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  1. #21
    Community Member jayboss1's Avatar
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    Quote Originally Posted by stille_nacht View Post
    if you run out of spellpoints, do NOT melee as a wizard xD. that is something i only do when i am joking around.

    A- you expect to hit epic mobs with no str and an awful BAB?
    B- you expect to survive as a pm while meleeing epic stuff?

    2 mnk could be ok if you really dont care about trapping and still want evasion. (toughness feats yeah)
    But generally, i find it's easier just to go pure wiz for capstone and better dcs.
    When it comes to epics, melee would be left to melee classes, i'm not daft

    and i'll repeat myself, pure casters are no fun to play to me

  2. #22
    Community Member stille_nacht's Avatar
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    in this case, yeah 18 wiz/ 2 mnk is pretty much the way to go if you spurn those traps.
    i'd advise a WF archmage if you want to do this, but PM human or drow also works fine

    extra feats from monk get you toughness, take insightful reflexes and good to go yeah.

    though, that will play like a pure caster with evasion. if you really want to mix it up, you could always try a WF 16/2/2 sorc/pala/rog (tukaw), or something similar. Requires a lot of gear though.
    Last edited by stille_nacht; 06-03-2012 at 11:20 AM.
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  3. #23
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jayboss1 View Post
    But staying pure doesn't achieve what i'm looking for

    Pure casters bore the living daylights out of me, splashing will hopefully make being a caster more enjoyable for me
    I'm even planning to TR it again and reuse the build to reduce the possible shortcomings
    Its just a matter of finding a build that will make it work which is what the purpose of the thread was
    Ok, 2 basic choices.

    Choice 1: Intelligence based. Basically complete waste of time to even consider a melee option. PM SLAs are quite potent from level 12 chained one after another. The real trick with a PM though is to TR with some nice twink gear (VPIS in particular) and make sure you never run out of SP (keep stacks of little SP pots for when you do). Then just nuke/instant kill your way to cap. Any attempts to diversify the build just ruins the entire charm and strength of the PM build - its all about cutting edge, max level spells (circle/finger of death, wail of the banshee etc). Alternatively, go WF AM and splash a barb level in (for move speed).

    Choice 2: Strength (or stat other than intelligence based). This is probably a waste of time and certainly going to make leveling harder than easier. That said, I'm planning a Palemaster III/Monk 2 strength based unarmed build life for my rogue (so has all the DPS gear) just to see if I can make the concept work. The build is in my sig.

    TL, DR: If you want to splash then stay away from PM.
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  4. #24
    Community Member FrozenNova's Avatar
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    >Casters are no fun
    >Wizrogues are no fun
    >Melee is no fun

    I'm not seeing where you're going with this.
    An 18/2 wizard monk isn't a wizard who can punch things. It's just a wizrogue with an extra feat, 23 hp, and no trap skills.
    Last edited by FrozenNova; 06-03-2012 at 11:36 AM.

  5. #25
    Community Member jayboss1's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Ok, 2 basic choices.

    Choice 1: Intelligence based. Basically complete waste of time to even consider a melee option. PM SLAs are quite potent from level 12 chained one after another. The real trick with a PM though is to TR with some nice twink gear (VPIS in particular) and make sure you never run out of SP (keep stacks of little SP pots for when you do). Then just nuke/instant kill your way to cap. Any attempts to diversify the build just ruins the entire charm and strength of the PM build - its all about cutting edge, max level spells (circle/finger of death, wail of the banshee etc). Alternatively, go WF AM and splash a barb level in (for move speed).

    Choice 2: Strength (or stat other than intelligence based). This is probably a waste of time and certainly going to make leveling harder than easier. That said, I'm planning a Palemaster III/Monk 2 strength based unarmed build life for my rogue (so has all the DPS gear) just to see if I can make the concept work. The build is in my sig.

    TL, DR: If you want to splash then stay away from PM.
    Saw it, it looked interesting
    Only problem is I started playing again a few weeks ago and deleted everything I had when I left.

