Timeshadow

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  1. Timeshadow

    sticky:PvP vote

    Quote:
    Originally Posted by Sentry4 View Post
    The fact we got 20 people by word of mouth between a friend and I means it must sound interesting to people who don't normally PvP.

    The key was explaining that they could take -any- level 30 or higher toon, including throw away toons only half leveled (we all have those), throw 3 million's worth of SOs into it and have a chance to be competitive in PvP. Come and go as you like.

    Like Supermax said, it gave everyone a fighting chance.

    If anyone wants to try running it, a few friends and I would join, for any server.
    I'm down. As for a server, I'd go with either Exalted or, once I22 drops, Virtue.
  2. Timeshadow

    sticky:PvP vote

    Quote:
    Originally Posted by Sentry4 View Post
    For a little while on Virtue, every week, we had 15-20 people in Bloody Bay only using SOs. Some were level 30, others were 50 with accolades. It was really fun, and you could bring almost anything and have fun.
    Now that sounds very interesting. I'd be very intrigued to know if there was interest in getting something like this going again.
  3. Quote:
    Originally Posted by Stone Daemon View Post
    You've missed cool_bagheera's posts, then?
    Alright, I lol'd
  4. Timeshadow

    PB WS Disparity

    Thanks to Sunless Mire. But that being a variable buff makes it hard to factor into the discussion.
  5. Timeshadow

    PB WS Disparity

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    See, I don't think the AOE heal should be lackluster at all. Personally, I think it should replace Pulsar entirely. I think it should work like the awesome Time Manipulation heal. I think that giving Peacebringers powerful healing abilities would let them contribute as much value to a team as a Warshade's stuns do, in fact, even more in many situations. Peacebringers suck at mezzing. They only have one stun power- Even if it got buffed, they'd still have nothing to stack it with. It also makes more sense thematically for Peacebringers to heal their allies than stun their enemies. It wouldn't be overpowered because they still wouldn't have access to the buffs/debuffs that other support AT's do.
    Meh, I'm not totally against the idea.

    Quote:
    A Tri Form- Er... Rather, MFing Warshade is going to pump out more AOE than a Peacebringer without pets.
    And a Crab is gonna pump out more AoE damage than a Fortunata unless the Widow takes Spin.

    Maybe it's just me but I'm not opposed to the idea that Warshades do more AoE damage than PBs. In fact, I'm totally cool with it as long as it's counter balanced by Peacebringers doing more single target damage on a more consistent basis. As it stands now they just do their amount of damage consistently. There's an argument to be made there but Sunless Mire being such a tricky power from a balance standpoint mucks it up.
  6. Timeshadow

    PB WS Disparity

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    There's a tremendous difference in the damage output of Warshade pets and Photon Seekers. The "big bang" effect is nothing in comparison to the power of the Dark Side.
    Right, right. The Extracted Essences definitely do more damage than Photon Seekers. Probably because they don't feel the need to go all suicidal as soon as an enemy's in range.

    In all seriousness, the nature of the pets is inherent to their damage disparity. I'd be for the Devs taking another pass at Seekers and seeing what could be done to make them more on par with Essences.


    Quote:
    An AOE heal is a support skill that adds value to the AT in a team scenario. Just as Warshades can contribute to teams by stunning mobs and filling the role of a Dominator/a Controller's primary. Peacebringers have no real team function aside from the ability to play off tank- But Warshades have that ability also, on top of their mitigation skills. Giving Peacebringers an AOE heal means that they are able to contribute something besides lackluster damage output.
    I'd rather have the PB mezzes brought in line than just toss an AoE heal into the mix. Pulsar flat sucks, everybody knows it. Increasing the mag to 3 and changing some of the other control effects to Stuns would really help. Giving PBs the ability to toss a few heals would give them a different angle on teams but wouldn't do anything for them when solo. Reworking the mezzes would accomplish both pretty handily.


    Quote:
    The thing is that Warshades damage output even before Sunless Mire is considered is going to be ~the same as Peacebringers when pets are taken into account. When there are Mire targets, it's not even a contest. That's on top of Warshade's control potential. Once the Mire(s) come out, Peacebringers might as well go sit and weep in the corner, too embarrassed to show their faces.
    That sounds like more of a pet disparity issue than a problem with the direct damage the ATs can manage overall. If Warshades need their Essences to put out damage equivalent to that of PBs without Sunless Mire that's a pet disparity issue and needs to be addressed as such.

