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My first attempt at The Maze: Seeking advice for next time (Long question)

Author
Substantia Nigra
Polaris Rising
Goonswarm Federation
#1 - 2012-08-23 22:04:14 UTC  |  Edited by: Substantia Nigra
I just ran The Maze for the first time. Hats off to that little muther! Nasty.

While it was nicely profitable (close to 2b isk by the looks) I also came very close to losing my ship ... twice. So I'd like to outline what I used and what I did, and seek your advice on how I might do a bit better next time. I’m mainly interested in how sub-caps guys solo or multibox this site.

I'll ignore the first rooms because, except for a bit of irritating jamming, they were pretty unremarkable. The escalation I’d received had all the acceleration gates jumbled, rather than in a nice 'daisy' pattern, but that wasn't much of a problem either.

My problems, surprise, surprise, all happened in the last room.

My DPS ship was the 6HML tengu. I used two of them with fleet boosts to bolster shield and AB, and to reduce sig size.

My tengu were pretty standard shiney PvE setups. It’s the setup I use for not-so-tough sleeper sites (easy C4s, C3 and below) and any missions. My tank was 1 x Medium Shield Booster (?Gist B), 2 x Shield Boost Amplifiers (Pith A), 1 x invul (CN), 1 x EM hardener (CN), and 1 x Damage Control II). Otherwise I had a faction AB and 3 x CN BCUs to boost my DPS. I chose this over my tough-site setup (LSB and 5 x HML) figuring that I'd need the extra DPS to break the station.

When I warped into that last room I found myself landing in the middle of a million ships and other nasties. In very short order I am locked, webbed x 6, and scrammed x 4 .... I wasn’t going anywhere right then. I start locking targets and set a 70km AB-assisted orbit on the station, despite having close to zero velocity.

My target priorities were the static webbers, and then the web / scram frigs.

The first major wave of incoming damage is pretty huge. I have never lost tengu shields in one hit before ... even in C5 sites. Anyway my shield booster fights a good fight as I continue picking off the dire frigs, but all too soon I find my armor has disappeared and half my structure has also gone missing - gulp! I start my last ditch GTFO efforts (try kill the remaining two scrammers), fingers crossed, and can see the next huge torp heading my way as the last scrammer on me dies. It seems to take forever to warp out.

After a quick rep I head back into the site to start where I left off. Damn them, they'd found another half-dozen webbers and scrammers. This is basically a repeat performance, with the last scrammer dying with me again in around half structure as I finally get a warpout.

When I land on my third visit I only have two webber / scrammers and they die quickly. Then I turn my attention to the missile batteries, which also die quickly. After that it was pretty easy, although I did start to worry that I was not going to be able to break the station’s armor reps. I didn’t shoot the further ship waves, just tanked them and kept on peppering the station.
The station, when it finally had the good grace to die, dropped me a Pith-X LSB, one each Pith-X therm and em shield hardener, a ‘snake BP, and a 23 tier effects … which all made me very happy.

So, clearly either the approach I took, or that tengu setup, is not really viable. It was just dumb luck that I didn’t lose a 3b-ish isk ship trying to complete that 2b-ish isk site.

Could I have approached the room differently?

I wonder whether I’d have been better taking out the missile batteries before going for the webbers and jammers. I didn’t check my log but wonder whether they were the main source of my grief rather than the big-guy’s citadel em-torps.

Is the tengu a bad ship for this, or did I just mis-fit my tengu for the site?

The damage types in this site do suggest that a shield tanking ship is not the best choice – both from a resists and sig-size PoV - but, up until now, I’d never met anything that griefs my tengu like that. Hell, I solo run C5 sites in tengu – albeit the gimpy LSB setup.

Do I refit my tengu, or do I try something else altogether?

I could gather a larger fleet, but I’m more interested in refining what I can do than just bringing in larger numbers – and I do also kinda like getting 2b isk in booty all to myself. I am also not particularly interested in using capital ships … one day in the future maybe, but not now.

Can I make a go of future Mazes by refitting my tengu? I could drop a boost amp, and run 3 x EM hardeners. I could drop the AB and put in an invul also. I could go to the large shield booster and take my chances with the DPS of the 5 HMLs. Do I run one tengu plus a scimi to keep the T3 alive? But I doubt that one tengu is gonna break the station’s tank.

