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#51
Lady Grey

The main considerations for this taskforce are the Pylons around RWZ and team composition.  While not as restrictive as Barracuda you WILL need Melee damage (with mez protection), Ranged damage, and single target Hold. The Pylons should be marked on the RWZ map but to be extra safe fly really high and come down on each mission door from above.

The Melee, Ranged, and Hold are necessary for the 4th mission against a weakened Hamidon.  It is highly advisable to have the hold powers being used slotted with a Lockdown proc to aid in the process.

Mission 1: The Seer

Go left in the first large room after opening the doors, then through the elevators.



The path towards your destination is pretty simple so it is unnecessary to give every single direction, but there are several locations where you can go either left or right and the path will look around to join back up, just be sure to talk to your team so you don't split.



The first point of interest (marked here as 1) is a room of rather tightly packed mobs, to be safe you will want to disassemble the room mob by mob, pulling them back into the corridor in the west to avoid chaining.



The room consists of an outer ring, and inner ring around a pillar, and then a pit ring between the two. Be cautious when moving near the edge of the runs during the pull as the mobs beneath are likely to aggro.

Once the path to the left has been cleared enough go ahead and progress forwards to point 2.

The last room (point 2) is positioned rather awkwardly. There will be a high balcony to the left with mobs, a lower main area with pillars holding Penny in place, and a balcony around the back of it containing mobs.

TARGET THE PILLARS LAST.
Disassemble the room mob by mob by pulling them back around the kinked corner into the previous corridor, then when all mobs are cleared prepare to free Penny.
When her towers go down a cut scene will play showing the Clockwork King who is now back at the start of the mission. When the cutscene ends an infinite spawn of reinforcements will begin in Penny's room. While pulling Penny back the way you came, fight off the reinforcements, though if you keep a good pace moving back the reinforcements will eventually lose you.
Pull Penny back to the first level via the elevators, then group up and prepare to take on the Clockwork King.

Be careful of getting too close as he is prone to dealing heavy Psychic AOE damage, meaning Elusive Mind can be very handy.
Defeat him and exit the mission.

Mission 2: Repulse the Rikti Riders



This mission is generally one big corridor with more wide open rooms that have a single exit. An important note to remember is that whenever a room lies ahead it is ALWAYS best to carefully check the corners immediately after the entrance, and any little side nooks as mobs love to hide in them.

At point 1 you will encounter the first rider, Famine, he will induce a heavy endurance drain so it is best to focus him down quickly.

At point 2 will be Famine AND Pestilence, focus on them in that order.

At point 3 there WILL be mobs hiding around corners made all the more difficult by a strange graphical glitch that gives the room a dense fog.



In here will be Famine, Pestilence, and War, focus them in that order.

At point 4 there will be the final room.  You will enter on a raised platform with the rest of the room being a lower rocky area.



Enter the lower area on the right, deal with the mobs on that side towards the back, then prepare for battle and cross over to where all four riders await a pummelling.
Famine, Pestilence, Death, War. Annoyed that you're defeating them in the wrong order? Let them know.

Mission 3: Save the Captured Psychics

The easiest and safest approach to this mission is to actually "fail" it by allowing Infernia and Glacia to be defeated by the ambushes that come after they are rescued. Failing this mission just continues the task force and has no effect on SMo outcomes. Make sure to have the tank get Infernia and Glacia by standing near them when their captors are defeated, then pull the ambush onto them. For Glacia it is even advisable to have the rest of the team exit the mission (together) after the tank has aggro so as to not risk a death to an ambush. The tank will automatically be removed from the mission upon failure.

Mission 4: Stop Rikti Hamidon Raid

This mission is accessed via the helicopter atop the Vanguard base entrance.  You can also enter via the little bunker door in front of the helicopter.



