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I never use Unstoppable; not even on my Invuln scrapper (granted, it might be the nastiest scrapper I've ever made).
Anyways, like most have said, its just useless on a well built Tank.
I see you have already rebuilt but here is my build. A few things of note:
I recently put the Might of the Tanker proc in Haymaker. After doing some research, it appears it is the best power with the 8 second default recharge to get the mechanics right with stacking. It is common that I have 2-3 stacks of the proc.
Your Dull Pain is permanent.
You are softcapped against all types with one in range.
I run super speed but you can easily flex it out for Spring Attack if you prefer OR Maneuvers if you like (doing so can get you ~52% E/NE and F/C and 55% S/L). It also allows you to shave about 2 seconds off Dull Pain, and takes FootStomp down a bit.
I overall think its a better build but I love Super Speed. You may love Spring Attack but either way, its an easy interchangeable spot.
All your main attacks are in that target 96%+ damage range.
Footstomp has the recharge proc. My personal opinion is it is criminal to not have that proc in Footstomp.
I'll be honest; I hardly play this toon because there is not much of a challenge in much of the content.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Tombstone: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage- (A) Steadfast Protection - Resistance/+Def 3%
- (17) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance
- (40) Reactive Armor - Resistance/Endurance
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Hecatomb - Chance of Damage(Negative)
- (3) Hecatomb - Damage
- (7) Hecatomb - Accuracy/Damage/Recharge
- (33) Hecatomb - Damage/Endurance
- (48) Hecatomb - Damage/Recharge
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (29) Aegis - Resistance/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Recharge
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (7) Doctored Wounds - Recharge
- (15) Doctored Wounds - Heal/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (42) Bonesnap - Accuracy/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance/Endurance
- (A) Perfect Zinger - Taunt
- (11) Perfect Zinger - Chance for Psi Damage
- (36) Perfect Zinger - Taunt/Range
- (36) Perfect Zinger - Taunt/Recharge/Range
- (37) Perfect Zinger - Accuracy/Recharge
- (37) Perfect Zinger - Taunt/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Aegis - Resistance
- (25) Aegis - Psionic/Status Resistance
- (25) Aegis - Resistance/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (A) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (37) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Razzle Dazzle - Chance of Immobilize
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Recharge
- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (40) Reactive Armor - Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (48) Aegis - Resistance/Recharge
- (A) Force Feedback - Chance for +Recharge
- (39) Eradication - Damage
- (43) Eradication - Accuracy/Damage/Recharge
- (45) Eradication - Damage/Recharge
- (45) Scirocco's Dervish - Damage/Recharge
- (46) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Recharge Reduction IO
- (A) Decimation - Chance of Build Up
- (50) Thunderstrike - Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage
- (50) Thunderstrike - Damage/Endurance
- (A) Performance Shifter - Chance for +End
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
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Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Regenerative Tissue - +Regeneration
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (27) Miracle - Heal
- (31) Miracle - Heal/Recharge
- (A) Performance Shifter - Chance for +End
- (9) Performance Shifter - EndMod
- (13) Performance Shifter - EndMod/Recharge
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I was wanting to get some opinions on how these two epic/patrons would fare on various scrappers.
I have seen a lot of support for Soul on regen scrappers but overall, it seems fire is still just too nice to resist (fireball) for most others.
I am particularly interested in the pros and cons of the two on a couple of different scrapper types that don't necessariy NEED the defense of shadow Meld but may not have a lot of AOE. so:
Invulns
Will powers
Super Reflexes
How about these guys when paired with primaries that are mainly ST?
For example, I have a DM/Invuln with fire mastery and Fireball has completely changed my ofensive attack style. Would it be worth it to trade fire balst and firelball and char off form something like Moonbeam, Shadow meld, and dark blast (or the GW hold)?
Thanks for any thoughts or examples of what any of you guys may have done with these.. -
Quote:I've never ran it on my toon but the math looks right..~15 seconds in duration and ~30 seconds to get recharged, per MIDS.Say, huh, what?!? Are we talking about the same Shadow Meld? Granted, my DM/Regen is built heavily for Recharge, but Shadow Meld recharges FAST. I think in my standard build, it is up every 35-40 seconds. So, with 15 seconds of activation, it has around 30 seconds, tops, of down time. I;d have to open mids and check my math, and I can't right now, but I'm sure someone will correct me if I am wrong. In short, Shadow Meld is AWESOME. It is the main reason to get Soul Mastery.
