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Vaxael

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Posts posted by Vaxael

  1. I'm stuck in quickplay at 0%.

    I have tried deleting bitraider and all that, but whenever I would try to delete the folder (while the game was not on) it wouldn't let me, saying it was in-use.

    I uninstalled and reinstalled swtor. Still stuck in quickplay. What do?

  2. My launcher got the dreaded "unspecified error" bug on the update section. I followed the fix involving notepad edits, but this only prevented it from updating at all, still rendering it unplayable.

     

    I did a fresh install of the game, and it is still completely broken and unlaunchable. I am at a loss as for what to do now.

  3. so since we got universal cyborg cybernetics via appearance changer:

     

    Universal Human Warrior Tattoos

    Universal Human Bounty Hunter Face Paint

    Universal Inquisitor Scars

    Universal Human Trooper Tattoos

    etc

     

    Would be a fantastic QOL change for character creation/rp purposes

  4. With nortons ensure the firewall is set to allow and not auto for the exception

     

    with the launcher closed if a patch folder exists in the game folder delete it and retry

     

    I have already said, deleting the patch folder does nothing, and it just reappears whenever I try to start the launcher again. Also, Norton has never caused a problem in the past, as it has been on this computer for at least half a year, and this problem only came up a few days ago.

  5. So, here's the full story:

    When trying to get the latest patch, it kept getting stuck at 62.5%, and after restarting the launcher multiple times, I saw advice to restart my computer. After doing so, my launcher will not even 'launch.' In certain parts of my task manager, it will say that it is running, but it will never ACTUALLY be running, as though it were just a background program. I cannot try and restart, because if I try again without ending the bugged one it will say that 'I cannot run multiple instances,' and if I try again after ending the bugged one, the new one just bugs the same way. I have tried absolutely everything I can think of to get it to work (run on different graphics card, run as administrator, multiple computer restarts, etc.) and none of it has made any difference. I have deleted the patch folder, as other help forums I have seen have said to do, and it made absolutely no difference (the folder has even mysteriously reappeared, because REASONS I guess...). For whatever reason, I don't even HAVE a FixLauncher.exe. If this is not fixed, I don't think I will even be able to PLAY the game. Help?

     

    This is my fourth time trying to find a solution on these forums after receiving NO ANSWERS

  6. So, here's the full story:

    When trying to get the latest patch, it kept getting stuck at 62.5%, and after restarting the launcher multiple times, I saw advice to restart my computer. After doing so, my launcher will not even 'launch.' In certain parts of my task manager, it will say that it is running, but it will never ACTUALLY be running, as though it were just a background program. I cannot try and restart, because if I try again without ending the bugged one it will say that 'I cannot run multiple instances,' and if I try again after ending the bugged one, the new one just bugs the same way. I have tried absolutely everything I can think of to get it to work (run on different graphics card, run as administrator, multiple computer restarts, etc.) and none of it has made any difference. I have deleted the patch folder, as other help forums I have seen have said to do, and it made absolutely no difference (the folder has even mysteriously reappeared, because REASONS I guess...). For whatever reason, I don't even HAVE a FixLauncher.exe. If this is not fixed, I don't think I will even be able to PLAY the game. Help?

  7. Whenever I try to start up SWTOR (restarted PC due to troubles downloading the patch [kept getting stuck at 62.5%]), nothing will happen. It won't even show up in my Task Manager. When I try to run it again, it will say that I can only run one instance of it at a time, even though it clearly is NOT running. Has this been happening to anyone else? I have already restarted my computer multiple times.
  8. As someone who mains a Juggernaut tank I'd like to address what you proposed for this discipline.

     

    I wouldn't want Brutalize at all, I'm sorry to say. Juggernauts already spend 3 seconds channeling ravage every 18 seconds. Adding in another 3 second channel that gets reset by ravage (essentially giving it an 18 seconds CD), we'll spend about 6 out of every 18 seconds standing still, this would be incredibly limiting our movement.

     

    I'm more open to Shockguard, that seems like an ability that would add to the class. However some of these talents underneath might be a bit much, like an autocrit on targets stunned by (what I assume should be Backhand), and resetting force choke by pushing a target affected by it. It seems these changes would have a huge impact on PvP, where Juggernaut tanks are already dishing out incredible numbers in full crit gear.

