Archy

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  1. [ QUOTE ]
    Oh my god you guys are gullible. Did it not occur to you that this was completely ridiculous? Something like this will NEVER happen, but it goes to show how easy it is to convince so many people that it is! I haven't laughed harder at a videogame in months. It got even better when it spread to Defiant too! Evidently both servers are as gullible as each other!

    I'd like to extend special thanks to Jumanji who played along to the end, and even started this thread for me. Special mention also goes to Siru Jim who played along fantastically as well.

    We got you guys good.

    Edit: Just to clarify, my character on Union was Sumiyaka, a soon to be PvP specced Illusion/Empathy controller.

    [/ QUOTE ]

    Y U DO DAT!?
  2. Instead of just bumping my postcount with less than helpful remarks i'll actually try to answer some of the OPs questions.

    There's a few things about your build.

    1: Travelpowers are always a tricky one for kins and ills for that matter. My personal favourite is the sj/ss combo which gives you the added bonus of cj and hasten.
    I know you get ir as a kin but personally believe acrobatics is near a necessity for kins. Altertively you could go for hoverfly which works really well with ill and siphon speed.

    2: You probably want to slot for more acc in your powers....especially in flash.

    *(Flash really needs to be 6 slotted to be really effective. 2 acc, 2 rech, 2 hold is the conventional slotting)

    3: Don't take health. Not very good on a squishy especially when you have a selfheal (better than hurdle if you decide to to with fly though.)

    4: Spectral terror is perma out of the box so doesnt need the recharge. 1 acc, 1 fear is fine for PvE.

    5: Same goes for IR...cept you slot it for jump instead

    6: Slotting blind for damage is the way to go at lowerlvls but you should consider going the more conventional way of slotting it since you have spec wounds and PAs. 2 acc, 2 rech, 2 hold is the way to go.

    7: Group invis or sup invis. Matter of playstyle...you decide.

    If i was to make a ill/kin lvl 30 build it would probably look something like this:


    Name:
    Level: 32
    Archetype: Controller
    Primary: Illusion Control
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Blind==> Acc(1) Acc(9) Rechg(15) Rechg(15) Hold(17) Hold(17)
    01) --> Transfusion==> Acc(1) Acc(5) Rechg(5) Heal(7) Heal(9)
    02) --> Spectral Wounds==> Acc(2) Acc(3) Dmg(3)Dmg(7)
    04) --> Siphon Power==> Acc(4) Acc(5)
    06) --> Hover==> Fly(6)
    08) --> Swift==> Fly(8)
    10) --> Siphon Speed==> Acc(10) Acc(11) Rechg(11) Rechg(13)
    12) --> Group Invisibility==> Rechg(12) Rechg(13)
    14) --> Fly==> Fly(14)
    16) --> Health==> Heal(16)
    18) --> Phantom Army==> Dmg(18) Dmg(19) Dmg(19) Rechg(23) Rechg(23) Rechg(29)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Speed Boost==> EndMod(22)
    24) --> Flash==> Acc(24) Acc(25) Rechg(25) Hold(27)
    26) --> Deceive==> Acc(26) ConfDur(27)
    28) --> Spectral Terror==> Acc(28) Fear(29)
    30) --> Hasten==> Rechg(30)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Containment==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  3. Archy

    PvP hero biased

    [ QUOTE ]
    [ QUOTE ]
    Kitty, don't bother posting here. Pve players who don't understand pvp mechanics will try to tell you all is fine, while hardcore pvp players are playing heroes to be competitive and will argue balance is fine so they can have someone to smash whenever they go in pvp zones.


    [/ QUOTE ] Just out of interest, which one am I?

    [/ QUOTE ]

    None of the above.
  4. Considering the massive buffing potential in villains it wouldnt be much of an issue....especially for a Brute backed by Corrs.
  5. Earth/Storm is imo the best controller combo for sheer control.

    Pros: You can control the world!!!

    Cons: Pretty heavy on the end, no selfheal, little damage.

