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PTS Update (6/14): FC.20.20110614.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited June 2011 in PTS - The Archive
FC.20.20110614.0 Patch Notes
PTS Update ETA: 2:30 PM PST (GMT-7)

Known Issues:
  • Known issues will be posted here.
Archetypes:
The Impulse
  • This archetype has an additional power choice. At level 8, The Impulse can now choose between Personal Force Field and Kinetic Manipulation.
Powers:
Force
  • Inertial Dampening Field: Stacking multiple instances of this power will now produce reduced results. With just one person in the party running the power, the amount of protection is unchanged. With all 5 party members running the power, the amount of protection is half of what it used to be.
  • Force Detonation: Recharge time has been reduced to 10 seconds, down from 15.
  • Force Detonation: Cost reduced ~10 Energy.
  • Containment Field: Cost reduced ~3 Energy.
  • Force Eruption: Damage increased ~5%.
  • Force Eruption: Tap cost reduced ~1 Energy; cost per charge time reduced ~1 Energy.
  • Force Geyser: Cost reduced ~3 Energy.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    ironswan wrote:
    Archetypes:
    The Impulse
    • This archetype has an additional power choice. At level 8, The Impulse can now choose between Personal Force Field and Kinetic Manipulation.

    Yes!

    [post=1857918]Less than two hours after the Archetype was first announced:[/post]
    oddTodd wrote:
    This might be a good situation in which to give a really interesting choice in powers, namely between PFF and Kinetic Manipulation.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Hm. No return to TK.

    Oh well.

    Reading more on the PTS forums: Can someone point me to this Stat rebalancing people keep refering to?
    Are we talking the Pipedreams and wishes thread or something that Cryptic is ACTUALLY going to do?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The_Last,
    ironswan wrote:
    NOTE: Be aware that we have upcoming changes (unannounced, at this point) for some of the Stats, Ego included.
    From first post of this thread: http://forums.champions-online.com/showthread.php?t=130904
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Is this a first pass or is this it? Because although this is a step in the right direction it doesn't feel like it's enough. Glares at PFF.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    ironswan wrote:
    FC.20.20110614.0 Patch Notes
    PTS Update ETA: 2:30 PM PST (GMT-7)

    Known Issues:
    • Known issues will be posted here.
    Archetypes:
    The Impulse
    • This archetype has an additional power choice. At level 8, The Impulse can now choose between Personal Force Field and Kinetic Manipulation.

    WAY COOL GUYS best AT so far good work
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Wait, are these the first patch notes for the force AT or did I miss something?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Temprus wrote:
    The_Last,


    From first post of this thread: http://forums.champions-online.com/showthread.php?t=130904

    Thanks Temprus.
    Well I expect the rest of my toons to kicked in the jewels via that, it would only make sense after the TK changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    zerohalo wrote:
    Is this a first pass or is this it? Because although this is a step in the right direction it doesn't feel like it's enough. Glares at PFF.


    I don't want to put words in his mouth, as maybe the info wasn't finalized. But until he responds, he did say this in the Force Framework thread
    Ame wrote:
    Hi all,

    While we aren't doing a full review of Force alongside the release of The Impulse AT, we do have some minor fixes for the framework.

    ...
    Specifics
    ...

    Also, while we aren't doing a full review of the Force framework right now, that doesn't mean it's never going to get one again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    sad no mention of PFF... maybe they could do something with force powers like they did with ego leach.. the more you use your force powers the more your shield recharges...

    PFF just needs... something
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Would be also nice if the Force Powers do increased damage to targets which are immune to knocks.

    ...or do they do already? o.o

    EDIT:
    And PFF. Something. At least SOMETHING. :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Whats up with your spdeadsheets devs? Why powers are so horribly imbalanced when compared to others?
    Just watch:
    Force Detonation and Ebon Rift's Vengeful Shadows

    4 points to get full benefit 2 points to get full benefit
    500 base damage 1500 base damage
    1 second activation time 0.5 second activation time
    50 ft. knockback(scales) 100 ft. knockback(doesn't scale)
    10 ft. aoe 15 ft. aoe
    81 enduracne cost(after patch) 31 endurance cost
    10 seconds cooldown(also only after patch) 15 seconds cooldown
    Can't be channeled for additional damage Can be channeled for additional damage

    Wtf? The only thing that is better on detonation is cooldown, but it's meaningless buff since you don't spam that power, but use it only when enemies are clustered together, and that happens much more rarely than every 10 seconds. Most PVE villains are immune to fall damage or saved by low roofs too so it makes str scaling on force detonation useless(in pvp fall damage is wasted 90% of the time too thx to closed maps\high grounds\some specific travel powers)
    I'm not even mentioning TOTALLY useless and outclassed powers like Orbital Cannon, but rly, what kind of spreadsheets are you guys using, makes me wonder.

