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				Posts57
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				Joined
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	Quote:Does Stone Armor with both defense and resistance cap count?Hi,
 
 If I am right, is there even a resist based melee set that can even come close to a soft capped defense set? the defense sets even often come with some resistance and that's not even counting Tough.
 
 Even healing is barely an issue with aid self available.
 
 Thanks 
 
 As people have pointed out, a resistance capped character at 90% is far tougher than a defense capped character simply because they never have to worry about that lottery hit that will one shot kill them. Remember, if you have 20 bad guys surrounding you 1 of them is statistically going to hit every round of attacks, and if you get a bad luck streak you will instantly die if +def is your only defense.
 
 In all seriousness, the OP does have a point: it is far easier to cap defense on characters in this game than it is to cap resistance. Assuming that the ammount of points you get from gear were equal (which they are not, resistances are insanely rare for set bonuses) you would need more than twice as much +res to equal the same number of +def from gear.
 
 To me this is more of an itemization problem than a mechanics problem: resistance cap when its achieved is insanely powerful, but more difficult to get than +defense cap. But there's a major lack of +res options in the game right now that makes +res almost impossible to achieve. The Alpha slot power helps, but hopefully they go further with the other incarnate abilities later on.
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	Well that kind of sucks that things aren't going so well bug wise, but its better to delay things a week or two than to have a "showstopper" bug go live and ruin the game for many players. Thank you for giving the straight talk on the update, War Witch, the developer communication from Paragon Studios is one of the great things about this game, and I am looking forward to I19 for holiday season.
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	Being involved in programming myself, I can understand where War Witch is comming from on this. Given there are a lot of other really sweet things we have gotten recently, and will get, its a question of developer time verses resources, and the avoidence of scope creep. For instance, they could either do weather (which at the moment would be aesthetic, beyond say zone events), or they could come up with new powersets/enemies/incarnate abilities/new zones.
 
 That said, even if it was something as simple as the sky turns a little darker, the skybox goes to overcast, and you get some rain effects it wouldn't hurt. At very least some missions where you get weather effects going on would make things a little more interesting (especially with some AE customization to go with it). Just worth considering if the effects artists are having a slow month  
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	Bit of an update: I took the card out, cleaned it, put it back in, and ran the game at 1280*1024. Looks kinda goofy only using 2/3rds of the monitor, but I was able to play for a few hours straight with no crash so likely it is the resolutions that was causing the issues for COH. Thanks for the help
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	Phew, sorry about the DXdiag mess... here's the COH Helper
 
 
 ---System information gathered by CoH Helper version 0.2.0.2---
 
 DxDiag gathered at November 14, 2010 14:07 (-08:00)
 Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
 System Manufacturer: System manufacturer
 System Model: System Product Name
 BIOS: Phoenix - AwardBIOS v6.00PG
 Central Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
 Memory: 2046MB
 .Net Memory Report: 1429MB out of 2046MB available
 Page File: 3368MB (571MB currently in use)
 C Drive: (ST3320620AS) 151474MB out of 305234MB (49%) free
 D Drive: (HL-DT-ST DVDRAM GH20NS10) zero-size drive
 Windows directory location: C:\WINDOWS
 DirectX: DirectX 9.0c (4.09.0000.0904)
 DirectX Diag version: 5.03.2600.5512 (32-bit version)
 
 Display Notes: No problems found.
 Sound Notes: No problems found.
 Input Notes: No problems found.
 
 Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
 Monitor's Max Resolution: 1920,1200
 Video Device Name: NVIDIA GeForce 9800 GTX/9800 GTX+
 Manufacturer / Chip: NVIDIA / GeForce 9800 GTX/9800 GTX+
 Video Memory: 512.0 MB
 Driver Version: 6.14.0012.6099
 Driver Date: 01/01/0001 12:00:00 AM
 Driver Language: English
 
 Sound Device Description: Sound Blaster X-Fi Xtreme Audio
 Driver File: P17xfi.sys
 Driver Version: 5.12.0001.0621
 Driver Date: 01/01/0001 12:00:00 AM
 
 
 WMI Information
 Motherboard Manufacturer: ASUSTeK Computer INC.
 Motherboard Model: (empty)
 Motherboard Product: M2N-SLI
 Motherboard Version: 1.XX
 BIOS Manufacturer: Phoenix Technologies, LTD
 BIOS Name: Phoenix - AwardBIOS v6.00PG
 BIOS Version: Nvidia - 42302e31
 BIOS Release: 20070907000000.000000+000
 
 
 Registry Information for Current User
 Resolution: 1600x900
 3D Resolution: 1600x900 (Not using renderscale)
 Full Screen: Yes
 Maximized: No
 Screen Position: 0, 0
 Refresh Rate: 0Hz
 Vertical Sync Enabled: No
 
 
 Physics Quality: Low
 Maximum Particles: 19817
 Max Particle Fill? 10.000
 Physics Card Enabled: No
 
 
 Anti-aliasing: 4x
 Anisotropic Filtering: 2x
 Texture LOD Bias: Smooth
 Water Effects: High quality
 Bloom: 1.000 (turned off)
 Depth of Field Enabled: No
 Desaturation Effects (Sepia) Enabled: No
 Shader Detail: Medium?
 
 
 World Texture Level: Medium
 Character Texture Level: Medium
 World Detail Level (Vis_Scale): 1.000
 Entity Detail Level: 1.000
 Shadows Enabled: No
 Shadow Mode: Stencil shadows
 Shadow Map Shader: Unknown (0)
 Environmental Reflections: Medium quality
 Advanced Occlusion Settings: No
 Ambient Occlusion: High performance
 Occlusion Strength: Slight
 Blur: Fast
 Ambient Resolution: High performance
 
 
 Gamma Correction: 0.748
 Geometry Buffers (VBOs) Enabled: Yes
 Suppression of FX When Camera Close Enabled: Yes
 Close Suppression Range: 3.000
 Show Advertisements: Yes
 
 Audio Mode: Compatiblity
 3D Audio: No
 FX Sound Volume: 0.513
 Music Sound Volume: 0.000
 
 Show Advanced Graphics Options: Yes
 Overall Graphics Quality: 0.000
 Reverse Mouse Buttons: No
 Save Login Username: Yes
 Transfer Rate: 339749 bytes/second
 Current Game Version: 1850.201009101722.18T2r
 Installation Directory: C:\City of Heroes
- 
	Video Compressors:
 MSScreen encoder DMO,0x00600800,1,1,,
 WMVideo9 Encoder DMO,0x00600800,1,1,,
 WMVideo Advanced Encoder DMO,0x00600800,1,1,,
 MSScreen 9 encoder DMO,0x00600800,1,1,,
 DV Video Encoder,0x00200000,0,0,qdv.dll,6.05.2600.5512
 Indeo® video 5.10 Compression Filter,0x00100000,1,1,ir50_32.dll,5.2562.0015.0055
 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.05.2600.593 3
 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Intel 4:2:0 Video V2.50,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Intel Indeo(R) Video R3.2,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Microsoft H.261 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Microsoft H.263 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Microsoft RLE,0x00200000,1,1,qcap.dll,6.05.2600.5512
 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.05.2600.5512
 
 Audio Compressors:
 WM Speech Encoder DMO,0x00600800,1,1,,
 WMAudio Encoder DMO,0x00600800,1,1,,
 IAC2,0x00200000,1,1,quartz.dll,6.05.2600.5933
 IMA ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
 PCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
 ACELP.net,0x00200000,1,1,quartz.dll,6.05.2600.5933
 DSP Group TrueSpeech(TM),0x00200000,1,1,quartz.dll,6.05.2600 .5933
 Windows Media Audio V1,0x00200000,1,1,quartz.dll,6.05.2600.5933
 Windows Media Audio V2,0x00200000,1,1,quartz.dll,6.05.2600.5933
 GSM 6.10,0x00200000,1,1,quartz.dll,6.05.2600.5933
 Microsoft G.723.1,0x00200000,1,1,quartz.dll,6.05.2600.5933
 CCITT A-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
 CCITT u-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.05.2600.5933
 
