Redlynne

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  1. It's not *just* the incarnate trials that do this, they just happen to be extremely heavy memory (ab)users and so the memory leak is "more pronounced" with incarnate trials. Other things which can produce the memory leak involve simply playing for several hours (and thus loading lots of zone maps over time) or simply using the Base Editor. I can induce a memory leak crash in the Base Editor reliably just by clicking on the Choose Styles button and then sequentially clicking on the room location tabs one after another, forcing a load of each style into memory (which then never gets cleaned up, purged or garbage collected). The Choose Styles memory leak in the Base Editor is so bad that it simply isn't possible for me to click on each room location (low floors, mid floors, high floors, etc.) all the way through without inducing a memory leak crash of the client. The Base Editor is a VERY RELIABLE memory leaker.

    And worst of all, this memory leak problem is OS agnostic (it happens to Windows and Mac computers) as well as being Graphics Card agnostic (it happens to NVidia and AMD cards) ... although the AMD graphics cards do seem to be more susceptible to the problem. This leads me to believe that the fault lies within the CoH programming code itself (and if it isn't, I have a hard time understanding why it wouldn't be).
  2. One thing that I for one would *definitely* put on my wishlist for Mercy Island is to add even minimal projecting window ledges to all the buildings. In places like King's Row, all of the housing blocks have projecting window ledges, which allows you to (with a bit of work) jump UP on the sides of buildings so as to get to the rooftops. The buildings in Mercy Island have sheer slab slided wall faces with no projecting ledges on them to jump from. All of the window "ledges" that you see on buildings are just texture mapped, there's no "supporting" geometry at work there.
  3. Quote:
    Originally Posted by reiella View Post
    It really kind of sucks. Can either hope for the zone to reset on it's own. Hope for the ticket to get answered in a reasonable time frame.

    Or what I end up doing is just deleting the character and restarting and skipping that stupid mission. :/
    Please note that NONE of these outcomes is a positive experience for a NEW PLAYER, and all of them make a very bad FIRST IMPRESSION on someone who has never played the game before.

    So I re-iterate ... even though there hasn't been enough time yet for Paragon Studios to *do* anything about this since I filed my bug report and petition ... this NEEDS to be fixed before Freedom, and Free to Play, go Live.
  4. Quote:
    Originally Posted by Cauda View Post
    That looks like a pubic hair grooming disaster.
    Quote:
    Originally Posted by Dragorian View Post
    ^I LoLgasmed
    Sadly ... that was NOT my first impression of Antoinette's work. But now that it has been said, it unfortunately cannot be UNSAID. And now I too am reflexively seeing a grooming disaster interpretation, whether I want to or not.
  5. Quote:
    Originally Posted by Schismatrix View Post
    To the contrary, the Battalion showed up quite some time after the unnamed aliens had transformed them into the Rikti, which is probably why the Rikti were able to repel the Battalion of their home dimension.

    Their last big operation was against an alien force called the Battalion about 100 years ago.
    Quote:
    Originally Posted by RadDidIt View Post
    Simply put, the Battalion is small fish.
    This makes me think that the Battalion is simply the Rikti Dimension counterpart to the Nemesis Army. The difference is, the Warrior Caste Rikti not only defeated "their" Lord Nemesis, but also managed to kill him (it sounds like) ... meaning that the Battalion has not been a problem since (unlike the situation on Primal Earth).
  6. Quote:
    Originally Posted by Lucky666 View Post
    You know all of this is in closed beta hence there is gonna be bugs, also your probably gonna get booted from closed beta now too.
    Virtue server = Beta Server ...?
  7. Oh don't get me wrong ... Belladonna has a great story behind her making her a wonderful character. But the *LOOK* she presents when you see her isn't really telling you that story. Belladonna doesn't have an *iconic* appearance, like her counterparts do. She *is* however very well suited for the environment she lives in (she's hunted and on the run) and her appearance matches up very well with living the life of a scrounger, so everything "fits" in very well with her story and circumstances. It's just that she isn't visually arresting in the way that Ghost Widow and Sister Airlia are.

    Belladonna Vetrano has a relatively "normal" human appearance (as she should!) ... while Ghost Widow and Sister Airlia are flat out EXOTIC.

    Case in point ... the most exotic thing about Belladonna Vetrano's appearance is the fact that her face is asymmetrical.
  8. Bug reported in [Incident: 110806-002464] and petitioned in [Incident: 110806-002402]. GM_P_Kalin kindly responded to petition in under 10 minutes, and I believe is escalating this to Sr Support for review after documenting spawn failure.

