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Quote:Yeah, I wasn't thinking about the fact that PA would need to hit LR in order to apply their big taunt effect. I did, however, account for the repairmen, I mentioned CC as an aid. Whether or not it would stop the repairmen often/soon enough, I cannot say, but it was my attempt to account for them.The problem is that with the Orange Tower, it's basically impossible for PA to maintain aggro because they have to pass ToHit checks in order to do so...and LR really, really hates people touching his Towers. You're also kind of discounting the annoyance factor of Repairmen.
I wonder if Hover and massive ranged (or Nrg) defense could be achieved. With fully slotted RI you probably "only" need ~70% defense to hit the soft cap.
Quote:As for the Patrons... PA are going to get you killed due to lack of aggro unless you single pull each one of them--also that they don't decide to just AoE you or outright ignore the pets--and after that, I'd have to see what the DPS output of an Ill/Rad actually is to alleviate skepticism. +4s have a lot of inherent resistance from the Purple Patch, not to mention each AV's individual resistance.
Quote:After that, I'm kind of curious on the first mission--those ambushes can get to be pretty heinous. Of course, if you're not running the TF on x8, then I'm doubtful of it really being valid.
In mission 1, its pretty easy to pull Sands around and lose one ambusher out of the big ambush spawn (and then no new ambushes will spawn since you haven't killed the last one).
The vines should be doable at even con, even at x8, but it certainly would be more challenging at x8.
The ambushers in mission 4 can be fun to deal with, but it seems pretty mundane. Rad does have some trouble with how the spawns would be spread out though, but with IO sets to survive AVs and the pet chaos (+spectral terrors greatness), I can't see it being a big deal.
Doing it at x8, just seems like an unnecessary delay before the real challenges of Aeon and mission 5. -
Quote:1) Buff. Fortitude and Clear Mind are very good powers. The RAs are potent. Learn to buff fast, while moving, on the fly, in between other things. Other things like...alright, just wondering, just, i know when i heal as a Emp DEF, i can do a good job healing my team, and buffing, but i also would like to do other things if my team isnt in need of the healing..
2) Shoot stuff. Your blasts are awesome (especially the AoEs). It can be hard to see. It doesn't always FEEL like they help, but they almost always are useful for the damage they do.
3) Shoot stuff. Your blasts not only hurt the enemy and save an attack or two (and thereby some endurance) for some teammates, but they often have a nifty side effect that makes the enemies less effective. Some of the blasts are control powers as well.
4) Shoot stuff. Managing aggro is a job the whole team can do. While tankers have some specific things they can do very well with aggro, a character with RANGED AoE damage powers also can do some aggro control. Are 3 baddies standing 40 feet from the tanker and the main group shooting away? AoE them, and move behind a corner so they run over into the tanker and the main spawn. Mez that Lt. that just stays at range. Use KB to get those stragglers into the main kill zone. Kill the Tsoo sorcerer from range, his Hurricane isn't debuffing you like it is your scrappers and tankers (and melee blasters). If you kill the runner, your scrapper doesn't feel the need to chase after that lone mob and instead is salivating over jumping into that next group, where they can dish out tons of pain on multiple enemies (all for you). -
Quote:One could build a character that has tons of +recharge/+damage/+recovery and (almost) no built in mitigation and then team with a bubbler.FF is possibly the worst buff powerset you could bring along to speed yourself up. This is often a complaint about the powerset - of all the buff/debuff sets, FF is the most purely defensive. It has no ability to actually speed you forward; rather it can only reduce how much foes slow you down. If your character is such that foes don't slow you down much anyway (not just an IO thing, you could have been playing a tougher AT), then FF isn't going to have a strong effect in general. (There are some cases where this might not be true. It's possible for the increased survival to mean you could leverage AoEs on far more foes at a time. What really matters is how much slower than your absolute optimal speed you have to go to survive foe packing that optimizes your attacks. The tougher you are, the closer you can get to your optimum.)
In contrast, buffs that increase your recharge, recovery or effective damage all can speed you up directly.
