Batterys Controller - No Weapon Construct Hard Light Guide

Discussion in 'Oracle’s Database (Guides)' started by Battery, Feb 15, 2013.

  1. Battery New Player

    Feel Free to Post in this thread. The holding posts are complete.

    Updates :

    Parts of The guide is still being posted and edited to fit the new forum. I will post in this update section the current completeness and let you know when it is up fully

    • No Weapon, contruct only section : Complete but awaiting new channeling build combos.
    • Hard Light Controlling section :10%
    The first 30 posts pages of this thread are the guide. Forum member comments and question start on page 2. I am based inEngland, so I use the forums during European time (GMT). Sometimes I will be slow to respond if you post from other time zones.

    Last Update : 22:11 GMT 16th February 2013 - listed most recent change first

    • 22:11 16th February 2013
      • Added 2 new sections
        • Combos
        • Pot Combos
    • 21:23 16th February 2013
      • Extended post list
    • Like x 8
  2. Battery New Player

    Return to index

    Battery is the name my Hard Light character on the euPS3 pvp server. Any questions, please stop me if you see me.

    This guide has 2 parts

    1. How to play as Hard Light without using your weapon
    2. How to play as a Hard Light Controller with any weapon you fancy
    The first topic i'll cover is how to play as a Hard Light controller in any content, PvP and PvE using only constructs. You can use your weapon if you choose to but there is no need to ever use it.

    This whole method is based on using brawlers nothing else but perhaps two handed will work nearly so well. The cycles I detail are all based on brawlers.

    Go straight to the Hard Light Controlling section starting in the 3rd post if you just want information on Hard Light controlling and how to play it with any weapon. The general rules of controlling apply to Hard Light as much as the other classes. I cover how to play as a controller is considerable depth in this guide here.

    Why?

    Controlling well is about stuns, knockbacks, Juggles, encasements, debuffs, power generation and some degree of damaging. The degree that damage is part of your role is up to your play style and the structure of your team.

    In that list of seven objectives the first four concern managing the enemy. These are the four that require the most skill. When done effectively, these greatly assist the other members of your team and enable them to do their roles with more efficiency and effectiveness. Powering a raid is the other important role for a controller but it’s not only about giving power; Saving power is just as important. More on that later.

    Using only your constructs means you are pulling off all possible control objectives 100% of the raid with no breaks to combo build with your weapon. This approach leads to maximising the quantity of control effects for the duration of a raid. A controlled MoB hurts no one, juggles no one and most importantly interrupts no one.

    There are also many players who like their appearance and powers to be in keeping with the hero or villain they have longed to create and play. I have heard many hard Light controllers struggle to find a weapon that is in keeping with Hard Light lore that works well in all content. This approach will maintain that character-lore synergy while maintaining your effectiveness as a controller.

    It’s fun. End. Of.

    How Effective is it?

    There is no other controller play style or class that can get to the highest power regeneration level , cast a POT, do a juggle, pull off 2 multiple add stuns, a root then stun a room of adds in just 13 seconds (13.8 to be exact) without ever using a weapon and only using a single cast of 250 power. That's utility and strength from low cost in a short time.

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  3. Battery New Player

  4. Battery New Player

    The Focus return to index

    I will briefly state here that I believe that for a controller, controlling a MoB is more effective than damaging it. I will explain in detail later on why this is true. For now just accept that this is my approach. If you disagree then it is likely you have thought the topic through carefully too, but as a skilled and considered player you will be open to a different approach if it demonstrates merit, so I politely ask you to consider my view with respect and judge it on what I present.

    Why it works

    Controllers need to generate power efficiently to power a raid group. Weapon combos govern the base rate of your power and supercharge regeneration. Reaching a certain number of hits without being interrupted gets you to the next regeneration tier. The tier levels for each weapon are set for the ease at which high combos can be reached. Slow weapons, like brawlers, hit less frequently in a given period then fast weapons like the rifle and put you in melee range where you are likely to get interrupted. Thus brawlers take fewer hits to reach higher tiers than the rifle to give brawling characters a fair chance to build combos.

    The different tiers for each weapon balance out the speed and range characteristics each weapon has so that the average combo rate they share is comparable.

