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Papaschtroumpf

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Everything posted by Papaschtroumpf

  1. I'm about to respec mine (named DPS Multiplier 🙂 ) into IO sets, and I like this build a lot. I wasn't planning on taking any travel powers, ninja run + sprint + siphon speed when safe and the occasional jump pack or jet pack works well enough, although I took Inertial Reduction last night and I can see its utility (and it works for the whole team), so I'd consider it if there was room. Is Conserve Power needed for a /kin? I would think that with transference you'd be OK? At level 30 I have yet to run into endurance problems even though I only have non-set lvl20 IOs I haven't taken repel yet because up until yesterday I was too low to slot the KB->KD IO, but I will have to give it a try now, as I have never used it, even back in the old days (I used bonfire on my fire/kin, and in those days it was still KB only). Is the endurance cost per foe hit high? Mid's shows it as a fixed cost (0.78/s which is high already) I'm really torn between losing Amplify vs Siren's song. The thing is, they are both mostly useful for soloing (I've had bad luck with sleeps on teams) and this build really is a team support build rather than a solo build, so I will likely go with Siren Song. I want people to go "what happened?" when I leave the team. My Ice/Rad corruptor has gotten that reaction before (after I joined a team, someone asked why they lowered the difficulty because suddenly it was way easier to kill every group). I've taken to putting microfilaments (I think) HOs in sprint for run/end as I like to have Sprint on at all times, so I may do this here too, even though Siphon speed increases my mobility. I like to put the Stealth IO in one of the prestige sprints so that I choose to be invisible or not, but I love my support heroes to be able to stealth (and TP with ATT when there is no room for the TP pool). I usually only take Grant Invisibility as a mule for LoTG, but it's marginally useful. Vengeance is awesome, but I usually forget to use it, but it's also a good LoTG mule. The more I look at it the more I love this build, so unless I hear otherwise I will keep Conserve Power as a I trust you it is useful (I'd likely take amplify or maybe Inertial Reduction instead otherwise)
  2. I have a kin/sonic in the high 20s and it's a ton of fun and utility, and I don;t have Fulcrum shift yet! My build plan should make it quite sturdy, but man is that HP low, I need to remember not to take the alpha at this level, 2 hits and I'm down!
  3. are the graphs supposed to be working? I'm looking at getting XP and inf over time to compare several builds. The data is pulled from the logs, I see avrage damage, etc... but the graphs are blank. I selected "store graph data" in the options but it made no difference
  4. How has that build been working for you? I just rolled one any tips for leveling vs endgame build?
  5. I decided to do without Defensive Sweep on my build because it was only Smashing and Melee, not even Lethal, and I had other ways to Max out S/L and Melee both (I took WP instead of Bio though) It did feel like I wasn't really taking advantage of the set though.
  6. I remember reading an article back in the day that Willpower has a harder time holding aggro because it doesn't have damage aura, just a debuff aura, and that the aura pulses every few seconds rather than have it's taunt effect linger longer on each mob it hits. Is this still true on homecoming? I'm guessing yes. I don't want to slot Rise to the Challenge with taunt because I want my 6-slot bonus. I have Taunt to grab baddies manually but it interrupts my attack chain and it might even interfere with Titan Weapon Momentum although I think not, I have to test it. I know tanks have a taunt component attached to every attack (Gauntlet?) but I don't think it work for brutes. I was hoping the Brute epic pools would have damage auras. And while this is a brute, I was hoping it would be a very tanky character (not just survivable but focus aggro on self to help the team, including herding for AoEs, etc...). Did I mess up in my choice of AT or powerset? (Lvl28 and only started slitting IOs so it's still hard to tell what later content will be like). I wanted a TW character and the reason I chose WP was the less clicky secondary doesn't get in the way of keeping Momentum. Any tricks to get more aggro? I think one of the incarnates has an aggro aura? Looks like Salt Crystals from the Earth Mastery epic is an AoE sleep with a longish duration, could it help grabbing aggro? Will it interrupt momentum?
