- Does Crit Power Increase Backstab Dmg For Shade Windows
- Does Crit Power Increase Backstab Dmg For Shade 2017
- Does Crit Power Increase Backstab Dmg For Shade Of Light
- Does Crit Power Increase Backstab Dmg For Shade 1
- Does Crit Power Increase Backstab Dmg For Shade 4
edited June 1, 2018 in Thief
In my opinion daggers for thieves are a bit underpowered.
- Jun 05, 2018 the issue with putting it in sundering strikes is that you still do not get that much of a boost to your big hitter backstab then as you would lose practised tolerance. If you want to increase the raw damage you need to improve the already optimal damage traits in that line and CS already offers huge damage boosts. Cause if you add the boost to.
- Mar 15, 2018 Bonus dmg doesn't appear on dummies so you can't test it. Glaive is the best weapon for the elf I think. Very good cleave against hordes and heavy shield breaking overheards for specials. I really don't see the appeal of the shade or at least I haven't seen anyone make her work with backstab.
My suggestion is this:
Dec 01, 2015 Crit rating vs crit damage and hard caps. This is essentially a hard cap only because there are no further ways to increase crit damage permenantly open to all classes. A skill like trap beast giving buff or war horn morph. Would have increased it more. But its temporary. Every single Subclass works. Except Shade. Why doesn't it work? Because her Passive, the added damage on backstab only works for the first hit after her Ultimate other than that it's never proccing. You are never executing anything mansized, you are never doing extra backstab damage and you're never gonna do anything with your passive apart from 1 attack every 60 seconds. Seems good right? Crescent slash and runeburst is like 70-80% of all ur dmg and its crit rate is like 100% at just 100 crit total. Only thing that matters is ragnarok maelstrom crescent slash and runeburst. Everything else is a rune stacking filler or a dmg booster i.e. Triple spin glyph, dark herald glyph.
*10% damage boost on daggers, but only when dual wielding daggers. Maybe 5% for each dagger instead. (set this boost into critical strikes)
Does Crit Power Increase Backstab Dmg For Shade Windows
Critical Strikes is a pretty offensive traitline so there is a sacrifice to a sustain trait, and I dont know if its for me but wielding two daggers on a thief takes a bit more skill and you have to be in on the action without a shadowshot 3 spam skill.
I have all the expansions, and even on another account so I am not trying to get my 'free' status boosted to compete with elites.
But how often outside of 3,3,3 silver tier condi thieves do you ever see a double dagger thief? (maybe a few in WvW)
The set seems mostly power.
Honestly, I also wish they would remove the bleed from death blossom, and replace it with cripple. Make the attack only hit once for the full damage instead of being divided up by 3. Keep the evade. It doesn't even need to leap in the sense of heartseeker.
In my opinion this is one of the hardest sets to play considering the other options.
Of course this is just all my feels..I want to play dag/dag because i like the archetype of the shadow rogue. Plus I feel like some rework to daggers in some way may pull away from triple 3 thieves..
Does Crit Power Increase Backstab Dmg For Shade 2017
or as i like to call them THREEVES
Soon™ ( ͡° ͜ʖ ͡°)
My Daredevil build after the big patch
My Daredevil build after the big patch
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Does Crit Power Increase Backstab Dmg For Shade Of Light
- o-O Things already pop with Daggers, Critical Strike, .. , and DE
- edited June 1, 2018@Scud.5067 said:
o-O Things already pop with Daggers, Critical Strike, .. , and DENo they don't. DE only boosts the stealth attack. Vallun just posted a montage,I dont remember any dag/dag sets in it.Can you post some videos of this poppin? preferably within the last dagger nerf and in SPvPI figured I would be seeing all kinds of dagger/dagger thieves (non-condi type) if they were that 'poppin'Soon™ ( ͡° ͜ʖ ͡°)
My Daredevil build after the big patch - edited June 1, 2018Wait, do you want to take a pass at the Critical Strike line or rework D/D?If you have a problem with D/D, that's one thing. What exactly are the problems you are having with the setup?And then, why do you think the Critical Strike line should be the place to address them?
