Sayaki

Apprentice
  • Posts

    114
  • Joined

  1. I am seeing a lot of posts on the new T5s decrying them as a waste of space ... not worth wasting powers on... worst for min-maxing.... and on and on and on today.

    It sets me to thinking a bit about what they really are.

    Afterburner
    grants a flight cap boost, reasonably high defensive boosts, flight debuff protection... and then slaps an affect self only onto you. ouch....

    But let's take a look at the benefits here. You can travel faster between missions. Flight based players are now going to be able to buff this with defense enh and hey, suddenly they've got an extra 20% defenses. This can help with tanker stealthing perhaps. It's big drawback is this is not a combat time power. It's a getaway power, like any form of phase shift. This seems somehat reasonable to me, especially if you think about it in terms of tossing in a gift of the ancient or LotG proc into it. This makes it at the worst a good mule power.

    Burnout gives an instant recharge of all primary/secondary powers. Sorry pool,epic, and incarnate powers, no love for joo. Big drawback though, 30 minute recharge. That's gonna hinder it. that high end cost is another big nasty...

    Let's look at your toon now.

    Are you having such serious end problems that you are fighting to keep your end up all the time? Some characters do. Ill/storm is insane for needing careful end control and lots of melee are running 6, 7+ toggles! You've probably built in recovery control on that though. Your attacks are not going to be taking out as much of your end bar, and you probably have set it up to increase fast enough to not be fighting running out of endurance. I personally try for a minimum 2.0 end/sec increase above the cost of all toggles. I will have the end to spare for big cost powers. Toss on a cardiac incarnate if all else fails. you will have the end.

    As for it's recharge.... well, although the power can not take end redux, it can take recharge redux. So toss in two recharge redux. that's an investment of 1 slot. Using Mids (cause I refuse to respec over and over just to confirm the in game numbers), this cuts it's recharge down to 16 minutes, 20 seconds. That's at 0% global recharge. Most of the min max players are using more than that. From personal experience, I know that a toon over 180% global recharge will be having this recharge every 7-8 minutes. This is not an insane time, even at 16 minutes. Tanks/Brutes? double that t9's active time! Blasters, nuke twice in a row. Controllers? Fenders? You have powrs that take a freaking long time to recharge. It is very helpful. I personally will say that with 220%+ global recharge I don't need that kind of speed boost on my primary/secondaries. but most toons aren't going to such extremes. This is a bring up my uberness button.

    Spring Attack
    ... what can be said that hasn't. It's a respectable AoE attack for a pool power. It's knockdown can stall enemies while your auras take effect, or while you use an interruptable power, such as aid self. I like it on my shield/elec tank as a finishing teleport AoE. It matches up with the lightning rod and shield charge well enough for effect, even if the base damage is considerably less. Let's be honest though, any power you take that you don't give enhancement love to is pretty gimped. If you want an AoE, make sure you justify the acquisition. This is true for any power, not just a pool power.

    Long Range Teleport
    is probably what I would say the least useful for me, but that is because my SG has all blue zones available. I have PD VIP pass... Mission TP.... Oroboros.... SG porter.... what need have I for ANOTHER method of getting around? Well, I don't.

    Freems, preems, people that didn't pay for expansion pacs prolly do. This is a great option. Characters in New SGs that lack coalitions can prolly find this to be a great travel time saver. I'll prolly never take this, but there are tons that this is gonna save a fortune for, irl. I think it was kind of the Devs to make this available.

    Now, if this also works when you are on a vigilante, in the rogue isles and it sends you to ferries... I would call this truly useful. Especially for the habitual TF players in the game. How many of us have whined I'm a rogue! when the entire team has gone from Portal corps to IP in the STF. We know that that team isn't going to wait while we travel. But hey, zone tp! all there. Yay! May have to test that some day.

    My final thoughts on this (for now) involve wasting the power selections...

    "OMG! I have to take two powers to get these! I'm wasting my space!!!!"

    What a load of...

    Let's be serious for a moment. How many of us already have Hasten and Superspeed on our toon? What about Combat Jumping and SuperJump? Hover and Fy? Recall Friend and Teleport? If you took CJ, Hover, Hasten, or Recall, odds are pretty darned good you took a travel power that matches up with it. You aren't wasting your space. You have your two base powers already.

