Earth/Rad troller...Which powers to take?!


Archy

 

Posted

lo there!

I just rolled a troller on defiant (radiant earth). I'm pretty new to the idea of control, so I was just wondering which powers I should take from these sets? (and if you can how I can slot them, not very good with it y'see :P)

Thanks!

BSN


 

Posted

Earth/Rad - sounds like a nice combo

I'd say all the powers in Earth have some relevenat usage, but depending on your playstyle and whether you team a lot may effect the choices you make.

For me, with my Earth/Storm, I find all of the powers bar Salt crystals to be helpful in control within a team setting.

Fossilse - is the single target hold in the set, it looks like a block of stone covering most of a foe, very useful -I'll be slotting 2 acc 2 hold 2 recharge

Quicksand is a patch of brown goo, which slows enemies that pass through it (I have to add, that when I'd three slotted this with slows (before my respec), some foes ran through it like it wasn't there - Warwolves come to mind, although there may have been others - so expect some suprises) I've slotted 1 slow, 1 recharge (Although I might stick another slow in there - I have snowstorm to stack the slow with)

Stalagmites produces spikes of rock which disorient foes - this is great as an opener - disorienting the majority of a spawn gives you some time to add other controls without attracting aggro. I've gone with 2 acc 2 recharge 2 disorient

Earthquake is a pulsating rock on the ground that causes foes to bounce up and down on and around it, unable to attack. Great control tool. Ive gone with 3 recharge

Volcanic gasses is a great power, its a greenish patch that swirls on the ground and pulses a gas which over time will hold foes, causing them to hold their throats while choking on the spot I've gone with 3 recharge 1 hold (Although I may stick another hold in there to see if it makes much of a difference. Its pretty effective with just the recharges)

Animate stone - your pet. Very slow attack chain, but quite tough - uses stone mallet, stone fists and hurl boulder. When slotted, does some decent damage, but, as I say, very slow attacks.

Earthquake, Quicksand, Volcanic gasses and animate stone can all be cast while you stand safe behind a corner.
This is great as with all the aoes in the set, it can be an aggro magnet if you do things wrong and will end up in debt

Thats why I've left stone cages at the bottom. Its an aggro magnet for sure, immobilising all foes it effects within rock. They can't move, but they sure can fire back at you and they will if you haven't prepared properly i.e. with another control which incapacitates their ability to retaliate i.e stalagmites, volcanic gasses.
Theres also a single target immobilise which does the same as stone cages, cept' on a single foe.

Salt Crystals - as I mentioned, not my fave power at all - its an aoe sleep and will be ruined if someone attacks a slept foe. i.e. and aoe attack. I could see some use for it, as a sort of panic control, where mobs are mistakenly aggroed or when your team become overwhelmed....... but its not for me, and can't find the space for it in my uild+ the slotting it will need to be effective enough to do the job I've got it for.

I don't know much about rad, so can't give you advice on how the powers work and how they may synergize with the primary - I'll leave that to others


 

Posted

ok as the rad powers -

radiant aura - well you have to take this, not exactly the worlds greatest heal, but slotted up with 3 heals can save you and your team on occasion. you might add recharge+end redux if you can spare them, but I wouldnt worry too much about it.

Radiation infection - take this early, it still provides good damage mitigation for the team, and people will hate you in PvP. Get to-hit debuffs in it in the early levels, and look to have it six slotted with 3 to-hit debuff, 3 defense debuff by the late game. (You'll find the defense debuff part really handy against Paragon-protectors and other high defense mobs later on)

Accelerate metabolism - take this early, its a great buff - buffs damage, recharge rates, run speed and recovery (maybe other stuff too). Slot 3 recharges first and then move on to 3 end recoveries after that as you can manage.

Enervating Field - this is another one you probably should take - a real tip the scales power. It reduces the damage output from a mob, as well as debuffing their resistance (which will provide a bigger buff in the late game when people are SOed up on attacks, since damage buffs apply to the base value, while resistance debuffs apply to the final buffed value). its quite heavy on endurace, so wait till after stamina, then 2 or 3 slot with end reducers.

Mutation - this is the best single target rez in the game. rezes to full health and end, while giving a nice buff to boot. The power text mentions a crash once it wears off, but this has been removed for some time afaik. Despite all this, you'd might be better off going with something that would stop your teammates from dieing in the first place. Just put a recharge in the one slot that comes with it if you take it I'd say.