 Audio Capture Sources:
 Sound Blaster X-Fi Xtreme Audio,0x00200000,0,0,qcap.dll,6.05.2600.5512
 
 Midi Renderers:
 Creative SoundFont Synthesizer,0x00200000,1,0,quartz.dll,6.05.2600.59 33
 Default MidiOut Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
 Microsoft GS Wavetable SW Synth,0x00200000,1,0,quartz.dll,6.05.2600.5933
 
 WDM Streaming Capture Devices:
 Sound Blaster X-Fi Xtreme Audio,0x00000000,0,0,,
 
 WDM Streaming Rendering Devices:
 Sound Blaster X-Fi Xtreme Audio,0x00000000,0,0,,
 
 BDA Transport Information Renderers:
 MPEG-2 Sections and Tables,0x00600000,1,0,mpeg2data.ax,
 
 WDM Streaming Mixer Devices:
 Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,
 
 BDA CP/CA Filters:
 Decrypt/Tag,0x00600000,1,0,encdec.dll,6.05.2600.5512
 Encrypt/Tag,0x00200000,0,0,encdec.dll,6.05.2600.5512
 XDS Codec,0x00200000,0,0,encdec.dll,6.05.2600.5512
 
 Audio Renderers:
 Sound Blaster X-Fi Xtreme Audio,0x00200000,1,0,quartz.dll,6.05.2600.5933
 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.5933
 DirectSound: Sound Blaster X-Fi Xtreme Audio,0x00200000,1,0,quartz.dll,6.05.2600.5933
 
 WDM Streaming System Devices:
 Sound Blaster X-Fi Xtreme Audio,0x00200000,9,2,,5.03.2600.5512
- 
	------------------
 DirectShow Filters
 ------------------
 
 DirectShow Filters:
 WMAudio Decoder DMO,0x00800800,1,1,,
 WMAPro over S/PDIF DMO,0x00600800,1,1,,
 WMSpeech Decoder DMO,0x00600800,1,1,,
 WMVideo Advanced Decoder DMO,0x00800001,1,1,,
 Mpeg4s Decoder DMO,0x00800001,1,1,,
 WMV Screen decoder DMO,0x00800001,1,1,,
 WMVideo Decoder DMO,0x00800001,1,1,,
 Mpeg43 Decoder DMO,0x00800001,1,1,,
 Mpeg4 Decoder DMO,0x00800001,1,1,,
 WMT MuxDeMux Filter,0x00200000,0,0,wmm2filt.dll,2.01.4026.0000
 Full Screen Renderer,0x00200000,1,0,quartz.dll,6.05.2600.5933
 CT Upsampler filter,0x00100000,1,1,Upsample.ax,
 Creative Wave Writer,0x00200000,1,0,WavWrite.ax,
 DV Muxer,0x00400000,0,0,qdv.dll,6.05.2600.5512
 Color Space Converter,0x00400001,1,1,quartz.dll,6.05.2600.5933
 WM ASF Reader,0x00400000,0,0,qasf.dll,10.00.0000.3802
 AVI Splitter,0x00600000,1,1,quartz.dll,6.05.2600.5933
 WMT AudioAnalyzer,0x00200000,1,1,wmm2filt.dll,2.01.402 6.0000
 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.05.2600.5933
 Indeo® video 5.10 Compression Filter,0x00200000,1,1,ir50_32.dll,5.2562.0015.0055
 BPM Metadata,0x001fffff,1,1,MetaBPMu.ax,
 Windows Media Audio Decoder,0x00800001,1,1,msadds32.ax,8.00.0000.4487
 Creative Recording Wav_Asio Filter,0x00400000,0,1,AudioRec.ax,
 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.05.2600.5512
 WMT Format Conversion,0x00200000,1,1,wmm2filt.dll,2.01.4026.0 000
 CT Time-Scaling filter,0x00100000,1,1,TimeScal.ax,
 StreamBufferSink,0x00200000,0,0,sbe.dll,6.05.2600. 5512
 WMT Black Frame Generator,0x00200000,1,1,wmm2filt.dll,2.01.4026.00 00
 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.05.2600.5 933
 Indeo® video 5.10 Decompression Filter,0x00640000,1,1,ir50_32.dll,5.2562.0015.0055
 WMT Screen Capture filter,0x00200000,0,1,wmm2filt.dll,2.01.4026.0000
 Microsoft Screen Video Decompressor,0x00800000,1,1,msscds32.ax,8.00.0000. 4487
 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.05.2600.5933
 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.05.2600.5933
 MPEG Layer-3 Decoder,0x00810000,1,1,l3codecx.ax,1.06.0000.0052
 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.05.2600.5512
 ACELP.net Sipro Lab Audio Decoder,0x00800001,1,1,acelpdec.ax,1.04.0000.0000
 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.05.2600.5933
 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.05.2600.5933
 File Source (Netshow URL),0x00400000,0,1,wmpasf.dll,9.00.0000.4503
 WMT Import Filter,0x00200000,0,1,wmm2filt.dll,2.01.4026.0000
 DV Splitter,0x00600000,1,2,qdv.dll,6.05.2600.5512
 Bitmap Generate,0x00200000,1,1,wmm2filt.dll,2.01.4026.000 0
 Windows Media Video Decoder,0x00800000,1,1,wmvds32.ax,8.00.0000.4487
 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,
 Windows Media Video Decoder,0x00800000,1,1,wmv8ds32.ax,8.00.0000.4000
 WMT VIH2 Fix,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
 PCM to EXT,0x00200000,0,0,Pcm2Ext.ax,6.00.0002.0000
 Record Queue,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
 CT Karaoke filter,0x00100000,1,1,Karaoke.ax,
 Creative AC3 Source Filter,0x00400000,0,1,AC3Srcu.ax,
 Creative PCM Raw Writer,0x00200000,1,0,RawWritu.ax,
 Windows Media Multiplexer,0x00600000,1,1,wmpasf.dll,9.00.0000.45 03
 ASX file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.4503
 ASX v.2 file Parser,0x00600000,1,0,wmpasf.dll,9.00.0000.4503
 NSC file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.4503
 CT PDP filter,0x00100000,1,1,PDP.ax,
 ACM Wrapper,0x00600000,1,1,quartz.dll,6.05.2600.5933
 Windows Media source filter,0x00600000,0,2,wmpasf.dll,9.00.0000.4503
 Video Renderer,0x00800001,1,0,quartz.dll,6.05.2600.5933
 Frame Eater,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.05.2600.5512
 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.05.2600.5512
 Video Port Manager,0x00600000,2,1,quartz.dll,6.05.2600.5933
 WST Decoder,0x00600000,1,1,wstdecod.dll,5.03.2600.5512
 Video Renderer,0x00400000,1,0,quartz.dll,6.05.2600.5933
 CT SmartVolumeManagement filter,0x00100000,1,1,DSCompr.ax,
 Creative Audio Gain Filter,0x00200000,1,1,AudGain.ax,
 WM ASF Writer,0x00400000,0,0,qasf.dll,10.00.0000.3802
 WMT Sample Information Filter,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,5.03.2600.5512
 Microsoft MPEG-4 Video Decompressor,0x00800000,1,1,mpg4ds32.ax,8.00.0000. 4504
 Creative Flac Source Filter,0x00400000,0,1,FlacSrcu.ax,
 File writer,0x00200000,1,0,qcap.dll,6.05.2600.5512
 Creative MLP Source Filter,0x00400000,0,1,MlpSrcu.ax,
 SVM Metadata,0x001fffff,1,1,MetaSVMu.ax,
 CT HPVirtualizer filter,0x00100000,1,1,Virtual.ax,
 WMT Log Filter,0x00200000,1,1,wmm2filt.dll,2.01.4026.0000
 WMT Virtual Renderer,0x00200000,1,0,wmm2filt.dll,2.01.4026.000 0
 DVD Navigator,0x00200000,0,2,qdvd.dll,6.05.2600.5512
 Overlay Mixer2,0x00400000,1,1,qdvd.dll,6.05.2600.5512
- 
	Name: Standard OpenHCD USB Host Controller
 Device ID: PCI\VEN_10DE&DEV_005A&SUBSYS_815A1043&REV_A2\3&241 1E6FE&0&10
 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:35, 17152 bytes
 Driver: C:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:36, 143872 bytes
 Driver: C:\WINDOWS\system32\usbui.dll, 5.01.2600.5512 (English), 4/13/2008 16:12:08, 74240 bytes
 Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:37, 59520 bytes
 
