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Posts
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Joined
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Man, if I had a nickel for everytime scrappers wanted Energy Melee, I'd be rich. Seriously, I would.
Frankly, I have to honestly ask, out of all the people here, are all of you just looking for easymode on your games? Seriously. While /Kin would be nice, god knows it'd be overpowered; I absolutely destroy the PvE game with /dark alone on a Mastermind.
Which is exactly what it seems many people want to do. Frankly, though, I think they could've gone with Ninjitsu Scrappers and given the Dev's AT the snack they hunger for. -
Eh-heh, didn't have much time to check. At work. Still at work when I write this the very next day.
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Speaking as someone who's never played a Dark set.. how long does Mire Last? Same buff duration as Buildup/Aim variants, or..?
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Yeah, it does at that--I admit to actually working off a somewhat limited amount of time and memory from having been diving innit. I actually plan on re-releasing a 2nd guid that has it more thorough and complete.. (including recent updates to certain powers, since I'm bordering on 30 now..) .. Cause I remembered taking Entropy at 10, which belayed my abilty to grab my travel power to 16. Otherwise, Entropy would've been grabbed at 16--my pre-req travelpower got snagged at 14 after all was said and done. I'll be throwing in my build and new observations too.
Coming Soon! <tm> *gets pummeled for Devspeak likely* -
<-- happy stalker noises.
I KNEW Energy Aura would get a little love--I noticed Smash/Lethal/Energy stuff hitting alot more than it ought to. And oh my.
Is that defense versus repel-like effects, or from one specific power?
Imagine the hell you'd cause for Hurricane-users.. -
The specific data.
In the primary guide affixed above, I essentially tacked in things as I remembered and studied them from heart. They weren't the official descriptors, so in a sense, I don't think I did the job that most people do. So without further ado, here's some crunchy specifics that can be used for evaluation purposes. Energy Aura comes soon. Hopefully. =)
Energy Melee--
Barrage: You perform a quick punch that deals minor smashing and energy damage. Coupled with other energy punches, Barrage can Disorient a foe. Melee, Minor DMG(Smash/Energy), Foe Disorient
Damage: Minor, Recharge: Very Fast.
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Energy Punch: You perform a powerful Energy Punch that deals moderate smashing and energy damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent. Melee, Moderate DMG(Smash/Energy), Foe Disorient
Damage: Moderate, Recharge: Fast
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Bone Smasher: A Bone Smasher attack can be slow, but it compensates by dealing a good amount of smashing and energy damage and having a better chance to Disorient than Energy Punch. Melee, High DMG(Smash/Energy), Foe Disorient
Damage: High. Recharge: Moderate.
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Assassin's Strike: A signature Stalker attack. This attack does moderate damage on it's own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous smashing and energy damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing the power. Melee Special DMG(Smash/Energy)
Damage: Special. Recharge: Slow.
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Build Up: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC.
Recharge: Long.
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Placate: Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or Assassin Strike. However, if you attack a Placated Foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide
Recharge: Slow.
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Stun: By focusing your internal energy on your fists, you can turn them into personal tasers. This stun attack deals minor smashing and energy damage, but has the best chance to Disorient a target. Melee Disorient
Damage: Minor. Recharge: Slow.
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Energy Transfer: Mastery of Energy Melee begins with the ability to transfer your own Hit Points into a punch that deals extreme smashing and energy damage. Energy Transfer has a good chance of Disorienting a target. Unlike other Stalker primary attack powers, Energy Transfer cannot land a Critical hit. However, if this attack is executed successfully while Hidden, you can avoid the Hit Point penalty and deal a massive blow with no penalty. Melee Extreme DMG(Smash/Energy), Foe Disorient, Self -HP
Damage: Extreme Recharge: Slow
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Total Focus: Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating smashing and energy attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. A Critical Hit with Total Focus does extra damage, but not double. Melee Extreme DMG(Smash/Energy), Foe Disorient
Damage: Extreme Recharge: Long.