    If you can get a friend to lvl a ?/kin with you theres no stopping you.
  6. [ QUOTE ]
    I started one but then realised 3 fire controllers on one server was probably overkill

    [/ QUOTE ]

    hehe....that made me chuckle

    ...and to the OP....what Okton said.
  7. Recharge is the important slotting for Power Sink...add end mods to suit your needs.
  8. Taking RI/EF and LR will increase your survivablity and damage a LOT more than taking silly things like Kick, Tough and whatnot

    If I was to make a Rad/Psi offender if you will it would look something like this (almost took me 30 secs to make!):

    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Defender
    Primary: Radiation Emission
    Secondary: Psychic Blast
    ---------------------------------------------
    01) --> Radiation Infection==> TH_DeBuf(1) TH_DeBuf(42) TH_DeBuf(43) EndRdx(46)
    01) --> Mental Blast==> Acc(1)
    02) --> Accelerate Metabolism==> Rechg(2) Rechg(3) Rechg(3) EndMod(15) EndMod(15) EndMod(40)
    04) --> Radiant Aura==> Heal(4) Heal(5) Heal(5) Rechg(11) Rechg(13) Rechg(13)
    06) --> Subdue==> Acc(6) Acc(7) Dmg(7) Dmg(9) Dmg(9) Rechg(43)
    08) --> Hurdle==> Jump(8)
    10) --> Enervating Field==> EndRdx(10) EndRdx(11)
    12) --> Combat Jumping==> Jump(12)
    14) --> Super Jump==> Jump(14)
    16) --> Telekinetic Blast==> Acc(16) Acc(17) Dmg(17) Dmg(19) Dmg(19) Rechg(40)
    18) --> Swift==> Run(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Will Domination==> Acc(22) Acc(23) Dmg(23) Dmg(25) Dmg(37) Rechg(40)
    24) --> Acrobatics==> EndRdx(24) EndRdx(25)
    26) --> Hasten==> Rechg(26) Rechg(27) Rechg(27)
    28) --> Psionic Tornado==> Acc(28) Acc(29) Dmg(29) Dmg(31) Dmg(31) Rechg(34)
    30) --> Super Speed==> EndRdx(30) Run(31)
    32) --> EM Pulse==> Acc(32) Acc(33) Rechg(33) Rechg(33) Hold(34) Hold(34)
    35) --> Lingering Radiation==> Acc(35) Acc(36) Rechg(36) Rechg(36) Rechg(37) EndRdx(37)
    38) --> Psychic Wail==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(43) Rechg(46)
    41) --> Power Build Up==> Rechg(41) Rechg(42) Rechg(42)
    44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
    47) --> Total Focus==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) Rechg(50)
    49) --> Conserve Power==> Rechg(49) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Vigilance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    With this kind of build (maybe with small tweaks) you will be a very effective Rad defender, Psi offender both in PvE and PvP instead of useless wannabe blaster.
  9. Archy

    Names freed up

    ...and Archy!?!?

    Added the name to my friendslist on all my toons...never see the character online
  10. Why can't you help your team while superior invis is active?

    It's nothing like phase shift if that is what you think.
  11. [ QUOTE ]
    Hopefully Xanthus gets totally smashed for the final so he won't know what hes doing and then the rest will have a chance of beating the PDs. *Crosses fingers*

    [/ QUOTE ]

    You insinuating that he actually knows what hes doing when he isn't drunk?
  12. [ QUOTE ]
    I have a lvl40 earth / storm controller and i am pretty pleased with my build so far. Although, recently i have been thinking of ways to polish it up a bit.
    I have decided to spec out the rez power along with the target and self heal (which i have found quite handy btw) from the medic pool and go with stalagmites intead (i didn't really understand how this power could be put to use early on in my life as a 'troller, but as i have gained some more experience i think i can now put this power to use quite effectively), also i have heard a few players talking about using the tornado / stone cage combo for some extra dmg, i know it wont make a world of difference but any dmg is good dmg when your an earth / stormy 'troller, so im going to give that a whirl (hehe,i make no excuses for my bad puns).

