EJI

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  1. One change to DA? The accuracy in Cloak of Fear. .67 base accuracy is awful, and screws up my streakbreaker even with tons of global accuracy and accuracy enhancement in the power.
  2. Do global accuracy bonuses such as +accuracy extend to pets? (I'm aware that pets' attacks won't be affected by +rech).

    Is there a way to check the accuracy or damage of my pets in Mids', so I can compare different slotting arrangements? Or do I just try to extrapolate from the in-game "detailed info"? Are those numbers generally accurate?
  3. Quote:
    Originally Posted by Damonvile View Post
    I don't think you get the set bonus from fly unless it's on. So those slots are a waste.
    quote:
    These Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set.

    source:
    http://wiki.cohtitan.com/wiki/Invent...n_Enhancements

    I threw together a budget fire/mm in this thread, and really liked how it turned out. If you're willing to spring for kin combats, you've got some extra slots to play with. Uses the mace mastery epic, though, so it might not interest you:
    http://boards.cityofheroes.com/showthread.php?t=275656

    My own opinion is that if you're not willing to spend a bit of time in melee, you're missing out on some great stuff from /mm, but different strokes for different folks. If the toon is played mostly as a hover-blaster, I'm also of the opinion that you're better served by capping ranged defense (than s/l defense) and combining that with a resistance based armor for layered mitigation. If you decide to go that direction instead, force and electrical epics have some nice "oh s#*t" buttons as well.
  4. Quote:
    Originally Posted by Draeth Darkstar View Post
    It's very, very, very, very, very, very difficult to build a Blaster that can solo AVs and GMs without Incarnate power use.
    Respectfully, no, it isn't.

    Not so long ago, Silverado solo'd Lusca on his Fire/MM. Before incarnate stuffs were available.

    If allowed to use my inspiration tray, there aren't many av's or gm's out there I can't solo on a /mm blaster. Exceptions being malaise and vanessa devore. I haven't tried diabolique, either- that could be a rough one. I solo'd ITF with only an alpha slot, a bag full of insps and some patience.

    I do think the dom might have an easier time of it, though. The OP might also consider a mind/fire- problably not for GM's, but they are famously capable of stunts like soloing LRSF. Or, if you want to do it in easy mode, roll an ill/rad or ill/cold controller.

    edit to add: http://boards.cityofheroes.com/showthread.php?t=200499
    from 2009
  5. The above build isn't softcapped to s/l due to the defense suppression in stealth. Go to options->configuration->effects and maths, check the box marked "attacked" to see the values in combat.

    I'd drop the rectified reticle to-hit buff piece. The small regen bonus isn't worth it. Neither is to-hit buff enhancement, this power is mostly used to boost damage.

    You have no kb protection.

    Depending on what you like to fight, accuracy is a little low in some powers (the AoEs and melee attacks). A kismet 6% fixes this nicely, but you may not find it useful if you never fight above +2s.

    It's actually easier to build for s/l softcap than for ranged with either scorpion or cold, and less slot intensive.

    I like explosive blast. If you want to drop something for power burst, burnout would be my 1st choice. Other than hasten and hoarfrost, this build doesn't really benefit from it, imho. You also might consider dropping some slots from hoarfrost, as it caps your hit points without any heal enhancement. It's useful as an "oh sh*t!" heal as you run away perhaps, but doesn't really have enough recharge to use reliably (as a heal). Snipe is another "maybe" power in my book. It's super fun in your 20's to one-shot minions, but as your levels rise it loses the ability to do that. As a pulling tool, it's nice for AVs but on smaller foes if the foe is kb'd, his buddies are alerted. At which point you may as well be pulling with an AoE (which is way more fun, anyway ).

    If the toon is played mostly as a hover-blaster, I'm of the opinion that you're better served by capping ranged defense and combining that with a resistance based armor for layered mitigation. Energy has lots of tools for getting foes out of melee range, so even tight maps will only be problematic against kb resistant foes (I can't think of any that show up on cave maps, but I could be wrong).

    just my 2 inf, on the whole it looks pretty good.

    edit to add: just a thought. you may like this, or not if you decide to stick with your defense priorities. S/L defense is mighty nice if you like to jump in and blap a bit. /NRG has some very nice melee attacks... which can also be jousted if you're so inclined. Anyway, was in my folder and I just edited a little.

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  6. Looking for feedback on a planned SS/Regen. Toon is currently 37, and I've been pleasantly surprised by it's survivability. I've been 'lead tank' on most of the TFs I've run; gotten dropped a few times but it's always been my fault and not the powersets' . Most commonly I've got a heal queued right behind an attack under heavy burst damage when it's happened. It's currently got 3 lotg +rech, pshifter procs, the doctored wounds sets, numi +/+, miracle +end, FF proc in footstomp, steadfast 3%, and the rest in SO's.