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what are your thoughts on concealment and fighting? you seem to have left that out of your power pool discussion. also, a proposed build might be useful ... I'm more concerned about order of power choice right now than anything else
right now I have a lvl 18 ninja/energy stalker and I'm debating whether I really even need the fitness pool. granted, I haven't taken all my toggles yet and I do tend to suck wind at times, but as a stalker you have the luxury of sitting around sometimes to recover end. however, this is all in the pve context and I do want to be viable in pvp, which I haven't played around with too much. as a matter of habit I took hurdle pretty early on, I took build up at 18 and I still want to take stealth and power shield asap ... which puts off stamina until 26 ... and I could very easily not want it then since so many other great powers open up in the interim. and in case you're curious I took tp and tp foe ... but then since I tend to lag sometimes I also want to grab hover at some point in the immediate future. big dilemmas here
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Fighting pool, I don't truthfully see that as a viable option for Energy Stalkers, as the holes that Fighting Pool would cover are already neatly covered by the first 4 shields of Energy Aura. The only serious hole in an Energy Stalker's D is Psionic attack. That's the only one I see, and something that honestly should be changed around--I see energy defending versus all except Toxic personally, but that's just me, and reading the powers descriptions.
PvP-wise, I'd definitely consider taking a Stealth Power. It honestly depends on your other travel power selections, because if you run Teleport, you'll have a hard time recovering endurance at times until you can SO EndRedux in it, at least for Bloody Bay PvP--Siren's Call and beyond are different, since you have, foreseeably, more power slots that can reach this plateau. If you lag, system or network, I advise against TP self currently, until you stabilize your system sufficiently. Energy Stalkers can benefit from taking Health from Fitness because if Defense succeeds in mitigating alot of attacks, but still allows an occasional one in, the regen can improve downtime. Same goes for Stamina--I despise having to use rest or shutting down toggles personally to allow end to come back at a decent pace.However, if you run super speed or anything other than Fly/Teleport, I think you can avoid Stamina. Swift, however, I would keep in the pool if you plan on picking up Stealth. Know why? With an SO, or even an extra slot, Swift will mitigate the -SPD inflicted by Stealth from Concealment--mobility is very key especially if you aren't able to use certain pools--rare, certainly, but in the end, helpful overall. There's situations, like in the arena or others, that travel powers aren't allowed, so.
To be perfectly frank and honest, I don't believe in keeping a completely dedicated PvP build in this game. Wanna know why? Cause it's called balance--devote too much to specific PvP situation and your leveling could suffer. Really hard to do here, unless you skip certain powers, but I'm an advocate of keeping one's self as balanced as possible. Stamina, for example, allows you to attain a very nice balance--even if it gets less useful as you get to Conserve/Energy Drain powers, it's still useful for at least 5-10 levels that you have to get to it if you get it at 20-24, and if you run in Bloody Bay, you won't have access to certain powers due to Exemping. Infact, with the exception of Warburg, you won't have access to those powers in PvP. Which is why I liken to Stamina, but perhaps moreso because my TPing makes me an end hog. Testings of Stun, for example, present an even bigger wrench to things, both to PvP and PvE considerations..
Truthfully, you have to know the role you want. Hover, or even Air Superiority/Fly as a combo can make you a tactical nightmare to deal with in PvP situations, as you can AStrike + Air Sup and let your friends/turrets wolfpack 'em at the knockdown. Seriously strategize your power picks. The Stalker is a tactical option, and you must treat every level as such. It will, all the same, be at the same time quite fun. =)
All in all, I believe the Devs got it right with planting Energy Melee/Energy Aura in for us--there's nary a 'useless' power in the whole set, as even Repulse has advanced applications that have yet to be properly explored. Everything in these two sets synergize well, put out damage well, and do their job well to a most satisfactory fashion. -
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Conserve Power: A possible skip power, but has it's own merits. You could go on a teleport frenzy, or use this power to offset any end problems if you yourself are being drained by outside sources. Standard Conserve Power features from the other Epic Pools and other Secondary sets.