     

    All things considered I appreciate the time that must've gone into making this, so I don't want to be too harsh. But most of the talents listed under these abilities in most classes seems like they would be a bit too much imo.

     

    I would like to point out that ravage has an 18 seconds CD, so replacing ravage with an ability on a 30 seconds CD seems a bit harsh on Vengeance. (Also Shockguard has a 10 seconds cooldown, which isn't a whole number of GCD's, 10.5 or 12 seconds would make more sense.)

     

    I see your point, and sorry about the 30 second thing, that was a typo

     

    Many of the changes made to tank juggernaut were made to help them compete better with tank assassin, while still keeping the class unique. Snap threat and crowd control were the biggest areas I was looking to fix, though I could look into possible replacements to address their poor mobility respective to assassin and powertech

     

    Also, the damages of all of these abilities would ultimately be up to the devs.

     

    Any suggestions?

  9. HUNTER>>

     

    ^^ Pyrotech/Innovative Ordinance

    Microfilament Capsule (IO)- Fires a capsule filled with razor-sharp microfilaments, which shred through the targeted opponent. Deals X initial kinetic damage and X internal bleed damage over 18 seconds.

    (generates 15 heat, 30 meter range, 15 second cooldown)

    > Anarchist's Repertoire- Scoring a critical hit increases the bleed damage of the next Microfilament Capsule used within 6 seconds by 10%. Can only occur once every 10 seconds

    > Shrapnel Magnetism- Mag Shot refreshes the bleed effect of Microfilament Capsule and causes any direct damage dealt by Thermal Detonator, Wrist Rocket, and Serrated Shot to an opponent within 4 meters of them to affect them too.

    > Armor Degradation- Microfilament Capsule reduces the armor rating of the affected opponent by 10% for 6 seconds. In addition, damage dealt by Explosive Dart builds 15 stacks of Armor Degradation, lasting 30 seconds, increasing the damage the target takes from your next 15 periodic damaging effects by 5%

    Republic >> Riot Dart- Launches a dart that bores into the opponent, dealing X initial kinetic damage, and releases periodic electrical pulses once embedded, dealing X elemental damage over 18 seconds

    Vent Blast (P)- Blasts the opponent with molecular-level heat, venting up to 25 heat and dealing X elemental damage to the target.

    (4 meter range, 30 second cooldown)

    > Molecular Perforation- Damage dealt by Flame Burst, Vent Blast, and Flamethrower ignore 8% of the target's armor

    > Enhanced Fuel Emitter- Flamethrower can be channeled while moving and affects a 30% wider cone

    > Heat Utilization- Flamethrower and Flame Burst deal 0.5% increased damage for every 1% of your total heat

    Republic >> Overloaded Discharge- Rapidly recharges energy cells, instantly restoring up to 25 energy cells, and discharges a blast of pure heat, dealing X elemental damage to the target.

     

    * Pyrotech/Innovative Ordinance

    Combustible Powder- Throws a cloud of combustible powder in the face of the opponent which takes a few seconds to cling. This powder ignites when the opponent takes elemental damage, dealing X elemental damage and reducing the opponent's armor rating by 5% for 10 seconds

    (generates 5 heat, 10 meter range, 18 second cooldown)

    > Contraband Hardware (IO)- Incendiary Missile causes the next Fusion Missile to activate 0.5 seconds faster, and Fusion Missile's burn effect lasts 2 seconds longer. In addition, the range of Combustible Powder is increased to 30 meters

    > Napalm Capsule (P)- Explosive Dart deals an additional X elemental damage over 6 seconds after exploding

    > Heat Utilization (P)- Flamethrower and Flame Burst deal 0.5% increased damage for every 1% of your total heat

    > Liquid Alloy Fuel (IO)- Flamethrower reduces the armor rating of all affected targets by 1% per damage tick

    > Enhanced Fuel Emitter- Flamethrower can be channeled while moving and affects a 30% wider cone

    Republic >> Nitrus Accelerant- Sprays the opponent with an accelerant which takes a few seconds to stick. The fluid ignites when the opponent takes elemental damage, dealing X elemental damage and reducing the opponent's armor rating by 5% for 10 seconds

     

    ^^ Advanced Prototype

    Cloak Strike- Cloaks for a split second before dealing a devastating attack with a superheated wrist blade. Deals X kinetic damage, X elemental damage, and vents 10 heat. Additionally, it has a 2% reduced chance to be defended against.