    I hope to upgrade to purple sets in gloom, footstomp, dark oblit, and haymaker, probably in that order. Eventually.

    Not real sure on the footstomp slotting... seems like a lot of end use, and I spam it anytime I have at least 3 targets. It's on par with what I'll have with the purples in there, though. Alternate suggestions? Am I better off to avoid the purples in favor of more end redux in the power? If I get into trouble with my blue bar, does it make sense to swap some of the 3 piece numina's for miracles?

    I tried to get recharge, defense, and hit points.

    Thanks in advance for your time, I look forward to hearing any and all feedback.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Daikaiju: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery
    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(36), Numna-Heal/EndRdx(39), RgnTis-Regen+(46)
    Level 2: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), FrcFbk-Rchg/EndRdx(39)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17)
    Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(27)
    Level 20: Resilience -- GA-3defTpProc(A), ResDam-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(46)
    Level 22: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(23)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(27), P'Shift-EndMod/Rchg(40)
    Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(50)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(40), Mrcl-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

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  7. check out this thread:
    http://boards.cityofheroes.com/showthread.php?t=192252

    Scrapper defense numbers will be the same, and builds will transfer to brutes excepting the PPPs. Should give you a good starting point. This is one of those combos where performance will be better on a scrapper than a brute, due to Soul Drain, AAO, and a scrappers higher base damage. The brute version gets a few more HP, and so the heal from SL is also a bit bigger. But, still not a bad choice for a brute.

    AoE damage is on the low end, but helped a bit if you grab an AoE from your PPP and of course Shield Charge.
  8. The objective is to use all the blaster secondaries but ice, yes?

    I'd roll:

    Fire/Fire - massive damage, everywhere, all the time.
    Rad/MM - PBAoE monster. Use your ranged AoE point blank. Drain Psyche, hit build ups, then the 3 aoe's- melt spawns at +2x8 in a single chain. My current favorite.
    AR or Arrows/NRG - nice mitigation, stacking stuns, minimal redraw, boost range with AR to maximize cones, combined with a build-up lacking in the (AR) primary
    DP/dark or Rad/Dark- blappity, hail of bullets requiring melee range anyway. mmm, soul drain.
    sonic/electric - some control from the primary, soften up your targets for hard hitting melee attacks. Ice/electric is another I'd consider- mine is mid-40s and I don't enjoy it as much as my ice/ice, but can't bring myself to delete it, either . Electric/Electric has stacking holds, and lots of end drain. Electric blast kind of gets poo-poo'd for dmg, but it is fun and pretty.

    /devices is a bit tougher for me to recommend. Maybe a weapon set since /devices won't cause a lot of redraw- I'd go with arrows or DP since AR has no build up power, nor does devices. Ice or Dark seem interesting, too.
  9. blaze-blast-probe requires 252% in blaze (using Mids' Arcanatime), and might do a little better for fire.
  10. My doodle. Recovery is borderline, but I'd be inclined to go with Cardiac for the range and resists anyway. Accuracy could be a bit better, but not too bad. caps ranged, 40.6% aoe.

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  11. If you can find 2 slots for Ring of Fire you can get to the ranged cap. You'd lose a little s/l defense, so it depends on your priorities and how you play the toon. I spend a lot of time in melee, personally, so I'd probably get more use from s/l softcap with a side of ranged defense (or recharge).

    Burn and Combustion are both underslotted for damage and also will both benefit more from a dmg enh than the proc. I'm actually not a huge fan of combustion (especially as you have it slotted) due to its 3s plus animation time. Burn is great, I'd try to get that slotted to the ED cap for dmg, but you'll have to drop out of hover to use it and it looks like maybe you're just using it as a set mule? Also, burn is a low end cost attack, I'd drop the quad for dam or dam/rech.

    Rain of Fire is a massive end cost, I'd try to get some end redux in there.

    Combat Jumping is a low end cost toggle, I'd switch the d/e for def.

    No kb protection.
  12. At a glance-

    Accuracy in Death Shroud looks pretty low. This will mess with your streakbreaker, making your other attacks miss more often than they might.

    You'll want some end redux in darkest night if you plan on using it.

    Smite > Shadow Punch, with Gloom I don't think it's higher recharge will be a problem but I haven't looked closely at attack chain requirements.

    You want a Theft of Essence proc in Dark Regen.

    8 pts of kb protection is little better than 4 pts since most sources of kb come in mag3 or mag 10. Either build to 12 pts or leave it at 4 pts.
  13. You might try archery/devices.
  14. I threw this dark/mm together in Mids'. I can't say that I'd play it, but the build itself makes me giggle. +61.5% dmg bonuses including assault. Put this one in the 'stupid build tricks' category, but amusingly it doesn't look unplayable... just really squishy lol.