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Power Sink: PBAoE End Drain that turns into your recovery. The more you have, the better you are. Granted, if you're in that kinda situation, you might be thinkin' about runnin' anyways, but at the same time, your defenses are probably why you're there anyways. :] Has extra charm in PvP situations to suck down the end from people on the edge or even close to it, after all, what better way to prevent the recovery of your foes than to suck them dry? Decent Recharge, and auto-hits if I'm not mistaken. If you're gonna be a power monkey, 6-slot with End Drainers and Recharge, you can turn that 60 second recharge into a 30 second recharge and just never come close to end problems.
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Corrections -- Energy Drain, and not Power Sink--sorry, I remembered the name primarily back in beta, or at least I THOUGHT it was. *brain drain* -
Power Pools. (Swim For The Win!... wait.)
Ah, the many varied and many splendored world of power pools. Now more than ever, your power pool choices either debilitate or greatly enhance your experience in the game. To this end, I wanted to throw up my ideas and beliefs when it comes to the power pools.
Fitness - A tried and true example of power pools that synergize well with most power sets, is somewhat less of a concern when it comes to being an Energy Stalker. Except, however, when you fight in PvP zones. Sure, at 28 you'll unlock the end managment powers, but those are of no use in Bloody Bay. Which is why I recommend the standard loadout of Swift/Health/Stamina at 20-22-24. These powers, especially by 25, will do wonders to enhance your survivability. Hate having to rest? Hate having to keep Sprint on all the time? Most everyone is gonna have Swift in some form, for example--it's a great auto-power. Even with ED biting Stam in the keister, not to mention health, both powers can go a long ways towards maintaining not only personal defense, but even some minor regenerative power. Even 3-slotted Health, once equipped with SOs, will push your regen a fair bit. Stamina will help in more ways than one--with or without the Conserve Power/Power Sink combo, you can always use more endurance recovery and stabilizing effects as an Energy Stalker, no matter where you're at.
Travel Pools--
Now this here's a real bone of contention among stalkers. Do you take flight, with a sprinkle of Air Sup to mangle those pesky fliers after an Assassin Strike? Or do you go with the equally sneaky Teleport and Teleport Foe, rendering your foes to their doom? Or perhaps super speed is more your fascination, with the Hasten to give your powers a quick boost? Or perhaps even superjump? Almost every single power has equally good applications in PvP or PvE. I myself am fond of TPing a friendly MM's henchmen near some mob as a sacrifice to the greater good, and as a way of a muted pull that doesn't get the MM in direct harm, just his henchies.
Teleport also has the wonderful ability of being able to get past a hurricane user, and throw an attack before being shoved away. =D
Which, I should add, has resulted in.. pleasent results. <3~
Moving right along. Flight in of itself has several nice benefits, one of which being able to go after airborne snipers and controllers, and even without AStrike hitting, taking Air Superiority lets you ground that player for the rest of your no-doubt hungry compatriots. If you feel truly villainous, imagine group fly with 3 non-flying Stalkers. I think you get the idea.
Super Speed has a taken a slight hit in popularity with Hasten taking it's hit, but if used right, Super Speed will be quite the devil in the proper applications of it's click, not to mention that the suppression of speed ends by the time AStrike is done with. Usually.
Super Jump's set offers with some excellent mobility and extra defense with Combat Jumping. Jump Kick has a longer animation recovery for not a great deal of benefit, whereas Acrobatics, if you're really nervous about holds, should be taken to greatly amplify one's defenses versus the various holds and knockbacks. Same goes for CJ--it protects versus extra immobs.
More will go here as I have proper time to review things. And not be at work while writing. *G* -
Energy/Energy PvP/PvE Stalker (v.1.0)
Hi folks,
Some of ya'll may know me for my general two bits thrown here and there for the Energy/Energy choices and attacks in the stalker forum. What's gonna go here is my general guide and impressions about the power options in this set, as well as the pros and cons of it, and the power pools relating to it. I will readily admit that while I have only about L20, I have been toying and experimenting in general with this AT, and there's stupid choices you can make, or there's smart ones. Or there's simply playstyle decisions.
Also, my apologies for not having the direct script of the powers from the game. I'm at work while sketching up this draft and while I remember what every single power does, I do not remember the exact descriptions, Apologies. =)
Primary Powerset: ENERGY MELEE
Barrage: Delivers a quick 1-2 punch, dealing minor damage to your foe. Fast Recharge, which led me to pick it up originally as a good tapping power in general. I will probably respec out of it, because it eats up end over time alot faster. Originally I didn't like Energy Punch because of the (at times) cumbersome recharge. It's a personal preference, really, in how you want your Stalker to feel.
