Redlynne

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  1. Redlynne

    No Escaping!

    For me, the most efficient and effective AT to run a BAF on is ... a MFing Warshade! (copyright, Dechs Kaison). My Tri-form Warshade spends almost the entire run in Human Form ... but dealing with the Prisoners Phase and the AV (and Adds) Phases, it's all Human.

    For the Prisoner Phase, I just dial up Orbiting Death and Inky Aspect and use Eclipse and Human Mire whenever they're recharged. All I have to do is "camp" outside a door, and let Orbiting Death wipe out most of the escapees' HP even before they finish spawning. A tremendous number of them don't even step outside the door before they're dead ... that those that do, usually stagger away drunkenly (Stunned).

    I use Gravitic for my Interface Slot, and it does a pretty good job of keeping hostiles inside my Orbiting Death ... which of course tears them apart Wholesale, rather than Retail.

    On the AV phases, my powers are best used against the Add Piles that spawn in. Eclipse, Mire, Judgement ... they don't live long ... and with Gravitic as my Interface, they don't get far either, since I camp their spawn point.

    Rip, tear, shred, mangle, maim, bend, fold, spindle, mutilate, manicure, doggie balloon, POP!
  2. Quote:
    Originally Posted by Garent View Post
    Trick Arrow

    Entangling Arrow has 1/5th the magnitude -Recharge and -Movement than Traps’ Web Grenade (scale 0.1 for the Arrow and scale 0.5 for the Grenade), even though the only other difference they have is rather small Endurance Cost difference (5.2 for the arrow, 7.8 for the grenade). Raise the endurance cost and debuff amounts to match.
    In all fairness (and good conscience) ... I have a hard time conceptualizing why these two powers should have such a wild discrepancy in effectiveness of their Debuffs. The Endurance Cost is almost certainly driven by the Animation Time discrepancy (Entangling Arrow's is shorter, hence the lower Endurance Cost), and is therefore "fair" even though it might not appear so at first blush.

    Quote:
    Originally Posted by Garent View Post
    Flash Arrow should have an additional scale 1.0 -ToHit (resistable) added, making it scale 1.5 -ToHit on most mobs, but still have the good scale 0.5 unresistable portion for AVs.
    Counter-proposal.

    Leave the To-hit Debuff as is ... and add a Tanker Taunt-ish styled
    • Range -75% for 15s [Ignores Enhancements & Buffs][Effect does not stack from same Caster]
    ... and maintain the Does Not Aggro.

    Also ... add a +14.5s Placate (mag 3) after 0.5 seconds (33% chance) (PvE and PvP)

    Quote:
    Originally Posted by Miladys_Knight View Post
    The real problem with Flash Arrow on teams is that you rarely can get it applied before the team has aggroed the next spawn. This renders the -perception part moot and provides no Alpha strike mitigation. A 30% increase on the base range of this power would make a difference as you could then potentially get it fired before the next spawn is aggroed (and you would still be out of perception range when it hits rather than in perception range with any stealth you may have supressed). This change doesn't make it any better for the controller and has no real effect on the solo game.
    What about giving Flash Arrow a "Sniper Range" of 150 ft?

    Quote:
    Originally Posted by Garent View Post
    Glue Arrow should have an additional debuff effect attached to it. It currently is very similar to Tar Patch, but without the massive -Resist. Given the other -Resist in this set, -ToHit would be a good addition to put here (say, scale 1.5).
    Counter-proposal.

    Increase the Recharge Debuff from 20% to 40%.

    Apply an Anti-Conserve Power Debuff which makes all Powers used by affected Targets cost MORE Endurance than normal (ie. everything takes more "effort" to do). Possible balance point: amount of increase in Endurance Cost "normalized" to Recharge Debuff strength. A power that costs 10 END and recharges in 10 seconds, when debuffed costs 15 END and recharges in 15 seconds (for purposes of illustrating principle, if not proposed values).

    Quote:
    Originally Posted by Garent View Post
    Ice Arrow should have its recharge reduced to 10 or 8 seconds. Leaving it at 10 seconds with same duration puts it on par with Freeze Ray in Ice Blast. Dropping it to 8 seconds puts it on par with the Controller holds (note that it doesn't deal any damage).
    10 seconds, not 8.

    Quote:
    Originally Posted by Garent View Post
    Poison Gas Arrow should either have its sleep chance increased to 100% or its magnitude increased to 3 or some combination (mag 2 guaranteed, mag 3 with chance). It should also have a -500% Regen for 20 seconds component added. It is currently significantly weaker than Poison Gas Trap.
    Counter-proposal.

    Make Poison Gas Arrow work in a manner analogous to Static Field in Electric Control via a psuedopet pulsing a Sleep Effect. Guaranteed Mag 3 Sleep only (does not self stack), no other Debuffs (ie. remove Damage Debuff). Does Not Aggro (like Flash Arrow). Conceptualize as being more of a (self-)repeating Mass Hypnosis (ala Mind Control).

    Quote:
    Originally Posted by Garent View Post
    Acid Arrow seems good enough for its recharge and duration, but the inability to stack and need to reapply so often hamper its performance. It also needs to be thought of in context with Disruption Arrow...
    The only thing Acid Arrow needs is MORE RADIUS! 8 ft Radius? REALLY?!? Try 25 ft Radius ... to match Disruption Arrow.

    If a Regeneration Debuff is deemed necessary for the Trick Arrow Set, Acid Arrow is the place to put it, not Poison Gas Arrow (think about it).

    Quote:
    Originally Posted by Garent View Post
    Disruption Arrow's debuff should be brought in line with Freezing Rain and Sleet (which both have similar recharge and duration). -30% resistance and -30% defense with a duration of 30 seconds. As it is, Acid Arrow and Disruption Arrow combined are less powerful than Freezing Rain or Sleet. Given that Acid Arrow already applies both -Defense and -Resistance, some other set of debuffs like -ToHit and -Range are acceptable. Alternatively, move Acid Arrow's -defense to here and give Acid Arrow a Benumb inverse Power Boost effect. Furthermore, Disruption Arrow has a target cap of only 10, when it should be 16.
    -30% Resistance (All) and -30% Defense (All) ... would be ... nice ... if we could get it.
    Transfer Damage Debuff to Foes effect from Poison Gas Arrow to Disruption Arrow.

    As for any kind of "something extra" for Disruption Arrow to make it "special" in some way ... I'd say add another power to the Pseudopet that operates like a PBAoE (around the Pseudopet) Target *Friends* "Clarity"-ish Buff on a 5s Activation cycle in a 25 ft Spherical Radius that offers:
    • -3.5 Mag Stun, Sleep, Immobilize, Held, Confused, Terrorized for 5.25s (does not stack from same caster)
    • +35% RES(Stun, Immobilize, Held, Confused, Terrorized) for 5.25s (does not stack from same caster)
    • +70% RES(Sleep) for 5.25s (does not stack from same caster)
    This way Disruption Arrow "hurts" the enemy (through Resist and Defense Debuffing) ... while at the same time "disrupting" any enemy Mez Effects on you and your Team/League within the Disruption Field, freeing you to act. This would allow Disruption Arrow to be used both offensively and defensively, increasing its utility.

    Quote:
    Originally Posted by Garent View Post
    EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.
    Maybe not, in the grand scheme of things ... but it *IS* thematically "appropriate" to the nature of the power (even if the Recovery Debuff isn't "useful" because it doesn't have anything to stack with). The 300 second Recharge however could be dropped to 180 ... to match that of Oil Slick Arrow (to give the set a "reliable" native ignition source).
  3. Quote:
    Originally Posted by Steelclaw View Post
    So, without further ado... The Expanded Past the Top Ten List of Things You Won't See on the Weekly U-Stream (other than my top ten lists... heh)
    * Any mention of SG Base (Editor) Issues. EVER.
  4. You remember the "secret room" under Peregrine Island that was originally intended to be used as the Arena Interior, before it got abandoned for the Arena Interior we've got now ... and which can only be accessed by characters who are "in it" via Recall Friend? Yeah ... THAT ROOM.

    Make that room a co-op Zone all by itself, and put the "requisite" NPCs and services around the perimeter of it. I'm sure that someone (somewhere) has a screencap of it handy.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    But it's flawed because there ARE kheldians in praetoria.
    Correction. Those Kheldians you're seeing are IMPORTS ... not NATIVES.
  6. Well then, by all means, keep us posted. Trick Arrow needs help, since it is such a consistent underperformer at everything it does.
  7. Quote:
    Originally Posted by Redlynne View Post
    Personally, I'm of the opinion that the reason there's no Kheldians in Praetoria is because ... they've been consumed by the Devouring Earth.

    It would be very interesting if the reason the Devouring Earth (et al.) rose up to "consume the Earth" was as some sort of Gaia Theory Immunity Response by the planet to the "invasion" of the Kheldians. Basically, the Kheldians might have been "more successful" in their plans on Praetoria than they were on Prime Earth in their plot to take over ... and Planet Earth "rejected" them by evolving the Devouring Earth into the form which ultimately became the Hamidon (as known in Praetoria) and was finally able to slay/disperse/devour the invading Kheldians.

    Note that I'm not even using the terms Nictus, Peacebringer or Warshade here ... merely Kheldian. This leaves open alternative paths and life forms which the Kheldians might have taken in the Praetorian Dimension.

    Consider ... we've already seen known enemy groups "merged" in Praetoria from Prime Earth, and re-invented. The Family + Tsoo = The Syndicate ... for example.

    What if "The Hamidon" in Praetoria is really an amalgamation of the Devouring Earth and the "Kheldians" of Prime Earth ... in which the Devouring Earth *ATE* the Kheldians of Praetoria ... and became stronger ... strong enough to fight Emperor Cole to a draw ... and still conquer most of the planet out from under the Humans
    I still prefer my reasoning to yours.
  8. Quote:
    Originally Posted by Smiling_Joe View Post
    I like the suggestion.


    Quote:
    Originally Posted by Smiling_Joe View Post
    177.6 points of damage upon exploding to all within a 10 foot radius.

    6.8 second recharge and an Arcana-time animation of 2.244 seconds comes out to
    ... approximately +19.6 DPS averaged over time (not including Animation Scheduling).