    The Broken Clockwork that should have been located around Interrogator Hoffman near the beginning of the Tutorial were simply AWOL/not present, and they were most certainly not (re)spawning in their proper locations. This is a problem because Interrogator Hoffman gives new players a mission to defeat 1 of these Broken Clockwork ... and obviously that cannot be done if said Broken Clockwork don't (re)spawn. This then causes a Mission Chain "blockage" where new characters cannot progress to the next contact before Reese. After GM_P_Kalin documented the Spawn Failure, I searched the map (at ground level) and was able to confirm that the Missing Clockwork were NOWHERE on the map at street level (meaning they had NOT been consecutively KBed by a Griefer someplace useless, like across the map).

    Needless to say, this leaves a *BAD* first impression for new players who have never played the game before to enter a tutorial and encounter a broken mission chain within the first couple minutes simply because the mission target is stubbornly failing to spawn. Recommend that this issue needs to be fixed before Free to Play and Freedom launch ... otherwise you may leave a LOT of new players with a Bad First Impression.


  9. I am honestly hard pressed to decide which of these two is better designed and more ... signature ... in appearance. All it takes is one look at these character designs and you just KNOW that you need to watch your step around these women. You don't even need dialogue to get that sense of menace that their costumes convey.

    Contrast their visual impact with Belladonna Vetrano ...



    I look at Belladonna, and the first thing I ask myself is ... "why do you have police siren lights on your shoulders?"

    Belladonna is neither anywhere NEAR as imposing, nor has the PRESENCE, that either Ghost Widow or Sister Airlia do, just on purely visual inspection.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    I think she should have the knee-pads...
    I tried the Justice Boots with kneepads, and they just looked ridiculous on her.
    But that was just that one costume piece that "didn't fit" on her (imo), because of the shape and styling. If unique kneepads were designed for Valkyrie, I'd want them to match the styling used for the Enforcer Chest Detail and actually be affixed to the knee(s), rather than being a plate that sticks up from the shin of the boot.

    Quote:
    Originally Posted by Techbot Alpha View Post
    and her hair needs to be properly blonde, not yellow.
    Oh I don't disagree with you there. I just didn't spend the time to keep running back and forth to ICON so as to exactly match the precise shade of blonde that (original) Valkyrie has. Or if you've got a better color mix for blonde you'd like to suggest, I can whip up a new costume on the Test Server really easily to make use of it and go and grab some new screenshots using it. It's not like I'm "wedded" to that exact pair of shades of yellow. The thing is, when I tried deviating from it, I kept winding up with something that looked "too brassy" and kept backing out the changes. I just went with "good enough" to get the idea across in this case.

    Quote:
    Originally Posted by Techbot Alpha View Post
    That and, honestly, her having a uniquely tooled variant of the kit would be better, but...
    Yeah ... but ... I don't exactly have access to that sort of thing in the costume creator on Test Server ...

    Quote:
    Originally Posted by Techbot Alpha View Post
    That all said, the reflective version is actually starting to grow on me, more and more everytime I look at it
    You're not the only one. I've been noticing that same sort of effect on my opinion too! The more I look at that Metallic Tights and Justice version of Valkyrie, the more I keep thinking, "Yup. That's her!"

    In fact, it's getting to the point where I look at the original Valkyrie costume ... and feel disappointed (and sorry for her). Now, granted ... I'm a bit more biased in favor of my own creation than most people around here (I assume), and I'm not ashamed to admit it. But I still think it would be totally awesome if David had the NPC Costuming Team use "my" Valkyrie as the basis for a Valkyrie 2.0 when Steel Canyon gets revamped (or even earlier, if they can swing it on the schedule).

    Quote:
    Originally Posted by Techbot Alpha View Post
    Give her a few more unique pieces (she IS a Signature, after all) and it'd look good.
    I'd love to ... but Noble Savage would have to give me "access" in order to do that with the publicly available costume creator (which somehow, I don't think he can swing for me).

    So I work with what've got available to me, and figure that if Noble Savage (and friends) *do* pick up "my" Valkyrie as the basis for a Valkyrie 2.0 update, the final result won't look exactly like my costume code save file (and I'm fine with that).
  11. Quote:
    Originally Posted by marvalis View Post
    Now the question (finally!):
    What would be the best team-oriented high-end pve controller?
    COMPETENT.

