I would also like to hear their explanation for why they made the change.
Sigil of Speed seems to be 100% uptime on swiftness for the price of one sigil on your primary weapon set.
Sigil of Speed actually has a ton of potential. Not only should ti be mandatory for leveling (on any character, but especially mesmers), but I’m seriously debating using this sigil and swapping out my travelers sets for something like Hoelbrak, Strength, or something else offensive.
Alternatively, you can use the sigil on an other weapon to stack 2min of swiftness and then swap, but that’s of course annoying.
I pretty much always use a 30/20/0/20/0 or 30/20/10/10/0 GS/staff build. Very glassy for high DPS.
There is actually a food reason why those low-level weapons are so expensive. Actually, a combination of two reasons:
1) lots of people create alts and have the silver to spend gearing them up. Thus the high demand and acceptable high prices, combined with the fact that +power and +condition are the only useful stats early on
2) with blue weapons/armor, you are essentially just renting them. Because lots of people do this, the price can inflate and you’ll still be able to recoup high cost (assuming you buyat the bid price and sell at the ask)
Coincidentally, these reasons also mean volume is quite high, thus making these items excellent for flipping.
In any case, potential losses are on you, we’re only talking about the profits here. Just because it’s a gamble does not mean that you are unaccountable for the profits, even lottery winners have to pay the same taxes as anyone else.
There is a fallacy in this argument. Why is one responsible for profits and not losses?
People who gamble can also deduct losses on their tax return to offset the gain:
http://www.irs.gov/taxtopics/tc419.html
God, let’s not get started on the validity of various tax deductions. So much potential for discussion there.
But yes, you make a good point.
Come on, let’s be honest now. There is next to no risk flipping many items, for example many blue weapons and trinkets. Now, it’s not zero risk, and it may be a bit cumbersome, and you may have to wait a while, and the profit isn’t always that great, but there is essentially no risk. This might change if more people enter the market, but as yet many of these items can more or less be flipped risk free.
(edited by Bunda.2691)
There is no such thing as a 100% guaranteed profit from flipping.
There are…. certain items that do in fact guarantee profit. But like anyone else who has an uninvaded market on the trade post, I’m not going to spoil my own profit. I’ll simply confirm that they do exist. Smart TP players should be able to easily find the items I’m talking about too.
That is bogus. How do you prevent others from undercutting you when they see the same good deal? Once the spread becomes narrow enough, the item is not worth flipping anymore.
You don’t, and he doesn’t really mean it’s guaranteed profit, just highly probable. .
He said “TP lacks risk…..”. How else would you interpret that? Does that mean I am probably going to make a profit even if I invest carelessly?
Like I have said, TP requires time to analyze and plan but some people here seem to think otherwise and you can just jump right into TP investing and make lots of gold from the air.
It lacks risk relative to time invested. That isn’t saying that you won’t ever incur losses. It’s just that it retains the best time:income ratio (outside of buying gems) in the game.
There is no such thing as a 100% guaranteed profit from flipping.
There are…. certain items that do in fact guarantee profit. But like anyone else who has an uninvaded market on the trade post, I’m not going to spoil my own profit. I’ll simply confirm that they do exist. Smart TP players should be able to easily find the items I’m talking about too.
That is bogus. How do you prevent others from undercutting you when they see the same good deal? Once the spread becomes narrow enough, the item is not worth flipping anymore.
You don’t, and he doesn’t really mean it’s guaranteed profit, just highly probable. In fact, there are some markets that have been consistently profitable for many months, and even if they become popular (and less profitable), they generally return to major profitability soon after. I have a couple specific ones in mind, one of which always has 5k+ buy/sell orders and makes around 60c per flip, and another that has around 500 buy/sell orders and earns around 15s a flip. Nothing guarantees that everyone won’t discover them, but they haven’t so far, and thus they are as close to guaranteed profits as one can find.
This is not an acceptable comment and we will not spend time disparaging each others culture on this forum.
I do think it’s fair to say though that in many countries there is some unrest with the level of political power being wielded by smaller groups (note I’m making 0 value judgement on the concept itself, but it’s fair to say the idea exists) and this idea can sometimes be extended to an argument of wealth disparity. That unrest may be being projected into this environment, but I still see no evidence of that being an issue in GW2.
Precisely, if the richer players in GW2 have done nothing wrong, I don’t see why they should be punished. They worked hard for their gold and deserve to keep them.