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Energy Punch: Delivers a strong energy punch. Slower than Barrage, but more damage overall. The other option at L1, you can pick this power to go right to the alpha-strike out of hide, before hitting upon Bonesmasher at L2. Personally, in hindsight, if you're interested in keeping BU available at times and not needing it, it's better to get the Bonesmasher + Energy Punch combo. Bone Smash almost always knocks down white minions to an acceptable level that Energy Punch can finish out if you start out of hide. I did do this in Beta, but wanted to try the Barrage and Bonesmasher as my bread and butter till AStrike
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Bone Smasher: A massive energy strike, heavy recharge, heavy damage. Your Alpha Strike move until L6 heralds the dawn of Assassin's Strike. Properly slotted, this power will one-shot white minions out of hidden status. Do pass go. Do collect $200 and alot of pain on this power. Slot for Acc/Damage/Recharge.
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Assassin's Strike: The Stalker Signature move. While also known as the 'potty dance' with some animosity among the Energy Stalkers, it is nonetheless the centerpiece of your movesets. With this, you will begin forming the strategems and timings that will lead you to much greater things, both in PvP and PvE. AStrike has a chance of dropping multiple toggles on a PvP opponent, and like ALL energy attacks, have a chance of disorient. Uses alot of end, so make sure you don't get moved and have to reset the power. You shouldn't try more than 1-2 times to pull off. Think sniper-style end drain.
Recommend slotting 1 Acc, 3 Damage, 2 Recharge. Or 2 Acc, 3 Dam, 1 RCHG. It comes back decently fast on it's own without recharge, so I'd consider tri-slotting Acc/Damage. It's entirely up to your preference, but 3-Damage should almost always remain in this power.
Rating - God. Do I have to spell this out for you?
Build Up: Greatly increases damage and somewhat boosts accuracy for a short time. I believe the boost is 100/60 percentages for Damage/Accuracy. With the advent of purple munching, not to mention stronger defenses in PvP, I'd consider 6-slotting, with 3 recharge + 3 ToHit Buff.That may or may not change depending on how things go.
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Placate: Another signature move of the stalkers, Placate allows you to remove yourself from the mob's hate list, and in most PvP situations, removes the ability for someone to even attack/target you unless you attack them for a short time. Also Rehides you, allowing for a second from-hide crit thatVery helpful in waylaying an oncoming opponent, as I've found. (Hi Canadian Comet!) Seriously, a no-brainer. Get it. Slot it. Love it. If you have to, you can delay this to 14 and NO LATER.
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Stun: Concentrates pure energy into your fists to turn them into personal tazers. A very strong disorient attack, mag 4, if I recall right, this can definitely put the damper on an unwary, toggle-happy defender or controller. IE, Hurricane-types. Something of a sticking point between PvP/PvE'rs, it doesn't have nearly as much use in PvE as it would in PvP, IMHO. If you have the chance to stick it in your build without putting yourself out from the other 'essentials' (as energy has alot of good powers), then grab it. Actually, in hindsight, there's two options if you take this as a toggle breaker. 3 Acc/3 Disorient, or, 3 Acc/3 Recharge, to basically stack the Stuns.
Rating: From to
It's seriously nebulous. This can be a great power, or a little-use power.
Energy Transfer: EXTREME Damage. At, however, the cost of life. One must be extremely careful using this power. If you're smart about it, you can launch this from Hidden status, and avoid the self-damage tradeoff, and still do full damage. You won't crit with this, ever--however, as it's been noted in other areas, this attack doesn't need to crit. Get it. Slot it. Love it. Recommend 1 Acc, 3 Damage, 2 Rchg.
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Total Focus: The cream of the crop. The Destroyer of Worlds. While it has an immense charge-up, it does massive damage on it's own with a HUGE chance of immediately stunning/holding your enemy, if launched while hidden, you will critical, albeit not for double damage. Given how much potential damage this bad boy can sling, if it could crit at full, we'd be nerfed into scrapp-er, well, you get the idea, we'd be nerfed hardcore. Slot this puppy with 1 Acc, 3 Damage, 2 Recharge.