  6. #26
    Community Member jayboss1's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Ok, 2 basic choices.

    Choice 2: Strength (or stat other than intelligence based). This is probably a waste of time and certainly going to make leveling harder than easier. That said, I'm planning a Palemaster III/Monk 2 strength based unarmed build life for my rogue (so has all the DPS gear) just to see if I can make the concept work. The build is in my sig.
    Ran the build through the char gen using a 34 point build, there is a feat spare

  7. #27
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jayboss1 View Post
    Ran the build through the char gen using a 34 point build, there is a feat spare
    Updated (I'd probably put Past Life: Soldier of the Faith here).
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  8. #28
    Community Member jayboss1's Avatar
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    I think ill try use that build with spell pen at the end

    any recommended changes i should make considering my arti PL and +3 supreme ability tome?

  9. #29
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jayboss1 View Post
    I think ill try use that build with spell pen at the end

    any recommended changes i should make considering my arti PL and +3 supreme ability tome?
    34 point means -2 ability points, +3 dex tome means you only need 14 base dex so it's a wash.

    Not sure what the expansion is going to do to the build.
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  10. #30
    Community Member jayboss1's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    34 point means -2 ability points, +3 dex tome means you only need 14 base dex so it's a wash.

    Not sure what the expansion is going to do to the build.

    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Female
    (2 Monk \ 18 Wizard) 
    Hit Points: 265
    Spell Points: 1255 
    BAB: 10\10\15\20
    Fortitude: 16
    Reflex: 13
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   24
    Dexterity            14                 17                   18
    Constitution         14                 17                   18
    Intelligence         14                 17                   20
    Wisdom               14                 17                   19
    Charisma              8                 11                   11
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     8
    Bluff                -1                     0
    Concentration         6                    28
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  2                     4
    Hide                  2                     4
    Intimidate            1                    11.5
    Jump                  3                     7
    Listen                2                     4
    Move Silently         6                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                2                     6
    Search                2                     6
    Spot                  2                     4
    Swim                  3                     7
    Tumble                6                    27
    Use Magic Device      1                    12.5
    
    {\b {\ul Notable Equipment }} \par Supreme Tyrant Green Steel Helm of Earth \par Epic Torc of Prince Raiyum-de II \par Litany of the Dead \par Epic Cape of the Roc \par Sanura's Band \par Eerie Belt \par Epic Brawling Gloves \par Cannith Boots of Propulsion \par Epic Bracers of Demon's Consort \par Epic Robe of Shadow \par Epic Goggles of Time-Sensing \par Health +6 Ring \par  \par Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Artificer
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Versatility I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (1): Expeditious Retreat
    Spell (1): Magic Missile
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    Spell (1): Shocking Grasp
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (1): Nightshield
    Spell (1): Jump
    Enhancement: Racial Toughness I
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Half-Elf Improved Trap Sense I
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    Spell (2): Scorching Ray
    Spell (2): Melf's Acid Arrow
    Enhancement: Human Versatility II
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    Enhancement: Frost Manipulation II
    Enhancement: Storm Manipulation II
    
    
    Level 5 (Wizard)
    Spell (2): Lesser Death Aura
    Spell (2): Touch of Idiocy
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Wisdom I
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Two Weapon Fighting
    Spell (3): Chain Missiles
    Spell (3): Ray of Exhaustion
    Enhancement: Racial Toughness II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Spell (2): Blur
    Spell (3): Haste
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Spell (4): Wall of Fire
    Spell (4): Negative Energy Burst
    Enhancement: Human Versatility III
    Enhancement: Shroud of the Zombie
    
    
    Level 9 (Monk)
    Feat: (Selected) Maximize Spell
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Storm Manipulation III
    Enhancement: Monk Wisdom I
    
    
    Level 10 (Wizard)
    Spell (4): Enervation
    Spell (4): Death Aura
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Half-Elf Improved Trap Sense II
    