Lingering radiation - another one I'd say to take. Slows move recharge, movement speed and regen, so it'll be of enourmous help against AVs in the late game (particularly with the I7 buff). Slotting this is a matter of preference really - i think i have 2 recharges and an end redux in mine.

Choking cloud - i'd regard this as optional. a bit end hungry and you'll probably have better control available from your primary. I think at base its a 50% chance to hold every 5 seconds, so 3 slotted with hold durations you'll have 3/4 of the mob held within 5 seconds which isn't bad.

Fallout - skip it. it can do good damage, but its far too situational to take when theres so much other good stuff about IMO.

Em Pulse - take this. Massive PBAOE hold, with good base accuracy, long base duration and with an end drain part too. I have mine slotted 3 recharge, 2 accuracy and 1 hold, but a lot of people will go 2/2/2. Be careful using it when you're running toggles since it stops you from recovering end for a while - it bit be worh investing in one of the end-affecting powers from the epics because of this.


 

Posted

IMO you cant really go wrongwith any of the rad powers, although RI, EF, and LR are the three "must haves" as they are the core debuff.

Choking cloud is good for a defender, maybe even better for a Troller. A pulsing AoE hold toggle? you can effectively lock down half the mob at anyone time with this running. Downside is - aggro magnet. Use with a GOOD tank only.

Fallout has a bad rep, possibly becuase people focus on it as a damage power. The damage is mediocre, the debuff is spectacular. I wouldnt say its thats its a great power by any means, but come the 40's with a shed-load of AV's (who are going to be even tougher now...), you ARE going to have deaths, and exploding a corpse by an AV's feet always gave the team a considerable breathing space and chance to inflict much greater damage.

Fallout is probably the last on your list of priorities in rad set but don't dismiss it lightly. I found it usefull, and I think it will be even more so when debuffs are going to be vital to face Av's in issue 7 (and deaths more common).


 

Posted

Double wrote a nice Earth/Rad guide which you can find here.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

and now also here!
If you have any questions, just ask here or PM, or reach me at @Double


@Double

Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad

 

Posted

[ QUOTE ]

Fallout has a bad rep, possibly becuase people focus on it as a damage power. The damage is mediocre, the debuff is spectacular. I wouldnt say its thats its a great power by any means, but come the 40's with a shed-load of AV's (who are going to be even tougher now...), you ARE going to have deaths, and exploding a corpse by an AV's feet always gave the team a considerable breathing space and chance to inflict much greater damage.

Fallout is probably the last on your list of priorities in rad set but don't dismiss it lightly. I found it usefull, and I think it will be even more so when debuffs are going to be vital to face Av's in issue 7 (and deaths more common).

[/ QUOTE ]

True and good points.
To be fair, I really shouldnt have commented on fallout since I've never seen where i could fit it in my build to give it a try.

Now that I think about it, have you tried this in PvP? with people are dropping pretty regularly it might also find some decent functionality there.


 

Posted

Too slow to be truly effective in PvP

From the looks of the new supertough AV's on issue 7 (and the screams I am hearing...) Fallout gonna be much appreciated...


 

Posted

You don't really stand still in pvp and jump on the target, well maybe in the zones. Could be good in the zones though.


 

Posted

lo again

Just want to post a proposed build up and say thanks for the help. I've only managed to get her to lvl 8 with i7 and exams popping up recently