    [/ QUOTE ]

    Stalagmites is arguably THE best power in the earth set. Combine it with Stone Cages and you have a pseudo hold thats more or less up each mob you're fighting....get this power ASAP. Common slotting is 2 acc, 2 rech, 2 dis dur.

    Stalagmites + Stone Cages + Tornado is a very nice combo which I can highly recommend. Tornado does reasonable dmg and has a massive defense debuff...excellent for AVs.
    I would slot Tornado 3 dmg, 1-2 rech, 1-2 end red.


    [ QUOTE ]
    Finally i was thinking about using the spare power on hasten to increase recharge rate on my Quick Sand, Freezing Rain,Stone Cages, and Volcanic Gas. Which leads me quite neatly to my first question:

    [/ QUOTE ]

    Hasten isnt necessary but always very nice to have.

    [ QUOTE ]
    1.Is there a "ceiling limit" on the rate at which u can recharge? As i already have the above powers slotted with attack rate, is hasten going to make that much difference? And if not, is it worth getting anyway and substituting my attack rate slots in these powers for something else?

    [/ QUOTE ]

    Hmm, dont know tbh but if there is you'll need a massive number of buffs to reach it so you shouldnt slot much differently. Your powers will recharge 70% faster when Hasten is active....and it won't be at all the time.
    You shouldn't rely on Hasten for your recharge needs. Hasten is just an extra buff.

    [ QUOTE ]
    2.Since i am now lvl40 i have been thinking about what epic pool to go for. I have noticed that both earth and fire seem to be popular choices for earth / storm trollers. Earths embrace really appeals to me seeing as i am goin ahead with my plans to spec out the medic pool and i think i am going to miss my self heal for the nxt 10 lvls. But i dont know what other powers the set offers or if the fire set also has a self heal. Can someone who knows of such things please clue me in?

    [/ QUOTE ]

    It's true that the lack of a selfheal is /storms weak spot and you might miss Aid Self if you respec it out....personally playstyle I guess.
    I wouldnt recommend the Stone epic even though Earths Embrace but the rest of the powers simply doesnt warrant it.

    Quick rundown of the Epics:

    Fire Mastery:
    1: Fire Blast: Very nice, fast animation, single blast with good dmg.
    2: Fire Ball: Great AoE dmg, especially with containment. Also a fast animation and can be picked up at lvl 41!!
    3: Fire Shield: Arguably the best shield in the epics as it has the highest resistance to smash and lethal damage + decent resistance to fire and cold dmg. This shield is especially good for /storm controllers as it gives a nice addtional buff on top of Steamy Mist.
    4: Consume: PBAoE minor dmg power that recovers endurance for you....again nice to have for /storm because of its hig h enduse.

    Ice Mastery:
    1: Ice Blast, very nice single target blast with a fast animation with a nice slow attached to it.
    2: Hibernate: The defining power in this Epic. You encapsulate yourself in a block of ice and regen hps and end at a fast rate while mobs cant touch you for 30 seconds (or if you stop the power before then)....basically rest where you cant be touched. Very nice power.
    3: Frozen Armor: Well...it's....meh...Resistance to cold (which isnt that common a dmg type) and a little defense to smash and lethal dmg. Not a very good power.
    4: Ice Storm: Pretty nice targetable AoE which does a lot of minor ticks of damage. Mobs will try to run away from it as they would with any rain power. Good when combine with a hold or the stalagmites, stone cages combo. I Still prefer quick burst dmg as in Fire Ball.

    Primal Forces:
    1: Power Blast: Nice single target attack. Fast animation.
    2: Conserve Power: Lets you use minimal endurance for 90 seconds. Loooong recharge.
    3: Temp Invul: Shield which grants ok resistance to smash and lethal dmg.
    4: Power Boost: Defining power in Primal. Massively buffs some of the powers like holds, immobs, stuns, heals etc.

