EmperorSteele

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  1. Pretty much what the title says. We have Fire domination and cold domination to go with those blast sets. We have dark blast and dark miasma. Radiation and rad blast. Time to make some sets to go with electic blast/ control and earth control! Obviously the numbers may not be fully balanced, but it's not like I'm a Dev =P

    Electric Domination

    Alternating Current Targeted AoE heal: You sap some of a foe's endurance, and in return, you and any nearby allies regain a small amount of HP.

    Disruption Target foe has his attack speed and endurance recovery reduced by a small, but still significant amount for 30 seconds.

    Synaptic Jumpstart Frees a target ally from Hold, Disorient, Confusion and Fear effects, and provides 10mag resistance against such effects for 1 minute.

    Static Field A PBAoE field of electricity around the user, stretching out 15 feet. Any enemies entering the field take minor damage, have a 10% ToHit debuff, and have a small chance of being overwhelmed by electric energy and running away in fear.

    Disruption Target foe's attacks cost 100% more endurance to use, have 15% chance less to hit, do 30% less damage and have 30% less of any alternate effect, lasting 10 seconds. At least a 3 minute recharge. Basically a reverse "Power build-up"

    Electromagnetic Shield An ally shield which forces away most things that come near it. Gives 12.5% defense against Smashing/Lethal, 20% vs Energy, and gives the target ally 15% resistance against end-drain effects. Lasts 3 minutes.

    Rolling Brownout Toggle. Will do minor DoT to a foe, and have a random chance of either draining away some endurance, stunning the target for a few seconds, reducing their Resistance by a small amount, or any combination of the three! When one of these effects successfully goes off, it may "chain" to other nearby enemies as well. However, this will cost additional endurance on behalf of the user.

    Power-Charge Gives target ally +50% recharge speed, +250% regen, +400% recovery, +25% damage to all their attacks, and +25% effectiveness to any other or secondary effects of their powers (Mez, Debuff, Heal, etc). Lasts 75 seconds, recharges in 4 minutes.

    Power Overload Using himself and any nearby teammates (not allies or pets or friendly players, but teammates) as "conduits", the caster will direct a huge amount of disruptive energy at a group of foes. The blast will have a very detrimental effect on the foes, not only damaging them and reducing their endurance, but debuffing their Regen, Recovery, and Recharge rates as well for 60 seconds. The amount of damage, end drain, and debuff would be determined by the Team's average current stats, divided by half.

    So Damage would = ([Player 1 HP + Player 2 HP + ...]/# of players)/2
    End drain would = ([Player 1 End + Player 2 End +...])/# of players)/2

    Regen Debuff, Recovery debuff, and Recharge debuff would work the same way. So this power would be much more powerful on a team with 7 IO'd Tanks at full strength than 7 Controllers who're almost dead. Also, teammates must be within 60 feet of the caster to be counted for the effect.

    This power is not without its drawbacks however. Everyone will have some endurance sapped, and the caster has a chance of getting caught in a feedback loop, taking 1/3rd of the damage AND debuff he inflicted on the enemies, and will probably be knocked back as well. The power would also have a very long recharge, and possibly be unenhanceble for recharge, just to prevent it from being used casually.

    ***

    Earth Domination

    Sand Blast You pressurize the earth under your opponent's feet, making it crack open and shoot dust into their faces, causing them to go blind for a moment. AoE effect, all foes -Perception and ToHit for 20 seconds.

    Soothing Gemstone Summons a gemstone that will radiate a protective aura, granting +10% Positional defense and +100% regeneration to all allies in its 20 foot range. Due to its fragility, it can be targeted and destroyed!

    Epidirtmal Layer You create microscopic bits of stone which graft onto your allies' skin, under their clothing. The result is that they are slightly more protected from attacks, but there's no visible sign of this, other than the target's skin appearing slightly darker. +10% res vs smash/lethal.

    Dermal Detriment Basically the reverse of the above: You force pebbles and shrapnel to assault a foe's body, which weakens them and makes them more vulnerable to further attacks. -10% res vs all but toxic and psionics for 30 seconds

    Protective Mud You cover an ally in specially ionized soil, which protects them from elemental attacks. +10% res vs Fire, Cold, and Energy attacks

    Gaia's Gift Mother Earth knows all. Using this ability allows you to bring up the Combat Attribute monitor for the selected target (foe OR friend!). Long recharge.

