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The biggest mistake I ever made was taking that boost

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  • jonharmonjonharmon Member Posts: 14 Arc User
    So after a few more missions and a couple trips to the Exchange, this is what I have now:

    http://skillplanner.stoacademy.com/?build=jhlesscrapbuild_10847

    It's a little better. I went disruptor--I'd rather go phaser because Starfleet but disruptors are what I had--and upgraded some consoles. I haven't tweaked around my bridge officer skills yet but I will over time. And I upgraded my disentanglement suite to level 12.

    (I know the transphasics aren't all that useful, but it's the best fore torp launcher I've got right now. And I'm using the Breen cluster torpedo until I can get a better mine launcher. If nothing else it's a very powerful alpha strike against frigates.)
  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited August 2015
    jonharmon wrote: »
    So after a few more missions and a couple trips to the Exchange, this is what I have now:

    http://skillplanner.stoacademy.com/?build=jhlesscrapbuild_10847

    It's a little better. I went disruptor--I'd rather go phaser because Starfleet but disruptors are what I had--and upgraded some consoles. I haven't tweaked around my bridge officer skills yet but I will over time. And I upgraded my disentanglement suite to level 12.

    (I know the transphasics aren't all that useful, but it's the best fore torp launcher I've got right now. And I'm using the Breen cluster torpedo until I can get a better mine launcher. If nothing else it's a very powerful alpha strike against frigates.)

    I keep trying to post a link to my own Andromeda build but the new forums are telling me to await moderation of the post, probably because of the link. :angry:

    One thing you can cheaply do with your build right away is to redo your boff layout. What I've got on the USS Bajor (the build I keep trying to link) is as follows:
    • ENS Universal: tactical boff, Tactical Team I
    • LCDR Tactical: Torpedo: Spread I, Beam: Fire at Will II, Attack Pattern Omega I. Torpedo: High Yield is borderline worthless against the mob swarms you're typically up against in PVE; Torpedo: Spread hits multiple targets, hard.
    • LCDR Engineering/Command: Emergency Power to Shields I, Overwhelm Emitters II, Reverse Shield Polarity II. RSP is more or less required for the Andromeda: besides being a great way to replenish shields under fire, the Andromeda trait does AoE damage when RSP expires.
    • CDR Engineering: Emergency Power to Shields I, Directed Energy Modulation I, Auxiliary to Battery II, Auxiliary Power to the Structural Integrity Field III
    • LT Science: Science Team I, Hazard Emitters II

    Now, this is intended to be a semi-canon build with beams and a torp. You could go all-beams, in which case you drop TS1 for BFAW1 or TT1. Another good thing to do is get the C-store GCS with the Saucer Separation console and fit that into one of your engineering slots. It dramatically increases the ship's agility and also improves its survivability (because the crew mechanic is broken).
    Post edited by starswordc on
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • zarato4218zarato4218 Member Posts: 403 Arc User
    edited August 2015
    jonharmon wrote: »
    So after a few more missions and a couple trips to the Exchange, this is what I have now:

    http://skillplanner.stoacademy.com/?build=jhlesscrapbuild_10847

    It's a little better. I went disruptor--I'd rather go phaser because Starfleet but disruptors are what I had--and upgraded some consoles. I haven't tweaked around my bridge officer skills yet but I will over time. And I upgraded my disentanglement suite to level 12.

    (I know the transphasics aren't all that useful, but it's the best fore torp launcher I've got right now. And I'm using the Breen cluster torpedo until I can get a better mine launcher. If nothing else it's a very powerful alpha strike against frigates.)

    I think you would still be better off with three disruptor induction coils, as soon as you can afford them, over a generic energy booster or any torpedo booster at all. But that is up to you and your playstyle. I always keep one fore and one aft torpedo on my cruisers, it may not be efficient by a DPSer's standards but I like to keep things at least a little canon. But even so, I only ever use energy weapon boosting tac consoles. After all, the torpedos tend to do enough on their own once your get the shields down with your energy weapons.

