joebartender

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  1. So with the fix to MoLambda coming soon does anyone have any thoughts on the two runs that require you to get all of one temp and none of the other?

    As I see it your going to get done with gathering the 10 temps in about 2.5 minutes with all 16 in the league working on one set of temps.

    That leaves 2.5 minutes that your going to have to wait for Marauder to show up.

    As we know from the dev response to Incarnate rewards just doing nothing is not a good way to insure you reach the minimum required participation level so standing around for 2.5 minutes doesn't seem like a good plan to get above the threads only table.

    what seems like the best way to kill this time?

    I can see either leaving the courtyard mobs or one half of the courtyard mobs to have something to and be in position to move in fast on Marauder when he shows up.

    I can also see just moving to the otherside and attacking mobs there and avoiding the crates/containers until the timer runs out.
  2. Quote:
    Originally Posted by boppaholic View Post
    Thanks for the reply. I thought the redraw was fixed on animation times, but I guess I was wrong. I did think about dwindling crowds, i figure just put your back to a wall and taunt them over, but even then that would be a pain. But if rage (or buildup for that matter) truelly aren't necessary, then might as well stick with SS. But I may have to try mace out, and see just how annoying those redraw times are.
    inspiration binds are nice for solo farming I like the ones here :http://boards.cityofheroes.com/showthread.php?t=125603''

    I know there are at least one other guide around for this kind of thing. You can of course always make your own that fit your toons needs
  3. Quote:
    Originally Posted by Silas View Post
    You're right, sticking with the team isn't the most effective way for some characters to kill as many critters as possible.

    It's the most effective way for the team to kill as many critters as fast as possible. If you're not able to get an attack off before most stuff is dead, be faster. You may feel like you're contributing more if you're soloing spawns rather than dropping 1-2 attacks per spawn, but your damage and aggro capabilities are much better leveraged fighting with the team.

    For your ITF example, if the team didn't seem to know what they were doing, you should have gone back down and helped them. Gone back, helped them clear whatever they were fighting and if you wanted to move on quickly say so in chat and get the team moving with you.
    I think sticking with the group is a good basic default plan.

    I don't think the most effective way for the Team to work is all 8 players in one spot always.

    If the team is capable of destroying 4 spawns at the same time in 4 groups of 2 then for that team this tactic is the most effective method.

    You reach a point where having another person at the spawn is wasted damage, control, debuff or agro management.

    15-20 min ITF's don't happen with 8 people moving from objective to objective they happen from well built teams spreading to each objective and closing back into the ones that still need help/are lagging a bit behind.

    Just as an example in the 1st mission of the ITF having 8 people move to each Sybil spawn would be a waste of resources. The spawns are small enough that one toon can free a Sybil in one AOE cycle. In fact whole group moving to each Sybil considerably slows thing down due to dragging the rest of the Spawns in the room onto the Sybils and making harder to kill just the ones you need to move on.
  4. joebartender

    I heart NRG

    Just want to say that as an honest to goodness dsylexic I saw the title of the thread as I heart RNG at 1st and came in here fully hoping to hear of an AV whiffing 10 times in a row while the OP had one hp left in a fight or about 3 purple drops in the same mission.


    As to what to pair with Nrg I'd say /Storm if your going to be walking chaos then you should go all out. Nrg/Storm can be one wild mix depending on how you play it.

    Also when you consider that Nrg/ Was originally Water blast and was changed when they couldn't make the water look right it fits thematically with storm
  5. Quote:
    Originally Posted by boppaholic View Post
    I love foot stomp, don't get me wrong, it's the bee's knees. But it just seems odd that SS/Fire is the "top dog" when it comes to farming. Now I never farmed with a brute before, so feel free to enlighten me... but with the rage crashes, it seems inefficient when it comes to farming. A lot of people even state they don't even use rage because of it (though double rage is juicy when it kicks in - so I could see why you would use it despite the crash).

