-
Posts
3998 -
Joined
-
Quote:So... does that mean we are supposed to be getting these slots but they're not working right? I'm guessing yes, but... I'm overcautious and don't want to hope for no reason!Hey all, we're current investigating this. For now, I would not suggest making characters in those slots.
Thanks
- Z.
-
Dark, they have had issues before where if you had slots unlocked but there was a communication error for them somewhere in the background, you couldn't use the slots.
When GR went live, the two slots I got with the purchase were unviewable on Victory because of this. They fixed it in a few days: not sure if that's an issue here or not.
Zombie, do you KNOW if we are supposed to get these? I looked around for an announcement, but didn't see one. I could certainly see them doing this for the seventh anniversary, but I wanted to be sure before I got too excited about it. -
I seem to have seven new character slots to put on to servers with I20. Is this a bug? A feature? I had heard nothing on this subject (other than the adding of the European servers to our list), so I was a little startled to see all of those that I could add to my server list.
I... rather hope it's a feature, as my home server has been full for awhile, and I can only make new characters for it when I shift others elsewhere, or decide to give up on trying to make a character work. -
Ele... you rock. And you have way too much inf.
Thanks a bunch.
I don't mind turning on CJ for Kismet, but I get what you mean, I may push that around. Hmmm, last I looked the end recovery wasn't that low with all the toggles going.I dropped the the regenerative tissue in Physical Perfection for a Miracle. That balanced out the regen I lose with the recovery I get back. Still don't know if I like how low that is, but I'll see how it goes. And if I can make your build work... I'll look and see how the end use is when I drop the levels on the IOs. I'll have to find time to do that later. Bedtime.
-
Thanks for the feedback, Mauk. I actually made a Claws Scrapper way back when, but couldn't get my head around Focus shooting a white wave of stuff at enemies. Somehow getting Vanguard claws makes it okay for me, heh. I'll keep tweaking the build... I do like the idea of more regen, as I do have an Invuln tank, and he still does get hit sometimes, even at the def cap to S/L.
I might have to go Cardiac with this guy no matter what, as any build I put together seems to want Maneuvers going to get me up to the cap for S/L. Oh well.
Thanks for the build, Ele, but that's... kind of out of my price range. 3 Enzymes is like... 1.6 billion alone on the current market prices. I might get lucky enough to have one or two drop on the Hami raids we run every Saturday, but I doubt it. I get the junk ones as much as the ones worth some cash. I might be able to work my way up to a Nucleolus in some of the ST attacks with Kinetic Strikes in there, but I'd probably have to work my way up to those as well, since those are 40 million each.
I can't believe I forgot to make use of Aegis as a set, though. That's way better than getting a fifth reactive slot in on a few powers, even if it does hurt my end usage. I tried to use some of your ideas in making this build. I know I could squeeze more out of this by slotting higher level IOs, but I like being able to exemp well on all of my characters, and low 30s IOs have been great for me with this. At any rate, this has decent Regen at 1.048% and gets def capped to S/L with Maneuvers running. Barely, at 45.1%, but I'll take it.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Neo Varangian: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg(11)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(42)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg(9), Achilles-ResDeb%(42)
Level 4: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(43), Dct'dW-Rchg(43), Dct'dW-EndRdx/Rchg(43)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(33)
Level 10: Spin -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Rchg(15), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), Oblit-%Dam(21)
Level 12: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(23)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(39)
Level 20: Kick -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(39)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/Rchg(37)
Level 26: Eviscerate -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), Erad-%Dam(42)