Well, let’s not go that far. Work is a bit relative, after all.
Let’s refrain from referencing an entire nation of people categorically, it’s not good business.
So you’re saying that all broad generalizations should be limited to in-game populations? Speaking of, how many Ascalonians does it take to change a candlestick?
It doesnt always work out that well. Last year i bought like10k recipes for the exotic givers inscriptions/insignias at vendor price, which was 1.33s, i think.
You’re right, it doesn’t always work out. BUT, I’ve found that with runes, sigils, mats, and so forth, if you diversify a little, you can generally make enough on one or two stack of a particular item to cancel out the multiple 2s50c losses on the others; and then teh rest is pure profit.
I’ll leave this here because obviously it is needed.
We know what economic inequality is. We are aware that there is a huge gap between the wealthiest players who play the TP and the average player. But we aren’t cartoon scrouge mcducks who go swimming in their money and get kicks out of watching the average player struggle to pay for what he needs as we bleed their money dry from their pockets. Every time someone comes into this forum to ask advice on how to make money, the same people you are insulting are giving advice on how to do so intelligently and safely. And no matter how many times you shout these slurs or economic inequality to make yourself feel like you have the moral high ground, you still haven’t provided any valid ways to reduce this gap. So go stand on your mountain of good intentions but stop yelling down at us how we are hurting people when that is all you have suggested.
Here’s the difference: This is a game, and wealth inequality has very few of the negative externalities of wealth inequality in the real world. It’s not like players with lots of gold can lobby John Smith to get him to alter fees. It’s not like rich players can monopolize markets in the long run (I think). It’s not like wealth players can regulate out the competition.
I would argue that the existence of super-rich players has a slight inflationary effect on the highest-priced luxury items (e.g. permanant hair contracts, etc.). But besides that, they don’t really have that much of an impact on everyone else. Real world wealth, on the other hand, is a completely different story.
That’s my point. We are in agreement.
Sorry, replied to the wrong comment! Silly upper class dolt that I am.
I’ll leave this here because obviously it is needed.
We know what economic inequality is. We are aware that there is a huge gap between the wealthiest players who play the TP and the average player. But we aren’t cartoon scrouge mcducks who go swimming in their money and get kicks out of watching the average player struggle to pay for what he needs as we bleed their money dry from their pockets. Every time someone comes into this forum to ask advice on how to make money, the same people you are insulting are giving advice on how to do so intelligently and safely. And no matter how many times you shout these slurs or economic inequality to make yourself feel like you have the moral high ground, you still haven’t provided any valid ways to reduce this gap. So go stand on your mountain of good intentions but stop yelling down at us how we are hurting people when that is all you have suggested.
Here’s the difference: This is a game, and wealth inequality has very few of the negative externalities of wealth inequality in the real world. It’s not like players with lots of gold can lobby John Smith to get him to alter fees. It’s not like rich players can monopolize markets in the long run (I think). It’s not like wealth players can regulate out the competition.
I would argue that the existence of super-rich players has a slight inflationary effect on the highest-priced luxury items (e.g. permanent hair contracts, etc.). But besides that, they don’t really have that much of an impact on everyone else. Real world wealth, on the other hand, is a completely different story, at least in the crony capitalist world we inhabit.
(edited by Bunda.2691)
I have a ton of cheap superior sigil runes juuuust incase they can be used in the newly upgraded forge.
Very low risk since I bought them 1 c above vendor price.
This is great general advice. For those with some bank room and a little gold, there is barely any downside to investing in things that are 1c over the vendor price.
Before the patch, look at things like minor runes/sigils, gemstone mats, and so forth. There are some very low-risk gambles that can be made in the next week.
Kidding about the title, but just a friendly reminder that many markets will be totally out of whack next week. If you don’t want to make speculators rich, don’t feed the bubbles. Wait a few days after patch and see where things stand.
But anyway, I thought we might want to get a pre-patch speculation and trading discussion going. Here are a few of my thoughts/predictions:
- Ferocity gear/runes: with the introduction of ferocity, there is a good chance that they’ll have to tweak it over the next months. If ferocity gear is too powerful, gear/runes will likely gain value. If ferocity is too weak, then perhaps it will be buffed, which means it could be a good bet to go long on such runes/gear. However, I see an exception in
- Ruby Orbs: I see them losing value with all of the new rune sets. Though other might buy up in preparation for ascended jewlcrafting, if it ever arrives.
