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Everything posted by Sovera
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If you don't mind the constant 'whum whum whum' of not being able to cast it when you move, yes, it's a way to do it too.
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Go Bob!!
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Edit: some changes were in order. So, as a newbie to the whole attuned and catalyzed gear I only now finally 'got' that attuned means the set *bonus* will keep on working even if exemplared, while catalyzed means that we can level up the IOs up to five times and their *stats* get better. An ACC/DMG IO +5 is as good as a regular ACC/DMG HAMI, for example. Drain Psyche being frankenslotted and having no set bonus to worry about marries itself very well with catalyzed IOs. The new stats it boasts with +5 are a thing of beauty (-950% regen quasi or perma on AVs, and 190% endurance recovery with just one target at the tune of 6.22% per second , keeping in mind that Stamina's endurance recovery would be 50% if it was triple slotted, with a total of 408% regen, which with accolades makes 22HP per second, all with just one target. With ten targets we regen 108 HP per second) but hardly necessary, it anything they will be the last thing I will upgrade. I previously had the Ascendency of the Dominator on the ST hold, but after some reading the proc is actually rather nice as long as we spam the power. It stacks and ignores PPM, and can be as high as 60% damage to all powers though a steady 40% is more common. I realized that I don't spam Strangler during regular play (where I am rather spamming AoEs). I am hardly ever doing single target damage and if I am then I am surrounded by a team, where if I am soloing or in regular play what I am usually doing is throwing AoEs, as I mentioned. With this Roots goes from 74 damage (Pines numbers, used as a metric in this case) to 37 damage, but this is made up by the proc IMO since its damage for *all* attacks. This opened a gap in the defenses so I had to slot Winter's Bite to cover for it. Winter's Bite is expensive, but it's offset by no longer slotting the Coersive Persuasion purples in Seeds of Confusion for Malaise's Illusions. It's not all bad, since Strangler can/should be part of the ST chain and now it has damage slotted in. Strangler has a glacial animation though, so we are not going to win prizes on our ST damage based on our three ST attacks only, on the other hand Rain of Fire will be ticking, Carrion Crawlers will be ticking, Fly Trap will be munching, Fireball can replace Stranglers when it's up, so we do not depend solely on those three attacks to perform. And now back to the show! After a bit of testing, who knew that something that can regenerate to full in 12 seconds would be hard to kill? *surprisedpikachumeme.jpg* So, there is nothing ground breaking in this build but it works, and so well I ran out of mobs to test in the farm map which made me stop and consider it done (for now). If anything I would just try to pare down the cost of it since I went ham grabbing all the things without a care to the cost involved. I am also not 100% satisfied with the ST chain (Fireball, Psi Lance, Subdue. Psi Lance in particular is waiting for the patch to become instant and until then will be of low use with the near five second activation since no high ToHit is slotted. Until that happens possibly take Mental Blast and then respec) though I feel there are usually other things to click that should keep us busy. But, it is something to work on as I gain more experience with the build. This is supposed to be a good-for-all-content which is why I have some odd slotting here and there. There is no actual need to slot endurance modification in Drain Psyche if we are just farming since we tend to be saturated anyway, but, if I'm in a party and we are killing a single AV, then I would like to make my endurance something I am not even aware that it exists. The damage is still mostly confused mobs hitting each other, but Roots is slotted for damage, Fireball was picked for the quick recharge so we are not twiddling our thumbs and Rain of Fire marries itself *very* well with Roots being spammed, which is an AoE filler anyway (the CC lasts for 24 seconds (not counting domination) but