anyway here it is, c+c greatly appreciated

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Radiant Earth
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
---------------------------------------------
01) --&gt; Fossilize==&gt; Acc(1) Acc(9) Hold(13) Hold(17) Dmg(21)
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(3) Rechg(11) EndRdx(25)
02) --&gt; Stone Cages==&gt; Acc(2) Acc(9) Immob(13) Immob(17) Immob(25)
04) --&gt; Radiation Infection==&gt; EndRdx(4) DefDeBuf(5) DefDeBuf(5) TH_DeBuf(11) TH_DeBuf(21)
06) --&gt; Accelerate Metabolism==&gt; Rechg(6) Rechg(7) Rechg(7) EndMod(15) EndMod(15) EndMod(23)
08) --&gt; Recall Friend==&gt; Range(8)
10) --&gt; Enervating Field==&gt; EndRdx(10)
12) --&gt; Stalagmites==&gt; Acc(12) Acc(23) DisDur(31) DisDur(31) Dmg(45)
14) --&gt; Teleport==&gt; EndRdx(14) Range(31) Range(45)
16) --&gt; Mutation==&gt; Rechg(16) Rechg(19) Rechg(19)
18) --&gt; Earthquake==&gt; TH_DeBuf(18) Rechg(39) DefDeBuf(39) TH_DeBuf(39) TH_DeBuf(40) DefDeBuf(43)
20) --&gt; Lingering Radiation==&gt; Acc(20) Acc(45) Slow(46) Rechg(46) Slow(46)
22) --&gt; Swift==&gt; Run(22)
24) --&gt; Health==&gt; Heal(24)
26) --&gt; Stamina==&gt; EndMod(26) EndMod(27) EndMod(27)
28) --&gt; Volcanic Gasses==&gt; Acc(28) Acc(29) Rechg(29) Rechg(33) Hold(34) Hold(34)
30) --&gt; Quicksand==&gt; Slow(30) DefDeBuf(34) DefDeBuf(36)
32) --&gt; Animate Stone==&gt; Acc(32) Acc(33) Rechg(33) Dmg(37) Dmg(37) Dmg(37)
35) --&gt; Choking Cloud==&gt; EndRdx(35) Hold(36) Hold(36) Hold(50)
38) --&gt; EM Pulse==&gt; Acc(38) Acc(40) Hold(40) Hold(42) Rechg(43) Rechg(43)
41) --&gt; Conserve Power==&gt; Rechg(41) Rechg(42) Rechg(42)
44) --&gt; Stealth==&gt; EndRdx(44)
47) --&gt; Power Blast==&gt; Acc(47) Dmg(48) Dmg(48) Dmg(48)
49) --&gt; Power Boost==&gt; Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------

Thanks in advance

BSN


 

Posted

[ QUOTE ]
lo again

Just want to post a proposed build up and say thanks for the help. I've only managed to get her to lvl 8 with i7 and exams popping up recently

anyway here it is, c+c greatly appreciated

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Radiant Earth
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
---------------------------------------------
01) --&gt; Fossilize==&gt; Acc(1) Acc(9) Hold(13) Hold(17) Dmg(21)
Most important power you got. 6 six slot with 2 acc, 2 rech, 2 hold. Go with 2 acc, 1 rech, 3 dmg at lowlvls for dmg.

01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(3) Rechg(11) EndRdx(25)
02) --&gt; Stone Cages==&gt; Acc(2) Acc(9) Immob(13) Immob(17) Immob(25)
Doesn't need the immob dur since its good out of the box. Go with 2 acc, 1 end red.

04) --&gt; Radiation Infection==&gt; EndRdx(4) DefDeBuf(5) DefDeBuf(5) TH_DeBuf(11) TH_DeBuf(21)
The Def Debuffs aren't that important for PvE. Go with 3 tohit debuff and maybe 1 end red.

06) --&gt; Accelerate Metabolism==&gt; Rechg(6) Rechg(7) Rechg(7) EndMod(15) EndMod(15) EndMod(23)
08) --&gt; Recall Friend==&gt; Range(8)
10) --&gt; Enervating Field==&gt; EndRdx(10)
Go with 2 or 3 end reds....uses it's fair share of endurance

12) --&gt; Stalagmites==&gt; Acc(12) Acc(23) DisDur(31) DisDur(31) Dmg(45)
One of your most important powers and whatever you do do not slot it for dmg. Go with 2 acc, 2 rech, 2 disdur

14) --&gt; Teleport==&gt; EndRdx(14) Range(31) Range(45)
16) --&gt; Mutation==&gt; Rechg(16) Rechg(19) Rechg(19)
Its a rez (a very good rez I will admit) so you can skip this power if you wish. 1 rech should be fine.

18) --&gt; Earthquake==&gt; TH_DeBuf(18) Rechg(39) DefDeBuf(39) TH_DeBuf(39) TH_DeBuf(40) DefDeBuf(43)
The tohit/def debuffs aren't massive in this. Stick with 3 recharges.

20) --&gt; Lingering Radiation==&gt; Acc(20) Acc(45) Slow(46) Rechg(46) Slow(46)
One of the best powers in Rad. Awesome for AVs since it's one of the best -regen powers out there. Slot 2 acc, 3 recharge and maybe 1 end red if you have the slot.