 Name: NVIDIA Network Bus Enumerator
 Device ID: PCI\VEN_10DE&DEV_0057&SUBSYS_812A1043&REV_F3\3&241 1E6FE&0&50
 Driver: C:\WINDOWS\system32\DRIVERS\nvnetbus.sys, 1.00.0001.6789 (English), 8/1/2008 17:36:26, 22016 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\nvnrm.sys, 1.00.0002.6789 (English), 8/1/2008 17:35:58, 955520 bytes
 Driver: C:\WINDOWS\system32\bdco1.dll, 1.00.0000.6789 (English), 8/1/2008 17:34:22, 9216 bytes
 Driver: C:\WINDOWS\system32\bdco1ins.dll, 1.00.0000.6789 (English), 8/1/2008 17:34:22, 9216 bytes
 Driver: C:\WINDOWS\system32\nvconrm.dll, 1.03.0003.0027 (English), 7/29/2008 19:33:20, 122880 bytes
 
 Name: NVIDIA nForce Serial ATA Controller
 Device ID: PCI\VEN_10DE&DEV_0055&SUBSYS_815A1043&REV_F3\3&241 1E6FE&0&40
 Driver: C:\WINDOWS\system32\DRIVERS\nvata.sys, 5.10.2600.0666 (English), 4/24/2006 16:52:28, 100736 bytes
 Driver: C:\WINDOWS\system32\idecoi.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
 Driver: C:\WINDOWS\system32\idecoiins.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
 Driver: C:\WINDOWS\system32\NVCOI.DLL, 1.00.0000.0035 (English), 4/14/2006 13:01:20, 35840 bytes
 
 Name: NVIDIA nForce Serial ATA Controller
 Device ID: PCI\VEN_10DE&DEV_0054&SUBSYS_815A1043&REV_F3\3&241 1E6FE&0&38
 Driver: C:\WINDOWS\system32\DRIVERS\nvata.sys, 5.10.2600.0666 (English), 4/24/2006 16:52:28, 100736 bytes
 Driver: C:\WINDOWS\system32\idecoi.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
 Driver: C:\WINDOWS\system32\idecoiins.dll, 1.00.0000.0001 (English), 4/24/2006 16:52:30, 289792 bytes
 Driver: C:\WINDOWS\system32\NVCOI.DLL, 1.00.0000.0035 (English), 4/14/2006 13:01:20, 35840 bytes
 
 Name: Standard Dual Channel PCI IDE Controller
 Device ID: PCI\VEN_10DE&DEV_0053&SUBSYS_815A1043&REV_F2\3&241 1E6FE&0&30
 Driver: C:\WINDOWS\system32\DRIVERS\pciidex.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:29, 24960 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\atapi.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:30, 96512 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\pciide.sys, 5.01.2600.0000 (English), 2/28/2006 04:00:00, 3328 bytes
 
 Name: NVIDIA nForce PCI System Management
 Device ID: PCI\VEN_10DE&DEV_0052&SUBSYS_815A1043&REV_A2\3&241 1E6FE&0&09
 Driver: n/a
 
 Name: PCI standard ISA bridge
 Device ID: PCI\VEN_10DE&DEV_0050&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&08
 Driver: C:\WINDOWS\system32\DRIVERS\isapnp.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:41, 37248 bytes
 
 Name: PCI standard host CPU bridge
 Device ID: PCI\VEN_1022&DEV_1103&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C3
 Driver: n/a
 
 Name: PCI standard host CPU bridge
 Device ID: PCI\VEN_1022&DEV_1102&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C2
 Driver: n/a
 
 Name: PCI standard host CPU bridge
 Device ID: PCI\VEN_1022&DEV_1101&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C1
 Driver: n/a
 
 Name: PCI standard host CPU bridge
 Device ID: PCI\VEN_1022&DEV_1100&SUBSYS_00000000&REV_00\3&241 1E6FE&0&C0
 Driver: n/a
 