    I only exclude Sunless Mire from the equation because it's a variable buff. You might get a little more damage from it (11.25% with one target); you might get a lot. And it can miss. Those two factors balance it just fine IMO. I'm not gonna penalize Warshades for having such a great tool provided there are mechanisms in place to keep it from working flawlessly every time. Which there are.
  7. Timeshadow

    PB WS Disparity

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    But Warshades still do more damage than Peacebringers. To me, the solution would be buffing Photon Seekers, changing KB to KD, and giving Peacebringers an AOE heal. Bam, balanced Kheldians playing different but equally useful roles.
    Sorry, you'll have to refresh my memory. What about Photon Seekers are we using to make the argument that they need a buff?

    And how exactly is an AoE heal gonna improve PBs? Sure, they'll be able to heal more team mates but I think we all know that it'll still be more along the lines of a nice party trick as opposed to an aspect of the AT to put serious investment into.

    As for the KB to KD change, we've been over it plenty of times. I'm neutral on the issue so I won't comment beyond saying that I wouldn't hold my breath.

    Quote:
    Well they are glaringly deficient and it's unfortunate. The last round of buffs did a lot to help them catch up to Warshades, but it only addressed the survivability issue. Warshades still have significantly higher AOE and ST damage potential, much more useful mitigation for end game purposes (stun>KB,) and no crashing issues with their t9.
    I don't think it needs to be said that I disagree with the assertion that PBs are glaringly deficient but I will anyway. I disagree

    As for damage, yes Warshades are still ahead. Of course the argument to be made is that that's only true under the right conditions. Warshades with saturated buffs perform at a higher level. Theoretically that's balanced by their dependence on enemies which may not always be available. Is that a real limiter? No, not with the way the game is now.

    That being said, I'm not so sure that increasing damage wouldn't be an arbitrary measure. I'd be curious to find out how many regular PB players (Not just those of us who post here) are really dissatisfied with their damage output before making an argument for any significant buff.

    Quote:
    Granted the LF crash is needed to stop the power from being too good, but I'd like to see the cooldown and mitigation on Conserve Power reduced to match that of LF so it can mitigate every crash on a high recharge build.
    I'm with you on this but the old, "The game isn't balanced around IOs" bit looms.
  8. Timeshadow

    PB WS Disparity

    Oh boy. Lotta things to cover here. Gonna try to quote and respond in order. Here goes

    Quote:
    Originally Posted by SwellGuy View Post
    This is how I feel but I am going to give Timeshadow's Peacebringers Suck! guide a run to see if it helps me.
    Glad you're gonna try it out. Lemme know if it goes well.

    Quote:
    Originally Posted by Archmage MC View Post
    If PBs are supposed to be the 'Big thing' killer, they sort of fall flat on their face when it comes to that. An easy way to fix that would be to give them a regen debuff tied to Photon Seekers. Give Photon Seekers an identity and make them equal to Fluffy. It also gives them the ability to kill big targets. -600% regen if all 3 seekers hit would be pretty good and easy, or -450% regen.
    It seems like your interpretation of "Big Thing" is AV/GM. I say that because you suggested a -Regen debuff as a fix. Frankly, I don't think that's necessary. While it's perfectly possible to solo AVs and GMs with some ATs and builds, the Devs have stated that this kinda thing isn't supposed to be par for the course. However, if that's your standard of measure you can feel free to grab the Degenerative (-Max HP) or Diamagnetic (-Regen) Interface Incarnate abilities.

    Quote:
    Originally Posted by Vel_Overload View Post
    i think, that with equal amount of money invested.. Warshades still come out ahead. They have so much utility it's crazy. Deck's MF Warshade proved it.
    I'll admit, Warshades do have a lotta utility. But that's because they're designed as a Blaster/Controller hybrid whereas PBs are more of a Blaster/Scrapper hybrid. Their powers tend to focus on direct damage above all else whereas Warshades have synergistic controls (Read: Stuns) thrown in.