Level 28: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def(31), Rec'dRet-Pcptn(37), Rec'dRet-ToHit(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(50)
Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(48)
Level 41: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTis-Regen+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(11), P'Shift-End%(31)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1437;709;1418;HEX;| |78DA7D934B53D35014C76FD260A150DA484B8B40FA40A0D012DA919D0A8AE80C236| |5AA55760E06B8B6D19864D2FAE8CECFE0C68583AF855FC0D7DACFA3A27BC57A72CE| |A5543B63A69DDFCDB9FF73FE27F7517EBC36C4D89315260D5FB28C4663BBBAEB19A| |ECBBDD00DBE5BB71DCBA9B5C29BDC496F199E61D74CC30E32C66247AAED32B738D7| |21F55123DD09AEF13BDC6E707DDD7EF8C0B2B967EC9896D96CA9EB769D7BDC6EEA4| |783A18AE358FA06375CD3AE85F1E58A59AB37E12D846F5597F3BDC8916A8F7B8DBA| |E9AA975D73575F75F65ADB65A3D1E45E2B093D15E06FFACDE1D3565805A031F91A4| |2B98E385145846E63C2595F2E097902062A9BCA02926C268398D5107329C4DDA050| |B3769FF49FEAFD547DEEB3CCD8083B0F5901D153A02CF982D94DC4FC554285B0811| |805791FF524F51D0226D9421C672C980962036D2548F6FD643F44F651B24F93FD3D| |900F886E077ECBA86B23867F214EFE241C22627E931A3B075983641F18D4D077388| |38865A9BF142201BA305567E1714C5D815044A44628354AA905CA295005FF04A9A2| |31751F5B4EBE469C7A4578819878899879838B2007FDC524C391363C2C0091B8F08| |B93DF283964C86F86DC15D025842E11C5503286383D4250110EE8C6445F6316B570| |1FA1D9B4B05F65BF93CC17C4DC01E222648D4BB82B8171050B69FD54761FF7BFF41| |C910DFA6AAC2E4FE6695FFF820B82943827A97764F81191F984987A4FF880580579| |96BE4ACEC6F17C16FCAFCAB1928AB800826921985EA27357442C9610CB20C809418| |E048B242891A00ADB9A174B9ECFE3A17A0B7BAE530ED39725BF6F15CA1485AA488D| |4C289D6B083F7FAF524AE7A6B5E77B668B3D91524FE44C4F64A927B2D113A9289D2| |BCB248C0C443BD7B1FD2D04B3E26BA405DC85EFC72149DAC20F5CBC89AB71D02DCE| |A1F8C7714896D280120B3DC5DBA43D03C4D84EC8AF436646D7F856D7B8D235FEE7F| |903E56BF33A| |-------------------------------------------------------------------|
-
Quote:Depends on the crashless nuke. Snipes actually do more damage than Full Auto, but barely. LRM is a tad weaker than Full Auto, but it still does more damage than Flamethrower, Fire Breath, etc. So it's on the high end of somewhere between normal AOE powers and crashless nukes. Basically, a crashless nuke from an ancillary set, not a primary.Oh, don't get me wrong, I have absolutely no problem with the power itself. The whole second nuke thing always throws me since the one time I took it, it did less damage per target than my snipe. Most crashless nukes do more damage than the snipes right (I don't actually have a blaster high enough to have any of them truthfully, just plain old 'boom' crashy nukes)?
It's just a mental disconnect thing I have when people call it a nuke really.
If you go in expecting a second Nova, I suppose it doesn't look as good. If you go in expecting a decent crashless and ranged nuke, you'll be fine. You're still going to want to use another power with it to drop minions, but that's par for the course with AR and most sets with a crashless nuke.
Don't get me wrong, I can understand not wanting the pick (I only have it on one character, even though I have three Blasters with Munitions Mastery), but I would say it's far to call it a second nuke. Calling it a heavy damaging AOE on a long timer is basically six one way, half dozen another. -
Doh. See you when you get back.
-
Didn't see you around when I started this up, but sorry if I missed you.
Grabbed a few people from the Hami raid and a couple that were hanging around Manti as well, besides from channels.
Made it to 50 with yet another Blaster at the end of the TF.The AT just never gets old for me. Blasting stuff left and right and riding that edge between success and defeat is just too much fun.
-
Quote:Well, it's on par with the other crashless nukes, though a little weaker. Not sure you can't justify that, though, since it is an ancillary power pick. It gives you a lot more AOE potential, and able to be done from quite long range. I'm not going to say it doesn't have pros and cons, but I would say it has more uses than a snipe, AOE or otherwise.About LRM. I keep seeing people call it a ranged nuke (not this thread, but over the years) which really kind of confuses me. It's more of an AoE snipe than a ranged nuke. Snipes do nice damage, but I've never considered it nearly on-par with the nukes. That may just be a perception thing on my part, but I kind of doubt it.
