MrMotivator

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  1. [ QUOTE ]
    I think he means the inv tohit toggle, but the other guy was refering to the max 10 hit of the fire AoE powers.

    Or something.. i gues..

    meeh, i dunno

    [/ QUOTE ]

    this could be total rubbish.. but from what i recall there is a quirk in the game engine (due to attack hit caps being an addition to the game, rather than in it from the start), whereby it applies the tohit calculation first and then only applies the cap to the number of bad guys who passed the tohit check.

    The way i used to presume it happened, was that the cap was applied before the tohit:
    if you have 50% netTohit and 20 bad guys around you, the cap is 10, so the ToHit check is applied to those. 5 of them pass the ToHit check, so you hit five.

    however the way it actually works, afaik:
    if you have 50% netTohit and 10 bad guys around you, 5 pass the ToHit check, all ten count towards the cap, so you hit five
    if you have 50% netTohit and 20 bad guys around you, 10 pass the ToHit check, but only the ten who passed ToHit are eligable to count towards the cap, so you hit ten

    therefore, the more badguys around you, the higher your effective attack accuracy is.

    but like i said, this could be total rubbish.. and i've just come back from the pub so am not even too sure if i understand myself tbh... i spent an age half-heartedly trying to read up on tohit, acc and defence a few months ago.. think this was in some massive dissertation on tohit calculations on the US forums, but i'll be damned if i can use the search on these message boards when sober, never mind in a state of mild inebriation

    if anyone knows what the heck i'm goin on about, feel free to correct me if i'm wrong
  2. [ QUOTE ]
    [ QUOTE ]
    After leveling a boring but resilient Invulnerability tanker up to level 28, my Fire tanker feels somewhat squishy and I think Tough should be a must... but in the other hand I try to tank a lot of enemies (too many) at the same time. The lure of having them all around me and fry them with Blazing Aura and Combustion is... well, difficult to resist.

    [/ QUOTE ]

    Those attacks only hit 10, unless you have a blaster, defender or controller etc helping you to keep a fight duration down its not always best to go above that.

    [ QUOTE ]
    The duration of the HP Boost is 2 minutes, the power itself is up every 3 minutes with Normal Slotting (Or just under every 2 minutes on my current IO'ed-out build... Perma-HP-Cap plus +regen bonuses is FUN kids!! )

    [/ QUOTE ]

    Similar to what its already like with haste and teaming with a empath or even a kin. "I'd imagine"

    [/ QUOTE ]

    this could be me getting it wrong, but i was under the impression that the way the tohit calculation works means that the cap is applied after the tohit, so the more badguys around you, the better your effective accuracy with your PBAoEs...
  3. yeah, you'll want tough eventually.

    to be honest though, pre-SOs fire tanks are actually one of the tougher tankers, as resistance seems to cope with DOs much better than defence does. I'd aim to get tough at 24 personally, meaning you can get fiery embrace at 26 and then FSC at 28 when they first become available.
  4. on a serious note though... i have never played a troller past lvl 15.. and even i can tell that this is a rubbish build.

    i can see a lot of oddities in the main power slotting, but i'll let people who play ill trollers deal with them. here are my pool/ancil tips:
    pool powers
    1) dont slot hurdle
    2) dont 4slot anything with the same enhancement. diminishing returns means the fourth slot is virtually useless
    3) dont slot hurdle
    4) swap the end redux in fly for fly enhances
    5) drop the slots from stimulant. it's only really used as a gateway to aid self, and sonic dispersion protects allies from holds and disorient anyway.
    6) if you're gonna get aid self, it does really need six slotting to be of use (heal/int red/rech)
    7) dont slot hurdle

    ancil(epic) powers
    1)you need TWO of the other epic powers before you can pick consume. you only have one, which is why consume appears in red text. i'd suggest fire shield, as this stacks with your resistances from sonic dispersion.
    2) these powers NEED slotting if they are to be of any use
    3) don't put damage in consume... or i'll cry


    and one final tip... change your search comment to "illusion_master's alt" on all your alts so people know they are going to be playing with such a legendary player..
  5. [ QUOTE ]
    [ QUOTE ]
    The worst thing is someone new might stumble across this build or the guide you wrote and use some of it. So for any new Illusionists out there

    ALWAYS DO THE OPPOSITE OF WHAT ILLUSION MASTER SAYS

    [/ QUOTE ]