    Also, as one more side note, did you upgrade your "leveless" items? With the skill planner it is hard to tell and often people forget to do that. Just in case you don't know the upgrade system automatically upgrades an "infinity" item to MK XII if you simply place it in the upgrade window. (Items like the Borg console, DS9 pack Bajoran Phasers, Ancient Omni-Beam, etc) I've been told that such item's stats tend to mirror MK X or XI, while they are at "infinity" level and you are 50+, so getting the Obelisk Core and Breen Cluster torpedo up to Mk XII for free might also give a slight improvement. Anyway, and once again, good luck with your build. :)

    As Zephram Cochrane once said, "That'll do, pig. That'll do." - April 1st 2015. o:)
  • theanothernametheanothername Member Posts: 1,511 Arc User
    edited August 2015
    jonharmon wrote: »
    So after a few more missions and a couple trips to the Exchange, this is what I have now:

    http://skillplanner.stoacademy.com/?build=jhlesscrapbuild_10847

    It's a little better. I went disruptor--I'd rather go phaser because Starfleet but disruptors are what I had--and upgraded some consoles. I haven't tweaked around my bridge officer skills yet but I will over time. And I upgraded my disentanglement suite to level 12.

    (I know the transphasics aren't all that useful, but it's the best fore torp launcher I've got right now. And I'm using the Breen cluster torpedo until I can get a better mine launcher. If nothing else it's a very powerful alpha strike against frigates.)

    I took that & played a bit with a few details. Should have a far smoother experience with that. http://www.stoacademy.com/tools/skillplanner/?build=jhvariant_0

    Torps are fine; I too never leave dock without; require a bit timing but can give awesome punches. But no need for torp consoles unless you run one of those rare pure torp builds (does anybody uses those anyway?). Similar for Sci slots. They serve only one purpose: MOAR SHIELDS! :D

    There are a few special consoles from crafting, usually sold in the exchange for lots of EC that combines a few effects. Like an RCS with random other stats which I strongly suggest getting and replacing your regular RCS with it.

    About Boff skills: Either Pattern Omega (Tac) or Polarize Armor (Sci); Both are for escaping/preventing Tractors/Similar; thats why I put the Omega in the empty tac slot. Switched the others a bit for somewhat more survivability. Have fun trying :)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Fleet Neutronium with the [Turn] mod is a great choice for heavy, slow ships.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • toivatoiva Member Posts: 3,276 Arc User
    The gear is 'good enough' as it is. It'd still help you to replace both torps with beams and get all tac consoles as disruptor coils.

    But you should really get the Boff layout to a more serviceable state. I'd suggest this: http://skillplanner.stoacademy.com/?build=jonsuggestion_0
    No doffs or traits required. For the remaining two Eng slots, perhaps Reverse shield polarity would serve you best, you could even put it in both. Or double up on Eng team. Or whatever you like.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • tacticalrooktacticalrook Member Posts: 810 Arc User
    edited August 2015
    toiva wrote: »
    The gear is 'good enough' as it is. It'd still help you to replace both torps with beams and get all tac consoles as disruptor coils.

    But you should really get the Boff layout to a more serviceable state. I'd suggest this: http://skillplanner.stoacademy.com/?build=jonsuggestion_0
    No doffs or traits required. For the remaining two Eng slots, perhaps Reverse shield polarity would serve you best, you could even put it in both. Or double up on Eng team. Or whatever you like.
    Agreed.

    Getting the BOFF situation in order is a good place to start. Sure, doubling up on those BOFF powers will limit the variety of fancy tricks you can pull off, but you'll more than make up for it in simply en-deadening things much faster. You'll get much better performance out of a solid build with a narrow focus than you will with a jack-of-all-trades build that can't really excel at anything.

    Beyond that, you'll want your skilltree, doffs, traits, and gear to all support, synergize, and boost the effectiveness of this narrow focus.