    (10 meter range [operates like Obliterate], 15 second cooldown)

    > Redistribute Heat- Energy Burst vents 15 heat on use.

    > Energy Converter- Each use of Energy Burst, Rail Shot, and Magnetic Blast reduces the active cooldown of Vent Heat by 2 seconds. Additionally, maximum heat is increased by 10.

    > Heat Recycle- Flamethrower no longer generates heat and vents 25 heat over its duration

    Republic >> Tactical Assault- Throws a concussion grenade before charging the targeted opponent and impaling them on a superheated retractable bayonet. Deals X kinetic damage, X elemental damage, and recharges 10 energy cells. Additionally, it has a 2% reduced chance to be defended against.

     

    * Advanced Prototype

    Grapple Charge- Latches onto the target with a grapple gun and uses it to launch the character towards the target, stabbing them for X kinetic and X internal damage with a wrist blade upon reaching them. Replaces Jet Charge.

    (30 meter range, 6 second cooldown)

    > Redistribute Heat- Energy Burst vents 15 heat on use.

    > Energy Converter- Each use of Energy Burst, Rail Shot, and Magnetic Blast reduces the active cooldown of Vent Heat by 2 seconds. Additionally, maximum heat is increased by 10.

    > Heat Recycle- Flamethrower no longer generates heat and vents 25 heat over its duration

    Republic >> Tactical Charge- Uses a concussion grenade to launch you at the targeted opponent, stabbing them with a bayonet for X kinetic and X internal damage upon reaching them. Replaces Storm.

     

    ^^ Shield Tech

    Afterburner Blast- You blast the ground with your afterburners, dealing X elemental damage to up to 5 enemies within 10 meters, increasing shield chance by 4% for 10 seconds, and generating a moderate amount of threat. Replaces Flame Sweep.

    (generates 8 heat)

    > Toxic Exhaust- Flame Sweep and Afterburner Blast deal an additional X internal damage over 10 seconds to their affected opponents, and lower their accuracy by 3%

    > Rev-Up- Flame Burst and Afterburner Blast make the next Jet Charge used within 10 seconds useable on a target at any range, and causes it to deal an additional X kinetic damage to up to 3 targets within 4 meters of the primary target.

    > Time Bomb- Jet Charge leaves a timed charge at its original location, dealing X energy damage to up to 5 enemies within 8 meters after 3 seconds, and generating a moderate amount of threat

    Republic >> Ionic Discharge- Discharges ion energy into the ground, dealing X elemental damage to up to 5 enemies within 10 meters, increasing shield chance by 4% for 10 seconds, and generating a moderate amount of threat. Replaces Explosive Surge.

     

    * Shield Tech

    Rocket Slam- Flies into the air and smashes the ground of the target area, dealing X kinetic damage to all opponents in its radius and generating a high amount of threat. (does not replace Jet Charge)

    (15 meter range [think of a hybrid between Obliterate and Death Field], 10 second cooldown, generates 18 heat)

    > Ballistic Dampeners- Rocket Slam increases armor rating by 20% for 6 seconds

    > Pyro Slam- Rocket Slam deals an additional X elemental damage

    > Time Bomb- Rocket Slam and Jet Charge leave a timed charge at their original location, which deals X energy damage to up to 5 enemies within 8 meters of it after 3 seconds

    Republic >> Pummeling Charge- Fires an impact mortar and then dashes to the target area. Deals X kinetic damage to all opponents in its radius and generating a high amount of threat. (does not replace Storm)

     

    ^^ Arsenal

    Mullti-Stage Projectile- Fires a missile which splits into 4 smaller missiles that impact simultaneously to deal X energy damage. Deals an additional X energy damage to up to 8 opponents within 5 meters of the primary target. Replaces Wrist Rocket.

    (generates 20 heat, 30 meter range)

    > Cooled Propellant- Wrist Rocket and Multi-Stage Projectile generate 5 less heat and cause the next 2 abilities activated to vent 10 heat over 10 seconds.

    > Redirected Discharge- Wrist Rocket and Multi-Stage Projectile refresh the duration of Supercharged Gas. This can occur up to 5 times.