 ------------------
 DirectX Components
 ------------------
 ddraw.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 279552 bytes
 ddrawex.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 27136 bytes
 dxapi.sys: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 10496 bytes
 d3d8.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 1179648 bytes
 d3d8thk.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 8192 bytes
 d3d9.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 1689088 bytes
 d3dim.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 436224 bytes
 d3dim700.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:51 824320 bytes
 d3dramp.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 590336 bytes
 d3drm.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 350208 bytes
 d3dxof.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 47616 bytes
 d3dpmesh.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 34816 bytes
 dplay.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 33040 bytes
 dplayx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 229888 bytes
 dpmodemx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 23552 bytes
 dpwsock.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 42768 bytes
 dpwsockx.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 57344 bytes
 dplaysvr.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:17 29696 bytes
 dpnsvr.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:17 17920 bytes
 dpnet.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 375296 bytes
 dpnlobby.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:09:20 3072 bytes
 dpnaddr.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:09:19 3072 bytes
 dpvoice.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 212480 bytes
 dpvsetup.exe: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:18 83456 bytes
 dpvvox.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 116736 bytes
 dpvacm.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 21504 bytes
 dpnhpast.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 35328 bytes
 dpnhupnp.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 60928 bytes
 dpserial.dll: 5.00.2134.0001 English Final Retail 2/28/2006 04:00:00 53520 bytes
 dinput.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 158720 bytes
 dinput8.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181760 bytes
 dimap.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 44032 bytes
 diactfrm.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 394240 bytes
 joy.cpl: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:41 68608 bytes
 gcdef.dll: 5.01.2600.0000 English Final Retail 2/28/2006 04:00:00 76800 bytes
 pid.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:02 35328 bytes
 dsound.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 367616 bytes
 dsound3d.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 1293824 bytes
 dswave.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 19456 bytes
 dsdmo.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181248 bytes
 dsdmoprp.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 71680 bytes
 dmusic.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 104448 bytes
 dmband.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 28672 bytes
 dmcompos.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 61440 bytes
 dmime.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 181248 bytes
 dmloader.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 35840 bytes
 dmstyle.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 105984 bytes
 dmsynth.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 103424 bytes
 dmscript.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 82432 bytes
 system.dll: 1.01.4322.2470 English Final Retail 10/6/2010 02:00:42 1232896 bytes
 Microsoft.DirectX.Direct3D.dll: 9.05.0132.0000 English Final Retail 10/29/2010 11:19:22 473600 bytes
 Microsoft.DirectX.Direct3DX.dll: 5.04.0000.3900 English Final Retail 10/29/2010 11:19:19 2676224 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.04.0091.0000 English Final Retail 10/29/2010 11:19:20 2846720 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.05.0132.0000 English Final Retail 10/29/2010 11:19:20 563712 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.06.0168.0000 English Final Retail 10/29/2010 11:19:20 567296 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.07.0239.0000 English Final Retail 10/29/2010 11:19:21 576000 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.08.0299.0000 English Final Retail 10/29/2010 11:19:21 577024 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.09.0376.0000 English Final Retail 10/29/2010 11:19:21 577536 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.10.0455.0000 English Final Retail 10/29/2010 11:19:21 577536 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.11.0519.0000 English Final Retail 10/29/2010 11:19:22 578560 bytes
 Microsoft.DirectX.Direct3DX.dll: 9.12.0589.0000 English Final Retail 10/29/2010 11:19:23 578560 bytes
 Microsoft.DirectX.DirectDraw.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 145920 bytes
 Microsoft.DirectX.DirectInput.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 159232 bytes
 Microsoft.DirectX.DirectPlay.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 364544 bytes
 Microsoft.DirectX.DirectSound.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:23 178176 bytes
 Microsoft.DirectX.AudioVideoPlayback.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 53248 bytes
 Microsoft.DirectX.Diagnostics.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 12800 bytes
 Microsoft.DirectX.dll: 5.04.0000.2904 English Final Retail 10/29/2010 11:19:22 223232 bytes
 dx7vb.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 619008 bytes
 dx8vb.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 1227264 bytes
 dxdiagn.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:52 2113536 bytes
 mfc40.dll: 4.01.0000.6151 English Beta Retail 9/17/2010 22:53:25 954368 bytes
 mfc42.dll: 6.02.8073.0000 English Final Retail 9/17/2010 22:53:25 974848 bytes
 wsock32.dll: 5.01.2600.5512 English Final Retail 4/13/2008 16:12:10 22528 bytes
 amstream.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:49 70656 bytes
 devenum.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:51 59904 bytes
 dxmasf.dll: 6.04.0009.1133 English Final Retail 4/13/2008 16:11:52 498742 bytes
 mciqtz32.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:56 35328 bytes
 mpg2splt.ax: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:42 148992 bytes
 msdmo.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:11:59 14336 bytes
 encapi.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:11:53 20480 bytes
 qasf.dll: 10.00.0000.3802 English Final Retail 1/28/2005 12:44:28 221184 bytes
 qcap.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 192512 bytes
 qdv.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 279040 bytes
 qdvd.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 386048 bytes
 qedit.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:03 562176 bytes
 qedwipes.dll: 6.05.2600.5512 English Final Retail 4/13/2008 09:21:32 733696 bytes
 quartz.dll: 6.05.2600.5933 English Final Retail 2/5/2010 10:27:45 1291776 bytes
 strmdll.dll: 4.01.0000.3938 English Final Retail 8/26/2009 00:00:21 247326 bytes
 iac25_32.ax: 2.00.0005.0053 English Final Retail 4/13/2008 16:12:42 199680 bytes
 ir41_32.ax: 4.51.0016.0003 English Final Retail 4/13/2008 16:12:42 848384 bytes
 ir41_qc.dll: 4.30.0062.0002 English Final Retail 4/13/2008 16:11:55 120320 bytes
 ir41_qcx.dll: 4.30.0064.0001 English Final Retail 4/13/2008 16:11:55 338432 bytes
 ir50_32.dll: 5.2562.0015.0055 English Final Retail 4/13/2008 16:11:55 755200 bytes
 ir50_qc.dll: 5.00.0063.0048 English Final Retail 4/13/2008 16:11:55 200192 bytes
 ir50_qcx.dll: 5.00.0064.0048 English Final Retail 4/13/2008 16:11:55 183808 bytes
 ivfsrc.ax: 5.10.0002.0051 English Final Retail 4/13/2008 16:12:42 154624 bytes
 mswebdvd.dll: 6.05.2600.5857 English Final Retail 8/5/2009 01:01:48 204800 bytes
 ks.sys: 5.03.2600.5512 English Final Retail 4/13/2008 12:16:36 141056 bytes
 ksproxy.ax: 5.03.2600.5512 English Final Retail 4/13/2008 17:12:42 129536 bytes
 ksuser.dll: 5.03.2600.5512 English Final Retail 4/13/2008 17:11:56 4096 bytes
 stream.sys: 5.03.2600.5512 English Final Retail 4/13/2008 11:45:16 49408 bytes
 mspclock.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:50 5376 bytes
 mspqm.sys: 5.01.2600.5512 English Final Retail 4/13/2008 10:39:51 4992 bytes
 mskssrv.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:52 7552 bytes
 swenum.sys: 5.03.2600.5512 English Final Retail 4/13/2008 10:39:53 4352 bytes
 mpeg2data.ax: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:42 118272 bytes
 msvidctl.dll: 6.05.2600.5512 English Final Retail 4/13/2008 16:12:01 1428992 bytes
 vbisurf.ax: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:42 30208 bytes
 msyuv.dll: 5.03.2600.5908 English Final Retail 11/27/2009 09:11:44 17920 bytes
 wstdecod.dll: 5.03.2600.5512 English Final Retail 4/13/2008 16:12:10 50688 bytes
- 
	I do appreciate the help, and I'll give this lower and lower resolution thing a try. I noticed I was able to play for much longer when I put the game down to 1600*1200 or 1600*900. This time I will post my dxdiag and my COH Helper outputs to the forums, as COH Helper seems to always want to put my driver dates at the default
 
 
 Pardon the mess of the DXDiag 
 
 ------------------
 System Information
 ------------------
 Time of this report: 11/14/2010, 14:08:12
 Machine name: NEPAROS
 Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
 Language: English (Regional Setting: English)
 System Manufacturer: System manufacturer
 System Model: System Product Name
 BIOS: Phoenix - AwardBIOS v6.00PG
 Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
 Memory: 2046MB RAM
 Page File: 572MB used, 3367MB available
 Windows Dir: C:\WINDOWS
 DirectX Version: DirectX 9.0c (4.09.0000.0904)
 DX Setup Parameters: Not found
 DxDiag Version: 5.03.2600.5512 32bit Unicode
 
 ------------
 DxDiag Notes
 ------------
 DirectX Files Tab: No problems found.
 Display Tab 1: No problems found.
 Sound Tab 1: No problems found.
 Music Tab: No problems found.
 Input Tab: No problems found.
 Network Tab: No problems found.
 
 --------------------
 DirectX Debug Levels
 --------------------
 Direct3D: 0/4 (n/a)
 DirectDraw: 0/4 (retail)
 DirectInput: 0/5 (n/a)
 DirectMusic: 0/5 (n/a)
 DirectPlay: 0/9 (retail)
 DirectSound: 0/5 (retail)
 DirectShow: 0/6 (retail)
 
 ---------------
 Display Devices
 ---------------
 Card name: NVIDIA GeForce 9800 GTX/9800 GTX+
 Manufacturer: NVIDIA
 Chip type: GeForce 9800 GTX/9800 GTX+
 DAC type: Integrated RAMDAC
 Device Key: Enum\PCI\VEN_10DE&DEV_0612&SUBSYS_C8733842&REV_A2
 Display Memory: 512.0 MB
 Current Mode: 1920 x 1200 (32 bit) (60Hz)
 Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
 Monitor Max Res: 1920,1200
 Driver Name: nv4_disp.dll
 Driver Version: 6.14.0012.6099 (English)
 DDI Version: 9 (or higher)
 Driver Attributes: Final Retail
 Driver Date/Size: 10/16/2010 10:55:00, 6359552 bytes
 WHQL Logo'd: Yes
 WHQL Date Stamp: n/a
 VDD: n/a
 Mini VDD: nv4_mini.sys
 Mini VDD Date: 10/16/2010 10:55:00, 9623680 bytes
 Device Identifier: {D7B71E3E-4552-11CF-214C-7FE803C2CB35}
 Vendor ID: 0x10DE
 Device ID: 0x0612
 SubSys ID: 0xC8733842
 Revision ID: 0x00A2
 Revision ID: 0x00A2
 Video Accel: ModeMPEG2_C ModeMPEG2_D
 Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
 {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
 {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
 {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
 {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
 {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
 {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
 {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
 Registry: OK
 DDraw Status: Enabled
 D3D Status: Enabled
 AGP Status: Enabled
 DDraw Test Result: Not run
 D3D7 Test Result: Not run
 D3D8 Test Result: Not run
 D3D9 Test Result: Not run
 
