Dogma

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  1. If you wanna PvP, I believe corruptors are preferred. If you wanna learn the game, I recommend playing a brute or a scrapper as a hero. I find villian zones and stories to be not informative as a new player. Plus, hero side is often more populated than villian side. Stay away from Preatoria until later as it is more difficult than either hero or villian zones.

    Couple of keys to keep in mind as a new player:

    1. Mez sucks and a lot of mobs have it... Scrappers and brutes have mez protection. Tanks do too but they lack the dps and are over survivable when playing solo. Keep in mind that not all mez protection is created equal. For example, fiery aura has no knockback protection which is a huge drawback. You can fill these gaps in later if you want, but might as well get it from the start. Electric Aura uses Grounded power that requires you to be on the ground for it to be effective so you will get knocked around and mezzed if you're jumping or flying. I like Martial Arts and Willpower's mez protection powers.

    2. Redraw sucks so keep that in mind selecting your power sets. Pairing Broadsword with Regen is probably not a good idea. Regen has a lot of click powers that will force you to redraw your broadsword for each attack and regen is only survivable when using the clicks.

    3. IMO, having more defense is better than having more resistance. If you do a brute or a scrapper, try a set that has some of both or one that has more defense... Martial arts, Shield Defense and their ilk. I like Willpower too but that works a little different. This conversation can get complicated fast but generally speaking, more defense is better than more resistance.

    4. Lastly, and probably the most important, take a travel power at level 4, you will regret it if you do not. There are 4 choices of which I think two are truly viable for most players. Fly, Super Jump, Super Speed, and Teleportation, that is the order of their usefulness imo for most players. Fly is nice cause you can move freely about all axis, chat while traveling if you want and it's pretty passive. I started using this on all my toons from the get go and don't regret it... the downside is it is relatively "slow" as compared to the others. Super Jump is what I use on all my toons now as it is quicker and I am more familiar with zones and instanced maps. Super speed is preferred by PvPers, in fact, I see a lot of PvPers take Super Speed and Super Jump since super speed has no vertical component. Super speed is the fastest in a straight line but is horrible when it comes to anything vertical (Villian zones have a LOT of vertical). Teleportation is my least liked travel powers... very active travel power in the sense that there is a lot of clicking and turning and clicking and aiming and ... ugh, waste of time. Don't take this unless you really want if for concept.

    I realize you didn't ask these questions but I think these are more important answers than the questions you asked...

    To address more directly your questions, if you wanna PvP, subscribe to the game. You will need lots of things the free account doesn't get without paying through the nose for. Hit Freedom or Virtue server as there populations are highest and will find plenty of folks to team with. Cookie cutter, not really, though there is lots of free advice out there. The builds for PvP will cost you a lot of in game currency that will require you to farm or play the market. Both of these activities will take time to actually develop your war chest so I would recommend not starting with PvP. Don't buy or subscribe from the start, play the game for a bit to figure out if you like it and so you make sure you're not wasting your money... buyer beware on digital content.
  2. I've a DP/Pain corr that I enjoy... it's got a pbaoe heal, rez, a pbaoe buff and debuff.
  3. While I appreciate your frustration and irritation, the f2p avenue is intended for those who have never experienced the game and thus would not be aware of how awesome they were. These roadblocks that you are experiencing while irritating, they are an incentive to get you to re-enlist. If you got all your previous glory for free then there would be no incentive for you to do so.

    However, your comments about a free time of VIP for returning players could be a good idea though the logistics might be complicated. Maybe a nominal fee for full access for a week or something every 6 months might be easier to do for NCSoft. Though, the risk there is that you might get even more irritated by the loss of perks when the free time runs out...
  4. It's all about perception... you are playing a game that presumes that someone can protect themselves by setting themselves on fire and that people can shoot mind bullets from their forehead... use your imagination.
  5. Quote:
    Originally Posted by Matsuda Mijiko View Post
    I just finished doing this. Start an O-mission and then head to Mercy Island, near the base portal. Look for all the Wolf Spiders marching in place. You can get 50-60 guys in range of the Rebirth. Start the auto-firing. Profit.

    High five for this... brilliant. Thanks for this gem.
  6. Nix CJ at the end and take another travel power for non combat travelling (I took SS), must have imo for stoners... makes getting those glowies less painful... or some other power if you need the LOTG recharge... I'm not familiar with DM to suggest any of those.