    > Projectile Barrage- Heat-Seeking Missile causes the next Wrist Rocket or Multi-Stage Projectile used to finish the active cooldown of Priming Shot. In addition, Sweeping Blasters fires wrist rockets at the targeted area, dealing an additional X energy damage.

    Republic >> Multi-Mortar- Fires a series of 4 mortars that impact simultaneously to deal X energy damage. Deals an additional X energy damage to up to 8 opponents within 5 meters of the primary target. Replaces Explosive Round.

     

    * Arsenal

    Missile Barrage- Launches a storm of projectiles from wrist and back launchers, dealing X elemental and X energy damage over the duration to opponents within the target area. Additionally knocks down Standard and Weak enemies within the target area, and slows the movement speed of all enemies within the target area. Replaces Death from Above.

    (30 meter range, 3 second channel, 8 meter radius)

    > Fusion Ordnance- Death From Above and Missile Barrage deal an additional X energy damage and irradiate their target areas for 15 seconds. Opponents in the irradiated area take X internal damage every second. Irradiation is cancelled on activation of Death From Above or Missile Barrage.

    > Walking Weapons Platform- Sweeping Blasters can be channeled while moving and fires missiles at the target area, dealing X energy damage. Movement speed while Sweeping Blasters channels is reduced by 25%

    > Perforate- Critical hits dealt by Priming Shot, Sweeping Blasters, and Blazing Bolts over-penetrate their targets, dealing an additional X weapon damage and affecting a single opponent within a 10 meter cone behind the targeted opponent

    Republic >> One-Man Army- Pounds the targeted area with a wide range of explosives and ordinances, dealing X elemental and X energy damage over the duration. Additionally knocks down Standard and Weak enemies within the target area, and slows the movement speed of all enemies within the target area. Replaces Mortar Volley.

  10. AGENT>>

     

    ^^ Virulence/Lethality

    Bio-Weapon (V)- Fires an experimental bio-weapon at the opponent, dealing X internal damage over 18 seconds. Whenever its damage critically hits, its effect spreads to an opponent within 10 meters. The opponents cannot be affected again until the end of the ability's cooldown

    (consumes 20 energy, 35 meter range, 45 second cooldown)

    > Bioaerosol- Activating Corrosive Grenade increases the critical chance of damage dealt by Corrosive Dart and Bio-Weapon by 5%

    > Unconventional Attack- Increases the range of Shiv to 20 meters. Shiv deals 15% reduced damage when used on a target more than 10 meters away

    > Viper- Shiv deals an additional X internal damage over 12 seconds. Damage dealt by this effect restores 1 energy

    Republic >> Nesting Charge- Fires a makeshift nesting charge at the opponent, dealing X internal damage over 18 seconds. Whenever its damage critically hits, its effect spreads to an opponent within 10 meters. The opponents cannot be affected again until the end of the ability's cooldown

    Experimental Toxin (L)- Injects a toxin into the opponent, dealing X initial kinetic damage and X internal damage over 18 seconds. Critical damage dealt by Experimental Toxin's periodic effect increases the damage the ability does by to its target by 15%. Stacks up to 10 times

    (costs 15 energy, 4 meter range, 6 second cooldown)

    > Gangrene- Shiv deals an additional X internal damage over 12 seconds. The damage of this effect increases by 2% every second

    > Temporary Mutagen- Stim Boost increases movement speed by 20%, defense chance by 5%, increases energy regeneration by 15%, and increases the damage dealt by Shiv, Lethal Strike, and Debilitate by 15%. In addition, critical hits from your periodic effects reduce the active cooldown of Stim Boost by 1 second.

    > Synthetic Parasite- Corrosive Dart reduces the healing its affected target receives by 1%. This increases by 1% whenever Corrosive Dart's periodic effect critically hits

    Republic >> Shrapnel Blast- Blasts the target with serrated rounds from the scattergun, dealing X initial kinetic damage and X internal damage over 18 seconds. Critical damage dealt by Shrapnel Blast's periodic effect increases the damage the ability does to its target by 15%. Stacks up to 10 times

     

    * Virulence/Lethality

    Venom Spikes- Throws a small handful of poisonous homing darts, which damage up to 4 targets for X internal damage over 12 seconds. Stacks up to 4 times. Opponents can be affected by multiple darts.