 -------------
 Sound Devices
 -------------
 Description: Sound Blaster X-Fi Xtreme Audio
 Default Sound Playback: Yes
 Default Voice Playback: Yes
 Hardware ID: PCI\VEN_1102&DEV_0007&SUBSYS_10131102&REV_00
 Manufacturer ID: 1
 Product ID: 100
 Type: WDM
 Driver Name: P17xfi.sys
 Driver Version: 5.12.0001.0621 (English)
 Driver Attributes: Final Retail
 WHQL Logo'd: Yes
 Date and Size: 11/21/2007 17:06:26, 1174528 bytes
 Other Files:
 Driver Provider: CREATIVE
 HW Accel Level: Full
 Cap Flags: 0xF5F
 Min/Max Sample Rate: 100, 192000
 Static/Strm HW Mix Bufs: 65, 64
 Static/Strm HW 3D Bufs: 65, 64
 HW Memory: 0
 Voice Management: Yes
 EAX(tm) 2.0 Listen/Src: Yes, Yes
 I3DL2(tm) Listen/Src: Yes, Yes
 Sensaura(tm) ZoomFX(tm): No
 Registry: OK
 Sound Test Result: Not run
 
 ---------------------
 Sound Capture Devices
 ---------------------
 Description: Sound Blaster X-Fi Xtreme Audio
 Default Sound Capture: Yes
 Default Voice Capture: Yes
 Driver Name: P17xfi.sys
 Driver Version: 5.12.0001.0621 (English)
 Driver Attributes: Final Retail
 Date and Size: 11/21/2007 17:06:26, 1174528 bytes
 Cap Flags: 0x41
 Format Flags: 0xFFF
 
 -----------
 DirectMusic
 -----------
 DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
 DLS Version: 1.00.0016.0002
 Acceleration: n/a
 Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
 Sound Blaster X-Fi Xtreme Audio, Software (Kernel Mode), Output, DLS, Internal
 Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
 Creative SoundFont Synthesizer [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
 Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
 Registry: OK
 Test Result: Not run
 
 -------------------
 DirectInput Devices
 -------------------
 Device Name: Mouse
 Attached: 1
 Controller ID: n/a
 Vendor/Product ID: n/a
 FF Driver: n/a
 
 Device Name: Keyboard
 Attached: 1
 Controller ID: n/a
 Vendor/Product ID: n/a
 FF Driver: n/a
 
 Device Name: Controller (XBOX 360 For Windows)
 Attached: 1
 Controller ID: 0x0
 Vendor/Product ID: 0x045E, 0x028E
 FF Driver: n/a
 
 Device Name: USB Gaming Mouse
 Attached: 1
 Controller ID: 0x0
 Vendor/Product ID: 0x046D, 0xC049
 FF Driver: n/a
 
 Device Name: USB Gaming Mouse
 Attached: 1
 Controller ID: 0x0
 Vendor/Product ID: 0x046D, 0xC049
 FF Driver: n/a
 
 Poll w/ Interrupt: No
 Registry: OK
 
 -----------
 USB Devices
 -----------
 + USB Root Hub
 | Vendor/Product ID: 0x10DE, 0x005A
 | Matching Device ID: usb\root_hub
 | Service: usbhub
 | Driver: usbhub.sys, 4/13/2008 10:45:37, 59520 bytes
 | Driver: usbd.sys, 2/28/2006 04:00:00, 4736 bytes
 
 ----------------
 Gameport Devices
 ----------------
 
 ------------
 PS/2 Devices
 ------------
 + Standard 101/102-Key or Microsoft Natural PS/2 Keyboard
 | Matching Device ID: *pnp0303
 | Service: i8042prt
 | Driver: i8042prt.sys, 4/13/2008 11:18:00, 52480 bytes
 | Driver: kbdclass.sys, 4/13/2008 10:39:47, 24576 bytes
 |
 + Terminal Server Keyboard Driver
 | Matching Device ID: root\rdp_kbd
 | Upper Filters: kbdclass
 | Service: TermDD
 | Driver: termdd.sys, 4/13/2008 16:13:20, 40840 bytes
 | Driver: kbdclass.sys, 4/13/2008 10:39:47, 24576 bytes
 |
 + HID-compliant mouse
 | Vendor/Product ID: 0x046D, 0xC049
 | Matching Device ID: hid_device_system_mouse
 | Service: mouhid
 | Driver: mouclass.sys, 4/13/2008 10:39:47, 23040 bytes
 | Driver: mouhid.sys, 2/28/2006 04:00:00, 12160 bytes
 |
 + Terminal Server Mouse Driver
 | Matching Device ID: root\rdp_mou
 | Upper Filters: mouclass
 | Service: TermDD
 | Driver: termdd.sys, 4/13/2008 16:13:20, 40840 bytes
 | Driver: mouclass.sys, 4/13/2008 10:39:47, 23040 bytes
 
 ----------------------------
 DirectPlay Service Providers
 ----------------------------
 DirectPlay8 Modem Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
 DirectPlay8 Serial Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
 DirectPlay8 IPX Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
 DirectPlay8 TCP/IP Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.5512)
 Internet TCP/IP Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.5512)
 IPX Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.5512)
 Modem Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.5512)
 Serial Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.5512)
 
 DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
 DirectPlay Test Result: Not run
 Registry: OK
 
 -------------------
 DirectPlay Adapters
 -------------------
 DirectPlay8 Serial Service Provider: COM1
 DirectPlay8 TCP/IP Service Provider: Local Area Connection 2 - IPv4 -
 
 -----------------------
 DirectPlay Voice Codecs
 -----------------------
 Voxware VR12 1.4kbit/s
 Voxware SC06 6.4kbit/s
 Voxware SC03 3.2kbit/s
 MS-PCM 64 kbit/s
 MS-ADPCM 32.8 kbit/s
 Microsoft GSM 6.10 13 kbit/s
 TrueSpeech(TM) 8.6 kbit/s
 
 -------------------------
 DirectPlay Lobbyable Apps
 -------------------------
 
 ------------------------
 Disk & DVD/CD-ROM Drives
 ------------------------
 Drive: C:
 Free Space: 151.5 GB
 Total Space: 305.2 GB
 File System: NTFS
 Model: ST3320620AS
 
 Drive: D:
 Model: HL-DT-ST DVDRAM GH20NS10
 Driver: c:\windows\system32\drivers\cdrom.sys, 5.01.2600.5512 (English), 4/13/2008 10:40:46, 62976 bytes
 
 --------------
 System Devices
 --------------
 Name: D-Link DFE-530TX PCI Fast Ethernet Adapter (rev.C)
 Device ID: PCI\VEN_1106&DEV_3106&SUBSYS_14031186&REV_86\4&15B 9AB7D&0&3848
 Driver: C:\WINDOWS\system32\DRIVERS\dlkfet5b.sys, 3.69.0000.0454 (English), 5/16/2007 10:20:32, 43008 bytes
 Driver: C:\WINDOWS\system32\vuins32.dll, 1.07.0000.0012 (English), 10/27/2006 07:26:56, 69632 bytes
 Driver: C:\WINDOWS\system32\difxapi.dll, 2.00.0001.0000 (English), 11/17/2005 06:46:16, 337320 bytes
 