    Quote:
    Originally Posted by Smiling_Joe View Post
    In practice, you'd likely never stand around summoning that many, but IF you did (like in preparation for an av battle or something) you'd do a burst of just under 1200 points of damage.
    That's the point I really like about switching Photon Seekers to being "mobile" pet Trip Mines. If you need a "big burst" of damage, you can prep for it (over the course of 1 minute) and deliver it. If you'd rather just do steady "plinking" AoE Damage over Time in discreet bursts, you can do that too. You'd even be able to make Photon Seekers part of a "regular attack chain" if you wanted to do that, if they operated more like Trip Mines (that move with you). That kind of tactical flexibility alone would be a major, major plus ... since it's something the power doesn't currently offer.

    And the only things you'd need to modify in order to implement it are a *FEW* edits to the database entry that defines the power. No animation reworks, no GFX reworks, no extra work of any kind beyond text editing the powers database.

    It's almost too easy ...

    Black Scorpion? You reading this ...?

    Quote:
    Originally Posted by Smiling_Joe View Post
    sort of like toe-bombing trip-mines. If you did this, then you'd bring up human form solo dps to around 160.3, counting the weighted burst damage potential. By comparison, a solo warshade with a well IO'd build can put out *around* 208 dps, mainly due to the fact that the build I used for the numbers can have three essences blasting at a time fairly regularly.
    Ease back that comparison of PB vs WS to having only two Essences full time and I think we'd see numbers that come in close to parity on DPS output ... which "feels" about right for a good comparison between PB and WS.

    Quote:
    Originally Posted by Smiling_Joe View Post
    Is that enough of a damage increase for Peacebringers? IMHO yes, it is. I would happily adjust my playstyle to accommodate this change, and it comes with none of the caveats that Warshades have to remember to maximize the damage potential of their pets (like keeping them alive, for example)
    Black Scorpion? Yoo hoo ... where are you ...?

    Quote:
    Originally Posted by Smiling_Joe View Post
    Is it over powered? Honestly, the only way I could see this being overpowered was by summoning massive amounts of seekers for one big burst of damage. A thousand points of damage is a massive burst, but it's not going to be killing that elite boss or AV. It's not even going to kill a boss. And you have to stand around for a minute summoning seekers.
    Such is the nature of Trip Mines, too ... and how they typically get used against Hard Targets.

    Quote:
    Originally Posted by Smiling_Joe View Post
    So no, it wouldn't be overpowered, IMO.
    Has anyone seen "your bud in the powered armor" anywhere lately? Anyone? Bueller?

    Am I going to have to run a Patron Arc to talk to this guy?

    Quote:
    Originally Posted by Smiling_Joe View Post
    Good suggestion. Sorry I didn't see it before now.
    Pish tosh. You just needed a Minion to bring you your coffee.
  9. I am Redlynne, and I approve of this move by the Community Relations Team to make this a regular weekly broadcast.

    Zwillinger, would it be possible for you to use the UStream broadcast to bring us some information about "The State Of SG Bases" at some point in the next couple weeks? I know you'll probably need to get clearance from Black Pebble to get us some info on that subject, but I'm of the opinion it would be worth it.
  10. Quote:
    Originally Posted by Linea_Alba View Post
    Kudos for going to the trouble to present the path in more detail.
    It's one of those things that frustrates me in seeing a lot of the builds that get posted, that they're obviously Level 50 (only) builds where the level progression to get to 50 is something of an afterthought (as if characters were somehow created as level 50). And it was "good practice" for me to figure out how VEATs "worked" with the level 24 branching and all.

    Quote:
    Originally Posted by Linea_Alba View Post
    I always try to 2 or 3 slot stamina by level 22. As if it were still a pool power. I personally don't feel like it's worth 6 slots and a set that early, but absolutely worth at least 2 slots, if not 3. But then I almost never do sets before mid 30's or later, simply using SO's and Generics.
    Efficacy Adaptor
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.54 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Under most circumstances, I'd agree with you ... but Efficacy Adaptor is a special case. The real reason for 6-slotting this set into Stamina is really the +Recharge bonus at 6 slots ... but honestly, the rest of the set bonuses are ALL GOOD and useful. Plus, I took the time to check the throughput difference (in END/sec) between levels 22, 27 and 50 ... and the difference to Recovery just wasn't all that much. Going below level 22 on Efficacy Adaptor pretty much "ruined" the enhancement value(s), but 22 makes for a really sweet breakpoint. It means that at level 19 (an upper bound for an entire block of Flashback Arcs) you get all of those really sweet set bonuses ... and since I design my builds with exemplar/malefactor explicitly in mind, that's a pretty good value (in my mind).

    Quote:
    Originally Posted by Linea_Alba View Post
    I expect that in the original you followed conventional wisdom of slotting endrdx into toggles first, with minimal regard to attack powers, and then found yourself on the wrong side of that 5 to 8 eps.
    That pretty much sums things up right there.

    Quote:
    Originally Posted by Linea_Alba View Post
    I always try to slot Kismet and one Purple +Accuracy Set in a build. If you can get a Kismet of sufficiently low level, the two combined really help with malfactoring. Two Purple sets would completely aleviate any problems with malfactoring, but I feel is not necessary. I understand you didn't want the purple set, but I honestly feel that one purple set is worth it to replace CTO.
    Not all of us are "rich" enough to be able to afford a pair of purple sets without batting an eyelash (or swapping a clip, as the case may be).

    Quote:
    Originally Posted by Linea_Alba View Post
    I think I would use Decimation over Entropic. While regen is nice, I don't think I'd miss that little amount vs the accuracy gain.
    I actually started with 5-slot Decimation, rather than 5-slot Entropic. In this case, what persuaded me to go with Entropic is that the Entropic Set has that Heal Proc in it ... which in powers that cycle as fast as Single Shot and Burst do in this build, offers a not inconsiderable amount of Self Heal potential. My build here has no self healing Powers in it at all, and it ultimately gets into the 15 HP/sec range of Regeneration. But on average (over infinite time), if I'm just cycling Single Shot and Burst against a single (hard) target, they'll each Proc a Self Heal approximately once every 10 seconds (or so) EACH ... which easily clocks in at over +100 HP/10 sec, or an equivalent to +10 HP/sec Regeneration when sustained.

    In actual gameplay, it's quite a bit less than that, simply because I can (and do!) use Heavy Burst and the Grenades A LOT (almost as fast as they can recharge against groups), which cuts into the number of times I'm using Single Shot and Burst every 10 seconds ... but still ... it actually makes a difference. It's actually the Heal Proc in Entropic Chaos that was the deciding factor here, since it takes pressure off the need for Green Inspirations.

    Quote:
    Originally Posted by Linea_Alba View Post
    I don't see the necessity of the Heavy Burst slotting, unless those Hamis are relatively cheap.
    Those Damage/Range HOs are dirt cheap. I was buying them for 250k a pop last night off the market. Of course, I buy Synthetics instead of "real" HOs, because the Synthetics are a reward choice for the STF and LRSF, which are done more often (and by more people) than Hamidon Raids ... which in turn keeps the supply ahead of the demand.

    The "necessity" of the Heavy Burst slotting I've got is that it offers adequate to good to excellent Accuracy, Damage, Endurance Reduction, Recharge Reduction (ie. all the things you normally "want" for a damage power) and combines it with ED capped Range Enhancement (which pretty much ZERO Sets advantage, not even Sniper Sets!). And it does all of that in FIVE slots, rather than six ... leaving the 6th slot open for a Proc of some kind (in this case, Achilles' Heel). And trust me ... having an Ice/Ice Tanker who uses Frost (a LOT), I *KNOW* the value of enhancing the range on a Cone Attack Power. A simple +50% Range increase on a Cone attack *DOUBLES* the Area of Effect in 2D (and more than doubles the Volume of Effect in 3D).

    As mentioned in the Notables and Quotables section, this slotting extends the range out to over 75 ft, which is within spitting distance of the 80 ft range of Single Shot and Burst. This gives me more "standoff reach" with Heavy Burst, which in turn makes it easier for me to catch more targets within the Cone at longer ranges. That's because the width of the Cone at 75 ft is wider than it is at 50 ft (which as everyone who knows geometry, "knows"). Catching more targets within the Cone of Heavy Burst, because the Area of Effect is so much larger downrange, makes the power *MUCH* more efficient at converting Time+Endurance into Damage downrange. Even being able to add a single extra target inside the Cone AoE (before hitting the Max Targets Cap) yields a big gain in DPS efficiency for the power. With this slotting, it is really a LOT easier to push Heavy Burst closer to the Max Targets Cap when playing on Teams and iTrials, simply because of the wider+deeper Cone and its much larger Area of Effect.



    Quote:
    Originally Posted by Jibikao View Post
    I never understood the interest in staying mostly "Huntsman" until recently.
    /em smirk

    Quote:
    Originally Posted by Jibikao View Post
    I didn't take Heavy Attack because its activation time is a bit long.
    After playing with it for so long, Heavy Burst doesn't really *feel* like such a terribly long activation time to me. But then I mostly (mostly) reserve it for when I've got 3+ targets in my Cone. Once you reach 4+ targets within the Cone of Effect, you're actually more "efficient" (endurance, damage, and time spent wise) using Heavy Burst to slaughter opposition wholesale, rather than retail via single target attacks. Heavy Burst is also an excellent "vehicle" for delivering Team aiding Procs ... such as Achilles' Heel.

    Quote:
    Originally Posted by Jibikao View Post
    I like to put proc damage to provide that extra "spike" damage when they happen. This build is very offensive.
    I can understand the appeal, but quite honestly that feels very "selfish" to me (no offense). Don't get me wrong ... Damage Procs are a very good way to go for Solo oriented builds, but on a Team oriented build you'll actually get more return on investment from Achilles' Heel. That's because with a Damage Proc, only YOU get the benefit of the extra Damage ... in the sense that your Teammates cannot themselves "exploit" the benefits of that Proc (aside from having the target keel over faster). Damage Procs are a "little" extra damage, but they're also One Shot Wonders.

    Achilles' Heel is different. Its effect lasts for 10 seconds ... and during that 10 seconds, EVERYONE on the Team gets to exploit the effects of the Proc, not just you (which is another reason for putting Achilles' Heel into Heavy Burst). The Achilles' Heel Proc is basically a -20% Resistance Debuff which is cast by the affected target onto themselves. That means that Purple Patch "does not apply" (which can make a difference with AVs) because the target is casting the effect onto themselves (game mechanically speaking) ... which is also why you can't "stack" Achilles' Heel Procs on a target, since the target is casting them (involuntarily) onto themselves, and it doesn't stack when cast from same caster.

    Any Damage Proc at level 50 is going to deal 72 Damage (pick your Type) in a single burst.