  7. Your build translates into TW with the same numbers, I want Taunt so I'd have to skip superspeed. One possible advantage of TW is that it has Defensive Sweep which gives you significant smashing and melee defense and it will stack. So you could use it for S and M defense and reduce Smashing/Melee defense (e.g. only 3 slots in Kick or one less in Pain Tolerance). You lose Lethal defense that Defensive Sweep doesn't make up though Something like this, which I'm not convinced is worth losing Lethal defense for and require a to-Hit check to softcap melee or smashing. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Titan Weapons Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-EndRdx/Rchg(3), LucoftheG-Def/Rchg(11), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23) Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(5), UnbGrd-ResDam(7), UnbGrd-Max HP%(13), UnbGrd-ResDam/EndRdx(13), StdPrt-ResDam/Def+(45) Level 2: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(9), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam(34), Ags-Psi/Status(40), GldArm-3defTpProc(40) Level 4: Crushing Blow -- SprUnrFur-Dmg/EndRdx/Rchg(A), SprUnrFur-Acc/Dmg/Rchg(5), SprUnrFur-Acc/Dmg(7), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Rchg/+Regen/+End(23), SprUnrFur-Acc/Dmg/EndRdx/Rchg(31) Level 6: Fast Healing -- Heal-I(A) Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(15), Rct-ResDam%(48) Level 10: Indomitable Will -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(37) Level 12: Build Momentum -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--Build%(17), GssSynFr--ToHit/Rchg(50) Level 14: Follow Through -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(15), SprBrtFur-Acc/Dmg/Rchg(17), SprBrtFur-Dmg/EndRdx/Rchg(25), SprBrtFur-Acc/Dmg/EndRdx/Rchg(39), SprBrtFur-Rech/Fury(46) Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36) Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Rchg/HoldProc(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(25) Level 22: Taunt -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(42), MckBrt-Taunt/Rng(46) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 26: Whirling Smash -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Rchg/KDProc(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/Rchg(34) Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Arc of Destruction -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(33), Obl-Dmg(33), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(46) Level 35: Superior Conditioning -- PrfShf-End%(A) Level 38: Strength of Will -- ImpArm-ResPsi(A) Level 41: Physical Perfection -- Pnc-Heal/+End(A) Level 44: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 47: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- UnbLea-Stlth(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42) Level 1: Momentum Level 50: Spiritual Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Melee Core Embodiment ------------
  8. hmm, it just hit me that my high resists are when Strength of Will is up, which is less than 1/2 the time and is not enhanceable
  9. My understanding of /WillPower is that it provides a bunch of regen (at least with Rise to the Challenge) so you goal is to get enough mitigation so that your regen outpaces your damage intake. It's pretty easy to cap S/L resitance and Melee defense both (at least with one application of Defensive Sweep) Maybe I'm worrying too much, but even with taunt, I worry that foes that stay at a distance and do another damage type than smashing are going to be a problem. I can't seem to get very high with defense, but I can't seem to cap Res to other damage types either. What I can do I think is getting around 30% defense on every damage type with 40-60% damage resistance on top of it, without compromising melee defense or S/L resistance. Ignore the Regen numbers, that 296% is without Rise to the Challenge, so it gets much better as you dial in more foes (over 1000% with 10 foes around you) Similarly Smashing and Melee defense assume 1 stack of Defensive Sweep, it gets ridiculously high with more than 1 stack. I have no idea if the Energy Mastery Epic makes a difference on top of WP, although I see lots of people in game using it. I could add combat jump and stealth as LoTR mules (still not perma hasten though) or take a travel power (jetpack or ninjarun+sprint is adequate), I want to try Mighty Leap from the new Force of Will pool and see if it's an option for travel. I haven't figured out Incarnates either, I need to play at high levels to decide what I need my incarnates to help with. Ignore the order the Powers are taken, this is just to play with thenumbers in Mids, not a real build Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Titan Weapons Secondary Power Set: Willpower Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Defensive Sweep -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(11), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg+(46), LucoftheG-Def(46) Level 1: High Pain Tolerance -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), UnbGrd-ResDam(3), UnbGrd-Max HP%(46) Level 2: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(25) Level 4: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-EndRdx/Rchg(5), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(7), Ags-Psi/Status(9) Level 6: Titan Sweep -- Erd-%Dam(A), SprAvl-Rchg/KDProc(43) Level 8: Fast Healing -- RgnTss-Regen+(A) Level 10: Build Momentum -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--Build%(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--ToHit/Rchg/EndRdx(50) Level 12: Follow Through -- Hct-Dmg(A), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), Hct-Dam%(43) Level 14: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(15), MckBrt-Taunt/Rchg/Rng(15), MckBrt-Taunt/Rng(25) Level 16: Indomitable Will -- ShlWal-Def/EndRdx(A), ShlWal-Def(17), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(33) Level 18: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(23) Level 20: Rend Armor -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Acc/Dmg(50) Level 22: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(23) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 26: Boxing -- Acc-I(A) Level 28: Whirling Smash -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34) Level 30: Heightened Senses -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/EndRdx/Rchg(31), Rct-Def/Rchg(31) Level 32: Arc of Destruction -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Acc/Dmg/Rchg(34), SprUnrFur-Dmg/EndRdx/Rchg(34), SprUnrFur-Dmg/Rchg(36), SprUnrFur-Rchg/+Regen/+End(36), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36) Level 35: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(42), Ags-ResDam/EndRdx/Rchg(42) Level 38: Strength of Will -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39) Level 41: Superior Conditioning -- PrfShf-End%(A) Level 44: Weave -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(45) Level 47: Focused Accuracy -- AdjTrg-ToHit/EndRdx/Rchg(A) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- UnbLea-Stlth(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum ------------ ------------ [/list]
  10. >nothing is as good at it as a Tanker What makes a tanker better? I'm not trolling, I'm genuinely trying to understand what my Tanker can do or bring that surpasses other ATs. Taunting to grab aggro back form a teammate in trouble is the best I can comes up with. And possibly having some much HP that tanking AVs is simpler than on say a corruptor.