    However; Hard Light constructs hit more often in a given period than the lowest tier weapon; brawlers, but they still use the combo counter of the weapon you have equipped (brawlers in this case). Thus the Hard Light constructs allow you to speed up the combo building process and bypass the weapons usual combo building rate. All the while you are controlling the enemy. They also give you the close range tier levels but allow you to build them at range.

    How It works

    The basic principle of combat is power use mixed with weapon combos. Using a power ability will cost blue bar power and have an effect, be it a control or damage, on the target. Weapon combos do damage and aid power and supercharge regeneration. The number of uninterrupted weapon hits dictates the size of the combo and thus the amount of power and supercharge regenerated.

    Using a power does not increase or add to your current weapon combo hit counter, and casting one interrupts your current combo; but Hard Light constructs that you combo into generate ticks just like weapon hits do.
    Hard Light controllers can use this mechanic to raise the hit counter while pulling off strong control effects.

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  5. Battery New Player

    Cycles return to index

    A Cycle is a series of Hard Light constructs that you combo into that has one of four functions, takes a set time to execute, hits a known number of times and reaches a specific regeneration tier level. The Four cycle types are :
    • Stuns
      • The primary function of these cycles is to stun/juggle/knockback as many targeted. enemies as possible.
    • POT (Power Over Time)
      • POT cycles are for casting the POT and building to a high regeneration tier once the POT is cast.
    • Damage
      • These Cycles build high combos but string together constructs that hit harder but combo build slower. These are not dps combos. These are controller based combos that hit that little bit harder.
    • Debuff
      • Short cycles for Debuffing opponents.
    By way of example below is a construct cycle : this one is stun focused.

    Hand clap to Boxing : Stun Focused, 8 second, 11+ Hit, tier 3 cycle.

    • Hand clap(x3) -> Grasping Hand -> Grasping Pull -> Light blast :
      • Knocks down then stuns a group of enemies and builds power regeneration to tier 2 (9 hits)
    • Combo can continue into Boxing gloves or 1 ranged weapon hit :
      • Builds power regeneration to tier 3 (11 hits) and if you choose to use weapon hits rather than the gloves keeps you at range.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • 3 stuns, 1 encase, 1-5 stuns
    • 1-4 juggles
    • tier 3 regeneration


    You will be locked in spot for parts of these combos which can be beneficial with the use of the Empowered Channeling hand utility

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  6. Battery New Player

    The 8 Second Cycle return to index

    The 8 second cycle is the strongest and most flexible cycle. It allows for high combos, well timed breaks to drop power and the opportunity to lengthen into a 16 second cycle all within the 25 second POT tick window.
    Power Regeneration

    Power regeneration works on an 8 second cycle too. If you hit an enemy just once you get back 2 Supercharge per second for eight seconds and 10 Power per second (at base vit. It's around 14 power at 1000 vit) This melds perfectly with using 8 second tier 3 HL construct cycles. This syncing of cycles means you refresh your tier level the moment the previous tier ticks end, thus maximising power regeneration.

    This is a very powerful play style. You use minimum power, with maximum power return and multiple and maximum enemy stuns. You can fit a POT or power drop into the set without reducing your tier or stuns. It also allows more frequent supercharge usage.

    Pot Cycle

    The POT ticks every 5 seconds for 25 seconds (hits 6 times) after it is cast. Casting POT every 5 seconds simply resets the POT tick and does not adjust the POT cycle. However wait until you see a tick on the 5 second mark. If you cast too soon you will cancel your own POT and no-one will get a power tick.

    Proper timing can get you a bonus tick but this level of POT management is nor needed to complete the content. I'll mention here that I respectfully disagree with the one POT controller and one CC controller set up as in most cases two controllers working in tandem can achieve more than two specialists.

    Using a 5 second Pot cycle (Claws->Ram->Whip(x2) lets you build to tier 3 and cast pot on the 5 second tick if you choose. You can build this combo to reach tier 4 before the POT cycle ends. Continue the combo into Impact->Fan->Grasping->Lightblast

    Using two 8 second cycles lets you constantly stun and either build to tier 4 or break halfway to drop power all before the pot needs to be recast. Or start with a 5 second POT combo, drop power then go into an 8 second tier 3 cycle which you can push to tier 4 easily if no debuffs or power drops are needed, and within the 25 second POT window.