    I'd advise steering clear of the bad habit a lot of folks have where they cripple their builds by adding visually flashy (but useless) toys or adding frivolous BOFF powers that don't synergize with the main theme, in the name of having "fun".
    /channel_join grind
  • jonharmonjonharmon Member Posts: 14 Arc User
    Thanks to everybody who's provided such great advice. I've tweaked up my build and bridge officers a bit, still not quite where I want them but getting there. I'm still having a lot of trouble on some of the tougher Delta Quadrant missions so far (some of them seem REALLY nasty) but am doing a lot better than I was when I got frustrated and wrote that rant a couple days ago. Sorry I kind of lost my tribbles there, I should never post when I get angry. :)

    Thanks Captains. See you in the deep black.
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    protip for vaadwaur, get behind em... esp the astika heavy arty ship. Vaadwaur have TRIBBLE aft weapons, if you can get behind and stay there it just becomes a tedious chore to gnaw through their hp.
    Malon die easy enough... AVOID THE GAS, Kazon are a bit of a joke, and Hirogen are fairly normal.
    tumblr_mr1jc2hq2T1rzu2xzo1_400.gif
    tacofangs wrote: »
    STO isn't canon, and neither are any of the books.
  • zarato4218zarato4218 Member Posts: 403 Arc User
    edited August 2015
    I'd advise steering clear of the bad habit a lot of folks have where they cripple their builds by adding visually flashy (but useless) toys or adding frivolous BOFF powers that don't synergize with the main theme, in the name of having "fun".

    Yes, beacuse trying to have fun in a GAME is definitely a bad habit... :*

    I would agree with your advice about Boffs, but remember that this game is not a job for most people. I imagine OP is playing to enjoy the story and have fun, not to become a "MOAR DPS!!!!" Min/Maxer. He wants an efficient build so he can complete missions and probably normal/advanced queues, but that does not actually mean he needs to forgo having a little fun.

    As an example I have a Sci flying a T5-U Aventine. It has a Vaadwaur Constriction Anchor console, which in many ways is probably not the most useful, and the Samsar "Command" console... I just like them. The ship is also set up to both capitalize on Tac skills and Sci abilities (Something some people say is impossible) and has, thanks to rep consoles, gear, and skill tree points, nearly 125 power in both Weapons and AUX. And yet even with this diversification I can attest that the U.S.S. Magellanic is truly deadly. Between its DHCs, Omni-Arrays, Swarmers, and Grav Wells I have yet to not get first in a Crystalline Cataclysm Advanced queue these past two weeks. And that includes queues with Scimitars, Sheshars, Avengers, etc. Of all my characters, the only other one that can do that is my Tac in a Fleet Arbiter, but his skill rotation is much more boring, so I prefer my sci. The ship also has enough tankablity to survive the "shockwaves" without backing off.

    Now, with my verbose example over, my point finally is, with a good build and a little experience (Either your own or from others), no "toy" is going to bring down a whole build unless its bad from the start. o:) And having "fun" is the only reason to bother playing a GAME in the first place.

    So once again to OP, take your time, tweak your build, learn new tricks, but never let someone tell you that having a bit of fun is "doing it wrong." You'll still have more than enough DPS for anything less than Elite queues, which are not mandatory for any content or rewards. Good luck. :)
    Post edited by zarato4218 on
    As Zephram Cochrane once said, "That'll do, pig. That'll do." - April 1st 2015. o:)
  • starswordcstarswordc Member Posts: 10,963 Arc User
    Finally managed to get my Fleet Andromeda build linked by putting it in my signature.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • commanderkassycommanderkassy Member Posts: 1,005 Arc User
    edited August 2015
    What's your current build look like?

    If you are short on resources... I am not. I would gladly log in and give you some items to help you on your way, but some of the stuff you will want long term needs to be earned through reputation.