It might be interesting to see which would be faster, using IOs to shore up mitigation and teaming with a Kin or using IOs to improve offense and shoring up mitigation with a Bubbler. -
Quote:I think that sounds fun and I do not believe it would be unbalanced.My fix for MA has always been to turn focus chi into a clone of Rage. It would give a power to scrappers that we've always wanted without porting the set that we'll probably never get. And I don't think any current MA users would disagree with the change. I don't know that it would immediately cause me to roll up an MA toon, but I'd think about it.
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Quote:I think a Stone/Fire tanker and a Kin/Sonic defender could probably do pretty well mowing through large spawns and knocking down hard targets. I have to admit, I'd love to see that race myself, I think it would be fun for both teams.Tarrantm: I'd love to race your "perfect pair" against two Green Machine-style emp/sonic defenders for speed and sheer indestructibility.
Stacked 120% defense debuffs on tough targets, capped defense, 70% damage buff at all times, a true nuke about every 60 seconds with virtually no END drop, something like 2200% Regen... I'm sure there's a heal in there somewhere on that power tray. -
Quote:You're probably right. If you summon the PA at a tower before you attack the tower, LR will probably aggro on them first. However, the players damage should generate more threat than the PA after a short time (not to mention, when the PA needs to be re-summoned, I imagine their threat gets totally reset). Not sure how the Phantasm's decoy interacts in that scenario either.From what I hear, phantom army fails at tanking lord recluse because they can't generate aggro through damage. He ends up aggroing players because the aggro generated from him seeing them damage the towers is enough to set him off.
I do not know enough of Ill and their pets and their aggro mechanics to say myself. My only higher level Ill is a concept Ill/Emp without PA or Phantasm. -
Quote:<.> >.>the sycnronized death animation performed by an entire spawn never gets old. I just love how they all turn toward the middle and fall face first leaving only a lone little monkey standing in the center.
^.^
When that happens, I'd never yell, "Bow before me!" -
Quote:The following is how I look at it.I haven't picked this power up yet but I do have an invul tank and scrapper with unstoppable (Not IOed so the def is still crap), a PB with light form (still no form of def), and a blaster with force of nature (close enough in comparasion). Why is power surge of little use when other res cap tier 9 powers on sets with simular situations are of good use? Before the crash of course.
Unstoppable moves your exotic resists from low-middle to cap. A big increase, and that resistance is stacked on top of Defense and +HP from DP.
Power Surge for tankers and Brutes will move them to 90% to all but Psi (Toxic might not be capped either). Not as big a move as Unstoppable for those classes, and it lacks other mitigation, but 90% resists is excellent mitigation on its own.
Power Surge for scrappers moves those resists to 75%. That is very good mitigation, but doesn't have anything else to layer with. If Energize recharged faster, you could say it slowed down damage enough for the Heal and +regen to keep you up, but even at very high levels of recharge, I am dubious that Power Surge is worth it. Perhaps if you could turn it off at will in order to better utilize the EMP Pulse at the end. -
Quote:You are kind of selling FF a bit short here, IMO, but I guess you are simply acknowledging that IOs can only replace part of FF. Obviously, with DB, FF can surpass IOs, which is why I guess you didn't include it.+Defense - Force fields +15% (slotted 22%), cold shields +15% (slotted 22%), Fortitude 15% (slotted 22%). Set bonuses - Multiple.
Quote:+Damage - Fortitude +31.3%, Accelerate Metabolism +25%. Set bonuses - Multiple. While Fort levels are only in the power gamer range, a 10-20% boost to damage is not tremendously difficult to attain.
As an alternate PoV, I find the controller to be the AT I'd rather leave out, especially now with loot. Since buffs and debuffs can have my loot to stack on, I find the desirability of hard controls to be very, very low (with enough buff/debuff, even without any enhancements this is true, but the many changes have made it easier with fewer buff/debuffers). Better, IMO, to have the better -resist/+dam//heal/etc. AND AoE blast powers instead of Earthquake, Terrify, or Wormhole. I guess if you stick to the controllers who wield great damage, they can be as good or better than defenders.
I really like this thought process. I have had similar thoughts, but never fleshed them out in this manner. It is interesting to look at and consider from this point of view and in the fashion of just exactly how much of what buff/debuffers do can be replicated by Inventions.