the actual damage ticks only happen for the initial five ish seconds). Part of the 'good for everything' tag is wanting to be extra durable, hence the 33% defense. Munch on a small purple and be softcapped (best munch on two while doing incarnate business) which goes very very well with our regen (IF we have hit 10 mobs with Drain Psyche we reach the regen cap and go from zero to full in twelve seconds at the beat of 98 HP per second) albeit with just one enemy we only regenerate 20 HP per second (one minute from zero to full). This is without +HP accolades and the character certainly deserves picking those up. The character is *great* for soloing and teams. Seeds of Confusion hurry things up and keeps everyone safe both in solo and in teams, there is a lot of AoE, again good for solo and AoE, and if we are in a team and Drain Psyche slap an AV it gets a perma/near perma -890% regen on it which will be *definitely* appreciated. Perma/near perma Drain Psyche and Hasten leaves it to Carrion Crawlers to proc Force Feedback and finish shaving the last seconds. They are lazy pseudo-pets though, but they do proc Force Feedback (tested). I have not picked Incarnates since I have not played with that content. We do not need endurance, do not need defense (sort of, for incarnate business more is not bad), do not need mez defense since we have Domination, do not need recharge. So I guess we just want moar damage, MOAR!! Or not. More veteran dominators who wish to chime in please do so. Things that help the build: - How to have both Hasten and Domination fire off automatically: - Auto target Rain of Fire/Carrion Crawlers: /bind <key> "$$powexec_location target Rain of fire$$" - Auto combine insps into purples (peruse the reddit link for more info): w "+forward$$pow_exec_auto hasten$$inspcombine catch_a_breath luck$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$bind_load_file_silent c:\games\CoH\binds\Forward2.txt" and w "+forward$$pow_exec_auto domination$$inspcombine take_a_breather good_luck$$inspcombine insight luck$$inspcombine enrage luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$bind_load_file_silent c:\games\CoH\binds\Forward.txt" (The combining bind can be tweaked to leave greens alone, or reds, just remove the inspirations from it you'd like to keep. OR set the bind to combine when pressed instead of having it be done automatically) - Bind to eat a green, any green, no matter where it is in the tray: /bind <key> "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" - Bind to eat a purple, any purple, no matter where it is in the tray also: /bind <key> "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck" The build: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1507;687;1374;HEX;| |78DA6594D94F135114C6EF74A6D66EB4A50B204B6D592C205D00F5C5C418508C015| |243A2C6A875522630496D9B4E4DF4D1075F8D4FFAA0B8BC18F7271770897F82DBBF| |60E2938A06A33EE1E93D1FB4B19336BF3BDFB9E79EEF9EB93333E7273D4FA62EEE1| |38A6FA2A05B566EB274D62CEAD552C53197378D62DE50055D0EFA473743B98952B1| |5A291592D9825EAC6EDCC5EAF1FD96A59F2B549359CB2C15CDFCC6BD70654B94355| |7368C79B71C1E2C980B8B552F8F6B43B3B8E09377D3863E6F54AC45B3DC79A06CE6| |295A317233BA55352A17EA26DBC9D720FDA7A4CBDAB56E17F73421329AB0DD071F3| |0B587E023E696C74C473D977E748943A428584D595679F60A73EB4BF015D3F51A7C| |C38C53AB5499BCAEA8C3848C53784027C5EC1CB3D9C38A9CEF09315BFCCCC32A77B| |B56DB71D2C6B1534CFF6930C76C3D03EA4C37253AB11367AF909A429A1B9A5BEE2E| |408A172EBC7011828B105C8888103E64F93027487901EC2C709D2A06351159627AC| |8755051A4EBE09C22771B9965B6F7A8CCCB36C96D57C12BCC10AD1B46AD306AA9A4| |B5712D7BDB2877B66B0DAC05BA35D1F38BEF7BFE82BF9933840E74B063943BB3FD1| |2B897644D15B1CFEC69E02EAF95F9C2B95E4227E76A9D239C134B8269666F0ACC30| |35F2DA8D7E76C37F2FFAD9877ECED2BA51AC1BFD092F3F987D6BE02A73407AA4FE0| |784882327BE1BB131E68E717017B887E9A33AFDD87BFF0D3EDF834BE04DF01673E8| |367887D942B909D44BBCE3D333F49EB9F303F811FCC46C218FC3A837FC94D719790| |63E075F3053CBE00AD34FB949EE9B9AC4B34DE19966FE8078A6AD34378D33927ECB| |67AE4BFBFFBD8DD795F5A1A668BA49C93429634DCA789332DDA464B5CDEF8550A4E| |2F4D357004EBEBA28AA208AB7F27BA37694CFC8B7462DC1F3561BB56BFC8C8FB864| |65B9F6B186F1F186F18986F13FF180F77A| |-------------------------------------------------------------------|
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Friggin' impressive, Solar!
