the Snipe are about on par as ST attacks. Should I be going for perma-Blades? At the levels of recharge, am I going to have a need/desire for another strong ST attack? (added clarification on first points)

    Leery on slotting/placement of the ATO set, mainly looking for the +Dam Proc, and then the 8.5/10% +Recharge, and again, dealing with slot crunch - Should I toss it into Static Field or something else? Do I really need Chain Fences (no other -Fly)? Should I drop it for Electric Fence, or even go without -Fly and pick up a 1 slot wonder from elsewhere?

    Summon Tarantuala - I figured why not, but it is also a 5 slot hungry power... Is there better placement/play choices?


    Restating my questions/musings on possible tweaks... Any thoughts/feedback on that?

  11. So, I've a friend who streams pinball, and they inspired this creation of a toon - Elec/Martial... The toon is now level 44, and while working on Common IO's, I've been having a little stickiness and tasting floor more often than I'd like in the new Kalisiti's content at +0x2...
    So, looking at if I can leverage this one a little stronger by starting the quest for Perma-Dom before level 50.

    Things I'm wedded to, concept wise:
    Thunder Kick - A pinball machine has to have a kick(out), and my experience with the cone was meh.
    Trick Shot/Jolting Chain - The ricochet is hilarious and very much part of the concept. With the recent changes to Jolting Chain actually doing solid damage, I could see consolidating and getting rid of Trick Shot, but then I'd lose a ricochet power.
    Mace Mastery Pool - Pinball machine has to have the plunger!
    Perma-Dom - Duh.

    Things I'm looking for advice:
    Slot crunch led me to not slot out Envenomed Blades (could only get it to 46 seconds under Hasten anyhow), and I dropped Explosive Shuriken - I feel that it and the Snipe are about on par as ST attacks.
    Leery on slotting/placement of the ATO set, mainly looking for the +Dam Proc, and then the 8.5/10% +Recharge, and again, dealing with slot crunch - Should I toss it into Static Field or something else? Do I really need Chain Fences (no other -Fly)? Should I drop it for Electric Fence, or even go without -Fly and pick up a 1 slot wonder from elsewhere?
    Summon Tarantuala - I figured why not, but it is also a 5 slot hungry power... Is there better placement/play choices?

    My only other Dominator at this level is a Dark/Psi, and it's playstyle was MUCH easier to figure out.

    Anyhow, thanks, and appreciate any attention. First 5 pages didn't show this combo, and not a lot of information on Elec/ or /Martial on their own, tho that is where I saw some going with perma-EB on top of perma-Dom and perma-Hasten.

    image.thumb.png.caf4b358a9af2d82745ba3e33705b5e5.png

     

    Pinball'd - Villain Dominator
    Build plan made with Mids Reborn v3.7.14 rev. 3
    ──────────────────────────────
    Primary powerset: Electric ControlSecondary powerset: Martial AssaultPool powerset (#1): FightingPool powerset (#2): LeapingPool powerset (#3): SpeedPool powerset (#4): LeadershipAncillary powerset: Mace Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Tesla Cage
    A: Decimation: Accuracy/Damage3: Decimation: Damage/Endurance3: Decimation: Damage/Recharge5: Decimation: Accuracy/Damage/Recharge5: Decimation: Chance of Build Up7: Devastation: Chance of Hold

    Level 1: Thunder Kick
    A: Crushing Impact: Accuracy/Damage7: Crushing Impact: Damage/Endurance9: Crushing Impact: Accuracy/Damage/Recharge9: Crushing Impact: Accuracy/Damage/Endurance11: Crushing Impact: Damage/Endurance/Recharge

    Level 2: Chain Fences
    A: Ascendency of the Dominator: Accuracy/Control Duration15: Ascendency of the Dominator: Endurance/Recharge17: Ascendency of the Dominator: Accuracy/Control Duration/Endurance17: Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge19: Ascendency of the Dominator: Recharge/Chance for +Damage

    Level 4: Trick Shot
    A: Cupid's Crush: Damage/Recharge19: Cupid's Crush: Endurance/Recharge21: Cupid's Crush: Accuracy/Damage/Endurance21: Cupid's Crush: Accuracy/Damage/Recharge23: Cupid's Crush: Accuracy/Damage/Endurance/Recharge23: Cupid's Crush: Damage/Chance for Confuse