The second reason (and a close second, which I didn't realize until I tried it) is Dark Blast. Good dmg, very fast recharge, fits/stack with the -hit debuff secondary in DM. I use 4 attack powers, Smite, MG, SL and Dark Blast. Smite gathers dust quite a bit, but Dark Blast is just great. With enough recharge you can sit at range and spam it in situations where Melee range is bad. It takes out Runners fantastically, and can even help you pull in situations where that is helpful.
In short (too late), go darkside and get Soul. Get Shadow Meld and Dark Blast, slot them, and be happy.
Again, I have not run it live but I have seen some threads talking about Shadow Meld and read some different opinions on whether its worth it or not (I'm sure playstyle is probably the determining factor). -
Here's one of mine that runs really well with either the Spiritual or Agility Alpha T4.
The recharge is good, the travel powers are there, the defenses are really good, and this is with Cytos replacing the Enzymes in i22. It IS a small downgrade (I think I lost .5% Ranged and .4% Mellee overall).
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Paybak: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(13), Hectmb-Dam%(15)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(3), LkGmblr-Def(9), HO:Cyto(13), GA-3defTpProc(31)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(11), HO:Enzym(17)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19), Numna-Regen/Rcvry+(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), HO:Golgi(11), HO:Nucle(15), HO:Nucle(21), HO:Nucle(23)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(33)
Level 16: Maneuvers -- EndRdx-I(A)
Level 18: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg(27), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(34), Oblit-%Dam(42)
Level 20: Against All Odds -- EndRdx-I(A)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Boxing -- RzDz-EndRdx/Stun(A)
Level 26: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg(31), GSFC-ToHit(42), GSFC-ToHit/EndRdx(43)
Level 28: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(42)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(45), Mako-Acc/Dmg(45), Mako-Acc/EndRdx/Rchg(45)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Dmg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(46)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), HO:Cyto(48)
Level 41: Char -- Entrpc-Heal%(A)
Level 44: Fire Blast -- Decim-Build%(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod(40)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
http://www.cohplanner.com/mids/downl...E0F80FD605F6D2
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Quote:Thanks for the speedy reply. Kind of a shame the HO's are this way now. I wonder if they may do something to make them relevant again.Yep. All HOs will enhance only the aspects matching the power's allowed SOs. Except for a few straight Dmg/Mez examples mentioned early, it looks like all the uses in this thread involve sideways slotting, so all are going away; the ones in my post are definitely going away. I know I'll be retiring at least two toons that needed sideways slotting to be even remotely interesting or competitive.
Those HOs that remain functional will be only marginally better than IOs, except have no set bonuses. After I22, I see them only as the enhancements F2P's have to settle for because they can't use the good ones (IOs), or enhancements you dump into a one-slot wonder because you can't get a set bonus anyway. Market prices for some HO types have already tumbled quite a bit.
Welcome to City of IOs, where you can customize your character any way the devs want you to.
I know I use Cytos in Invincibility (always have) and the difference between them and enzymes were minimal.
In my shield toon, the enzymes make A LOT more difference...but its fair...we were "cheating".
But in powers like these, it would be nice to see them bump the HO to 50% or something.. -
Bumping this one.
I know the I22 will fix the enzyme exploit.
Does it also "fix" all these other neat tricks listed here? -
Quote:Seconded. I never took advantage of the Enzymes in invuln toons (i Did in Shield toons).Indeed. Every Invuln toon I roll gets three Cyto's in Invincibility.
Perfection!
But, 3 cytos in invulns is ideal and I'm guessing the difference between that and 3 enzymes in Invuln is very small.
On my shield toons, yeah, its a change, but I knew what was going on when I slotted it so I can't complain. I actually think its a good thing to maybe see more SR toons again. -
Quote:They aren't exactly nerfing HO's. It's just that the ones that were giving benefits they weren't supposed tO are being corrected.From what I heard they r nerfing HOs soon so I do not know if ppl would go for HOs anymore.