    Also lockdown from Crushing Wave should be removed, also Force Geyser NEEDS better animation and should scale with str, cos 800 fall damage on rank 3 that doesn't even work 100% of the time? Really?
    Contaiment field needs less activation time or -50% damage component removed. Force Eruption needs larger aoe or less activation time. PFF needs many buffs, don't even know where to start) Advantages on both Force Cascade and Force Eruption should start working on tap once again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Sooooo, basically you are turning it from a defensive AT to an offensive AT because only an extremely low number of people are actually going to take the pitifully underperforming PFF. Understood.

    I actually have a toon I'm trying to use PFF on... and it really is like trying to harvest alligator teeth... from a live, angry, hungry, and untranquilized mother alligator guarding her nest.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    ironswan wrote:
    FC.20.20110614.0 Patch Notes
    • This archetype has an additional power choice. At level 8, The Impulse can now choose between Personal Force Field and Kinetic Manipulation.

    ...So the Impulse can have a passive or a toggle, but NEVER a passive and the toggle most likely to help keep the weaksausce passive working?

    I seriously don't get what you guys are going for here. I get the feeling we are failing to impress upon you how bad PFF is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    NikeOnline wrote:
    ...So the Impulse can have a passive or a toggle, but NEVER a passive and the toggle most likely to help keep the weaksausce passive working?

    I seriously don't get what you guys are going for here. I get the feeling we are failing to impress upon you how bad PFF is.

    What toggle are you refering to? I ask as I only noticed an offensive and defensive passive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Kien. wrote:
    What up with your spdeadsheets devs?

    10 ft. aoe 15 ft. aoe
    Ebon Rift doesn't have a 15' radius on the knock, it's basically single target, though I hadn't realized just how good ebon rift really was (also compare frag grenade). The other problem with force detonation is that in PvE, scattering enemies is pretty much never useful; you usually want them to stick together in a clump.

    Replace force detonation with force implosion. I can think of all sorts of valuable benefits to collecting a mob of foes in a tiny space.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    NikeOnline wrote:
    ...So the Impulse can have a passive or a toggle, but NEVER a passive and the toggle most likely to help keep the weaksausce passive working?

    I seriously don't get what you guys are going for here. I get the feeling we are failing to impress upon you how bad PFF is.

    You are confused. The toggle is called Inertial Dampening Field. Kinetic Manipulation is an offensive passive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Galeforce wrote:
    Sooooo, basically you are turning it from a defensive AT to an offensive AT because only an extremely low number of people are actually going to take the pitifully underperforming PFF. Understood

    My very first thought too. The AT was put out there for input and I think the majority was PFF is really bad so then KM was added as a choice. All I can say is it would suck to be Silver and make the wrong choice.

    I know now thanks to a post elsewhere by Ame that they don't want to tweak PFF now because that would just be a band-aid. They have some ideas, but Ame placed a change somewhere between not right now and a full force review.

    The problem is a bunch of people will buy this AT with real money and then possibly choose PFF and many of us know how that will play out. Plus, I took Field Surge way early. The AT has to wait a loooong time. I'm thinking PFF should be removed and the AT should be straight Avenger DPS.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Kien. wrote:
    What up with your spdeadsheets devs? Why powers are so horribly imbalanced when compared to others?
    Just watch:
    Force Detonation and Ebon Rift's Vengeful Shadows

    4 points to get full benefit 2 points to get full benefit
    500 base damage 1500 base damage
    1 second activation time 0.5 second activation time
    50 ft. knockback(scales) 100 feet knockback(doesn't scale)
    10 ft. aoe 15 ft. aoe
    81 enduracne cost(after patch) 31 endurance cost
    10 seconds cooldown(also only after patch) 15 seconds cooldown
    Can't be channeled for additional damage Can be channeled for additional damage

    Wtf? The only thing that is better on detonation is cooldown, but it's meaningless buff since you don't spam that power, but use it only when enemies are clustered together, and that happens much more rarely than every 10 seconds. Most PVE villains are immune to fall damage or saved by low roofs too so it makes str scaling on force detonation useless(in pvp fall damage is wasted 90% of the time too thx to closed maps\high grounds\some specific travel powers)
    I'm not even mentioning TOTALLY useless and outclassed powers like Orbital Cannon, but rly, what kind of spreadsheets are you guys using, makes me wonder.