    Desert Storm Targeted AoE: Call up a flurry of sand in the selected area. Any foes caught inside will take minor DoT, and, being unable to tell friend from foe, may lash out wildly at anyone who comes near (Chance to confuse). Also, -runspeed and -perception.

    Circle of Life Drains the lifeforce of near-by enemies, and infuses it into any fallen allies within 80 feet of you, allowing them to recover from defeat. Enemies are slowed down, with their defenses reduced for 30 seconds. Resurrected allies have 30 seconds of XP debt protection, and the amount of HP and End recovered is proportional to the number of foes affected.

    Mud Men This ability will call up 1-3 lumbering monstrosities. Thy are very weak and are incapable of hurting anything they might manage to hit, but their fearsomeness will cause most enemies to ignore you and your allies in favor of dispatching these creatures. In other words, they have strong taunt auras, but only 5% ToHit and floored damage capability. They can take a few hits before dying, but cannot be buffed.

    ***

    WHEW, that took waaay too long to type! Anyway, just brainstorming, i don't actually expect this to come to fruition, but hey, ya never know!
  2. Oh noez, Necro-Post! *Gets out Holy Shotgun Shells and prepares to fire!*

    But no, this guide is still relevant. Nice to see it bumped!
  3. EmperorSteele

    Mind/Kin

    Quote:
    Originally Posted by Static_Bang View Post
    But even on a team the defense bonus plus the recharge you would get from the LoG7.5 I would think would outweigh giving stealth to others.
    The defense from stealth is pathetic (especially once you attack). It's very end-hoggy. And it slows you down. Besides, I'm getting Invisibility for my own needs. I guess in the end, stealth vs grant invis is a moot point as i'd hardly use either power anyway. However, i can think of a few situations where my teammates would want their defenses shored up, which outnumbers the instances in which i'd run stealth over invisibility.

    Besides, i still get the 7.5% recharge bonus from the LotG i put in Grant invis. The recharge bonus doesn't go to the target (though it'd be awesome if it did!)
  4. EmperorSteele

    Mind/Kin

    Well, i took grant invis just in case i wanted to give my teammates some extra protection. A purely solo build i would have grabbed stealth isntead. However, i find that the stealth proc in sprint and mass hypnossis cover the majority of my stealthing needs. No need to take an end-hog power that slows me to a crawl.

    Also, as far as the bonuses are concerned, i find recovery just as important as regen and wanted to balance the two stats out a bit. Especially with the amount of recharge i have, recovery is very important for maintaining my toggles and an attack chain. I shoud have noted that in my post, sorry about that!

    oh, and Tex: Primal is something i'll consider for my soft-capped build =) It's close but not quite perfect yet, i'll make a post in a few days to get peoples opinion if i run into any snags...
  5. EmperorSteele

    Mind/Kin

    Did you check the guides section? I wrote a guide which is still fairly relevant, even though it's a few years old:

    http://boards.cityofheroes.com/showthread.php?t=122388

    Now if you want someone to do the work FOR you, that's no fun, but here's the tl;dr version: Take all the Mind powers except maybe TK. Slot your powers as ATTACKS (ie, for damage, not mez duration). Make use of "Chance to hold" procs. Make sure you open with either Total Dom or Mass Confusion while targeting bosses so that you can immediately apply a single-target mez and stack the effect. If worst comes to worse, Mass Hypnosis then Terrify.

    In Kin, make sure you take SB, *ID* (lots of Kins skip this one; don't if you're gonna be on teams), and Fulcrum Shift. Transference is good too, but I find myself hardly using it in a group setting, because if someone is that low on End, the chances of them actually being near an enemy that's alive for more than 3 seconds is very nill. Siphon Power is optional. Repel isn't too useful, neither is Inertial Reduction - though based on previews and open beta chatter, the i19 TFs may change that.

    Pool powers: I suggest Hover (for positioning) and Hasten.

    For IOs, get accuracy and recharge bonuses. That way you have your AoEs up every spawn and your kin powers don't miss. Don't worry about defense bonuses, but focus on HP and Regen bonuses so that if you DO get hit, it's not a big deal.

