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  • Airship CoP woes

    Alright... so here's my issue and my request for a proposed solution to it. I have been stuck on the airship fight in CoP for about 6 months now and have gone 0/10 on runs. I've tried a lot of the conventional methods for attemting it and a few of the not-so-conventional ones as well, nothin. I think my biggest issue is that the only job I have above lvl 60 is SMN... and SMN seems to be completely useless in the fight. My next highest job is 42 WHM... completely naked and used as a tele-whore. After that it's 37 NIN, BLM, COR, SCH and DNC. Before anyone offers suggestions, let me run through the setups I've tried.

    Every run we went on we took 6 pumps and 5 yellow liquids. We treated every run like a dry run unless we were making good time, at which point we would make a team decision to use pumps and go for the win.

    4 of the runs were with the following:
    SMN/WHM (aoe buff/nuke)
    RDM/WHM (debuff/heal)
    NIN/WAR (tank the weapons)
    BLU/NIN (headbutt spam)
    PLD/WAR (mammett tank)
    WHM/SMN (buff/heal)

    Mammets were a joke... took no more than 5 minutes every time. PLD trained them and we picked them off one at a time. I locked them into DRG mode and went to town. WHM healed the main PT and RDM healed the PLD the whole time. No problems.

    Omega is another story. Like I said, we treated every run as though it was a dry run... but with no less effort than a wet run. Every run failed at Ultima... and every run was basically the same. I'll use our most recent run as an example. NIN/war tanked him and we did well until around 70%. At that point things got a little messy. The BLU got one shotted in a fluke and was instructed not to raise up until we knew how thing were going. That was a good call since 30 seconds later I walked a little too close when activating Shiva's Double Slap and got pwnt. After that we dropped like flies at the entrance. Afterwe raised up and rested to full, the whm and I rebuffed the party and we decided that as long as we didn't die again on omega... we could pull out all the stops and take the win on this one. Boy were we wrong. After the Nin engaged and popped his pump... we all gave it everything we had, I used Astral Flow x3, the RDM Chainspelled Fire3 and the BLU did.... whatever the BLU 2 hour does. Either way we were doing well. Popped another pump at 50% and a 3rd one at 20%. We were all excited to get to Ultima with 20 minutes left on the clock when the pump wore off and Omega went... well... apeshit. He spammed AoE and heavy hitting attacks too fast for the BLU to stun and with the RDM and I out of MP it was hard to keep up with the healing. Essentially the WHM was alone. When Omega hit 5% the WHM decided to BENE to try and salvage this before anyone died. As a result of his heal-spaming and the BENE combo... he pulled too much hate and the tanks couldn't take it back. The WHM dropped and it was a chain reaction after that. We wiped at 1%. Five minutes later we didnt wait for full MP on the mages and ran in to finish him off. It only took one of my BPs and a few hits from each melee and he was down... but we only had 12 minutes to work on Ultima.

    Ultima is easier than Omega for sure... but the stress that's put on every party member upon entering his battlefield is enough to make him comperable. Again I'll use the most recent run as an example. With 3 pumps left, and only the NIN and PLD with their 2 hours... we were hoping that 12 minutes was enough to pull the win out of our asses. We took off running, NIN tanking again with full buffs from the WHM and I and the RDM debuffed as best he could. We used a pump at 60% and another at 40%. With only one left we were nervous that he was going to spin out of control at some point between uses. With only 6 minutes left on the clock we got him to about 15% and used the last pump. At this point the PLD used Invincible and Provoke to pull hate off the NIN for a minute. It worked... but our damage was pittiful. At 5% the pump wore and we got slammed with AoE's. In a last ditch effort the WHM cast CureIV on the NIN and told him to Kamakazi while he had the chance. If it had gone off in time we would have had the win... unfortunately Ultima turned on the NIN and blasted him down to around 15HP just before he blew himself up... resulting in a whopping 36 dmg. Shortly afterwords, Invincible wore off and we bit the dust one at a time. With the NIN gone our DMG output was just not enough. The RDM and WHM threw off DIAII and BIOII and PoisonII just before we took the dive hoping that by some miracle we could kill him with DoT. We lost with Ultima at 2%.

    5 of the other fights went similarly... and I won't go into as great of detail. That party was as follows:
    SMN/WHM (me)
    BLM/WHM (nuke)
    RDM/WHM (debuff/heal)
    PLD/WAR (mammet tank)
    WAR/NIN (weapon tank)
    BLU/NIN (dd/stun)

    Simply put... not enough damage output. Mammets went fine. Omega rocked us every time. No pumps were ever used because we were never satisfied with the time on the clo0ck when we made it to Ultima.