    Conversely, you took advantage of taking your Travel power without the lesser tiered powers.... really? Is it a big sacrifice to use that 1 extra power slot for the t5 you can find useful? The tier 1 and tier 2 powers are useful too. You WILL use them.

    When all else is said and done, you have practical uses that double up with your travel powers you may already have...
    • Recharge on any toon: Hover 1 slot (lotg proc) Fly, Afterburner (lotg proc) 1 slot
    • Granite tank: Jump Kick, Superjump, Spring attack. Jump around that combat without using the teleport pool. you're keeping up with the action, no SB.
    • Invuln defense: Hasten, superspeed, burnout... 'omg, unstoppable is about to crash. Let's renew it before it has the chance!'

    Don't waste that space, put what you already have to use. Or incorporate a new idea. It's gonna depend on what you really want to do. If you don't think of it in terms of just taking this power for itself, but in taking it because it is one of a line of useful additions to your character, it really changes that aspect of is this something I want.

    Your thoughts? They all seem pretty good to me.
  2. Quote:
    Originally Posted by Obsidius View Post
    Galaxy City. The red-headed step child of the devs, ignored any time they put in something new. While AP got the WW and AE buildings, the Vanguard base, the Ouro drop-off, etc., the only thing GC ever received was an Arena - and we all know how much those are used
    GC had SG base contact, AE, Arena, and a convenient step between KR and Perez. They just lacked sewer access, WW, and players

    I'm gonna miss GC. It was where I went to write my MA arcs...
  3. We on Triumph bid you a fond farewell!
    You will be missed....

    Thanks @FrostyFrozen for organizing our farewell party today

    Photo from the Galaxy City Farewell party. 3-5pm pst 9/12/2011
  4. Perhaps I shouldn't tell you that it took three runs and that was the second rare accompanied by a VR prior...

    ...or that that same toon is sitting on more than 48 rares and 18 VR that he doesn't need?

  5. Arc Name: The Cold Wind...
    Arc ID: 482297
    Faction: Heroic
    Creator Global/Forum Name: @Sayaki
    Difficulty Level: Challenging
    Synopsis: Cold Wind has declared an end to the permanence of death. He plans to track down the souls of the departed and anchor them into machines, to allow them to live once more. This does not sit well with the dead...
    Estimated Time to Play: Approx 1 hour
    Link to More Details or Feedback: The primary goal of this arc is enjoyment of the story. Each mission is outlined with a story in itself that all tie together into the whole. The missions are designed in such a way that they can be used to test your characters mobility in combat, ability to stop juggernauts, and simple awareness of your environment during combat. I hope you all enjoy playing this!

    **Live**

    --------------------
  6. Quote:
    Originally Posted by _Dawun_ View Post
    Gratz on the badge. Great timing too... since there will be a new Master badge to get next week.
    My thought exactly.
    I wanted to be sure Triumph had people earning the Master badge before i21.
    We aren't some chump server after all. We are Triumph!

    There was a player that died AFTER though...
    He was prolly disintegrating right as AM went down and no-one bothered healing anymore.
    It may have been a closer thing than anyone realized....

    But, to quote Tam, 'Pics or it didn't happen!'
    So here you go.


    Editing was done to circle the congratulatory badge awards, remove the tells I was receiving at the time, & to hide the name of the individual who died shortly AFTER the trial was completed.
  7. way too short notice for me. I'd have been there for it had I seen it sooner
  8. Quote:
    Originally Posted by Draggynn View Post
    The storm guide in my sig may have some information that you will find useful, but here are some initial thoughts. Unfortunately you need to make lots of unfavorable sacrifices in order to approach perma PA. Unfortunatley, I don't have mids available at the moment so I can't check where you stand on perma PA, but here are some things that jump out at me..
    I will be very interested to see your feedback when you get mids running. You are right, there is a lot of interesting information in your signature, some of which I am considering how best to apply.

    Quote:
    Originally Posted by Supermax View Post
    In case you didn't already know, the +regen one is infinitely better. Like, it's not even close.
    Supermax, this depends on the character.