    Finally, I'll relent and post my I19 build. Note that Fitness is inherent so you won't be able to copy this build right away:

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    PSI: Level 50 Mutation Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize
    • (A) Apocalypse - Damage
    • (3) Apocalypse - Damage/Recharge
    • (3) Apocalypse - Accuracy/Damage/Recharge
    • (5) Apocalypse - Accuracy/Recharge
    • (5) Apocalypse - Damage/Endurance
    • (50) Devastation - Chance of Hold
    Level 1: Transfusion
    • (A) Touch of the Nictus - Healing
    • (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (39) Touch of the Nictus - Accuracy/Healing
    • (39) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (40) Touch of the Nictus - Accuracy/Endurance/Recharge
    Level 2: Levitate
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (9) Thunderstrike - Damage/Endurance/Recharge
    • (11) Devastation - Accuracy/Damage/Recharge
    • (11) Devastation - Chance of Hold
    Level 4: Dominate
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Accuracy/Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    • (15) Devastation - Chance of Hold
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 6: Confuse
    • (A) Malaise's Illusions - Accuracy/Recharge
    • (17) Malaise's Illusions - Endurance/Confused
    • (17) Malaise's Illusions - Accuracy/Endurance
    • (19) Malaise's Illusions - Confused/Range
    • (19) Malaise's Illusions - Accuracy/Confused/Recharge
    Level 8: Mass Hypnosis
    • (A) Fortunata Hypnosis - Sleep
    • (21) Fortunata Hypnosis - Sleep/Recharge
    • (21) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (23) Fortunata Hypnosis - Accuracy/Recharge
    • (23) Fortunata Hypnosis - Sleep/Endurance
    Level 10: Siphon Speed
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (27) Pacing of the Turtle - Accuracy/Endurance
    • (27) Pacing of the Turtle - Endurance/Recharge/Slow
    • (29) Pacing of the Turtle - Chance of -Recharge
    Level 12: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Increase Density
    • (A) Resist Damage IO
    Level 18: Total Domination
    • (A) Unbreakable Constraint - Hold
    • (31) Unbreakable Constraint - Hold/Recharge
    • (31) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (31) Unbreakable Constraint - Accuracy/Recharge
    • (33) Unbreakable Constraint - Endurance/Hold
    • (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
    Level 20: Speed Boost
    • (A) Endurance Modification IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 24: Recall Friend
    • (A) Endurance Reduction IO
    Level 26: Terrify
    • (A) Ragnarok - Damage
    • (34) Ragnarok - Damage/Recharge
    • (34) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Accuracy/Recharge
    • (36) Ragnarok - Damage/Endurance
    Level 28: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Mass Confusion
    • (A) Coercive Persuasion - Confused
    • (36) Coercive Persuasion - Confused/Recharge
    • (37) Coercive Persuasion - Accuracy/Confused/Recharge
    • (37) Coercive Persuasion - Accuracy/Recharge
    • (37) Coercive Persuasion - Confused/Endurance
    Level 35: Transference
    • (A) Performance Shifter - Accuracy/Recharge
    • (39) Performance Shifter - EndMod/Accuracy
    • (40) Performance Shifter - EndMod/Accuracy/Recharge
    • (40) Performance Shifter - EndMod/Recharge
    Level 38: Fulcrum Shift
    • (A) Accuracy IO
    • (42) Recharge Reduction IO
    Level 41: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Recharge
    • (43) Luck of the Gambler - Endurance/Recharge
    • (43) Recharge Reduction IO
    Level 44: Mind Over Body
    • (A) Aegis - Resistance/Endurance
    • (45) Titanium Coating - Resistance/Endurance
    • (45) Resist Damage IO
    Level 47: Psionic Tornado
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Telekinesis
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Containment
    Level 4: Ninja Run
    Level 1: Swift
    • (A) Flight Speed IO
    Level 1: Hurdle
    • (A) Jumping IO
    Level 1: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Numina's Convalescence - Heal
    • (46) Miracle - +Recovery
    • (46) Miracle - Heal
    Level 1: Stamina
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    • (46) Performance Shifter - EndMod/Accuracy
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 6.25% Defense(Energy)
    • 6.25% Defense(Negative)
    • 5% Defense(Ranged)
    • 2.25% Max End
    • 2.5% Enhancement(FlySpeed)
    • 5% Enhancement(Heal)
    • 6.5% Enhancement(Confused)
    • 2.5% Enhancement(JumpHeight)
    • 92.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(RunSpeed)
    • 95% Enhancement(Accuracy)
    • 2.5% Enhancement(JumpSpeed)
    • 10% FlySpeed
    • 99.19 HP (9.753%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Sleep) 2.75%
    • 30% (0.501 End/sec) Recovery
    • 50% (2.123 HP/sec) Regeneration
    • 9.135% Resistance(Fire)
    • 9.135% Resistance(Cold)
    • 10% RunSpeed
  6. Hey Marketing, what about Steam? Will GR be $10 on there, too?