    What? You mean I shouldnt try and slot my Flash for damage? aawwww....I was so looking forward to the AoE carnage that is Flash

    [/ QUOTE ]

    thats why i slotted RA for damage on my emp/storm.. best decision i ever made, didnt need those end redux's anyway!
  6. [ QUOTE ]

    unyielding = -5%
    tough hide = 7.9%
    weave = 7.9%
    invincibility (1 target) = 10.4%
    combat jumping = 2.9%
    Steadfast Protection +def = 3%

    ...was all i wanted to see but I read the back on topic bit


    [/ QUOTE ]
    bah, coulda said that without needing to use a calculator to work out the %s again ah well, had nothing better to do i guess.
  7. [ QUOTE ]
    I'd first like to emphasise that my discussions before did actually mention both skeletal teaming and limited buffs and debuffs (when I say limited I mean as in not much). You can see I mentioned that just by reading again.


    [/ QUOTE ]
    i'm talking about small teams or solo also. in larger teams neither end, nor that extra defence, should be any real concern due to the number of buffs you should be recieving.

    [ QUOTE ]

    Invulns cant resist end drain like a stonetanker nor put end back quickly like an icetanker or firetanker therefore for endurance purposes, defence is more important for invulns and in talking about AVs there are AVs that end drain.


    [/ QUOTE ]

    there's as many AVs that def debuff as there are that end drain in my experiance so tbh end draining AVs seems pretty irrelevant to me. As you say, not all AVs are the same and every tank will have an AV it doesnt like.. just because some may cause an inv to have end drain issues, that doesnt mean they all do. My ice tank doesnt like anti-matter... but that doesnt mean i'm gonna run away from all AVs, tail between legs.

    [ QUOTE ]
    [ QUOTE ]

    with invince hitting one mob (the AV), you're up to 27% defence. Which isn't exactly shabby is it? Each additional mob then adds a smaller % bonus. say you have an AV and two minions.. with Invince, the minions give you 4% more defence... with end steals they give you 200% more end bonus than one target would. (coincidentally, energy absorbtion also gives you 2% extra def with two minions as opposed to just an AV)

    i can honestly say that i have never thought "damn, i wish i had 4% more defence right now". 27% def and maxed res to s/l is more than enough to go toe to toe with an AV imo.


    [/ QUOTE ]

    I would like to see how you gathered these figures.


    [/ QUOTE ]

    if you don't care about numbers n stuff... scroll to the bottom now

    invuln was based on my build, and the powers are slotted. the defence figure comes from:

    unyielding = -5%
    tough hide = 7.9%
    weave = 7.9%
    invincibility (1 target) = 10.4%
    combat jumping = 2.9%
    Steadfast Protection +def = 3%

    = 27.1%

    invincibility, as you know, scales. so for every other target hit it gives a 1.5% buff (base value). factoring enhancements this would be 2.4% buff per target. For two additional targets that is 4.8%. Ok, it rounds up to 5% rather than the 4% previously stated, but when i made my last post i was doing it in my head cos i'm lazy.

    end steals don't scale. So if your end steal does 5 end hitting one target, then for three targets it'll do 15. which is +200% on the one target figure.


    The invincibility % i used is an actual % increase in the stat, the end steal is a relative increase. i should have said that invincibility with two more targets gives you a bonus to your defence of:

    [(def with one target) + (extra def for three targets)/ (def with one target)] * 100
    = [(27.1 + 4.8)/27.1]*100
    = 117

    which means that with invince hitting three targets, you have 117% of the def you had when it was hitting one. Which is a bonus of 17%. If i had said it gave a 17% bonus though, people would have presumed i was talking about actual % increase in def rather than relative to the original defence.. and to be frank i couldnt be arsed explaining it.

    If you were going to have a mob of 10 around you whilst tanking the AV, then this would change to:
    [(27.1 + 2.8*9)/27.1]*100
    which is a 192% increase on the original, or an extra 92%. For end steal this would be 1000% increase on the orginal.

    obviously, with these kinds of figures though you're capping your defence or gaining more end than your bar can take, making it a relatively pointless exercise to have any more than 5 or so minions. Also it's of note that if you have lower base defence than my build, say you use teleport as your travel power and dont have Weave or Steadfast IO, then the benefits of gathering a mob around you for an AV would be more apparent.


    getting back on topic ...