Is there a different ship combo (that I can fly) that would be better for me? Shipwise I’m fine for everything below T2 BSs, but my laser / hybrid weapon skills are poor. I am all-5s for caldari, gallente, & minmatar T3s and 4s for amarr. I have decent (T2 everything) armor skills, altho my shield skills are a fair bit better. What to do? What to do?

Do I swap to armor tankers … T3s or HACs or BSs? I’ve only been null-ratting a few days now, long enough to get a couple of decent escalations, but I do like using T3s because I can travel fit them (covops, nulli, and stabs) and move to the escalation sites relatively easily. My first one (shipyard thing with a 22 tier effects and Pithi-A drop) was twelve jumps away in warzone hostile space.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#2 - 2012-08-24 00:28:53 UTC
you could initially go with broadsword (there is 1 fit in battleclinic, T2 maze tanking fit) and tengu and deal with scrambling and webbing frigs, then come back with 2 tengus
Gary Bell
Therapy.
The Initiative.
#3 - 2012-08-24 13:29:48 UTC
Being as how i used to be in your corp.. and know most everyone send me a convo when you see me online... I will give you the wisdom of the gates... There is actually a trick...

PS Any well tanked Hic with full buffer and a logi will tank it. I use an Onyx with full buffer and a scimi to rep it, then my alt in a Mach to dps. The combo of the lot gets threw it pretty fast and can kill the station. They say that a Broadsword can tank it but I have lost a full xtype hardner set on one trying to "solo" tank it so I would just recommend a buddy it makes it go by alot faster.
Gary Bell
Therapy.
The Initiative.
#4 - 2012-08-24 13:31:24 UTC
Oh and those who think there Xl booster tanked tengus can hold up you are very wrong. I watched a 4.6 Bil isk tengu pop like butter in three volleys. Active tanks dont hold up very well.
Jenn aSide
Worthless Carebears
The Initiative.
#5 - 2012-08-24 14:31:16 UTC
The maze is the most ridiculously easy and safe "10/10" in the game. It can be done with 2 ships, I use one. There are 2 verions of the maze, one you scan down, the other you get from escalations of Guristas haven and sanctum anomalies. The scanned down maze is a bit more annoying, but just as easy.

1st the "easy" part:

I use a Machariel and a Tengu. The tengu is cloaky, nullified, has a deadspace XL booster and hardeners (inclduing EM hardeners for the EM torp in the last room) and it is cap stable. It does not ever need logistic support (the only thing that could hurt it is neutralizer batteries, which the maze does not have, now the final room of Fleet Staging point is another matter, but I just drop a dread on that lol). The tengu has only 3 HMLs and I use FoF (Im sorry, "auto-targeting" lol) missiles and faction scourge with them.

I use the mach because of its massive dps, but any dps ship will do as long as it can fit a cloak.

The trick to the maze is knowing which gate to use. In rooms 1 through 3, its always the gate that points to the 8 to 9 0'clock direction (ie, point to the left, away from your ship)

1st room- send in tank ship get aggro, send in dps ship, launch light drones, assigned to GUARD tank ship so they kill the dire frigs along with the FoF missles. I kill only the dire frigs that are pointing my tank ship, and leave at least 2 dire frigs alive in each room, and i don't kill any battleships (more on this later)

2nd room- same as 1st

3rd room - same

4th room same except in this room there are only to gates, the one that points to the RIGHT as you warp in is the right gate.

The 5th room is the killed. I send in the tank and have it orbit the beacon, and target the station, shooting it once to get the 1st battleship spawn. When everything aggros the tank, I send int he dps ship and kill all the gun batteries and all the dire frigs, and move the dps ship off to somewhere it can cloak near the station.

Then I shoot the station till the next spawn comes, cloak the dps ship so the tengu gets all aggro, rinse and repeat till station is dead, scoop the loot, kill anything pointing the dps ship and leave. Takes 25 minutes tops.

