StratoNexus

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  1. Quote:
    Originally Posted by Primal_Dark View Post
    The new version of Mids is giving a +40% resis bonus for some reason to my blasters, so just subtract that in the totals menu.
    In the upper right hand corner of mids are three buttons. Click the one that says Mode:PvP and it will change to Mode:PVE, which is probably what you want.
  2. Are you using Fearsome Stare before you HoB? I don't always need Darkest Night, but if I were having trouble staying upright, I'd be using that first too.

    Fearsome Stare then DN. Drop a Tar Patch then HoB (or start with one of your other AoEs and follow with HoB). Most stuff misses after FS and DN are used, IME.

    The knockdown in lethal rounds is good, but does not come until near the end of the animation.
  3. StratoNexus

    Dual Pistols ?s

    I have been playing with a TA/DP defender and it sure looks like fun and has been a huge help to my teams.
  4. If you are going to open with it, take a luck (or two) first.
    The nuke is bigger than most people realize, you do not need to be directly in the middle and in melee with the whole spawn.
    Since you are a corruptor, is there anything from your secondary that can aid you before you drop the HoB?
    Consider using Chem rounds and use Bullet Rain then HoB.
    Let someone else eat the alpha.
  5. Quote:
    Originally Posted by srmalloy View Post
    However, the power effects are already based on 'thematic' considerations. Just like Full Auto, the character is standing there unleashing a fusillade of bullets, unlike Inferno or Nova, which do all their damage up front, so a DoT effect is thematically appropriate, based on the mechanics of the powerset.
    I have seen people mention Inferno's "upfront" damage many times. This is wrong. All the other PBAoE nukes deal zero damage until after the animation ends. The Wails are 2 seconds, Nova and Inferno are 3 seconds.

    Hail of Bullets starts dealing damage right after you push the power button (or after draw time, if the pistols are away, which is awfully common I imagine, since I bet a lot of people like to hit Build Up first).
  6. Playing mostly in PBAoE range, but not necessarily in melee. I find I mostly face range attacks as things try to flee the Hot Feet, but occasionally turn to shoot. I am often in melee with one foe though.

    I was shooting for ranged defense and planning on Flame as my APP, but noticed the Sm/Le was high enough that stacking Frozen Armor on top seemed worthwhile. I am usually pretty bad at using powers like Hibernate in time, but thought I might give it another try, and it will aid me with endurance too.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    True Dreams: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
    Level 4: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Swap Ammo
    Level 10: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(17), RechRdx-I(48)
    Level 12: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(48)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(25)
    Level 22: Combat Jumping -- Krma-ResKB(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(37)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(50)
    Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
    Level 35: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
    Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/Sleep(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
    Level 8: Chemical Ammunition
    Level 8: Cryo Ammunition
    Level 8: Incendiary Ammunition



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  7. Woot! This arc is just plain fun to play through. Congratulations.
  8. That looks OK. I'd drop Burn and take FSC instead, personally. You probably want to find a slot somewhere for a KB protection IO. If you plan on using Hover, it needs at least two Flight speeds (two BotZ give enough enhancing along with a good set bonus). You could consider taking Hasten instead of Combat Jumping.
  9. StratoNexus

    Dual Pistols

    I am still partial to having 5 of the 12 ticks (for both damage types) have a 100% chance to hit while leaving the other 7 at 50%.

    Currently Hail deals damage like this (the second lines damage type changes per toggle):
    50.0% chance: 12 ticks of 0.3108 Dmg(Le) for 3.5s to Foe
    50.0% chance: 12 ticks of 0.1332 Dmg(Le) for 3.5s to Foe

    Change it so that it deals damage like this:
    5 ticks of 0.3108 Dmg(Le) for 1.5s to Foe
    50.0% chance: 7 ticks of 0.3108 Dmg(Le) for 3.5s to Foe
    5 ticks of 0.1332 Dmg(Le) for 1.5s to Foe
    50.0% chance: 7 ticks of 0.1332 Dmg(Le) for 3.5s to Foe

    And reduce the recharge to 90 seconds.
  10. Quote:
    Originally Posted by Dispari View Post
    Worst power ever is Invoke Panic.
    Invoke Panic is weak. However, it does give you a breather. It helped me beat the RWZ challenge with an SO build. It is even more effective against normal conning enemies (on which I rarely needed it). I agree it should be improved.