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After playing around with a sentinel I was testing I came to see that healing is a must. The downfall of the Plant/MA was having nothing to counter the hits that did come through. I'll try it with /psi since Drain Psyche ought to (easily) counter what damage goes through the defenses.
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Aye aye, I think I got the build as far as I could make it and can only thank the devs for letting us have Justin to test. Basically, psi epic adds a fast recharge AoE who only sins by.... doing double digits in damage. I mean, ok, it recharges really fast and it has a hefty -recharge tacked on, plus stun, but double digits? Hmm. It also has Link Minds which adds a bit more defense to act as a buffer for defense debuffs. Fire epic has fire cages to keep things in, but I'm out of slots to give it meaningful stats. Since I only use it after Inferno I coast on Aim for Fire Cages to hit and it sort of works, but too many mobs run free if I use it afterwards. Would need to shuffle things around. Fire Sword Circle does double damage of Psychic Shockwave but has none of the perks. It recharges in about 11 seconds which is decent. I'll update the OP with my findings and then let this particular build go to check something else.
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Welp, that's an easy fix then. With double repel + KB this is a terrible soft CC. I just want more AoE, I want to be able to have an AoE chain and not stop and do ST attacks to filler. The upside is that the build plays a lot like a scrapper. No buffs to keep track of (other than our purple) and no worries about CC. Just jump into a pack, unleash hell, ignore the leftovers and go pick another pack once Inferno + Aim is back up while the leftovers run after us. The difference is that we don't need to chase stragglers or worry about positioning.
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Thanks to Justin I went to test this with the 32.5% build. Went all the way to +4/8 on the Comic Con S/L farm (picked at random, we're not S/L focused) without a problem. I would go to a patrol, pop Aim, pop Inferno, Fireball, RoF, then filler and Fireball once back up. When Aim would be almost up i would ignore the remains and look for another patrol and repeat. Eventually the leftovers would be chasing me and i didn't have to mop them up. Parasitic Leech was unnecessary. I was using Ablative Armor (very powerful) and occasionally Rebuild DNA (sort of meh, an insp would have done the same, almost). Definitely wants to use the vendor and trim what insps drop and a macro to combine them. Things I've noticed with the build: Survives easily even with offensive adaptation. Stamina was constantly at 90% which makes me think I can shuffle slots or even ditch powers. Blazing Bolt does KB but we cannot slot a KB>KD IO which makes the power much less useful. Boerderline do not want if I am to be honest. Rain of Fire scattering mobs is both a feature and a flaw since the scattering lets us regen. The few seconds waiting for Fireball to return are a bummer when we're surrounded by mobs and we're down to pewpewing with ST attacks. Conclusion: going to rework the build. Drop Parasitic and Athletic and see about working in Fire Cages and Fire Sword Circle for less AoE downtime.
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I was testing a concept that did not pan out very well. Thank god for Justin so I did not finish leveling and slotting it in the live servers just to be disappointed. It was a plant/MA based on the idea of using Envenom Blades to add a lot of extra ticks of damage, then pick Roots, Creepers, Caltrops, Sleet and Ice Storm under the idea that each tick of damage (76 ticks in both Sleet and Ice Storm) would have a tick of damage added. But no. Roots only gets the toxic damage on application, Caltrops works fine, Creepers only on application, and Sleet and Ice Storm only tick once a second for a triffle. Envenom blades does a % of the attack's damage, so my snipe was hitting for 250 damage and the toxic tick was 40 damage. On Sleet and Glacial Storm it was something like 0.22 toxic once a second, and all the other ticks during that second ignored. I picked a random map that had patroling packs which was my undoing too. I would seed a pack, then start dropping all those AoEs, then a second pack would come before Seeds was up again and the rush of damage would kill me quickly even at 45% S/L.
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I went to Justin to test, and woosh, even at 45% S/L I went down in seconds in a 0/8 S/L farm. As if I was naked. Those five percent chance hitting seems to add up pretty fast and I had no heals other than insps. I guess it's back to /Psi, though at the rate I went down I'm not sure the regen would have helped. I'll make a new test character tomorrow.