    So what am I getting at? Well, footstomp is awesome because you pop a recharge proc in it and you are king. You do good damage, it has a huge radius (so hitting the max 10 targets is a cake walk, thus giving you a ~65% chance of activating your proc). But let me ask you experienced folks, how hard is it to hit 10 targets using Crowd Control with it's 180 degree arc and 8 foot radius? I figure in a farm, with very tight mobs, it wouldn't be hard... but maybe I'm wrong. The benefits I see is that you could very possibly activate the recharge proc just as often as you would with footstomp, but with a recharge of 12seconds instead of 20 (or we'll say 3 seconds vs. 5 seconds after all recharge improvements are set in), you do more damage (1.61 damage scale vs. 1.42, with cast times of 2.0 seconds vs. 2.1 seconds respectively). Also, no rage crash, but a regular build up that will pop up every 23 seconds or so. Just to give you an idea of a recharge-centric AoE build, I'll post one below. But I'm not too concerned with build suggestions, just suggestions that could be recommended over SS (with rage crash or with no build up at all). Thanks


    Again, this is only a hypothetical design I made where he is intended to have huge recharge and does all AoE damage (don't cry foul over not having clobber) This build uses 5 AoE, 3 of which has the endurance proc to help with retrieving endurance as you'll burn through it even with consume going off quickly (though picture this toon with Ageless tier 4 +recovery)

    Build: (Recharge AoE damager)
    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Pulverize
    • (A) Empty
    Level 1: Fire Shield
    • (A) Aegis - Resistance
    • (3) Aegis - Resistance/Endurance
    • (3) Aegis - Resistance/Endurance/Recharge
    Level 2: Blazing Aura
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (9) Obliteration - Chance for Smashing Damage
    Level 4: Healing Flames
    • (A) Doctored Wounds - Recharge
    • (9) Doctored Wounds - Heal/Endurance
    • (11) Doctored Wounds - Endurance/Recharge
    • (11) Doctored Wounds - Heal/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    Level 6: Boxing
    • (A) Empty
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Temperature Protection
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt
    • (19) Mocking Beratement - Taunt/Recharge
    • (19) Mocking Beratement - Taunt/Recharge/Range
    • (21) Mocking Beratement - Accuracy/Recharge
    • (21) Mocking Beratement - Taunt/Range
    • (23) Mocking Beratement - Recharge
    Level 14: Tough
    • (A) Aegis - Resistance
    • (23) Aegis - Resistance/Endurance
    • (25) Aegis - Resistance/Endurance/Recharge
    Level 16: Plasma Shield
    • (A) Aegis - Resistance
    • (25) Aegis - Resistance/Endurance
    • (27) Aegis - Resistance/Endurance/Recharge
    Level 18: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    Level 20: Consume
    • (A) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (29) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    Level 24: Whirling Mace
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    Level 26: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 28: Burn
    • (A) Obliteration - Damage
    • (37) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (39) Obliteration - Chance for Smashing Damage
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Crowd Control
    • (A) Armageddon - Damage/Recharge
    • (39) Armageddon - Accuracy/Damage/Recharge
    • (40) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Damage/Endurance
    • (40) Armageddon - Chance for Fire Damage
    • (42) Force Feedback - Chance for +Recharge
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 38: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 41: Electrifying Fences
    • (A) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Positron's Blast - Chance of Damage(Energy)
    • (45) Performance Shifter - Chance for +End
    Level 44: Ball Lightning
    • (A) Ragnarok - Damage
    • (45) Ragnarok - Damage/Recharge
    • (46) Ragnarok - Accuracy/Damage/Recharge
    • (46) Ragnarok - Accuracy/Recharge
    • (46) Ragnarok - Damage/Endurance
    • (48) Performance Shifter - Chance for +End
    Level 47: Static Discharge
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    • (50) Performance Shifter - Chance for +End
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 50: Musculature Radial Boost
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    Well when you faming solo for drops or tickets you don't need to worry bout rage. Your going to have insp drops fast enough to stay damage capped or close the whole time.

    Pbaoe and sphere shaped aoe's are ideal because you fire and forget. No need to move or find the right cluster of targets.

    You might think that the range and arc on Crowd control are going to make it easy to hit the cap of targets but as the farm dwindles down your going to spend more time having to move and line things up than you like.

    Or your going to have to use Whirling Mace more often and deal with things wandering while they are stunned. Unless you imob them but then your just negated the KB in Crowd Control.