    Psionic Mastery:
    1: Mental Blast: Single target blast which has a nice little -recharge added to it. Horrid animation time though...believe this is getting shortened in an upcoming patch though?
    2: Indomitable Will: Makes you highly resistant to holds, sleeps and stuns and grant you defense to Psi dmg for 90 seconds. Very nice power but loooooong recharge. Break Frees is a better solution imo.
    3: Mind over Body: Shield: Resistance to smash, lethal and psi dmg.
    4:Psionic Tornado: Very nice AoE attack...cant pick this up before lvl 47 though. Medium animationtime.

    Stone Mastery:
    1: Hurl Boulder: Single target nice dmg but godawful animationtime....does knockback aswell
    2: Fissure: I don't have any direct experience with this power. AFAIK the dmg is moderate at best and only has a chance to stun minions.
    3: Rock Armor: Shield that grants little defense to smash and lethal dmg...not very good.
    4: Earth's embrace: Nice selfheal and hp boost. Pretty fast recharge aswell.

    phew...think that covers it

    [ QUOTE ]
    And finally....

    3.Looking at some other Earth / Storm 'troller biulds i have noticed that although almost all go for the fitness pool (for obvious reasons), and slot stamina with 3/4 end' mods. Health is more than not left slotted with only 1. One player in particular was advising someone who had health 3 slotted to take two slots out and put them elsewhere as they could be put to much better use. This confused me as i have always thought it prudent to 3 slot health with my previous toons and would've thought it would be essential with a squishy. Perhaps i am wrong? Again if someone could clarify this point for me i would be grateful.

    [/ QUOTE ]

    More than 1 slotted health is a complete waste on a squishy as they havent got many HPs to regen to begin with so you will get a very little return on these slots. Basically only worth slotting if you have a high HP AT such as tanks and to lesser extent scrappers and brutes.

    For toons with a selfheal such as Rads, emps etc I would never advice taking health on a a squishy...just helps lessen the downtime in between fights if you havent got said selfheal.
  13. Archy

    ill/rad Advice

    [ QUOTE ]

    You could team with somebody with an immob power

    [/ QUOTE ]

    You need a specific AT with specific powers for this hence you can't do it yourself.

    [ QUOTE ]
    you could angle your approach so that the momentum applied throws everything into a corner

    [/ QUOTE ]

    Not every mission has corners and certainly not every room/hallway is big enough for this to happen.

    [ QUOTE ]
    you could hover from above convertng it into knockdown and then drop into the mob with CC going ... giving your phant and PA chance to smack things down...

    [/ QUOTE ]

    That means you have to take a specific travelpower and hope you got the mobs down before the phant uses energy torrent again.

    [ QUOTE ]
    you could rely on your superior speed to get you in first and rely on them to deal with things before the hold wears off...

    [/ QUOTE ]

    So? hope you can disperse with the mobs before your phant gets there to mess it up?

    [ QUOTE ]
    you could take recall friend and use it for positioning purposes....

    [/ QUOTE ]

    So we're back to the corner thing again then? And hope you can position yourself....use recall friend before the phant gets there to once again mess things up?

    [ QUOTE ]
    Note there will still be situations where you can't use it - but arguably, knockback affects all of your powers to some extent, including the one I'm suggesting replacing with CC, especially given the god awful activation time it has (or had, last time I had it). But given the awful recharge on flash and the fact EMP is much better,
    I find a mix of a hold aura and 1 x AoE hold > 2 x AoE hold.

    But as I've also said, there's lots of ways to build ill/rad and given certain powers and non-dorkage slotting, you can't really go too far wrong.

    [/ QUOTE ]

    This I agree with. I just never would recommend CC for a ill as it's a massive unnecessary enddrain.

    Would probably only recommend CC for mind and fire trollers.....and all rad defenders tbh.
  14. Archy

    ill/rad Advice

    [ QUOTE ]
    [ QUOTE ]
    ooh, only bad illusion controllers don't know how to manage knockback.

    [/ QUOTE ]
    So how'd you keep your mobs from being knocked back by your Phants Energy Torrent? :\

    [/ QUOTE ]

    Yes...please enlighten us oh great one.
  15. Archy

    ill/rad Advice

    I wouldnt take CC as an Illusion troller...too much knockback flying around.
  16. [ QUOTE ]

    Also, regarding Smoke, and the first reply in the thread. Take it, slot it, love it. A ToHit Debuff = a defence debuff to your side, which is always useful, and it lets you get in close to use Cinders with minimal trouble.