 Name: VIA OHCI Compliant IEEE 1394 Host Controller
 Device ID: PCI\VEN_1106&DEV_3044&SUBSYS_81FE1043&REV_C0\4&15B 9AB7D&0&0848
 Driver: C:\WINDOWS\system32\DRIVERS\ohci1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:46:18, 61696 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\1394bus.sys, 5.01.2600.5512 (English), 4/13/2008 10:46:18, 53376 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\nic1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:51:25, 61824 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\arp1394.sys, 5.01.2600.5512 (English), 4/13/2008 10:51:25, 60800 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\enum1394.sys, 5.01.2600.0000 (English), 8/17/2001 05:46:40, 6400 bytes
 
 Name: Sound Blaster X-Fi Xtreme Audio
 Device ID: PCI\VEN_1102&DEV_0007&SUBSYS_10131102&REV_00\4&15B 9AB7D&0&3048
 Driver: C:\WINDOWS\system32\ksuser.dll, 5.03.2600.5512 (English), 4/13/2008 17:11:56, 4096 bytes
 Driver: C:\WINDOWS\system32\ksproxy.ax, 5.03.2600.5512 (English), 4/13/2008 17:12:42, 129536 bytes
 Driver: C:\WINDOWS\system32\drivers\ks.sys, 5.03.2600.5512 (English), 4/13/2008 12:16:36, 141056 bytes
 Driver: C:\WINDOWS\system32\drivers\drmk.sys, 5.01.2600.5512 (English), 4/13/2008 11:45:14, 60160 bytes
 Driver: C:\WINDOWS\system32\drivers\portcls.sys, 5.01.2600.5512 (English), 4/13/2008 12:19:42, 146048 bytes
 Driver: C:\WINDOWS\system32\drivers\stream.sys, 5.03.2600.5512 (English), 4/13/2008 11:45:16, 49408 bytes
 Driver: C:\WINDOWS\system32\wdmaud.drv, 5.01.2600.5512 (English), 4/13/2008 17:12:46, 23552 bytes
 Driver: C:\WINDOWS\system32\CtDvIns1.dll, 0.05.0000.0042 (English), 10/16/2007 18:59:28, 171520 bytes
 Driver: C:\WINDOWS\system32\P17res.dll, 5.12.0001.0405 (English), 1/25/2006 14:55:48, 137728 bytes
 Driver: C:\WINDOWS\system32\OemSpi.dll, 1.00.0000.0014 (English), 5/8/2007 08:59:08, 137216 bytes
 Driver: C:\WINDOWS\system32\SPIRun.dll, 1.00.0000.0002 (English), 7/3/2006 12:43:16, 10752 bytes
 Driver: C:\WINDOWS\system32\drivers\P17xfi.sys, 5.12.0001.0621 (English), 11/21/2007 17:06:26, 1174528 bytes
 Driver: C:\WINDOWS\system32\drivers\Pfmodnt.sys, 3.00.0000.0011 (English), 12/22/2004 19:58:14, 8704 bytes
 Driver: C:\WINDOWS\system32\drivers\p17xfilt.sys, 5.10.0000.3614 (English), 10/10/2007 19:31:08, 1664384 bytes
 Driver: C:\WINDOWS\system32\A3d.dll, 80.00.0000.0003 (English), 4/11/2002 01:41:06, 65536 bytes
 Driver: C:\WINDOWS\system32\P17CPI.dll, 1.00.0000.0002 (English), 10/2/2003 18:48:18, 53248 bytes
 
 Name: NVIDIA GeForce 9800 GTX/9800 GTX+
 Device ID: PCI\VEN_10DE&DEV_0612&SUBSYS_C8733842&REV_A2\4&243 D7BD0&0&0070
 Driver: C:\Program Files\NVIDIA Corporation\Drs\dbInstaller.exe, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 145408 bytes
 Driver: C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin, 10/16/2010 10:55:00, 240592 bytes
 Driver: C:\Program Files\NVIDIA Corporation\license.txt, 10/16/2010 10:55:00, 15511 bytes
 Driver: C:\WINDOWS\system32\DRIVERS\nv4_mini.sys, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 9623680 bytes
 Driver: C:\WINDOWS\system32\OpenCL.dll, 1.00.0000.0000 (English), 10/16/2010 10:55:00, 61440 bytes
 Driver: C:\WINDOWS\system32\nv4_disp.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 6359552 bytes
 Driver: C:\WINDOWS\system32\nvapi.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 1462272 bytes
 Driver: C:\WINDOWS\system32\nvcompiler.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 13012992 bytes
 Driver: C:\WINDOWS\system32\nvcuda.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 4882432 bytes
 Driver: C:\WINDOWS\system32\nvcuvenc.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 2666600 bytes
 Driver: C:\WINDOWS\system32\nvcuvid.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 2932840 bytes
 Driver: C:\WINDOWS\system32\nvdata.bin, 10/16/2010 10:55:00, 2293194 bytes
 Driver: C:\WINDOWS\system32\nvinfo.pb, 10/16/2010 10:55:00, 3739 bytes
 Driver: C:\WINDOWS\system32\nvoglnt.dll, 6.14.0012.6099 (English), 10/16/2010 10:55:00, 14532608 bytes
 Driver: C:\WINDOWS\system32\nvdispco32.dll, 2.00.0005.0000 (English), 10/16/2010 10:55:00, 888424 bytes
 Driver: C:\WINDOWS\system32\nvgenco32.dll, 2.00.0003.0000 (English), 10/16/2010 10:55:00, 813672 bytes
 
 Name: nForce HyperTransport Bridge
 Device ID: PCI\VEN_10DE&DEV_005E&SUBSYS_815A1043&REV_A3\3&241 1E6FE&0&00
 Driver: n/a
 
 Name: PCI standard PCI-to-PCI bridge
 Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&68
 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
 
 Name: PCI standard PCI-to-PCI bridge
 Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&60
 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
 
 Name: PCI standard PCI-to-PCI bridge
 Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_F3\3&241 1E6FE&0&58
 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
 
 Name: PCI standard PCI-to-PCI bridge
 Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&241 1E6FE&0&70
 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
 
 Name: PCI standard PCI-to-PCI bridge
 Device ID: PCI\VEN_10DE&DEV_005C&SUBSYS_00000000&REV_F2\3&241 1E6FE&0&48
 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 5.01.2600.5512 (English), 4/13/2008 10:36:44, 68224 bytes
 
 Name: Standard Enhanced PCI to USB Host Controller
 Device ID: PCI\VEN_10DE&DEV_005B&SUBSYS_815A1043&REV_A3\3&241 1E6FE&0&11
 Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:35, 30208 bytes
 Driver: C:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:36, 143872 bytes
 Driver: C:\WINDOWS\system32\usbui.dll, 5.01.2600.5512 (English), 4/13/2008 16:12:08, 74240 bytes
 Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.5512 (English), 4/13/2008 10:45:37, 59520 bytes
 Driver: C:\WINDOWS\system32\hccoin.dll, 5.01.2600.5512 (English), 4/13/2008 16:11:54, 7168 bytes
- 
	Just reinstalled the sound drivers, no dice on it being fixed  
- 
	Things only really started going down hill with COH powering off the computer when I got a new monitor, and something similar was happening with League of Legends before tweaking my video card setup, so it would stand to logic it is something there, but I will see about the sound card drivers too. Hopefully all of the above fixes this
- 
	An update, I did a driver clean and reinstall, game still seems to want to power off the computer when on 1920/1200
- 
	I think this may have to do with the fact that I have been running a 1920*1200 wide screen monitor recently, as the crashes did not happen before that, but I have been getting a lot of crashs in COH of late. The computer will litterally just turn off, and has to be turned back on again to restart. Any help trouble shooting this would be appreciated.
 