  11. I have a confession, I have been making Brutes. I never had one on Live. Now it's time to get back to a Tank, but I have several very strong non-tank characters already (corrupt, scrapper, brute...) that for me to stick the the tank it needs to be strong both on survivability and damage. I have a lowbie TW/WP Brute that I may re-roll into a tank, but for today my new character of choice is Ice/Dark Melee. The reason I chose the combo is that I have never played either set (well, I dabbled with a Dark/Dark scrapper on Live but didn't care for not seeing the costume I spent hours on, so I didn't play him much). the combo feels like it should synergize reasonably well, although I would likely have done Ice/Rad if I didn't already have Rad/EM brute. I'm at level 26 and have taken all the primary and secondary powers so far, just to get a feel for what each does., but with only some lvl 25 SOs, I feel kinda meh. I think the sets need a few more levels to come together and offer enough slots that I don;t have too many endurance issues, etc... So, any advice on how to slot post 27 when I can access min 30 IOs (I will start slot some attuned IOs around that time). I see a lot of similarities in Ice/ builds out there but are there good synergies with /Dark?
  12. glad to know every one of my characters, regardless of AT, is a tanker, then!
  13. OK, I'm going to disagree about that. Partly. Squishies need someone to soak the alpha, although with IOs and incarnates, that's not as needed as it may have been in the past. My warsahde can soak the alpha, my two corruptors can soak the alpha, my brute can soak the alpha, my scrapper can soak the alpha. My controller can't soak the alpha because the alpha never comes due to crowd control. All those character can solo +4x8 without breaking a sweat except for the occasional special mob (Psi, CC resistance, etc... each AT has one or two enemies that it must work a little harder at) I soak the alpha all the time on group, but I never think of it as Tanking. The one thing I expect a tank to do that none of those characters do well is to hold aggro even when the blaster is hurting them, or make sure adds come to me and ignore the rest of the group. In a word, it's all about Taunt. Not only taunting auras, but a way to grab aggro and supersede any other player that might be getting aggro, often without wanting it. I was running a on a MAria Jenkins +4x8 team last night and my corruptor would jump in, soak the alpha, double-nuke and generally play no differently than when I'm solo. But when another player overextended themselves, maybe aggroed a second group, etc..., I usually couldn't save them and so wished I had taunt on my corruptor (I never tried Provoke but I hear it;s not great). Later in the evening a tank joined the group. I could still jump in ahead of the tank if I wanted and soak alpha and nuke, but the second the tank caught up, all enemies has eyes on him. Now if you can't soak up the alpha, you can't tank. if you call it on you, you need to be able to take it.
  14. The untouchable Seers one drops Fortitude on you, that pretty awesome for survivability. Problem with life is that is not up often enough to count on. That's usually the last incarnate I slot.