    (consumes 10 energy, 30 meter range [35 for snipers], 12 second cooldown)

    > Alkaline Solution- Corrosive Dart and Venom Spikes increases the energy damage taken by affected targets by 10% for 20 seconds. In addition, energy regeneration is increased by 10%.

    > Impact Bore- Venom Spikes and Corrosive Dart deal an additional X initial kinetic damage

    > Gangrene (L)- Shiv deals an additional X internal damage over 12 seconds. The damage of this effect increases by 2% every second

    > Irradiated Munitions (V)- Lethal Shot and Cull apply Irradiation to their targets. Irradiated targets take X internal damage over 12 seconds, and deal X internal damage every second they are affected to up to 3 opponents within 4 meters of them

    Republic >> Wounding Flurry- Fires a quick flurry of 4 shots, which damage up to 4 targets for X internal damage over 12 seconds. Stacks up to 4 times. Opponents can be affected by multiple shots.

     

    ^^ Marksmanship

    Terminate- Meticulously zeros in the sniper rifle's sights, blasting a target above 60% health or below 30% health for X weapon damage.

    (consumes 45 energy, 35 meter range, 6 second activation, 1 minute cooldown)

    > Muscle Memory- Followthrough reduces the active cooldown of Terminate by 1 second. In addition, Followthrough no longer consumes energy, and generates 10 energy when used

    > Stabilize- Entering cover or crouching increases accuracy by 1% every second. Stacks up to 15 times. Using an ability while crouched consumes 1 stack, taking non-periodic damage consumes 2 stacks, taking non-periodic area-effect damage consumes 3 stacks, and exiting cover or crouching consumes all stacks. In addition, each stack of Stabilize reduces the activation time of Terminate by 0.2 seconds. Additionally, stacks are build 2x faster while activating Ambush or Snipe.

    > Riot Guard- While Ambush and Terminate are activating, you take 15% reduced damage from sources in front of you.

    Republic >> Hip Shot- Gets a feel for the opponent, before firing off a honed hip shot to deal X weapon damage to an opponent above 60% health or below 30% health

     

    * Marksmanship

    Smart Round- Fires a prototype guided round that deals X weapon damage to the targeted opponent, then hits another target within 10 meters of the primary target for 50% reduced damage, and hits a third target within 10 meters of the secondary target for 75% reduced damage.

    (consumes 15 energy, 35 meter range, 1 second activation, 18 second cooldown)

    > Stabilize- Entering cover or crouching increases accuracy by 1% every second. Stacks up to 15 times. Using an ability while crouched consumes 1 stack, taking non-periodic damage consumes 2 stacks, taking non-periodic area-effect damage consumes 3 stacks, and exiting cover or crouching consumes all stacks.

    > Snap Reflexes- If the targeted opponent of Penetrating Blasts is defeated before Penetrating Blasts is completed, the rest of Penetrating Blasts is channeled on the nearest engaged target

    > Impact Munitions- Snipe and Ambush deal an additional X kinetic damage that ignores 10% of the target's armor

    Republic >> Curve Shot- Fires an upgraded round that flies with a curve, dealing X weapon damage to the targeted opponent, then hits another target within 10 meters of the primary target for 50% reduced damage, and hits a third target within 10 meters of the secondary target for 75% reduced damage.

     

    ^^ Engineering

    Railgun Blast- Fires a powerful blast that deals X energy damage and Magnetically Charges the opponent for 18 seconds. Magnetically Charged opponents spread 20% of all energy damage they take to targets within 10 meters of them.

    (consumes 20 energy, 35 meter range, 2 second activation, 18 second cooldown)

    > Smart Round- Railgun Blast and Snipe affect an additional engaged opponent for 75% of their original damage after hitting the primary opponent

    > Radioisotope Tracker- Snipe, Series of Shots, and Railgun Blast have a 10% increased critical chance on opponents affected by corrosive dart

    > Targeting Probe- While Shield Probe is active, Snipe can be activated while moving, and Series of Shots can be channeled while moving

    Republic >> Magnetized Blast- Fires a powerful blast that deals X energy and X kinetic damage, and Magnetically Charges the opponent for 18 seconds. Magnetically Charged opponents are damaged for 20% of any energy damage dealt to opponents within 10 meters.

     

    * Engineering

    Support Drone- Summons a probe to hover around you for 20 seconds, dealing energy and elemental damage to single enemies engaged in combat with you. Does not attack sleeping, lifted, or incapacitated characters.