Basically, it's a nice supplement, but it's not exactly a pick you MUST have. Like most of the ancillary powers, there are nice things about it but they aren't absolutely needed. Which is kind of how they should work, I would say. -
Yeah, I dunno... I guess S/L resists go up 4% with the Cardiac Rare, 5% with the very rare. However, that's from 52% to 56% or 57%. I know each percentage you can get beyond 50% makes a big difference. I'm not sure how much Des wants to invest in this build, but there are other ways to up the resists even higher, including that PVP IO for 3% resistance to all.
Depending on how much you wanted to spend and stack, you can get higher. I know there are some Fiery Aura tankers out there that are at 80% or higher to S/L, so you could get into the 60s for a Scrapper, depending on how you went with things. Whether it's worth it to the player to do that is up to them, I guess. There's something to be said for more recharge, too, especially for a Scrapper.
I do get knocked back ocasionally on my Dark Scrapper who has one -KB IO, but I'm only at the high 20s to defense for S/L and E/D for him, and he only gets knocked back by Fake Nems. It's so rare that it surprises me. With this build so close to the def cap, it's going to be even more rare. At the def cap, it'll be way down there, unless you let a lot of veng stacking go on.
For the rest, I just hate avoiding any type of mobs, especially on a Tank, so I like the good defenses to everything approach, rather than just S/L. Carnies are actually not that tough for me with my defensive build, and arachnos are much better now with higher resists, and when I remember to hold those tarantula lieutenants with Char. I suppose I would recommend slotting that with at least an Accuracy or an Accuracy/Hold to Des, as that really is a helpful power in my play experience.
Shouldn't cost you 8 billion to have decent psi coverage, either. I guess it depends on what you mean by decent, but with a Steadfast, CJ, Weave, and Maneuvers, you only have to work so much more to get into the 20s for Psi defense, and that does affect things noticeably. You can pick up some resists to help out along the way. All depends on what you want to do, of course. -
Quite a few claws threads going on at once, doh. Anyone else have any feedback? I see Xor has higher defenses, so it'd be nice to see a build if you have it (or anyone else). Or does it leverage that PvP defense IO?
I'm probably going to see how he plays before I buy stuff up for him, and to take everyone's feedback into account, but more info is always helpful. -
If you're worried about survivability, defense and Tough really does help out Fiery Aura (like the other resist sets). It gives you that layered mitigation that will be helpful. Defense debuffs are the sticky wicket there, but playing smart (which I know you do) plus Tough and more recharge can help there. If you want to make really sure of your defenses, shift your slots around to get Weave slotted up more and your S/L close to or at the cap.
The builds in my guide are for Fire/Fire for Tanks, but the difference between the S/L defenses for my offensive build and the all around defenses for the defensive build can help out some with survivability analysis. S/L defenses in my experience do suffer a little more against exotic damage... I do far better against Carnies on my offensive build that has more psi defense and resist (and energy and aoe defense) than on the S/L only offensive build. Going all out on S/L defense seems to be the mantra for a lot of people, but I think there are benefits with a more mixed approach. It also depends on what you find yourself fighting more.
Cardiac will also be the way to go... GP getting his resists up changes things noticeably on the ITF, the main place he had to rely more on his resists. I used to have to be much more cautious on what he faced in Roman mobs, but not he doesn't worry nearly as much (and this was before his level shift, too). Anyway, he went from about 69% resists to S/L to 76%. Big change, even though that's all of 7%.
For the KB thing... that's generally what I see posted and has matched up with what mob numbers I have looked up and experienced. There isn't much that knocks down my Blasters who have only one -kb IO, and that's pretty much Fake Nems or those other random Monsters and such that have more than Mag 12 for their KB. And that's only when they actually hit you. Are there certain mob numbers you know of that are for sure between four and eight? I don't recall any, but I'm not an encyclopedia for this stuff, either. -
Okay, I just figured I would ask. It sounded like a good idea when you posted about it earlier, so I thought I would check and see if you had found out anymore. I can certainly understand being quite busy: I don't have too much time for anything other than work and having a little bit of relaxation time these days.
-
Gratz on the +1 day. Have fun, but not too much fun.