So many will continue to work as they always have. And a cyto will still benefit a inv within about .5% of what the enzyme currently does. But when the fix comes in the enzyme will no longer give defense buff (it's a defense debuff by design).
But Hami o's overall still have their place. -
This is Tombstone and w/Agility Core, he sits at 52% S/L, 48% to everything else (except Psi, of course) with one enemy in range.
He is tough and a lot of fun. Very practical as he has travel powers.
I like the force feedback proc in Footstomp. Seeme like recharge is never an issue.
Dull Pain is perm.
Just not a lot not to like with this guy.
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|6BD3A06BAF90783ABE7A1| -
Quote:I have never removed Cytos from my DM/INV because this info has been known for years and I can tell you that he is unbeliveable. By far, my most surviveable toon. By the numbers, the difference on MIds is pretty "meh" and I never had enzymes in it to compare, but I really don't think its a big deal at all.Where does this leave DM/Invulnerability on the most survivable list now?
On my DM/SD, I will have to rework. -
This is my DM/INV named End Game.
This is not a cheap build but you will never be disappointed with it.
A couple of things you could do to make it just a smidge more effective is to swap the Cytos in Invincible with Enzymes and swap out both the Galdiator's strikes in Midnight Grasp with the A/E/R and the Quad. But this is how I run End Game and maybe on my next 2 billion I will put the finishing touches on him.
The highlight for him, IMO, is that you are over 45% S/L with any enemy in range and over 56% fully saturated. I have tried him at 49% with one in range but the slotting trade off wasn't as good and he is tough enough against most anything as is.
You might notice that i have the Kinetic Combat Knockdown bonus instead of the D/E/R in boxing and brawl. That is purely just for my amusement. Sometimes I just grab a goon and slap him around on the ground for a while. I carry the D/E/R in my inventory and now use unslotters to change as needed.
My slotting of Dull Pain and Siphon Life are both not typical but they are done that way for Survivability reasons and I like it the way it is.
Overall I can do all the things people usually talk about: I can tank Lord Recluse on the STF (before Incarnates). I can take down the Rikti pylon in about 7-8 minutes without incarnates or Soul Drain fodder (not spectacular but I'm a DM; I am happy). I can solo the ITF.
If you like the idea of being very surviveable and useful in just about any situation, you will like this toon if you build it.
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Hey there. You might like this.
Not the craziest thing in the world and does not have top end recharge (but could if you invest into it) but it boasts 52% defense to all positions, feels very surviveable, has no endurance issues, and includes the pyre mastery. I have played this build in trials and quite a bit and I think it does everything a KM/SD should.
My tip would be to go to Fire base Zulu and work on the Fake Nemesis badge. You can really learn in a short period of time how to make Power Siphon work for you really well.
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I'm not an expert's expert but, of my farming toons, my fire/shield is the least likely to survive high incoming damage and that makes me agree with the above posters.
I'm not sure your fire/shield would be the ideal AV killer. -
Quote:Actually, that was more of an exemplar statement than actual practice; just to illustrate how its not always something you want to roll with.And here comes the age old Shadow Maul debate, lol.
Why on Earth would you Shadow Maul Back Ally Brawler? Against AVs, you should be using a single target attack chain.
If I, myself, am soloing an AV, yes, I'm paying close attention and using my best attack chain, etc. But, to be honest, after literaly 100's of BAF and Lambda trials, grinding to get a dozen toons their Incarnates, I'm guilty of just joining in with the other 15+ people there and mindlessly mashing buttons to kill the AV (and sometimes my hand shifts the tray or I just simply hit it). -
I have been playing DM toons since the game came out and I have tinkered over the years with A LOT of Shadow Maul variations.
So, my 2 cents, feeling like I have the experience to comment on it: To really get the use out of it, you have to play with a style that lines up the baddies in the range and in the content I'm playing now, at high levels, I pretty much don't use it for anything other than a bonus set holder.