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  7. Battery New Player

    Power Point Allocation return to index

    There are two strong builds for no weapon controlling. Both are good for any player but allocation two has been designed for the player who is using the Empowered Channeling utility. However it is still very effective for any player, only strongest in the hands of a channeler

    Iconics for both builds
    • Wisdom Of Solomon
      • 50 Vitalisation and 100 Power
    Power Point Allocation One - Jump to a loadout for this build
    Assault
    • Light Claws
    • Minigun
    • Ram
    • Chompers
    • Whip Thrash
    • Fan
    • Snap Trap
    Support
    • Boxing
    • Hand Clap
    • Impact
    • Recharge
    • Group Shielding
    • Grasping hand
    • Light Blast
    Power Point Allocation Two - Jump to a loadout for this build

    Assault
    • Light Claws
    • Minigun
    • Spikequake
    • Ram
    • Light Weight
    • Whip Thrash
    • Chainsaw
    • Snap Trap
    Support
    • Boxing
    • Impact
    • Recharge
    • Group Shielding
    • Grasping hand
    • Light Blast
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  8. Battery New Player

    Weapon Choice return to index

    This is the Key to no weapon controlling. While you will not be using your weapon unless you choose to, you will need a controller one equipped for the dominance, vitalization and precision stats. Most importantly your weapon dictates the combo tier modifier which is the key. The best weapon for this is brawlers for the much lower regeneration tier levels. Two handed is a close second but not recommended. The difference is only a few hits, but this difference is significant when the construct ticks are considered.

    All weapons give the user a power regeneration level (tier) when used to build combos. This power return is based on the length of the weapon combo you perform. At each Tier you will regenerate 9 ticks of power and 8 ticks of supercharge even if you cut your combo short before the next tier.

    Most Weapons

    Tier 1 range: 1-11
    Tier 2 range: 12-26
    Tier 3 range: 27-50
    Tier 4 range: 51+

    Exceptions

    Two-Handed

    Tier 1 range: 1-5
    Tier 2 range: 6-12
    Tier 3 range: 13-25
    Tier 4 range: 26+

    Brawling

    Tier 1 range: 1-4
    Tier 2 range: 5-10
    Tier 3 range: 11-20
    Tier 4 range: 21+

    Hand Blasters (Modified in GU22)

    Tier 1 range: 1-?
    Tier 2 range: ?-?
    Tier 3 range: ?-?
    Tier 4 range: ?+

    Below are the regeneration stats for each tier with a zero base vitalization for Brawlers :
    Vitalization: 0 (Zero)

    Tier 1
    Hit counter range: 1-4
    Hit counter title: None
    Supercharge: 2
    Power: 10

    Tier 2
    Hit counter range: 5-10
    Hit counter title: Good!
    Supercharge: 3
    Power: 12

    Tier 3
    Hit counter range: 11-20
    Hit counter title: Incredible!
    Supercharge: 3
    Power: 15

    Tier 4
    Hit counter range: 21+
    Hit counter title: Superhuman!
    Supercharge: 4
    Power: 20

    As you can see you generate significantly more power at higher regeneration tiers. The difference between tier 1 and 3 is 50% and tier 4 is a considerable 100%.

    As a controller one of your roles is to supply the team with power. If you can generate significant power then you can pass this onto your team. If you maintain a tier 3 regeneration level you will be generating a noticeable amount more with the added benefit of being able to cast your supercharge much more frequently, more so with the extended supercharge utility.

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  9. Battery New Player

  10. Battery New Player

    Combos return to index

    Using power construct combos, chaining power set moves one after another, is unique to the Hard Light power set. Earth tanks have aftershock which is similar but does not have the range of options and of infinite loop scope of Hard Light. There are a few point to note first :

    1. You can only combo into constructs that you have purchased. For example If you do not use a power point to get snap trap from the assault tree you cannot combo into it from ram.
    2. Powers that are comboed into use precision for damage. When the same power is cast the damage is based on your might.
    3. Only certain powers can be comboed into from others. It is not possible to combo into any construct that you wish to. You cannot combo into snaptrap from boxing gloves even if you have purchased it
    4. Some powers do not combo into others. Such as light weight and Chompers
    Comboing into Constructs

    There are a lot of combos and I will not list them here. Read the section on no Weapon Controlling to see how I do it and see some goo controlling ones. I will cover how to combo.