    Just PM me here on the forums.
    ♪ I'm going around not in circles but in spirographs.
    It's pretty much this hard to keep just one timeline intact. ♪
  • tempus64tempus64 Member Posts: 806 Arc User
    Until you can start to buy some DOFFs, you should definately run the boff stuff rononma & toiva recommended. i.e. 2x TT1, 2x EP2S and 2x EP2W and then just cycle them so they're constantly running. I'm still pretty much running that myself at level 60. And like everyone else has said, get all disrtuptor induction coils in your tac slots. Doesn't really matter the mark or quality at this point as long as you're running all 3 of them. Other than the RCS acc, you'd probably be better off running all neutronium for your eng consoles at this point as well.
  • mosul33mosul33 Member Posts: 836 Arc User
    jonharmon wrote: »
    So I have played STO off and on for years, and came back to it a couple weeks ago. I moved quickly up from level 25ish where I left off, up to level 53, eventually flying around in my beautiful Odyssey Operations Cruiser (because I like cruisers and am an engineer, and the Odyssey is the best-looking Fed ship in the game IMO) and generally having fun working my way back through the missions in the various story arcs. I had just started the Borg arc when I got the email that said "hey, here's a code that will pop your highest-level character to 60 and give you a free Andromeda!"

    Sure, why not? So I did it. I went back to Earth, transferred my gear over into the newly-christened USS Virginia, and set out.

    And ran into a world of hurt.

    I now cannot beat a single Borg sphere, or a group of three Undine Nicor frigates, in a straight-up fight. Forget taking on a Borg cube, it can't happen. My shields get instantly drained, my beams (Mk X and Mk XI phasers forward, Mk XII disruptors from lockboxes aft) do virtually nothing. Within 30 seconds I am staring at half-dead shields and 50% hull, frantically clicking Engineering Team and even Miracle Worker, desperately clicking anything with a circle to try and get my shields back up, while whatever I'm fighting is still at 98% hull with mostly full shields if it's a cruiser or sphere. I'm on the mission where you have to kill Borg and Undine that are fighting each other and I died FIVE TIMES trying to kill a single Undine bio-cruiser. FIVE TIMES. And yes, I'm playing on normal difficulty, and yes, I'm firing broadsides with my beams and not flying my cruiser like an escort. I thought I knew what I was doing. I guess not, because all of a sudden this has turned from fun into a frustrating struggle.

    Now I'm a solo player, I don't have a fleet, and I've also noticed that when I've been in the big zone-wide things like a Tholian invasion, I've been vastly more fragile and less booty-kicking than anybody else in there, but I chalked that up to being lower level than the other folks and having non-Fleet gear, the kind of stuff that you pick up working through the story arcs. (Right now most of the stuff on my Andromeda is between Mk X and Mk XII, Jem'hadar shields and deflector, Obelisk warp core, stuff like that. Nothing fancy.)

    Apparently I have no clue how to set things up or survive at level 60. So I'm guessing that I need to find some sort of tutorial on advanced shipbuilding or character building or bridge officer building or SOMETHING. Because if I'm having this much trouble in the Borg-Undine arc, when I get to the Iconians, I am toast. And I don't want to get frustrated and quit the game again.

    Thanks for letting me vent.

    Man I totaly understand you. And you are right. My brother, after 1 year and half of SWOTR, decided to try the game again for a bit and had pretty much your reaction. And much like you, he knew how to play and was a decent player (lockbox ships, good ship builds etc). The game is in realy bad shape. In fact, I would actually advise you to leave since you will get more and more frustrated. Wait if you want to do some of the dominion arc episodes. At lvl 60, its soo much "fun" to be 1-hit-rammed by jem'hadar fighters while you are also in a shuttle... And soo many more "fun" "challenges" awaits you in the end-game queues, with TRIBBLE fail-conditions and really sick timers...


    Anyway, Cryptic seems to had employed some real masochists with/for the Delta Raising. Becouse you cant explain what had happened with this game. Only some sick and devious minds could've thinked some of the end-game content "challenges" that came after DR.