- Food: Though Anet has said nothing about food, one could speculate that since they are changing sigils, including the mostly useless burning/chill/weakness/etc. duration ones, I could see them buffing the foods that foods that provide similar buffs, especially because they are useless compared to veggie pizza and koi cakes.
- Unique skins: ’nuff said. Lots of collectors out there.
Anyway, other thoughts?
For those who are venturing into zergs and looking for a solid damage build (with some added support), I give you this 30/20/10/10/0 utility dps build.
I play it GS/Staff, but you can swap out the staff for any other combination that you prefer. But I stay mostly in GS for ranged dps, and I like staff for chaos storm, defense, and mobility. Mantras of Recovery (x3 + mender’s purity) and Concentration, Blink, and then one glamour depending on situation (null field for open field, veil/portal if needed, feedback for chokes).
Simply apply ranged dps with GS and spam the crap out of clones, which will pop aoe cripple + one other condi on death. Granted these often get cleansed quickly, but since mesmer aoe is limited, it never hurts to spread some aoe condis throughout the zerg. Your dps is insanely high as build is quite glassy, but with high condi removal (mantra + mender’s + lemongrass poultry) and 4 stun breaks (3x mantra of concentration + blink) plus the defense of staff, you have enough damage avoidance to be able to reposition, charge mantras, and then apply more damage. I like sigil of fire for GS for aoe damage and stamina for staff (for nonstop clone production). Will likely add battle or hyrdromancy when dual sigils opens up.
Domination: 30 (V, X, XI; Crippling Dissipation, Greatsword Training; Harmonious Mantras)
Dueling: 20 (II, X; Phantasmal Fury, Deceptive Evasion)
Chaos: 10 (V; Debilitating Dissipation) (note that you can switch to Master of Manipulation or Decent into Madness when traveling, both very situationally useful in WvW)
Inspiration: 10 (IV; Mender’s Purity)
Anyway, this is just what I’ve been using. Between the stunbreaks and high mobility, I find I rarely die in large fights, and I’m pretty good at focusing down squishies & downs while applying as much aoe as mesmer can pull off.
My advice: switch Cleansing Conflagration with Greatsword Training, change Greatsword training with Harmonious Mantras, ditch Persisting Images for Mender’s Purity. Then, swap Ether Feast for Mantra of Recovery and Decoy for Mantra of Concentration. All this will give you the following useful zerg v zerg skills.
- 3 instant heals + condi removal (2)
- 3 instant stun breaks and aoe stability
- 12 sec iZerker, which is your best ranged aoe attack
Also, and very important, the dazzling glamors + blinding befuddlement combo no longer works, so don’t use it. In fact, Illusions altogether isn’t the best trait line for zerg mesmers unless you’re going full shatter. Rather, consider putting those 20 in Dueling, which will give you much greater utility and dps. In zergs I generally run a 30/20/10/10, or something similar.
We’ll have to see how Triumphant Distortion plays out, but at the moment I’m a bit skeptical. As others much more knowledgeable than me have noted, it will really only be effective once you start getting lots of kills. But if your zerg is already killing a lot of the enemy zerg, than this is meaningless anyway. In big ZvZ encounters, there is generally a snowball effect, whereby neither side gets any/many kills at first, but once one side gets a few, the effect spirals and that side usually ends up winning.
That said, we’ll have to wait and see. But I still don’t see this trait giving sufficient survivability to stick on the heavies and still do damage. And while glamors are ok for tagging with confusion, they do almost no damage.
If you’re going to run mesmer in a zerg, my advice is either to go semi-glassy and provide ranged or dart-in/dart-out dps, or else go full tank and be a null filed, time warp, and veilbot.
Care to elaborate on the more advanced EU meta and the meta countering and moving beyond hammer trains. I’m not disagreeing, just curious.
10g in ~10 min is completely doable, but it requires some forethought and some risk. The key is crafting, but you need to have placed orders the day or two before, and know when in the week to place orders to prepare for your 10 min.
There are foods and intermediate crafting mats on which you can make 1-5s per craft. If you have all the mats ordered and waiting for pickup, you simply craft around 1000 item (which is quick if you do +/- 50 of 20 items. Then post at a price they will likely sell over the next few days. Easy peasy. And while you are crafting you can even bid for tomorrows mats and other flippable items.