    An Achilles' Heel Proc gives you 10 seconds to deal 360 Damage * 0.2 = 72 "extra" Damage to the target over time in order to "break even" with the damage throughput of the Damage Proc. If you can deliver more than 360 raw damage to the target within 10 seconds of the Achilles' Heel Proc duration (and on a Team, that's trivially easy to do!), then you actually get MORE return on investment from Achilles' Heel than you would from a straight Damage Proc. Heck, with the amount of +Recharge in the build I've got, it's easy for Single Shot+Burst to deliver more than 360 raw damage in under 10 seconds on a single (Boss/EB/AV) target ... thus netting more return on investment over time than I would have gotten with a Damage Proc.

    And when combined with Surveillance and Venom Grenade, keeping a (nigh) constant Achilles' Heel Proc up on an EB/AV makes for some pretty ruinous Resistance Debuffing. I know. I've melted Romulus' face enough times on ITFs to prove it (to the teams I'm running with on Virtue).

    So in my estimation, for a Huntsman build, Damage Procs are more "valuable" against Minions and Lieutenants, who simply won't survive long enough for the 10 sec duration of Achilles' Heel to "mature" on the investment. But I'm not "worried" about Minions and Lieutenants. They die fast enough anyway, even without Procs helping them find where the floor went. It's the Bosses, EBs and AVs that I want my Procs to be working to defeat ... and because they "live longer" under attack, it's against THEM that Achilles' Heel has more value than Damage Procs, both for myself, and for my Team and League.

    Quote:
    Originally Posted by Jibikao View Post
    I usually Hover in air. This build has no endurance problem when I get mal down to 20 last night. I thought I would run into endurance problem but none.
    I hover in the air too ... when I need to (avoid melee). Working my way up with a flawed build however, that didn't have enough endurance reduction built into it (yet), taught me how to deal with not using Hover all the time. As a result of playing experience, I've developed engagement tactics for dealing with both ground-bound and hovering attack modes, which has stood me in good stead when dealing with low ceilings and close quarters maps (5th/Council/Blue cave maps, for instance). So I "swing-role" with Hover probably a lot more than you do in practice.
  11. Quote:
    Originally Posted by Smiling_Joe View Post
    I'm still waiting on coffee to brew, so I don't think I'm firing on all pistons, but how is this any different from how they are now, apart from the shortened recharge time?

    Or is the shortened recharge time the point? (where's that frickin' coffee?)
    Did you ever find your coffee Joe?
  12. WALL OF HTML CRITS YOU!!

    Go to Hospital

    Go to Base
  13. Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Huntsman (1-23): Level 23 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Flight

    Villain Profile:

    Level 1: Single Shot
    • (A) Accuracy IO: Level 25
    • (3) Endurance Reduction IO: Level 25
    • (5) Damage Increase IO: Level 25
    • (5) Damage Increase IO: Level 25
    • (7) Damage Increase IO: Level 25
    Level 1: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    • (7) Steadfast Protection - Knockback Protection: Level 10
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 4: Combat Training: Offensive
    • (A) Accuracy IO: Level 25
    Level 6: Burst
    • (A) Accuracy IO: Level 25
    • (9) Endurance Reduction IO: Level 25
    • (9) Damage Increase IO: Level 25
    • (11) Damage Increase IO: Level 25
    • (11) Damage Increase IO: Level 25
    Level 8: Heavy Burst
    • (A) Accuracy IO: Level 25
    • (13) Endurance Reduction IO: Level 25
    • (13) Damage Increase IO: Level 25
    • (15) Damage Increase IO: Level 25
    • (15) Damage Increase IO: Level 25
    Level 10: Tactical Training: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 25
    Level 12: Wide Area Web Grenade
    • (A) Accuracy IO: Level 25
    Level 14: Hover
    • (A) Flight Speed IO: Level 25
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 25
    Level 18: Venom Grenade
    • (A) Accuracy IO: Level 25
    • (21) Endurance Reduction IO: Level 25
    • (21) Damage Increase IO: Level 25
    • (23) Damage Increase IO: Level 25
    • (23) Damage Increase IO: Level 25
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
    Level 22: Mental Training
    • (A) Flight Speed IO: Level 25
    ------------

    Level 1: Conditioning

    Level 1: Brawl
    • (A) Accuracy IO: Level 25
    Level 1: Sprint
    • (A) Run Speed IO: Level 25
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 25
    Level 2: Swift
    • (A) Run Speed IO: Level 25
    Level 2: Health
    • (A) Miracle - +Recovery: Level 20
    Level 2: Hurdle
    • (A) Jumping IO: Level 25
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod: Level 22
    • (3) Efficacy Adaptor - EndMod/Recharge: Level 22
    • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
    • (17) Efficacy Adaptor - Accuracy/Recharge: Level 22
    • (19) Efficacy Adaptor - EndMod/Accuracy: Level 22
    • (19) Efficacy Adaptor - EndMod/Endurance: Level 22
    Level 4: Ninja Run

    ------------

    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 12.5% Enhancement(RechargeTime)
    • 12 HP (1.12%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • 3% (0.05 End/sec) Recovery
    • 10% (0.54 HP/sec) Regeneration
    ------------

    Set Bonuses:

    Steadfast Protection
    (Wolf Spider Armor)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Stamina)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.54 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)

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    ==========



    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Huntsman (24-50): Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation

    Villain Profile:

    Level 1: Single Shot
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (3) Entropic Chaos - Damage/Endurance: Level 27
    • (5) Entropic Chaos - Damage/Recharge: Level 27
    • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (7) Entropic Chaos - Chance of Heal Self: Level 20
    • (50) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 1: Bane Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    • (7) Steadfast Protection - Knockback Protection: Level 10
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 4: Combat Training: Offensive
    • (A) Accuracy IO: Level 50
    Level 6: Burst
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (9) Entropic Chaos - Damage/Endurance: Level 27
    • (9) Entropic Chaos - Damage/Recharge: Level 27
    • (11) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (11) Entropic Chaos - Chance of Heal Self: Level 20
    • (50) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 8: Heavy Burst
    • (A) Shield Breaker - Accuracy/Recharge: Level 27
    • (13) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
    • (13) Detonation - Damage/Endurance/Range: Level 50
    • (15) HamiO: Centriole Exposure (+2 Dam/Range)
    • (15) HamiO: Centriole Exposure (+2 Dam/Range)
    • (50) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 10: Tactical Training: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 25
    • (34) Red Fortune - Defense/Recharge: Level 25
    • (34) Red Fortune - Defense/Endurance/Recharge: Level 25
    • (36) Red Fortune - Defense: Level 25
    • (36) Red Fortune - Endurance: Level 25
    • (36) Luck of the Gambler - Recharge Speed: Level 25
    Level 12: Wide Area Web Grenade
    • (A) Enfeebled Operation - Accuracy/Recharge: Level 27
    • (25) Enfeebled Operation - Endurance/Immobilize: Level 27
    • (25) Enfeebled Operation - Accuracy/Endurance: Level 27
    • (27) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
    • (31) Enfeebled Operation - Accuracy/Immobilize: Level 27
    Level 14: Hover
    • (A) Flight Speed IO: Level 50
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 18: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (21) Positron's Blast - Damage/Endurance: Level 27
    • (21) Positron's Blast - Damage/Recharge: Level 27
    • (23) Positron's Blast - Damage/Range: Level 27
    • (23) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 22: Mental Training
    • (A) Flight Speed IO: Level 50
    Level 24: Cloaking Device
    • (A) Red Fortune - Defense/Endurance: Level 25
    • (31) Red Fortune - Defense/Recharge: Level 25
    • (33) Red Fortune - Defense/Endurance/Recharge: Level 25
    • (33) Red Fortune - Defense: Level 25
    • (33) Red Fortune - Endurance: Level 25
    • (34) Luck of the Gambler - Recharge Speed: Level 25
    Level 26: Frag Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (42) Positron's Blast - Damage/Endurance: Level 27
    • (42) Positron's Blast - Damage/Recharge: Level 27
    • (43) Positron's Blast - Damage/Range: Level 27
    • (43) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (48) Force Feedback - Chance for +Recharge: Level 21
    Level 28: Surveillance
    • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    Level 32: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 30
    • (37) Red Fortune - Defense/Recharge: Level 30
    • (37) Red Fortune - Defense/Endurance/Recharge: Level 30
    • (37) Red Fortune - Defense: Level 30
    • (40) Red Fortune - Endurance: Level 30
    • (42) Luck of the Gambler - Recharge Speed: Level 25
    Level 35: Tactics
    • (A) Adjusted Targeting - To Hit Buff: Level 33
    • (46) Adjusted Targeting - To Hit Buff/Recharge: Level 33
    • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 33
    • (48) Adjusted Targeting - Endurance/Recharge: Level 33
    • (48) Adjusted Targeting - To Hit Buff/Endurance: Level 33
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 36
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
    • (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
    • (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
    • (40) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    • (40) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    Level 41: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 44: Recall Friend
    • (A) Winter's Gift - Slow Resistance (20%): Level 10
    Level 47: Teleport
    • (A) Jaunt - Endurance/Range: Level 50
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 0: Marshal
    Level 50: Spiritual Radial Paragon (+33% +Recharge, +Heal, +Stun, +Slow, +Jump / +20% +To Hit Buff)
    Level 50: Gravitic Core Flawless Interface (75% chance -Recharge, -Speed / 50% chance -Recovery)

    ------------

    Level 1: Conditioning

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 20
    • (27) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    • (29) Numina's Convalescence - Heal/Endurance: Level 31
    • (29) Numina's Convalescence - Heal: Level 31
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod: Level 22
    • (3) Efficacy Adaptor - EndMod/Recharge: Level 22
    • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
    • (17) Efficacy Adaptor - Accuracy/Recharge: Level 22
    • (19) Efficacy Adaptor - EndMod/Accuracy: Level 22
    • (19) Efficacy Adaptor - EndMod/Endurance: Level 22
    Level 4: Ninja Run

    ------------

    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 4.5% Max End
    • 97.5% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 5% FlySpeed
    • 52.2 HP (4.87%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 8%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 13% (0.23 End/sec) Recovery
    • 42% (2.25 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 16.9% Resistance(Fire)
    • 16.9% Resistance(Cold)
    • 11.3% Resistance(Energy)
    • 13.1% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed
    ------------

    Set Bonuses:

    Entropic Chaos
    (Single Shot)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Steadfast Protection
    (Bane Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Entropic Chaos
    (Burst)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Shield Breaker
    (Heavy Burst)
    • 2.5% (0.04 End/sec) Recovery
    Red Fortune
    (Tactical Training: Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Wide Area Web Grenade)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    Positron's Blast
    (Venom Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Red Fortune
    (Cloaking Device)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Cloaking Device)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Frag Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Call Reinforcements)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% Resistance(All)
    Winter's Gift
    (Recall Friend)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.54 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Notable and Quotable Points:
    • No purple IOs in build
    • Capped +5% Recharge set bonuses (at 5)
    • Capped +6.25% Recharge set bonuses (at 5)
    • Capped +7.5% Recharge set bonuses (at 5)
    • Chance of Heal Self Proc IOs in both Single Shot and Burst
    • Chance for Res Debuff Proc IOs in Single Shot, Burst and Heavy Burst
    • Heavy Burst Cone Range enhanced to 76.86 ft, which is not far behind 80 ft range of Single Shot and Burst (80 ft), or Venom Grenade and Frag Grenade (90.1 ft)
    • Hasten within 4 seconds of being Perma without Alpha slot, or has 7 seconds of overlap with Tier 4 Spiritual Alpha
    • Call Reinforcements within 20 seconds of being Perma without Alpha slot, or has 1.5 seconds of overlap with Tier 4 Spiritual Alpha
    • Force Feedback +Recharge Proc in Frag Grenade "makes" Hasten reliably Perma
    • Force Feedback +Recharge Proc in Frag Grenade "makes" Call Reinforcements likely to be Perma
    • Build is designed to exemplar/malefactor "gracefully" down to Team Security/Threat Level 30 with minimal loss of Global Recharge set bonuses
    • 33.8% Def vs Melee, 41% Def vs Ranged, 32.6% Def vs AoE with Cloaking Device on/Hover off while in combat
    • 39.7% Def vs Melee, 46.8% Def vs Ranged, 38.4% Def vs AoE with Cloaking Device on/Hover off when Hidden
    • 1337.386 HP Total (with Levels 28-50)
    • +15 HP per second Regeneration (Levels 28-50)
    • +3.4 END per second Recovery (Levels 27-50), +3.56 END per second with Marshal Accolade
    • +21.21% Defense vs All Aura, 60 ft PBAoE (Levels 27-50)
    • +30.2% Tohit Buff Aura, 60 ft PBAoE (Levels 30-50)
  14. Thread Necro ...



    Well, it took about 6 months to do ... but I've finally managed to get my Huntsman (Leggs) up to level 50 on Virtue. It was a long, and at times painful road to travel ... in part because going into this project I didn't fully appreciate just how important Endurance Recovery was going to be. And because I wasn't "watching" for it as a major point of concern while leveling up, it got overlooked until I was far too far along to be able to do anything about it (without major respec disruption).

    Needless to say, I now have a MUCH GREATER appreciation for the importance of putting adequate Endurance Recovery into any build plan for a Huntsman that's so heavily, and relentlessly, focused on +Recharge. It got to the point where just about the only Inspirations I'd ever be using were BLUE. Everything else got converted into Blues, and I'd be chomping them down like candy that was going out of style. I even actually noticed the sensitivity of my build to whether or not my (blue) Veteran Buff Pet was active (and nearby) or not, since it made a small, but still important contribution to my Endurance Recovery that had important implications for the longevity I'd have sustaining my attack chain. Without my Veteran Buff Pet, I'd be wheezing for Blue noticeably faster (and chomping Blue Inspirations quicker).

    So with the benefit(s) of hindsight ... and the addition of Incarnate Slotting into Mids' planning ... I decided to revisit my build plan here and update it with insights gained from actually playing it from 1-50.

    The first major change is arranging to get Stamina fully 6-slotted with Efficacy Adaptor by level 19 ... just in time to fully slot it out with level 22 IOs. The net upshot of this is that from level 19 onwards, the entire build plays (for Recovery purposes) as if it were slotted with a pair of level 50 common Endurance Mod IOs ... which actually makes a tremendous difference in the build's capacity for sustained damage (and buffs) throughput. Likewise, Health is restructured so as to have "just in time" slots added to it in the late 20s so as to accept the level 30-31 Numina Set IOs.

    In my first effort at a Huntsman leveling strategy (seen in the first post), I basically went for a defensive heavy posture, which left the attack powers only partially slotted for a very long time (too long, as it turns out!). This was done for two reasons, originally. First, the early slotting of Defensive powers permitted much stronger Defense early on in while leveling, while at the same time bringing online a great deal of +Recharge Set Bonuses. The second reason was a matter of Endurance Drain vs Recovery, since the (first) build picked up all of the Soldier and Leadership Toggles almost as quickly as possible. By slotting the toggle powers earlier, I figured that ought to mitigate the Endurance Drain problems to the point where they would be manageable. I was wrong.

    Because my attacks were underslotted early on in the previous build (1 accuracy, 1 endurance reduction, 1 damage), it took a lot more attacks to actually defeat hostiles than if I'd put more slots (for more damage) into my attack powers. Less damage meant more attack cycles, which cost A LOT MORE endurance to sustain over time than I could reasonably make back from slotting endurance reduction into defensive toggles (which then had to run for longer, aggravating the endurance drain in combat issue). This then led to a need to pause (for breath) between many, if not most, mob groups when soloing ... which got tedious ... and this "necessity" lasted on into the 40s due to inadequate slotting of attack powers early on. That particular "oversight" has been corrected in the build below, with slotting of Single Shot, Burst and Heavy Burst coming relatively early in the build, so as to prepare for the Mass Migration to level 27 IO Sets that comes with reaching the level 24 branching between Bane and Crab Soldier trees.

    Another point of contention was my (sad) discovery, through Pillar of Ice and Flame Flashbacks, that the Accuracy of the Entropic Chaos Set is really ... lacking ... when it comes to exemplar/malefactor and getting down into the 9-14 level range, when pretty much all of your Set Bonuses are switched off. After a some experience with this phenomenon, which I'm sure isn't a "problem" for a great many players who would simply avoid those lower levels, I came to the conclusion that putting off Combat Training: Offensive until level 41 wasn't all that great of an idea. Truth be told, if you're wanting to *USE* your Combat Training: Offensive power to aid your Accuracy ... as opposed to merely giving yourself a way to resist To Hit Debuffs (which the power also does) ... then you really need to find a way to make room for it EARLY in your build, rather than LATE. And since the Huntsman build strategy is so singularly focused on +Recharge to be effective, any time an attack MISSES is essentially both Lost Endurance, and Lost Time ... both of which are "costly" to a build strategy that is struggling to break even on Endurance Recovery. I didn't *want* to move Combat Training: Offensive from level 41 to level 4 where I'd have it no matter how far back I had to exemplar/malefactor, because that pushed almost all of my attacks further back into the build ... but in the end, I went ahead and bit the bullet and just did it. The end result is not "ideal" ... but it's better (I think) than the alternative of missing lots of attacks and wasting all too precious Endurance (and Time with toggles running) when playing through the lower levels (or through Flashback Missions).

    Another (big) change from the previous build strategy is that last time around, Cloaking Device didn't factor into my plans all that prominently. It was essentially yet another toggle which I couldn't all that easily afford to run. This time, however, with the help of some comparative analysis, and the reshuffling of a couple of enhancement slots into Health (of all things) ... this time, I was able to not only bring the Endurance Cost of Cloaking Device down to the point where it was "manageable" ... I also managed to scavenge slots to put the Miracle +Recovery Proc IO into Health, which completely offset the toggle cost of running Cloaking Device ... with a little bit more +Recovery left over to spare. This change actually yields improved Defenses overall, putting them within Small Luck "distance" of the 45% softcap when running Cloaking Device ... even while in combat ... which is a significant (defensive) advantage. It also puts Cloaking Device into the "set and forget" category of toggles with this build.

    At this point, people will no doubt be looking at my (new) Huntsman (24-50) build and noting that I have neither of the Pummel or Bayonet attack powers ... both of which do extra damage from Hidden. The reason for that is fairly simple. I have no desire to close to Melee Range with hostiles for any reason. By staying back, at a distance, I ensure the widest/largest possible Cone Area for Heavy Burst (which is WAY MORE MY STYLE than mixing things up in Melee Range). Besides, having an "Avoid Melee" mentality by default not only keeps me out of trouble I might otherwise be find myself straying into, it also helps keep me positioned where my Ranged Defense (which is stronger than my Melee Defense) is the most relevant ... which in turn helps keep me alive (and shooting, and buffing). Yes, I have Cloaking Device in this build ... but the build shares more in common with the playstyle and mentality of an AR/Dev Hover Blaster than it does with the penchant for backstabbery that is the birthright of Stalkers.

    The change with Cloaking Device however wouldn't have been possible if I hadn't dropped the Bane Build Up power (which I'd 2-slotted), and scavenged another slot from Surveillance. I'd previously had Surveillance slotted with 1 Recharge and the Achilles' Heel Proc ... but it turned out (through discovery in play) that this particular slotting wasn't all that useful. For one thing, Surveillance has an accuracy check ... meaning it can MISS. For this reason alone, I wanted to get some Accuracy into the slotting. And although putting an Achilles' Heel Proc into Surveillance is ... "nice" ... if you've got the slots for it, the return on investment is (paradoxically enough) not as great when bestowing that enhancement slot elsewhere (in this case, Health). Ironically enough, it is far more effective to slot Single Shot, Burst and Heavy Burst with the Achilles' Heel Proc than it is to shoehorn it into Surveillance. I'd previously put a Decimation: Chance for Build Up Proc into Single Shot, which would then "double up" with the Gaussian's Proc in Tactical Training: Leadership ... but that turned out to be largely wasted (simply because a 5% chance vs a 20% chance is something of a no contest). Although having the Achilles' Heel Proc in Single Shot, Burst and Heavy Burst will mean that in actual gameplay there will be some Proc Collisions (since only ONE Achilles' Heel Proc can be active on a target at a time), I figure that being able to "perma" the Achilles' Heel Proc(s) through rapid fire of fast cycling attack powers is more useful than letting "gaps" in coverage appear.