    I wouldnt take frozen aura just incase i came across an AV that i needed extra defence for (and wanted to keep the mob i was using out of action), i'd sooner take a useful power and use a purple insp should the need arise to be honest. But it's all down to preference really.
  8. [ QUOTE ]
    I started on Defiant and I still love it...IT RULES!

    [/ QUOTE ]

    /hugs onion
  9. [ QUOTE ]
    Thats why I didnt suggest melee. Invulns do and dont have a hard time with AVs but the flexibilty to do more or better with a somewhat skeletal team is there, which I like. Keeping mobs for endurance purposes? As an Ice or Fire? Way less important than defence for an Invuln. Def to end draining attacks helps prevent end drain an all. Talking bout end draining AVs, EA wont necessarily keep up with the end drain 'alone'.

    [/ QUOTE ]

    tbh i dont think either are important. if you cant stand up to an AV without the extra defence buff from invince, then maybe you need to look at your build. likewise if you keep running out of end. I merely said that personally i find, 90% of the time, that keeping mobs for end is more useful than keeping them there for defence.

    with invince hitting one mob (the AV), you're up to 27% defence. Which isn't exactly shabby is it? Each additional mob then adds a smaller % bonus. say you have an AV and two minions.. with Invince, the minions give you 4% more defence... with end steals they give you 200% more end bonus than one target would. (coincidentally, energy absorbtion also gives you 2% extra def with two minions as opposed to just an AV)

    i can honestly say that i have never thought "damn, i wish i had 4% more defence right now". 27% def and maxed res to s/l is more than enough to go toe to toe with an AV imo.
  10. [ QUOTE ]
    I think for staring at AVs itll be good when your limited in the type of buffs or debuffs about you depending on what you can pull off. Frozen Aura and Icepatch can keep minions about you for additional defence whilst taunting an AV, I dont suggest melee though.

    Other players can be sods, outdoors I am tanking a GM using minions to maximise the defbuff of my invincible and then along comes a firetanker who defeats them all XD

    [/ QUOTE ]

    tbh though, in teams you dont always get that choice. even if you're trying to keep the mobs around you alive, that doesnt mean they aren't gonna take splash damage from the rest of the team. It isn't like Invuln suffers vs AVs anyway, thanks to it's resistance. personally, i find it more useful keeping minions around on a fire or ice tank incase you start gettin low on end.
  11. primary wise, you'll want everything bar temp protect and RoTP as you said.

    secondary you will probably want every attack you can get at first. when you have GFS and incin you can then respec out FS and BoF if you want. Tbh, most of your damage will come from combustion and FSC. Fire/Fire is not a good single target combination, but it can still eat through normal mobs like nothing else if played well.

    pools, you'll want tough if you actually want to take any damage with your tank. I have a bit of an experimental IO build planned for my fire brute which has weave.. but with nothing to stack with on a normal build so it's not a must-take power. It will stack with CJ if you take that too, but it's still not a great bonus.

    you can either use IOs for KB protection, or you can do it the old-fashioned way with hover/acrobatics. One thing to note is that if you plan on using burn a lot, hover may not be the best plan for your kb protection.

    on the question of epics, i see a lot of fire tanks not taking them. Whereas most tanks may take pyre epic to boost their damage output with fireball, as a fire/fire you arent exactly shy on damage so your main aim from the epic will be for a good hold to take the more dangerous baddies out of the fight.
  12. MrMotivator

    Tanker Team?

    [ QUOTE ]
    I'd love to join this as well, but I've got enough teams of my own going on right now.

    As for the entertainment value of the team, I imagine it must be fun for 8 Tankers to split up and each heard 1/8th of the whole level back to the same spot for clobbering.

    [/ QUOTE ]

    at lvl 50, yes...
    at lvl 10, not so...
  13. MrMotivator

    Tanker Team?

    i would love to join, unfortunately i have no toon slots left on defiant, and have only quite recently started a new tank (fire/ice) on onion anyway
  14. [ QUOTE ]
    Giving it a ET style makes it quite too powerfull, perhaps more the dominator ice power, that aoe ice sword one. (would match with the fire set).