    There is a sequence for pulling off hard Light construct combos
    Cast - execute- continue- end

    1. Cast
      1. Cast the power. As an example I shall use Claws.
        1. You leap forward and hit the target with the claws
      2. Do nothing and the claws will vanish and you can start to use your weapon.
    2. Execute Combo
      1. Tap square at the end of the animation of the first claws and you will hit again with more claws. You can do this 4 times or less. The 4th one will be a big hit.
      2. Do nothing and the claws will vanish and you can start to use your weapon.
    3. Continue
      1. Hold triangle and you will go into mini guns
        1. Tap square and you will go into whip thrash
      2. Tap Triangle and you will go into ram
        1. Hold square and you will go into snaptrap.
    4. End
      1. Stop combos and go into weapon attacks.
    You can stop comboing or move into more depending on the situation at hand.

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  11. Battery New Player

    Combo Cycles return to index

    Currently these are Build Once cycles. I will add build two later after i complete the timings

    Below are the main cycles. These are 8 and 5 second cycles. They can be mixed up however best suits the circumstances of the battle you are in. I have focused on detailing these as the 8 and 5 second cycles mix with each other well while maintaining maximum control effects and an ability to switch position and targets.

    Stun Combos

    Snaptrap to Lightblast - 8 second, Stun Focused tier 3 cycle.
    1. Snaptrap -> lightblast combo. Stuns a group of enemies and builds power regeneration to tier 2 (6 hits)
    2. Combos straight into boxing gloves (x4) -> 1 weapon hit or an Impact construct to continue stuns and get at least 5 more hits needed to hit tier 3. (you can switch targets to maintain the combo, stun different MOBS and pick a safe enemy to melee)
    3. Keep going to Tier 4 buy comboing after boxing gloves into an impact-> Grasping Hand -> Lightblast.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • 1 healing debuff, 2 stuns, 1 juggle, 3 knockbacks
    • tier 3 regeneration
    Ram to Boxing Gloves- 8 second, Stun Focused tier 3 cycle.
    1. Ram -> Snap -> lightblast. Stuns a group of enemies and builds power regeneration to tier 2 (7 hits)
    2. Combos straight into boxing gloves (x3) -> Impact to hit tier 3.
    3. Keep going to Tier 4 buy comboing after Impact into an Grasping Hand -> Light Blast.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • n Juggles, 1 stuns, 6 stuns, 3 juggles, 1 knockbacks
    • tier 3 regeneration
    Hand Clap to Light Blast: 8 second, Stun Focused tier 3 cycle.
    1. Handclap (x3) ->Grasping Hand -> Grasping pull -> Lightblast : Knocks down then stuns a group of enemies and builds power regeneration to tier 3 (11 hits)
    2. Be quick from the pull to light blast. You have to press Hold Triangle immidiately after the pull begins.
    3. Result
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • 3 stuns, 1 encase, 1 pull, 1-5 stuns
    • 1-4 juggles
    • Tier 3 regeneration
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  12. Battery New Player