    Bane Build Up was something that (going in) I figured I was DEFINITELY going to need! In actual gameplay however, I found myself using it hardly at all (if ever) ... and the power mostly sat, recharged and unused, in my power trays. This is probably because I spend so much time on TF/SF team and league play, where Build Up's +Damage is ultimately often a lot less useful than Surveillance's -Resistance. Particularly in the higher levels, when everything is slotted and all of the Global Recharge Set Bonuses are running ... "pausing" to use Bane Build Up really does feel like wasted time. In a lot of cases, the 1.5 seconds (or so) that it took to animate Bane Build Up often felt like wasted opportunity time during which I could have been putting a LOT of AoE Damage downrange WITHOUT use of Bane Build Up. Usually I open with Wide Area Web, Venom Grenade, Frag Grenade, Heavy Burst ... and often time, when on a team, by the time Heavy Burst gets around to animating, at least half the mob group is already lazily falling to the floor for the last time. I tried shoehorning Bane Buildup into that sequence ... and most of the time it just felt like my attack chain "fell behind the times" and I wound up doing a bit more damage on far fewer targets. Plus, with the amount of Global Recharge in this build, it's not exactly as if I'm "lacking" in attacks to fill out an attack chain with. I can pretty much cycle through all my attacks every 10 seconds (even Web Grenade), and some of them more than once during that time span, and using Bane Build Up just FELT LIKE exchanging time I could be attacking (for damage) so as to inflict "a little bit more damage" over my next attack chain cycle. On a spreadsheet analysis, Bane Build Up was an advantage ... but in actual gameplay, I found it more frustrating to use than I'd anticipated (or enjoyed). It disrupted my attack rhythm and made my actions feel "sluggish" compared to their usual "responsiveness" in combat. So ... out it goes, in this rework.

    Anyway ... that's probably enough "Pontificating" from me on this topic. On to the WALL OF TEXT CRITS YOU! experience of posting the long form of the build(s), for people who might not have Mids' handy wherever they might be reading this (like say, while at work) ...
  15. Quote:
    Originally Posted by EU_Damz View Post
    You find out that he also has your husband/wife and kids in a seperate building which is rigged to explode very soon, now you are faced with a dilema. Which do you do?
    • Defeat the nemesis and put an end to his crime spree but at the cost of the lives of your family
    or
    • Let the nemesis escape one more time to save the lives of those you love
    My MA/SR/Soul Scrapper, The Extraordinary Death Defying Redlynne (Dances with Death) ... has no family, since her backstory is that she escaped from the Sisters of Divine Love and Retribution Catholic Girls School and Seminary before she could (be forced to) take her Vow of Violence. One of the catechisms of that place is ... Eat, Pray, Blood.

    The ruse to try and get me to save the lives of people I "love" is clearly that ... a ruse. Possibly even a Nemesis Plot ... brewed up by my nemesis, to distract me from capturing/defeating (in as violent a way as possible) My Nemesis.

    I may not have sworn the Vow of Violence to the Church, but I certainly live up to its ideals.



    Some scrappers SAY they "flip out and kill things" ... while the rest of us get on with DOING IT.

    Boot to the Head!
  16. Quote:
    Originally Posted by IronAlex View Post
    get eyes, blast, radiant strike, incandescent strike, and solar flare, also seekers..
    jump pool for acro
    hasten
    assault tactics, vengeance if you can fit it.
    tough

    All shields all, all heals, qflight, and light form..

    if you have to take out something you can take out gleaming blast..

    and there you have a scrapper in pb form...
    And just how ... pray tell ... did you slot your kitchen sink? o.O;
  17. Just because I'm *RIGHT* doesn't mean I want to be.
  18. Quote:
    Originally Posted by Prime_Knight View Post
    But there's one power that no one has mentioned yet: Mass Confusion.
    Mass Comedy is the reason to go Mind Control.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    But I might be biased.
    *MIGHT* be ...?
  20. Just thought of a "problem" with using SG Bases as launching points for Incarnate Trials.

    Currently, if you're in an Instance, and you cue up the LFG Tool to join a Trial, you will auto-fail to join the Trial. This is because (currently), the interiors of Bases are considered an Instance, which puts them on par with Mission Maps ... rather than with Zone Maps.

    I don't know of any underlying code prohibition against allowing SG Bases to be considered Instanced (Co-op) Zone Maps, rather than being (player designed) Instanced Mission Maps ... although I can anticipate that such a fundamental underlying assumption probably underpins the foundation of the legacy Base Editor that we've (still) got. Meaning ... it just might be (ie. pure speculation on my part) the case that the amount of work necessary to make legacy SG Bases into Instanced Co-op Zones would be approximately equal to (or near enough as makes remarkably little difference) the amount of work to craft a whole new Base Editor that starts with a Clean Sheet Of Paper, which then oh-so-cleverly allows a more sophisticated sort of (Co-op Zone) Instancing which would be compatible with the LFG Tool and the Incarnate Trials.

    If I knew more about the current system, in the "under the hood" sense of things, I might be able to say for certain whether this is the case or not. But since I don't ... I can't. I can *suspect* that this might be the case ... but I can't ever *know* or be certain, without being an employee of Paragon Studios.
  21. Process: cider [1521]
    Path: /Applications/City of Heroes.app/Contents/MacOS/cider
    Identifier: com.transgaming.cityofheroes
    Version: City of Heroes (1)
    Build Info: City of Heroes-4462~4462
    Code Type: X86 (Native)
    Parent Process: launchd [100]

    Date/Time: 2011-06-05 21:30:14.886 -0500
    OS Version: Mac OS X 10.6.7 (10J869)
    Report Version: 6

    Interval Since Last Report: 260852 sec
    Crashes Since Last Report: 2
    Per-App Interval Since Last Report: 83259 sec
    Per-App Crashes Since Last Report: 2
    Anonymous UUID: 6146742B-98F3-4AD7-9049-184711DB0FDF

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x00000000ffffffff
    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Thread 0 Crashed: Dispatch queue: com.apple.main-thread
    0 com.apple.coreui 0x998b8a5c ArtFileSetupOnce() + 253
    1 libSystem.B.dylib 0x92aad8a0 pthread_once + 82
    2 com.apple.coreui 0x99899cb0 CUIRenderer:raw1Piece(long, CUIDescriptor const*, unsigned char, unsigned char) + 62
    3 com.apple.coreui 0x998a2b6c CUIRenderer:raw(CGRect, CGContext*, __CFDictionary const*, __CFDictionary const**) + 5092
    4 com.apple.AppKit 0x985ceedb -[_NSThemeWidgetCell coreUIDrawWithFrame:inView:] + 276
    5 com.apple.AppKit 0x985ce90d -[_NSThemeWidgetCell drawWithFrame:inView:] + 1061
    6 com.apple.AppKit 0x985ce3de -[NSControl drawRect:] + 589
    7 com.apple.AppKit 0x985c682a -[NSView _drawRect:clip:] + 3510
    8 com.apple.AppKit 0x985c54c8 -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 1600
    9 com.apple.AppKit 0x985c57fd -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 2421
    10 com.apple.AppKit 0x985c39e7 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVis ibleRect:rectIsVisibleRectForView:topView:] + 711
    11 com.apple.AppKit 0x985c355b -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVis ibleRect:rectIsVisibleRectForView:topView:] + 265
    12 com.apple.AppKit 0x985bfea2 -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVi sibleRectForView:] + 3309
    13 com.apple.AppKit 0x98520a57 -[NSView displayIfNeeded] + 818
    14 com.apple.AppKit 0x984e9d40 -[NSWindow displayIfNeeded] + 204
    15 com.apple.AppKit 0x984e87db -[NSWindow _reallyDoOrderWindow:relativeTo:findKey:forCounter :force:isModal:] + 1085
    16 com.apple.AppKit 0x984e833d -[NSWindow orderWindow:relativeTo:] + 105
    17 com.apple.AppKit 0x984e5af3 -[NSWindow makeKeyAndOrderFront:] + 73
    18 libmacdrv.dylib 0x73d57f09 -[GameWindowController show] + 73
    19 libmacdrv.dylib 0x73d5fa88 -[VideoController(Private) switchToWindowed] + 152
    20 libmacdrv.dylib 0x73d5d743 -[VideoController setFullScreen:] + 755
    21 libmacdrv.dylib 0x73d5bc7d -[RestoreVideoMode(Private) save] + 93
    22 libmacdrv.dylib 0x73d5bc11 -[RestoreVideoMode(Private) initWithController:callback:] + 161
    23 libmacdrv.dylib 0x73d5bb06 +[RestoreVideoMode create:] + 70
    24 libmacdrv.dylib 0x73d5b161 -[MessageBoxProxy(Private) runDialogOnMainThread:] + 177
    25 com.apple.Foundation 0x99605da4 __NSThreadPerformPerform + 705
    26 com.apple.CoreFoundation 0x965ad4cb __CFRunLoopDoSources0 + 1563
    27 com.apple.CoreFoundation 0x965aaf8f __CFRunLoopRun + 1071
    28 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    29 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    30 com.apple.HIToolbox 0x974b4e04 RunCurrentEventLoopInMode + 392
    31 com.apple.HIToolbox 0x974b4af5 ReceiveNextEventCommon + 158
    32 com.apple.HIToolbox 0x974b4a3e BlockUntilNextEventMatchingListInMode + 81
    33 com.apple.AppKit 0x984f178d _DPSNextEvent + 847
    34 com.apple.AppKit 0x984f0fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
    35 libmacdrv.dylib 0x73d5ef62 -[VideoController(EventLoop) runEventLoop] + 354
    36 com.apple.Foundation 0x99605da4 __NSThreadPerformPerform + 705
    37 com.apple.CoreFoundation 0x965ad4cb __CFRunLoopDoSources0 + 1563
    38 com.apple.CoreFoundation 0x965aaf8f __CFRunLoopRun + 1071
    39 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    40 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    41 com.apple.HIToolbox 0x974b4e04 RunCurrentEventLoopInMode + 392
    42 com.apple.HIToolbox 0x974b4af5 ReceiveNextEventCommon + 158
    43 com.apple.HIToolbox 0x974b4a3e BlockUntilNextEventMatchingListInMode + 81
    44 com.apple.AppKit 0x984f178d _DPSNextEvent + 847
    45 com.apple.AppKit 0x984f0fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
    46 com.apple.AppKit 0x984b3247 -[NSApplication run] + 821
    47 com.apple.AppKit 0x984ab2d9 NSApplicationMain + 574
    48 libmacdrv.dylib 0x73d58b72 macdrv_main + 210
    49 com.transgaming.cityofheroes 0x80005f0f main + 1295
    50 com.transgaming.cityofheroes 0x80002102 _start + 216
    51 com.transgaming.cityofheroes 0x80002029 start + 41