    Many toons work better with +regen. However, when your defenses are nil and you have less than 1400 hp to begin with, odds are that you aren't going to survive enough hits for +regen to matter, no matter how high. With such characters, an extra 300 hp is one more hit you are going to survive. This is far better.
  9. Quote:
    heh, yeah i changed the post while you were typing yours up. I saw that the 6.25 was over and changed it. regarding the fly, i just assumed you'd switch to hover during combat.
    Hindenburg: Yes, I often do swap to hover during combat. I was merely thinking it was a slight limitation and thought I'd inquire there. Can you re-post the data link for the corrected build? The one I am seeing seems the same as before. Maybe I am not seeing where exactly you made the changes.

    Local Man: Your build is awesome. High damage, swift kills. This character would be a machine of death and destruction in both a PvP and PvE environment. Two of the few real issues I have had with my ill/storm is that he does take his time with killing, and that he is nowhere near mobile enough to handle PvP combats need to dart in and out against opponents. Your defensive strengths are another interesting consideration that leaves my troller looking like a piece of tissue paper by comparison. I used to use ice mastery for exactly that reason, never much thinking on the damage power that it had at it's command. I might adapt this for a second build simply for the PvP environments I enjoy.

    That said, there are some significant differences to the needs of the ill/storm vs. the ill/rad that you seem to have overlooked, as well as the needs of an AV soloing environment versus any class.

    First, Storm is one of the most end heavy sets in the game, and unlike other sets it has no innate method of controlling it's end consumption. Thunderstorm starts with a base 31.2 end cost, tornado with 20.8. This combines with the PA and phantasm summons of 26 end to demand massive chunks of an end bar when summoning steadily. In my experience, when not summoning, a steady attack chain can maintain a constant endurance value with net endurance gains of 2.00 end/sec. This balances out the use of all the blasts, holds, etc that are used when fighting. 2.00 net end recovery can keep a summoning ill/storm active for about 120 seconds in a real combat environment. And then it's beat a hasty retreat or use blues/hibernate.

    Even on my build, I have to be careful to use Hurricane and Snow storm only in situations where it can be justified by need. Snow storm is best for me to ground a flying foe, hurricane for controlling mob movement. (Very useful on escapees in BAF.) With your build, you seem to have gone just below that 2.00 net end gain that would maintain the ability to combat. I think that would be fine in most PvE environments, but not against an AV.

    When AV soloing you are facing the inescapable fact that you will be fighting for several minutes against a single target. Often AFTER or while clearing a large mob around it. Your pets aren't going to single that AV out after all. At least not when there are other foes around. This says that you can not really afford to have your end at risk of running low during the fight, if you want to win. Perhaps, with SS off during combat, and some careful play changes this may not be a problem with your build though. I will have to give that some thought, and probably some time to try it.

    The other consideration has to do with our definition of perma-PA, I think. Experience has shown me that the pets last exactly 60 seconds from the moment they first hit the field, which is at about 0.5 seconds into the activation time. They don't attack until the end of the casting time though. It seems to take them that long to aggro and attack. They appear to take taunting with their attacks immediately and can keep most foe attention that way. Unfortunately, that means the pets generally disappear 57 seconds after the power begins it's recharge. with perma being considered as a recharge less than 60 seconds, that is fine. It usually won't matter in a PvE or team environment because when you cast the power, the pets are going to instantly die anyway, if they are there.

    Against an AV though, that is a full 3 seconds where your pets are gone and you can't re-summon them. You as the controller have the aggro. I doubt I need to say how many hits you will survive from the AV in that time frame.

    With that in mind, I have to consider perma-PA a re-summon time less than or equal to 56.9 second recharge on that power. There is still the 3 second casting for PA, when you will still get hit once by that AV as it establishes it's target and attacks once, but that is far more survivable than a 6 second gap as your power finishes it's recharge and you re-summon. Against an AV, that will be death.

    Even with 35% defenses, they will hit you twice in a span exceeding 3 seconds at least once during the combat, given the chance to. PA keeps the AV too distracted to do so in most cases. Decoy Phantasm can sometimes help stagger that. I don't believe your build can maintain this kind of defense in an AV soloing environment.