    Level 6: Jolting Chain
    A: Overwhelming Force: Accuracy/Damage25: Overwhelming Force: Accuracy/Damage/Endurance25: Overwhelming Force: Damage/Endurance/Recharge27: Overwhelming Force: Accuracy/Damage/Endurance/Recharge27: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

    Level 8: Conductive Aura
    A: Power Transfer: EndMod29: Power Transfer: Chance to Heal Self29: Performance Shifter: Chance for +End

    Level 10: Boxing
    A: Invention: Accuracy

    Level 12: Static Field
    A: Lethargic Repose: Endurance/Sleep

    Level 14: Tough
    A: Gladiator's Armor: TP Protection +3% Def (All)31: Steadfast Protection: Resistance/+Def 3%31: Unbreakable Guard: +Max HP31: Gladiator's Armor: Resistance33: Steadfast Protection: Resistance/Endurance

    Level 16: Envenomed Blades
    A: Gaussian's Synchronized Fire-Control: Chance for Build Up

    Level 18: Tesla Coil
    A: Basilisk's Gaze: Accuracy/Hold33: Basilisk's Gaze: Accuracy/Recharge33: Basilisk's Gaze: Endurance/Recharge/Hold34: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold34: Lockdown: Chance for +2 Mag Hold

    Level 20: Dragon's Tail
    A: Obliteration: Damage34: Obliteration: Damage/Recharge36: Obliteration: Accuracy/Damage/Recharge36: Obliteration: Accuracy/Damage/Endurance/Recharge36: Obliteration: Chance for Smashing Damage37: Force Feedback: Chance for +Recharge

    Level 22: Synaptic Overload
    A: Malaise's Illusions: Accuracy/Recharge37: Malaise's Illusions: Accuracy/Endurance

    Level 24: Combat Jumping
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed37: Shield Wall: +Res (Teleportation), +5% Res (All)39: Reactive Defenses: Scaling Resist Damage39: Kismet: Accuracy +6%

    Level 26: Gremlins
    A: Call to Arms: Accuracy/Damage39: Call to Arms: Damage/Endurance40: Call to Arms: Endurance/Damage/Recharge40: Call to Arms: Defense Bonus Aura for Pets40: Blood Mandate: Accuracy/Damage

    Level 28: Masterful Throw
    A: Sting of the Manticore: Accuracy/Damage42: Sting of the Manticore: Damage/Endurance42: Sting of the Manticore: Damage/Interrupt/Recharge43: Sting of the Manticore: Damage/Endurance/Recharge43: Sting of the Manticore: Chance of Damage(Toxic)

    Level 30: Weave
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed43: Luck of the Gambler: Defense45: Luck of the Gambler: Defense/Endurance

    Level 32: Hasten
    A: Invention: Recharge Reduction45: Invention: Recharge Reduction

    Level 35: Scorpion Shield
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense46: Luck of the Gambler: Defense/Endurance

    Level 38: Poisonous Ray
    A: Analyze Weakness: Accuracy/Endurance/Recharge46: Achilles' Heel: Chance for Res Debuff

    Level 41: Maneuvers
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Luck of the Gambler: Defense47: Luck of the Gambler: Defense/Endurance

    Level 44: Summon Tarantula
    A: Expedient Reinforcement: Accuracy/Recharge47: Expedient Reinforcement: Damage/Endurance48: Expedient Reinforcement: Endurance/Damage/Recharge48: Expedient Reinforcement: Resist Bonus Aura for Pets48: Call to Arms: Accuracy/Damage/Recharge49: Call to Arms: Endurance/Damage/Recharge

    Level 47: Assault
    A: Invention: Endurance Reduction

    Level 49: Vengeance
    A: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Preventive Medicine: Chance for +Absorb


    ──────────────────────────────

    Inherents:

    Level 1: Domination


    Level 1: Brawl
    A: Invention: Accuracy

    Level 1: Sprint
    A: Unbounded Leap: +Stealth

    Level 2: Rest
    (Empty)