-
Hey all, I would like to run Manticore tonight after the first Hami raid, and I'm hoping to round up a few people here so we don't have to take too long forming up. Shout out if you'd like in: I'll either run it with a Blaster or a Controller, depending on what we are needing (not that most combos won't work for this TF).
1. Grey Pilgrim -
Quote:That accordion tune that plays during that movie is darn catchy, too.That's too bad - I actually consider it one of the better sci-fi movies made during the 90s.
Can't go too far wrong with Willis and Pitt.
Sorry, slight derail that I couldn't resist. Still, I wouldn't get too hung up on whoever said this. They have clear biases about what makes for right, or "high" movies, and they're not going to budge on it. Every actor or actress is going to have different projects that they will or won't do, and fantastical or sci fi movies have been around for a long while and are much more mainstream. Not really a whole lot to see here or get defensive about. -
It'd be okay if more about the set compensated for it, or if it had an alternative approach, like Power Siphon or Follow Up. I don't believe it does this right now, as far as I can remember.
-
Quote:I thought Munitions was a pretty decent pool, actually. Body Armor can stack with Tough if you want that in your build, which gets you to what a lot of the epic pools give you. It's not great on its own, but it can work fine if you like the other stuff in the set.Pure S/L damage
Huge interrupt time
Huge recharge
Now, granted, it has huge range and does a ton of damage, but is this power as fun to use as it looks? My theme is a Special Forces/Technology type character who uses guns, power gloves, and pure combat expertise. Full Auto does more damage and recharges in 20 seconds on my build. The Munitions pool is the thematic choice I'm making, but I'm feeling a little underwhelmed. It's all just a bunch of crap picks to get to LRM. Body Armor and Cryo Freeze ray are good set mules, but I can get all-around better powers from pretty much any other APP/EPP. Then you look at LRM on paper and start to wonder if it's even worth it. For example, I could go the Mace route, easily soft-cap myself to S/L/E and have an AoE immob to use with Ignite.
Why do military/real weapon themed sets get the shaft in this game (Devices, DP, Mercs, AR, Munitions Mastery). :/
LRM is a second nuke and isn't that far off from the cast time of other ranged nukes. If you don't like it enough compared to other sets, you can grab something else, but I like it. For your case, I'd rather have LRM than have to do all that redraw that the Mace set would cause.
Cryo Freeze Ray works along with ignite if you choose to set things up that way as well, and it takes a mob out of a fight more than an immobilize does.
*shrugs* I think each of the epics has pros and cons, which is the way they should work. I see drawbacks to the Scorpion set just from the powers alone... when you add in needing to be redside and having to run his arc, that's an even bigger drawback, to my mind.
Are you complaining about the interrupt time? I can't figure out what the heck you're trying to say about aiming, since we auot target. -
Weird... the forums locked up when I posted that earlier, and must have sent it twice. Sorry.
-
Des, what are you going for with this build? Do you want more recharge? Are you hoping for softcap with S/L? A mix of both? S/L defense is nice, but I do like having some resistance and defense to Psi damage on my build. Cardiac works pretty nicely to up your resists and lower your endurance use, and if you go for that, you could probably free up one slot in Manuevers for yourself. If you want more recharge, of course, Spiritual can be nice for Fiery Aura. I do rather prefer Cardiac on Grey Pilgrim, my Fiery Aura tanker.
I also prefer to have my other defenses up higher with him than just going for S/L. I've had characters that go more for S/L, and I hate it when they face exotic damage. Pretty much the only thing that GP performs differently against is defense debuffs... everything else, Carnies or Malta or whatever, he's consistent with what he can take on.
Knowing your end goals helps out a lot for this. If you move some slots around, you can get that extra recharge on your Purple set in Fire Blast. If you don't really want Super Jump, you could toss that out and take Confront, since Mocking Beratement gets you some S/L defense in only four slots. Having two -kb IOs isn't all that worth it overall... most kb is either under 4 or between 8 and 12, and with some even above 12. So if you really wanted to keep Super Jump, keep the Winter's Gift in there and put a LoTG in Combat Jumping for more recharge from that. Doctored Wounds doesn't give much for the sixth slot, so dumping out the End/Heal allows you another slot without reducing the overall heal much, so you could slot Weave more heavily.