All that being said, I do not find much preferential treatment in game. Defenders still seem able to get teams fine, although its often harder to get defenders to team with, since they have a lower population (at least IME). -
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Quote:(the highlighted you/yourselfs are really just transferring I/myself onto others)I think some of you have mistaken this thread as a whine fest. I don't like to do that whole thing. When I posted the thread of course I know there would be some opposition to a degree. BUT you can't say that you play on a team and you never once thought to yourself, "Man, I was doing my thing back there an no one noticed." I'm not saying I should be the one getting all the praises and parades and stuff, but sometimes when THEY (not you because you would NEVER do that) single out one person on the team for a kudos it's like....didn't that scrapper just AoE the hell out of that mob? Didn't that blaster do some serious blastage? And I was talking in particular about Dark/. I was pointing out how underrated it was. If you thought I wanted a pity party then save it. In general I wanted basically say "Dark Miasma is a beast? Why don't more people notice?" I hate it when you have a few party poopers who misinterpret some statements and turn it around to be something it really wasn't.
You might want to consider that your original post did not sound like a general observation about Dark Miasma, but instead more like this:
Quote:Heya guys. I am just now getting deep into playing a defender. I am usually tanking or scrapping. I built a Dark/Elec defender up to 28 so far and it's been nice. These days I find myself on a team full of defenders and controller so no one really stands out. Last night I finally found myself being the only defender along side 1 troller, a few blasters, scrappers, and a tank. We did really good. I was a bit bothered when I found the Tank saying "Good job blasters." Also, "nice controlling" I was like....WT F I did some work in there too. So with evil intent, the next mish i sat back a while and didn't do much of anything. Next thing you know it was "Where's the tar patch?" and "Man that was close we almost wiped" Then when I got back on my job we were solid again. No good jobs there.
I know Dark Miasma isn't the most showy up in your face noticeable defender primary out there, but c'mon. Now, I know I CHOSE to be the ugly duckling for the defender set, but sometimes it's just messed up that the Dark Miasma set isn't as appreciated. Probably my last defender I roll. probably. I have one other defender, but i almost get tired of people depending soley on my emp to carry the team. I find my self being next to the tank as far as survivability when i use other sets so I don't expect a defender to babysit me. My GF has a fire/kin and people are always begging for the SB. She gets annoyed because she has alot going on and people are always bugging about it when she tries to divvy it out as much as possible.
Anyways, I love Dark Miasma. I I guess I like being different. -
I could see perma-PA keeping the AVs off a controller while the Rad debuffs and single target damage output take them down. An Ill/Rad seems like they would be able to pull it off.
During LR, PA once again tanks, while you have RI on Recluse to keep him from spawning and CC prevents the repairmen from acting.
Once the towers are down, inspires should be able to carry you through the crazy spawn at the end. -
Quote:Isn't a damage debuff equivalent to resistance? If the enemy is debuffed 25%, isn't that, in effect, equivalent to 25% resistance?Kinetics has a CRAP damage debuff. 25% per enemy (20% on a corruptor, 16% on a corruptor against +2s.) But even at the full 25%, that's similar in effect to 33% Resistance. Enemies take 33% longer to kill your friends, assuming perfect usage (hits everyone, fired off at the start of the fight, etc.)
What makes that 25% debuff matter is not that it prevents all damage, but that it prevents enough so people do not die. It stacks nicely with other teammate abilities. It stacks nicely with your own other abilities (for instance, Transfusion, to-hit debuffs from dark blast, the resist debuff in Howl, it gives you those extra seconds you need to drain the bosses end with SC+ Transference, etc.)
I don't think I have ever heard FS called a CRAP damage debuff before. Its obviously not bubble level survivability, but it is also not insignificant (I would even say it IS significant).
Quote:Compare Rad defenders, against +2s, where enemies take around four times as long to kill your friends with the same perfect usage. Or Force Fields where enemies up to +5 take ten times as long to kill your friends.
If you think Kinetics is protecting your team, you have set the bar extraordinarily low.
Yes, Kinetics massive offensive capabilities are balanced by its weaker defensive capabilities, except when defensive capabilities are less necessary.