 
 ---System information gathered by CoH Helper version 0.2.0.2---
 
 DxDiag gathered at November 11, 2010 18:21 (-08:00)
 Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
 System Manufacturer: System manufacturer
 System Model: System Product Name
 BIOS: Phoenix - AwardBIOS v6.00PG
 Central Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
 Memory: 2046MB
 .Net Memory Report: 1600MB out of 2046MB available
 Page File: 3512MB (427MB currently in use)
 C Drive: (ST3320620AS) 152352MB out of 305234MB (49%) free
 D Drive: (HL-DT-ST DVDRAM GH20NS10) zero-size drive
 Windows directory location: C:\WINDOWS
 DirectX: DirectX 9.0c (4.09.0000.0904)
 DirectX Diag version: 5.03.2600.5512 (32-bit version)
 
 Display Notes: No problems found.
 Sound Notes: No problems found.
 Input Notes: No problems found.
 
 Monitor: SyncMaster 245B/245BW/245BPlus(Digital)
 Monitor's Max Resolution: 1920,1200
 Video Device Name: NVIDIA GeForce 9800 GTX/9800 GTX+
 Manufacturer / Chip: NVIDIA / GeForce 9800 GTX/9800 GTX+
 Video Memory: 512.0 MB
 Driver Version: 6.14.0012.6099
 Driver Date: 01/01/0001 12:00:00 AM
 Driver Language: English
 
 Sound Device Description: Sound Blaster X-Fi Xtreme Audio
 Driver File: P17xfi.sys
 Driver Version: 5.12.0001.0621
 Driver Date: 01/01/0001 12:00:00 AM
 
 
 WMI Information
 Motherboard Manufacturer: ASUSTeK Computer INC.
 Motherboard Model: (empty)
 Motherboard Product: M2N-SLI
 Motherboard Version: 1.XX
 BIOS Manufacturer: Phoenix Technologies, LTD
 BIOS Name: Phoenix - AwardBIOS v6.00PG
 BIOS Version: Nvidia - 42302e31
 BIOS Release: 20070907000000.000000+000
 
 
 Registry Information for Current User
 Resolution: 1600x900
 3D Resolution: 1600x900 (Not using renderscale)
 Full Screen: Yes
 Maximized: No
 Screen Position: 0, 0
 Refresh Rate: 0Hz
 Vertical Sync Enabled: No
 
 
 Physics Quality: Low
 Maximum Particles: 19817
 Max Particle Fill? 10.000
 Physics Card Enabled: No
 
 
 Anti-aliasing: 4x
 Anisotropic Filtering: 2x
 Texture LOD Bias: Smooth
 Water Effects: High quality
 Bloom: 1.000 (turned off)
 Depth of Field Enabled: No
 Desaturation Effects (Sepia) Enabled: No
 Shader Detail: Medium?
 
 
 World Texture Level: Medium
 Character Texture Level: Medium
 World Detail Level (Vis_Scale): 1.000
 Entity Detail Level: 1.000
 Shadows Enabled: No
 Shadow Mode: Stencil shadows
 Shadow Map Shader: Unknown (0)
 Environmental Reflections: Medium quality
 Advanced Occlusion Settings: No
 Ambient Occlusion: High performance
 Occlusion Strength: Slight
 Blur: Fast
 Ambient Resolution: High performance
 
 
 Gamma Correction: 0.748
 Geometry Buffers (VBOs) Enabled: Yes
 Suppression of FX When Camera Close Enabled: Yes
 Close Suppression Range: 3.000
 Show Advertisements: Yes
 
 Audio Mode: Compatiblity
 3D Audio: No
 FX Sound Volume: 0.513
 Music Sound Volume: 0.000
 
 Show Advanced Graphics Options: Yes
 Overall Graphics Quality: 0.000
 Reverse Mouse Buttons: No
 Save Login Username: Yes
 Transfer Rate: 339749 bytes/second
 Current Game Version: 1850.201009101722.18T2r
 Installation Directory: C:\City of Heroes
- 
	Assuming that none of the "aestetics" are changed, I would say go for option 1. From a hardware point of view, having more crap people never use in memory is a great way to bog down the already page table heavy COH even further. A lot of the older textures are not used as much any more by a lot of people, and a good high def redo would make them seem new and great again.
- 
	My bots/ff mastermind was a good character right from the begining, where she sees herself as a squad leader that utilizes robotic troops as need be. She uses her built robots because they are more expendable than human lives, and do not carry the risk of devouring earth infections. The drones and robots aren't anything worse than say the US airforce using predator drones, so why would they be considered inherently "evil"? Zombies and demons are a bit ambigous, ninjas and soldiers could be good (howabout a sensei of a good ninja clan? Or an A-Team style band of rag tag mecernaries that save the day? Or a squad of footsoldiers from FREEDOM?), thugs could be members of the Resistance fighting the good fight while under cover.
 
 
 As for the "role" of a mastermind, I like to think of them as the "Paladins" of COH. They are amazing for tanking lots of little minions/LTs, and carry a variety of buffs/debuffs/heals that benefit not only the henchmen, but the rest of the team as well. Of course, this could just be my POV from playing a bots/ff mastermind extensively, as those who play say ninja/dark or zombie/poison may have different experiences, but that seems to be the intended use of the mastermind as according to the devs.
- 
	RP wise, you could just say that the markets do what side swapping players would have done anyways: "gray area" gun runners would be moving stuff from Wentworth's to Black market due to the side swapping. Those who are willing to pay wouldn't care what "fell off the back of the truck" or not, since a purple IO is a purple IO at the end of the day.
 
 Since things are about to get a lot more blended between the extreme sides, it makes perfect sense to merge the markets with the expansion, at least from an RP perspective. From a balance perspective its a massive pain in the *** to code in 3 markets, let alone play/maintain them.
 
 "The RPers don't like merged markets!" is a bit of strawman argument though. Nobody likes having no IOs to slot their character out (villain side), or paying for astronomically priced white salvage for no logical reason hero side. I know any of my villains in character would be more than happy to buy from the goodie goodies if it got them a 90% discount. Hopefully a market blend will cause things to balance out on the prices, so IOs and salvage start reflecting the real world value of them.
 
 Of course, there will be a tonne of action with Going Rogue with a mass torrent of new praetorian alts, and people dusting off their level 50s to do post level 50 advancement/side swapping, with lots of highs and lows going on, and plenty of ways to make money if you are willing to wait even a day on buys/sells.
- 
	tldr version: SR is a one trick bad pony, fire armor/invuln could use a boost too, leave shields/WP/regen/dark armor alone.
 
 
 
 Let's look at what makes 'good' sets good, and 'bad' sets bad.
 
 The Good:
 
 Shields: You can defense cap this set, AND you get a really great offensive ranged nova power. The one-two punch from Shield Charge and a good primary PBAoE usually means all the minions of a group will be dead. Has some all right health recovery, and in theory you can build for smash/lethal cap with One With the Shield, but high +defense and offense is the name of the game here. The ability to boost your teammates' defense as well and have +attack as a toggle are icing on the cake of a great set.
 
 Regen: You take the toggle heal, two click heals, a click mega regen, and Moment of Glory and have the whole set right there. Quick Recovery is icing on the cake. Resiliance and Revive are optional. Very straight forward to play set, although it requires some skills in order to survive.
 
 Dark Armor: Looks crappy at first, but when developed is a very powerful set. Anyone who's fought Ghost Widow knows the power of PBAoE life drain, and the psi resistance DA gets is probably the highest in the game. If you cannot kill a dark armor in 15 seconds, you can't ever kill them at all. This set also syrnegizes with dark melee very well (DM gives -tohit, an end drain, and a single target life drain). Also has the perk of having extra controls/perks in the set you can use.
 
 Ninjitsu (yes I know its a stalker set, so sue me): Like super reflexes, but has many tricks up its sleeves. Built in caltrops, a PBAOE detaunt, a self heal, and that fun confuse/sleep powder makes this a great set for survival as a stalker. Most importantly, it combines being able to cap defense with having a great self heal. Works very well with either DM (see above) or ninja blade (due to divine avalanche and melee/lethal capping). This is the set super reflexes "should have been".
 
