Heraclea

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  1. Quote:
    Originally Posted by Cheeze_Head View Post
    I realize it would take a bit more work for other sets to soft cap than SR, however, I feel the point remains valid.
    Not at all. SR is the easiest secondary to softcap, and it needs to be. With SR you really need to build for recovery, because you need to be running all the toggles plus your mez protect clicky all the time. A softcapped scrapper with no endurance is still not very useful. In the current game environment, defense debuff protection is almost as big an advantage as the defense itself, and SR offers more than any other defense based set.

    It has issues, but being easy to softcap is not one of them. It does not exemp down well at all, because you cannot make Practiced Brawler permanent at an exemp level of 15 or 20 without purple recharge bonuses. It does not exemp down well because every so many levels you exemp down from leaves a huge hole in your positional defense. Under 30, you have no AoE defense. I have not run New Posi on my SR scrapper and probably never will.
  2. Quote:
    Originally Posted by Early Girl View Post
    No rest for the wicked?
    Nope. Busy hands are the Devil's playthings.

    One lump or two?
  3. Quote:
    Originally Posted by ZanderCross View Post
    Do you like monkeys? If so what do you like about them?
    No, I do not like monkeys: because I am one, and I know what they're like.

    Is evolution going in reverse?
  4. Quote:
    Originally Posted by Redlynne View Post
    Can anyone else come up with synergies of Kinetic Melee with Tanker Primaries?
    -To-hit is to +defense as -damage is to +resistance, at least in my way of thinking. One involves reducing the frequency of incoming damage; the other, the amount of damage actually done.
  5. Quote:
    Originally Posted by Smersh View Post
    Heraclea's build is decent, but if you're already 50, I'd swap a few things around.

    Take Tough at 50 - It doesn't need quite so many slots.

    Move up the epic so you can take Fireball at 47, and move two slots from fire blast to fire ball. Five slots of Positron's Blast will give you the same recharge time bonus as that Entropic Chaos, and more AoE damage. And that was what you were looking for, wasn't it?
    This might not be a bad idea.

    That build does not have a travel power, either; if you're farming you may not be needing all that much cross zone travel, and when you do the Shadow Shard temps are probably good enough. If you want one, I'd move up Combat Jumping and take Jump, and drop Air Superiority. I do think Energy Melee needs a filler attack from a pool power, but your mileage may vary. My Fire/DB tanker relies on ninja run as a travel power.

    And, that build has 8 points of knockdown protection from IOs. That's good enough, especially if you're farming and you get to pick the enemies you want to fight. You have immobilize protection in CJ, and in Burn. Acrobatics is not needed in that case.
  6. My Kinetic Melee character is going to be Electric/Kinetic, because I've never played Electric Armor as a tank set.

    That said, I'd think Inv/Kin might be a fairly good combo. My thinking is that -DMG does for resistance sets what -TOHIT does for defense sets. It probably won't outperform a defense based build, but I have quite a few others built on that philosophy.
  7. Quote:
    Originally Posted by Biospark View Post
    This change does not sadden me at all.
    The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice.
    If they adjust these sets, I'd much rather see them adjusted in a way that actually decreases the damage before seeing changes that muck up the flow of power usage and the rhythms of playing a character. Sounds to me like the chief effect will be to require it to be targeted with a bit more care. It will still make a good alpha and attention grabber. Good enough for me.
  8. Quote:
    Originally Posted by DarkWarGod View Post
    Now I understand that Fiery is not the best for Farming, as it is very squishy.
    Fire is adequate for farming; being squishy is a concern if you want to tank master runs, but for farming all you need to be is tough enough to outlast the enemy.

    I wouldn't turn down defense buffs, but would not make them the focus of a build either. Go for recharge, recharge, more endurance, and more recharge and you will make yourself as tough as you want to be, be able to use Energy Melee without serious frustration, and have Healing Flames as up as often as possible for survivability; you're meant to rely on it.