    It is a far cry from being as bad as APP Melt Armor or Barb Swipe.
  11. StratoNexus

    Dp/mm

    Quote:
    Originally Posted by StrykerX View Post
    In my opinion there is one and only one reason to take World of Cheap Purple Set Mule...
    ^^^^^^^^
  12. StratoNexus

    Dp/mm

    Looks like a great build to play in melee. Fantastic PBAoEs and excellent mitigation. The build below gets to the defense cap for Sm/Le, it loses 6% global recharge and a bit off Mind Probe. Just another idea for reference.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DP- MM: Level 50 Natural Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Dmg/EndRdx(29), Dev'n-Acc/Dmg/Rchg(34), Achilles-ResDeb%(36)
    Level 1: Subdual -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(37), Enf'dOp-Immob/Rng(37), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(40)
    Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(27)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7), C'ngImp-Acc/Dmg(9)
    Level 6: Swap Ammo
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Concentration -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
    Level 22: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(23), Nictus-Heal(23), Acc-I(25), RechRdx-I(25)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(42), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(43)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 44: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(45), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Plct%(46)
    Level 47: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), LkGmblr-Rchg+(48)
    Level 49: Hoarfrost -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50), RgnTis-Heal/Rchg(50), Mrcl-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



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  13. Quote:
    Originally Posted by Mystic_Fortune View Post
    Err.. really? In that case, I better remove it from my one Elite Boss critter in the Golden Scepter arc..
    Earth Assault is fine as long as you do not use Heavy Stone Fist or Seismic Smash. Sadly, Standard includes Heavy Stone Fist, so you'd have to have No XP for now, but that may soon be changed for the better.
  14. Quote:
    Originally Posted by Umbral View Post
    For support sets, I would avoid any set in which you have to redraw a lot. The redraw on DP is killer. My personal suggestion would be powersets that require a solid block of support every couple of minutes with solid blocks of blasting afterwards. Forcefields, Sonic Resonance, Dark Miasma, and Radiation Emission are probably the sets that I would most recommend. The shield sets just buff up every 4 minutes to provide a vast majority of their functionality, and the debuff sets generally spend 5-10 seconds at the beginning of combat setting up their killzones and toggles and spend the rest blasting away. Reactive support sets with low cycle time powers would probably be the worst to go with (i.e. Emp, Kin, TA).
    I am playing a Kin/Pistols defender and having fun. That being said, I agree with the above. The redraw is painfully noticeable often enough to be concerning.

    On my Pistols/Fire blaster it is frustrating because I want to use Ring of Fire, Fire Sword, and FSC as needed, but often choose to hold up in order to minimize redraw. Its not always even a performance thing either. Ofttimes, I just don't want to put the guns away aesthetically.
  15. Quote:
    Originally Posted by Fenrisulfr View Post
    Ooh! Ooh!

    Whirlwind used to allow abilities to be used without their animation time!

    Much better graphically, thematically and fun-wise.
    Sigh. Whirlwind also used to be Knockup instead of Knockback.
  16. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by Umbral View Post
    Golden Dragonfly deals 164 base damage in a 10' long, 20' arc. You can get 2, at most 3, target with a single application of GD and it requires a decent bit of placement. The hard cap on the number of targets is 10, but it's literally impossible to fit that many targets into the area of the effect so that number is pretty useless.
    I agree with your post, but it is not impossible to hit the target cap for GD. Highly unlikely. Very odd. Makes me giggle when it happens. Definitely not impossible.
  17. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by StrykerX View Post
    Ok, I admit I may have stated that a little too strongly, but I do feel a lot of people will either skip taking Executioner's Shot or only use it when they have to (or to show off the animation). Having to get that close and then be rooted for nearly 3 seconds is bad...

    All it really needs is the animation chopped slightly to speed it up to around 2 seconds like Power Burst. Both Executioner's and Piercing really kill the set's whole "high mobility gun-fu" feel, but at least Piercing has full range. At least for me (and several others I've talked to) Executioner's just feels too slow.
    I agree it is slower than it needs to be and I also feel it is slower than it should be. I doubt many people will skip ES, despite its poor DPA, its tactical value is too high, IME.
  18. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by Lord_Thanatos View Post
    Big difference between a power that people want slight changes to be equal with other similar powers and a worthless power that no one wants to take.
    Agreed.
  19. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by Empathika View Post
    Did you forget about test?
    Not a single DP user I played with on test skipped ES. They also used it almost all the time.
  20. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by StrykerX View Post
    while DP gets a short range tier 3 blast with a massive animation time and pathetic DPA that most people skip.
    Wow.

    This set has existed on live for less than 48 hours and only a portion of the population even has access to it and only a portion of that portion has even reached a level where they could take ES.

    Yet you know that most people who play Pistols skip this one power.

    You, sir, amaze me.
  21. Congratulations. This is a great arc and I loved running through multiple times and I know I will run it several more times, since I like to make lowbies and play them through the content.

    Keep bringing us the good stories.
  22. Quote:
    Originally Posted by Demobot View Post
    Nope. He'll be busy animating bugfixes and new code.
    I thought he was animating base raids? I told my SG mates that base raiding was coming back thanks to BABs!
  23. Quote:
    Originally Posted by Zombie Man View Post
    It just can't continue the way it is, which is *not* 'for fun.'
    TY for the detailed review. I see now the angst has much cause. I hope it gets better.