    TBH I already have GR, and don't play CoH through Steam anyway, but I was just curious.
  7. Aye, congrats! A classy, albiet nerdy, way to begin your future life =)
  8. Hmmm...

    You're talking about how someone using certain defender powersets are at a disadvantage because they cannot use some of their powers to affect their own gameplay while solo. Unfortunately, there's a very viable counter to all of this.

    CONTROLLERS.

    You know, those guys who get buffable pets at level 32? Or how about Masterminds, who get pets starting at level one? Wouldn't it be just a liiiittle over-powered for someone to be able to buff themselves AND their pet(s)? Controllers are suposed to be the ultimate team players, but if all their buffs and debuffs could be used solo, why would they EVER need a team? Especially with 2 or 3 times the killing power of their Defender brethren?
  9. Quote:
    Originally Posted by Erin Go Braugh View Post
    Haven't fought in that zone.

    Any chance you can funnel him down a tight alley? Bottleneck his spawn?
    It's the destroyed Atlas Park map with a lot of destroyed/leveled buildings. Also, his Ambush spawn comes from above, right on top of him. So I'm not sure this would work, sadly =(
  10. Quote:
    Originally Posted by Deacon_NA View Post
    I spent about 5 minutes of spamming Deceive on him before initiating combat. He seems immune to Confuse effects. I didn't check his attributes, but he was right beside a minion and never attacked it.
    mag 100 mez protection against everything, as well as like 99% resistance, iirc. You're NOT going to mez him.

    What i did with my Mind/kin was i stocked up on defense (large oranges, purples, and temp powers), popped everything i had before his bane explosion and just wailed on him until he went down.
  11. How about a change of pace. In addition to being a badge wh- er, enthusiast, I'm also obsessed with Temp powers. So how about some badges based on collecting and using those?

    Adaptable: "When your usual methods failed, you've learned to use other means at your disposal, such as bats, swords, flamethrowers and arrows, to come out on top." Defeat 10 enemies using temp powers.

    Tricky: "Armed with staffs, grenades, potions and gizmos, your enemies never know what to expect from you." Defeat 50 enemies using temp powers.

    Walking Arsenal: "You have more guns, wands, nukes, spells and summon-able allies than some small countries. Just don't forget you have actual, you know, powers..." Defeat 100 enemies using temp powers.

    Knowledge Base: "You know your enemies better than they know themselves." Use the Power Analyzer on 25 enemies.

    Combat Medic: "No medi-porter? No problem! You've got what it takes to get your allies off their face and back onto their feet" Use a Dayjob or craftable Rez power to revive 25 allies.

    Shields Up: "When you just can't inspire yourself enough to avoid incoming attacks, you remembered you've got a gizmo or a spell to help yourself out!" Spend a total of 1 hour being protected by any temp power which grants defense and/or resistance while in combat! (badge wouldn't tick without enemies attacking the player)

    Master of Minds: "All manner of creatures, machines, and people bow to your will!" Summon 25 temporary pets (which must be active for at least 5 minutes)

    Neither here nor there: "People are getting tired of you spontaneously appearing from halfway across the city". Use any cross-zone teleportation power (mission tp, pocket d pass, base tp, ww/bm tp) 25 times

    TemporMental: (Accolade) "You've used all manner of temp powers for all sorts of things. It borders on obsession. One has to wonder about about your sanity..." Collect all the other temp-power related badges. Accolade power: TemporaMental (yes, misspelled on purpose): Click power. All Temp powers cost -25% less end to use, and have their effects or damage boosted by 15%, for 1 minute. 1 hour recharge (non enhanceable)
  12. Quote:
    Originally Posted by Biospark View Post
    Clear Mind : Change to a PBAoE Toggle which protects the Empath and all nearby team-mates. Yeah I am trashing the "cottage rule" here. If an empath is meant to be a "heal-oriented" powerset and only gets barest minimum of self-useful powers, then this one change would make the most sense in staying with a "pacifist" theme, while vastly improving their ability to solo. Plus it reduces the amount of click buffing that is needed while on a team.
    Soooo, how would one protect against the mag 50-100 mez effects that some AVs dish out? The ability to stack CM is a strength that's only used ina few encounters, but it's so completely worth it.

    The entire POINT of the empath is to SELFLESSLY buff their team. You trade your personal defenses in order to protect teammates. If that's not the role you want, pick a different powerset or even a different AT.