    No matter what powersets are chosen, the COMPETENT Controller will always be better than the INCOMPETENT one.
  12. Quote:
    Originally Posted by AzureSkyCiel View Post
    Hm, you know what? That actually doesn't look half bad, honestly.
    /em blushes

    Thank you.

    Quote:
    Originally Posted by AzureSkyCiel View Post
    And while I can understand Tech's concern about Reflection tech being spammed too much in new costume parts (which based on screenshots of up coming ones, should not be too big a problem...) in this case it does help give a sense that the armor is ultimately nanite created, and it's thinness does almost suggest to me that it would be an armor that repairs (or regenerates) itself.
    Yeah. It does. And its only upon (personal) reflection, no pun intended, hours later and looking at it again that *this* sort of metallic look for Valkyrie just really *feels right* for her.

    And to be fair to the original artist(s) who created Valkyrie pre-Launch, I'm using quite a few costume parts which weren't available for them to work with "back in the day" and so this exact "look" for Valkyrie simply wouldn't have been possible to do until recently. The art team would still need to graft on the Spear and Baldric unique pieces to finish out the design, but that's not exactly something I can help them with.

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Also, does no one else find Valkyrie's whole backstory messed up? Her personality got overwritten by a bunch of tiny robots that effectively forced themselves into her system! She's a technological Circle of Thorns member!
    Also, given that the spear came from War Earth, it's a miracle it didn't brainwash her into being a blood thirsty, wannabe Viking, raider.
    Okay ... is anyone else feeling chills running down their spine?

    DAVID ... you know those CoT costumes you did which previewed at SDCC and which spawned a big backlash here in the forums? Yeah ... THOSE. I want you to walk over to Protean's office (when you can find the time) and ask him if War Earth has any Circle of Thorns (or their analogues) in it ... and if Valkyrie (and possibly even Battle Maiden!) may *unknowingly* be "linked" in some way to them. I'm thinking that those new CoT costumes you made, which the players have rejected for Primal Earth CoT, might be VERY useful for depicting any Circle of "Thorns" from WAR EARTH!

    Valkyrie herself is from Primal Earth, but her weapon (which "made" her Valkyrie) is from War Earth. Battle Maiden is from War Earth ... but did she "escape" to Praetoria, which would mean that Battle Maiden is a fugitive from her own dimension? Is there a Circle of "Thorns" in War Earth, that is Tech Based, rather than Magic ... and if so, do they want Battle Maiden and Valkyrie's Spear (and thus, Valkyrie herself) ... back?

    And do not forget Clarke's Third Law ... that any sufficiently advanced technology is indistiguishable from magic!

    Does anyone else hear The Wheels of Possibilities for stories to tell starting to turn ...?
  13. Quote:
    Originally Posted by Redlynne View Post
    Quote:
    Originally Posted by Noble Savage View Post
    Certainly underscores how much fresher she'd look in some proper reflective parts.
    First of all, I have to say this ...

    First post *because* of a Red Name RESPONSE!

    *Ahem!*
    (happy happy...)

    Where was I?
    Oh yes ... pontificating ...



    To be FAIR, David, the original Valkyrie avatar actually IS almost certainly the best that could be done with the original costume creator tools pre-Launch. I have memories of working with the costume creator in Issue 2, and I remember how *liberating* it felt to get new costume parts in Issue 4 (sneakers! mini-vests!) which in turn allowed "looks" for characters that simply weren't possible previously.

    So the game has "grown" and moved on from where it was originally, in terms of capabilities for things like the costume creator, and we can now "do things" that simply weren't possible back in the pre-2005 time range. But just because we CAN do them, doesn't necessarily mean we SHOULD do them!

    My personal effort with Valkyrie (seen above) was partially to answer a question in my own mind, that if Valkyrie's "look" were to be updated, exactly HOW should it be updated? And even more importantly, what should it be updated to? Basically, what "parts" do we have available to us, already, to support such an effort? As it turns out ... there really isn't all that much you can *DO* to change Valkyrie's appearance without making her a totally "different" character, unrelated to the original. And for me (and I assume, a lot of other people), that sense of Continuity between "looks" for a character is absolutely essential. It's okay to "evolve" the look of a signature character, so long as you're making EVOLUTIONARY changes to their appearance, rather than REVOLUTIONARY changes. I personally, far more enjoy seeing that thread of Continuity between Before and After in a character's appearance, since both give me greater appreciation for the underlying nature of the character that informs these decisions.