    And one last thing... This whole promo was for nothing if Cryptic cant keep around the players who returned.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    Those of us who have still been here without taking too much time off are able to keep up to date with new changes with needing to make slight adjustments to our builds and play style here and there. But if you take a good amount of time off and come back to the game, it's like you're starting a brand new game you've never played.

    Don't be too discouraged OP. You will learn to adapt and figure things out. As always, you can come to the forums and ask for advice and players will be more than happy to get you up to speed on what's what. :)
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    Maybe you need to get all the traits back up in that new ship. Cycle through all the settings on it and make sure you don't have empty slots where they were once full. DOFF's and stations and traits, etc. Just a thought. And good luck!
    klingon-bridge.jpg




  • jonharmonjonharmon Member Posts: 14 Arc User
    Well, I've run through the first couple missions of the Iconian arc, and while I'm not having nearly the problems I was before with ship combat (though the Herald ships are still plenty of a challenge, I'm not getting insta-ganked and it's a fun kind of challenge), now I'm finding ground combat to be the suck. That fight with the Harbinger of whats-its-face in the Iconian Gateway on NR...ugggh. And those Defiler things. I know there's a lot of "don't stand in stuff" in those fights (and I main-tanked WoW raids for several years, trust me, I know ALL ABOUT "don't stand in stuff") but still, they really show up how clunky ground combat is in this game.

    But, hey, the Respawn button is my friend, and graveyard zerging is a valid tactic, so it works out. Eventually.

    You guys' suggestions were awesome. Thank you all.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    What's your ground gear, to include but not limited to, shield,armor, and weapons of full away team, captain kit powers(and the ranks of the kit powers), and boff skills?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • zarato4218zarato4218 Member Posts: 403 Arc User
    As markhawkman indicated, good ground gear for both your captain and your boffs is a must when figthing heralds. If you have played through all the missions to get to this point, might I suggest grinding for a set of "Romulan Imperial Navy" gear from the Iconian Arc premiere episode "Uneasy Allies." For a mission reward its pretty good and if you use a plasma weapon and "crouch and aim" during combat it is even more effective. Also, a tip when fighting "boss" heralds like the Defilers and Harbingers is to constantly kite them. With their AOE attacks, its best to move for two reasons. One, to avoid them yourself and two to draw the attention and fire from your silly boffs who clump together and never seem to have a self preservation instinct. :* Either way, Heralds are one of the toughest ground enemies currently, so as you yourself suggested, don't feel bad about frequently just re-spawning. (I myself have made great use of the paradox corrector device, but I have a bad feeling, if memory serves, that you were not around for Delta Recruits. As such, for now at least, you can't earn one. Sorry about that. :( ) Anyway, good luck tweaking your ground build and happy gameing. o:)
    As Zephram Cochrane once said, "That'll do, pig. That'll do." - April 1st 2015. o:)
  • guljarolguljarol Member Posts: 980 Arc User
    jonharmon wrote: »
    Well, I've run through the first couple missions of the Iconian arc, and while I'm not having nearly the problems I was before with ship combat (though the Herald ships are still plenty of a challenge, I'm not getting insta-ganked and it's a fun kind of challenge), now I'm finding ground combat to be the suck. That fight with the Harbinger of whats-its-face in the Iconian Gateway on NR...ugggh. And those Defiler things. I know there's a lot of "don't stand in stuff" in those fights (and I main-tanked WoW raids for several years, trust me, I know ALL ABOUT "don't stand in stuff") but still, they really show up how clunky ground combat is in this game.

    But, hey, the Respawn button is my friend, and graveyard zerging is a valid tactic, so it works out. Eventually.

    You guys' suggestions were awesome. Thank you all.

    When that mission was FE a while back, two of my toons died like 20 times each in that gate room.

    A ran the mission a couple of days ago with another one (equipped in the Iconian ground gear, though, so it probably helped), and I didn't die once.