This can be smooth if done carefully and slowly. Firstly, all pets should be de-summoned until fighting the Hamidon nucleus, as there is just too much risk of one accidentally catching Hami's attention. Clear the Rikti & pylons all around first, give the tank time to herd the mobs around each pylon as they tend to be fairly spread out.
Once all pylons are down the next step is to tackle Hami himself.  The objective is to take down the glowing blobs inside the giant blue ooze, each colour requires a different approach but it is important that between each individual blob you will want to back out of the giant ooze, move around the outside until near the next target then move in to attack.  If you move between the blobs inside the ooze there is a high chance that Hami's nucleus will target and kill you.
IF HAMI DOES TARGET YOU RUN ALL THE WAY TO THE ROCK PILLARS AND BREAK LINE OF SIGHT.
Have your  melee fighters all target through the tank and start removing the yellow mitochondria. Next all the ranged fighters will target through one person to take out the blue mitochondria at max range. Finally the green mitochondria will require a controller or dominator to apply holds till the green mito is vulnerable, you will know if its vulnerable when the bubble shield around it falls, or if you're having difficulty seeing it just keep peppering it with attacks, you will know when it is vulnerable when your damage starts to land. Once vulnerable your ranged fighters will take out each green mito. Do not fly close to them to use a big hit power as it can put you on the wrong side of the mito, and hami will aggro on you.

Once you are ready to take on the nucleus, regroup, summon pets and buff. You will want to send the tank in to get aggro on one side, followed immediately by the team attacking from Hami's opposite side to try to burn him down as fast as possible. If the tank gets to half health or less, it's usually wise to call an immediate retreat to heal up behind stone pillars. Note that Hami ignores absorb shields entirely, regular heals will lose effectiveness after repeated hits from the Hamidon and only regenerative heals will work on the tank during this phase.

Mission 5: Stop the Rikti:



The first floor of this mission has no enemies, just Vanguard complaining while having a nap.  Navigate through and head to level two.
The second level is rather standard, it is mostly just a single path with Rikti all along it, there are a few turn offs but they can be avoided, follow the map above and you will be fine.
Take care when entering rooms to check corners for any hiding nasties.
The final room is a large room with a portal in its centre. There are two side bridges and a middle raised area with the portal, and a lower rocky area.
Two AV level bosses will be up for grabs in the centre, Hro'Dtoz and Hero 1.
The objective here is to take down the four pillars along the side bridges and defeat the two AVs. It is best to aim for the AVs first, the easiest way to achieve this is to have the team wait around the corner just outside the big room then have the tank pull mobs from the centre and either side back around, defeat them, then pull the AVs one at a time. Only the mobs on the platform or walkways need to be pulled. Mobs on the ground or in the water will respawn so don't aggro those groups.

Once both AVs are down, clear the bridges if you didn't during the earlier pulls, but DO NOT DESTROY THE PILLARS YET.

When a pillar is destroyed reinforcements will begin to spawn, so you can either wear each one down to within a single hit's worth of health then pop them all, or go around as a team burning them down in rapid succession.
Once down quickly leave the mission to avoid being killed by the reinforcements.
DO NOT LEAVE THE TEAM UNTIL THE LEADER HAS TURNED IN THE MISSION
#52
Imperious Taskforce (ITF)

This is the easiest of the Secret Masters to run, but that being said do not take it lightly.  We've lost runs because we were stuck on autopilot.  Also, despite its lower required level it is NOT advisable to bring anything lower than a 50 to a SMo run.

Mission 1:  The Oracle of Phoebas

The first part of this mission involves saving hostages (Sybils) from mobs, though their exact location is randomised they will be within three locations: The chamber at the south of the map which is directly left from the entrance; an intersection to the northwest, which is right from the entrance then right again; and then the northeast chamber which is a bend away from the intersection. An extra chamber exists (right from the start then the first left) that holds no hostages and no purpose beyond extra mobs. Once all Sybils have been rescued exit via the top-most northwest chamber.

Upon exiting the cave the natural path will be to your right, HOWEVER it will lead to a sizable ambush. This encounter can be completely avoided by flighting straight up and positioning yourself at the rear of the amphitheatre.


Have the tank pull groups one by one around the corner of the solid section of wall, then when the coast is clear enough the tank can move forward to escort Solaris to the altar and complete the mission.

Mission 2: Take out the Shadow Cysts

The layout of this mission is randomised so no detailed route can be provided, but there is some important general information that can be provided.
The Shadow Cysts are floating crystals which when destroyed will deal heavy AoE damage. It is best to avoid damaging them at all until the mob around them is dealt with, then have squishies bull back away from the crystal to safely pop it. After each Cyst an ambush will spawn, so it is highly advisable to deal with the ambush before moving onto the next Cyst.
Stick together and communicate to avoid splitting the party and risking defeat. For the tank when approaching the groups of nictus and white novas, try to use line of sight to reduce how many can hit you in the opening alpha strike. With large groups hitting, consider powers like Dull Pain or Force Barrier a preventative measure not a heal, and hit them before engaging.