    Thread 1: Dispatch queue: com.apple.libdispatch-manager
    0 libSystem.B.dylib 0x92ab5922 kevent + 10
    1 libSystem.B.dylib 0x92ab603c _dispatch_mgr_invoke + 215
    2 libSystem.B.dylib 0x92ab54f9 _dispatch_queue_invoke + 163
    3 libSystem.B.dylib 0x92ab529e _dispatch_worker_thread2 + 240
    4 libSystem.B.dylib 0x92ab4d21 _pthread_wqthread + 390
    5 libSystem.B.dylib 0x92ab4b66 start_wqthread + 30

    Thread 2:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965aa291 CFRunLoopRunInMode + 97
    5 com.apple.Foundation 0x996286f4 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 329
    6 com.apple.Foundation 0x995efad0 -[NSThread main] + 45
    7 com.apple.Foundation 0x995efa80 __NSThread__main__ + 1499
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 3: com.apple.CFSocket.private
    0 libSystem.B.dylib 0x92aae066 select$DARWIN_EXTSN + 10
    1 com.apple.CoreFoundation 0x965eac83 __CFSocketManager + 1091
    2 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    3 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 4:
    0 libSystem.B.dylib 0x92a8f1ae mach_wait_until + 10
    1 libSystem.B.dylib 0x92b16809 nanosleep + 345
    2 libSystem.B.dylib 0x92b166aa usleep + 61
    3 libmacdrv.dylib 0x73d5afec -[MessageBoxProxy run] + 92
    4 libmacdrv.dylib 0x73d59a17 MACDRV_MessageBox + 135
    5 libuser32.dylib 0x73616906 MessageBoxIndirectW + 278
    6 libuser32.dylib 0x73616c57 MessageBoxW + 103
    7 libuser32.dylib 0x73616df5 MessageBoxA + 389

    Thread 5:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 libSystem.B.dylib 0x92afb128 mach_msg_server + 696
    3 libntdll.dylib 0x700835b8 MachExceptionThread + 136
    4 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    5 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 6:
    0 libSystem.B.dylib 0x92a8f3c6 read$NOCANCEL$UNIX2003 + 10
    1 libntdll.dylib 0x70013fe3 read_reply_data + 147
    2 libntdll.dylib 0x70014232 wine_server_call + 370
    3 libntdll.dylib 0x7000c3a8 asyncMsgThread + 264
    4 libntdll.dylib 0x70095c07 THREAD_Start + 87
    5 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    6 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    7 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    8 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 7:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libntdll.dylib 0x700a2f14 disk_arbitration_thread + 244
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 8:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 ??? 0x00854248 0 + 8733256
    6 ??? 0x009a163a 0 + 10098234
    7 ??? 0x009a16df 0 + 10098399
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 9:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 ??? 0x0057de5a 0 + 5758554
    6 ??? 0x009a163a 0 + 10098234
    7 ??? 0x009a16df 0 + 10098399
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 10:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 ??? 0x0056a7fa 0 + 5679098
    6 ??? 0x009a163a 0 + 10098234
    7 ??? 0x009a16df 0 + 10098399
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 11:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700901aa SleepEx + 58
    5 libntdll.dylib 0x700901f3 Sleep + 35
    6 ??? 0x00595544 0 + 5854532
    7 ??? 0x009a163a 0 + 10098234
    8 ??? 0x009a16df 0 + 10098399
    9 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    10 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    11 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    12 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 12:
    0 libSystem.B.dylib 0x92a8f0fa semaphore_timedwait_signal_trap + 10
    1 libSystem.B.dylib 0x92abcc85 _pthread_cond_wait + 1066
    2 libSystem.B.dylib 0x92b0566c pthread_cond_timedwait + 47
    3 libwinemacca.drv.dylib 0x750a730e MACCA_OutputServiceThread + 110
    4 libntdll.dylib 0x70095c07 THREAD_Start + 87
    5 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    6 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    7 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    8 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 13:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 libwinmm.dylib 0x735798e0 TIME_MMSysTimeThread + 576
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 14:
    0 libSystem.B.dylib 0x92a8f0fa semaphore_timedwait_signal_trap + 10
    1 libSystem.B.dylib 0x92abcc85 _pthread_cond_wait + 1066
    2 libSystem.B.dylib 0x92aebaa8 pthread_cond_timedwait_relative_np + 47
    3 com.apple.audio.CoreAudio 0x95c823c7 CAGuard::WaitFor(unsigned long long) + 219
    4 com.apple.audio.CoreAudio 0x95c853f9 CAGuard::WaitUntil(unsigned long long) + 289
    5 com.apple.audio.CoreAudio 0x95c82cf6 HP_IOThread::WorkLoop() + 1892
    6 com.apple.audio.CoreAudio 0x95c8258d HP_IOThread::ThreadEntry(HP_IOThread*) + 17
    7 com.apple.audio.CoreAudio 0x95c824a4 CAPThread::Entry(CAPThread*) + 140
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 15:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libjoystick.drv.dylib 0x73db59b4 hid_detect_thread + 196
    6 libjoystick.drv.dylib 0x73db720c WINHELP_Thread + 28
    7 libntdll.dylib 0x70095c07 THREAD_Start + 87
    8 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    9 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    10 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    11 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 16:
    0 libSystem.B.dylib 0x92a8f09a mach_msg_trap + 10
    1 libSystem.B.dylib 0x92a8f807 mach_msg + 68
    2 com.apple.CoreFoundation 0x965ab37f __CFRunLoopRun + 2079
    3 com.apple.CoreFoundation 0x965aa464 CFRunLoopRunSpecific + 452
    4 com.apple.CoreFoundation 0x965b03a4 CFRunLoopRun + 84
    5 libws2_32.dylib 0x739216da monitorThread + 58
    6 libntdll.dylib 0x70095c07 THREAD_Start + 87
    7 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    8 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    9 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    10 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 17:
    0 libSystem.B.dylib 0x92ab49b2 __workq_kernreturn + 10
    1 libSystem.B.dylib 0x92ab4f48 _pthread_wqthread + 941
    2 libSystem.B.dylib 0x92ab4b66 start_wqthread + 30

    Thread 18:
    0 libSystem.B.dylib 0x92b55a0e poll + 10
    1 libntdll.dylib 0x7008f3c3 wait_shm_reply + 67
    2 libntdll.dylib 0x7008fb8a do_multiple_wait + 554
    3 libntdll.dylib 0x7008fef4 WaitForMultipleObjectsEx + 100
    4 libntdll.dylib 0x700900f8 WaitForSingleObject + 56
    5 ??? 0x7fd04475 0 + 2144355445
    6 libntdll.dylib 0x70090af6 SYSDEPS_StartThread + 150
    7 libntdll.dylib 0x70090b34 SYSDEPS_PTHREADS_StartThread + 36
    8 libSystem.B.dylib 0x92abc7fd _pthread_start + 345
    9 libSystem.B.dylib 0x92abc682 thread_start + 34

    Thread 0 crashed with X86 Thread State (32-bit):
    eax: 0x00000000 ebx: 0x998b8970 ecx: 0xbfffb8ec edx: 0xffffffff
    edi: 0xbfffb9a2 esi: 0xa0c3e740 ebp: 0xbfffbee8 esp: 0xbfffb8f0
    ss: 0x0000001f efl: 0x00010292 eip: 0x998b8a5c cs: 0x00000017
    ds: 0x0000001f es: 0x0000001f fs: 0x00002007 gs: 0x00000037
    cr2: 0xffffffff