- edited June 1, 2018@Scud.5067 said:
Wait, do you want to take a pass at the Critical Strike line or rework D/D?If you have a problem with D/D, that's one thing. What exactly are the problems you are having with the setup?And then, why do you think the Critical Strike line should be the place to address them?The setup doesnt hit hard enough unless the target is low on health, or you are in stealth.The utility in a sword/dagger build is better, and if you take acrobatics you can get a damage modifier and a free steal.Dagger auto attack is pretty risky in todays conquest meta, so hanging around pressing 1 for more than a few miliseconds is ____________.The sims 3 dmg free download. Find the best and free downloads for The Sims 3: cloths, hair, objects, lots, accessories, makeup, shoes, skins, poses, eyes, mods, sets and more. Sims 3 PC game to download free legally. The Sims 3 is the third installment of the Sims franchise. Download and let the endless creative possibilities surprise you. May 10, 2017 The Sims 3 was developed in 2008 by Maxis Software and published in 2009 by Electronic Arts. This game is a fantastic project for the majority of 'gamers' and beginners in video games. In the past, everyone, as children so grandmothers, enjoyed the Sims, which made it the best-selling video game The Sims 3 Free Download in history. 3 months free with 1-year plan. Download Now. Norton Secure VPN Best for customer support. However, the download is futile, and ultimately you wont be playing The Sims 3 from this download. Jul 14, 2012 Sims 3 is the third title in the series excluding expansions and addons that have been released. This is a life simulation at its best from EA and has been developed by The Sims Studio. This was released in 2009 for both the PC and also for the Mac OS X.The auto-attack hits like a wet noodle.
**
Now to be clear I am speaking from a SPvP perspective. You can't mix gear, or access certain types of gear, no food or area buffs like WvW.**d/p is useful because of stealth in the weapon kit access, and shadow shot is a step and blind (but notice even they have died off in SPvP minus a few outliers)If damage was going to be boosted per dagger, it should go into critical strikes. (5% boost per dagger equipped), because not alot of sustain will come with the line..it's a sacrifice to hit harder.The set does not steal boons without it traited in steal or weapon sigils.In spvp you can't just roam around and reset for duels. There are points to control.Some classes run and pulse damage and power negating conditions.I would like to see a set that does not just spam 3 or 5 in spvp.In my OP, i made a suggestion to the daggers skill rework.But, I don't learn to well from reading, so if you have some videos, or know of players making it work in todays meta (power dag/dag), please link. I will watch and learn better that way.Soon™ ( ͡° ͜ʖ ͡°)
My Daredevil build after the big patch - edited June 1, 2018Ok, thank you - that's a lot clearer.
I must admit, I can't recall the last time I encountered a D/D focused thief. I wish I could make an informed suggestion but, and perhaps this is a symptom of what you describe, I've never felt the need to build around D/D. Perhaps that of itself, is kinda telling!From my outsiders perspective, it does seem D/D could do with some love. Or at least, there needs to be something there to make me, personally, want to go near such a setup. D/P has burst and stealth, S/D mobility and boon strip. P/P has mindless, readily counterable yet hefty damage spam.D/D? ..(Come to think of it, what's also the appeal of S/P?) - D/D is a hybrid class. If you build Power, go D/P. if you build condition, go P/D.(Come to think of it, what's also the appeal of S/P?)S/P is mini hundred blades.2
- well the DE build i use in WvW could replace its d/p set with d/d because i technically dont need any other skill then malicious backstab and heartseeker. but then again why would i use offhand dagger then unless it boosts my damage and for style pistol just offers more utility so i stick to it. 5% more damage per dagger in critical strikes would potentially buff my build by at least 5% damage on the dagger set as i run critical strikes.may i ask were you would put that damage modifier ?
currently i have in critical strikes : the minor traits 5% crit chance above 90% health, 40% uptime fury when striking a target below 90% health, 10% damage modifier to critical hits. and major traits: 7% increased crit chance from behind + 7% damage modifier for critical hits , 10% of precision converted into ferocity, fury grants 250 ferocity and once applied is pretty much 100% uptime.
all minor and major traits selected increase damage, replacing one with a 5-10% damage would not change much so i guess you want to add it to something, my pick would be practiced tolerance so you gain ferocity based on precision (any weapon )+ dagger modifier (per dagger).i dont know how things are in spvp right now didnt really play that mode since they changed that trait system from like 6,0,0,6,3 to the new one before HoT. but watching videos from spvp those numbers seem ridiculously low compared to what i do in WvW, so i am not sure if 10% increase would help enough. on the other hand i think you dont have such defensive guys running around like minstrel or trailblaizer builds wich would be unkillable with spvp like damage.imo dagger is more in need of mechanical changes then changes to its damage.- backstab cast is too long the after cast is already super long but the long animation itself forces the thief to be really close to his opponent wich leads to backstab mostly used with a teleport together.