    I do a lot of foundry Iconian missions on all my toons, and Heralds aren't are scary as they used to be.

    The bottom line: you discover your strategy to deal with them.​​
  • gulberatgulberat Member Posts: 5,505 Arc User
    I had that problem with the gate room too, and I realized part of the problem is if you get trapped on the bridge. That doesn't leave you with a lot of movement options when the Harbinger tries to one-shot you. I found it better to shoot from further back where I had more room to move.

    Christian Gaming Community Fleets--Faith, Fun, and Fellowship! See the website and PM for more. :-)
    Proudly F2P.  Signature image by gulberat. Avatar image by balsavor.deviantart.com.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Yeah, on ground the important parts are to avoid getting ganked with melee, and don't stand in stuff. The first is rather easily handled with armor that has good physical resist. Those stupid thralls that like to use gates and then melee you? some of my characters will just beat them to death in melee combat.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • guljarolguljarol Member Posts: 980 Arc User
    edited September 2015
    Yeah, on ground the important parts are to avoid getting ganked with melee, and don't stand in stuff. The first is rather easily handled with armor that has good physical resist. Those stupid thralls that like to use gates and then melee you? some of my characters will just beat them to death in melee combat.

    I have never really did numbers on that, but it seems to me that Thralls are rather fragile, if you start punching them ;)​​
  • doubleohninedoubleohnine Member Posts: 818 Arc User
    OP isnt actually complaining about skipping the 50-60 grind most of us endured at least once before the free pass came along is he?
    STO: @AGNT009 Since Dec 2010
    Capt. Will Conquest of the U.S.S. Crusader
  • zarato4218zarato4218 Member Posts: 403 Arc User
    edited September 2015
    OP isnt actually complaining about skipping the 50-60 grind most of us endured at least once before the free pass came along is he?

    No, and your kind of late to the party. :* He was a bit frustrated and needed advice on how to bring a Pre-Delta Rising Level 50 build up to snuff quickly, as he was away for a while and a bit rusty on STO's newer mechanics. Specifically the level 60 boost made it hard for his ship to actually survive scaled level 60 enemies, let alone beat them or progress the story. Several of us helped him with that a few days ago and he's doing fine for the most part now.

    As Zephram Cochrane once said, "That'll do, pig. That'll do." - April 1st 2015. o:)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    gulberat wrote: »
    I had that problem with the gate room too, and I realized part of the problem is if you get trapped on the bridge. That doesn't leave you with a lot of movement options when the Harbinger tries to one-shot you. I found it better to shoot from further back where I had more room to move.
    I love stabby death, and found it to be quite effective except when the Harbinger uses that mortar strike move. then you need to run...
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • jslynjslyn Member Posts: 1,788 Arc User
    Interesting equipment choice. The Obelisk boosts Antiproton energy weapons, and the Jem'Hadar boosts Polaron, and the Breen boosts Transphasic projectiles. The latter you at least have.

    Pick up the Multi-Conduit Energy Relay console from the mission "Surface Tension". It buffs Phasers, Disruptors, and Radiation energy as well as Photon Projectiles.

    The rest of the Counter Command Set from the Reputation of the same name will as also boost those. It is worth looking into.

    ==

    Ground really depends on your play style. I personally go with the either the Jedi Set from Nukara for its high dodge rate and energy parrying or go Weaponless. You don't do as much damage with martial arts but if you learn the dozen combo moves then you can really stack status effects and debuffs. It is faster than weaponry, too.
  • gulberatgulberat Member Posts: 5,505 Arc User
    Jedi set??? :D

    Christian Gaming Community Fleets--Faith, Fun, and Fellowship! See the website and PM for more. :-)
    Proudly F2P.  Signature image by gulberat. Avatar image by balsavor.deviantart.com.
  • pcscipiopcscipio Member Posts: 79 Arc User
    And this thread folks, proves how expensive (time & resources intensive) is a free gift.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
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