If two cysts spawn near each other it is best to pop one, deal with its ambush, then pop the other. Two ambushes at once let alone two explosions at once could spell doom for the team


Mission 3: Stop Romulus

This mission is once again accessed via the boats at the docks.
Once inside you will notice you have a helper, Daedalus. While helpful he does have a nasty habit of running off to aggro other mobs and dying, so keep an eye on him. The path for this mission is fairly straightforward. Head between some houses and a cliff face, be careful along this path as some patrols can come from over the top of the houses or over the cliffs. Keep an eye out.

Head towards the bridge across the beach and be careful of the Elite Boss Minotaurs and Cyclops. This area has more patrols so be careful. Disassemble the bridge and the beach after it mob by mob.

The viaduct here is where things can get troublesome. As you fight your way up the hill several ambushes will come out of the doors to either side of the viaduct, so having an off-tank to grab them, or simply keeping an eye out and having the tank grab them as they appear is the best bet. You don't want them making a meal of the squishies.

Proceed all the way up the hill and take the left path which will lead you to a 5th Column base at the top of a cliff. There is a gantry that heads around to the base but that can be ignored. Instead your target will be at the foot of the cliff.

Here you will see a three-rank square of 5th Column robots stationed around a computer. The nearby buildings will have auto turrets at their base which should be dealt with first, then begin attacking the computer.
As the computer's health depletes it will awaken the robots one ring at a time. The tank should grab them as they wake up and the others should focus them down before returning attention to the computer.
The final ring of robots has the highest number and can be a very real threat to the party, so it is best to have everyone other than the tank out of the square for safety. If you have an off tank co-ordinate by having the off-tank taunt the opposite side to the tank. To maximise the number of foes that are under control. Any debuffer—do not use things like Fulcrum Shift or any other mass debuff as the robots wake up—they will fire on you before any taunt can take effect.

Once the computer and robots are dead it will be time to deal with Romulus and Requiem.
Have the group maintain position in the square where you defeated the robots while either the tank or a sniper flies high and tags either of the Arch Villains, pulling them down to the group. It's best if the tank can go collect them to avoid the squishy death that can occur. SMo can leave emotional scars get yours today, care of Requiem preferring blaster bait to tank buffet.

They should be easy enough to take out one at a time, once done exit the mission and head to the big gates.


Mission 4: Retake the City

Here you will have another pal, Imperius, if you don't want to babysit him have whoever he latched onto fly high, then when Imperius is at the top of the map turn off their flight power, this should leave him up there where he can't cause any problems.

While you CAN fly to the end of the mission, it is probably best to fight your way there as you will need to thin Romulus' ranks anyway.  Head straight forward and choose either the left or right path. Ambushes will spawn as you begin to head in either direction so keep an eye on your rear to keep the squishies safe.

Follow the path around towards the main courtyard to initiate a cutscene.

The best way to deal with Romulus is to clear your way around to the right side of the main building, there will be a recessed doorway here where ambushes will spawn. Having a sniper or the tank pull Romulus into this doorway will allow you to grab the ambushes and burn them down as soon as they appear. Sometimes the nictus can get stuck on the ledge where they started. If the tank taunts them and gets fully into the doorway, they'll approach to a range that will keep them in taunt AoE and not snipe at other teammates.

Focus on any random mobs that come with him but ignore the floating purple Nictus clouds, you will want to then focus on Romulus himself.

IMPORTANT NOTE
You will be defeating Romulus a total of four times, each time he will consume one of the Nictus to revive himself. AS SOON AS ROMULUS GOES DOWN EACH TIME BREAK LINE OF SIGHT.  Anyone still in line of sight when he revives will be hit with a heavy stun.
Take him down again and again, dealing with the ambushes from the door until he stays down for good, then exit the mission.

DO NOT LEAVE THE TEAM UNTIL THE LEADER HAS TURNED IN THE MISSION

#53
The Not-so-secret guide to Secret Master, brought to you by the good people at Up to No Good.

Foreword

Over the course of the last year and a bit the members of Up to No Good have been running Secret Master on a weekly basis, hammering out tactics to reliably beat each of the six Secret Master taskforces, and while we have been a rather closed group we feel that it is only right to present to the wider Rebirth community the fruits of our labour.

Presented here in are the tactics we have used to successfully clear Secret Master content.  Are they the only tactics that will work?  Probably not, but they are the tactics we have used to achieve victory numerous times.  If you find something that works for you that isn't presented here then more power to you!  Share it with us and we can expand our common knowledge!