Now for the SAFE part:

The maze is the safest 10/10 to do, because even if bad guys scan you down, You left dire frigs alive in the 1st 2 rooms, along with all those battleships, so if they come after you, it's a good chance the GURISTAS will scram and kill them before they can get out of the room. I watched a squad of guys lose their ships trying to get to me this way lol.

Using the NPCs you are getting loot from to protect you from PVP is ironic, isn't it :) .

That plus the fact that the average PVP'r doesn't know crap about how to do the maze (and won't come to this forum section to find out :0 ) and thus won't even know which gate to go through helps a lot. Once I even allowed myself to be scanned down so I could gank some guys in the 2nd room (I just cloaked on warp in to avoid all aggro, when they came in, they got aggro then i proceeded to kill them with my plexing ships LOL.).

Hope this helps
Jenn aSide
Worthless Carebears
The Initiative.
#6 - 2012-08-24 14:42:31 UTC  |  Edited by: Jenn aSide
Gary Bell wrote:
Oh and those who think there Xl booster tanked tengus can hold up you are very wrong. I watched a 4.6 Bil isk tengu pop like butter in three volleys. Active tanks dont hold up very well.


You had the wrong fit man. I have been doing Mazes for the last 6 months, using my cloaky nullified tank tengu I described in the post above.

Did you have 2 deadspace em hardeners, and 1 invul for the last room?

I don't see how anyone could screw that up, unless you didn't acocunt for the em torp in the last room. I let my corp mate use my tengu for a maze 2 weeks ago and he was aMAZEd by it (pun intended lol).



I'm not at home where I can link the fit, but:

Highs- 3 faction HMLs, 1 proble launcher, covert cloak

Mids- Afterburner, GIST XL booster, Pith shield boost amp, DG invul, 2 Pith EM hardeners

Lows- Damage control II, 2 tech II power diagnostics

Rigs- 2 tech 2 CCCs, 1 Tech 1 CCC

Subsystems for covert cloaking, nullifier, shield boosting, cap recharge and I forget the electronics one.

The only place it has trouble is in fleet staging point rooms with neuts, never in a Maze. Again the 4.6 bil tengu that was lost was simply doing it wrong.
Daniel Plain
Doomheim
#7 - 2012-08-24 15:57:01 UTC
Jenn aSide wrote:
The maze is the most ridiculously easy and safe "10/10" in the game. It can be done with 2 ships, I use one. There are 2 verions of the maze, one you scan down, the other you get from escalations of Guristas haven and sanctum anomalies. The scanned down maze is a bit more annoying, but just as easy.

1st the "easy" part:

I use a Machariel and a Tengu. The tengu is cloaky, nullified, has a deadspace XL booster and hardeners (inclduing EM hardeners for the EM torp in the last room) and it is cap stable. It does not ever need logistic support (the only thing that could hurt it is neutralizer batteries, which the maze does not have, now the final room of Fleet Staging point is another matter, but I just drop a dread on that lol). The tengu has only 3 HMLs and I use FoF (Im sorry, "auto-targeting" lol) missiles and faction scourge with them.

I use the mach because of its massive dps, but any dps ship will do as long as it can fit a cloak.

The trick to the maze is knowing which gate to use. In rooms 1 through 3, its always the gate that points to the 8 to 9 0'clock direction (ie, point to the left, away from your ship)

1st room- send in tank ship get aggro, send in dps ship, launch light drones, assigned to GUARD tank ship so they kill the dire frigs along with the FoF missles. I kill only the dire frigs that are pointing my tank ship, and leave at least 2 dire frigs alive in each room, and i don't kill any battleships (more on this later)

2nd room- same as 1st

3rd room - same

4th room same except in this room there are only to gates, the one that points to the RIGHT as you warp in is the right gate.

The 5th room is the killed. I send in the tank and have it orbit the beacon, and target the station, shooting it once to get the 1st battleship spawn. When everything aggros the tank, I send int he dps ship and kill all the gun batteries and all the dire frigs, and move the dps ship off to somewhere it can cloak near the station.

Then I shoot the station till the next spawn comes, cloak the dps ship so the tengu gets all aggro, rinse and repeat till station is dead, scoop the loot, kill anything pointing the dps ship and leave. Takes 25 minutes tops.