    Also, take kick instead of punch and put a force feedback +rchg in it. 100% rchg for 5 secs is a nice throw away slot.
  7. Quote:
    Originally Posted by Synesence View Post
    Hey, first time starting a Brute, and I wanna know whether I should go the defense route or the resistance route. Which is better in the long run?
    Get a resistance set and soft cap your positional defense. Positional def is present in a lot of good offensive sets so it can be pretty easy to come by. I almost always get weave, combat jumping, maneuvers and stealth on my brutes (if they need the def, SR shield invul probably dont need all of them). Thats 10% positional defense right there without IOs or set bonuses. There is the added bonus of getting places to put LOTG recharges so that you can use your self heal as often as possible. I would recommend against shooting for typed def as it can really hamstring your build with low level IO sets that dont ED cap your enh values. End reduction will be important with TW as it is an end hog. I don't know the recharge of power sink off the top but be aware that you might be gasping for air between recharges (another reason to get LOTG recharges).

    Also, TW has some brutal redraw and animation lag. So, relying on click powers for healing and endurance will slow your carnage down. Anything you can build on auto will be a benefit for TW.

    Having said all that, TW and EA melts faces, good luck and have fun.
  8. Triple threat -- bring each AV to 5%, then 2%, then defeat. Make sure pendragon's shield is not up or about to be up and wait for Chimera to TP before making the final push.

    Ready to Rumble -- Timer starts when you talk to the doctor to open the portal.. so the 20 seconds it takes to spawn count. Wait to judgment until the counter starts for the 250 count. Do NOT pull mobs to one spot, have your league move around the mobs to defeat the minions and lts. Don't wait to defeat whole mobs before moving to the next mob, they will follow you. Chimera first, then the other two.

    Don't forget to complete the trial.
  9. Buy reds at the consession stand.

    Gather your team at one of the spawn points. I usually do the one to the left of where the baddies enter the arena. Eat half the reds you bought and defeat as many as you can.

    Do the same for the monkeys.

    You need to defeat a combined 75 ninjas and monkeys. I think there is a 1 minute timer on each phase.
  10. It really depends on your AT and your total HP who you want to use. The only thing you need to worry about is that you've got enough regen to compensate for the damage you're taking. I was able to take on three even Rikti infantry on my brute. To echo what others said just make sure there isn't a mez that will break rest in the critters attack chain.
  11. That puts MMs at a strong disadvantage... I realize most other inspirationss don't propagate from the MM, but it would seem there should be an exception made for the ultimate inspirations or even for all tier 4 inspirations that are purchased with astrals.
  12. Quote:
    Originally Posted by OV_ohms View Post
    Experience says that the damage on his attacks is resistable, except for Flow Lightning.

    I would summarise tactics for this one as:

    -As much -res as you can get
    -As much +dmg as you can get (and to a lesser extent recharge buffs too)
    -Not too much smash/lethal dmg
    -4 or 5 Ultimates
    -Don't die
    -And most importantly, a league leader who know what they are doing and a league that can follow the plan
    My understanding is that he resists all damage equally so typed damage isn't important... bring as much of whatever you got as you can. I think the important thing is that it should be mostly single target, IE stalkers, blasters, and scrappers, of course assuming that single target damage generally is better for a single target as AoEs and cones are better net damage only when there are multiple enemies being damaged.

    Bump it to 6 ultimate insps as it is a 20 min battle and they only last for 3 mins. That still gives you no play if you are defeated.

    The last point I couldn't agree more, especially the listening part. The important thing is that no two league leaders will run it the same and even though you might be on your 10th run, pay attention to directions even if you disagree. The league leader may have a trick or two up their sleeve that you aren't aware of and if you operate outside of the instruction, you may be doing more harm than good. I've run several tries and have a way that I like to do it. However, when I'm on someone else's run, I try to be quiet and read closely so that I can give that league leader the best chance of their plan being successful, regardless of what I think. It is no small task to get 24 people together and work as a group and each league leader deserves your attention if you are truly interested in getting the badge. If you don't like the way it is being run, learn from it, offer opinions after the fact and/or run your own. There is not a right way to run this thing.
  13. Not a perfect solution, but http://wiki.cohtitan.com/wiki/Hero_M...ashback_System lists all the merit rewards which includes all the Ouro flashback arcs. You will notice that the Arc Name field will denote if there is a badge awarded. The majority of the badge arcs are at the bottom of each category though this is not true all the time.