    The only possible way around this I can think of at the moment is to use an Ageless Core Epiphany to bump the recharge up, and add the end recover (and full end bar) like clockwork every two minutes. But like when working with a hasten that is just barely at perma, it would be a pretty tight thing to maintain as a steady action, and it's that one more power activation interrupting the attack chain.

    Overall though, I am thinking that from a PvP perspective, this build would be vastly superior and might work well to keep me alive (and victorious) against some of the */regen scrappers in the game.

    I am aware of the flight speed cap on fly. They are there primarily for set bonus reasons atm. There are other reasons, but that is it's primary benifit at this moment.

    Superior invis
    is currently in use as it caps stealth with only one power use. It also is supporting 12.5% global recharge with it's set.

    Recall friend
    is there for one reason and one reason only. My best friend has slightly worse direction sense than Wrong-Way Corrigan. It comes up often when teaming and has become a staple on every build I play for that reason.
  10. Looking over your build, Hindenburg. I can agree. More damage is definitely a good choice. You've given hundreds more damage to tornado and waterspout, and increased thunderstorm's damage another 10 points as well. That should make a big difference in terms of time spent fighting any particular foe. Provided these three storm types focus on one foe for their lifespan, that's an extra 200+ damage per casting. I like that.

    In so doing you seem to be sacrificing 7.5% global recharge though. The Decimation's 6.25% should increase it back to a minimal loss of 1.25%, which is nothing, but the 6.25% bonuses are already capped out so it is making no difference whatsoever there..

    With most builds, I don't think that would be consequential. I mean, the global recharge still exceeds 200%, so who should care. However, here it drops the recharge time on the PA back within the range where the pets are departing before the power fully recharges, leaving a 1 second window for AVs or whatever to re-establish their aggro on the controller himself. This controller is squishy, with minimal defenses. He will be 1 shot if that happens.

    My other area of concern is with the Fly. Ill/Storm is a beast for end use at high recharge rates. (Hence the Cardiac incarnate). I'm not sure that stripping it of any end redux is wise. If Fly were used at any time other than outside combat this way, I would expect to run out of end pretty fast. Especially in situations where Snow Storm and/or Hurricane became important to use. Other than adding damage to blind and water spout, was there reason for that?

    Overall, I think more damage is a great idea, and I like the numbers shown on that here. I'm just not sure it would maintain the ability to solo AVs with the changes you are suggesting. I would love to hear any counter arguments to why I may be wrong though.
  11. This is the build for my character -Michael. I am currently using this build for both PvE and PvP play.

    It took me nearly 2 years to fully build, and has an approximate worth of 12 billion inf to build. It seems to be able to solo any AV in the game that does not spawn pets in practice. All Incarnates are at T4.

    Alpha: Cardiac (Core Paragon)
    Interface: Diamagnetic (Radial Flawless)
    Lore: Polar Lights (core superior)
    Judgement: Ion (Radial Final)
    Destiny: Changes based on need. I have several T4s available there at this point. Normally use Rebirth with the +HP

    I am looking for all feedback, opinions, thoughts, and/or questions as to why I did whatever. Thanks in advance for ur reply!