Now for the SAFE part:

The maze is the safest 10/10 to do, because even if bad guys scan you down, You left dire frigs alive in the 1st 2 rooms, along with all those battleships, so if they come after you, it's a good chance the GURISTAS will scram and kill them before they can get out of the room. I watched a squad of guys lose their ships trying to get to me this way lol.

Using the NPCs you are getting loot from to protect you from PVP is ironic, isn't it :) .

That plus the fact that the average PVP'r doesn't know crap about how to do the maze (and won't come to this forum section to find out :0 ) and thus won't even know which gate to go through helps a lot. Once I even allowed myself to be scanned down so I could gank some guys in the 2nd room (I just cloaked on warp in to avoid all aggro, when they came in, they got aggro then i proceeded to kill them with my plexing ships LOL.).

Hope this helps


this is very imformative

I should buy an Ishtar.

Substantia Nigra
Polaris Rising
Goonswarm Federation
#8 - 2012-08-24 17:38:30 UTC
Thanks guys. Food for thought.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#9 - 2012-08-24 17:56:18 UTC
Jenn aSide wrote:
The maze is the most ridiculously easy and safe "10/10" in the game.


Nope.

Serp 10/10 is easier and can be done with 1 ship.
Jenn aSide
Worthless Carebears
The Initiative.
#10 - 2012-08-24 18:05:39 UTC  |  Edited by: Jenn aSide
Emperor Salazar wrote:
Jenn aSide wrote:
The maze is the most ridiculously easy and safe "10/10" in the game.


Nope.

Serp 10/10 is easier and can be done with 1 ship.


I've done both with one ship (my Maze tengu is over tanked and undergunned, but i've used a better version before, I'm just lazy now), i find the Maze easier because the structure you shoot in the last room is nothing compared to the repping bastard at the end of the serp 10/10, even when keeping range. I added the mach because it makes it so much faster.

And i don't have to waste time killing everything in the 1st few rooms. In fact, the only 10/10 i've come across where I need logi is that bastard Blood Raider 10/10.
Gibbo3771
AQUILA INC
#11 - 2012-08-24 19:07:43 UTC
Interdiction nullified, cloaky perma tank tengu.

As many Talos alts as you have.

Simple as that.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#12 - 2012-08-24 21:49:32 UTC
Jenn aSide wrote:


I've done both with one ship (my Maze tengu is over tanked and undergunned, but i've used a better version before, I'm just lazy now), i find the Maze easier because the structure you shoot in the last room is nothing compared to the repping bastard at the end of the serp 10/10, even when keeping range. I added the mach because it makes it so much faster.

And i don't have to waste time killing everything in the 1st few rooms. In fact, the only 10/10 i've come across where I need logi is that bastard Blood Raider 10/10.



Serp 10/10 can be done with a T2 fit tengu, and the last structure blasted in about 5-6 reloads when orbiting it outside of 50km with a 10mn afterburner.

The last time I did The Maze, it definitely wasn't that easy.
G01kur Kisel
Federal Defense Union
Gallente Federation
#13 - 2012-08-26 17:40:08 UTC
why the Interdiction nullified?
I just got a tengu and I havent played with it enough to learn everything about it. But I have tried the maze and died in it cause whne you warp in to the different pockets you land at 0 and get x7 webbed and scramed? So how come a cloaky tengu will fix that? when you land you can cloak since you are to close and x7 webs isnt going to get you anywhere?

So how did you manage that? I tried it using a gist b booster small harpy with a 10 mn afterburner on it. overheated everything and it had 98 on thermal and kinetic and still died after a while. couldnt kill the dire frigs fast enough with the talos being to close.

think that setupd gives me 800 dps + something on kin and thermal shield but apparantly it wasnt enough when webbed like that.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#14 - 2012-08-27 05:03:45 UTC
G01kur Kisel wrote:
why the Interdiction nullified?
I just got a tengu and I havent played with it enough to learn everything about it. But I have tried the maze and died in it cause whne you warp in to the different pockets you land at 0 and get x7 webbed and scramed? So how come a cloaky tengu will fix that? when you land you can cloak since you are to close and x7 webs isnt going to get you anywhere?