    The last setup was probably the most amusing. I found a strategy online that said that with the propper meds and organization... a party of x6 SMN could do the fight. I found 5 others and a gave it a whirl.

    SMN/WHM (me) (designated healer) (Shiva's Favor MAtt +)
    SMN/WHM (designated buffer) (earthen ward/aerial armor/protectra/shellra)
    SMN/BLM (designated nuker) (anything and everything... go nuts)
    SMN/BLM (designated DoT) (bio/poison)
    SMN/NIN (distract the mammets)
    SMN/NIN (designated pump user)

    Looks pretty cool, huh? Well for the most part it was... it's just not effective. Here's the rundown:

    Mammets. SMN/nin ran in with shadows, bat earrings, blind potion empress hairpin stoneskin protect shell and whatever else we could throw on him and stood there with all the mammets. The rest of us walked up Astral Burn style and used Ramuh's Thunderspark without engaging. After all 5 went off, we each took our own mammet and meleed it to death. Total time: 3min... including buff time.

    Omega... our plan was to use our designated roles to our advantage. We were going to use Shiva and Double Slap until we got him to 70%. At that point the pumper would throw one on him and the NUKER, MAMMET expert and PUMPer would Astral Flow him all at once while the others held him fast with double slap. the first round of 3 took him to 50%. the second round got him to 30% and the 3rd round to 10%. After that I'm not sure what happened... but we didnt have enough dmg output and we ran out of MP... wiped at 5% and reraised/rested. Fully rested we went back in... pumped him and double slapped like no tomorrow... but after 3 rounds of double slap he was still standing.... and our MP wasnt. We wiped at 1% After that we decided we would never win. Killed him after resting and went into Ultima with low expectations. Same strat... but reversed roles. The other 3 SMN flowed at 70%. Without a good debuffer tho... 3 rounds of Astral Flow only took him to 40%. Tough luck. We timed out at 30%

    Has anyone gone through this fight with a SMN? If so... what was your party role? What did you do to get the win? What the hell should I be doing?


    Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
    99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
    99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

    Yyg's Blog: Tree of Awesome!

  • #2
    Re: Airship CoP woes

    We beat it on our second time (wouldve been first time but I dc'ed on Ultima) with:

    FM - PLD/WAR or /NIN if someone /thf
    JAM - RDM/WHM
    MEZ - SAM/NIN
    MINSC - BLU/NIN
    ALEK - SAM/NIN
    NODROG - DRG/NIN

    Your first strat on Mammets is dead on. PLD/NIN runs in, aggros and then you guys pick off.

    On Omega, have everyone on one side and pld/nin on the other. Have pld aggro, let mob attack pld first, then engage. I cant remember exactly which or if it s both, but when omega and ultima are first engaged, they shoot out an attack that aoe's everyone. As long as it's the PLD by hmiself, no one else gets raped. Then it was just a slow and easy take down, using pumps at 80,60,40,20. Omega is that hardest and if you dont get by him, you will lose. Feel free to use more pumps on Omega to guarnatee you get by him.

    Ultima was the same. Have pld seperate from pt so not everyone gets hit with initial aoe, then take him down. If only 2 pumps, use at 40% and 20%. If you have no pumps, hopefully you didnt die on Omega and you have time to die and rr on ultima.

    It's probably the most challenging / fun fight in the game, this, Alexander, and the Captain bosses, but well worth it! Good Luck!

    ---------- Post added at 12:35 PM ---------- Previous post was at 12:34 PM ----------

    Oh, and as for your pt setup, I'd just sub in your SMN for the DRG.
    75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
    RANK 10 Bastok
    CoP: Done
    ZM: Done
    ToA: Done
    Assault rank: Captain
    Campaign Medal: Medals
    Wotg: Complete the quests already and I'll start

    Originally posted by Etra
    This thread brought to you by Malacite's lack of understanding.

    Comment


    • #3
      Re: Airship CoP woes

      I just went through this last month, and the only pain was getting the pumps for us, we tried 3 times before we finaly won.

      The only thing we did differtnly than what Mezio did, we had pld, blu, brd, blm, war, whm. We wouldn't use our pumps until he was at 25%/15%/5% on each bot, since they go kinda ape shit at the end. Brd made this very easy, and the blu spammed head butt till he was outta mp.