This was inevitable, but you’ll notice too the increase in price of Krait Crooks and Kraits Slayers as well as T5 mats (which in my experience are directly tied to the precursor market). Since JS mentioned that the drop Mystic Forge precursor rate will remain unchanged, we can no doubt expect crafters and mystic forgers to meet the increased demand for precursors by throwing more rares into the MF.
In short, there is enough gold to be made crafting/MFing rares that the precursor rate will likely remain mostly stable. in the long term.
@wanze
A couple questions: How do you not comingle your and their investments? And also, given the limitations of stack and order size, as well as time, how is it possible to make more on a regular basis without spending additional time?
Basically, aside from speculation, I generally find that even with the TP, my limit on how much I can make in a day is based on how much time I spend opening bags,placing orders, crafting, flipping, etc. Quantity of gold is never the limiting factor. So basically, how does your guildies’ gold let you make (them) more money? Isn’t what you are doing just the same thing as tithing to your guild a part of your profits (which is not at all a bad thing, and what I generally do)?
(edited by Bunda.2691)
Agree. Thanks so much for the changes.
I mean, ideally I’d prefer we transition to anarcho-syndicalist communalism, but until then, these changes are great.
Not that the removal of re-traiting and repair costs should have that much of an impact, but it got me thinking a bit about gold sinks. In short, what are the largest remaining gold sinks in the game? Waypoint costs? Ascended Crafting? Gems? Just curious where the largest ones are.
Trading Post fees.
By a HUGE margin.
Yeah, can’t believe I forgot about that for a moment. You think TP fees are big enough that they trump all other sinks?
(edited by Bunda.2691)
Not that the removal of re-traiting and repair costs should have that much of an impact, but it got me thinking a bit about gold sinks. In short, what are the largest remaining gold sinks in the game? Waypoint costs? Ascended Crafting? Gems? Just curious where the largest ones are.
….
- DE also provides tactical advantages which are not considered here
Excellent analysis Xaylin. I just wanted to build a bit on your last point. DE provides so much utility in addition to clone production that is unmatched by any weapon set. For example, it lets you
- drop a clone behind you when running away
- drop a clone when you don’t have an enemy targeted but are in combat
- drop a clone when facing away from enemy or greater than 600 distance
- dodge into an enemy and shatter without waiting for weapon skill
- produce a clone in stealth
- produce enough clones for an f3 —> full f1 shatter
- produce clones at all in zergs (more or less, esp. with appropriate sigils)
And so forth. In short, it is so crucial to almost any non-phantasm build, and it is quite useful in many phantasm builds as well (summon two phantasms and then use clone deaths for control).
And this is why it needs to be changed, because there should be no near-mandatory traits, especially at the master level.
With vigor and crit dmg nerf, removing or nerfing DE would be the idea of the century !
If you think DE is a crutch, don’t use it. But removing it… lol. Seriously?Why do you assume though that it’d be a nerf?
No one is talking about nerfing Mesmers, I think? It’s about removing or trivializing DE, because in its current incarnation it’s Bad Design.I think it works pretty well for a “bad design”. Removing or adding an ICD ( seen this on balance sub forum) or whatever you want to do to DE would be a nerf.
Sorry if I don’t have the “elitist attitude” requiered to be a mesmer. I just don’t understand the “nerf everything good in mesmer” attitude that seems to be common nowadays in our forums. PU, now DE. What’s next? IP ?Mesmers are already uncommon in wvw, and from what I’ve read, almost inexistant in competitive pvp. Why wanting to make us even weaker is beyond me…
No one’s asking for a nerf. Rather, a lot of mesmer players are just noting a lack of build variety, which is highlighted by the fact that 20 in dueling for DE is basically required in almost all PvP builds, whereas 20 in dueling and 30 in illusions are required for all shatter builds. That blink and decoy almost never leave my bar except when I’m running with a zerg (decoy generally being replaced with mantra of concentration) just adds to the problem.
So many builds rely on constant, on demand clone generation, and our options for this are more limited than it seems, especially if facing away from a target. Thus DE being near mandatory.
When I was doing open world map clears, I found GS/staff 20/20/0/0/30 shatter to be the most efficient setup. Staff is great for mobility and shatter fodder. But WvW is a different story.