So how did you manage that? I tried it using a gist b booster small harpy with a 10 mn afterburner on it. overheated everything and it had 98 on thermal and kinetic and still died after a while. couldnt kill the dire frigs fast enough with the talos being to close.

think that setupd gives me 800 dps + something on kin and thermal shield but apparantly it wasnt enough when webbed like that.


in last room there's station that fires EM torpedoes.
Substantia Nigra
Polaris Rising
Goonswarm Federation
#15 - 2012-08-27 06:19:48 UTC
nahjustwarpin wrote:
[quote=G01kur Kisel]why the Interdiction nullified?
I just got a tengu and I havent played with it enough to learn everything about it. But I have tried the maze and died in it cause whne you warp in to the different pockets you land at 0 and get x7 webbed and scramed?


Like I said in OP, no problems with the prelim rooms ... tengu tanked ok and could kill them all without hassle. I did survive and complete the last room but luck was a big part of that.

The approach ppl are suggestinging is an even tankier tengu ... gimped to have an even better active tank, at the expense of throwing out bugger all DPS. So it sounds like they warp that uber-tank tengu in and let it get the aggro, and then bring in their actual damage delivery ship ... machariels are good for that.

There doesn't seem to be a lot of point having that tengu covops, or nullified, in that setup but i guess if you also using another tengu as your DPS ship then their may be some benefit in having it able to cloak when new waves spawn ... I suppose. Like you I can't see much benefit in nullifying it ... altho when I am travelling to the escalation system all my tengu are covops and nullified.

Not sure I want to drag a machariel along ... I do use machs as my main site runners, but that is in very blue systems ... so might look at exploring some armor-tanking T3 options, altho I guess DPS will becaome a limiting factor then.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

TriadSte
The Scope
Gallente Federation
#16 - 2012-08-27 11:21:25 UTC
I find the easiest way is this :

1 char in a heavy missiled Tengu no booster just pure resists.

1 char in a Drone sub-system Proteus with 3 large shield transfers.

Warp Tengu in first and get aggro..

Warp Proteus in, lock Tengu stagger your 3 reps.

With this setup your Tengu has something like 3-4k DPS tank and you wont ever see your shields drop.....ever

The Proteus gives you another 400 or so DPS with 3 sentries which you just assign to the tengu and hammer away.

Piece of cake.
Helkaraxe
Native Freshfood
Minmatar Republic
#17 - 2012-08-27 12:10:37 UTC
Substantia Nigra wrote:
nahjustwarpin wrote:
[quote=G01kur Kisel]why the Interdiction nullified?
I just got a tengu and I havent played with it enough to learn everything about it. But I have tried the maze and died in it cause whne you warp in to the different pockets you land at 0 and get x7 webbed and scramed?


Like I said in OP, no problems with the prelim rooms ... tengu tanked ok and could kill them all without hassle. I did survive and complete the last room but luck was a big part of that.

The approach ppl are suggestinging is an even tankier tengu ... gimped to have an even better active tank, at the expense of throwing out bugger all DPS. So it sounds like they warp that uber-tank tengu in and let it get the aggro, and then bring in their actual damage delivery ship ... machariels are good for that.

There doesn't seem to be a lot of point having that tengu covops, or nullified, in that setup but i guess if you also using another tengu as your DPS ship then their may be some benefit in having it able to cloak when new waves spawn ... I suppose. Like you I can't see much benefit in nullifying it ... altho when I am travelling to the escalation system all my tengu are covops and nullified.

Not sure I want to drag a machariel along ... I do use machs as my main site runners, but that is in very blue systems ... so might look at exploring some armor-tanking T3 options, altho I guess DPS will becaome a limiting factor then.


Nullified tengu is a scout/scan/tank ship, hence the nullification, covops cloak, scanner and tank fit. Mach has a cloak so you can always safe up in case of emergency.
Jenn aSide
Worthless Carebears
The Initiative.
#18 - 2012-08-27 14:45:53 UTC  |  Edited by: Jenn aSide
Helkaraxe wrote:
Substantia Nigra wrote:
nahjustwarpin wrote:
[quote=G01kur Kisel]why the Interdiction nullified?
I just got a tengu and I havent played with it enough to learn everything about it. But I have tried the maze and died in it cause whne you warp in to the different pockets you land at 0 and get x7 webbed and scramed?