    So to drag this back around to the case of the *original* Valkyrie, standing there in Steel Canyon ... her original look is very much an "armored" appearance, but it's a Low Tech sort of look which makes you think that she'd rattle when she moves (as plate armor like that is prone to do) and that it may somehow restrict her movement(s) when fighting. The nice thing about this is that she *does* look like she's Protected by her armor, without the armor looking Big and Bulky ... but it still looks like "garage tech" armor of the kitbash variety, rather than something custom fitted and purposefully built for her.

    I *tried* evolving Valkyrie's look using the Valkyrie costume pieces ... but the Shoulders (especially with the wings on them!), the Gloves (not the Smooth/Bare ones) and Boots (with wing motifs) are just so HUGE on her frame ... and this is a 7 ft tall woman here(!) ... that you just *look* at them and think, "how is she going to move around in that getup without telegraphing all her movements to her enemies when fighting?" Ironically, the sheer size of the valkyrie shoulders, gloves and boots made her "look small" inside of them (despite being "hugely tall") and somehow ridiculously proportioned ... with oversized feet, hands and shoulders on a (now) too small body frame.

    Needless to say, bulking up her Chest and Bottom pieces with Armored parts, didn't exactly help either. Even worse, the selections in the Armored top and bottom menus didn't really offer a "good look" for Valkyrie that would *look good* for a character like her. In part, that's because you wind up having to revert to the original pieces for lack of much of anything better to work with.

    So after rejecting the "Go Large" option of big, rattle-y armored pieces ... I decided to go the other direction, in response to those Marvel pics of Thera posted upthread (and which I quoted in my previous post). Instead of going for a "Plate Mail" sort of look, or even a "Tech Plate Mail" kind of appearance, I was thinking more in terms of going minimalist ... with a result of "less ARMOR bulk, more Woman Warrior" kind of effect ... where you pay less attention to the costume, and more attention to the person wearing it. The thing that I like about the Metallic Tights is not that it's "shiny" or reflective, but that it looks like ARMOR ... but is more of a High Tech, *sleek* aesthetic, that looks like the wearer has total freedom of movement, and could do gymnastics while wearing it.

    And that appearance of being *protected*, while at the same time totally free to move yields a "look" that is almost totally at odds with the original Valkyrie costume. The original costume looks "functional" and yet in some ways "limited" by its own appearance (rattle rattle, some freedom of movement restrictions). Valkyrie's original costume looks imposing in a DEFENSIVE way, in that it looks like it would "take work" to punch through it in order to do any damage to her ... but it doesn't look too terribly imposing in an OFFENSIVE way in terms of what she can "do to you" when you face off against her. The Metallic Tights (in my mind, anyway) changes that impression of her. It makes her look much less encumbered by her own armor, and therefore much more Predatory and Dangerous. The sleek Metallic parts look "well crafted" ... as opposed to being a hand-me-down or cobbled together in a garage from spare parts ... and purposefully made for Valkyrie *specifically*. The Metallic appearance also makes her look faster in terms of how quickly she can/could move in battle (swing her sword, use her spear, recover from parries, etc.).

    In my mind, at least, going with a sleeker, Metallic Tights styled armored look makes Valkyrie look more imposing in an Offensive way ... while yielding up only a minimal tradeoff loss in Defensive protection potential (if any). And then there's that whole Purposefully Custom Built High Tech vs Scrounged Scrapyard Low Tech thing going on, too ... which brings its own set of prejudices and assumptions.

    The thing is ... I still wanted to get "wings" on the costume somewhere other than just the headpiece. Fortunately, the Justice costume pieces have stylistic flourishes to them that look like "wings" without going overboard. The Justice parts also hybridize nicely with the clean lines (and curves) of Metallic Tights so as to not clash, stylistically, with the rest of the costume. This then gives nicely balanced "echoes of a theme" continuity to disparate parts of the costume, helping to tie everything together.

    Plus ... let's be honest with ourselves here. You can't dress up Valkyrie in an all golden, All Valkyrie Parts costume ... simply because that's what Battle Maiden is wearing (in all iron greys and olive drabs) over in Neutropolis! You want Valkyrie to *look different* visually from Battle Maiden (who she's "kinda sorta" linked to, no matter how you might want to explain it away). You don't want to put them both in the exact same costume parts with only a color change! That both looks and feels lazy! Which basically means that an "All Valkyrie Look" for *Valkyrie* is "out" simply because that "look" is already being used by someone else.