Even as a toon starving for a good "AOE", I just find myself using it less and less (there is something about starting that animation when I see "Maurauder activating Nova Fist" that makes me cringe).
Overall, the game seems to play a lot faster now, especially in teams and with Incarnate abilities and I just don't find it very useful. I do have it still on about half of my DM toons, but its for set bonuses almost exclusively and gets occasional use. And like SANC said above, if you have Shadow Maul, you really don't feel like you are missing much. -
Utterly and completely awesome!
Lots of work...much appreciated! -
yes, there is still a taun aspect.
I definitely gather losts of attention anytime I am anywhere near baddies and am running Invincibility.
Ya know, i am kind of surprised about the devs taking that ability away in that one instance because I still ahve some random defenders and trollers that run toggles that I have damage procs in and I'm sure that was not the "intended" use. One of them is choking cloud. Intended to hold baddies but I think I have 2 different procs in them that deal damage when they hit.
You'd think they would have swept that board clean on all types. -
yeah, I have a DM/Inv scrapper that has 3 procs in touch of fear 9which I find to be a great place for such a quirky composition).
It is almost routine that AT least one of them hits every time i toss it out there. -
I've been around since day one but new to Tanking (I think I have every known Scrapper combo at 50 known to man) and I really took a lot out of this topic...thanks for the notes on how to change up my new lvl 50 INV/SS tanker.
I just wanted to toss out there; I don't know if it would have the same impact in an INV tanker as it does for my Inv scrapper but the one change i made years ago that made ALL THE DIFFERENCE IN THE WORLD TO ME was when
I changed Invinvibility to 4 slots: 3 cytos and 1 LOTG global. I can't even begin to explain the difference that made for me on that toon.
Just a thought. -
Quote:So the toons that were previously rediculously overkilled for defense now become the "viable" guys (I have a DM/INV scrapper that hits ~62% S/L when Invince is saturated...sounds like I can now go from uncaring to "hey we got a fight").No announcement, just an observation that some high-end opponents (mostly Praetorian types) have a base 64% to-hit, making the softcap against them 59%.
Overall, I'm a but bummed. I have tons of toons but had never made a Tanker to 50. I was just doing that now and the wind is out of my sails. -
Here is my build. The focus on this one is to be above the soft cap for rane and within one purple of capping S/L.
The recharge is at 146% w/out any alpha influences and the endurance is extremely manageable.
The play style is to use force bubble to keep everything at range and, since you are soft capped to range, you're taking very little damage unless you're facing pretty stiff competition. IF anything slips through the bubble, a quick shot of force bolt pushes them right back out.
Your pet can help and draw a distraction if needed and you have the buffs and heal for your pet. The recharge w/out alpha influence is so that your pet is near perma. I forget the number but it seems like there is about a 20-30 second gap.
I've played with the APP/PP types and Oedipus can tell you about how nice primal is. Ice is a lot of fun and I'm looking at some of the others just because I have the respecs and haven't played them before. I took the tarantula pet for mine just because I had this idea in my head for concept.
This is the type of toon that you will enjoy if you like being the "calm" in the eye of the hurricane. You won't be the guy frenetically going toe to toe with the AV, but You can really just mosey through and never be in any danger if you pay attention; stopping every once in a while to show your friends how you can confuse AVs to beat on one another, etc. You can definitely do stealthy/clicky missions easily and running tips is a breeze by yourself.
Real fun toon. Maybe you see something that you can use for yours.
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I have an expensive build but its even better than ever with the alpha slotted (I use spiritual radial).
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I scraped 15 shards off the boots of minotaurs and cyclops in two ITFs last night. I am sure it was random but it seemed like it was always on those guys and seems like a high number of drops compared to other spots (I farmed the wall and got 1 in 20 minutes and I got none in P.I. Or the RWZ).
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I was able to do it on End Game, my DM/INV. It took a while and I had to eat a lot of high tier reds and let the Rikti linger around but I was surprised and happy about my INV being able to take the Rikti's attacks.
Usually that is not a good combo for me but there were so many of them I was able to use it to my advantage with Dark consumption and soul drain and Invincibility. -
Does the server status page typically read correctly? Mine said it was up but apperently it is down.