22) --&gt; Swift==&gt; Run(22)
24) --&gt; Health==&gt; Heal(24)
Health isn't great on a squishie because of few hps and since you've got a selfheal I would go for hurdle instead.

26) --&gt; Stamina==&gt; EndMod(26) EndMod(27) EndMod(27)
28) --&gt; Volcanic Gasses==&gt; Acc(28) Acc(29) Rechg(29) Rechg(33) Hold(34) Hold(34)
Doesnt need the acc. Slot with 3 recharges and maybe a 1 or 2 hold durations and maybe 1 end red if you have the spare slot.

30) --&gt; Quicksand==&gt; Slow(30) DefDeBuf(34) DefDeBuf(36)
Good power but if it comes down to choose between LR and QS I would go for LR

32) --&gt; Animate Stone==&gt; Acc(32) Acc(33) Rechg(33) Dmg(37) Dmg(37) Dmg(37)
Drop the recharge unless you plan on having him killed loads....he's pretty tough.

35) --&gt; Choking Cloud==&gt; EndRdx(35) Hold(36) Hold(36) Hold(50)
One of the biggest endhogs in the game. Slot with 3 end redux at least.

38) --&gt; EM Pulse==&gt; Acc(38) Acc(40) Hold(40) Hold(42) Rechg(43) Rechg(43)
fantastic AoE hold. The hold baseduration is pretty long so I would probably go with 2 acc, 3 rech, 1 hold.

41) --&gt; Conserve Power==&gt; Rechg(41) Rechg(42) Rechg(42)
At this point you will be aching for dmg. Go with power blast instead

44) --&gt; Stealth==&gt; EndRdx(44)
Go with temp imvul instead...it will make a BIG difference.

47) --&gt; Power Blast==&gt; Acc(47) Dmg(48) Dmg(48) Dmg(48)
Take power boost here.

49) --&gt; Power Boost==&gt; Rechg(49) Rechg(50) Rechg(50)
Probably go with conserve power here.
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------

Thanks in advance

BSN

[/ QUOTE ]

My earth/rad suggestion would probably look something like this:

---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
---------------------------------------------
01) --&gt; Fossilize==&gt; Acc(1) Acc(3) Rechg(3) Rechg(5) Hold(5) Hold(7)
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(36) Heal(36) Rechg(36) Rechg(40) EndRdx(46)
02) --&gt; Stone Cages==&gt; Acc(2) Acc(7) EndRdx(9)
04) --&gt; Accelerate Metabolism==&gt; Rechg(4) Rechg(9) Rechg(11) EndMod(11) EndMod(13) EndMod(13)
06) --&gt; Radiation Infection==&gt; TH_DeBuf(6) TH_DeBuf(15) TH_DeBuf(15) EndRdx(48)
08) --&gt; Combat Jumping==&gt; Jump(8)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Stalagmites==&gt; Acc(12) Acc(17) Rechg(17) Rechg(19) DisDur(19) DisDur(21)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Hurdle==&gt; Jump(16)
18) --&gt; Earthquake==&gt; Rechg(18) Rechg(21) Rechg(23)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(23) EndMod(25)
22) --&gt; Enervating Field==&gt; EndRdx(22) EndRdx(25) EndRdx(50)
24) --&gt; Acrobatics==&gt; EndRdx(24) EndRdx(27)
26) --&gt; Volcanic Gasses==&gt; Rechg(26) Rechg(27) Rechg(29) Hold(37) Hold(43) EndRdx(46)
28) --&gt; Lingering Radiation==&gt; Acc(28) Acc(29) Rechg(31) Rechg(31) Rechg(31) EndRdx(37)
30) --&gt; Hasten==&gt; Rechg(30) Rechg(33) Rechg(33)
32) --&gt; Animate Stone==&gt; Acc(32) Acc(33) Dmg(34) Dmg(34) Dmg(34)
35) --&gt; Super Speed==&gt; Run(35) EndRdx(37)
38) --&gt; EM Pulse==&gt; Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40) Hold(40)
41) --&gt; Power Blast==&gt; Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
44) --&gt; Temp Invulnerability==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --&gt; Power Boost==&gt; Rechg(47) Rechg(48) Rechg(48)
49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