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I tried without success to edit Refractor Beam on Pines, but nothing I could do made it accept the changes. Only the short description tooltip (dmg, lethal, moderate, etc) could be altered but the description of refractor Beam stayed that of the snipe.
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It feels situational which was why I was asking. Building for 33% to all is harder but works for everything. But how situational? I left back in I14 so I don't know or even remember how common pure damage attacks are in the game. It's not so good to be tanking aimed at all content and suddenly faceplanting out of the blue.
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I'm toying with two builds. One has (easily) softcapped S/L defenses and more freedom of powers and slots. The has melee, ranged and AoE at 32.5% so it can all be softcapped with a small purple, but it's a verrrrry tight build in terms of slotting. For those who work out with builds with only softcapped S/L how do you find it in terms of defense and faceplanting?
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Are the procs worth it though? Pines show them as 70 damage. With PPM how much is that? Personally I went with -res and +recharge, though in my (limited) testing the +recharge is pretty slow in happening since Creepers tend to be a lazy pet sometimes taking ten or twenty seconds to actually spawn a tentacle once we have moved to the next pack.
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Someone answered! \o/ Yeah, I didn't list the Probe because I don't want to be in melee range more than I need to. In fact, I'm starting to think I ought to ditch Psychic Shockwave despite its numerous perks just because I'm not intending to be in melee for longer than it takes to use Drain Psyche.
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The no interrupting is just for Aid Other though.
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I currently have Strangler, Psi Dart, Mental Blast, just obtained Subdue and intend to grab Psionic Lance since with the incoming changes we won't need a lot of ToHit to make it quick. But I look at it and I start thinking I will simply have too many attacks once reaching perma-dom. We can ignore Psi dart being a weak T1. Subdue, Mental Blast and Psi Lance ought to be enough to juggle to always be casting something. But then I look at Strangler. It animates slowly but the hold is something we will want to spam anyway against an AV, against an EB, or just on something annoying we want out of the way. So at this point I'm thinking if a ST chain would not be better served by doing Strangler, Subdue and Psi Lance. It would free one power and four slots of which I am starved for. Strangler recharges in 2.3 seconds and has a 2.02 animation. Subdue recharges in 2.2 seconds and has a 1.67 animation Psi lance recharges in 5.8 seconds and has (fast snipe) a 1.2 animation. With my current Pine numbers: Strangler (four Basilisks and two Hamis) does 105. Subdue does 176 Psi Lance does 382 (these numbers will change after the patch) Mental Blast recharges in 2.3, animates in 1.67, and does 176 damage. Those are DPA values. But since it's a ST chain it's perhaps better to look at DPS values. So Strangler is 23 damage. Subdue is 52. Psi lance is 72. Mental blast is 56. Thoughts? Suggestions?
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I made this for my dom, and then thought of posting on all the sub-forums for more people to be aware of it, but, not sure how welcome it would be to cross post the same topic so many times. So I will just post it here so it pollinates across the boards by word of mouth. Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
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It was the method that worked for me, but if you wish to test it and see if your method works then the fewer the files the better, yes. Let me know what you get.
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Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
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Plant/Kin. Softcapped defenses with a small purple, no haster, perma Crawlers.
Sovera replied to Sovera's topic in Controller
Shufle the sets around then. Both it and the Seed of Confusion slotting is done for the set bonus, not for the procs. -
I was curious myself about the interactions of Envenomed Blade and having asked it in several places none could answer me. Bless the devs and Justin. So, a quick and dirty test showed Envenomed Blade adding 1 point of toxic damage to an unenhanced skill. Bonfire, despite being a pseudopet, worked fine. Addin two damage IOs made the ticks go up to 2 points of damage.. It also worked on Caltrops.
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Plant/Kin. Softcapped defenses with a small purple, no haster, perma Crawlers.
Sovera replied to Sovera's topic in Controller
Valid points, I added it to the original. -
The AT is riddled with little problems between descriptions of powers that were just copy pasted, the bugs mentioned here, Blazing Blast in Fire not doing the damage it says it does, etc etc. We can hope the re-working of the Sentinel's inherent that is in the works will address most of these at the same time.