- you are too vulnerable during heartseeker, how often do you use this skill in range and with LoS to your opponent? its just super risky a long animation in wich you are locked and can only leave with weapon swap. this skill is mostly used for the leap finisher. not sure what exactly to do about this one.
- dancing dagger used to be good damage wise and cripple was better at the beginning of the game but now there is soo many cleanses you wont really get to your opponent by crippling them from afar, this should immobilze if it hits an opponent in the back.
*CnD is too easily completly negated considering it costs nearly half of your base ini, if you do not already have stealth it should allways apply the stealth regardless of successfull hit. - DB while it is good to spamm it against not so good players, it leaves you vulnerable when you land and imo the condi application doesnt really fit in there and should be moved to a set that is more focused around stacking conditions. either shortbow or p/d. instead DB could become a skill that will teleport you in the back of your opponent on a maybe 450-600 range similar to that mirage axe skill maybe even breaking target for probably 5 ini. then you could change twin fangs to deal more damage from behind/flanking per dagger, move the crit change part into the first minor trait that is already doing the same and the ferocity part into practiced tolerance.
- @MUDse.7623 said:
well the DE build i use in WvW could replace its d/p set with d/d because i technically dont need any other skill then malicious backstab and heartseeker. but then again why would i use offhand dagger then unless it boosts my damage and for style pistol just offers more utility so i stick to it. 5% more damage per dagger in critical strikes would potentially buff my build by at least 5% damage on the dagger set as i run critical strikes.may i ask were you would put that damage modifier ?
currently i have in critical strikes : the minor traits 5% crit chance above 90% health, 40% uptime fury when striking a target below 90% health, 10% damage modifier to critical hits. and major traits: 7% increased crit chance from behind + 7% damage modifier for critical hits , 10% of precision converted into ferocity, fury grants 250 ferocity and once applied is pretty much 100% uptime.
all minor and major traits selected increase damage, replacing one with a 5-10% damage would not change much so i guess you want to add it to something, my pick would be practiced tolerance so you gain ferocity based on precision (any weapon )+ dagger modifier (per dagger).i dont know how things are in spvp right now didnt really play that mode since they changed that trait system from like 6,0,0,6,3 to the new one before HoT. but watching videos from spvp those numbers seem ridiculously low compared to what i do in WvW, so i am not sure if 10% increase would help enough. on the other hand i think you dont have such defensive guys running around like minstrel or trailblaizer builds wich would be unkillable with spvp like damage.imo dagger is more in need of mechanical changes then changes to its damage.- backstab cast is too long the after cast is already super long but the long animation itself forces the thief to be really close to his opponent wich leads to backstab mostly used with a teleport together.
- you are too vulnerable during heartseeker, how often do you use this skill in range and with LoS to your opponent? its just super risky a long animation in wich you are locked and can only leave with weapon swap. this skill is mostly used for the leap finisher. not sure what exactly to do about this one.
- dancing dagger used to be good damage wise and cripple was better at the beginning of the game but now there is soo many cleanses you wont really get to your opponent by crippling them from afar, this should immobilze if it hits an opponent in the back.
*CnD is too easily completly negated considering it costs nearly half of your base ini, if you do not already have stealth it should allways apply the stealth regardless of successfull hit. - DB while it is good to spamm it against not so good players, it leaves you vulnerable when you land and imo the condi application doesnt really fit in there and should be moved to a set that is more focused around stacking conditions. either shortbow or p/d. instead DB could become a skill that will teleport you in the back of your opponent on a maybe 450-600 range similar to that mirage axe skill maybe even breaking target for probably 5 ini. then you could change twin fangs to deal more damage from behind/flanking per dagger, move the crit change part into the first minor trait that is already doing the same and the ferocity part into practiced tolerance.