    POT Combos return to index

    Light Claws -> Machinegun : 5 second, POT Focused tier 2 cycle.
    1. Light Claws (x1) ->Machine Gun : POT then stuns a group of enemies .Builds power regeneration to tier 2 (6 hits). After this you have several options
    a. A fast stun cycle to level 3 : Snaptrap->fan->claws(x3)
    b. To hit tier 4 keep going with ->machineguns -> Snaptrap ->Lightblast
    c. A Damage cycle to get to level 3 Snaptrap->fan->claws (x1 or x4) ->Ram (7-10 more hits)
    d. If you have lots of adds infront of you use another stun cycle Whipthrash (x1 = 3 hits)-> Handclap (x3)-> Grasping Hand -> Lightblast (9 more Hits)
    Result
    • 5 seconds to complete (8 seconds to level 3)
    • 1 unit of power use (200 power)
    • 1 stun, 1-n kockback stuns
    • Tier 2 regeneration (or continued to tier 4)
    Light Claws -> Ram -5 second, POT Focused tier 3 cycle.
    This is one of the best combos in the power set. There is no other class that can get to 11 hits, tier 3 power regeneration level, cast a POT do a juggle then 2 multiple add stuns in just 5 seconds.
    1. Light Claws ->Ram -> Whipthrash (x2) : POT then stuns a group of enemies .Builds power regeneration to tier 3 (11 hits).
    Result
    • 5 seconds to complete
    • 1 unit of power use
    • 1 stun, 1 Juggle, n stuns
    • Tier 3 regeneration
    Light Claws -> ......-> Lightblast - 11 second, POT Focused tier 4 cycle.
    This is another of the best combos in the power set. There is no other class that can get to a 21 hit tier 4 power regeneration level, cast a POT, do a juggle, pull off 2 multiple add stuns, a root then stun a room of adds in just 13 seconds. (13.8 to be exact).
    1. Light Claws (x1) ->Ram -> Whipthrash (x2) : POT then stuns a group of enemies .Builds power regeneration to tier 3 (11 hits).
    2. Handclap(x3)->Graspinghand->lightblast
    This moves into melee range from the start but the whips and juggles keep your target from interrupting you. However do not use this combo on an uncontrollable MoB Unless his hate is elsewhere. I use this on the final boss in Prime Battle Ground, as long as the hate is not on you long combos are not restricted to the choice of target.
    Result
      • 11 seconds to complete
      • 1 unit of power use
      • 1 Pot with stun,n stuns(x2), 1x stun, 1 root, n stuns
      • Tier 4 regeneration
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  13. Battery New Player

    Damage Combos (also the Healing debuff cycle if using Snap) return to index

    Snap Trap to Ram : 5 second, damaged Focused tier 2 cycle.
    1. Snap Trap ->fan ->Claw x (x1) -> Ram : Stun and pull with a hard hitting juggle. Builds power regeneration to tier 2 (5 hits)
    2. Loop indefinitely. You can switch targets and use claw to lunge across the battlefield. This cycle is core to adding damage. You will build high combos and high damage while moving around the room.
    Result
    • 5 seconds to complete (indefinite loop)
    • 1 unit of power use
    • 1 stun, 1-n juggle
    • Tier 2 to 4 regeneration
    Snaptrap -to Minigun: 8 second, damaged Focused tier 3 cycle.

    1. Snaptrip->fan->claws->machineguns To get to tier 3 Combo . Good for hitting multiple enemies
    Result
    • 5 seconds to complete
    • 1 unit of power use
    • 1 root, 1 pull/stun, 1 stun, 1-n kockback stuns
    • Tier 3 regeneration

    Ram to Impact: 5 second, damage Focused tier 3 cycle.
    One of the best power generation combos available.
    1. Ram -> Whipthrash (x2) ->Impact : Juggle, group stun and a knocksback to finish. Builds power regeneration to tier 3
    Result
    • 5 seconds to complete
    • 1 unit of power use
    • 1 Juggle, n stuns, 1 knockback
    • Tier 3 regeneration
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  14. Battery New Player

    Debuff Combos return to index

    Precision debuffs are not required so I do not use them. Note that this debuff cycle will root you for most of the execution. In most cases a defense debuff is a quick Whip Thrash with a cancel then an escape.

    Whipthrash to Impact: 8 second, debuff Focused tier 3 cycle.
    1. Whipthrash (x1) ->Impact ->GraspingHand -> Lightblast -> 1 weapon hit : Debuffs and knocksback with a group stun to finish. Builds power regeneration to tier 3
    Result
    • 8 seconds to complet
    • 1 unit of power use
    • 1 debuff, n stuns, 1 knockback, 1 root, 1-n stun
    • Tier 3 regeneration
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  15. Battery New Player

    Stun Combos return to index

    Snap Trap to Light Blast - 8 second, Stun Focused tier 3 cycle.