    Also lockdown from Crushing Wave should be removed, also Force Geyser NEEDS better animation and should scale with str, cos 800 fall damage on rank 3 that doesn't even work 100% of the time? Really?
    Contaiment field needs less activation time or -50% damage component removed. Force Eruption needs larger aoe or less activation time. PFF needs many buffs, don't even know where to start) Advantages on both Force Cascade and Force Eruption should start working on tap once again.

    Wow.

    You have a point Kien.
    The power balance formulas for Champions either are in shambles, or they are not being used.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Pantagruel wrote:
    Ebon Rift doesn't have a 15' radius on the knock, it's basically single target, though I hadn't realized just how good ebon rift really was (also compare frag grenade). The other problem with force detonation is that in PvE, scattering enemies is pretty much never useful; you usually want them to stick together in a clump.

    Replace force detonation with force implosion. I can think of all sorts of valuable benefits to collecting a mob of foes in a tiny space.

    Well, it pulls everyone in it's radius to the center, so practically rift with advantage is a 15 ft. aoe knock.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Kien. wrote:
    Well, it pulls everyone in it's radius to the center, so practically rift with advantage is a 15 ft. aoe knock.
    Does it actually have a pull effect now? For a long time it was just an AoE snare and DoT. In any case, it's certainly not 0.5s to knock everyone in the relevant radius.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    The_Last wrote:
    Wow.

    You have a point Kien.
    The power balance formulas for Champions either are in shambles, or they are not being used.

    Oh, the spreadsheets ARE being used. And thus the problem. We have tried to tell them for as long as there have been power reviews that the spreadsheets they are using are dung and should be disposed of in a manner appropriate thereto. I'm not against spreadsheets. I use them myself time to time, but I can also recognize when the spreadsheets are giving me information that is not in keeping with the reality of the situation and adjust or eliminate them as needed.

    Looking back at the various reviews that have been done both before and after the start of F2P, I can see massive nerfs done wholesale then came the melee buff and the nerf to energy builders (Fine, call it a standardization if you want, but they standardized it to the low end of the choices available instead of the high end, and I call that a nerf. Thank you, Balseraph.) Then with the coming of F2P, we see several power reviews where powers are getting buffed up. I guess it finally sank in that every time they did a massive bunch of nerfs they lost a portion of their players. But with all the nerfs and buffs, the powers still follow no rhyme or reason in their balancing (or lack thereof). The long and the short of it is that the spreadsheets either need a massive overhaul or need to be completely redone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Pantagruel wrote:
    Does it actually have a pull effect now? For a long time it was just an AoE snare and DoT. In any case, it's certainly not 0.5s to knock everyone in the relevant radius.

    Yeah, it sucks them in but the pull is very weak and 90% of all mobs (and every mob of Villain status or higher can resist the pull with impunity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    no PFF changes and a unnecessary nerf to IDF great start there devs, cant wait to see whats coming next
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Zellgarith wrote:
    no PFF changes and a unnecessary nerf to IDF great start there devs, cant wait to see whats coming next

    Why is the IDF nerf unnecessary? Gamers that use it, including myself, admit that it's a bit over-powered when everyone on your team has it.

    I've actually played where 4 people had it running. That means when we were close to each other we were getting somewhere around 240 flat-damage reduction. That's a lot.

    They're just nerfing the team/stack portion of it, which is definitely needed. So if all 5 people have it, you'll be getting *around* 150 mitigation instead of 300.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Kanniballl wrote:
    Why is the IDF nerf unnecessary? Gamers that use it, including myself, admit that it's a bit over-powered when everyone on your team has it.

    I've actually played where 4 people had it running. That means when we were close to each other we were getting somewhere around 240 flat-damage reduction. That's a lot.

    They're just nerfing the team/stack portion of it, which is definitely needed. So if all 5 people have it, you'll be getting *around* 150 mitigation instead of 300.
    Quite right. It was a necessary fix.