    
    Level 11 (Wizard)
    Spell (5): Eladar's Electric Surge
    Spell (5): Waves of Fatigue
    Enhancement: Wizard Intelligence II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Niac's Biting Cold
    Spell (4): Acid Rain
    Enhancement: Human Versatility IV
    
    
    Level 13 (Wizard)
    Spell (4): Burning Blood
    Spell (6): Greater Heroism
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Wizard)
    Spell (6): Necrotic Ray
    Spell (6): Acid Fog
    Enhancement: Wizard Pale Master II
    
    
    Level 15 (Wizard)
    Feat: (Selected) Improved Two Weapon Fighting
    Spell (7): Waves of Exhaustion
    Spell (7): Finger of Death
    Enhancement: Wizard Intelligence III
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Spell (7): Greater Teleport
    Spell (4): Force Missiles
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Shroud of the Vampire
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Spell (8): Polar Ray
    Spell (8): Black Dragon Bolt
    Enhancement: Racial Toughness III
    Enhancement: Frost Manipulation III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Sunder
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 19 (Wizard)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Spell (9): Meteor Swarm
    Spell (8): Otto's Irresistible Dance
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    thats how it looks using 34 points
    spell pen should be at 18, feats all in the wrong place after missing out level 3 feat selection and going back to change it
    HP is 430 with the notable gear, not everything on the build is available on the planner so i had to stab in the dark with other things
    spell choices up for revision

  11. #31
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jayboss1 View Post
    Code:
    Character Plan by DDO Character Planner Version 03.12.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Half-Elf Female
    (2 Monk \ 18 Wizard) 
    Hit Points: 265
    Spell Points: 1255 
    BAB: 10\10\15\20
    Fortitude: 16
    Reflex: 13
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 24                   24
    Dexterity            14                 17                   18
    Constitution         14                 17                   18
    Intelligence         14                 17                   20
    Wisdom               14                 17                   19
    Charisma              8                 11                   11
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     8
    Bluff                -1                     0
    Concentration         6                    28
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  2                     4
    Hide                  2                     4
    Intimidate            1                    11.5
    Jump                  3                     7
    Listen                2                     4
    Move Silently         6                     8
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                2                     6
    Search                2                     6
    Spot                  2                     4
    Swim                  3                     7
    Tumble                6                    27
    Use Magic Device      1                    12.5
    
    {\b {\ul Notable Equipment }} \par Supreme Tyrant Green Steel Helm of Earth \par Epic Torc of Prince Raiyum-de II \par Litany of the Dead \par Epic Cape of the Roc \par Sanura's Band \par Eerie Belt \par Epic Brawling Gloves \par Cannith Boots of Propulsion \par Epic Bracers of Demon's Consort \par Epic Robe of Shadow \par Epic Goggles of Time-Sensing \par Health +6 Ring \par  \par Level 1 (Monk)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
    Feat: (Past Life) Past Life: Artificer
    Feat: (Selected) Stunning Fist
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Versatility I
    
    
    Level 2 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (1): Expeditious Retreat
    Spell (1): Magic Missile
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    Spell (1): Shocking Grasp
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (1): Nightshield
    Spell (1): Jump
    Enhancement: Racial Toughness I
    Enhancement: Glacial Spellcasting I
    Enhancement: Charged Spellcasting I
    Enhancement: Wizard Intelligence I
    Enhancement: Half-Elf Improved Trap Sense I
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    Spell (2): Scorching Ray
    Spell (2): Melf's Acid Arrow
    Enhancement: Human Versatility II
    Enhancement: Deadly Ice I
    Enhancement: Deadly Shocks I
    Enhancement: Frost Manipulation II
    Enhancement: Storm Manipulation II
    
    
    Level 5 (Wizard)
    Spell (2): Lesser Death Aura
    Spell (2): Touch of Idiocy
    Enhancement: Improved Rogue Dilettante I
    Enhancement: Human Adaptability Wisdom I
    