Does a team of blasters and 1 bubbler need more damage? No. But they could use +speed, +recharge, and +recovery throughout the game; vs. hard targets like AVs, the CRAP (Completely Robust and Potent?) damage debuff and -regen/heal would be somewhat useful as well. -
Quote:I do this inspiration cascade thing with my Fire/Fire blaster all the time. With the exception of an empathy defender, duoing actually decreases my chance of success. I think inspiration drops are reduced dramatically on a team. Even with an Empathy defender, my performance actually goes down, although I think its a bit more fun.Inspiration cascade isn't all that hard to sustain as long as you have enough recovery to jump into the next spawn and keep attacking. The other nice thing about it is that even if it does slow down and drop out all you need to start back up is 2 purples. I find it's very easy to combine insps during a long activating power (Combustion works well for this).
Sure it may be faster with a defender but the important thing to note is that it's fast enough without one. The better question is, is it twice as fast with a buffing defender and the answer, from testing with my wife is, that it's not. (It may be with a debuffing defender I haven't tested that.) To keep pace with solo drops and rewards it would need to be twice as fast.
I do not think Milady's observation is a function of IO set bonuses, so much as the inspiration drop rate on teams is borked (and has been for a long time; in issue 3, I remember being on a team of 3 (I remember because we did it a lot) and having my inspire tray fill and fill and fill as we mowed down enemies in TV or CF; now, the same type of team, doing the same type of mowing (actually killing even more enemies), and I can hardly get inspires fast enough, yet solo, I can hardly combine them fast enough to keep room in my tray. -
Quote:I would say that most of the time, defenders actually have good mitigation and are not naked. Debuffs protect the caster as well his teammates. Sonic and FF buffers have decent self protection with the Dispersions (and FF gets PFF and KB/KD as well). Empathy has little up front mitigation, but Regen Aura and Healing Aura are potent. Defenders also get the highest value from the pool powers that grant protection (Tough, Weave, CJ, Maneuvers, etc.).Defenders don't have the best defense, but they can have some good debuffs or some form of mitigation. They can give defense to teammates, but most of the time they are left naked so to speak. Correct me if I am wrong.
Quote:I know recharge is an important thing to consider. Depending on the AT accuracy is key as well. Endurance is a must.
So I know I am forgetting some facts, but what might you guys and gals generally go for when planning out set bonuses? Keep in mind I am new to defending as I normally scrap and tank.
What is it you want to do? How do you like to play? -
Quote:Dark Melee / Regen scrapperWell, I've been trying very hard to enjoy my Controller, but it's really much like trying to enjoy root canal. Thus, I've been thinking of recreating him in a different AT, and I thought I'd see what you all had to suggest.
The idea is that he's supposed to be a mystic. The original Champions (pnp) character had a multipower with virtually all the powers in it, so versatility was important. The comic book inspiration is Dr. Strange.
The character is currently a Controller (Grav/Rad), with Teleport, Concealment and Flight (just Hover). However, he does so little damage and is unbearably weak if attacked (he often gets one and two shotted by MINIONS). I mean, as a Controller, his only defense is to not be attacked (by controlling his foes); but half the foes in the game are immune to holds (anything Boss level or higher, zombies, spirits, ghosts, daemons, etc.), so he's basically dead much of the time. Personally, I don't find this to be much fun.
Thus, I come to you. I'm considering making him a Defender, but my experience of Defenders is much like my experience of Controllers. No offense, no defense. I've considered him as a Blaster, but that's not quite in conception, as a character who is able to aid his allies, and I hate the Blaster AT in general (too squishy).
The requirements, as I see it, are thus:
He needs Stamina, Teleport, Hover and Phase Shift.
He needs to have the capability to help his team (via healing or what have you).
He needs to have some personal survivability, as he will be soloing most of the time (this can come from the option of a second build).
Any thoughts?