    Level 1: Swift
    A: Invention: Run Speed

    Level 1: Hurdle
    A: Invention: Jumping

    Level 1: Health
    A: Panacea: +Hit Points/Endurance11: Numina's Convalesence: +Regeneration/+Recovery13: Miracle: +Recovery

    Level 1: Stamina
    A: Performance Shifter: Chance for +End13: Power Transfer: EndMod15: Power Transfer: Chance to Heal Self

    Level 49: Quick Form


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  12. Using SO's as your metric:
    1 Accuracy in anything that needs to hit.
    3 Damage in anything that deals damage
    1 Endurance Reduction in every attack and toggles, in that order.
    3 Recharge if it takes forever to come back
    3 Defense/Resistance/Heal in anything that'd take them
    3 Endurance Modification in Stamina, and anything else that'll take it

    Recommended, even if you don't get anything else IO/set based:
    Grabbing the Stalker ATO uniques and slotting them - chance for recharge BU anywhere, chance to Hide in AS.

  13. Pretty COOL Greater Fire Sword...
    Scrapper > Broadsword > Last two entries with no sheath are Greater Fire Sword and Greater Fire Sword... Tho, it does accurately have the Greater Ice Sword model.
    image.thumb.png.f4f2c52faaebbfcb4809b4f852738412.png

    • Haha 1
  14. 7 hours ago, bAss_ackwards said:

    There were some updates for me. Just use Check for Updates in the menu and it should install one or two updates. Keep hitting update until there are none left. I did find some bugs, but I am sure those will be ironed out soon enough.

    Tried it a few times, keep getting errors in the install... suppose I'll try again tonight.

    Edit: Yahtzee! Got it!

  15. 6 hours ago, Groovy_Ghoul said:

    Agree with @KaizenSoze. I respec’d my Ice/Regen last night and jumped in a Numina TF. Between the -rech & -speed in my attacks, ice patch and high regen, I had a great time. I need to do some solo testing but so far impressed. Build priority is recharge then slow resist.

     

    Any primary with soft controls and/or can use +FF procs, for more recharge, could pair best with Regen. In addition to Ice melee, Stone melee, Electrical melee and Psionic melee should be excellent contenders.


    I just remembered I have a 50 Ice/Regen in Praetoria... Oh, she's gonna be FUN with these changes.

  16. This is my TW/Nin... I question your slot expenditure, especially chasing after Acc and S/L res bonuses in LotG.

    image.thumb.png.ef54fff2f4ee2a0e4c74bac327124aef.png

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    • Like 1
  17. On 6/4/2025 at 9:29 AM, Nemu said:

    Also, use ERTF as your movement keys. it gives you more keyboard estate for your pinky and ring finger. 

     

    With the additional 2 columns of keys on your pinky side, you should be able to map all your click powers via direct key presses and shift+key presses without also needing to dip into alt and ctrl + key presses.


    Why not RDFG, seems a simpler transposition of WASD instead of moving up a row for turning?

    Wait, I remember, default binding of CoX is Q/E for L/R turn, A/D is L/R strafe.

  18. 2 hours ago, EnjoyTheJourney said:

    This may be a dumb question, but if so then it wouldn't be my first dumb question. 

    With the exception of auto-renewing hasten as per the video, is there an alternative to clicking powers that aren't toggles that I've not heard about? 

     

    In-game client has default keybinds of your first three trays (the ones that don't float) to the number row, and then to either Ctrl+#, Alt+#, or Shift+# - Legacy is Ctrl and Alt, new/modern default is Ctrl and Shift, IIRC... I use legacy.

    Additionally, you have the ability to create custom keybinds in-client per character (that can also be made YOUR default to apply globally) to execute either powers directly, or activate powers in slots on the tray.

    At this point, about the only time I'm clicking powers is if they're in one of the 3 floating trays I use. Everything in my primary gets executed by keystroke. And I use other QoL binds for general gameplay - e.g. Alt+R for "++up" toggling on auto-jump, and easy combo to "R, Alt+R" and I'm auto-running and jumping; Alt+button4 "powexecname Athletic Run" - turns on/off my travel power; etc...

    • Thanks 1
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