    1. Snap Trap -> Light Blast combo. Stuns a group of enemies and builds power regeneration to tier 2 (6 hits)
    2. Combos straight into boxing gloves (x4) -> 1 weapon hit or an Impact construct to continue stuns and get at least 5 more hits needed to hit tier 3. (you can switch targets to maintain the combo, stun different MOBS and pick a safe enemy to melee)
    3. Keep going to Tier 4 buy comboing after boxing gloves into an impact-> Grasping Hand -> Light Blast.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • 1 healing debuff, 2 stuns, 1 juggle, 3 knockbacks
    • tier 3 regeneration
    Ram to Boxing Gloves- 8 second, Stun Focused tier 3 cycle.

    1. Ram -> Snap Trap -> Light Blast. Stuns a group of enemies and builds power regeneration to tier 2 (7 hits)
    2. Combos straight into boxing gloves (x3) -> Impact to hit tier 3.
    3. Keep going to Tier 4 buy comboing after Impact into an Grasping Hand -> Light Blast.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • n Juggles, 1 stuns, 6 stuns, 3 juggles, 1 knockbacks
    • tier 3 regeneration
    Hand Clap to Light Blast: 8 second, Stun Focused tier 3 cycle.
    1. Handclap (x3) ->Grasping Hand -> Grasping pull -> Lightblast : Knocks down then stuns a group of enemies and builds power regeneration to tier 3 (11 hits)
    2. Be quick from the pull to light blast. You have to press Hold Triangle immidiately after the pull begins.
    Result
    • 8 seconds to complete
    • 1 unit of power use
    • 3 stuns, 1 encase, 1 pull, 1-5 stuns
    • 1-4 juggles
    • Tier 3 regeneration
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  16. Battery New Player

    The order matters return to index

    The order of the constructs in a cycle is important not only for setting the type of cycle (debuff, stun etc) and the number of hits it generates but for ensuring its' execution can be completed without interruption and in as fast a time as possible. Hard Light powers use might for their damage when cast, the damage they do when you combo into them is based on your precision. In this way the order controls the effectiveness and the damage.

    Light blast is an amazing stun. It will stun up to 5 targets for a good time period. Its other strength is its telegraph. The visible green beams pinpoint for the DPS a group softened targets to hit.

    The Simple stun of Snaptrap->Lightblast is much more effective than just lightblast. Lightblasts' stun effect is the same when cast or combed into but its damage is much better when combed into. Prepping the target with snaptrap also stuns a target adding an additional stun to the cycle with little time cost. But the most important aspect is that when cast lightblast does not add its ticks to the combo hit counter, but when combed into it ticks 5 times. This is critical for no weapon controlling .

    Effective cycles should mix stuns pulls and juggles and consider the life expectancy of the target. Consider :
    Light Claws (x1) ->Ram -> Whipthrash (x2) - A 5 second Tier 3 Pot Cycle. This is a strong cycle because it is quick and high tier.

    Lightclaws is used once, not the 4 times it can be. The reason is the claws will likely lunge you at a target. You are now close to your target and potentially in danger. Moving straight into ram will lift the target allowing you to whip twice without getting interrupted. If you continue the claws you risk killing the target and you slow down the cycle turning this into a POT/damage cycle.

    When putting together your cycles you must hit the target with a series of different effects to stop immunity and to keep the target from interrupting you.

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  17. Battery New Player

    How to use It return to index

    When a battle starts simple decide what is needed first.
    • If there is no Pot start with a POT cycle and build your combos as high as you can.
    • If there is a boss Lunge with Claws to get to pot out then whip thrash to debuff and the escape.
    Next; read the room. The tank may need the MoBs around him stunned or the healer may need an MoB Pulled from him (if the tank missed it) so start stunning the room. Mix in some group stuns to assist the tank, roots to aid the DPS and stun/pulls to aid the healer.

    Once you have your first break to Drop power look at the room again. And decide on a cycle. If power is good and the room under control start hitting looped damage combos.

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  18. Battery New Player

    ****This is a holding post****

    I know how many posts I need so that I can move the guide from the old forum. Please do not post until the message that the guide is complete is in the announcement section in the first thread

    Thanks
  19. Battery New Player

    ****This is a holding post****

    I know how many posts I need so that I can move the guide from the old forum. Please do not post until the message that the guide is complete is in the announcement section in the first thread

    Thanks
  20. Battery New Player

    ****This is a holding post****

    I know how many posts I need so that I can move the guide from the old forum. Please do not post until the message that the guide is complete is in the announcement section in the first thread

    Thanks