Here is a build up to level 35. If you want to get Touch of Fear in sooner, it could swap places with Hover or Aid Other (I can't be sure what exactly you would prefer sooner, some control, teammate assistance, or if you need Hover in order to TP).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 36 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Medicine
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Punch -- Acc(A), Dmg(3), Dmg(5), Dmg(7)
Level 1: Fast Healing -- Heal(A), Heal(9), Heal(23)
Level 2: Smite -- Acc(A), Dmg(3), Dmg(5), Dmg(7), RechRdx(29)
Level 4: Quick Recovery -- EndMod(A), EndMod(9), EndMod(23)
Level 6: Recall Friend -- Range(A)
Level 8: Hover -- Flight(A), Flight(17), Flight(17)
Level 10: Reconstruction -- RechRdx(A), RechRdx(11), Heal(11), Heal(15), RechRdx(31)
Level 12: Siphon Life -- Acc(A), Dmg(13), Dmg(13), Dmg(15), EndRdx(25)
Level 14: Teleport -- EndRdx(A), Range(31)
Level 16: Integration -- Heal(A), Heal(31)
Level 18: Dull Pain -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Aid Other -- IntRdx(A), IntRdx(21), Heal(21), Heal(34)
Level 22: Grant Invisibility -- EndRdx(A)
Level 24: Touch of Fear -- Acc(A), Fear(25)
Level 26: Soul Drain -- Acc(A), RechRdx(27), RechRdx(27)
Level 28: Instant Healing -- RechRdx(A), RechRdx(29)
Level 30: Stealth -- EndRdx(A)
Level 32: Midnight Grasp -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
Level 35: Phase Shift -- RechRdx(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:While I think Kins are close to egregious, I do not feel terribly strongly about it.I say nothing of the sort. My argument is that Kinetics doesn't add an egregious amount of support more than any other set available. I also then add undertones of the set doing one thing and doing that one thing really well.
Quote:Curiously, a lot of the "farming" builds I see on the Controller boards always seem to follow Fire/Storm|Kinetics|Cold (rarely admittedly, but that may be its relative age at the moment)|Radiation (this must be a TF build or something)/Fire with the occasional Plant/*, though mostly for soloing lowbie TFs.
That being said, you do not need to start with the highest damage to truly perform well. Fulcrum Shifted Energy Blasters and /Electric defenders can mow through enemies darn quick too (you do want some AoEs though, which is why Plant and Fire are the only control sets that really qualify for this type of mob mowing).
Quote:Because Blasters live within that cap. They have no means of stepping past it. Similarly, Scrappers and Stalkers both have that same cap of 500% which they can surpass and double to 1000% damage. On a proc. Controllers don't have a proc, it's part of their attack chain to double damage 99% of the time.
Quote:I don't really have an opinion regarding Containment but when people start raging out about Kinetics, and specifically Fire/Kins, I tend to note that they're ignoring the whole double damage aspect of what is going on.
Yeah, you pretty much could see the bait from the get-go, but its still a good mental exercise, IMO. -
How high can you go DPS wise if you do not worry about endurance?
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Quote:I guess its possible they beat it without facing level 54 AVs, I hadn't thought of the difficulty settings thing when I first read it. Now I am sad.Colour me not impressed (although it's cheeky) as that's between the 17th of September and the 30th of September and prior to this patch note:Issue 16 - 30 September 2009 [Live]
Tasks
- Added teleport protection to the Mitochondria in the Lady Grey Task Force.
- Level 54 Archvillains / Heroes should now appear in Task / Strike Forces again.
- Added restrictions to prevent player difficulty from affecting Task / Strike Forces.
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Quote:While I agree with your general premise that Kinetics has some balance built in to offset its strong offensive contribution to a team, it is my opinion that you oversell its weaknesses. Also, its weaknesses are almost always rendered irrelevant on a team.Lotta people around this horse. Mind if I hit it a few times?
Kinetics, without the Tier 9, is pretty unimpressive to me. Compare, for instance, Rad where you get 25-30% more damage for the "whole team" as well as near-capping AccDebuff, as well as debuffing enemy damage, providing accuracy, and some moderate amount of direct +damage, +end and +recharge.
Kin without tier 9 is basically a two-trick pony: Recharge and Recovery.