    
    Level 6 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Two Weapon Fighting
    Spell (3): Chain Missiles
    Spell (3): Ray of Exhaustion
    Enhancement: Racial Toughness II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 7 (Wizard)
    Spell (2): Blur
    Spell (3): Haste
    Enhancement: Wizard Pale Master I
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Spell (4): Wall of Fire
    Spell (4): Negative Energy Burst
    Enhancement: Human Versatility III
    Enhancement: Shroud of the Zombie
    
    
    Level 9 (Monk)
    Feat: (Selected) Maximize Spell
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Storm Manipulation III
    Enhancement: Monk Wisdom I
    
    
    Level 10 (Wizard)
    Spell (4): Enervation
    Spell (4): Death Aura
    Enhancement: Half-Elf Rogue Dexterity I
    Enhancement: Half-Elf Improved Trap Sense II
    
    
    Level 11 (Wizard)
    Spell (5): Eladar's Electric Surge
    Spell (5): Waves of Fatigue
    Enhancement: Wizard Intelligence II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Niac's Biting Cold
    Spell (4): Acid Rain
    Enhancement: Human Versatility IV
    
    
    Level 13 (Wizard)
    Spell (4): Burning Blood
    Spell (6): Greater Heroism
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Wizard)
    Spell (6): Necrotic Ray
    Spell (6): Acid Fog
    Enhancement: Wizard Pale Master II
    
    
    Level 15 (Wizard)
    Feat: (Selected) Improved Two Weapon Fighting
    Spell (7): Waves of Exhaustion
    Spell (7): Finger of Death
    Enhancement: Wizard Intelligence III
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Spell (7): Greater Teleport
    Spell (4): Force Missiles
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Shroud of the Vampire
    
    
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Spell (8): Polar Ray
    Spell (8): Black Dragon Bolt
    Enhancement: Racial Toughness III
    Enhancement: Frost Manipulation III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Improved Sunder
    Enhancement: Improved Rogue Dilettante II
    
    
    Level 19 (Wizard)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Spell (9): Meteor Swarm
    Spell (8): Otto's Irresistible Dance
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master III
    thats how it looks using 34 points
    spell pen should be at 18, feats all in the wrong place after missing out level 3 feat selection and going back to change it
    HP is 430 with the notable gear, not everything on the build is available on the planner so i had to stab in the dark with other things
    spell choices up for revision
    I think I'd reduce int to 10 and increase con to 16. +3 con tome and +1 adaptability put it to 20. Much of a muchness either way but HP is an issue for this build. Even additional toughness feats are worthwhile considering.
    Quote Originally Posted by Feather_of_Sun View Post
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  12. #32
    Community Member jayboss1's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I think I'd reduce int to 10 and increase con to 16. +3 con tome and +1 adaptability put it to 20. Much of a muchness either way but HP is an issue for this build. Even additional toughness feats are worthwhile considering.
    I planned to TR twice asap to gain the +2 spell pen from PL, that could leave room for another toughness feat

    Not sure if i want to give up the int, seems like it would be pretty hurtful in the beginning levels considering i don't have the gear ready to make such a bold move

  13. #33
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by jayboss1 View Post
    I planned to TR twice asap to gain the +2 spell pen from PL, that could leave room for another toughness feat

    Not sure if i want to give up the int, seems like it would be pretty hurtful in the beginning levels considering i don't have the gear ready to make such a bold move
    Yeah it's tough either way, 14 int will help leveling and easy/moderate difficult things but occasionally that extra bit of HP will matter a lot.

    If you're going to TR again straight away then go the 14 int and just make sure you really stack the HP gear (conc-opp HP GS item, guild augment HP, false life, bears potions/+6 con item, draconic vitality, minos/tharaak etc).
    Quote Originally Posted by Feather_of_Sun View Post
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