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Here is a Tank, the defenses should slide right onto the Brute, but your resists will be lower.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Will Tank softcap: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Acc-I:50(29)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(34), S'fstPrt-ResDam/Def+:30(46)
Level 4: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(5), Mrcl-Rcvry+:40(5)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Acc-I:50(40)
Level 8: Swift -- Empty(A)
Level 10: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Acc-I:50(33)
Level 12: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/EndRdx:50(13), EndRdx-I:50(40)
Level 14: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(15), Numna-Heal:50(15), Taunt-I:50(39), Taunt-I:50(40)
Level 16: Quick Recovery -- P'Shift-End%:50(A), EndMod-I:50(17), EndMod-I:50(17)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), RgnTis-Regen+:30(19)
Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 26: Taunt -- Mocking-Acc/Rchg:50(A), Mocking-Taunt:50(33), Mocking-Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rng:50(46)
Level 28: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Acc-I:50(50)
Level 30: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-ToHit/Rchg:50(43), GSFC-ToHit:50(43)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 35: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-%Dam:50(50)
Level 41: Hasten -- RechRdx-I:50(A)
Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
Level 47: Super Jump -- Empty(A)
Level 49: Super Speed -- Empty(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 8: LEGACY BUILD
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Set Bonuses:
Numina's Convalescence
(High Pain Tolerance)- 12% (0.94 HP/sec) Regeneration
(High Pain Tolerance)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Jab)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Mind Over Body)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Fast Healing)- 2.5% (0.04 End/sec) Recovery
- 35.14 HP (1.88%) HitPoints
(Boxing)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Indomitable Will)- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Rise to the Challenge)- 12% (0.94 HP/sec) Regeneration
- 35.14 HP (1.88%) HitPoints
(Health)- 12% (0.94 HP/sec) Regeneration
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Rage)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Strength of Will)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Heightened Senses)- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
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You want to look more at high defenses and higher health than higher resistances. I'll see if I can find an old build somewhere.
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Because of people like you I now have to take a character on 4 slot Rech reduction on every power. You are sooooo evil.
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Still looking for that gender neutral pronoun for English. Seriously, gets old. I saw no indication of male/female in the post. Yes it was (slightly) sexist to default to Him/He/His. Someone has probably corrected me about Arcanaville's gender before. Iseriously don't care if Arcanaville is a Kheldian impersonating a cat-girl. S/he makes great sense and has an encyclopedic knowledge of the game. Argh. Seriously. Argh. Okay, it's more like arg, just nt feeling it today. Back to your regularly scheduled Tank mechanic discussion.
and PS Deus, you are of course right in your analysis, and in truth the build I had of course was running +HP bonuses. Not sure how many, I relied on you good folks of locker 23 to help me with the design. I am doing more of my own MIDs now, but it takes me days of pouring over details to get one build to where I want it. -
I'm a little lost. When Arcanaville said Softcap Willpower I assumed he was talking about defense to 45%, not HP. Maybe I need more coffee.
I ran a Softcap (to Defense) Willpower Tank for a couple months in early 2010. It was a god. It Tanked Lord Recluse for 5 minutes while the team took down the towers/buffs. Someone told me later I got lucky, explained the percentages and his higher than softcap attacks in that Task Force. I believe them, but still. That tank never fell. It was the easiest CoH gameplay experience I have ever had, and i was always smack dab in the thick of the worst combats. I used Taunt as my go-to attack each time it cycled up. (Will has that horrid aura of course)
Based on my experience I would not even try to maximize a Willpower Tank's health. You really only need that x% more health if you ever get hit significantly... -
My first non Brute 50 was a grav/nrg Dom. I have 50'd 3 of them. I have perma dom'd 2 of them. they are the only Dom I ever perma dom'd.
All's I can say about these changes are thank the dieties that Dark/Dark is coming out. Be nice to play a Dom again. -
I would love to run a droid like the flying police bot the GMs use (with racing stripes though!), or one of the flying ball incarnate pets. Seriously. I know its getting out there, but it is definitely part of the superhero canon.
If you look at the old role playing game, table top version (with dice even, lotsa 6 siders...) of Champions the illustrations have a super line up that includes a floaty metal ball. And yeah, I ran one... In that system you had to buy flight and permanent size change to redefine the thing, but you got a few bonus points for being really odd looking. -
I love Black Assassin's signature animation. there are hardcore groups in the game that do exactly that, destroy as much Inf as fast as they can by turning it into prestige. They generate it, burn it, at a crazy pace. So, they probably don't have storage problems. nvm, not sure why that is relevant here.
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But you have the shepherd. It cant be nuked. Always loyal. Always faithful. always incongruous. Be happy.