    [/ QUOTE ]

    agreed. an attack of that damage using elemental damage type and (presumably) slow in combination with BU and GIS would be a PvP combo of d00m. I think ice sword circle, as i have said before many a time, would fit very nicely. It keeps the set as a PvE oriented set, but allows it to be a little more interesting to play without making it 'uber' or any nonsense like that.

    comparable attacks:
    scorch - frozen fists
    FS - IS
    BoF - Frost
    taunt - taunt
    BU - BU
    Incinerate - Freezing touch
    GFS - GIS

    Combustion - Ice Patch
    FSC - Frozen Aura

    all the ice attacks do slightly less damage than the fire ones, but do slow on the enemy. it would figure than swapping Frozen aura for ISC would be the obvious choice. as frozen aura is the only one that is completely uncomparable to its fire counterpart.
  15. to be honest, i dont see why people keep coming back to fire/ice being 'overpowered'. even with a damage buff to /ice, fire/ice would still be lower damage and lower survivability than ice/fire, inv/fire or stone/fire...

    overpowered my [censored]
  16. unfortunately, for some reason mids' doesnt seem to be recognising the build when i try to import it. keeps on coming up with an error, so i can't see all the bonuses etc.. however, as you know, if you're gonna be playing this up, you won't be able to get/slot all the IOs straight away, so whilst this may be a great respec/lvl50 build.. it may be a bit tough trying to lvl it up.

    anywho, the things i'd change personally are:

    Minerals - i'd put this in later. most of the psi baddies are in the 40-50 range really and you'd get more benefit from other powers earlier in the game imo. i'd put minerals in at 41, and move stone skin, hasten and WH one selection earlier, with box moving to lv32.

    TP - you could probably drop one of the slots. I found one end red SO to be fine personally.

    Mudpots - i'd stick more slots in.. i'd want at least one acc and one end redux in there, if not more.


    the last thing i'd say is that, imo, stone is the least inspiring primary, and out of the secondaries i've played EM is also the dullest.. gets better when you have ET and TF, but still not exactly oozing with fun. So i'd think that stone/em would be possibly the dullest combination i could come up with to play. You may well have different preferences to myself, of course... but i wouldn't expect this to be the most thrilling build to level tbh
  17. MrMotivator

    Tanker School

    [ QUOTE ]
    [ QUOTE ]
    Three priorities for a tank are: Smash/Lethal Armour, Mez resistance, and taunt aura. Pretty much impossible to be a tank without them.

    Next priorities would be the HP increase/HP heal, and the various energy/fire/cold protection. All highly useful.

    After that takes your pick. Personally, I would say taunt is the next priority, but opinions differ on the matter (See tank/taunt thread).

    [/ QUOTE ]

    Sadly these days, at the lower levels, a self-heal is much more useful to you than your S/L protection for the most part - especially if you're a Defence-based set.

    [/ QUOTE ]

    So, we've come to the conclusion that the reason there are many bad tanks out there is because they are forced into that playstyle by the low level limitations of tanking. Once they get to a level where they can adequately tank, they are too stuck in their ways to be able to get back into the tank mindset, and it takes them a while to adjust back. This means you have a good few levels (20-30) where tanks simply aren't doing their job, because the low level game has taught them not to.

    therefore, i suppose the real question should be how can tanking at low level be made better... without changing the high level game? Low level tanks need to be made more survivable and able to do their job without faceplanting every few minutes. As a tank atm, there is NOTHING you can do to make yourself stronger at low level. The number of powers it would require wasting to get a travel power and tough by lvl 16 is too restrictive to make it an option. Especially when the majority of tanks are pretty screwed without stamina also. If you take tough, it tends to be in the 20s once you have your main armours already, and by that time you have SOs to make all your armours work better.

    If the base res/def of all powers (not just tanks) was increased, it'd make the low levels much easier, but it would mean that with SOs the armours would be a fair bit stronger than they currently are. To compensate, a reduction in the % enhance that res and def TO/DO/SO/IOs do would be needed... Effectively changing their schedule. unfortunately, this involves a lot of messing around and complications with making sure ED isnt effected

    a second option would be to modify gauntlet. If gauntlet also gave 15% res to all, but with the % diminishing as you increase in level, it would make the low levels easier. Were it to decrease by half a percent per level, at lvl 10 you'd have 10% better res to everything, at no end cost. at lvl 20 you'd have 5% better res to all, but by then you'd have more powers and DOs in your powers to compensate. By lvl 30 you wouldnt get a bonus from it, but you'd have SOs and all bar your tier 9 available. I think this would make tanking in the low levels easier, but without making lvl 50 tanks'overpowered' in the view of the devs.

    another obvious option would be to modify tankers starting HP. Give them a HP boost, and they will last longer.. however i'm not sure how that would affect the higher level game without seriously mucking around with the HP scaling.