What is a Secret Master run?

"Secret Master of" (SMo) task forces are a set of existing end-game task forces with extra limitations applied that reward exclusive badges and enhancements. The badges are rare given the extra difficulty of this mode, and the enhancements provide valuable bonuses as well as altered set bonuses in these challenges.

The limitations required are:
  • No Deaths*
  • No Temp Powers or Incarnate Abilities
  • No Inspirations
  • Enemies Buffed
  • No Set Bonuses (excluding bonuses from challenge enhancements which are gained from running SMo content)

*No Deaths can be failed and still complete. However the Secret Master badge will not be awarded, and one less challenge enhancement will be awarded. If lesser badges such as "Master of" haven't been earnt previously they'll get awarded if the SMo run is successfully completed.

Roles and Team Composition

The extra challenge rules of SMo mean your team will have to lean more into class role than in the rest of the game. If you are used to being unkillable on your blaster because of incarnates and set bonuses, be prepared to be back to being squishy. Your blaster is still highly valuable, but mostly in its original role of applying max damage. As another example, while a tanker is not required, you may find it too difficult to keep ambush aggro off of your teammates without the tanker's increased aggro cap.

Some SMo's are more sensetive to party makeup than others.  This will be mentioned at the beginning of the guide for each one.

Enhancements and SMo Builds

Enhancements continue to function in this mode, but set bonuses do not unless they come from the challenge sets.

Challenge sets include:
  • Imperial Might (ITF)
  • Forced Indoctrination (Lady Grey)
  • Liberty's Belt (Ms Liberty/Lord Recluse)
  • Inexhaustibility (Kahn/Barracuda)
  • Synapse's Agility.  Note: Synapse's Agility has a chance to drop for completing any task  force with a time requirement, but still counts as a challenge set for SMo rules.

Procs from normal sets will generally work, unless they apply some buff to your character (ie Miracle +recovery, Decimation Chance for Build Up, various travel stealth IOs). Debuff procs do work. Note that Panacea and Performance Shifter procs do not apply a buff but a single infusion of health and/or endurance and therefore still function in this mode. However, no ATO procs work in SMo.

Pets have an exception to some of these rules and can fire Procs that buff themselves. Namely, this applies to Soulbound Allegiance Chance for Build Up and The Haunting Chance to Summon Ghosts.

Be aware that accolade powers do still work in SMo and take advantage of it. This can be especially helpful with Elusive Mind for the psi damage in multiple task forces.

For your initial setup of a tailored SMo build count on primarily normal IOs, which you can replace with challenge sets to increase stability and damage output as you complete the run.

While guides exist for the normal versions of these task forces, below we will provide tactics we have found successful on SMo runs. The same general rules apply for all of them: play it safe, take the necessary time and stick together as a team. It is recommended for everyone without a flight power to pick up a temporary jet pack for these in either the Shadow Shard (heroes) or Grandville (villains); these are excluded from the No Temps rule.

Challenge Set Aquisition

These IO sets are rewards for completing SMo content and randomly from time challenges on other task/strike forces.

Challenge set pieces are rewarded as follows (you can get up to three from a SMo run):
  • One piece for completing the task/strike force no matter how many deaths
  • One piece is for completing the task/strike force if it's a WST and you've not completed another WST on the toon you take along.
  • One piece for completing the task/strike force successfully with no deaths. (This will also get you the badges)

Team Communications

Using Discord or some other voice chat software can be crucial to success as the time needed to type out adjustments to the plan can be costly compared to a quick spoken word, especially if your team isn't used to working together.  While it is completely understandable that people may not have mic or may not feel comfortable speaking to others, it can be enough to simply have one leader speaking and everyone else just listening.
Being able to call out loose foes, or new targets, or any other adjustments without having to stop fullfilling their role to type can make all the difference.
#54
General Suggestions and Feedback / Re: Canary in the mine
Last post by Joshex - Feb 19, 2025, 01:14 PM
Quote from: RagingCheney on Feb 01, 2025, 03:49 PMSounds like the firefox issue is a version thing, I'm running 134.