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Darkness, darkness, long and lonesome, Is the day that brings me here
I have felt the edge of sadness, I have known the depths of fear
Darkness, darkness, be my blanket, Cover me with the endless night
When the heck is Issue 22! Finally a concept for the enhancers I built up for my 3 runs with a Grav/Nrg Permadom lol. -
I ran a SS/Will for a few months. I had a lot of expensive stuff on him, but it wasnt built optimally at all. Yours is more survivable. Mine wasa lot of fun. I remember endless ITF runs. I would need to hit tier 9 a few times, and on overcranked runs even that wasn't always enough. This was back in the days of only Alpha Slot. So YMMV. But any SS/Will will be a neat thing, just Smashtastic fun.
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I want DarkGob, seems he's got the right attitude right off the bat.
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I'm the OP on this one. Just wanted to clarify my idea. It is slightly modified by a few things I've read here, and something in a Tank thread.
But basically I am advocating a straight buff to stalker Assassin Strike damage, only while in hide. Also, the AS power is unaffected, and unchanged vs Lt and minions. It works fine there, so why even start to change that? Against Boss, Elite Boss, and Arch Villain I am advocating a damage buff for AS in hide. The more I read about how this has been tried in Beta and 1 stalker killed 14 AVs in 2 minutes but couldn't kill a minion...(yes, please get sarcasm, that is complete hyperbole) the more I am thinking a straight unalterable damage buff should be added. Not sure what that number should be, it should definitely be different for each class of mob. again, no change for minion or Lt. The trick is not to get wrapped up in complicated game mechanics formulas. They will get played by gamers, Master badge Hunters, and min-maxers until red looks green. Just look what needs to be done to buff the Stalker vs those 3 classes, and give them that exact buff. Let them apply outside buffs, enhancement buffs, set buffs, to the AS, just like now. Then an unalterable bonus smackage vs those tough 3, but only in complete hide. No go for placate. I say no to placate because that way there is a definite cap on how often a Stalker can gobsmack an AV. They gotta get away from agro and fully hide and get set up again. Be beautiful at the end of the BAF when the AVs are not quite matched and the Stalker who has been waiting waltzes in and does 3-5% finishing blow to ensure they drop at the same time. And yeah, I know that means a 20 stalker League could theoretically solo an AV in one pop. Funny huh? Oh, right, add Giant Monsters to the list I guess. Can you see a 30 team league of Stalkers drop Scrappy in 5 seconds? I am laughing at the thought of it, but it aint a bad thing. If you can get 20-30 Stalkers to all AS at the exact same time you deserve those 2 merits. gratz. -
Its a system where a few people represent the interests of many. I'm no PoliSci major, but isn't that the very definition of politics?
But yeah, stop being Snarky. -
I have a "Banker" character that holds most of my cash, and who has the base where I store my best sets.
currently I am working on a big build. Deleted a lot of characters, etc. and moved the cash to this guy. I am trying to remember exactly here. He currently has 5-7 billion. He is holding just short of 2 bill in cash. He has a couple 1 bill for 2 enhancers bid on the market, and 2 bill bid on another (a true bid, not a holding bid like the other 2) This is not a ton of cash in today's game. It ain't broke, but it aint the 1% either. Not sure how other folks do it, but I like to centralize. Marketeers have whole strategies of alts so they can really work their market niches, and I am sure they not only have tons more cash, but store it very differently than me.
never store your large chunks of Inf in e-mail. Good way to transfer, bad place to store. It can get deleted, and then you gotta work with a CS rep for a week to get it back.
GL. -
Nice folks thx. This morning I wasnt sure if I was talking about 1st ward or w/e. Now i feel like an expert!
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Dark Melee/Invulnerability softcapped, w/Resilient. Its what I am currently doing on my Brute. It doesn't get much tougher without going full Granite. GL.
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When I started this game I went straight to Tanks. It was the Archtype I perceived I played in every game previously. Even Armored Core. would build the heavier, slower, tougher, harder hitting characters. Only.... Okay. So, after 3 years on Brutes really glad those are available Blueside, and now I'm Blueside mostly.
But I did learn what Tanks seem to be in this game. To me, the Tank is a controller, with only one trick, agro, and the ability to really make that trick work. Sure, you can build them to be different, but that is the core design.
I read this above -"The main advantage of Tankers that they trade damage for, survivability, is all too often trivialized in newer content by 'cheating' mechanics. Situations are created that are lethal to all ATs, even Tankers, yet Tankers continue to deal less damage even when they're in just as much danger. I refer to unresisted damage, attacks and hazards that deal a HP percentage and the like. A Tanker can no more shrug off a Battle Maiden Sword Bomb than a Scrapper can, but the Scrapper will be outputting more damage regardless."
So, as has been pointed out, Tanks give up a lot of what Scrappers and Brutes get for the ability to survive and play the agro card constantly. Why not let them resist the unresistable? the only AT in the game that can do it. And those percent damage things? Scale it back for Tanks, only Tanks. make it 50% of what it does to everyone else, or 25%, or even 10%, or heck 75%, but throw them a bone. Just code back into the game the only serious power Tanks have that no one else gets, it takes two trucks running into them and 14 guys with machine guns to even get their attention. -
The winter event has been cancelled. The devs got a report from a spy in the players ranks (Fat guy, Red suit, beard, black boots). I think this guy was some kind of stalker. (Always able to see you, know what you are doing, you cant see him.) Anyways, he submitted a loooooong list of players being naughty. I personally got pegged for farms, sigh. Anyways, we are doomed. No Winter Event.