 Willpower: Has amazing self regen (almost as much as a regen scrapper, go figure) which kicks in the more bad guys you have around you. Other wise you get a good mix of defenses and smash/lethal resistance. A great all around set that 'feels' right, and can make for some very tough tank/brute tanking builds. This is the set invulnerability "should have been".
 
 Electrical Armor: This set would be mediocre except for one thing: the insane endurance generation/damage you get from the set. If you can build your scrapper (or brute for that matter) to last more than a few seconds, you will decimate most enemies. Power sink works as a good control in a pinch if you decide to go the -end route with both primary and secondary, and you do cap energy resistance without even trying. When things get really hairy you can use the teir 9 go nuts with capped resitances. Still, its a 'soft' defense set compared to others. This is the set fire armor "should have been".
 
 
 The Bad (or 'meh')
 
 Invulnerability: Just a mere shadow of its former self, although recent changes have aleviated that some what. It can still be a respectable set if you really work to cap out your defense and get your endurance recovery under control, but other wise is kind of "meh" compared to the above.
 
 Fire Armor: Has some pretty good extra offense (Firey Aura, Burn Patch, and another build up), an endurance drain power (combustion) but unlike shields or electrical you pay for that offense dearly. You need a lot of IOs to get the immobilize and knockback coverage most other sets give you, and resistance based armors kind of suck in general after the Global Defense Nerf. Ironically this makes a great offense heavy scrapper set as you can double build up and burninate the crap out of a spawn, but falls down flat if you start getting shot at.
 
 The Ughly
 
 Super Reflexes: Where do I begin? In order for this set to function properly, you need to take most of the powers in the set and slot them well. This means right off the bat you have a tough, tight build. Endurance becomes a problem fast as you are running no less than 3 toggles (more if you need to get tough or weave). The passives scaling up resistances when you are down on your luck are a nice touch, but again you have to take *everything* just about on most builds. On top of it all, other than quickness the set offers litterally nothing outside of the +defense.
 
 This means you have a super tight build where you have to watch your endurance very carefully, you have very little room for extra 'fun' powers, and you are a one trick pony that if you run into so much as a COT earth mage quick sand patch you are pretty much screwed. Never mind enemies like Malta Gunslingers that "cheat" and never miss.
 
 Now while you can build a good super reflexes that is defense capped and survives easily enough under regular play, you can do the same with a little IO work for a */ninjitsu stalker, or an invuln character, a soldier of Arachnos, or in this thread's case, a /shield character. And unlike Super Reflexes, those characters are not one trick ponies. Now everyone will be crying that shields/WP/regen (again...) should be nerfed, but in this case I think that Super Reflexes should be reworked, and given more utility.
- 
	We'll miss seeing your face in the forums here, Niv, but best of luck to you at your new position. You've been very good to us over the years, and hopefully you will do well where ever your endevors take you!
- 
	Where this gets really mean is if you take a tanker build that already has pretty decent resistances, than throw on some extra defense for good measure. A tank running granite armor who has been "tricked out" with 25% m/r/a defense is statistically twice as tough as one without. My ninja/ninja stalker, who's only notable weakness is not quite being capped on AOE, is neigh unkillable in most of the PVE content in the game. That is until she gets that unlucky hit streak, which in that case I aggro dump and flee.
 
 Defense shouldn't be considered the be all end all though, as many enemies in the game have really cheesie counters to defense. Earth mages from the CoTs come to mind, as those stupid quick sand patches are at least -20%ish defense, and Malta Gunslingers basically ignore defense for all intents and purposes. Getting an unlucky dark ring mistress debuff can ruin your day as those are -50%(!!) defense, anything with radiation will eat your defense numbers alive, gun fire (and those roman spears...) have -def to them, and the list goes on and on...
 
 And of course, there's always that 5% probability that an AV will just non challantly smush you in a single shot.
- 
	Is there any reason why quills could not just be a graphical effect similar to how dark armor or any other toggle power works?
- 
	If you really want to kick the crap out of stalkers and laugh at them, make a DM/Willpower brute, then build for HP cap/regen. Make sure to get all the stuff like perception cap as well. Make sure to pick up the shark hold, as it is broken good long ranged damage right now.
 
 I kid you not, a stalker is physically incapable of killing such a character. They actually do not have enough burst damage or long term damage to put a dent in a DM/will power brute running at health cap. While its debateable whether you chase down the stalker and get the kill, he will be utterly hopeless in trying to kill you.
- 
	Its kind of sad that a lot of Masterminds are rank amatures, and give the good ones a bad name. I run a Bots/FF mastermind, which at times can be annoying and chaotic to control, but well worth it. I also love teaming with that said mastermind, as she's tough enough to tank most spawns and asborb alpha strikes, but also dish out some mean AOE damage.
 
 Masterminds are probably the most difficult AT in the game to work right. This is because you have to herd 6 unruly henchmen who at times will decide its fun to be stupid, and on top of that you need to make those henchmen "play nice" with the 7 other unruly player characters on your team. If anything, a mastermind will add lots of CHAOS to a fight, but this can be good chaos if used properly.
 
 
 Rather than dwell on the negative, here's a list (in my opinion) of what masterminds can do to make a team rule, and SHOULD be doing.
 
 
 1- Masterminds should be absorbing alpha strikes if possible. When you have 30%ish defense, and 80% resistance spread out over 6 henchmen, the electric armor brute shouldn't be taking it on the chin
 
 2- Masterminds should be getting 'soft' aggro from many targets after the fight starts. This may not be as useful to the OP (a brute), but is a true god send for a stalker, corruptor, or dominator. Or think of it this way: would you rather you get hit by a Dark Ring Mistress'/Malta Sapper's mega debuff, or have one of my drones take the fall on that?
 
 3-Masterminds should be buffing/debuffing/healing. People, if you run into a */forceFields mastermind and they're not sharing the bubbling love, they have no business being on a team. Masterminds have secondaries that are almost on the same level as corruptors, and should be using them. Besides, not like they got anything better to do while the henchmen are blasting everything...
 
 4-Masterminds should be keeping their pets on a leesh. This one can be tougher to do than you might think, given even a ranged pet has the tendancy to want to run up and bash something, or go chasing after a fleeing enemy. Fortunately, players can move mastermind pets aside like they were beach balls if they start to get in the way.
 
 5-Masterminds should understand that their pets are expendable, but players are not. If you lose a couple of drones and an assault bot, whoopty doo they can be resummoned and reequiped inside of 10 seconds. A player going down won't be up nearly as fast usually, and will incure debt. Again, this goes back to number 3- : with my play style, players get bubbles first, then the bots.
 
 6- Finally, masterminds should understand their role, and how it relates to a team. Depending on builds, masterminds can be part tank, part DPS, or part 'healer'. Sound familiar, people who've played WOW? That's right: a paladin. Masterminds are COV's version of the "plate healer", the tough to kill character that can provide debuffs, heals, and buffs to your team even when things get rough, and still dish out damage.
 
 
 
 So TLDR version: if a mastermind isn't doing something productive to keep your team alive, or make your life better in some way, he's not doing his job right.
- 
	So far from what I can tell on perliminary testing, the AE will keep track of your gender based upon the costume you are currently wearing, and my height sliders haven't been screwed up yet. Seems much better than a week ago!
- 
	Actually, I think they could be done in a reasonable ammount of time. As the Cyborg 'combat aura' pack proved, you can have graphics effects based off of whether or not you are in combat. The scabards could be costume peices that go on the belt or back respectively, and starting combat with blades drawn makes the 'sword' part of it disappear as its drawn. Like the wings, and the capes, they're certainly doable... but likely time consuming.
 
 Like all things in this game, it takes time to make, and BABs is probably already cooking up something even better. And this is a system that would only effect 6 or 7 powersets as opposed to all of them (like power customization will), so I don't imagine it being a high priority for the time being. It'd still be cool though.
 
			