    But seriously. PFF guys. Come on. You know you want to make it awesome.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Musa wrote:
    What toggle are you refering to? I ask as I only noticed an offensive and defensive passive.

    Sorry, was thinking of Inertial Dampening Field, not KM :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    I think i've come up with a way to satisfy the PFF problem. I hope a dev reads this *crosses fingers*...

    I have made a pure force toon when i saw the kinetic manipulator offensive passive and wanted to try it out. It works fantastic. It boosts damage, decreases ranged attacks a bit and overall makes force.. pardon the pun A FORCE TO BE RECKONED WITH. haha But PFF as much as i've tried to make it work both before powers used specific superstats and after when they use flat superstats andd its still lacking for a "defensive passive". The other "Defensive" passives are great.. you get more damage resistance which makes tanking possible... But PFF just doesn't have that edge.

    The only champion i've gotten it to work decently on is an offensive character.. it gives me just enough defense to kill most minions before my HP starts getting effected... well unless i'm fighting tough villains or supervillains. But for regular pve it seems just the right balance.

    SOOO why not combine the force passive that already works well (kinetic manipulator) and the defensive part which doesn't work well at all as a straight defensive power (personal force field) and combine it into a straight offensive power. Perhaps "Kinetic force field manipulator"

    You wouldn't even have to change the numbers on the shield strength since the shield absorbs all damage before any defensive stats take effect. It would give you just enough defense to throw down your force powers without taking too much damage to your HP. Yet in a prolonged battle say against a supervillain you'd still be susceptible to the heavy damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Shatuedeif wrote:
    I think i've come up with a way to satisfy the PFF problem. I hope a dev reads this *crosses fingers*...

    I have made a pure force toon when i saw the kinetic manipulator offensive passive and wanted to try it out. It works fantastic. It boosts damage, decreases ranged attacks a bit and overall makes force.. pardon the pun A FORCE TO BE RECKONED WITH. haha But PFF as much as i've tried to make it work both before powers used specific superstats and after when they use flat superstats andd its still lacking for a "defensive passive". The other "Defensive" passives are great.. you get more damage resistance which makes tanking possible... But PFF just doesn't have that edge.

    The only champion i've gotten it to work decently on is an offensive character.. it gives me just enough defense to kill most minions before my HP starts getting effected... well unless i'm fighting tough villains or supervillains. But for regular pve it seems just the right balance.

    SOOO why not combine the force passive that already works well (kinetic manipulator) and the defensive part which doesn't work well at all as a straight defensive power (personal force field) and combine it into a straight offensive power. Perhaps "Kinetic force field manipulator"

    You wouldn't even have to change the numbers on the shield strength since the shield absorbs all damage before any defensive stats take effect. It would give you just enough defense to throw down your force powers without taking too much damage to your HP. Yet in a prolonged battle say against a supervillain you'd still be susceptible to the heavy damage.

    I like the idea, though the numbers might need a little tweaking. I also suggest that this be made the only guardian-only passive in the game which would to me justify making it a little stronger than if it would be avaliable in other roles.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Well the reason i don't think the numbers need tweaking at all is because PFF is still so subpar as a defensive power. if the numbers changed at all it would fall even farther down in any kind of usefulness. If a battle lasts longer than 15 seconds then you're out of luck... and thats only if you're fighting about 5 minions.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Shatuedeif wrote:
    Well the reason i don't think the numbers need tweaking at all is because PFF is still so subpar as a defensive power. if the numbers changed at all it would fall even farther down in any kind of usefulness. If a battle lasts longer than 15 seconds then you're out of luck... and thats only if you're fighting about 5 minions.

    Yes, but is KM balanced without adding a few thousand health Forcefield to it ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Referencing Kien's comment, just for fun and not to be argumentative...

    I have Orbital Cannon and Force Detonation on multiple level 40 pvp toons (SH pvp, and not duel, though Force Detonation is good for duels)

    A really fun stronghold combo is Orbital Cannon-Force Detonation->some hold/repel (like Heatwave, Force Geyser or Concussor Beams). Orbital Cannon is an awesome PvE power because of the delay - lets you start a second alpha (like Gigabolt or Shoulder Launcher). Force Detonation is a good PvE/PvP power for quick defense vs melee (especially vs the MA form toons). For ranged toons using STR/Enrage, Force Detonation can be very powerful.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    ironswan wrote:
    FC.20.20110614.0 Patch Notes
    PTS Update ETA: 2:30 PM PST (GMT-7)