    I won't argue that there's a distinct lack of control synergy with PBs. That's been known and lobbied against for a long time around here. However, saying that Warshades somehow overshadow (Is that a pun? ) Peacebringers when all things are taken into consideration is a bit of a leap. The two ATs function differently. So much so that it makes direct comparison difficult to the point of futility. Especially in light of the most recent changes, saying that PBs are somehow glaringly deficient requires a hefty burden of proof that would be a challenge for most anyone to manage.
  9. Quote:
    Originally Posted by Quixotik View Post
    You mean other than Dwarf? Human Form is weak Blaster/Dead Scrapper. Squid is for dinner. At least you can stomp your foot as a dwarf.
    What? Those...I hesitate to call them views...may have been accurate several issues ago but they're certainly not now. Human Form is the best choice for single target damage and, thanks to Light Form, can cap Damage Resistance. Bright Nova has the edge on AoE damage (Though admittedly not by much) and Dwarf is excellent for tanking.

    As to the OP, it really does depend on how you prefer to play. The forms are particularly beneficial on the way to 50 but, as it stands now, their usefulness drops off in the 50+ environment. This is especially true if you've got the money and know how to get Light Form perma. At that point it's perfectly viable to use the forms simply as mules for IO set bonuses.

    But that's not all they're good for. While their hard numeric benefits are largely overshadowed by an IO'd human form PB, the forms still contribute a lot in terms of "soft skills." By that I mean things that can't be measured in percentages (i.e. The ability to hold aggro on a spawn if the Tanker dies/isn't present). If you haven't already, check out my guide: PEACEBRINGERS SUCK!!! It should give you more insight on playing a TriForm PB.
  10. Quote:
    Originally Posted by cool_bagheera View Post
    There is so much wrong with that build.

    Try to limit your attacks to just 3 or 4 good ones and the rest should be either a toggle, buff, support, pet or travel power.

    I play human form only and to survive 53 or higher mobs you need shields for when eclipse is not on or not enough. Mez is a big problem too so I strongly recomend the leadership pool aswell as acrobatics. For every shield you have and eclipse you can slot impervious skin 7.5% mez resist.

    For most powers 5 slots is enough unless you want to add and extra unique like the mentioned impervious skin.

    Not going to give to much away but if you get it right you can solo 54s
    Justaris and THB did a fine job of explaining the incorrectness of this advice so I won't pile on.

    Just read it and lol'd so figured I'd post haha.
  11. Quote:
    Originally Posted by ketch View Post
    The thing that make Mass Hypnosis superior to other sleeps is the fact that it does not aggro the mobs. That means you can lay it down before other controls to soften return fire. You can also quietly stack it without the enemy becoming aware.
    I see. Thanks, I didn't know that.

    I've thrown together a mock build using Energy Assault as a stand in for Dark. I've got plenty of Recharge (125% before Hasten) but a lot of it comes from purple sets and I'd really rather not have to rely on them so much if I can avoid it. On top of that, I've only managed a pitiful 17.1% Smashing/Lethal Defense. There are some powers that'll be slotted with Kinetic Combat when I actually create the toon but they'll only bring me up to about 23%. I'd really like to get a much more substantial amount. Here's the build:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Lazarus: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(3), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(33)
    Level 1: Power Bolt -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(46)
    Level 2: Bone Smasher -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(13)
    Level 4: Power Push -- Apoc-Dmg(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(19)
    Level 6: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11)
    Level 8: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(25), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(33)
    Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(31)
    Level 12: Teleport -- Empty(A)
    Level 14: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(15), CSndmn-Acc/EndRdx(39), CSndmn-Sleep/Rng(40), CSndmn-Acc/Sleep/Rchg(42)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25)
    Level 20: Whirling Hands -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(36)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 24: Hover -- Frbd-Stlth(A), LkGmblr-Rchg+(46)
    Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(34), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(37)
    Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 30: Kick -- Empty(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(37), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(40)
    Level 35: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dam%(45)
    Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(42)
    Level 41: Link Minds -- LkGmblr-Rchg+(A)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), ResDam-I(48), ResDam-I(50)
    Level 47: Tough -- ResDam-I(A), ResDam-I(48), ResDam-I(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), DefBuff-I(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  12. Thanks for the numbers. They'll help me get the build together.