Well you got more insight than me on the set.I too think a mechanical change might be even better than damage bonus.But if I was going to put the damage modifier anywhere, probably in Sundering Shade, or add it to it. That kind of play style might be more in line with stealth attackers though, so tbh im not sure.Soon™ ( ͡° ͜ʖ ͡°)
My Daredevil build after the big patch - @Crab Fear.1624 said:@MUDse.7623 said:
well the DE build i use in WvW could replace its d/p set with d/d because i technically dont need any other skill then malicious backstab and heartseeker. but then again why would i use offhand dagger then unless it boosts my damage and for style pistol just offers more utility so i stick to it. 5% more damage per dagger in critical strikes would potentially buff my build by at least 5% damage on the dagger set as i run critical strikes.may i ask were you would put that damage modifier ?
currently i have in critical strikes : the minor traits 5% crit chance above 90% health, 40% uptime fury when striking a target below 90% health, 10% damage modifier to critical hits. and major traits: 7% increased crit chance from behind + 7% damage modifier for critical hits , 10% of precision converted into ferocity, fury grants 250 ferocity and once applied is pretty much 100% uptime.
all minor and major traits selected increase damage, replacing one with a 5-10% damage would not change much so i guess you want to add it to something, my pick would be practiced tolerance so you gain ferocity based on precision (any weapon )+ dagger modifier (per dagger).i dont know how things are in spvp right now didnt really play that mode since they changed that trait system from like 6,0,0,6,3 to the new one before HoT. but watching videos from spvp those numbers seem ridiculously low compared to what i do in WvW, so i am not sure if 10% increase would help enough. on the other hand i think you dont have such defensive guys running around like minstrel or trailblaizer builds wich would be unkillable with spvp like damage.imo dagger is more in need of mechanical changes then changes to its damage.- backstab cast is too long the after cast is already super long but the long animation itself forces the thief to be really close to his opponent wich leads to backstab mostly used with a teleport together.
- you are too vulnerable during heartseeker, how often do you use this skill in range and with LoS to your opponent? its just super risky a long animation in wich you are locked and can only leave with weapon swap. this skill is mostly used for the leap finisher. not sure what exactly to do about this one.
- dancing dagger used to be good damage wise and cripple was better at the beginning of the game but now there is soo many cleanses you wont really get to your opponent by crippling them from afar, this should immobilze if it hits an opponent in the back.
*CnD is too easily completly negated considering it costs nearly half of your base ini, if you do not already have stealth it should allways apply the stealth regardless of successfull hit. - DB while it is good to spamm it against not so good players, it leaves you vulnerable when you land and imo the condi application doesnt really fit in there and should be moved to a set that is more focused around stacking conditions. either shortbow or p/d. instead DB could become a skill that will teleport you in the back of your opponent on a maybe 450-600 range similar to that mirage axe skill maybe even breaking target for probably 5 ini. then you could change twin fangs to deal more damage from behind/flanking per dagger, move the crit change part into the first minor trait that is already doing the same and the ferocity part into practiced tolerance.
Well you got more insight than me on the set.I too think a mechanical change might be even better than damage bonus.But if I was going to put the damage modifier anywhere, probably in Sundering Shade, or add it to it. That kind of play style might be more in line with stealth attackers though, so tbh im not sure.the issue with putting it in sundering strikes is that you still do not get that much of a boost to your big hitter backstab then as you would lose practised tolerance. if you want to increase the raw damage you need to improve the already optimal damage traits in that line and CS already offers huge damage boosts. cause if you add the boost to a trait in there that is not the best damage boost, then you wont get that much more damage out of it. - I've always enjoyed playing core power D/D with CS in PvP for fun, it would be pretty nice to see some of the D/D love mentioned in your post.1
- Making DB's evade a gap close with a cut aftercast delay would go a long way.D/D doesn't need more damage - it does plenty. It just needs ways to actually enter a fight and stay in a range it can attack/chase without instantly being killed.You sure that Sniper idea is as good as you thought it was gonna be?
Because I think my original idea is better.