[ QUOTE ]
lo again

Just want to post a proposed build up and say thanks for the help. I've only managed to get her to lvl 8 with i7 and exams popping up recently

anyway here it is, c+c greatly appreciated

*Snip*

[/ QUOTE ]Fossilize is your main power, 6-slot it, preferably 2 acc 3 hold 1 rech. (actually, seeing as you don't have hasten, give it 2 rech and drop one acc or hold).
You'll want some endurance in stone cages.
Give RI one more ToHit debuff.
EF needs at least 2 EndRdx, possibly 3.
Mutate does not need more than 1 slot if you're doing your job well, those slots are much better use elsewhere.
6-slot stalagmites, acc, rech and stun, no damage.
TP doesn't really need slots, only add those if you have no better place.
Give earthquake 3 rech.
LR only needs some ACC, and 3 rech.
Give volcanic gasses 3 rech and 3 hold, it's LBAoE and thus has fairly high ACC (Not 100% on this, if am wrong then 2 acc 3 rech 1 hold).
You'll propably want another EndRdx in CC
I'd strongly suggest taking TI or hasten instead of stealth.


 

Posted

i agree with Max... apart from i would drop conserve power instead of stealth for hasten... conserve power truthuly is preety rubish :S


 

Posted

[ QUOTE ]
... conserve power truthuly is preety rubish :S

[/ QUOTE ]

Conserve isn't a rubbish power...especially with 2 quite endheavy sets as earth and rad


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

[ QUOTE ]
i agree with Max... apart from i would drop conserve power instead of stealth for hasten... conserve power truthuly is preety rubish :S

[/ QUOTE ]It aint too good, but no way is it as rubbish as stealth

(Especially when the char doesn't have SS).


 

Posted

Thanks for the advice guys

Using this (with a couple of tweaks, including shuffling around SS ) I've come up with this...

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
---------------------------------------------
01) --&gt; Fossilize==&gt; Acc(1) Rechg(3) Acc(3) Rechg(5) Hold(5) Hold(7)
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(36) Heal(37) Rechg(37) Rechg(43) EndRdx(46)
02) --&gt; Stone Cages==&gt; Acc(2) Acc(7) EndRdx(9)
04) --&gt; Radiation Infection==&gt; TH_DeBuf(4) TH_DeBuf(21) TH_DeBuf(21) EndRdx(36)
06) --&gt; Accelerate Metabolism==&gt; Rechg(6) Rechg(9) Rechg(13) EndMod(13) EndMod(15) EndMod(15)
08) --&gt; Hasten==&gt; Rechg(8) Rechg(11) Rechg(11)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Stalagmites==&gt; Acc(12) Acc(17) Rechg(17) Rechg(19) DisDur(19) DisDur(23)
14) --&gt; Super Speed==&gt; EndRdx(14) Run(50)
16) --&gt; Hurdle==&gt; Jump(16)
18) --&gt; Earthquake==&gt; Rechg(18) Rechg(23) Rechg(33)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(25) EndMod(27)
22) --&gt; Enervating Field==&gt; EndRdx(22) EndRdx(33) EndRdx(46)
24) --&gt; Lingering Radiation==&gt; Acc(24) Acc(25) Rechg(31) Rechg(31) Rechg(31) EndRdx(40)
26) --&gt; Volcanic Gasses==&gt; Rechg(26) Rechg(27) Hold(29) Hold(29) Hold(36) EndRdx(37)
28) --&gt; Combat Jumping==&gt; Jump(28)
30) --&gt; Super Jump==&gt; Jump(30)
32) --&gt; Animate Stone==&gt; Acc(32) Acc(33) Dmg(34) Dmg(34) Dmg(34)
35) --&gt; Acrobatics==&gt; EndRdx(48)
38) --&gt; EM Pulse==&gt; Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40) Hold(40)
41) --&gt; Power Blast==&gt; Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
44) --&gt; Temp Invulnerability==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --&gt; Power Boost==&gt; Rechg(47) Rechg(48) Rechg(48)
49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------

I've decided to take out tp and put in the ol' SS/SJ combo since they would contribute more with KB/immob protection, along with hasten (which seems godlike around here, but I can see why ) along with a bit of stealth to boot.

Thanks again for the tips, any other comments are appreciated (hopefully it'll be perfect now )

BSN