    The villian page http://wiki.cohtitan.com/wiki/Villain_Merit_Rewards lists the badge missions in different section that are offered via flashback.

    EDIT: I don't know how current these pages are either... may be missing some but it gives you a starting point.

    Red Tomax's guide is out there too but again, not sure how current that is: http://tomax.cohtitan.com/story_arcs/
  14. Quote:
    Originally Posted by eviella View Post
    I like to think my MM helped! It's worth noting that while we were heavy on the Corrs- and team make-up definitely did matter- it wasn't absolute.

    One thing worth mentioning is Team Inspirations; I don't know how many were used in total but we had a lot on my team. I definitely used several.

    Also, while you don't need to be 100% obsessed with the league make-up, I do think you need to insist on everybody having +3 level shift unless they bring something else amazing to the table. Even with that, everybody will be -6 to Tyrant, or -5 with Ultimates. Even if you do well on the earlier part of the fight you really need everybody to maximize their chances.

    Communication is key, as well. The make or break moment for us was when we held the Lore Pets for our final push; that involved keeping everybody focused for 10 minutes when his health bar was relatively constant and making sure those with 10 minute recharge didn't drop their pets early.

    This one definitely takes a well-coordinated, high-powered team. Which, of course, is the intent of the badge. I think, while difficult, it's relatively low on the luck factor, unlike Keyes, for example.

    I can't thank Dogma enough for having lead us to victory on this particularly tricky badge!
    Team inspirations are an excellent point though I would not encourage anyone to spend real money to get the badge. My understanding is that these are only available through super packs, please correct me here if I'm incorrect. I was not paying attention to team inspirations so I cannot speak to how much they helped. This is definitely something to consider.

    I did not intend to say that non-corrs didn't contribute, nothing could be further from the truth. All members on the team must contribute to their ability in order for the run to be successful, so our success was a result of all contributions. Team make up is of course extremely flexible. I think 4 kin controllers may be more helpful than 4 FF corrs, the devil is in the details. After several failed runs, we had decided that a team of controllers while good on buffs, might have been hamstringing us on damage, similarly for MMs. MMs have a hard time keeping their pets alive even if they themselves remain standing. Tyrant one shot my scrapper several times, I can only imagine how many times the MMs have to respawn their pets.

    I genuinely think that MMs and controllers really get the short end of the stick on incarnate trials. I feel that both ATs essentially turn into buff bots only. They don't deal a lot of damage themselves, controllers can't really control without lots of stacking, and neither has really durable pets that can hang with a +3 minion (illusion notwithstanding).

    Another great point here that I failed to mention is the communication. Our league had a skype call going with almost everyone on call. I think there were 23 of the 24 on call, one person was having issues getting the program DLed and installed if I remember correctly. Not everyone had a mic, which is fine, but everyone had speakers and could listen the grating sound of my voice while I gave reminders, corrections, directions, and generally made a fool of myself... :P. In all seriousness, having real time direction and questions and answer was another central key to our success I believe. Being able to coordinate launching of lore pets for the final push and giving gentle reminders to keep ultimates up etc was extremely helpful. The 10 minute wait between lore pets can drag and get repetitive, easy to zone out and miss text in the chat window. Voice chat is a great way to make sure we all stay on task and keep focused.

    Quote:
    Originally Posted by makerian View Post
    I would also suggest using maybe 1 Incandescent on the league so the league can be ported together for the 2nd summon of Lores. That would help ensure they get the buffs they need and then into the fight. Trying to summon in last 5 mins with everyone spread probably minimizes their effectiveness.
    This I'm not sure about... I generally disagree with Incandescent as it can be very disorienting and may be counter productive. Though if executed properly, it could make the final push very well timed.

    Destiny variety is a good thing for sure, as is interface. At some point, hard capped res and def can't get any more hard capped.
  15. Just completed two runs on Virtue today. Here are a few tips that we patched together on our runs:

    1. Last phase is 20 mins, just enough time to spawn lore pets twice. Once at the beginning and once again at the 15 min mark. Some pets are ready in 10, but hold onto those until all lore pets are ready at 15 mins and have a coordinated release if necessary at the 15ish min mark.