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Secondary Powerset: ENERGY AURA
Hide: I normally would not explain this, but I will anyways, since this -is- a guide after all. Hide grants a +Def to all attacks except Psionic, and stealth that cannot be penetrated by most normal mobs. I have yet to test this versus infamous Rikti drones, and I'd love to, but no dice there. Yet. 3-5 slot this puppy, and call it done. Personally, I say slot more than 3 only if you're having extreme end problems, as Hide is noted as having a very low end cost.
Rating - DUH.
Kinetic Shield: Defense versus Smash, Lethal, and to a lesser degree, Energy. No concrete numbers have been given for the Energy Def, but pre-Power Shield, I got smacked alot by their Energy-based lightning attacks, so I presume it's non-factor versus serious energy attacks. Once slotted, the Smash/Lethal defense coupled with Hide is quite good.
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Power Shield: Defense versus Fire, Cold, Energy, and Negative Energy. This is your general 'everything else' shield. And like the other shields, gives resistances versus defense debuffs. Worth picking up, albeit not until 18 or so, as you don't start running into multi-effect attacks in spades with PvE till this level. However, if you plan to PvP, I would definitely look at hedging this in as early as possible, to combat blasters taking pot-shots at you at the very least.
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Entropy Shield: Get this. Get this right now. Don't like bein' held or knocked around? Say hello to your mez-protect toggle, ladies and gentlemen. While it is available at 14, you might delay this in preference to a travel power. That is entirely up to you. I would delay only if I planned on going PvP the moment I hit 15, and travel-power at 16.
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Energy Protection: Auto power that offers resistance to Energy and Negative Energy. Can't vouch for it's current resistances, but it is a very appealing power, bein' an auto power, and a resistance. However, with so many other power choices, it's hard to fit this in without sacrificing something else before 25. It's a good power to take though, I imagine some people can get by without it.
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Repulse: This is a fairly unknown power at the moment. On the surface, it seems a very good panic button. However, I can see multiple applications for it, especially since it does no damage, and might not count as an official 'attack', it begs to wonder how that meshes with Hidden Status. On the flipside, it can be used to basically toss people as you make your great escape.
Rating - Undecided. Would say 3-4 's
Conserve Power: A possible skip power, but has it's own merits. You could go on a teleport frenzy, or use this power to offset any end problems if you yourself are being drained by outside sources. Standard Conserve Power features from the other Epic Pools and other Secondary sets.
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Power Sink: PBAoE End Drain that turns into your recovery. The more you have, the better you are. Granted, if you're in that kinda situation, you might be thinkin' about runnin' anyways, but at the same time, your defenses are probably why you're there anyways. :] Has extra charm in PvP situations to suck down the end from people on the edge or even close to it, after all, what better way to prevent the recovery of your foes than to suck them dry? Decent Recharge, and auto-hits if I'm not mistaken. If you're gonna be a power monkey, 6-slot with End Drainers and Recharge, you can turn that 60 second recharge into a 30 second recharge and just never come close to end problems.
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My Two Bits: The thing about Power Sink and Conserve Power, is that in theory, if you got one, do you really need the other? Tough choice. Given the coming changes with Endurance Drain/Recovery enhances, I would say you could probably get by with Power Sink. But at the same time, if you're either A) running alot of toggles, or B) Running alot of endurance-draining powers, you may find yourself only needing one based on your other power pool choices. Me personally, I would get both that would limit the ability of whoever you're facing to stop you from losing your toggles due to endurance problems.
Overload: Dull Pain equivalent + Defenses out the wazoo. Gee, let me think.. yes please? Sure, it's got that whole stigmata of being 'situational', but when you need to live, need to survive, OVERLOAD! So far, all of the 9ths for the Defenses seem well-designed, and this one is no exception.