Quit/Inactive. No, you can't have my stuff. - I think daggers themselves need a boost too. Currently the power build is too reliant backstabs+AA, heartseeker needs to be put in the forefront of dmg.There needs to be more ways to apply condition dmg outside of Death Blossom. I think add more condition dmg to the AA chain by either making the 2nd attack apply bleed or make 1st attack apply poison, 2nd bleed and 3rd bleed + poison. Death blossom needs to apply its bleeds at greater intensity. Its not useful in anything other than raids atm when trash dies so fast. Maybe speed up its animation a touch to make it a better gap closer too.As for changes to traits, I think:
- leeching venoms needs to be moved from SA (stealth themed) to DA (condi themed) in place of revealed training so you just need DA for all your condition dmg stuff.
- Sundering shade is also something that is more suited to SA rather than CS.
- I think Dagger training in DA should provide you with the dagger bonus dmg (if any trait were to do that). Currently it provides benefits to condi damage only and only poison on a proc.
- Make ankle shots 10% dmg to pistols always on.
- Thief used to have a stat boost for daggers in CS. It was removed however.
- @eldrjth.7384 said:
I think daggers themselves need a boost too. Currently the power build is too reliant backstabs+AA, heartseeker needs to be put in the forefront of dmg.There needs to be more ways to apply condition dmg outside of Death Blossom. I think add more condition dmg to the AA chain by either making the 2nd attack apply bleed or make 1st attack apply poison, 2nd bleed and 3rd bleed + poison. Death blossom needs to apply its bleeds at greater intensity. Its not useful in anything other than raids atm when trash dies so fast. Maybe speed up its animation a touch to make it a better gap closer too.As for changes to traits, I think:- leeching venoms needs to be moved from SA (stealth themed) to DA (condi themed) in place of revealed training so you just need DA for all your condition dmg stuff.
- Sundering shade is also something that is more suited to SA rather than CS.
- I think Dagger training in DA should provide you with the dagger bonus dmg (if any trait were to do that). Currently it provides benefits to condi damage only and only poison on a proc.
- Make ankle shots 10% dmg to pistols always on.
HS doesn't need more damage. It's working as intended as an execute and a leap finisher. Any adjustments to MH dagger also affect D/P which does nothing to help D/D. I do not miss the days of HS spam. Good riddance.DA is not a condi line. It's a line with some condi synergy. But it also has traits that give 10% and 20% power damage and a power-scaling extra attack, as well as multiple potent utility options such as Weakness and Immob. Unless they plan to rework DA again and basically consolidate all the good things from DA into CS and Tr, DA is not a condi line but a hybrid line.Moreover, SA getting offensive power would make it overtuned, particularly with Deadeye, because the defenses in SA are absolutely crazy strong when abusing stealth stacking. Unless they rework SA and stealth to provide bonuses for weaving rather than camping it, RT makes little to no sense there. Leeching Venoms should honestly just be deleted and the siphoning effect moved to replace the garbage on Ice Drake Venom.DT used to. It wasn't really helpful because D/D's problems are in kit design and not damage, and most of DA's traits are so good it was never taken outside of PvE, anyways.P/P doesn't need more damage, either. They've literally doubled Unload's damage in recent years, made it the most efficient source of damage on the thief from an initiative POV, and it's currently something that can pretty much be infinitely spammed on the Deadeye. P/P, like D/D, has systemic issues that don't make it immediately top-tier at the highest level of play, just because it's easily-countered. P/P gains traction based on the meta, however, unlike D/D; D/D is just objectively worse than D/P.@Leo Schrodingers Cat.2497 said:
Thief used to have a stat boost for daggers in CS. Descargar mac os x el capitan dmg mega. It was removed however.Yup. 5% per dagger. It was the old DT trait before it had condi/poison synergy with DA.It failed to make sense after a lot of changes that happened in the game, ranging from the removal of being able to invest in more than three trait lines to the fact that DA was a power damage line just as CS was, to the fact that coupling weapons to trait lines was generally a bad idea (though they've gone back on this with Acrobatics and all elite specs).The only way to fix kit discrepancies is a major overhaul of the thief. Touching skill 3 isn't enough for most kits; skills 2-4 should be dual skills and the weapons balanced in concept and initiative costs respectively from there.You sure that Sniper idea is as good as you thought it was gonna be?
Because I think my original idea is better.
Quit/Inactive. No, you can't have my stuff.