Like I said in OP, no problems with the prelim rooms ... tengu tanked ok and could kill them all without hassle. I did survive and complete the last room but luck was a big part of that.

The approach ppl are suggestinging is an even tankier tengu ... gimped to have an even better active tank, at the expense of throwing out bugger all DPS. So it sounds like they warp that uber-tank tengu in and let it get the aggro, and then bring in their actual damage delivery ship ... machariels are good for that.

There doesn't seem to be a lot of point having that tengu covops, or nullified, in that setup but i guess if you also using another tengu as your DPS ship then their may be some benefit in having it able to cloak when new waves spawn ... I suppose. Like you I can't see much benefit in nullifying it ... altho when I am travelling to the escalation system all my tengu are covops and nullified.

Not sure I want to drag a machariel along ... I do use machs as my main site runners, but that is in very blue systems ... so might look at exploring some armor-tanking T3 options, altho I guess DPS will becaome a limiting factor then.


Nullified tengu is a scout/scan/tank ship, hence the nullification, covops cloak, scanner and tank fit. Mach has a cloak so you can always safe up in case of emergency.


Thank you, you said that way better than I was going to.

I was probably headed to a snarky "gee, i dunno, why would someone desire a nullifier set up in NULL SEC when you have to go through gates to get to the Maze in the 1st place :) , but your way is better lol.

Twisted

Like Helkaraxe said, the cloaky/nullified/probe launcher + scanning subsystem have nothing at all to do with the Tengu's supertank, they just let you get to the complex safely, and make it safer to transport loot back to where ever you base it.

The Mach has MWD +cloak + tech2 ecm burst + nano so it can wiggle it's way out of any messes it gets into getting to and coming from the plex. It also has another safety feature that doesn't seem like a safety feature, MASSIVE DPS, the quicker you do the maze or any other plex and get out, the less chance you have of getting scanned down.

I don't use Tengu/mach mach any more, now I just bring a sec tengu fit purely for dps with enough tank to make it through the last room, the 1st tengu taking and holding aggro from the station's em torp so the 2nd tengu is just tanked for guristas.

No need to cloak anything, I just dps the station till it dies, kill any scramming frigs, scoop lot and go home. still use the Mach for anomalies though.
Jenn aSide
Worthless Carebears
The Initiative.
#19 - 2012-08-27 14:49:46 UTC
TriadSte wrote:
I find the easiest way is this :

1 char in a heavy missiled Tengu no booster just pure resists.

1 char in a Drone sub-system Proteus with 3 large shield transfers.

Warp Tengu in first and get aggro..

Warp Proteus in, lock Tengu stagger your 3 reps.

With this setup your Tengu has something like 3-4k DPS tank and you wont ever see your shields drop.....ever

The Proteus gives you another 400 or so DPS with 3 sentries which you just assign to the tengu and hammer away.

Piece of cake.


Not terrible I guess, but seems like more managing ships and reps than I care for. i'm lazy and try to balance speed with ease of use.
Substantia Nigra
Polaris Rising
Goonswarm Federation
#20 - 2012-08-27 19:53:21 UTC
Substantia Nigra wrote:

Do I swap to armor tankers … T3s or HACs or BSs? I’ve only been null-ratting a few days now, long enough to get a couple of decent escalations, but I do like using T3s because I can travel fit them (covops, nulli, and stabs) and move to the escalation sites relatively easily. My first one (shipyard thing with a 22 tier effects and Pithi-A drop) was twelve jumps away in warzone hostile space.



Jenn aSide wrote:

I was probably headed to a snarky "gee, i dunno, why would someone desire a nullifier set up in NULL SEC when you have to go through gates to get to the Maze in the 1st place :) , but your way is better lol.



The confusion was that this had already been mentioned in the OP, like kinda a given. So I was wondering why someone would be mentioning such a no-brainer again, and then alluding to snarky responses when others wonder about it.
The OP was about running the Maze site, not about traveling safely thru dangerous space - that's easy enough.
Anyways I guess ppl don't tend to read OPs and target their comments off on what they wanna talk about anyways. Oh well, i can lives with that :-)

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

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