    So I took "my" Valkyrie (costume) over to stand by Battle Maiden in Neutropolis and grab a screenshot ... just so you can appreciate the differences. Note that "my" Valkyrie costume is unchanged from the first set of screenshots where I had her standing beside the "original" Valkyrie in Steel Canyon ...



    Which one looks like the High Tech sidekick of Positron/Keyes ... and which one doesn't?



    And just for giggles, I had "my" Valkyrie draw her Legacy Broadsword while standing next to Battle Maiden ... just to show the contrast.



    Anyone want to lay wagers on whether or not this would be a "fair fight" between (my) Valkyrie and Battle Maiden ... just based on looks ... if they were to go at each other in a comic book? All I know is that the two of them would have very different fighting styles ... where Valkyrie would be relying on her height, reach and unencumbered mobility to get past an opponent's guard to "do some damage" to them. Battle Maiden, on the other hand, would fight in more of a "turtle mode" (relatively speaking) where she offers few openings or weak points and takes hits on her armor to negate/mitigate incoming damage. It would be a fight of the Quick and Defensive vs the Resistant and Wrathful, I'm thinking.

    I see (my) Valkyrie as being more of a Willpower Scrapper ... and Battle Maiden as more of an Invulnerability Brute ... just in terms of appearances based on these costumes. And yes, I know that Valkyrie is listed in the Paragon Wiki as a Regen Scrapper ... but I also know that Willpower didn't exist when Valkyrie was conceptualized pre-Launch.



    Oh and in case it wasn't already clear ... thanks for the reply David!
  14. re: my City Official
    Quote:
    Originally Posted by Serpine View Post
    I like the look a lot, but I'd almost feel it would serve another contact out there better (not sure which one though). It actually makes me think more of an executive assistant to a corporate villain then a city official.
    <smirk>

    That might be because it's actually fairly close to what you see Crey Infiltrators wearing in Brickstown. Colors are changed away from Basic Black, of course, and there aren't any cybernetic implants (visible), and "back in the day" when Brickstown was developed, the Strappy Shoes hadn't been released yet, so you won't see those on Ladies of the Crey.

    But I did want a "power suit" business executive look (this *IS* the City Representative, after all!) who would be wearing "heroic blue and white" colors ... hence, what you see.
  15. Hence why I'm thinking it would be unfair (not to mention, greedy) to expect someone to respec their Live build in order to go test this. Now ... gathering up the parts and pieces needed off the market to make 10 of the needed Kinetic Combats so they can sit in the enhancement tray, and gather up the last 2 recipes and salvage needed to make them and holding that in inventory ... and then copying to Test Server so as to respec for a "quick" round of testing ... that would be different. Heck, you could even use a "quick and dirty" AE mission with AVs only in it to test if the combo is practical. That way, no one has to sacrifice their Live build (and a respec) for scie^H^H^H^H research.
  16. Having looked over the slotting recommendations for Tornado (again), I'm a little bit surprised by one omission in the slotting section ... Knockback Sets. Now I know you mention the possibility of the Force Feedback Proc in the context of all of the Procs that can be slotted (and there's plenty of them!), but you don't really address what happens to Tornado when intentionally slotting it for Knockback.

    Yes, I'm wondering what happens when you enhance a somewhat undesirable (usually) aspect of the power which tends to cause scattering of hostiles.

    I'm wondering what happens if you were to 6-slot ... say ... a Kinetic Crash set (for the 7.5% global recharge and -3 KB Protection) using ... let's say ... Level 30-ish IOs. By my "back of the envelope" calculations, that would increase the KnockBACK to around Mag 33(!). That in turn makes me wonder ... what does that do to EBs and AVs? I'm guessing "nothing" unless the PToD are down, since the duration on the KB is 0.3 sec and the activation time on the damage/KB ticks are 0.5 sec, so the KB will never get a chance to stack with itself.

    Except ... Storm has GALE ... and Gale does Knockback too ...