    Combine Smoke with a FF secondary and you can give a not inconsequential survival boost to your team/imps. To the extent that I rarely, if ever have to resummon my imps unless I forgot to bubble them.

    [/ QUOTE ]

    The tohit debuff is very small in Smoke.....5% iirc so neglible at best.
    Handy for semi stealthing though.
  17. [ QUOTE ]
    Same Hamidon releated reasons for me.

    [/ QUOTE ]

    same here.
  18. [ QUOTE ]
    [ QUOTE ]
    Hotfeet doesn't take acc enhancements so 3 dmg, 3 end reds in here

    [/ QUOTE ]

    Actually it does Archy, although I'm still not sure whether it's only needed for PvP.

    [/ QUOTE ]

    That'll teach me me to post 2.30 in the morning

    ...it's still not needed though
  19. Archy

    ill/rad Advice

    Just some minor slotting issues, 1 minor quip and 1 glaring mistake

    Slotting issues:

    Radiant Aura: See if you can get a 3rd recharge in here? Not needed but nice to have.

    AM: Should really get a 3rd end mod in there.

    Deceive: Wont do you that much good with just the one slot. It'll be ok but not great. 2 acc, 1 confuse duration. Put more in to you liking (not that important though)

    Phantom Army: Doesn't really need the acc since their base acc is very + you will be using RI to lower mobs acc and def.

    RI: Doesnt really need the def debuff as its good (for PvE anyways) out of the box. Slotting 2 end reds is too much aswell...doesnt use that much end. 3 tohit debuffs, 1 end would be how I would slot it. Can slot with additional def debuffs if you have the slots.
    NOTE: Take this power much earlier....fantastic power.

    EF: Only needs 2 end reds. Slot a 3rd if you have the slot and feel you need to.

    Spectral Terror: Its perma out of the box so doesn't need recharges. 1 acc, 1 fear is enough for PvE. Slot more fears if your have the slots.

    Flash: Bad base acc so slot it with 2 acc, 2 rech, 2 hold.

    Phantasm: Lose the recharge unless you plan on summoning/unsummoning a lot

    EM Pulse: Base hold duration is pretty long so consider only going for 1 hold? So it would be 2 acc, 3 rech, 1 hold. Up to playstyle really.

    Mutation: No need to slot it with end mod. 1 recharge for this power.

    Minor quip:

    Health: Firstly I believe it'sa bit silly to get health when you have a self heal as Radiant Aura + slotting it for a squishy isn't recommended...not many HPs to regen.
    Since you're taking fly and ss swift would be a much better power to get...and you can either slot that for run speed or flight speed

    1 glaring mistake :

    Lingering Radiation: Do for the love of God take this power! Massive -regen and quite a good slow. This power is the reason why rads are kings of AV/GM fights.
    Slot it 2 acc, 3 rech and maybe 1 end

    Have fun with a fun combo
  20. [ QUOTE ]

    Fire Cages
    AoE Immob use with care at low levels its pure aggro in a can. 2 Acc, 1 end red and 1 Recharge to slot I think should be ok

    Smoke
    Not a fan myself I'd skip it tbh.

    Hotfeet
    Ok so this ones a debate, coupled with Flashfire and Cages or Cinders its a lot of DoT and very cool, but and its a big but its a massive aggro maganet and will eat end like there is no tomorrow when you are chaining. Acc, 2 Dam and 3 End red for me to slot it.

    Bonfire
    Nice to look at but really not a fav of mine as I am not a KB fan. Might be cool if you dont use hotfeet though.

    Fire Imps
    Little machines of destruction just w00t! 2 Acc, 3 Dam is prolly enough.



    [/ QUOTE ]

    Fire Cages doesn't need a recharge as it's fine out of the box...unless its for PvP.