    My understanding is, the idea behind farming is to fight enemies you're strong against, rather than preparing to live through difficult fights. A build like this would be much more fun to run that sort of content with, and also a lot less difficult to actually put in place than a standard model defense bonus build. You're looking at snapping up the stuff that's in relatively low demand because everybody wants defense bonuses now.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam(15), ImpArm-ResDam/Rchg(25)
    Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(25), Dct'dW-Rchg(34)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 6: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
    Level 10: Swift -- Flight-I(A)
    Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(37)
    Level 14: Combat Jumping -- Zephyr-ResKB(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(43)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(21), P'Shift-End%(45)
    Level 22: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
    Level 24: Taunt -- Zinger-Dam%(A)
    Level 26: Burn -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Acc/Rchg(46)
    Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(46)
    Level 35: Energy Transfer -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 38: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(46)
    Level 44: Char -- Acc-I(A)
    Level 47: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(48), Entrpc-Dmg/Rchg(48), Entrpc-Dmg/EndRdx/Rchg(48), Entrpc-Heal%(50)
    Level 49: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Det'tn-Acc/Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  9. Quote:
    Originally Posted by BlueBattler View Post
    Any recommendations for the best melee set to take with Shield that'd meet my needs?
    Shield/Electric is justly popular. You get many AoE attacks from the secondary that complement Shield Charge.

    Shield/Dark is also a good combination, because the -tohit in most of the attacks works well with defense.

    With Shields you can get a fair amount of defense debuff resistance, which helps with the defense debuff from the Romans. Shields can tank all of the high level TFs in the game.
  10. Are the Warburg missiles required for success? and if they are, does the task force itself provide a second way to acquire them besides going to Warburg?
  11. Quote:
    Originally Posted by Lohenien View Post
    burn now has an initial hit and still does ticks, also no fear component anymore. Overall damage is less, but considering the fear component is no longer there the actual damage will be much improved.

    Also Fiery Embrace now adds ~45% extra fire damage to all attacks for 20 seconds and this value can be improved by damage buffs.
    This is kind of annoying.

    I made myself a Fire/DB tanker with the specific understanding that Fire is full of skippable powers, so it's a good fit to a demanding secondary like Dual Blades. I did eventually take Temperature Protection and RotP late in the build, knowing they would not eat precious slots. Fire is not Invulnerability, where you get more slots than you know what to do with sometimes. Skipping them for Burn and Fiery Embrace may be workable, but I'd probably want to slot those powers if I take them.
  12. We would appear to have lost our AE guide sticky in the process of merging the forums. These are the AE guides I'm aware of:

    GENERAL
    CRITTERS AND ENEMY GROUPS
    MEMPHIS BILL'S MISSION CREATION TUTORIALS

    All of these are by Memphis Bill, who created a whole series of detailed walkthroughs.

    I'm sure I've missed some.
  13. Quote:
    Originally Posted by DarknessEternal View Post
    This guide is already outdated. That's not how powers affect exp any more.
    You are correct. The guide at ParagonWiki has been updated.
  14. Just as a heads up, the maintained version of the guides I have posted are going to be the Paragon Wiki versions. Affected guides for this section are:

    I do plan on updating that after I see what changes will need to be made when Going Rogue goes live. It is still all true but slightly obsolete now, since the changes to non-combat NPCs and the new XP modifications for custom power selections are now in place, but going through and identifying the percentage given for each power is a daunting and not really necessary task.

    The former guides sticky seems not to have made it through the message board merger.
  15. Just as a heads up, the maintained version of the guides I have posted are going to be the Paragon Wiki versions. Affected guides for this section are:

    I may go back and replace the text here with links to Paragon Wiki. I do not know if it will make things harder to have the forum list point to the Paragon Wiki versions rather than the forum versions, but I will leave that to the list maintainers.
  16. Just as a heads up, the maintained version of the guides I have posted are going to be the Paragon Wiki versions. Affected guides for this section are:

    I may go back and replace the text here with links to Paragon Wiki. I do not know if it will make things harder to have the forum list point to the Paragon Wiki versions rather than the forum versions, but I will leave that to the list maintainers.
  17. Everyone should run Crimson's very long story arc "World Wide Red" on at least one character. This is a rather wild ride against Malta that is famous mostly for summoning the Kronos Titan as an ambush, a giant monster. Defeating it gives you a badge, and it's a good way to get together with people on your server.