  15. Sorry I don't read the whole thread but some of the posts. Was the player pulling extra groups putting the team in constat danger, e.g. multiple successive wipes? Because on my /rad corruptor I will often grab additional groups with my toggles and drag them to the main group. It speeds things up, I makes things a little more exciting. Too many players think something is not right if their health bar drops down. Live little, adrenalin is good for you. Now if you constantly wipe, that's something else ... If some player has a lot of knockback, I will go find another group rather than chasing. I hate knockback, I love knockdown, there is an IO for that. I'm not asking to stop using it, I just chose not to deal with the group you are fighting. Conversely, if the tank complains that the hurricane I use to push an entire room into a corner before unleashing my AoEs " screws up with their SS defense", I'll go find my own room to clear. I can solo +4x8 on just about all my 50s, but I prefer teaming, I'll solo "next to the team" when we're getting in each other's way. Also the "hit every crystal and run behavior" could be that of a player that doesn't understand the difference between running a speed vs normal ITF. Was it clear during recruiting? Did you explain why he was killing the group? Or was he? If the rat of the group can deal with the stacked up ambushes, who cares... There are many ways to play the game, and the fun of teaming is the unpredictability of it all
  16. Yeah bots/trap is a great combo at 50
  17. You must have done OK with this build, Chirikiti didn't have bad things to say! I'm thinking about working on my Dom some more after taking a break from the game due to work travel.
  18. I jumped in game to play with the concept. I want water to look like water (I did briefly consider making it red/blood for a different concept, but I think no). QueenBethari's original color concept were great, but they are too close the water effects and the whole thing ends up being too monochrome, so I went with a mainly black/white costume, but I may keep playing with darker shades of blue for the jacket. I couldn't find full horizontal stripes for the sleeves, but it still gets the cliche mime shirt. I used the "slime" effect for fists in combat, but I can't quite get the color right (I need brighter and bluer, I may keep playing with it, possibly white tones will work out) but it's not too bad. While the slime runs slower than water, it's actually not too bad, arms dripping after combat. The minimal effect was weird, one of the effects has no minimal option (can't remember the name, you get covered with a full body carapace. I don;t have that power yet in game). I think for all the other ones, I went with a water like color scheme (3rd pic), so that thematically bio armor is going to be more of a "water infusion armor" I may go back to the original poofy pants instead of the pinstripes and see what I can do for boots. probably just knee high leather boots. Frenchie2.costume
  19. Haha, I got confused at first, thinking "he didn't take the Bio Armor problem into consideration". Then I realized you read it as the bio armor cosume pieces, I meant the Bio Armor power set, like this guy, you can see how much the "green carapace" it encroaches on the costume, and well, it's pretty ugly in my opinion (great set though). So I thank you for your answer, and in fact I'm thinking a "frenchie" character, that maybe throws in the occasional "zut alors!", "sacrebleu!"... could be a fun concept. So I will try something based on your costume, but without the bio armor costume pieces, (and likely minimal FX. I thought I looked for it and didn't find it, but maybe it was more a matter than I didn't like what it looked like? I don;t have access to the game at the moment so I can't check). I'm gonna brainstorm "french" punny names. The first thought that came to mind was "Histoire d'O" but I'm guessing few people would get the reference, and those that do might be offended (water is "eau" in French, pronounced "O", so roughly translated "Story of Water", but Histoire d'O is also the title of a French Erotic novel. See, a bit convoluted 🙂 )
  20. I have a water/bio sentinel with a throwaway name and costume because it started as an experiment, but now I'm looking for a permanent name and costume. This is a male character, I'm having a tough time coming up with a costume that integrates the bio armor. I currently have a poseidon type costume (no trident) but it gets covered. I tried to make the armor look a little bit like pearlescent coral, but I'm not happy with any of the results. So I'm cheating, I'm asking for costume AND a name to go with it. I like punny and powerset/concept related
  21. hmmm, looks like I'm going to have to be the first...
  22. I'm looking for a water/bio build, or at least ideas/advice on what to build for With regular IOs I feel it's a good build, so I know it can be awsome with some sets!
  23. Any tank that doesn't try to tell the rest of us how to play, that he has to chase, of that we immob too early, if that he died because we knocked some mobs away. All those things happen, deal with it. That being said, except for a few exceptions, I'm just fine with no tank. My corruptor's, kheldians, brutes and other controllers seem to be doing fine at x8+4 Solo or teamed. Tanks that taunt to grab aggro from a specific mob in addition to their aura are usually a sign of a better tank.
  24. I build and play electric guitars ( and bass). Here is my latest build: To give credit where it's due, this model is a nod to a Fano guitar.
  25. I'm going to have to give this a try.
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