    As for Mass Hypnosis, I was under the impression that AoE Sleeps were usually skipped since team mates are likely to just wake mobs up with their own AoEs. I can see the usefulness solo though. That being said, it does provide a place to pick up another cheap Recharge bonus so I'll go ahead and take it.

    Still not sure whether going after Smashing/Lethal Resistance is worth it or if I should forgo that route to focus on Defense. Any insight on that would be great.
  13. Thanks for the responses. They really helped me with power selection. Now I need some help with the build itself

    I'm definitely going for permadom (Can't stand mezzes on any of my toons ) Exactly how much Recharge do I need to achieve that? If I remember correctly it's something like 143% but it's been a long time since I looked into Doms so a concrete answer on this would be great. I'm a bargain builder by choice so I'd like to avoid purples if possible.

    Also, I'd like to softcap my Smashing/Lethal Defense but I'm not sure about the most efficient way to go about it. In that same vein, how important is Resistance? I've put together a sample build (Posted below) that manages 52.5% Smashing/Lethal Resistance but I'm really not sure if it's worth the necessary sacrifices.

    NOTE: The slot placement is simply for expediency. It doesn't reflect how they'll be distributed when I actually create the toon. Power placement, on the other hand, is exactly as I want it. I'm open to swapping out some of the pool choices but the primary powers are exactly as I want them to be.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 49 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(3), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(5), FtnHyp-Sleep/EndRdx(5)
    Level 1: Stone Spears -- Empty(A)
    Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
    Level 4: [Empty]
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(9)
    Level 8: Super Speed -- Clrty-Stlth(A)
    Level 10: [Empty]
    Level 12: Teleport -- Empty(A)
    Level 14: Hover -- Flight-I(A)
    Level 16: [Empty]
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 20: [Empty]
    Level 22: Hasten -- Empty(A)
    Level 24: Kick -- Empty(A)
    Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
    Level 28: [Empty]
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
    Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), LkGmblr-Rchg+(36)
    Level 38: Link Minds -- LkGmblr-Rchg+(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(39)
    Level 41: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 47: Recall Friend -- Empty(A)
    Level 49: Long Range Teleport -- Empty(A)
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  14. Heya Dom experts

    With Dark Assault on the horizon I've decided to roll up a Mind/Dark but I've got no idea which powers to pick from Mind Control. So I'd really appreciate some advice on which ones are useful and which can be skipped safely. Thanks in advance
  15. Modifying content to better suit a very small number of powers doesn't quite make sense.

    A less labor intensive method would be to make the cages toggle powers like the upcoming version of Dimension Shift from Gravity Control. The main complaint with the cages isn't that their effects aren't useful; it's that the player has no control over the duration. It's great that you can cage an enemy to take them out of the fight but you can't uncage them when your team is ready to take 'em on. So you and your team mates are left standing around, wasting attacks on an invulnerable opponent.
  16. It refers to the "Golden Age of Comics", a time period between the 30s and 50s. Quoting Wikipedia:

    Quote:
    The Golden Age of Comic Books was a period in the history of American comic books, generally thought of as lasting from the late 1930s until the late 1940s or early 1950s. During this time, modern comic books were first published and enjoyed a surge of popularity; the archetype of the superhero was created and defined; and many of the most famous superheroes debuted, among them Superman, Batman, Captain America, Wonder Woman, and Captain Marvel.

    The period saw the arrival of the comic book as a mainstream art form, and the defining of the medium's artistic vocabulary and creative conventions by its first generation of writers, artists, and editors.
  17. Timeshadow

    Scrapper Snipe

    Yeah...Scrappers don't get snipes. They do get ranged attacks from their Ancillary (Or Patron) pools but that's it.

    That being said, a ranged attack or two isn't necessarily a bad idea. They're a nice tool for pulling when you need to or tagging a runner before they get too far away.
  18. In the spirit of the other "What X?" threads that have popped up recently, I figured I'd ask everyone about their favorite concept. We've all made at least one. Maybe it was your first toon when you joined the game. Maybe it's a combo you made on a lark to live out a crazy idea. I wanna hear it all. Name, AT, powersets, pictures if you have 'em. And of course, the story behind it all. Go!
  19. Quote:
    Originally Posted by Bright View Post
    Warshades... I love my Peacebringers, but never really "got" my 'Shade. I found playing her to be pretty much the opposite of fun.
    My Warshade is my namesake so I really do hate to agree but I'm starting to.