    If tanks were better at low level more people would be inclined to stick with them, rather than giving up in favour of an 'easier' AT to play at low level.
  18. MrMotivator

    Tanker School

    [ QUOTE ]
    [ QUOTE ]

    i find the tick speed to be apparent when changing toons. for instance, if i swap from my ice tank to fire brute, the difference in aggro grabbiong is very noticeable. My ice tank can run full pelt thru a mob, with speedboost on, and aggro the whole lot every time.. my brute can stand next to them for what seems like an age waiting for a tick... and then thats no gurantee that it will hit all the mob

    effectively, the damage auras are no different in effect to using a PBAoE attack every two seconds.

    [/ QUOTE ]

    Chilling embrace also has a larger radius than the other auras. That's why it is the bees knees when it comes to aggro grabbing, largest radius + fastest tick rate.

    The large radius is same reason than Combustion is probably the best aggro grabbing power in the secondaries.

    [/ QUOTE ]

    yup, thats why i love my ice/fire/pyre!

    well... that and the fact that i really annoyed a fire/fire blaster i used to team with, by consistently getting more kills and damage than him
  19. MrMotivator

    Tanker School

    [ QUOTE ]
    I noticed a difference between Fire and Dark on a brute for the time taken to agro, but this could just be perceived. Fire seems to be very slow in grabbing Agro for me

    [/ QUOTE ]

    BA and death shroud both have the same cycle time, however DA also has two other PBAoE toggles; which although they aren't taunts would probably help you to get noticed faster.

    I'm only looking at figures though to guess that, i haven't played a DA brute/scrapper at a lvl where it has all those toggles.
  20. to me, the obvious thing that ice melee is missing is PBAoE damage. It has ice patch and frozen aura... but neither do any damage. Considering that ice armour has both a damage aura AND a taunt/debuff aura, it would make sense to me that ice melee has the same.

    what i'd do is keep ice patch, and either change frozen aura for ice sword circle, or apply damage to frozen aura before the sleep component is applied. tbh, the idea of having a PBAoE sleep when all bar one of the tank primaries have damage auras seems pretty darned silly to me.

    I'm sure that there are people who like frozen aura... but i mustn't have met any of them.

    With relation to making fire/ice fotm; as it is currently with ice patch and burn, anything /fire can kill faster - especially fire/fire. so i don't see how adding a bit more oomph to /ice would hurt. No matter what happens to /ice it'd still struggle to do the same damage as fire/fire
  21. MrMotivator

    Tanker School

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    Damage aura has the same usability as a taunt aura, they even are the same just that the effect and rules are different.

    [/ QUOTE ]

    Not really, the key difference between a damage aura and taunt aura is that the taunt aura is Auto-Hit, which is beneficial both at lower levels when you don't have access to decent enhancements and also when fighting high conning foes.

    [/ QUOTE ]
    Damage Auras also cost far more endurance than the taunt auras ( ~ x2 ), so the fact that they need end and acc ( and damage ) is a bit of a slot sink at low levels.

    Also more subtley taunt auras tick faster than damage auras ( 0.5 s for CE, 1.0s for Inv versus 2s for the dmaage auras ). This makes tanking easier as you can get aggro faster.

    [/ QUOTE ]

    i find the tick speed to be apparent when changing toons. for instance, if i swap from my ice tank to fire brute, the difference in aggro grabbiong is very noticeable. My ice tank can run full pelt thru a mob, with speedboost on, and aggro the whole lot every time.. my brute can stand next to them for what seems like an age waiting for a tick... and then thats no gurantee that it will hit all the mob

    effectively, the damage auras are no different in effect to using a PBAoE attack every two seconds.

    i do however admit that invincibility always seems like it isnt doing anything. Unlike CE or the damage auras, there is no noticeable effect on the bad guys. no damage ticks, no debuffs, no animations.. so this makes it seem like it is a lot weaker than it infact is.
  22. MrMotivator