    Binary Images:
    0x70000000 - 0x700caef7 +libntdll.dylib ??? (???) <4EB2DEED-7E68-1890-9BA7-E04D7B964C99> /Applications/City of Heroes.app/Contents/Frameworks/libntdll.dylib
    0x70155000 - 0x70157ffb +libwine.dylib ??? (???) <33618C6E-B90D-C0AD-07C6-E5DCC72B2E0B> /Applications/City of Heroes.app/Contents/Frameworks/libwine.dylib
    0x7016d000 - 0x70264ffd +libwine_unicode.dylib ??? (???) <0E1789C3-E27E-1DD7-4EB5-ACEF42E18122> /Applications/City of Heroes.app/Contents/Frameworks/libwine_unicode.dylib
    0x7026b000 - 0x7026bffe +libwine_port.dylib ??? (???) <A15A9F83-AEF5-610D-7409-E83F8EB9858C> /Applications/City of Heroes.app/Contents/Frameworks/libwine_port.dylib
    0x70270000 - 0x7027ffff +tgUpdate ??? (???) <2831D642-BB64-82FD-5BD7-EC792C7BA644> /Applications/City of Heroes.app/Contents/Frameworks/tgUpdate.framework/Versions/A/tgUpdate
    0x7028a000 - 0x7033ffe7 libcrypto.0.9.7.dylib 0.9.7 (compatibility 0.9.7) <0B69B1F5-3440-B0BF-957F-E0ADD49F13CB> /usr/lib/libcrypto.0.9.7.dylib
    0x707f9000 - 0x707fc635 +libdinput8.dylib ??? (???) <F2E13B6C-005E-AD8B-BF03-ABDD8AC2E64D> /Applications/City of Heroes.app/Contents/Frameworks/libdinput8.dylib
    0x72c97000 - 0x72cbbfe7 GLRendererFloat ??? (???) <0C6A1BCF-97F0-F7D6-C840-2991681BB67C> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat
    0x72d13000 - 0x72d97fe7 com.apple.xquery 1.3 (29) <50F6142C-7E17-D926-8D92-DD1ED86C3406> /System/Library/PrivateFrameworks/XQuery.framework/XQuery
    0x72dbc000 - 0x72dc074e +libpsapi.dylib ??? (???) <D0CD0256-44F8-A9CA-551C-8E0BE44B9748> /Applications/City of Heroes.app/Contents/Frameworks/libpsapi.dylib
    0x72dc5000 - 0x72ddccbf +libadvapi32.dylib ??? (???) <A66B3470-F650-F601-40B0-EDAA501D3D07> /Applications/City of Heroes.app/Contents/Frameworks/libadvapi32.dylib
    0x72df5000 - 0x72df8fd7 +libglu32.dylib ??? (???) <3689C72E-AFBD-CF47-572C-35F9842BB5E0> /Applications/City of Heroes.app/Contents/Frameworks/libglu32.dylib
    0x72dfe000 - 0x72e01f88 +libicmp.dylib ??? (???) <0C01660A-38E4-1930-9543-C043093FDAA1> /Applications/City of Heroes.app/Contents/Frameworks/libicmp.dylib
    0x72f85000 - 0x730fdfe7 GLEngine ??? (???) <0E1DF3E4-0EEE-9FD8-8F52-FFFCF0DF23A7> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
    0x7312f000 - 0x7352dffb com.apple.ATIRadeonX2000GLDriver 1.6.26 (6.2.6) <496702B6-1B8D-0FCE-E3DB-707FFA7D5EE0> /System/Library/Extensions/ATIRadeonX2000GLDriver.bundle/Contents/MacOS/ATIRadeonX2000GLDriver
    0x7355d000 - 0x7359d687 +libwinmm.dylib ??? (???) <882E3168-6E2F-8607-8EA3-B29334C05237> /Applications/City of Heroes.app/Contents/Frameworks/libwinmm.dylib
    0x735b6000 - 0x73663f87 +libuser32.dylib ??? (???) <987A39A5-3EB9-A8A5-9DB3-A6060853D2AF> /Applications/City of Heroes.app/Contents/Frameworks/libuser32.dylib
    0x736fe000 - 0x73743677 +libgdi32.dylib ??? (???) <F7845B40-5AE0-74BD-A1AB-71AF9770593D> /Applications/City of Heroes.app/Contents/Frameworks/libgdi32.dylib
    0x73780000 - 0x7378cd00 +libtggraphics.dylib ??? (???) <CB28FA5B-0BD7-6790-4A60-C1E9BBFFD28D> /Applications/City of Heroes.app/Contents/Frameworks/libtggraphics.dylib
    0x737d4000 - 0x737e598f +libdsound.dylib ??? (???) <4C1F6258-20F8-8CC3-B834-B406674A0FBD> /Applications/City of Heroes.app/Contents/Frameworks/libdsound.dylib
    0x737ee000 - 0x737f2fff +libwine_uuid.dylib ??? (???) <F5215650-364E-CB23-0AC0-98589F36E162> /Applications/City of Heroes.app/Contents/Frameworks/libwine_uuid.dylib
    0x73802000 - 0x73813f57 +libdinput.dylib ??? (???) <C053BD0F-0BF5-BCD7-11C0-3DB4A86E1DD9> /Applications/City of Heroes.app/Contents/Frameworks/libdinput.dylib
    0x7381e000 - 0x73846d7f +libddraw.dylib ??? (???) <DA6C4DA1-93D4-73C0-43DC-0F531945C6A5> /Applications/City of Heroes.app/Contents/Frameworks/libddraw.dylib
    0x7385d000 - 0x738ad0b3 +libopengl32.dylib ??? (???) <BF476FB8-BF08-F107-184E-F4C157758BFD> /Applications/City of Heroes.app/Contents/Frameworks/libopengl32.dylib
    0x73913000 - 0x73923e07 +libws2_32.dylib ??? (???) <F5E287BF-BB78-617D-3D15-4FB4FF0B8459> /Applications/City of Heroes.app/Contents/Frameworks/libws2_32.dylib
    0x73934000 - 0x7393e71c +libiphlpapi.dylib ??? (???) <6F3F727D-7016-FE6F-85D1-C9CDB10A91A2> /Applications/City of Heroes.app/Contents/Frameworks/libiphlpapi.dylib
    0x73948000 - 0x73950399 +libimm32.dylib ??? (???) <3805FB23-817C-C018-C67D-28EBD8B07156> /Applications/City of Heroes.app/Contents/Frameworks/libimm32.dylib
    0x739b3000 - 0x739ffe03 +libcomdlg32.dylib ??? (???) <7441AE03-FE73-50DF-EDFB-3B62E985179E> /Applications/City of Heroes.app/Contents/Frameworks/libcomdlg32.dylib
    0x73a10000 - 0x73a4b0b9 +libshell32.dylib ??? (???) <65209D1D-AF7D-D9DF-FCA6-90BA8A911BE1> /Applications/City of Heroes.app/Contents/Frameworks/libshell32.dylib
    0x73a7b000 - 0x73a97ff7 com.apple.carbonframeworktemplate 1.0 (1.0) /Applications/City of Heroes.app/Contents/Frameworks/libpng.framework/Versions/1.2.13/libpng
    0x73a9f000 - 0x73adc84b +libole32.dylib ??? (???) <2B32D13D-6229-3C70-1797-CB514D8391BD> /Applications/City of Heroes.app/Contents/Frameworks/libole32.dylib
    0x73b0a000 - 0x73b2849d +librpcrt4.dylib ??? (???) <297DAE18-B17B-1CB7-AC99-FDC939BCD5F5> /Applications/City of Heroes.app/Contents/Frameworks/librpcrt4.dylib
    0x73b4a000 - 0x73b65e2f +libshlwapi.dylib ??? (???) <35CFB81E-1FE3-3496-0F2E-27736EF167FF> /Applications/City of Heroes.app/Contents/Frameworks/libshlwapi.dylib
    0x73b83000 - 0x73bede93 +libcomctl32.dylib ??? (???) <FC7E2E4D-9534-9475-4B74-BA423FCAEA26> /Applications/City of Heroes.app/Contents/Frameworks/libcomctl32.dylib
    0x73c0c000 - 0x73c1a6bd +libwinspool.drv.dylib ??? (???) <A36DC5D1-702F-33D7-EB21-8CBE2F3A85BA> /Applications/City of Heroes.app/Contents/Frameworks/libwinspool.drv.dylib
    0x73c27000 - 0x73c2b324 +libwsock32.dylib ??? (???) <91AED54A-A448-A1C4-4A1D-3E5BEAF2B9AE> /Applications/City of Heroes.app/Contents/Frameworks/libwsock32.dylib
    0x73c51000 - 0x73c588b6 +libversion.dylib ??? (???) <083C36DC-707B-32E4-5B5E-35D6C609593A> /Applications/City of Heroes.app/Contents/Frameworks/libversion.dylib
    0x73c5e000 - 0x73c62a8c +liblz32.dylib ??? (???) <33B9CBDB-F7D2-F803-EB74-E470B768FFC0> /Applications/City of Heroes.app/Contents/Frameworks/liblz32.dylib
    0x73c68000 - 0x73ca7ff7 +libwineserver.dylib ??? (???) <E328D117-D0C0-7210-B40D-4687BAF8CD02> /Applications/City of Heroes.app/Contents/Frameworks/libwineserver.dylib
    0x73cbc000 - 0x73d17ffb +org.freetype.freetype 2.3.4 (FreeType 2.3.4-1) /Applications/City of Heroes.app/Contents/Frameworks/FreeType.framework/FreeType
    0x73d2a000 - 0x73d6b267 +libmacdrv.dylib ??? (???) <E812928F-622F-BEE2-AD3C-F917465362DF> /Applications/City of Heroes.app/Contents/Frameworks/libmacdrv.dylib
    0x73dae000 - 0x73db7de7 +libjoystick.drv.dylib ??? (???) <42A8DD9F-A210-85F2-BB14-A0AE6D4A7D5A> /Applications/City of Heroes.app/Contents/Frameworks/libjoystick.drv.dylib
    0x750a2000 - 0x750aa0e3 +libwinemacca.drv.dylib ??? (???) <6C7797AB-ED18-DB89-5EBF-AC66CDFCA6BE> /Applications/City of Heroes.app/Contents/Frameworks/libwinemacca.drv.dylib
    0x75362000 - 0x75366ff3 com.apple.audio.AudioIPCPlugIn 1.1.6 (1.1.6) <F402CF88-D96C-42A0-3207-49759F496AE8> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn
    0x7536b000 - 0x75371ffb com.apple.audio.AppleHDAHALPlugIn 1.9.9 (1.9.9f12) <82BFF5E9-2B0E-FE8B-8370-445DD94DA434> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
    0x75376000 - 0x7537b7a9 +libmsacm.drv.dylib ??? (???) <13E9F515-5A97-00AF-FD33-AAB0C49DA775> /Applications/City of Heroes.app/Contents/Frameworks/libmsacm.drv.dylib
    0x75380000 - 0x7538c817 +libmsacm32.dylib ??? (???) <2484A17C-1694-E244-D6C7-DB8C4B24060E> /Applications/City of Heroes.app/Contents/Frameworks/libmsacm32.dylib
    0x75396000 - 0x7539a582 +libmidimap.drv.dylib ??? (???) <CBD9EC1F-87F2-7E2D-56FC-0487FB893892> /Applications/City of Heroes.app/Contents/Frameworks/libmidimap.drv.dylib
    0x7539e000 - 0x7541e73f +libd3dgl.dylib ??? (???) <AD6CB868-DA3B-B02C-D9EF-03BED305462D> /Applications/City of Heroes.app/Contents/Frameworks/libd3dgl.dylib
    0x7543b000 - 0x75472387 +libpixcv.dylib ??? (???) <19C65C8F-D543-BDCD-0CBD-FEE21C9BC411> /Applications/City of Heroes.app/Contents/Frameworks/libpixcv.dylib
    0x75486000 - 0x7549ffd7 com.apple.carbonframeworktemplate 1.0 (1.0) /Applications/City of Heroes.app/Contents/Frameworks/libjpeg.framework/Versions/6b/libjpeg
    0x754b7000 - 0x754baff7 com.apple.ForceFeedback 1.0.4 (1.0.4) <DCDB1D70-2586-8D56-5735-4868B673782B> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
    0x75517000 - 0x75524ff7 com.apple.iokit.IOHIDLib 1.6.5 (1.6.5) <FD60CB35-DAC1-D320-503E-80F6C059DA98> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib
    0x77000000 - 0x77065e67 +libkernel32.dylib ??? (???) <F6CDD74D-FD10-BF07-C7D8-7626CB2E35E0> /Applications/City of Heroes.app/Contents/Frameworks/libkernel32.dylib
    0x7fe25000 - 0x7fe496a7 +libsetupapi.dylib ??? (???) <DE70810A-48A4-B9FD-5AAC-3FBCA16135AA> /Applications/City of Heroes.app/Contents/Frameworks/libsetupapi.dylib
    0x7fe83000 - 0x7fe86199 +libwow32.dylib ??? (???) <1340AE6B-A1B5-037D-426B-B78342FBC099> /Applications/City of Heroes.app/Contents/Frameworks/libwow32.dylib
    0x80000000 - 0x8000c964 +com.transgaming.cityofheroes City of Heroes (1) <2E4BE28A-D050-2DF3-531F-53CE37CBBAC3> /Applications/City of Heroes.app/Contents/MacOS/cider
    0x8fe00000 - 0x8fe4162b dyld 132.1 (???) <A4F6ADCC-6448-37B4-ED6C-ABB2CD06F448> /usr/lib/dyld
    0x90003000 - 0x9036eff7 com.apple.QuartzCore 1.6.3 (227.36) <8E927524-EB0A-D5BA-C2E4-FA26FE4C428A> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
    0x90441000 - 0x904fdfff com.apple.ColorSync 4.6.6 (4.6.6) <D00B95AE-2379-CB8E-B18C-FF5B66741C23> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
    0x9050a000 - 0x9050aff7 com.apple.Accelerate.vecLib 3.6 (vecLib 3.6) <1DEC639C-173D-F808-DE0D-4070CC6F5BC7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
    0x90638000 - 0x90718fe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
    0x908c4000 - 0x910b3557 com.apple.CoreGraphics 1.545.0 (???) <8A4CB0D9-1001-0F62-4DA4-B8AB3B45E226> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
    0x91124000 - 0x9155bff3 com.apple.RawCamera.bundle 3.6.4 (561) <DBA5D7C1-CD82-CE7F-5AE5-A0E4E128236F> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
    0x9155c000 - 0x9156afe7 libz.1.dylib 1.2.3 (compatibility 1.0.0) <3CE8AA79-F077-F1B0-A039-9103A4A02E92> /usr/lib/libz.1.dylib
    0x9156b000 - 0x915b4fe7 libTIFF.dylib ??? (???) <5CE284EC-F637-EDBB-FDB3-61E86407CBB8> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
    0x915b6000 - 0x915b9ff7 libCoreVMClient.dylib ??? (???) <12EF6056-7AC7-6691-75A2-BD0675C56A35> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
    0x915ba000 - 0x915f5feb libFontRegistry.dylib ??? (???) <4FB144ED-8AF9-27CF-B315-DCE5575D5231> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
    0x915f6000 - 0x91600fe7 com.apple.audio.SoundManager 3.9.3 (3.9.3) <5F494955-7290-2D91-DA94-44B590191771> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
    0x91715000 - 0x91731fe3 com.apple.openscripting 1.3.1 (???) <DA16DE48-59F4-C94B-EBE3-7FAF772211A2> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
    0x9177a000 - 0x91815ff7 com.apple.ApplicationServices.ATS 275.15.1 (???) <FD63F92B-8DDE-4DBA-A7A5-0294E3607083> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
    0x9182c000 - 0x9184efef com.apple.DirectoryService.Framework 3.6 (621.11) <CA979EAC-9537-43B6-CD69-C144ACB75E09> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService
    0x9184f000 - 0x91864fff com.apple.ImageCapture 6.0.2 (6.0.2) <E9F4B952-27A1-5BFC-CA8D-DADA055D30E9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
    0x91865000 - 0x9190dffb com.apple.QD 3.36 (???) <FA2785A4-BB69-DCB4-3BA3-7C89A82CAB41> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
    0x91b6a000 - 0x91bbbff7 com.apple.HIServices 1.8.2 (???) <F6EAC2D1-902A-9374-FC4B-43B50E054416> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
    0x91c66000 - 0x91c8aff7 libJPEG.dylib ??? (???) <A50127EB-C202-0436-E62D-41E2E893E436> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
    0x91dce000 - 0x91e7cff3 com.apple.ink.framework 1.3.3 (107) <57B54F6F-CE35-D546-C7EC-DBC5FDC79938> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
    0x91f70000 - 0x91fb4fe7 com.apple.Metadata 10.6.3 (507.15) <A23633F1-E913-66C2-A073-E2B174C09B18> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
    0x91fb5000 - 0x92a08ff7 com.apple.WebCore 6533.21 (6533.21.1) <09CE6602-4DB5-6E93-8593-4E1C57CB202F> /System/Library/Frameworks/WebKit.framework/Versions/A/Frameworks/WebCore.framework/Versions/A/WebCore
    0x92a87000 - 0x92a8dfff com.apple.CommonPanels 1.2.4 (91) <2438AF5D-067B-B9FD-1248-2C9987F360BA> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
    0x92a8e000 - 0x92c35ff7 libSystem.B.dylib 125.2.10 (compatibility 1.0.0) <ADF8138B-2384-2FC0-CCBF-C4721B53568A> /usr/lib/libSystem.B.dylib
    0x92d8c000 - 0x92d97ff7 libGL.dylib ??? (???) <4425B9AA-B494-A336-EABB-6BBC9FF4EC4F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
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    Model: iMac7,1, BootROM IM71.007A.B03, 2 processors, Intel Core 2 Duo, 2.8 GHz, 2 GB, SMC 1.21f4
    Graphics: ATI Radeon HD 2600 Pro, ATI,RadeonHD2600, PCIe, 256 MB
    Memory Module: global_name
    AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x88), Broadcom BCM43xx 1.0 (5.10.131.36.9)
    Bluetooth: Version 2.4.0f1, 2 service, 19 devices, 1 incoming serial ports
    Network Service: Built-in Ethernet, Ethernet, en0
    Serial ATA Device: ST3500630AS Q, 465.76 GB
    Parallel ATA Device: OPTIARC DVD RW AD-5630A
    USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8502, 0xfd400000
    USB Device: Keyboard Hub, 0x05ac (Apple Inc.), 0x1006, 0xfa400000
    USB Device: Apple Keyboard, 0x05ac (Apple Inc.), 0x0220, 0xfa420000
    USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0x5d100000
    USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8206, 0x1a100000
    USB Device: USB Laser Mouse, 0x046d (Logitech Inc.), 0xc062, 0x1a200000
  22. Quote:
    Originally Posted by Computer View Post
    Artillery Bombs (That 'You're too far from Maurader' attack) are just completely and utterly stupid and need to be removed. Plain as that.
    +6
  23. Quote:
    Originally Posted by Comicsluvr View Post
    Seriously...how many times will we have to stand in one of the 3-4 instances of the RWZ asking someone to leave so our last 1-2 leaguemates can enter for a Trial?
    • Rikti War Zone
    • Pocket D
    • Midnighter's Club
    • Cimerora
    These are the Co-op Zones. Note that SG Bases are NOT on this list. WHY?!?
    Why are SG Bases NOT on the list of Co-op zones?