Somewhat related: it seems like the adept minor was actually the correct place for illusionists celerity. I disagree that clones and DE are a crutch; rather, clone production is the the meat of nearly all mesmer builds.
Honestly, this is a solution to a problem that doesn’t exist. I wouldn’t endorse any new weapon idea unless it’s mainhand pistol.
I actually disagree, even though MH pistol would be cool. As it is right now mesmer essentially has four melee skills: sword auto, blurred frenzy, illusionary counter, and illusionary riposte, plus mind wrack with illusionary persona. (There are others that are semi melee, like illusionary wave and staff auto, but they aren’t really melee.) This is across all weapons and slot skills. All other skills are ranged.
So while I’d like to see a main hand pistol as much as the next person, I’d rather prefer some greater variety in melee gameplay, as suggested by the OP.
The thing about shattered conditions is that it actually meshes really well with shatter builds, in that it forces you to choose between shattering for offense or defense.
Sorta true, but actually not.
The thing about shattered conditions is that taking it means you can’t shatter for offense because your shatters don’t hurt at all.
Because of where it’s located. It’d be cool if the traits were located to allow that gameplay style.
I think superior rune of the eagle will be good after patch
How many stacks do you have?
In all seriousness, it’s highly likely that every rune jumps in price immediately after the patch, before people decide what is good and bad and prices settle. Even though prices have already risen on all runes, I’m still bullish, though my guess is that there will be a ton of competition placing bid orders.
The thing about shattered conditions is that it actually meshes really well with shatter builds, in that it forces you to choose between shattering for offense or defense. This is a great melding of traits that make a playstle more dynamic, forcing choices depending on the situation. The most fun builds are where you are always on the edge deciding what to do, but similarly have lots of options (an advantage of, say, ele or engi).
(edited by Bunda.2691)
@Xaylin
Yeah, I hear you, and both agree that condi removal should come at the coat of dps, and that the aoe of shattered conditions would be a bit powerful at 20. But does anyone take it now as it is, or really does anyone play a support shatter (which is the real question)? Because if not, why no just make it a personal condi removal at 20.
Anyway, the real issue is that the mantra only goes so far, and with the slight decrease in direct damage, our lackluster burst (especially against condi bunkers), and the prolonging of fight, the mantra loses its potency the longer a fight goes on.
I’m not complaining, just looking for workarounds people use. I like the hoelbrak/lemongrass suggestion, but hate to give up travelers, so may just have to rely on mantra+lemongrass for the time being.
I thought we might discuss condi removal. I still don’t think mesmers’ condi removal is where it needs to be, especially in the current meta.
In large groups we can rely on shout guards and others for support, so this mostly focuses on small fights, in which lots of condis can be applied in seconds.
Condi removal on signet use is fairly useless, and removal on shatter is located where you would never take it. This leaves us with slot skills and menders purity. Idisenchanter is great 1v1, but loses potency in any fight larger than 2v2. So we’re basically left with the mantra and null field. Null field is on too long a cooldown for smaller engagements, though it’s good for large fights.
So we’re basically left with menders (build depending) and the mantra. And thus my question is thus: Is this sufficient?
I’d argue it’s still a bit lacking. What i’d really like to see is the inspiration GM trait moved down to master, thus permitting 0/20/0/20/30 shatter builds, or making it a bit more reachable for other builds.
Anyway, just looking for thoughts or ways in which others deal with high condi pressure in the absence of guardian or similar support.
(edited by Bunda.2691)
Classic support build. Summon phantasms, use reflects, and then stand around and spam mantra of pain with restorative mantras.
Pretty boring playstyle, imo.
Agree that it’d be good to start a new thread re: runes and sigils.
I think it’s a little late for proper speculation, as many people snapped up runes/runes sigils when they were at or near cost months ago. There is room for secondary speculation as prices drop again over next week or so, but they probably won’t drop to the level they were at.
I also mostly WvW so can only speak on that front, but I see chill and other cc to continue to be part of the meta, and thus a demand for runes sigils that proc chill, cripple, etc.
In terms of PvE, I’d love others’ thoughts.
(edited by Bunda.2691)
Yeah, i’m going to guess it’s something like the guardian trait that increases damage when enemy has confusion. That’s actually not a bad thing for us, though I wonder why it’s a grandmaster when guardian’s is adept (and the fact that guardian applies burning almost nonstop).