    Logged my Warshade in yesterday (First time in a while) to finally complete their journey back to full Hero. Nearly ripped my hair out. I just can't get with the vampiric nature of the buffs. "Gotta make sure I don't ashtray all the minions so I have the damage/Resistance to beat/survive this boss. But I gotta kill something so I can heal and bring out some pets." The difference between a buffed Warshade and baseline performance is just too big. Way too much roller coaster for me.

    Peacebringers, on the other hand, are my favorite AT. They've got all the tools they need and can use 'em without any specific conditions. Want more damage? Hit a power. Want more Resistance? Hit a power. No enemies or bodies around? Not a problem. Sure, they don't peak as high as Warshades do but I'd much rather have the consistent performance regardless of the circumstances.
  20. Wanted to do an update of this method for anyone who happens to come along looking for something similar. My version is set to change my costume but you can do just about anything as long as it follows the rules for binding commands.

    First off, you'll need to create a new folder. Mine is called Randoms but you can name it whatever you like. Once that's done go ahead and download the rootkit from the link in the OP. Copy and paste sleep.exe into that folder you just made. Once that's done you'll need to create three files. They are as follows (All of the names are for simplicity. You can name 'em whatever you like):

    Quote:
    1) Batch.bat - This batch file does the heavy lifting. It rewrites the bind once every second
    Quote:
    NOTE: In order to create a batch file, create a new text file and select "Save As." At the bottom of the Save As prompt you'll see a dropdown menu that'll let you select the file extension. By default this is set to .txt. To save as a batch file simply select the "All Files" option instead.
    2) Receiver.txt - This is the file whose contents get rewritten. Leave this blank.

    3) Binds.txt - As indicated by the name, this is the file where all your binds will be stored. Batch.bat will go through this file, one bind at a time, and rewrite the contents of Reciever.txt to match.
    Still following me? Good. Now it's time to write the contents of Batch.bat. It should look like this:

    Quote:
    @ECHO OFF
    :TOP


    FOR /F "DELIMS=WHATEVER CHARACTER(S) YOU WANT TO TERMINATE THE BATCH JOB" %%i IN (Binds.txt) DO (echo %%i>Reciever.txt)&&SLEEP 1&&ECHO %%i

    GOTO TOP
    That's really all the complexity involved. Now let's take a quick look at what the binds file should look like (Remember, these are only samples):

    Quote:
    In Binds.txt

    F10 "cc 0$$bind_load_file "THE FILE PATH TO Reciever.txt""
    F10 "cc 1$$bind_load_file "THE FILE PATH TO Reciever.txt""
    F10 "cc 2$$bind_load_file "THE FILE PATH TO Reciever.txt""
    To run this simply double click on the batch file. Once it's running get into the game and bind_load_file Reciever.txt. That's it. Hope it's helpful
  21. Timeshadow

    Foresight

    Definitely keep it. It provides a big chunk (7%) of your Defense in addition to extra mezz resistance and Damage Resistance that scales up as your HP drops. On top of all that, it's an auto power. No need to toggle it and it doesn't burn any Endurance. It's a great power that, IMO, is a must have.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Other sets that I rarely see are resistance-based Stalker secondaries.
    That might change with the HP buff in i22. Up to now Stalkers just haven't had the necessary HP to make Resistance worthwhile. Sure, you can reduce the damage you take but what good is that if it only means you're dead in eleven hits instead of ten? Defense just makes more sense as of right now.
  23. Thanks for the speedy response Zombie Man. I was pretty sure anyone who'd be able to help me with this was long gone so I'm really glad to be wrong on this one

    The batch file runs fine now. Can't wait to see how my team mates react when my Stalker pops outta Hide looking completely different each time
  24. I'll second Pain Domination. They used to be all over the place but that seemed to be little more than the "new shiny" effect. I've never played the set myself so I can't say if people aren't playing it because it's not very good or for some other reason.

    Also, I never see Sonic Blast or Sonic Resonance. Resonance I can understand since it's a bit of a wonky set but Sonic Blast is awesome. The look, the feel, the sound, I love it all. Guess the same can't be said for everyone.