So, join me in skiing across the heads of cops in Mercy on our rocket board! 1 mil to the person who nails 100 the fastest. Must have video for documentation. -
Yep, I originally posted 1st ward. Very sorry for the confusion.
So, for the SSAs... If I run the 10 tips plus Morality, the first time, I can immediately run the SSAs and get A merits? Or is it eligible after the second time I run the 10 tip Morality thing?
And would like a clarification of Bonus first time. Does that mean I could run each SSA twice in the 1st week and get an A merit, or is it once per week? -
you need to put a power/control unit in your base. There is a cheap combo one available for startup bases. I think it is in the place item "control" menu.
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I am watching all those AoE TW gods, and I am impressed. Sheesh. My TW is mid 20s, easy to do nowadays, and it's fun.
But I am still working on a concept stuck in my head for years. I ran a Dark/Invul Brute with a ton of recharge about a year or so ago. Now I am going one that is Softcap to S/L/En/Neg, good Fire/Cold, Psi...well, ya know. The build is not finished yet, but I feel it is close. But I have decided to push that Tanky envelope even further. I am going to take Resilient Alpha, and slapping on a Core Paragon. I enjoy being the lead Tank on a TF, and I enjoy doing it on a Brute. Any thoughts? -
I have heard you can get alignment merits running the SSA content.
What are the restrictions on how to get these Alignment Merits? Thanks. -
This is a reasonable good idea. Depending on how the Game designers and management interacts with the board it could be very good or another source of contention.
Picking who would be on the board would be very problematic. I can think of 3-5 players I have gamed with and 7-8 from the boards that I think would represent my interests competently. I doubt that half or even a couple of them would be interested in the job. So, picking people, yeah. And how would we as players choose our board? What type of election (and campaign for the job?) would this entail. And lets not forget that just because a majority of people elect someone, and say they are great for representing them, that the elected individual would actually competently do the job.
But in theory it could go very well. Good luck. -
Quote:I actualy know very little about programming other than a course a very long time ago. I am pretty decent at college level mathematics and logic however. Angry Citizen defined the problem very well. A great first step. I think the Devs are trying to "Overthink" the math on the solution, based on what you have said. Leave most of AS alone. Just don't touch it. The power is not broken vs Lt and minions, and is probably okay to be left as is for Bosses for that matter. But we might as well include a performance increase against Bosses. When a Stalker does BU and AS against a Boss in hide, it should drop the fool. period. Except when it misses of course, sad panda. It seriously needs something against EBs and AVs. I do not know what formulas they were working with on Beta. 5 stalkers should not be able to Solo an AV in less than a minute. A solo Stalker should not be able to solo an AV. Currently a Stalker (generalizing here) is not as good as a Scrapper or Brute against an AV. I suggest they should be better. They are (or should be) the Kings of solo target damage. If you take what the Stalkers are doing now and modify it so that one of them can kill an AV solo, you did your math wrong. Just saying. I am talking about adding a percent tweak to what a stalker does against EBs and AVs or a Flat damage bonus that cannot be altered, buffed, debuffed. When a Stalker hits an EB or AV they do the Stalker damage they would normally do plus X. Make X smaller and unresistable in any way. wow, respect. a Stalker from hide can do 5% of an AVs health. Nice, then let them fight like the gimped Scrapper they are used to being, or take the time to get back into full hide. Just give them something. They look so sad.It was proposed by Angry_Citizen and tested on beta. The devs ended up scrapping that and added to Stalker's base +HP, gave them inherent 10% criticals vs 20% criticals on held/slept foes and demoralize on hidden Assassin's Strike.
It certainly wouldn't take a few hours of coding because the testing required would be *daunting*. For one, scaled up EBs and AVs were screwing with the numbers. The amount of % dmg AS did was adjusted several times (some of it enhanceable by damage enhancements and not). The results were AS not being able to kill minions or Lts, being marginally better vs bosses, and Stalkers capable of soloing GMs in a matter of minutes.
Personally, I'm indifferent about the idea. I was always arguing with A_C about ideas to improve Stalkers and Assassin's Strike. But he's the one who had one of his ideas tested and I did not. I'd certainly had accepted the way Stalkers turned out with his idea but it was still ultimately deemed nonfunctional. It may have been possible, with more testing, it could have worked...
PS, i am really disinterested in the whole discussion. In my 4 1/2 years in the city I have had maybe 12 stalkers created. one got to 32, one got to 26. I have 2 stalkers currently. One is 6th, the other is 1st, and mostly there to hold a name on a server. I honestly dont care if they buff stalkers to the moon, leave them alone, or shoot them in the foot. Just saying from a game balance perspective of watching them for 4 1/2 years they look like they could use a "trick". I could be very wrong. Thats my idea, thats about as much explanation as I have. GL.