I certainly cannot agree with your statement that without FS its a two-trick pony. So many people under utilize kinetics though, I can see why people feel that way (and in many cases it will play out that way in game since it is underutilized so often). -
Quote:Interesting clarification (and alteration of emphasis) on what you said. Your post I quoted does indeed speak of their extra publicity, but you also downplay the sets ability. I disagree with your downplaying. Kins (not just Fire/Kin controllers) are very good at a broad band of the game and in many cases actually are "better" than many other sets (better defined as reward/time). Dramatically better? Overpoweringly better? Insignificantly better? Its debatable, but I would say "noticeably better", at the least.You fail at reading comprehension. My point was that it gets an inordinate amount of publicity for performance in a narrow band of the game, which isn't really special since pretty much every set does well in that same band and outside of it, it doesn't fare any better or worse. It just has obnoxious publicity.
No, I don't have dev datamining to back that up. Go ahead and ask me for it, someone always feels the need about here to ask for information they know I can't possibly provide. Conclude that I am speaking from my experience, as I conclude you speak from yours. You must be saying, in general, teams without a Kin are just as effective as ones without. While they can be (and in some cases they could be more effective), most teams would benefit siginificantly more from one Kin.
I do not agree that obnoxious publicity is the real problem. Where there is smoke, there is fire; I think there is at least something smoldering with Kinetics.
Quote:Going from 400% damage to 800% guaranteed on virtually all possible targets isn't wonky? I like Catwhoorg's option, granted, the numbers he puts in just changes the definition of the damage dealt ("Well it's not out of line, it's still just 400% damage!").
Containment will generally only take a controller from 200% to 400%, and many controller "attacks" won't even have +100% damage from slotting (instead having some emphasis placed on Hold duration or Immob duration, giving some other power, for instance FS, even more effect than containment). FS doubling the damage of the pet(s) is unaffected by containment (although pet damage output is not supreme, its still a factor). Heck, Hot Feet doesn't fully benefit from containment, but it sure does from FS (and Transference/Speed Boost, so you have the end to run it). FS Lotus Drops or Spin doesn't even need to crit to blow away containment.
Quote:When did I say it was only "super-strong" for Controllers? Did I? No? Hey, I didn't!
Quote:And secondly, it's not a problem of Kinetics, it's a problem of Containment.
Quote:Missing my point again. Good lord.
I used Melt Armor to point out that it was a bad argument to suggest FS is overpowered because it wasn't on the list of APP choices. I didn't say the incarnation available was good or bad, just that it was there (and in contrast, a power like Gale isn't on the list of options either so it must be overpowered similarly--perhaps trade Gale with Heat Loss in my example?).
Quote:As opposed to what? What is this "line" that makes something overpowered? Do we have measured examples that makes Kinetics cause
According to the above you're apparently not interested in disagreement.
I have a Fire/Rad controller who happens to run with a Fire/Kin controller from time to time, and FS is great and amazing there, but I wouldn't say its better on the controllers than it is on a Fire/Fire blaster or a Kat/Fire scrapper or a Fire/Mace tanker. I have seen, used, and been a recipient of FS thousands of times on every AT. Its a big deal almost everytime its used (even if you only get 3 or 4 buffs from enemies) and can be so even more now that the game allows us to feed it without a big team.
What is the line? I don't know; its subjective anyway. Its also not my call. Its fun to discuss it though.
Quote:I haven't shouted it down as far as I can tell. I'm caustic in my presentation but I also haven't denied the possibility. I just haven't been offered any argumentation in the other direction beyond "BECAUSE". Perhaps you could enhance his argument? Of course, admittedly, saying it was in his "distorted opinions" is a tad hostile but it makes more of an impact than saying "Perhaps you're overhyping the supposed problem you're seeing?" -
Quote:I have always been fond of the idea of making Barrage a melee cone.General lack of AoE is my big issue with the set. I like AoE, and Energy Melee has none. Okay, Whirling Hands, but that's more of a PBAoE taunt. I've currently got an Inv/EM I'm working on, and certainly more enjoyable now that I can colour the pom-poms.
That said, maybe throw some splash damage in TF or something. Not much, but anything to help the abysmal aoe capability of EM.
EM can stack stuns very nicely. They can lock down multiple things easily if you take the control power Stun. -
Quote:STF Duo reportIf less than 3 people do it I want to know because then I would be thoroughly impressed.
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