    Quote:
    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    -Michael: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Apocalypse - Damage
    • (17) Apocalypse - Damage/Endurance
    • (39) Apocalypse - Damage/Recharge
    • (39) Apocalypse - Accuracy/Recharge
    • (40) Apocalypse - Chance of Damage(Negative)
    Level 1: Gale
    • (A) Kinetic Crash - Damage/Knockback
    • (25) Kinetic Crash - Accuracy/Knockback
    • (25) Kinetic Crash - Recharge/Knockback
    • (34) Kinetic Crash - Recharge/Endurance
    • (37) Kinetic Crash - Damage/Endurance/Knockback
    • (37) Kinetic Crash - Accuracy/Damage/Knockback
    Level 2: Deceive
    • (A) Coercive Persuasion - Confused
    • (3) Coercive Persuasion - Confused/Recharge
    • (3) Coercive Persuasion - Accuracy/Confused/Recharge
    • (7) Coercive Persuasion - Accuracy/Recharge
    • (9) Coercive Persuasion - Confused/Endurance
    • (9) Coercive Persuasion - Contagious Confusion
    Level 4: Blind
    • (A) Unbreakable Constraint - Hold
    • (5) Unbreakable Constraint - Hold/Recharge
    • (5) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (7) Unbreakable Constraint - Accuracy/Recharge
    • (15) Unbreakable Constraint - Endurance/Hold
    Level 6: Recall Friend
    • (A) Time & Space Manipulation - Range
    Level 8: Superior Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Red Fortune - Defense/Endurance
    • (11) Red Fortune - Endurance/Recharge
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Endurance
    • (29) Red Fortune - Defense
    Level 10: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 14: Fly
    • (A) Soaring - FlySpeed
    • (15) Soaring - Endurance
    • (46) Soaring - Endurance/FlySpeed
    Level 16: O2 Boost
    • (A) Panacea - Endurance/Recharge
    • (34) Panacea - Hea/Recharge
    • (34) Panacea - Heal/Endurance/Recharge
    • (37) Panacea - Heal
    • (42) Panacea - Heal/Endurance
    Level 18: Phantom Army
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (19) Expedient Reinforcement - Endurance/Damage/Recharge
    • (23) Expedient Reinforcement - Accuracy/Damage
    • (23) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 20: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Freezing Rain
    • (A) Ragnarok - Damage/Endurance
    • (42) Ragnarok - Damage
    • (42) Ragnarok - Damage/Recharge
    • (43) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Accuracy/Recharge
    Level 24: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (29) Dark Watcher's Despair - Recharge/Endurance
    • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (46) Dark Watcher's Despair - Chance for Recharge Slow
    Level 26: Spectral Terror
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (27) Glimpse of the Abyss - Endurance/Fear
    • (27) Glimpse of the Abyss - Accuracy/Endurance
    • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (31) Glimpse of the Abyss - Fear/Range
    Level 28: Group Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Snow Storm
    • (A) HamiO:Microfilament Exposure
    Level 32: Phantasm
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge
    Level 35: Tornado
    • (A) Expedient Reinforcement - Damage/Endurance
    • (36) Expedient Reinforcement - Accuracy/Recharge
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (36) Expedient Reinforcement - Endurance/Damage/Recharge
    Level 38: Lightning Storm
    • (A) Kinetic Crash - Damage/Knockback
    • (40) Kinetic Crash - Accuracy/Knockback
    • (40) Kinetic Crash - Accuracy/Damage/Knockback
    • (43) Kinetic Crash - Recharge/Knockback
    • (43) Kinetic Crash - Recharge/Endurance
    • (45) Kinetic Crash - Damage/Endurance/Knockback
    Level 41: Water Spout
    • (A) Absolute Amazement - Stun
    • (46) Absolute Amazement - Stun/Recharge
    • (48) Absolute Amazement - Accuracy/Stun/Recharge
    • (48) Absolute Amazement - Accuracy/Recharge
    • (48) Absolute Amazement - Endurance/Stun
    Level 44: Hibernate
    • (A) Recharge Reduction IO
    Level 47: Summon Coralax
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (50) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (50) Expedient Reinforcement - Endurance/Damage/Recharge
    • (50) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 49: Steamy Mist
    • (A) Luck of the Gambler - Recharge Speed
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Containment
    Level 41: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (17) Performance Shifter - EndMod
    • (21) Endurance Modification IO



    Code:
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  12. Quote:
    Originally Posted by GavinRuneblade View Post
    If you ever get this collection, or even a decent portion of it, let me know, I'd love to visit your museum and take a look =)

    Cool project!
    I've Acquired 5 Strength of Will insp, 1 lvl 10 Nucleolus Exposure (hami), along with a half dozen lvl 2-3 SO. The SO and the Strength of Wills were easy to acquire. That lvl 10 hami though...

    Ran across a lvl 54 Natural origin Damage SO a week back, but it wasn't up for grabs.