    2. Bring 6 ultimates on each character. They don't stack and last for 3 mins. Use them to keep everyone on the league level shifted throughout the final battle. They are 2 astrals per insp in ouro. You can also get them on the market though they appear to be relatively expensive right now.

    3. The succesful leagues that I've run on have had lots of corruptors. The advantage being that they have both buffs and damage. Defenders are good as well but controllers MMs and Doms, not so much. At this point, keep those ATs to a minimum. Tanks as well. Corrs, stalkers and blasters, and to a lesser degree, scrappers and brutes. I can't speak to heats and veats as I don't play them much. I'm guessing that if you've a solid team of single target damage, a solid team of corrs, the third team can be a mash up of anything else.

    4. Support Hybrid is a plus, barrier destiny is a plus, and Longbow Cat+Null lore is a plus. Support hybrid gives bonus damage to all, barrier helps keep everyone alive, and longbow Cataphracts have a good -regen (I'm told, I cannot independently confirm).

    So essentially, pop ultimate insps as often as you can, spawn lore pets immediately when the phase starts and be sure to put them on aggressive towards Tyrant, keep hybrids up as often as you can, and keep destinies and all other buffs fresh throughout. Wait until ALL lore pets have recharged, about 5 mins remaining in the phase, then do a mass spawn of lore pets and do a final push if you didn't defeat within the first five. Use barrier AFTER you spawn your pets to make sure they get the res and def buffs from the get go.

    Just some pointers that worked for us. Let everyone know if you have something that could work better. Lets hammer it out so that we can get everyone the badge. Good luck everyone and send me a tell in game if you need help, got lots of toons I can bring.
  16. Quote:
    Originally Posted by Dark Energon View Post
    Is it just me, or are more people getting sick and tired of these people that have no imagination when creating a toon?

    last week.. Wednesday was my 1st day in game that week, i made a new staff fighting toon, swept the street to get a quick level. I go to Miss Lib, and who do i see? a toon names SnakeEyez, dressed as Snake-Eyes, dual Blade power set and even a bio stating he was from a top secret military unit.
    All i said was: "Pleased to meet you mister soon to be known as Generic 847 924 6722, because if someone reports you, that will be your new name." He went off on me that i should leave him alone, because i had his toon Gen'd a few days prior. A whole discussion about copyright infringement started with people giving their two cents.
    10 minutes later, a toon named Generic ### ### #### starts yelling at me that i should get lost because i got his toon Gen'd, his second in a few days. Again, a whole altercation followed, and he said he was going to report me for harassment. Only thing i said: : "Good luck."

    Now, obviously if he has two toons that got Gen'd in a few days, this player has no imagination. His reaction, albeit a little, just a little, understanding, was directed at the wrong person. I never reported him prior, or even after the incident, all i did was laugh.

    Would it be a smart policy to not only protect the game, but also the players from these type of people that could potentially hurt the game, but also drive people away because of the repeat offender's attitude because he get's angry about the fact his toons get Gen'd.
    One way i see is a simple ban for a period after your 3rd Generic in a set amount of time.

    Now i hear people say: "hey, i have been playing 7 years, and i had 3 toons Gen'd in that period, i should not get banned!" And i agree.
    But i do not agree with the fact that people get to oust their frustrations after a 2nd Gen'd toon in less than 1 week, and this has to stop.

    People should get banned for being a repeat offender in a short amount of time. These people will add nothing new to the table, and will only cause harm to the game in the long run, and the player base.
    As i stated, i got his full wrath, because he thought i got two of his toons Gen'd. If he went off on a newer player, that new player might just quit the game in order to not deal with these types of people, where as i merely laughed in his face because i knew i did nothing wrong.

    Anyone who has any suggestions or feedback regarding this?
    Waste of a post. This has no merit, business or otherwise. Come back when you have a reasonable suspicion that someone has quit the game because someone entirely unrelated to them was genericed. Player activisim in genericing other players for obvious or subtle infringment is absurd and borders on trolling.
  17. Quote:
    Originally Posted by _eeek_ View Post
    Since I finished getting the Alpha slots filled on most of my 50's, I've spent my time lately leveling up some neglected alts. But now there are not only more Alpha slotting options, but the alts I've leveled up are AT's or powersets that are less familiar to me, too.