    Think about it.
    If the interior of SG Bases were Co-op Zones ... what would be the impact on functionality? I mean, seriously ... there really aren't that many "interactable" items inside of SG Bases.

    There are no Contacts inside of Bases, aside from the Pillar of Ice and Flame. Ouroboros has a Red/Blue Divide to it, very probably (I have to assume) for precisely this reason ... the Mission System, as revealed by Second Measure in a USTREAM Chat, has some very fundamental assumptions built into it involving Alignment.

    Simplest Solution? Make TWO (or in this case, FOUR) Pillars of Ice and Flame. A Red Pedestal Pillar for Redside Flashbacks, and a Blue Pedestal Pillar for Blueside Flashbacks (with arcane and tech counterparts, making the four). The Red Pillar only "responds" to clicks from Villains/Rogues. The Blue Pillar only "responds" to clicks from Heroes/Vigilantes.

    Storage Bins. Inspiration, Enhancement, Salvage.

    We already have a UI element to set permissions on our Storage Bins by SG Ranking. How "hard" would it be to program an expansion of the existing UI so as to offer 5 Ranks Blue Aligned and 5 Ranks Red Aligned of controls to the Permissions for the Storage Racks? And if you can do THAT ... then what's so difficult about allowing an extra pair of permissions for Team and League, so as to permit Teammates and Leaguemates access to your Storage Bins if you grant permission as the base builder.

    Needless to say, such permissions would be set to NO by default, so it would require the intervention of a (human) authorized Base Editor to allow such permissions. So long as the Humans have control over Security of Storage, there's very little opportunity for complaints.

    Tree of Wonders/Auto-Doc.

    The Tree of Wonders and Auto-Doc medical AUX items permit the "vending" of items. In my experience, they are most useful for SELLING of Inspirations and Recipes while inside the base. These items are essentially NPC vendors. We know that it is perfectly possible for NPC vendors to interact with players regardless of Alignment, because there are vendors who do so in the Rikti War Zone, Pocket D, the Midnighter's Club and in Cimerora (go figure). Therefore, there is no reasonable programming reason why the Tree of Wonders/Auto-Doc cannot be a Co-op Vendor too.

    Zone Teleporters

    This one is ridiculously simple (to my mind, but then, I'm not a Programming Dev). Simply allow ANY Base to have Teleporter Beacons to either Paragon City or the Rogue Isles. Only restriction is that you can't have a Beacon to BOTH Paragon City AND the Rogue Isles attached to the same Telepad (ie. no mix-n-match of Red/Blue Beacons on Telepads).

    Heroes/Vigilantes could only interact with Telepads attached to Blue Beacons ... and Villains/Rogues could only interact with Telepads attached to Red Beacons. Rikti War Zone and Pocket D would (technically) therefore have TWO SG Beacons ... one for Red and one for Blue, each.

    Mission Computer/Oracle and Raid Teleporter

    Just make Red/Blue versions of the Mission Computer/Oracle and link/lock them to their respective Alignment, so you don't have to worry about making a hash of the Mission System and its oh-so-unhelpful underlying basic assumptions. The animated GFX for these items could even be retinted to Red/Blue so as to make this distinction all the more apparent.

    The Raid Teleporter needs no modification other than being Alignment Agnostic for use.

    And that's the list of all of the "interactables" that can be found inside of SG Bases. Being able to link/lock interaction with Base Items should not be that hard, since the functionality for THAT already exists with every zone contact in the game. Contacts in the Rogue Isles don't talk to Vigilantes ... and Contacts in Paragon City don't talk to Rogues. Apply the same gateway coding to things like the Pillar of Ice and Flame (red and blue), the Mission Computer/Oracle (red and blue) and to Telepads (red and blue Beacons) and you're almost all the way there to making SG Bases into Co-op Zones BY DEFAULT.

    And if the Devs can turn SG Bases into Co-op Zones as rally points for launching Incarnate Trials ... well ... we're going to see a whole new reason for spending some rather precious Development Resources And Time on something the rest of us like to think of as Building A Better Base Editor.

    Also, if SG Bases are Co-op Zones, we really ought to get rid of that silly "if you're the wrong Alignment, you stop earning Prestige and can't enter YOUR Base" limitation ... right?
  24. /em embarrassed

    /em shuffles feet

    ... thank you ...