    Haven't recieved any word of people having such things from here yet. Still hoping. Tempted with those Iron Wills. Will consider it.
  13. I am searching for the following types of items:
    • Cone Range Enhancement
    • Endurance Drain Enhancement
    • Endurance Recovery Enhancement
    • Team Defense Enhancement
    • Self Defense Enhancement
    • Level 10 Hamidon Enhancements
    • Conceal Inspirations
    The vast majority of these items has been long removed from the game, and I am seeking them for collective purposes. If you have such and are willing to part with them, send me a PM please

    Thank you!

    -Sayaki



  14. The Retro Sleeves in the Jackets with Sleeves tops for female models are transparent at the elbow on live server. Top used here is tank top, but the problem persists regardless of chest piece used.

    Click on images to see the issue better.
  15. Quote:
    Originally Posted by UltraBatz View Post
    (Having a long global friends list that's usually gray can sometimes get depressing *sadness...*)
    Truth!
  16. The Hoozdat Award3) dead <----
    I thought he was -Cancer for a while, still not sure who he is, or if he even plays....

    The Obnoxious Award 4) Infinite Zero <----
    Still think he's great

    The 'I don't see em' Award 2) Elimist <---
    Who knows why...

    The Bound and Gagged Award 1) Elmist <---
    Hands down.

    Mod of the Year 4) Taryn <----
    Don't argue with me people.

    Funniest Triumpher Can I call it a tie?

    1) TamakiRevolution
    2) Elimist
    3) Malkore

    Most Loveable Triumpher: None of the above.
    Write in: Taryn <-----
    Again, Hands down.

    Favorite person to put in a Task Force (of the people listed)
    2) Leo

    Best Player in Triumph (of the people listed)
    1) Emerald Fusion
    He just seems to be able to get everything moving, more than the others.
  17. 6 level 2-3 SO acquired. Thanks again Roderick

    Now to find the level 54s... any suggestions?
  18. I'll try that Roderick! thanks!

    Still would like to get the 54s as well, though
  19. I prolly woulda shelled out more than a couple mill, but sadly, was not available. Still have my ears open for enhancements though. Let me know what you have available, if you do everyone.

    Here's hoping!
  20. Believe it or not, they do exist. or at least the lvl 54 ones do. Had a Natural Origin lvl 54 Damage SO pass by me a few months back.

    It was a bug that hit the game years ago.
  21. I am in the market for a couple Level 1-4 SOs of any type, level 1-10 Hami's and/or lvl 54+ Enhancements.

    Yes, I know they aren't really usable, but I have a friend who gets a real kick out of em, and want to get them as an X-mas present.

    If you are willing and able to sell these, send an in-game email or tell to @Sayaki with what you have available and how much you are asking inf-wise. If it is a reasonable amount, I will prolly take you up on it.

    I look forward to hearing from people soon!

    Thanks everyone!

    -@Sayaki
  22. New riddle is up as of Wednesday!


    Congrats to @Dragons for being the only person to get the answer for 24 November's riddle.
  23. Quote:
    Originally Posted by Impish Kat View Post
    Ya musta missed his comment under the picture...

    It looks to me like the architect built out a section on the wall with arcane platforms (I forget the exact name), and then proceeded to "bury" the little bushy plant into the built up section to the point that the pot was concealed. I think the red is possibly the red bottles.
    That's more or less how I did it. What you dun generally notice are the invention tables or the personal salvage storage I have on that thing.

    However, what I really liked making most in that room was the chandeliers. Those took effort to get right.

    The entire room was done as a Christmas present. I made it special as I could. If you want to see it better, I do base tours on that place regularly, and have a slide show of it in my sig for this post.

    -Saya
  24. First off...

    CONGRATULATIONS
    to our three winners for the past week!


    1st: @Mach
    2nd @Dragons
    3rd @Taryn

    Each of you have had your prizes sent by in game mail

    The new riddle for the week of Nov 17 - Nov 24 is up for all to try for. I expect this one is gonna be harder for most of you riddle fans, so am doubling prizes for this week.


    Prize List (Nov 17 - Nov 24):

    1st Correct Answer: 20 million inf
    2nd Correct Answer: 10 million inf
    3rd Correct Answer: 4 million inf
    4th Correct Answer: 2 million inf
    5th Correct Answer: 2 million inf

    Have fun everyone!