    Crimson has another mini arc that starts with "Rescue Candice Boxer from the Malta Group" that is one of the more poignant pieces in the game.

    I'm also a fan of Gordon Stacy's "Revenant Hero Project" story arc.
  18. Quote:
    Originally Posted by Talen Lee View Post
    I feel a distemper in my humours.
    Quote:
    Originally Posted by Golden Girl View Post
    Is that like a distubance in the Force?
    It is, but it is more astrological in nature. Fortunately, science offers hope. The remedy is to be profusely bled from the body part indicated by the current astrological sign of the moon, as indicated by the following chart:

  19. Quote:
    Originally Posted by Rowdy View Post
    Anyways, I'm just searching for final thoughts on it before I begin to invest more time in him. As always, any and all feedback is really appreciated.
    Mace is quite adequate. I have a Shield/Mace, and the damage and multi target damage is not bad at all, even though I skipped Whirling Mace.

    It also has one of the widest selections of weapon models you can get.
  20. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    Can I Haz Ur Stuffz?
    Don't got no stuffz.

    Wherefore art thou, Romeo?
  21. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    Would anyone else like to join me in the basement?
    Only if I get to bring my own cattle prod.

    What's that smell?
  22. Heraclea

    DM/WP Scrapper

    Quote:
    Originally Posted by thgebull0425 View Post
    Is this a good combo? Straight and to the point, lol.
    Yes, it would. It would make a better tanker or brute than scrapper combo, IMO, though, just because the synergy is greater.

    On a tanker, your chief duties are survival and aggro control. DM/WP is a Willpower tanker with a self heal. You are going to be pretty tough. Holding aggro may be harder for you, but you can always put more recharge in Taunt.

    On a brute, your objective is to keep punching. You will have more than twice the base endurance recovery of most other brutes, if you also take Stamina. And you will still be WP plus a self-heal, so you're good to go.

    Scrapper? This would be a good combination if you want to do things like solo pylons and archvillains. You will be tougher than most scrappers, and put out a lot of single target damage. If you routinely play on large teams, though, you will want a character with more AoE. My main /WP scrapper is Spines/WP, and that combination is pure joy.
  23. Quote:
    Originally Posted by red_helix View Post
    I have been looking for a Inv/SS tank build for some time now. I am looking for a something that will get me softcaped and will do decent damage also. Would anyone like to pass along there build for me to look upon?
    This is Heraclea's current tanking build:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Heraclea (2): Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(48)
    Level 1: Jab -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 2: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(7), Dct'dW-Heal/Rchg:50(13), H'zdH-Heal/Rchg:40(15), H'zdH-Heal:40(36), H'zdH-EndRdx/Rchg:40(36)
    Level 4: Haymaker -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(5), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), C'ngImp-Acc/Dmg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(36)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(17), RctvArm-EndRdx:40(48)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Taunt/Rng:50(46)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def/Rchg:40(25), GSFC-Build%:50(31), Rec'dRet-Pcptn:20(31)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(48)
    Level 22: Knockout Blow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-Acc/EndRdx/Rchg/Hold:30(23), BasGaze-Slow%:30(25), HO:Nucle(31), Dmg-I:50(34)
    Level 24: Kick -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(50), ExStrk-Dam%:20(50)
    Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), Ksmt-ToHit+:30(27)
    Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(37), AdjTgt-ToHit/EndRdx:50(40), AdjTgt-Rchg:50(43)
    Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(34)
    Level 35: Resist Energies -- Aegis-Psi/Status:50(A)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(42), GftotA-EndRdx/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42), GftotA-Def:40(43)
    Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Physical Perfection -- P'Shift-End%:50(A), RgnTis-Regen+:30(50)
    Level 49: Resist Elements -- ImpSkn-Status:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  24. Quote:
    Originally Posted by Forbin_Project View Post
    While you are probably right about her dissatisfaction with the changes to the forum rules, Nethergoat is also right. Her question could have easily been answered via PM or email sent to the devs/mods or Customer Service. Posting it on the open forums is just for the spectacle.
    I figured I might not be the only person out there with a similar question; and that maybe, someone knew.
  25. Now that the logons have been united, is it possible to cancel a forum account without unsubscribing from the game all the way?