    In fact, I'm going to go out on a limb and suggest that such thinking is the basis of the entire design goal of this AT. They're DEFENDers. If you make all the powersets super-solo friendly so that you never have to team, then who, exactly, are you "defending"? Heck, while you're at it, give them a higher damage modifier and just rename them to "Tankmages" and get it over with!

    Snark aside, yes, some sets have a higher proportion of solo-usable powers, but you'll notice a lot of those sets are lacking in OTHER areas. TA and Storm have no buffs (ok, storm has ONE which no one ever uses). Dark is powerful, but has no shields or mez protection, and it's heal isn't always guaranteed to go off or affect who you want it to. And Traps is mostly stuff you have to take time to set up, including its buffs which won't help anyone if they wander out of range. You also can't help an ally (or yourself) on the fly if the poop hits the fan.

    The simple fact that people prefer Emps, Rads, Kins and FFs for a master TF run (or any run really) over Darks, Storms, Traps and TAs is... well, yes, that is partially not appreciating these sets' potential, but it also has to do with the previous 4 sets utility. Can traps keep a Tank from getting hax-held? Can a TA do anything to stop everyone from getting 1-shotted by an 80-foot AoE, or help the team recover if/when that attack hits?

    I say leave the sets be. They're balanced fine.
  13. EmperorSteele

    1,100 Club.

    Is there a badge for doing something you havn't done yet? Sounds like it'd be an Ouro badge....
  14. The market is down. A curse upon your flippin' hides!

    [edit] oh, NOW it comes back up, after i made a thread. Neeevermind!
  15. EmperorSteele

    I19 Badge Guide

    Hahah.... I'm loving some of those badge names.... All your firebase, Stormin da palace, Midnight Dodger What Dodges at Midnight... man, i love Devs who're nerds XD
  16. EmperorSteele

    Choosing Origins

    Well, there are two effects you should be aware of if you're planning on getting the most from your origin, play-wise.

    First, the "origin temp" you get. They do very little damage and have a very minuscule effect... Sleep, DoT, -Res.... However, it should be noted that for Controllers, Dominators and some Defenders, Tech is a very good way to go. Its origin temp is a mag 1 hold that lasts for... i dunno, a few seconds? And it's very quick-acting. Basically, if you hit a Boss with a normal hold, then this, you'll break their mez protection just long enough to get your hold power recharged so that you don't take any unnecessary damage. I wouldn't plan a build around it, but it's a nice perk.

    Also, the Vet Temp powers. The Blackwand and Nemesis Staff both have different effects, and get a damage boost depending on your origin. So if you'd rather avoid the nem staff and its knockback, roll a magic/mutant character and take full advantage of the Blackwand.
  17. What you have to remember is that incarnate abilities do NOT exemp down. So someone who relies on Incarnate abilities instead of Purples or low-level sets will find their playstyle hugely hampered if they go to do a lower-level TF or flashback or do anything else that puts them under level 50.

    However, let's look at the math. One of the incarnate rares offers like +30% recharge, right? That's equivalent to FIFTEEN purples (the +10% recharge bonus is often the 5th bonus, multiplied by three sets...). If it's significantly easier to achieve the "Rare" incarnate shard than it is to get fifteen purples*, they MAY fall out of favor, and therefore go down in price.

    *: Yes, it's "easy" to make 2 billion inf in a few days several times over and just buy the stuff you want. However, it's not like a majority of the playerbase possesses that amount of market savvy or interest in doing so.

    Overall, i think people will still grab purples AND plop the incarnate abilities on top, so i don't think we'll see much fluctuation.
  18. I wish it really WAS a slap motion now! That would be awesome XD
  19. After. Seems unfortunate, but it's not doom-worthy =)
  20. Are you sure you want to display your list prices? Some sneaky marketer might try to undercut your proft by bidding just slightly higher than what you list at. Heck, if it's close enough to the price floor they might just end up flipping it, depriving you of profit you might have gained! At the very least it'd muck up your experiment a bit.

    Still, having already more then doubled your starting money in just a few days, it's probably not a huge concern!
  21. I can't get my order processed either. I HAZ A SAD =(

    EDIT: Oh, NOW it works after i made a post, go fig!
  22. EmperorSteele

    900 Club

    I went on to double-check my badge-count... 930-something, but then i played and logged off and forgot the exact number >_>
  23. That's odd. The MI should recast those baddies on a timer unless you have her seriously debuffed. What are you badging with?