    If your do decide to take Smoke you should slot it 2 acc. Put some recharges in there depending on use. Do NOT slot for tohit debuff as its tiny. I would skip it for PvE.

    Hotfeet doesn't take acc enhancements so 3 dmg, 3 end reds in here....if you take it that is....absolutely love the power myself.

    A default recharge in Bonfire is all it needs (depending on use of course.) I would personally advice against this power.

    Fire Imps doesnt really need 2 acc's as their base acc is very high so stick with 1 acc, 3 dmg. If you have extra slots you could put a 2nd in there but not really needed.

  21. [ QUOTE ]
    [ QUOTE ]
    I'm NOT a PD dammit!! I'm a monkey to the bone...not one of those apes over there

    [/ QUOTE ]

    Lol how come youre always fighting for them then? When PDs raided Goonies base ages back you were in their team, when we had the 3v3 'vs the PDs' you were in their team.. Lol what else is there


    [/ QUOTE ]

    ...cos they just can't get enough of my Monkey loving?
  22. right...I'm going to roll a new toon called:

    "Im NOT a PD DAMMIT"
  23. hmm, shouldve despawned after 3 or 6 hours....dont remember tbh....6 hours at the most though
  24. [ QUOTE ]
    [ QUOTE ]
    Ouch. That's the sound of spankage, right there.

    Good job PDs. and some Okton wannabe

    [/ QUOTE ]

    fine, fixed it up for ya

    [/ QUOTE ]

    Hahaha, everyone knows that Okton00b secretly aspires to be me

    Disclaimer: all of the above may not entirely be in consistency with reality.
  25. Yes, the thread got a bit derailed but to put my personal views into perspective here's my personal PvP build for my Ice/Storm:

    ---------------------------------------------
    Name: Arch Sector
    Level: 50
    Archetype: Controller
    Primary: Ice Control
    Secondary: Storm Summoning
    ---------------------------------------------
    01) --> Chilblain==> Acc(1) Acc(3) Rechg(3) Rechg(5) Immob(5) Immob(7)
    01) --> Gale==> Acc(1)
    02) --> Block of Ice==> Acc(2) Acc(7) Rechg(9) Rechg(9) Hold(11) Hold(11)
    04) --> Snow Storm==> EndRdx(4) EndRdx(13) EndRdx(43) Slow(46) Rechg(50)
    06) --> Combat Jumping==> Jump(6) Jump(13) Jump(40)
    08) --> Aid Other==> Heal(8)
    10) --> Hurdle==> Jump(10) Jump(15) Jump(17)
    12) --> Ice Slick==> Rechg(12) Rechg(15) Rechg(17) EndRdx(46)
    14) --> Super Jump==> Jump(14) EndRdx(48)
    16) --> Swift==> Run(16)
    18) --> Freezing Rain==> Rechg(18) Rechg(19) Rechg(19) EndRdx(21) EndRdx(31) DefDeBuf(31)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(23)
    22) --> Aid Self==> Heal(22) Heal(23) Heal(25) Rechg(25) IntRdx(27) IntRdx(27)
    24) --> Hurricane==> EnzymExp(24) EnzymExp(29) LysosExp(29)
    26) --> Acrobatics==> EndRdx(26) EndRdx(31)
    28) --> Hasten==> Rechg(28) Rechg(33) Rechg(33)
    30) --> Super Speed==> Run(30) EndRdx(33)
    32) --> Steamy Mist==> EndRdx(32) EndRdx(34) DmgRes(34) DmgRes(34) DmgRes(36)
    35) --> Tornado==> Dmg(35) Dmg(36) Dmg(36) EndRdx(37) Rechg(37) Rechg(37)
    38) --> Shiver==> Acc(38) Acc(39) Rechg(39) Rechg(39) Slow(40) EndRdx(40)
    41) --> Power Blast==> NucleExp(41) Acc(42) Dmg(42) Dmg(42) Rechg(43) Rechg(43)
    44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
    47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
    49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> EndRdx(1)
    01) --> Brawl==> Empty(1)
    01) --> Containment==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------