    Known Issues:
    • Known issues will be posted here.
    Archetypes:
    The Impulse
    • This archetype has an additional power choice. At level 8, The Impulse can now choose between Personal Force Field and Kinetic Manipulation.
    Powers:
    Force
    • Inertial Dampening Field: Stacking multiple instances of this power will now produce reduced results. With just one person in the party running the power, the amount of protection is unchanged. With all 5 party members running the power, the amount of protection is half of what it used to be.
    • Force Detonation: Recharge time has been reduced to 10 seconds, down from 15.
    • Force Detonation: Cost reduced ~10 Energy.
    • Containment Field: Cost reduced ~3 Energy.
    • Force Eruption: Damage increased ~5%.
    • Force Eruption: Tap cost reduced ~1 Energy; cost per charge time reduced ~1 Energy.
    • Force Geyser: Cost reduced ~3 Energy.
    Darkness
    • Ebon Ruin: The healing debuff associated with this power was deigned too strong for PvP, and since it has negligible impact on PvE, we have decided to reduce this effect to be the same as advantage Cut Where It Counts on the Single Blade Form.

    Oh Wow!! Great changes!!

    I really love that last line!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Potence wrote:
    Oh Wow!! Great changes!!

    I really love that last line!

    What you did there, I see it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Found a bug on pts that wouldn't allow changing the color of custom channels. It would bring up the color palette, but when you went to select an actual color, you got a message in the chat box that said Unknown Command.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Oh the howling when the IDF stacking nerf goes live. Distribute asbestos tights and fire extinguishers now.

    It's 100% justified however. Believe me when I say 5 people running IDF trivializes PvE, even on Elite.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    Anyone who's ever used IDF extensively actually hates more having more than two stacks of IDF.
    It MURDERS your energy generation, both from your energy builders and energy unlocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    G0dSlay3r wrote:
    Anyone who's ever used IDF extensively actually hates more having more than two stacks of IDF.
    It MURDERS your energy generation, both from your energy builders and energy unlocks.

    That's what the stacking AoPM is for. Though, really...I don't notice much more of a penalty after the first stack. Maybe I'm not paying enough attention.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    It's not usually noticeable in most game content. Where it does occur more often is Zombie Apocalypse and PvE lairs.
    Team up with more than 2 IDF users and you'll be killing zombies/mobs/bosses at snail pace.

    It isn't really noticeable in Stronghold or other PvP gametypes, since players kinda do their own things there. It is noticeable when everyone gangs up on the bosses though. UTC is an exception, especially cage match. You pretty much have to be grouped up to stand a chance, and you're within IDF distance like that most of the time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    G0dSlay3r wrote:
    Anyone who's ever used IDF extensively actually hates more having more than two stacks of IDF.
    It MURDERS your energy generation, both from your energy builders and energy unlocks.

    Like Sage, I call shenanigans on this. AoPM's additional REC/END more than makes up for the IDF penalty. Running TT on Elite with 4-5 IDF and 2-3 AoPM I've always come out ahead in the energy department.

    IDF needs this stacking reduction, period.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    All of a sudden, i have a feeling that people think everyone has AoPM.
    It's not that common.
    In teams where you don't have AoPM, IDF is murder to energy generation when stacked. Which happens quite often.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    G0dSlay3r wrote:
    Anyone who's ever used IDF extensively actually hates more having more than two stacks of IDF.
    It MURDERS your energy generation, both from your energy builders and energy unlocks.

    Um... The debuff to your energy generation only happens if you're the one actually using the power. If you happen to have the buff on you from somebody else, the debuff part doesn't affect you.

    If it did actually work that way...wow.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    It would be weird if it worked that way. Would make people think before stacking 5.

    However, thankfully it doesn't. However a toggle+IDF can kill your regeneration the exact same amount as if you toggled 2 idfs. It's not that big of a deal.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2011
    G0dSlay3r wrote:
    All of a sudden, i have a feeling that people think everyone has AoPM.
    It's not that common.
    In teams where you don't have AoPM, IDF is murder to energy generation when stacked. Which happens quite often.

    It's murder to energy generation even with just the user having it, but only to them.

    And the reason why Zandar mentioned AoPM is because, when we usually run Therakiel (which is where the two of us personally see IDF stacking most often, as it's me and one other at least), I'm usually the healer, and I use AoPM.
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