    I'm at a loss on how to proceed. I'm wondering if anyone has experience with Alpha slotting some of these powersets? All use IO sets, and are probably similarly slotted like everyone else.

    *Plant/Storm Controller. (It's taken me like 4 years to get to 50... and have finally figured out how to play storm somewhat decently. Now I gotta figure out how to Alpha this?? ACK!) Ranged defense is soft-capped, and recharge bonus is 161% (+hasten). 02 Boost and Spirit Tree are only marginally slotted at this point (am hoping to pick up a few spare slots after Alpha is slotted, though that's not a priority). Also, have end issues if I'm running hurricane very long (like an AV fight). Am leaning toward Spiritual Core, but am wondering if Musculature might be more useful - not just for the damage, but for the secondary defense debuffs in several damage-slotted powers?

    *Earth/Fire Dom. Doms are brand new to me, so I don't have a clue. This one is too squishy, which might just be the nature of the beast, or might be that I'm just doing it wrong - I have no point of reference, sadly. And though recharge time should be close to perma-dom, I seem to be dominating less often than I'd like. So, Intuition (radial) looks really good on paper, but I have no experience with it. Or, do I want Spiritual (core), or even Musculature?

    *Fortunata/Night Widow. Again, no previous experience with this AT. The Fort side seems to be a bit lacking in damage, but otherwise there are no real problem areas to address. What works best for a fairly well-balanced SoA?

    *Archery/Rad Corruptor. I think I've gone Spiritual (core) with every corruptor I've made, because there's always been some key power that I want to come up asap. That's less of an issue with this particular combination, so is this still the best choice here? Am wondering if Musculature (core) might be a better choice? (Or something else?)

    *Fire/Traps Corruptor. Ok, she's only 41. But I love this powerset, play it a lot, and will probably hit 50 in the near future. What works best for this? (Oh, I don't use any bombs. Might pick some up if I have nothing else to fill a power slot)

    Thanks in advance for any ideas or suggestions!
    Here is my high level thoughts:

    My goal on almost all my toons is soft capped def with very few exceptions. I want my melee toons to have as much positional def (to the soft cap) as I can get and I want my range toons to have range and AoE def soft capped. I generally try to do this without alpha so the vast majority of my toons take agility. The end mod portion puts me over the top on my end problems and recharge is always good as I don't use purples on most of my toons. The def buff boosts me past the soft cap, often between 5-10%.

    Most people will scoff at this (and often to my face) cause, really, who needs more than the soft cap? Well, my answer is generally that most toons don't have def debuff resistance, so def debuffs can stack quickly making any def I have completly irrelevant. By exceeding the cap, if some def debuff makes it through, I've got a little give to get me through the fight and time for the debuff to wear off. Stacked vengance on Nem can melt most of my toons if I'm not careful and if the mob you're fighting happens to have tactics (or some other to hit buff), soft capped def doesn't mean the same thing anymore. In addition, I'm not often fighting even level mobs. When doing incarnate stuff, often you are up against +2 or +3 mobs which, if it's bosses EBs or AVs, changes the conversation entirely. The soft cap only applies to a critter who is +5 or less, which equates to a +3 boss or a +4 lt, not to mention EBs and AVs.

    The exceptions that I have to Agility are willpower toons, dominators and toons that have huge end problems. Doms and willpower, I generally take spiritual for recharge and heal. Cardiac for those with large end problems.

    I don't find the rest of the alphas to be worthwhile. I figure, if I'm dead, more damge/accuracy/mez isn't going to help me. My damage mitigation is to not take any damage with def. More mez doesn't help as much as recharge does as your mez powers will come up more quickly. While missing is irritating to say the least, marginal increases in accuracy won't help as much as a faster recharging power.

    Moar damage while sounds good in theory, in practicality, the extra damage won't decrease significantly the amount of attacks you use in any particular battle, though on the whole, you will defeat enemies faster. However, if you've got recharge, you might be able to replace low damage powers with high damage powers that pop, increasing the effectiveness of your attack chain.

    Just some high level thoughts. You gotta match the alpha not only with the toon but with your play style and when people tell you're doing it wrong, take that with a grain of salt. There are only a few things in this game that are truly doing it wrong. I'm guilty of telling people they're doing it wrong and often wish I could take it back. Such is life, I suppose. Good luck.
  18. Someone pro and con this for me... I'm not seeing any pros for this...
  19. Quote:
    Originally Posted by Zombie Man View Post
    Old style procs are horrible for long charging single target click powers. People got used to that, but, if we had started with PPM procs and went to old-style procs, people with long charging ST click powers would be **HOWLING** mad.