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Does Crit Power Increase Backstab Dmg For Shade 4
' I really hope you are kidding. I talk about an usual Arc setup with a +1 gemlevel 4L. These 4L are very common and almost everyone uses them because a 4L +1 gemlevel with an Empower, Arc, Spell Echo and Lightning Penetration setup deals more dmg than any 5l plus you need less mana. Therefore it does not make any sense to run a 5L setup without Empower like these two guys do. German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung! torturo: 'Though, I'm really concerned, knowing by practice the capabilities of the balance team.' top2000: 'let me bend your rear for a moment exile' | Posted by 666lol666 on Feb 4, 2015, 8:43:01 PM |
' Any kind of damage can stun if it hits hard enough relative to the monster's maximum life, based on a percentage of said life. The only exceptions are noted in the wiki. http://pathofexile.gamepedia.com/Stun As for lightning damage's status ailment.. http://pathofexile.gamepedia.com/Shock 'Seriously, there's nothing that kills a boner faster than the self-awareness that comes from being balls deep in a piece of furniture.' - Adam Frucci Last edited by audiogarden21 on Feb 5, 2015, 1:01:02 PM | Posted by audiogarden21 on Feb 5, 2015, 11:41:32 AM |
thanks for the reply audio, interesting.. there's been several changes over the leagues that I have noticed very late. I was still operating on the assumption that stun was caused by phys specifically, where the wiki makes no distinction.. refering only to damage taken compared to max life. Damage of any kind is the implication. so crit shock is pretty damn bad news.. lotta damage, shock stacks, and great potential for long duration stuns. I guess the corollary is that reduced stun duration works vs powerful elemental attacks.. and threshold factors in. I love that the game is evolving and changing faster than I can track it.. all sorts of lore. | Posted by AgnosiousD on Feb 5, 2015, 9:10:23 PM |
Shock stacks have been removed so now it's just 'Shocked' for 50% more damage, and seeing as Arc innately has chance to shock built in with a relatively weak base crit chance, though doable, generally lends itself to a cast-speed-and-resistance-bypass-is-king playstyle, making Lightning Penetration, Faster Casting, and Spell Echo all you ever really need to make Arc successful. My Witch is 86 in Torment and she stuns pretty regularly even without Lightning Pen in - she's currently using Increased Rarity in place of penetration since she's already killing at a rapid pace, though I've been getting pretty unlucky with the 70+ map drops of late, else I might consider swapping again, but until then.. If you roll a map with Unwavering, then you'll notice just how much you've been stunning this whole time, if you pay attention. In essence, all you ever need is a five link to viably make Arc a monster killing skill. Like others have said, that sixth link is just a bonus. Life Leech is usually a must so until you can get that fifth link, Spell Echo/Lightning Penetration is the way to go. 'Seriously, there's nothing that kills a boner faster than the self-awareness that comes from being balls deep in a piece of furniture.' - Adam Frucci | Posted by audiogarden21 on Feb 5, 2015, 11:58:58 PM |
If you ever go non-crit Arc, I would suggest going with this setup..and maybe the unique item. Just with the passive points that give me like 5 light penetration (2 being from Celestial Judgement, and 3 from Heart of Thunder) + 20 from unique item + 34/35 (when I actually hit 19) from light pen = almost 60% light penetration on the spot, and this is something that no unique mob/bosses can stop. Curses have their values reduced to certain amount as you go magic mobs or higher, but the effectiveness is still there because of what I have already. 75% light pen maps are a freebie with this setup. Also, the 20% light pen from the staff is global, so even Herald of Thunder will be able to deal more damage than usual. Sometimes you can take the game out of the garage but you can't take the garage out of the game. - raics, 06.08.2016 | Posted by JohnNamikaze on Feb 6, 2015, 12:11:11 AM |
' Oh right, you're that guy that doesn't know how resists work in this game. So first off, a 5L does give more than a +1 4L optimally, though both admittedly use Empower for optimal DPS. Second off, OP relies on Arc for Leech, and Arc-Leech-Spell Echo-Empower is pretty pathetic (even on a +1) compared to Arc-Leech-Spell Echo-Faster Casting-Light Pen, which is the direct comparison you're making if you're not too stupid to read the fucking topic. Not to mention it's much cheaper than a level fucking 4 empower. If you can afford one of those, you can afford the mana regen on gear to handle a 5-link. | Posted by on Feb 6, 2015, 3:32:00 AM |