And I know google dislikes and isn't in cahoots with firefox, or Youtube wouldn't deliberately slow down and break FF loads, and FF wouldn't allow manifest2 stuff (specifically and pretty much only ublock origin in google's hate-list)
http://domaintoipconverter.com/index.php
"Your Results:
mozilla.com > 35.190.14.201"

https://db-ip.com/all/35.190.14

"
IP Directory
IP addresses 35.190.14.0 to 35.190.14.255

35.190.14.0 - 35.190.14.255 is an IP address range owned by Google LLC and located in United States - select an address below for more geolocation details
"

"we at google do not like mozilla, we disagree with them on X and Y"
"we at mozilla do not like google, we disagree with them on X and Y, but we incorporate google spyware in our browser"

they want you to think theres some rivalry, but when one is hosted on the other and they partner in spyware... something tells me any adverse things one says and does to the other are just for show so they can use them to avoid monopoly hearings.
#55
Quote from: EDekar on Feb 13, 2025, 01:52 PMJust one of many things I'd like to see reviewed and potentially revised with regards to Masterminds!

Well, to be fair ... ::)
One of the OTHER things I would like to see would be making it possible for Masterminds to slot their class ATOs into their 3 personal attack powers (Levels 1, 2 and 8 in primaries) ... not just the Pet powers (3 or 4) in their primary powersets.

But I didn't want to ask for the impossible ... :-X
#56
Just one of many things I'd like to see reviewed and potentially revised with regards to Masterminds!  We can only hope there's someone with eyes on the archetype and a desire to make some updates.
#57
Some odd results in-game on the live server that I discovered today, because I needed to train up to Level 6 on a new (Mercenaries/Nature Affinity Mastermind), which I then needed to decide what to slot.

The Level 6 and 32 Mastermind primary powers permit:
  • Endurance Reduction
  • Range
  • Recharge Reduction
The problem is that that Recharge Reduction only affects the Mastermind Primary Power ... not any of the Grant Power effects that use of the powers add to Pets. Worse, the in-game Detailed Info window in the Enhancement Slotting screen will show Recharge modifying the recharge times for powers Granted to Pets if you slot recharge into the Level 6 and 32 powers (I tested).

However, a quick perusal of City of Data v2.0 for Mercenaries (as an example), will show that for the Level 6 power, Equip Mercenaries, the power that the Mastermind casts IS affected by recharge reduction (although, with a base recharge time of 6s for a 30ft Target AoE around Own Pet, that's hardly something that "needs" recharge reduction!). However, if you click through onto the individual powers granted to Pets, they will ALL show that Strengths Disallowed RechargeTime is included in the Activation Details listing.

All of this was done "relatively early on" following the release of Masterminds in order to "unbork" the Pet AI decision process for choosing which attacks to use when.



Recommendation:
Remove Recharge Reduction as an enhancement type that can be slotted into Level 6 and 32 powers of ALL Mastermind primary powersets.

S imple
E asy
E ffective

... hasn't been done yet ... :P
#58
Live Bug Reporting / Belladonna Vetrano Morality Mi...
Last post by Redlynne - Feb 04, 2025, 02:18 PM
This is going to take a bit of explaining, because it's the first time I've encountered this bug.



During the Imperial City Loyalist Power Arc (Mr. G -> Transmuter -> Tami Baker -> Praetor Sinclair) ...

The penultimate mission from Transmuter involves an assignment to capture Ricochet in an instanced mission. During the mission, when you're about 1/2 to 2/3 of the way to Ricochet, you receive a communication that your Powers Division team have been ambushed and they need you to come rescue them.

You then get a choice ... to complete your assignment and bring in Ricochet ... or to exit the mission and try to save your Powers Division people (Aria, Zane, Stern and Warrant).
  • If you press on with your own mission and defeat Ricochet (as intended), when you get to your next mission (the last mission for Transmuter) ... ALL of your Powers Division people except for Riptide (who was assigned a different mission and thus wasn't on site for what went down) are ALL DEAD when you (belatedly) arrive ... because you "took your time" to defeat and capture Ricochet rather than coming to save them (quickly enough to save them).
    All of them.
    ALL DEAD.
  • If you abandon your own mission and defeat Ricochet, when you get to your next mission (the last mission for Transmuter) ... ALL of your Powers Division people except for Riptide (who was assigned a different mission and thus wasn't on site for what went down) are all DEFEATED BUT STILL ALIVE ... because you rushed to their aid quickly enough to save them.
    Except for Warrant.
    The killer made EXTREMELY SURE that Warrant would be DEAD when you arrived.

This choice in this (next to last for Transmuter) mission is going to be the crux of the bug report that I am making here.