    Ivn/SS question

    i did a rough mock up of an inv/ss build, and got the following set bonuses:

    +2% DamageBuff
    +3% Defense
    +6.25% Defense(Lethal)
    +8.77% Defense(Energy)
    +2.52% Defense(Negative)

    +1.88% Defense(Psionic)
    +4% Enhancement(Heal)
    +40% Enhancement(RechargeTime)
    +MezResist(Immobilize) (Mag 12.1%)
    +MezResist(Sleep) (Mag 10.5%)
    +MezResist(Terrorized) (Mag 2.2%)
    +5% Recovery
    +26% Regeneration
    +7.25% Resistance(Fire)
    +7.25% Resistance(Cold)
    +0.63% Resistance(Energy)
    +3.76% Resistance(Negative)

    +3% Resistance(Psionic)

    the empahsised bits would beef up your defences against elem/en attacks a bit, but this was a really rough build...

    looking at
    reactive armour (res powers)
    red fortune (def powers)
    pounding slugfest (melee powers)
    pulverising fisticuffs (melee powers)

    each of which have a def/res to el/en with three of the set used, meaning you dont need to gimp your build too badly to get a few bonuses. i did gimp it a bit more than that tho, just to see what i caould get out of it.

    also note it still has 40% rech buff to help u get ur powers up faster. personally thats where my inv/em build will be aiming, with a small nod at extra defence. Tbh i dont find there are that many holes that need plugging, so i'm using IOs to give me a bit more attacking edge with faster recharges
  23. MrMotivator

    Tanker School

    [ QUOTE ]
    [ QUOTE ]
    Taunt is part of the tanker secondaries. None of these have taunt at level 4, they're not available until level 10. Taunt AURAS however are part of the primary, and ARE usually available from level 4 (or level 1 if you're a Fire Tank).

    [/pedant]

    [/ QUOTE ]
    Shannon probably made them before I6/I7 when they swapped the tier 3 and tier 4 powers on all the tanker secondaries.

    I took taunt at level 4 on Golden Golem. Combustion would have been far more appreciated at that level.

    [/ QUOTE ]

    obviously i'd presume these toons were made when you still got taunt early..
    on a side note, no taunt aura is unlocked at lvl 4. lvl 4 unlocks a secondary, not a primary.

    taunt auras are at:
    lvl2 - CE
    lvl18 - invincibility

    damage auras are unlocked at:
    lvl1 - BA
    lvl6 - mudpots
    lvl12 - icicles
  24. MrMotivator

    Must we herd?

    [ QUOTE ]
    [ QUOTE ]
    one invul i happened to see didn't take dull pain till after unstoppable my first thought was 'botched respec?' but who knows why they do such things

    [/ QUOTE ]

    My first hero (who doesn't really count because I had no idea what I was doing) was an Inv tank. I didn't read the forums and read the power descriptions. Since it was called Invulnerability and had powers to stop me taking damage, I couldn't actually see why I'd need to heal/increase my hitpoints.. since going by the power descriptions, I wouldn't take any damage, would I?

    I was pretty wrong.

    spidermonster.

    [/ QUOTE ]

    i do find a lot of the power descriptions are misleading. I remember my first tank, must have been my second or third toon... and i got up to unyielding
    (is it just me or did it used to be called unyeidling stance? i know it used to root you, but iirc it retained the name for a bit after that got changed... could be my memory playing tricks though.)
    anywho, got to unyielding and saw it said "but you will get hit more often" or something along those lines. So i decided that was obvously a dumb power to take, as the less you get hit, the less damage you take. Of course, i didnt know that i had 0 def at the time, so a 5% def debuff wasn't going to make any difference at all until i actually had some defence for it to subtract from.

    At that time, i didnt even understand how one of your defences could be also called defence... i used to get very confused when people referred to defence. As far as i was (and still am) concerned, dam res is a form of defence. So how you can also have defence as a form of defence befuddled me... also i still get miffed that we dont get an english language version of the game, with the correct spellings of words such as defence, honour, colour etc...

    that annoyes me about i10... honoree may be an anagram of hero one.. but hero one is british ffs, even rikti-fied he could still spell! I'm sure Lady Grey uses the odd americanism too, but i gave up counting them after levantera's missions.

    anywho, as we grow, we learn...