Lot of questions, I know, but I think the main thing you want is focus for your build, so asking them hopefully helps. -
Quote:I don't have one posted, no. I usually don't play with purples too much, as they have been far out of my price range (or luck with them dropping) until recently. I can try putting together a "price is of no consequence" build for fun, though. If you don't mind the expense, there are PvP enhancements that can help as well: I know of some Fiery Aura Tanks that are in the 80s for S/L resists due to their expensive builds and the Cardiac Boost. My more reasonable cost build "only" gets me to 76% with the Very Rare Cardiac Boost (but that already makes him far more tough than he already was).Do you have a build posted for those that influence is not a problem, one purpled out.
Keep in mind that Purples might be good for more recharge and more damage for Fiery Aura, but they may not help as much for your survivability. Sure, Healing Flames gets back up sooner, but we're only talking a few seconds more quickly, which may still not be enough if you don't have good enough resists and defense set up.
Quote:My main is a fire/fire scrapper and I was curious about how they would compare. I have a tier 4 alpha and I went for recharge/healing. I can get both build ups, healing flames, burn, and fsc up faster and since I have a proc in every single power that does damage, including the armageddon one in burn, I want that stuff up as fast as possible. I went for tough but not weave.
Squishy? Yes, but I arrest soooooo fast. My wife and I play together and she loves a dual blade/wp scrapper - but when I approach the mob, she feels useless simply because I crucify mobs like mad.
Only problem I see in making a tank version of my favorite character (which is saying a lot after 7 years) is taking on AVs and so on. WP can have difficulty at times against AVs so I can't imagine how rough it is to be a fire tank, even with tough.
It's definitely worth upping your resistance and defenses as a Fiery Aura tank, and if you do that, AVs are not an issue. I've main tanked for all the content in the game, though having good support is helpful for every tanker out there.
Quote:I can actually think of one situation where Teleport would be good for Fire/Fire: Caltrops. With the way Knives of Artemis spam them, even a Temperature Protection + Winter's Gift proc combo leaves you crawling out of them. -
Have you done any more testing with the Soulbound Allegiance proc? I'm leveling my own Ill/Rad (a possibly/maybe insane member of the Resistance... or maybe he's sane and likes to pretend to be crazy) right now and I'm planning on throwing it in there... wondering if it's worth it still.
-
Quote:Ha, so true. It is rather counterintuitive to some extent, but if you can remember it, it does help a lot. Just about every mob can hurt you a lot more if they get in melee.Only in a video game can this be said with a straight face, and be intended as totally serious.
Anyway, a lot of good advice in this thread. Basically, a Blaster should strike hard, strike fast, and strike first. You don't rush in to take it on the chin, and you don't play nice. Engage when you want to and you are ready, and bring overwhelming force to bear on your targets when you are ready. I had an American history teacher that cited a conversation between a British General and an American General (not sure if it's true). The British general said that the Australians were some of the best jungle fighters around. The American asked "what about the U.S. army?" The Brit replied "The U.S. Army doesn't fight in the jungle: they blow it to smithereens and fight in the open field."
Heh. In that scenario, the Blaster=the U.S. Army. You fight when you want to and on your own terms, with lots of firepower.
To help out new players, a few things to keep in mind. As needed, engage fewer enemies at once until you get the handle on dealing with a few at once (as you get better and build well, you can take on larger mobs... my Dual Pistols Blaster was taking the initial attack from groups meant for my team of 5 until a Brute showed up last night).
You can do this by only employing your single target ranged attacks from far away on one target that is separate from his friends, as their friends are foolish and often don't notice when their friend Bob has caught on fire and is attacking the person responsible. Another valid target is to use ring of fire on one target, get out of that target's sight so they can't fire back at you, and take care of their friends in the meantime. More out there, but that's a decent start. -
/em Simpsons. *points at MP* Woot! Woot! Wooooot!
-
Greetings. Be sure to team up with Satanic Hamster... he tends to need heals when he runs into "ambushes."
PS- For Hamster, that means he ran into a stationary mob and yelled out "ambush!" when they attacked him.