      Now as for the last battle, with Promethia, I don't know if it was a glitch or not, but we found out the hard way that if "THE first person in the BCNM" dies, the battle is lost. It would pop up "You failed to defend/keep alive the speaicl person" or something like that. At first we thought the angel boy was dying on us, but to come to find out, it was always the 1st person in. When we finaly realized this, we won with no problems. All the old school peeps didn't know of this either. Maybe it was glitch

      Comment


      • #4
        Re: Airship CoP woes

        Alright, I need to talk to my LS tonight when I get home and see what jobs we have at our disposal to fit Mezlo's setup. I know that there are only 2 of us in the LS wo are at the fight or even trying to do it at all. I obviously only have SMN... although I've been working on raising NIN to 60 so I could go NIN/THF. I'm only at 39NIN tho... so it doesnt look like I'll be ready for a while.

        The other person (Chry) who needs the fight has PLD, BLU, WHM and NIN at 60+
        I only have SMN
        We have another LS member (zhang) who has 75 RDM who is willing to help
        Also another member (tomac) I think has SAM and BLU and offered to come

        So from what I can tell... if we go as follows:
        Chry BLU/nin (geared better than her PLD)
        Tomac SAM/nin (geared better than his BLU)
        Zhang RDM/whm (only job 60+)
        Yyg SMN/whm (only job 60+)

        We would only need to find a PLD and another SAM to fill out the setup.

        So the plan would be:
        Mammets:
        PLD/war holds while we kill them off... easy-peasy
        RDM cures the main pt
        SMN cures the PLD

        Omega:
        PLD/war initiates...
        SAMs attack
        BLU spams headbutt
        RDM heals
        SMN buffs/nukes

        Pump at 40% 20% 10% and 5% (if needed)
        Sam's 2 hour at 30% to finish him off

        Ultima:
        PLD/war initiates...
        SAMs attack
        BLU headbutts
        RDM debuffs/heals
        SMN heals/buffs

        Pump at 30%, 20% and 10% (if we still have one)
        SMN pops AF at 30% when the first pump goes off and Flows x3 while the RDM heals and makes sure to debuff the magic shield.
        BLU 2hours if necessery
        RDM chainspells if necessery
        PLD Invincibles if the RDM uses chainspell

        Am I following you? That should work, right?


        Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
        99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
        99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

        Yyg's Blog: Tree of Awesome!

        Comment


        • #5
          Re: Airship CoP woes

          FYI... it's not unheard of to level a job simply for this fight if the one 60+ job you have is not cutting it. I went in with DNC but won after I had level'd SAM up for enough sheer dmg output. DNC made it really easily survivable but just didn't have the dmg necessary to beat the worst enemy... time.
          FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
          FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

          Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
          aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

          Comment


          • #6
            Re: Airship CoP woes

            Originally posted by Neverslip View Post
            but just didn't have the dmg necessary to beat the worst enemy... time.
            spoken like a true CNN news anchor


            Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
            99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
            99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

            Yyg's Blog: Tree of Awesome!

            Comment


            • #7
              Re: Airship CoP woes

              lmao... true. You can almost see it cut to the "on-the-scene" correspondent.
              FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
              FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

              Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
              aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

              Comment


              • #8
                Re: Airship CoP woes

                Wearing a Hauby +1


                Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
                99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
                99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

                Yyg's Blog: Tree of Awesome!

                Comment


                • #9
                  Re: Airship CoP woes

                  I beat it 1/1, no dry runs or any of that bull. Here is the setup we had:

                  1 BLM/WHM
                  2 SAM/RNG
                  1 PLD/WAR (NIN/WAR works too but needs one hell of an eva set)
                  1 WHM/BLM
                  1 RDM/WHM

                  The PLD went in on Mammets and aggrod them, didnt trigger any JAs or anything like that, he would just heal himself with the WHM backing him up. The SAMs (me being one) pulled with RA and went to town. Mammets went down in about 3-5 min. Omega: PLD tanked him in the right corner of the ship (right corner from where you zone into the fight) PLD does everything possible to keep him there, while the rest of the PT stands in the other corner. SAM/RNGs go to town firing arrows (DO NOT WEAPONSKILL) while being careful not to pull hate off the tank or make Omega turn. During this time, have both the RDM and WHM focus on keeping the tank alive, while the BLM fires off small nukes and Stuns as well. Once he gets around 25%, have one of the SAMs (or w/e melee you choose) start tossing CCBs at it and then let loose with the Sidewinders. Keep him DoTed at all times and he should go down no problem. If you get pretty far along and still die, thats fine, you should have time for one full wipe (but will have to be extra careful on Ultima). Ultima: First off, watch out for Chemical Bomb, since it inflicts double Slow (Slow and Elegy) on the person it hits (most likely the tank) so double Erase will be necessary. Watch out for his elemental defense down moves and have your WHM or RDM apply the necessary -na spell + Erase on the tank. As with Omega, have the SAM/RNGs start slow with just arrows, save TP until you get Ultima down to about 25% as well. During this time, have the BLM hit Ultima with low-tier nukes as well as DoTs to help the fight progress. Once in the 25% range, just like the SAMs, have the BLM start firing off his strongest AM spells (if possible timed with a SC).