The problem with that, is it mainly buffs power builds, and would happen the same time as they are nerfing crit damage across the board, which would be kind of weird. I wouldn’t say no to more direct damage, but it still leaves confusion itself being kind of meh.
With the sigil changes and whatnot, I feel like condi mesmers will be in a good place. Between clone-death traits, sharper images, and sigils (think doom/torment, hydro/geo, etc.), mesmers will be able to apply a ton of condis with all weapon sets.
So poultry meat, which used to be like 1-2.5s has skyrocketed to 6s+
The herbed soup stock which waas like kitten is now 6s+
Lemongrass itself has remained the same
How come the bowls of lemongrass soup have stayed around 30s when the ingredients other than the grass itself, have gone up significantly?
WvW season 2. Expect lots of lemmongrass poultry to be crafted in the coming weeks.
Maim the Disillusioned sounds like a reverse Compounding Power – Targets do less damage based on the amount of illusions summoned on them.
Actually sounds like a damage amp based around confusion, or potentially some sort of compounding debuff based on confusion stacks maybe?
Yeah, i’m going to guess it’s something like the guardian trait that increases damage when enemy has confusion. That’s actually not a bad thing for us, though I wonder why it’s a grandmaster when guardian’s is adept (and the fact that guardian applies burning almost nonstop).
Not to criticize Anet too much, but it’s a little strange that the changes to mesmers involve bug fixes and taking advantage of multiple sigils, which all classes can now do.
Anyway, I’m excited for fixes and changes, and totally giving Anet the benefit of the doubt, but just saying…
“In the April 2014 Feature Pack, we’re focusing on giving the mesmer a few more options for applied conditions and support/survivability. Clones and phantasms will receive some updates and bug fixes, including the repair of the Illusionary Warden. Along with a few other bug fixes, the mesmer will benefit greatly from the changes to sigils, especially now that they can equip two sigils to their greatsword or staff. We’re also quite excited about a few new mesmer traits that are becoming available, such as Maim the Disillusioned, which has a great name.”
(edited by Bunda.2691)
I could see interrupt + chill builds being awesome. Imagine putting oponents’ skills on 20 sec cooldowns!
Try 20/20/0/0/30 Greatsword & Staff. Between 12sec iZerker, chaos storm, and shatters, you can tag pretty well; and you have good ranged dps w GS. It’s also good practice learning to use shatters.
Just accept that mesmer is not the ideal class for leading pug groups. Even if you spec full bunker, a guardian just has so much more utility and survivability in large fights. More so because others will stay on your tag, which means you’ll be in melee.
Organized groups are a different story, but don’t lead pugs on your mesmer. It’s totally doable, of course, just not as effective as guard or warrior.
You could almost argue that the Chaos line has more individually valuable traits than any other line…
See, that’s what I thought… so I’m not crazy.
The other issue is that toughness and boon duration do a lot less for you in PvE than do power, precision, and crit; and that there aren’t too many DPS traits in chaos, except maybe for bountiful interruption. In PvE, DPS outweighs all else.
Clearly, Superior Rune of the Sunless will spike to 10 gold each.
Don’t tell anyone. I’ve been aggressively buying stacks for weeks for just this moment.
You could almost argue that the Chaos line has more individually valuable traits than any other line. It’s just that they don’t always synergize with other builds (save for PU and lockdown). Also, most of the traits are much less valuable in PvE, though many shine in WvW.
I must say I have zero idea what to expect tomorrow economy wise. I feel like we generally have some idea what might be implements, this next patch has me totally scratching my head.
For those looking for some general pre-patch tips, the most I can suggest is to stock up on any common mats that aren’t too expensive, as there’s little chance of them losing value. The high-demand mats, such as linen or wool, on the other hand, are a bit riskier.
Why would you want to have your characters’ names upside down?
it’s because i want to change both characters’ gender and a female character called “Good Guy Hespe” is just a bitt odd
I was simply making a joke on your use of the word “inverted,” and jumped at the opportunity to reference inverted analog-calculator 5318008. No harm intended.
On a separate note, thank god you didn’t accidentally misspell your name with an “r” instead of the “s.” Not sure Anet would have approved.
Reported for explicit cotent. :o)
Thanks dude. I was seeing how many hidden semi-explicit references I could get away with without getting banned.