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  15. Short answer:

    Yes, viable.

    Long-winded answer:

    Running a no defense blaster requires more skill, aggro management, and acceptance of risk. You'll learn that tagging a spawn first is a good way to die (you really shouldn't do that anyway, if the team actually has a member devoted to managing aggro). You'll learn to manage aggro: Target through an aggro magnet. Target through a controller, lay waste to anything locked down. Shoot the stuff that's debuffed (not the anchors!). Baddies after you? Position so they have to pass through a taunt aura to get to you. Use LoS. You'll learn to excercise restraint. Sometimes it's safe to unload your AoEs, and sometimes it really isn't (for example, when the tank is over his aggro cap). You'll gain a more intimate knowledge of which baddies are dangerous to squishies, due to being far more vulnerable to mezzes and other effects. protip: it's not just sappers. You'll have to learn the hard way which gambles are worth it, and which are likely to end badly. "Jousting" is a skill you'll acquire. You'll learn which baddies are susceptible to your other mitigation tools, and which are not. You'll learn to scream at your monitor when teammates do stupid crap. All in all, I think playing a low-defense blaster is one of the best ways to learn how the game works.

    On the downside, you lose the ability to take initiative. "Hey guys, the boss we need to kill is over this way. No, no, in the room we just left. Ah, I'll just kill it myself... oops. Small yellow?" You become a bit more dependent on the team in general. Which may or may not be a bad thing. If you play with a regular group, it's easier to adapt to each others' play styles. A pug full of scrappers will "lol" at you when you faceplant every mob because no one is picking up the bosses/mezzers. At which point, you adjust your playstyle accordingly: bosses no longer die first, kill minions and try no to draw to much attention to yourself. Nope, it's not optimal, but it'll keep you upright. Also, a boss that hasn't been aggro'd seems to head straight for the blaster (that, or the guy who just AS'd his lt.).

    Gameplay being what it is, I'd consider stealth a priority for survival on this type of blaster build, especially late game (I'm looking at you, Lambda trial).

    re: end consumption. /mm can get way with quite a bit if you've got a fast recharging DP. On a single target, it improves recovery quite a bit. On a target-capped pull, you'll gain enough recovery to power through a nuke crash (but will still need to reset your toggles).
  16. Build looks ok, recovery might be tight.

    You'll get more benefit from a Numi heal IO than from the HH unique in health.

    I'd swap the Oblit quad in your nuke for a dam/rech piece. End redux is not a priority, nor accuracy since you'll (hopefully) be hitting SD and aim before firing it.

    If you find yourself short on recovery, I'd look at slotting something else (with more end redux) in the dmg aura (multistrikes?) and soul drain (2 rectified give 1.88% s/l, 2 Adj. Targetting gives a 2% dmg boost) and grabbing the necessary defense elsewhere.

    Personally, I'd be tempted to 6 slot the nuke with oblits, grabbing the slots from tough and running a hami-o in there. They're kinda pricey, though.
  17. Hehehehe. I was looking at the two side by side, and it looks like I exported the wrong one . Long story short, I lost some recharge and gained s/l defense. I'll get back to it when I get a minute. Sorry!

    Edit to add:
    It may have looked something like this, lol. Hit points are capped without hoarfrost, I'm not sure if I overemphasized recovery/end redux in your powers as my darkity is still a lowbie. kin combats and rectified reticles are a bit pricey, but I dropped the oblits from shadow maul (mainly to reduce its end cost, inf savings is a bonus). The build could use some tinkering still, but just wanted to put it out there as food for thought.

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  18. I notice you're grabbing a lot of +rech bonuses, no hasten?

    Accuracy in Penumbral Grasp is pretty low, may want to shore this up with a 6th slot.

    The Basilisk's Gaze quad is a little pricey, and you don't need the accuracy as you have it slotted.

    personal preference stuff (ymmv):

    Abyssal Gaze does decent dmg, I'd slot it as an attack.
    I'd want more defense, tank or not. It's a pretty melee-oriented build, and those big hits hurt. I don't find that purples drop reliably enough in team play. Shouldn't be too hard to find at least another 5% s/l.

    Here's how I'd slot your build; Dunno if you'll find it useful but maybe something in it will give you an idea.

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  19. I don't think empower and weaken are worth it. An argument for weaken could be made for team play, but it's not a very big debuff. You're better off just dealing damage (running the numbers on a scrap, you're better off just chaining AV than using either empower or weaken. If the buff isn't worth it on a scrap, I imagine it's even less valuable on a brute, but I haven't run the numbers). I like the Sweep combo for the mitigation (kd) and nice AoE, but if you don't like it, you don't like it.