                  As you probably know, make sure EVERYONE brings RR, food, HP/MP meds, and whatever else is needed to make the job easier. The less of a burden/strain any one job is on the rest of the PT, the easier this will go.
                  Originally posted by Van Wilder
                  Worrying is like a rocking chair, gives you something to do, but doesnt get you anywhere
                  Originally posted by Taskmage
                  No matter how far an ass travels he will never be a horse. Some people are just bad players and no amount of tools you give them will change that.
                  Hexx of Quetzalcoatl - 78PLD, 90NIN, 90WAR, 90SAM, 90BLU,90THF, 90SCH,90COR
                  I'M BACK BABY!

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                  • #10
                    Re: Airship CoP woes

                    Sounds like what's killing you isn't the players so much as it is a lack of job flexibility.

                    I would keep your best BLU and put the lesser on his SAM instead. NIN tank.

                    BLU needs to know Spiral Spin (or whatever it is that Ladybug skill is called) since it brings the accuracy down. If your BLU does not know it, tell them to go get it. If they don't have WotG, find a BLU that does.

                    The lack of a BRD is also killing you, if there was any fight to have a BRD in, this is the one to have them. Slow + Elegy + Spiral Spin makes both Omega and Ultima a bit more manageable.

                    Lack of a WHM or SCH is also deadly, Stona is not optional, it is requisite to this fight. That means either the SMN or the RDM has to go, and I'm inclined to say drop the SMN.

                    I've done this fight a few different ways. One actually minimized the frontline.

                    NIN/WAR
                    BLU/NIN
                    BRD/NIN
                    RDM/WHM
                    SCH/WHM
                    BLM/RDM

                    and

                    PLD/NIN
                    WAR/NIN
                    RNG/NIN
                    BRD/NIN or /WHM
                    RDM/WHM
                    WHM/RDM

                    Now, either of these setups can wipe the floor with mammets.

                    The first setup is much more of a defensive game. You will lose damage on the front line, but you will minimize damage if Elegy, Slow, Blind and Spiral Spin on the mob in addition to other debuffs the RDM or NIN can land. The SCH, additionally, can supply a fresh round of stoneskin to either side as needed though accession.

                    The BLU is, obviously, on stun-lock duty, but makes sure to apply Spiral Spin (Ladybug Accuracy Down) on a regular basis. NIN comes in with a nice mix of the DD and evasion gear.

                    BRD and RDM keep the Haste on those two. RDM functions as main healer, but SCH veers between nuking, AoE stoneskin and assisting with Heals and Stona removal. SCH has to keep a keen eye on the NIN and BLU on Stona and get it off them ASAP. When the weapons are at their lowest, they should make it priority to help the BLM nuke it down and eat the added MP cost if they need to help cure.

                    BLM and SCH should also know to nuke in moderation. If you did the Ouryu fight with a balanced setup, its the same way there as is here.

                    And naturally, you're going to have to keep the use of polymer pumps organized.

                    More or less, this approach will minimize damage to the party and take the mobs down at a moderate rate. Its going to cute time closer, but its the safest approach. The melees will gain estra damage from the haste and the weapons will face a lot of wasted opportunities because of Slow, Elegy, Blind and Spiral Spin The DoT will also

                    The other setup, with the PLD WAR and RNG replacing the NIN, BLU and SAM is going to be far more focused on damage output on the front line. RNG basically replaces the BLM for all intents and purposes. BRD and RDM duties are unchanged, WHM makes sure to use Flash in tandem with the PLD. This is a going to be the harder fight, but it will also be quicker and you can still have most of the debuffs on the mob, you've just lost some defensive buffs instead.

                    Melees should consider carrying meats for this one, as March should take priority.

                    These are the two setups I've gone with most of the time, take it for what you will.

                    Both times, I lead the static on both characters and in once instance, I had to make the hard choice of letting people go who were clearly not ready to go beyond this fight. This is a fight where feelings can get hurt and people can get left behind. People without more than one job to offer are not people I would take into this one, well, unless they were a BLM.