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To be truthfully honest, I have yet to find any power to be not worth taking except perhaps Barrage, but even then, just about every power has a possible use, and none of it truthfully sucks. Going to go into the Pros and Cons of this set + Power Pool Synergies in the follow-up. =) -
These days, most mutants aren't looked upon with fear and trepidation in Paragon City. However, in other places, such unnatural formations of the human genome are still viewed with paranoia, even outright hatred. Some become Heroes out of necessity or some moral upbringing.
Others aren't quite so.. 'fortunate'.
Such is the tale of Black Mercy, the woman now known on the Rogue Isles as her true name, Talynn Black. A mutant born with the ability to control and harness a number of energy fields to varied ends, her powers did not come into full bloom or even understanding until her teens. While her parents weren't exuberantly rich, it was still enough to have seemingly a good life. Talynn was a beautiful young woman, popular with her classmates and well into the different dating games and circles that most young people tend to. That is, until her mutant powers began their public manifestation.
For quite some time, Talynn had been keeping it hidden--in fact, from the age of 14 to 16, her ability to put out an resonate energy field that would render her invisible to all senses had been closely guarded. The fact that her hands could push out glowing energy was also kept hidden, though too many times there were seemingly close encounters that Talynn believed she'd been found out. Because in the small community that Talynn was growing up in, anti-metahuman sentiment was all but unilateral--most had believed that just having the powers made one a magnet for trouble. It would seem this belief would prove far too true for Talynn.
Concealing her direct mutant powers were easy enough. What made them more difficult was that during the middle of her senior year, a month before the holiday break, Talynn's hair, which had been robust shade of auburn, swiftly changed to a dark, greyish color. It was within mere hours at school, before Talynn herself had even realized the change, brought on perhaps by her disuse of her energy powers storing up inside her, or even her limited use, and simply delayed in terms of her change. To this day she does not know, but whatever the reason, it marked her clearly as someone different. After one incident in which she lost control of her power and became completely invisible to a crowd of students and her friends, it confirmed the suspicions many already had. It did not take long before everyone in school found out, though for a time, all it initially resulted was in her being ostracized from even her closest friends who, as much a surprise to her, were using their former friendships to boost their own popularity by saying they 'had known all along'. This lead Talynn to become extremely withdrawn as a result, and her parents planning on moving away from their town into a different community that was far more tolerable.
Unfortunately, this would never come to pass.
The day before the holiday break and departure from the school was supposed to happen, Talynn became a victim of a horrific assault brought upon by the particularly more hateful group of male students who believed Talynn to have used her powers to distort their perceptions of her--which in truth, she had not, but ever since the incident in which her powers forcibly made them believe she was invisible, they had begun to plan to take out their hate and frustrations on Talynn directly. Which lead to them following her home one night, one night they knew her parents were working late, this group of disgruntled young men made known all their hatred and dislike of metahumans, mutants especially. Talynn would never speak of the exact things that happened to her, but it was easy to see--a complete and utter beating, numerous bones broken in an unspeakable manner, and even the complete shaving of her 'unnatural' hair as they had seen it, Talynn was all but left for dead. No matter of screaming or begging stopped this assault, and even as she was left to be found by others, she vowed to herself she would never beg, never scream with her own voice again. It is perhaps a trickling in of her mutant powers kept her alive long enough to be discovered by medical crews, the true cause has never been confirmed as to why she was able to survive, let alone recover.
Over the holiday break, the incident would bragged upon briefly by the perpetrators in closed quarters. Even in the news, the assault went barely noticed, and over the holiday break, over the last 10 days, the break would forever be known as the 'Black Mercy Killings'. Talynn had recuperated to the point she was able to move, but hadn't forgotten who had broken her body so thoroughly. Ten young men in ten days were found brutally maimed, their eyes burnt out by the energy in Talynn's hands. Upon each of them was scrawled in their own blood: "NO MERCY". When it was found out who had killed the men and why, Talynn all but readily admitted such things--after all, she had begged and cried for mercy, for anything to stop what they were doing to her--only for such cries to cause even more pain to her. She refused then on to be called Talynn, only 'Black Mercy', and went into hiding for several months, using her abilities to be hired out for small-time jobs by local criminals.. that is, of course, until...
(to be continued.. because writing at work = bad XD)