    (consumes 15 energy, 30 meter range, 30 second cooldown)

    > Cooperative Programming- While Shield Probe is active, damage dealt by Support Drone and Explosive Probe is increased by 5%, and the critical chance of damage dealt by Interrogation Probe and Plasma Probe is increased by 5%

    > Automated Assault- When Support Drone deals critical damage, it resets the duration of Shield Probe and Plasma Probe. In addition, Interrogation Probe also affects the nearest target to its primary target that isn't sleeping, lifted, incapacitated, or in cover.

    > Smart Round- Snipe affects an additional engaged opponent for 75% of its original damage after hitting the primary opponent

    >> Republic- Ace in the Hole- Summons a modified astromech droid that follows you for 20 seconds, dealing energy and elemental damage to single enemies engaged in combat with the character. Does not attack sleeping, lifted, or incapacitated characters.

     

    ^^ Concealment

    Garrote Capsule- Throws a monofilament "smart-wire" that wraps around the target's throat, dealing X internal damage over 18 seconds. Requires and consumes 1 Tactical Advantage

    (consumes 15 energy, 10 meter range, 1 minute cooldown)

    > Microserrasions- When the target of Garrote Capsule makes any action, they gain a stack of Lacerations, increasing the damage dealt to them by Garrote Capsule's bleed effect by 2%. Stacks up to 5 times. In addition, Veiled Strike refreshes the durations of Acid Blade and Corrosive Dart

    > Tactical Mastermind- Stim Boost increases the maximum amount of Tactical Advantages you may have by 2. Excess stacks are kept after Stim Boost's effect ends, and can be rebuilt by Collateral Strike's refund, but not rebuilt in any other way

    > Tactical Adaptability- Consuming a Tactical Advantage increases energy regeneration by 5% for 10 seconds. Stacks up to 5 times

    Republic >> Scrap Shot- Fires a blast of jagged scrap at the target from the scattergun, dealing X internal damage over 18 seconds. Requires and consumes one Upper Hand

     

    * Concealment

    Eviscerate- Preforms a series of brutal blade attacks, dealing X kinetic damage, X internal damage, stunning Standard and Weak targets for the duration, and slowing the movement speed of all other targets for the duration. Deals 10% additional damage to opponents affected by Acid Blade or Corrosive Dart, and has a 10% increased critical chance if used on opponents affected by Debilitate, Sever Tendon, or Collateral Strike. Can be channeled while moving.

    (4 meter range, 3 second channel, 30 second cooldown)

    > Tactical Adaptability- Consuming a Tactical Advantage increases energy regeneration by 5% for 10 seconds. Stacks up to 5 times

    > Tactical Mastermind- Stim Boost increases the maximum amount of Tactical Advantages you may have by 2. Excess stacks are kept after Stim Boost's effect ends, and can be rebuilt by Collateral Strike's refund, but not rebuilt in any other way

    > Twin-Fang- Sever Tendon throws an additional blade that affects up to 1 additional target within 10 meters

    Republic >> Pulverize- Preforms a series of brutal physical attacks, dealing X kinetic damage, X internal damage, stunning Standard and Weak targets for the duration, and slowing the movement speed of all other targets for the duration. Deals 10% additional damage to opponents affected by Flechette Round or Vital Shot, and has a 10% increased critical chance if used on opponents affected by Dirty Kick, Tendon Blast, or Flying Fists. Can be channeled while moving.

     

    ^^ Medicine

    Prototype Hyper-Adrenal- Instantly heals the targeted ally for X, and reduces the damage they take by 10% for 5 seconds. Consumes 1 Tactical Advantage.

    (30 meter range, consumes 15 energy, 9 second cooldown)

    > Perception-Enhancing Narcotics- Surgical Probe and Prototype Hyper-Adrenal increase their targets' alacrity and defense chance by 0.5% for 6 seconds. Stacks up to 3 times.

    > Tactical Revitalization- Using Surgical Probe or Prototype Hyper-Adrenal on a target below 30% health builds 2 Tactical Advantage

    > Kolto Overcharge- Critical heals dealt by Kolto Probe, Recuperative Nanotech, and Kolto Wave reduce the active cooldown of Stim Boost by 2 seconds. This can only occur once every 1 second.

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