    I have a couple builds in my folder for this combo, so I'll post 'em; maybe you can get an idea or two from them. The first is one I helped someone work on. Uses the AV & Sweep combos, might not interest you. Also, needs cardiac to run all the goodies.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    and here's the build Iggy posted in the scrapper forums a while back:

    Code:
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  20. Quote:
    Originally Posted by Ledneh_ View Post
    Funny, I was thinking of making a weapons-based DA brute, and what do I see?

    Kind of a general question I suppose, but while this build is great and fancy at 50, I'm sure, how do you pick powers and slot along the way to make leveling as painless as possible?

    Miracle and Numina uniques asap, same for Theft of Essence proc. Slot attacks with end redux.
  21. Quote:
    Originally Posted by Fireheart View Post
    Invulnerability is not subject to -defense or or cascading failure, it is more consistent and reliable.
    Every set is affected by -def, since defense numbers can go negative.

    Let's say a tank has 10% defense, 90% resistance.
    It's hit by (50%-10%) x (1-.9) dmg = 4% of all incoming damage.
    Now let's say it gets hit with -50% defense debuffs (/shakes fist at rad Eidolon)
    Now it's taking (50%+40%) x (1-.9) dmg = 9% of all incoming damage.

    It's taking more than twice as much damage as it was before it was debuffed. (note: I don't mean to argue about the toughness of Invuln, but this argument does highlight the advantage of DDR in the face of defense debuffs. Also, lest there be any misunderstanding, even resist sets are affected by defense debuffs.)
  22. Just wanted to add- Dark Regen deals a fair bit of dmg with reactive. I giggle every time I set a bunch of baddies on fire by healing. Caps targets at only 10, but a 20 ft radius makes up for that a bit. Between dark regen and the dmg aura, lotsa fire
  23. Membranes are pricey. At least they were last I checked, I haven't done a new /sd toon in a bit (excepting a tank, which doesn't use them). You can run standard recharge IOs here to save a buck, and upgrade later.

    The health uniques are expensive, but I wouldn't do without 'em. 2 hero merits each make em pretty easy to come by these days.

    Oblit sets are moderately pricey, as is the eradication quad. Ditto the LotG's, the recharge global doubly so.

    I'd swap out charged brawl for chain induction for moar AoE. (edit: i missed that you have both the first time thru. i'd drop CB)

    For a high level respec, I'd swap the steadfast into OwtS to free up a slot.

    Grant Cover is a big chunk of your DDR. Not grabbing it but going with membranes is a false economy, imho. With both the membranes and GC (assuming a double stacked AD, I didn't look too closely) you'll be running around 92%ish DDR. It's a huge boost in survivability against defense debuffers in PvE. For farming, a lot less valuable. On a farm-only build I'd try to tune the AD to stay single stacked only, as its cast time will eat into your damage a wee bit. (note to add: if this is for farming only, disregard this paragraph, as your farm baddies will not debuff defense.)


    Rather than mock up a fresh scrapper build, I edited my brute. Defense values are the same for brutes and scrappers (oh, how I wish I'd rolled a scrap instead, but that's another story). Might give you some ideas. You can just replicate the build in Mids' for a scrapper if you want a more detailed look at things like hit points, dmg, etc.

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    edit to add: lightning clap is a crummy power. I'm sure someone out there likes it, but it's definitely skippable. As to your extra slots, put them in chain induction if you plan on keeping both your low level ST attacks. The cone is actually better DPA than charged brawl, HP-JL-HP-TS makes a good chain for almost every occasion, swapping HP for CI every time in groups whenever it's up. Also, your build above is light years ahead of your first KM/SD build, kudos! That build looks better than most of the stuff that hits the boards, and is perfectly usable as-is. On another note, claws/ela brutes are great, but I agree that elm/sd is the better PvE toon. It also has the added advantage of not needing seperate farm/pve builds; a good pve build will farm just fine. The bigger distinction is playstyle- The difference between feeling like a blender of death and the visceral, spawn crushing punch of double telenukes.

    another edit to add: there are still several places to save money on the build I posted. The IOs in true grit don't need to be lvl 50 as it's pretty deep into ED, ditto stamina. The gaussians that don't have recharge enhancement, same deal. the kismet is of pretty limited value; swap this to a standard def IO for a bit more defense as a buffer against debuffs or a jump IO for added maneuverability. Regen is nice, but some of the lotg regen bonuses could go without much difference in the playability of the build. And so on. One last thing: I forgot to turn off the force feedback proc, so recharge values are all wacky. Click on the power while viewing 'totals' to turn it off.
  24. Replying to myself ...again.

    I'm really wary of the end use/recovery in the above build, haven't pulled the trigger on it yet. Also, this thread: http://boards.cityofheroes.com/showthread.php?t=269437
    has got me thinking of some different directions I could go with it.

    Anyway, since I'm the only person in this thread, if the OP is interested future posts will be on the scrapper boards, where I think I'll be more likely to get some feedback.