    I'm sure someone else will come along to point out what a pain in the rear the redraw is going to be to put up with every single time you use burn, or a patron attack or healing flames .
  6. Quote:
    Originally Posted by RaikenX View Post
    Ever since Fly got its end cost reduced (geez...how many issue ago was that?), i've never had any kind of endurance problems while flying nor have i ever needed to slot an End reducer into it whether it was a toggle heavy toon or not. And this is on toons that are running either SO's or generic IO's. No buffs other than stamina and no IO bonuses. The only time end cost from fly should pose a problem is if you're trying to run it while you're in combat, which if you are...you should be slapped.

    The increase to the base speed of fly (read: pretty much capped from the get-go) is just an added bonus. Now it doesn't need end redux OR fly enhancements. Slap in a Freebird: +Stealth (or other IO of your choice) and call it a day.

    Many people like leaving their travel powers on in combat. This is specifically why I pointed out the end cost. I don't personally condone it but I see it very very often. Not as often as I see SS'ers leaving that on none stop by any means but not rare in the least
  7. joebartender

    Judgement & ITF

    Quote:
    Originally Posted by OutaControl View Post
    I was wondering if Judgement was being treated like Confuse, if you Confuse two and they kill each other you get no credit, if they beat each other down by 50% you get 50% credit.
    .
    If you do 20% you get 75% of the exp from a confused kill.


    Edited to fix typo of 2% to 20%
  8. Quote:
    Originally Posted by ArcticFahx View Post
    So why not solo a few missions? Shards can drop from all even or higher-level foes once you've unlocked your Alpha.
    The WST might not be run as much right now as it had been but I still see at least 3-4 ITF's a night take off during the week on Infinity and thats only the ones that start in one global chat chan.

    Now that shards can drop on even things you exemp down to run getting those last few shards ought to be fairly easy for you I hope.
  9. Quote:
    Originally Posted by Canine View Post
    As ArcticFahx said, I was responding specifically to the statement that Unstoppable is a guaranteed delayed death sentence.

    My only experience of playing Invuln is on a Brute, but the technique for surviving the Unstoppable crash should be pretty much universal. Either a) get the hell out of there and hide while it takes your health and endurance away or b) mash huge numbers of insps and hope you get lucky.

    Whether that makes Unstoppable any more or less worth taking on your build is a question only you can answer, as it ties in to your playstyle, expectations and personal tastes. I took it on my Brute, and it's proven useful several times. Your Mileage May Vary.
    I would think the easiest way to handle the unstop crash is that when you see the icon flash you hit Archmage and Geas. Then perhaps a blue or two if needed. Thats how I handle the crash on Powersurge on my /elec brute. Ought to work just as well for this.

    Now if your needing to hit your tier 9 more often then those two powers cycle back your might have to mash skittles but how often do you hit that tier 9? Once a play session? At worse once a mission if your in love with the thing
  10. Quote:
    Originally Posted by Redd35 View Post
    I wanted to roll a primary and secondary i have never done before, and Battle Axe/Electric fits the bill, any one have experience/comments on this combo? Also, how is electric by itself? Is the heal up enough for it to be reliable?
    /ELEC is a good all around set. You get good resists to everything in the game. You can ignore end drain and laugh off most slows.

    Where /Elec is really nice is the end game. There you see lots of Energy, Fire and Psi damage all of which /Elec can handle fairly well.

    /Elec much like every armor set in the game gets more robust with layered mitigation. For /Elec adding def and then recharge to get energize almost perma helps a ton.

    You also stated you wanted to go Axe for a primary which adds all that nice KD for additional mitigation.

    Should be a fun combo to play
  11. Quote:
    Originally Posted by Jaxson B View Post
    Hi folks,

    As a MM main, I was quite annoyed to hear a coalie say in chat that players using pets in trials were negatively effected in drops at the end of runs. While I understand that rare and very rare drops are supposed to be just that, I've done around 100 runs myself and gotten mostly commons with a few uncommons, and always got angry when people say things like "lol another rare".

    Is there an actual 'main' thread for discussion on this? I want to find out what's known on it so far, and what a mastermind can do to 'soft-fix' this, as I'm a new player with great marketing savvy, so I don't much like the prospect of running a huge number of trials for enough threads/commons/uncommons to craft 5 very rare components and put myself out 4 billion inf. =S

    So does anyone have a link to the primary thread on this topic?

    Thanks for your help!

    Jax

    http://boards.cityofheroes.com/showthread.php?t=258774

    stickey in the top of the dev digest.