    If you 6-slot both Gale and Tornado both with Level 27 Kinetic Crash sets ... that gives Gale a Mag 27.4 Knockback, and Tornado a Mag 32.9 Knockback. Together, that yields a Mag 60.3 Knockback combination ... which is greater than the 50+6 = Mag 56 required to Knockback an AV while the Purple Triangles of Doom are UP



    Mind you, this is all theoretical, back of the spreadsheet using crayons analysis in a vacuum here, since I don't have a Storm Defender of my own to go check this out (on the Test Server). So until someone goes ahead and tests it out on something/someone, it'll be hard to know if a combination of Gale+Tornado and slotting both for Knockback (really?!) of all things might yield an "AV Level Banana Peel Debuff" effect that is effective even through PToD(!), yielding a significant effective DPS Debuff to the AV (and *every* Tanker and Brute who holds aggro will want you on their team for that!). Being able to keep an AV in "perma Knockback" as a sort of Ghetto Hold (just add terrain!) using Gale and Tornado, when slotted with Kinetic Crash sets, may very well be trivially easy to sustain in actual gameplay by a single Storm Defender.

    Of course, doing this would mean that your Gale and Tornado powers would almost certainly be horrifically overpowered with respect to "blowing away" anything that isn't an EB or AV ... leading to an entirely different class of playstyle "problems" when dealing with Crunchies of Boss class and below.
  17. Has anyone ever tried slotting Lightning Storm for Endurance Modification rather than Damage, and used it as an Intangible Sapper that can still hit hostiles? I'm wondering about edge cases where you can use Hurricane to hold a choke point and pair that with Around The Corner Aggro Pulling via Lightning Storm which will drain problematic hostiles Endurance to either zero, or near zero, as a way of softening them up before "going for the kill" with other powers. I'm thinking in terms of being able to use a combination of Gale, Hurricane and Lightning Storm to juggle/drain heavy hitters that would otherwise be "to dangerous to take on" without softening them up first.

    And how useful is Endurance Drain/Recovery Debuffing against EBs and AVs? Are they heavily resisted (just like everything else) ... or are they "useful" attributes to bring to the fight? I know that against Minion and LT class hostiles, Endurance Draining "isn't useful" unless you can drain their endurance bars to zero in 2-3 attacks (and keep it there until defeating them), but against Boss/EB/AV class hostiles, is Endurance Draining going to be useful at all at a rate of -19 End per hit every 5.17 seconds? Or is that "not enough to be useful" unless it can be paired with something else ... like say ... a single target damage set Tempest Proc in both Pistols and Dual Wield on a Storm/DP Defender?



    Basically I'm wondering if everyone just slots Lightning Storm for DAMAGE ... or if anyone ever slots it for Utility Debuffing.
  18. Quote:
    Originally Posted by Von Krieger View Post
    "You seven take care of the big guy. I'll get the other 300."
    What do you have against Spartans ...?
  19. I soloed every part of the Get Your Alpha Unlock Arc using my Mind/Kin Controller. The secret to defeating Honoree in the sequence was ... Confuse. You use Confuse on Captain Holtz and use HIM to beat down Honoree for you by proxy ... right after he defeats every single Rikti that's spawned and the portals that spawned them. Then you keep him Confused while you beat down Captain Holtz himself.

    The beauty of this is that Captain Holtz isn't especially resistant to Confuse powers ... unlike Honoree ...
  20. City Representative


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  21. Reserved for notice of future postings.
  22. Quote:
    Originally Posted by Microcosm View Post
    I was thinking more along the lines of each form power (not the form itself, but the powers) started off with three inherent slots instead of one.
    That would add +20 slots to the Forms (total), which couldn't be spend on Human Form. You'd essentially get +8 slots for Nova and +12 slots for Dwarf. That is of course more than the +14 slots method I'm suggesting, but my method can spend those slots on Human form, while yours can't.
  23. Quote:
    Originally Posted by Innovator View Post
    Anne's boots sure looks stilleto heeled. I know the stunt woman's boots are definately not, but that might be for safety.
    Even in the pic featuring Anne Hathaway on the bike in a frontal shot, I'm still not seeing anything remotely like a stiletto heel. I see a horizontal bar that functions like a stirrup for the boot(s) ... but I'm not seeing anything like a 2+ inch heel (or more) on those boots she's wearing. What are you seeing?
  24. Fighting AND Leadership pools ... on top of all your VEAT toggles? How quickly are you going to be gasping for Catch a Breath? I haven't even put this into Mids' yet, and I'm frightened of what your endurance costs are going to do to your build.

    You've also left Hasten until 49? I have a hard time putting off Hasten any later than Level 30, so that I can have it operational on Level 25 TFs/SFs.