When you finally reach the end of the story arc for Praetor Sinclair and have to confront Belladonna Vetrano, you get the moral choice ... Resistance or Loyalist.

If you abandoned Ricochet and SAVED THE LIVES your Powers Division team (minus one) ... AND ... you choose Resistance:
  • 3 waves of PPD Sergeants show up to arrest you and Belladonna Vetrano. Defeat them to complete the mission.

If you defeated Ricochet and left your Powers Division team to DIE ... AND ... you choose Resistance:
  • Stern, Aria, Zane ... who are ALL DEAD ... show up to arrest you and Belladonna Vetrano. Defeat them to complete the mission.



Bug report:
The decision to abandon/complete the defeat and capture of Ricochet is being "used correctly" in the last mission for Transmuter ... but it being "used inverted" in the moral choice mission for Praetor Sinclair IF the Player chooses Resistance.

What IS happening:
    • Abandon capture of Ricochet
    • Save Powers Division team
    • Choose Resistance: Defeat PPD Sergeants for Mission Complete
    • Complete capture of Ricochet
    • Allow Powers Division team to DIE
    • Choose Resistance: Defeat Stern, Aria, Zane ... who should ALL BE DEAD ALREADY

What SHOULD BE happening:
    • Abandon capture of Ricochet
    • Save Powers Division team
    • Choose Resistance: Defeat Stern, Aria, Zane ... who LIVED thanks to YOU
    • Complete capture of Ricochet
    • Allow Powers Division team to DIE
    • Choose Resistance: Defeat PPD Sergeants for Mission Complete


I figure that the root cause for this issue basically amounts to a non-fatal "typo" such that the IF-THEN condition for whether or not to spawn PPD Sergeants or Powers Division team in this mission is "being read inverted" for the purpose that it should be checking for (true=no/false=yes type of flip/flop).

I also wouldn't be surprised to learn that this (non-fatal "typo") bug has persisted in the code for this long simply because it could only be found by Players who would be repeatedly leveling through Praetoria and deliberately making different choices (to see how the story and events would change). Since most Players "don't have the kind of patience" needed for that level of regression testing, this particular bug could potentially linger FOREVER ... particularly since it's non-fatal (it just spawns the wrong Foes in a single player Morality Mission at the end of a story arc).

Hopefully, the fix for this is going to be as simple as "flipping the parameter" interpretation (swap a + for a - kind of difficulty). The hardest part would be tracking down where this controlling decision point is in the scripting for the Moral Choice mission, since everything is Working As Intentional™ up until that point.
#60
General / Scatterstar Memorial
Last post by jessejame - Feb 02, 2025, 08:57 AM
Good morning everyone. The purpose of this post is to share your memories of Scatterstar so that others may get to know them the way that you did, and have the opportunity to revisit them through others stories. Please keep the post respectful. I will include my written correspondence from the memorial event hosted on 01/26/2025. Any pictures you wish to share feel free to do so. Thank you.

-Sgt.JesseJame

Thank you all for coming here today. Just a quick overview of what we have planned. We'll begin by sharing any stories or memories of Scatterstar.

During this time you are encouraged to speak about a favorite past time. This will go on for 30-60 minutes, approx. Followed by what may or may not be an invasion from the giant dimension here in pocket D.

At the end, closing statements will be made by myself and anyone else who feels like they would like to say something before departing.

I will get the ball rolling. I did not know Scatterstar personally. But from everyone I've met here on Rebirth, there hasn't been a single person that I didn't like.

So if you haven't already done so, take the time to show appreciation for those you care about while you still have time to do so.

Understand that a time will come that they will reach their final destination, and move on from this life.

I've regretted many things that I did not do when I had the chance to. But I know in their final weeks, days and hours, I made every second there on count.

Imperfect ideas and moments always have the opportunity to become perfect. Procrastination will always be nothing.

Take the opportunity to show them that you appreciate them. Whether with words, actions or adventure.

If anyone has anything they would like to share about Scatterstar, feel free to start a dialogue and lets all celebrate what his life meant to each of us.

Finally, I want today to symbolize what Rebirth stands for. To all future new comers whether a previous player or a seasoned veteran with nothing, I would like the opportunity to offer my resources to those individuals to help them create an amazing experience here.

Myself, as well as many other veteran players are more than happy to help along to those just starting out. Please reach out to myself if you need anything or have any questions. I would be more than happy to make this a great experience for you all.