    Long story short. You do enough to qualify for anything but the threads table and the rest is random.
  12. Quote:
    Originally Posted by Marsha_Mallow View Post
    Endurance use to be a problem years ago, but they've changed that so that it doesn't use much endurance anymore. So i just slot my characters that have it with just a single Fly IO and never seem to have an endurance issue.
    It takes 1end/second. Thats as much as having Tough, Weave and a Patron shield all running at the same time with no end reduction in them.

    The reason your not noticing the end drain as much could stem from any number of things but a combination of buffs and IO bonus is my guess
  13. Quote:
    Originally Posted by Werner View Post
    OK, after more thinking, I'm pretty iffy on Darkest Night because it requires an anchor. In most fights, anchors die very quickly. You're not going to want to waste 3.5 seconds casting Darkest Night only to have it go away after another handful of seconds. And you should probably lead off with Foot Stomp and maybe Taunt anyway to help with aggro control, so now, by the time you use Darkest Night, your anchor is almost dead.

    So from that standpoint, it seems only useful on something that lives long enough to serve as an adequate anchor. So an AV. But an AV is going to resist it. I suppose it's useful cast on one of the AVs to help with the adds on the BAF, but those hardly seem to be a survival problem unless they're ignored.

    So I guess now I'm thinking Barrier plus AoEs to leverage Diagmagnetic. The AoEs are serving double use pulling aggro, so that's good too.

    Again, I've never used Darkest Night, so I'm still just guessing about how it works in practice.
    The 3.5 seconds is a killer. By the time you cast and then hop into the mob to footstomp your taking a ton more return fire than just jump in Footstomp and then Dark Oblit. That work fine on my SS/FA for soloing Crates on Lambda runs.

    You can always hop into the mob then Footstomp and hit DN while they recover but again nothing is staying on its butt for the 3.5 seconds it takes to animate the power.

    Taking 16 purples and 4 greens in I can most times get 5-7 crates/containers on my own before I run out of skittles. If one or two teamates stick with me I won't use half of the inspirations becuase either the dps will be high enough we can ignore all the inbound damage or the buff/debuffs make it so I can ignore the inbound damage. This is on a SS/FA with only 35% S/L and 14.9 E/N which is nowhere near as sturdy as the OP's SS/SD
  14. Quote:
    Originally Posted by Airhammer View Post
    As I understand it all judgement powers do the same damage
    This.

    Some of the powers in higher tiers have a chance for more damage against all enemies, a certain class of enemies or a chance for additional dots but at base they are all the same damage.

    Ion is of course bugged now but they fixed that in the patch on test server now so thats going away sooner rather than later.


    To the OP when you say you can't take out minions with it do you mean level 54 minions in the Trials or level 50 minions against your level shifted toon?
  15. Quote:
    Originally Posted by Residentx10 View Post
    I'm on the road again this week and I'm getting dog performance from the game. I was told in the past that this client needed 10Kbps to function correctly.

    I bought a Verizon 4G card with a bandwidth measurement usage monitor a few months ago, I tested it with the CoX Client and in an evening (7-10pm), I used up 100MB. I'm in hotel with 384KB wired and it's dragging through the loads. I can't reach objectives to send the team to the next mish without it stalling/crashing.

    Also, over the past few months, the game client on ocassions appears haunted. I can't see teammates on maps for short periods, I can't dismiss my pets/call unless I zone., etc. I believe these experiences have been directly relate to bandwidth I was given at the time I was playing.

    I need an expert opinion about the game client requirements.
    Might want to see about getting this moved to the Technical Issues forum. The users there are more likely to be able to answer your question than here in the general questions forum.

    I don't have a hard number answer to give you but I do know that you can reduce the amount of info being sent by changing your options to not send buff numbers.

    I don't like turing them off due to losing the visual cues that tell me when buffs are dropping or when inspirations are wearing off but it may be a short term fix for when your on the road
  16. Quote:
    Originally Posted by Silas View Post
    Except 2 of the best powers in /MM are PBAoEs, namely Drain Psyche and Psychic Wail.
    Think you mean Psychic Shockwave but the main thrust of what you said is very true. /Ment doesn't do it's best work at range.