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                    • #11
                      Re: Airship CoP woes

                      Originally posted by Omgwtfbbqkitten View Post
                      That means either the SMN or the RDM has to go, and I'm inclined to say drop the SMN.
                      The OP is the SMN, soooo... tl;dr???
                      75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
                      RANK 10 Bastok
                      CoP: Done
                      ZM: Done
                      ToA: Done
                      Assault rank: Captain
                      Campaign Medal: Medals
                      Wotg: Complete the quests already and I'll start

                      Originally posted by Etra
                      This thread brought to you by Malacite's lack of understanding.

                      Comment


                      • #12
                        Re: Airship CoP woes

                        Originally posted by Omgwtfbbqkitten View Post
                        This is a fight where feelings can get hurt and people can get left behind. People without more than one job to offer are not people I would take into this one, well, unless they were a BLM.
                        I'm lucky my static was a lil patient... but I still had to zerg SAM from the early 40's to 60 in a week to get thru this fight. As I recall, I made 60 right before the static was to get together. Course we also had to convince the damn COR with us to use better than starting bullets and buy a few rolls he shoulda already had anyway.
                        FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
                        FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

                        Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
                        aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

                        Comment


                        • #13
                          Re: Airship CoP woes

                          Originally posted by Mezlo View Post
                          The OP is the SMN, soooo... tl;dr???
                          Thanks for pointing it out buddy. I've already reached my quota of "heres your sign" for the day and didn't have a snappy comeback.


                          Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
                          99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
                          99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

                          Yyg's Blog: Tree of Awesome!

                          Comment


                          • #14
                            Re: Airship CoP woes

                            Originally posted by Yygdrasil View Post
                            Thanks for pointing it out buddy. I've already reached my quota of "heres your sign" for the day and didn't have a snappy comeback.
                            His comment was addressed to Kitten, not you.

                            WHM99 - RDM99 - WAR99 - BRD99 - MNK99 - BLM99 - DNC99 - SCH 99 - BST 99
                            WorldSlayers ~ Asura http://sillygalka.blogspot.com

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                            • #15
                              Re: Airship CoP woes

                              yeah, tl;dr

                              It might be best to go for a hybrd of the two groups I outlined. As much as I wouldn't like a BLM to be dropped in favor of the SMN, its the only practical option. Everything else on the backline is requisite in terms of spells, but a SAM/RNG and SMN/WHM could make up for the loss of a BLM.

                              PLD/NIN or NIN/WAR
                              BLU/NIN
                              SAM/RNG
                              SMN/WHM
                              BRD/NIN or RDM/WHM
                              SCH/WHM or WHM/SMN

                              The kind of tank wouldn't matter here, either would work. So long as you have [BRD and SCH], [RDM and WHM] or [BRD and WHM], you'll have forms of Slow, Haste, Refresh and Stona. SMN would have to play like a BLM in moderation, but thankfully since avatars don't pull hate, you can cut loose a little on rage pacts- but keeping ethers and a vile elixir+1 would be a great asset to the group. It would cost the SMN some gil, but these being CoP fights you can't expect to get by on the cheap.

                              And obviously, help heal as needed.

                              I'm advocating the BLU replace another DD for spiral spin again. It does help a bit if you can get a NIN with a haste build or a PLD that can take some hits. If you have the BRD+WHM combo backing you, then Slow and Elegy will be most potent with BLU in this setup. An that will help the backline on MP expenses. If no BRD, you'll just have ot stay on your toes that much more.

                              As much as I would like to say the SAM could come /DNC its just too large of a risk. However, if he has a good accuracy build and makes good use of Seigan/Third eye, he could replace the role of a BLM or RNG and tack on some nice, steady damage over time from a distance with a bow. Just make sure he's using Demon Arrows, this will help minimize damage on the tank, they do proc here. SAMs aren't really good about moderation with damage, so make sure he knows to do steady damage, not heavy.

                              He would have to max the accuracy he can use and eat sushi. I would reccomend against the use of a Soboro Sukehiro, though. As awesome as it is for /RNG, you want the focus on that tank as much as possible here. It is also critical that he stands off the the side, away from both the mages and the tank and BLU. He should not be firing off arrows back with the mages unless he wants to murder the party.

                              SMN would have to bow out and rest near the end of the fight, naturally to ensure that last weapon's death via two hour.

                              Finally, keep Dia applied. I've known it to win a clinchers here and there from the accounts of friends. Its easy to overlook it in this fight. I would even encourage a BRD to Requiem here. You're not going to try to sleep these things anyway so there's no reason not to DoT them.

                              And always, organize the polymers and call them out in an order that was agreed upon.

                              Best arrangement I can think of given the OP's situation.
                              Last edited by Omgwtfbbqkitten; 02-04-2010, 06:20 PM.

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