    PPMs were to address problems inherent in legacy procs. They were unfortunately released to Live before their time. And some of the new ones are overpowered and people paid money for that overpoweredness. And so....

    doom
    So this makes an improvement to procs in long recharge single target powers... and hurts EVERYTHING else... that sounds like a bad tradeoff to me.

    EDIT: I'm not considering store bought enhancements because they don't exist to me. If you bought them from the store, buyer beware I guess.
  20. Dont like it one bit.... PPMs should be discarded altogether. my perf shifters, numinas, regen tissues, and miracles will be severely adversely effected and my planning for proc-ing in AoEs is tough already... this will just make it way more complicated than it needs to be.

    Let me repeat: PPM is a horrible idea and should be discarded entirely.

    Caveat: I'm willing to admit I don't understand the whole thing, please inform me if I'm missing details.
  21. I'm voting for the shadow shard... very expansive, easy to port in villians and a group of baddies that could be the next main villian. The rularuu are under used IMO and could be a much more fearsome group for our up and coming incarnates.
  22. I'm updating my badge popmenu with all the new badges and can't figure out the badge identifier for the new DA day job. I've tried several incarnations but none have worked. Anyone figured it out yet? All the lists I've looked at haven't been updated recently. Any help would be great.
  23. Quote:
    Originally Posted by T_Immortalus View Post
    That's because they design the game around the rewards, rather than around having fun.

    If the only reason somebody plays any game's content is for the reward at the end of it then that player will go through that content as fast as possible, not caring at all how good it is.
    If the content has no reward then the player will only do it at least once to see if he likes doing it and repeat it if her does.

    Both ways of making have to deal with losing the interest of a certain group of people, but which group do you think is larger?
    Why can't they also make rewards take fewer runs and make the content the goal and make that content more fun and interesting?

    (Edit: They could make it so that no content needs to be run more than once for rewards. Then, they could concentrate on making the content great rather than making the reward rate a particular speed. That would make it easier to develop better content if took time from trying to make the proper slow rate of rewards.)



    The worst part is that even interesting content starts to suck if you "are obligated to run it every day for rewards" rather than "only run it when you want to even if you want to every day".

    It needs to be a choice, not an obligation, or you push people away.

    Can't have your cake and eat it too. While you made no complaint about not obtaining rewards that only farmers can get, this is often the reason for gated content. Either you have gates so that those who play the game for content don't fall too far behind those who play for rewards or you create great content with rewards and let everyone do what they want and the farmers have all the money, recipes, and the best builds.

    I'm speed runner and would probably fall into the play for rewards camp. While I'm sure the content is good, it doesn't interest me. I play cause I like the mechanics, the visuals, the players, the challenges, and the rewards. I make up my own reasons why I'm doing tasks and ignore what the contacts tell me or the scripted reasons my character gives. When I do get a question about why something is happening (why are the lost and the rikti always chillin' together?), I just go to the wiki or ask someone.

    What content are you obligated to play?
  24. 1a. tier 3 alpha
    1b. tier 3 destiny
    2. tier 3 lore
    3. tier 3 judgement
    4. tier 3 interface

    Then tier 4 from 1b-4 as the VRs become available. Tier 4 alpha comes when I do enough WSTs to slot it.
  25. How do you bring old story up to date? It's game lore, you can't just change history. While some of the mission mechanics are irritating (hunt 65 carnies in PI... thanks Harvey), they are what they are. Removing or changing some of that stuff changes the lore and isn't really worth the effort as there are a lot of tie ins that may break once it is changed. It's there for posterity and if you wanna run it, you can, but folks who are done running low level content just look for the most efficient way to get to the stuff they want to run. If that means running DFB until you're 15, then running synapse, then DiB until you're 25, then citadel and hess, then Croatoa to Katie Hannon, then numina, midniters arc to ITF, then STF and Unai Kemen... you get it. You can do whatever suits your fancy and that is the strength of this game. The paths are high on the permutations, and even more so with leveling while examping... missed the posi cause you levelled to quick to 15, no worries, you can still run it AND get exp.

    It's only old to someone who has played it umpteen times.