    I wouldn't complain if World of Confusion just one day up and disappeared and the Fortunata version on Psychic Wail just turned up in /MM instead though
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    Destiny may affect how some people build their character, too.
    Sure does. Don't need cardiac alpha anymore with ageless on my SS/FA for example and that opened up a whole new world of things to tweak.

    Can't wait for the update to be done so I can see the total package of effect laid out for me.
  18. If your looking to do it as fast as possible I'd recomend Black Scorpions patron arc. It tends to run the fastest by a good measure.
  19. Quote:
    Originally Posted by Descend View Post
    I have another question also, why 12 points of KB? what actually can hit through that? is 8 enough?
    Almost nothing that does more than 4 points of KB will do less than 9 in the game. Having 8 points of KB is about the same as having just 4 for the most part.


    As far as the damage proc in a aura it doesn't add much on average as Ultrawatt already said. At least with the -res proc in there against hard targets it is going to be boosting your dps and the rest of the teams
  20. Glad to hear we are getting a fast response to player concerns.

    I have really enjoyed the new content and trails. I haven't had an major issues with the rewards or people trying to game the system but I know I am in the minority on that one.

    Just from reading around the boards the last couple of hours the level of vitriol was starting to reach ugly levels. I harbor no hopes that the solution the devs put forward will please everyone but I can hope that it leads to more people feeling like they have recieved a fair reward
  21. joebartender

    My GF's Brute

    Quote:
    Originally Posted by MajorTractor View Post
    I'm pretty sure those Rikti Drones have a hugely increased tohit make the soft cap vs them alot higher than other enemies.
    They ignore stealth. They do not have any plus to-hit. They do themselves have very high def and can be a pain to hit as a player
  22. Quote:
    Originally Posted by HelinCarnate View Post
    I would suggest to just remove all temps including ninja run and beast run for iTrials. They are advertised that you cannot use temps so what is the problem? That way it would be consistant.
    Not going to happen. When you pay extra cash to the company to be able get an extra power NcSoft has shown that they are going to side on letting you use the power.

    That is why the 5 dollar a month flight pack still works on master of settings where others do not.
  23. joebartender

    My GF's Brute

    Quote:
    Originally Posted by Pyrotechnick View Post
    My GF is running a Mace/Super Reflexes Brute, cause she likes to smash things. Now, playing blasters, I figure that a brute should be pretty tough, but for some reason, she gets killed rather easily (or much more easily than I expected).

    I am playing a Dark/Ice Defender, and the two of us can kill about anything, but I had her helping my blaster the other day, and she ran into a pile of Rikiti and became one with the carpet.

    I have not looked at how she is slotted, but I know NOTHING about Brutes. I know she is using SOs of the correct level. We are in our early 40s. I think 42.

    Anyone have a Super Reflexes Brute, or have any general advice?
    Your dark def brings -tohit, a heal, a large fear, and a pet that puts out as much control as some of the more poorly played human controllers I have teamed with.

    When your on your blaster all that extra mitigation goes away.

    Without seeing her build its hard to offer a lot of advice. Is she soft capped to all 3 positions yet? That will provide a metric ton of survivability for her. Many /SR users like to find a way to fit in aidself to take the edge off of the low number of hits that do get thru even at the soft cap.

    Also against Rikiti your going to run into Psi attacks that lack a positional tag. They will hit and they will hit for full damage since her brute most likely has 0 Psi resistance.
  24. Quote:
    Originally Posted by Gatecrasher View Post
    Okay, so there is definitely a cap that the Reactive DOTs hit. Armed with that information, some of my guys will start out in some of the other Interface abilities, because I'm sure that darned near everyone will be loading out Reactive.

    Thanks.

    -Gate
    Can always craft a two paths. Get that tier 3 Reactive for solo play where I am given to understand folks are reporting anywhere from 15-40 dps from the dots alone. Then make something else that is less widely used for team content

    If your inclined to spend the time doing it that is.
  25. Quote:
    Originally Posted by Silas View Post
    This isn't a real guide, therefore shouldn't be in the Guide forums. Other than that, I agree with St0n3y.
    It wasn't in the guide section at 1st. He had it in the Brute forums where I spent many many minutes crafting a wonderful point by point response to this drivel.

    Then he had it moved before I hit submit

    Stoney took care of the reply much more succinctly than I would have any way