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Topic: La domenica del corriere 6/2/1927 Rispondi al Topic Posta un nuovo Topic
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ste23
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Iscritto dal : 26 Feb 2010
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Quota ste23 Rispondibullet Topic: La domenica del corriere 6/2/1927
    Postato: 26 Feb 2010 alle 9:42pm
Qualcuno è in possesso dell'articolo pubblicato nella rubrica " Chi li ha visti?" de "La domenica del corriere" il 6/2/1927 ??
Riguarda la vicenda dello smemorato di Collegno, meglio conosciuta come il "Caso Bruneri-Cannella" e riporta la foto di un uomo ricoverato al manicomio di Collegno dal 10 marzo 1926 dopo essere stato arrestato dai carabinieri mentre vagava per Torino  urlando e minacciando il suicidio essendo stato colto in flagrante reato dal custode del cimitero israelita mentre tentava di rubare un vaso in rame. L'uomo in fotografia mostrava circa 45 anni e portava la barba.
Se qualcuno la possiede chiedo vivamente di farmene notizia poichè mi è indispensabile per una tesi che sto preparando a riguardo. Grazie in anticipo. 
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valenti.c
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Iscritto dal : 27 Feb 2008
Da: Italy
Posts: 7
Quota valenti.c Rispondibullet Postato: 27 Feb 2010 alle 12:28pm
Ciao, ti ho risposto su un altro annuncio che hai fatto nel Forum..conto di guardare domani, poi se c'è (e dovrebbe esserci!) lunedì lo faccio scannerizzare e poi te lo mando. Ciao!Valentina (valenti.c@libero.it)
valentina
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valenti.c
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Iscritto dal : 27 Feb 2008
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Quota valenti.c Rispondibullet Postato: 28 Feb 2010 alle 4:26pm
L'ho trovato,tra l'altro è in un fascicolo sfuso,domani lo faccio scannerizzare e poi nel pomeriggio te lo mando...l'unica cosa è che è proprio un trafiletto,giusto 6 righe.Ho provato a vedere se riprendevano l'argomento nei numeri successivi..ma sembrerebbe di no. Mandami il tuo indirizzo mail, scrivendomi a valenti.c@libero.it,così domani ti invio tutto.Ciao
valentina
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a4722
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Iscritto dal : 05 May 2010
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Quota a4722 Rispondibullet Postato: 03 Jun 2010 alle 5:06am
Death Knight changes for the next patch have been posted, following up the recent discussion on Rune Strike and tank balance. The devs seem to be making good on what they discussed, and overall things  wedding dresses wow power leveling wow gold aion gold wow power leveling wow power leveling are looking like they're coming along alright, though I expect some number tweaking to happen over the course of the upcoming PTR. There are a whole load of new changes (22, to be exact) but a few of them really stand out. There's quite a bit of Blood love to try and make the spec more desirable at the endgame, one change being Heart  wedding dresses Strike. While keeping its cost of one Blood Rune, it acts like a Cleave instead of a Haste debuff. It still hits harder than Blood Strike, too. That's pretty awesome! One thing I personally don't see as a good change is switching Corpse Explosion to Runic Power, off of an Unholy Rune. Maybe I'm doing something wrong, but on my Unholy Death Knight I never seem to  Replica rolex have enough Runic Power to use the abilities I want to use, and this won't help that. Of course, I don't have any spare Unholy Runes either. Maybe the spec needs some Runic Power generation love someday. To see the full list of changes, click through the link below. louis vuitton handbags In Ghostcrawler's words... 1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%. 2) All multi-rune abilities generate 15 runic power. 3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec. 4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled. 5) Bone Shield -- mitigation reduced from 40% to 20%. 6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP. 7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness. wow gold 8) Corpse Explosion -- damage increased xcmjckiaoaoapa substantially, added 5 sec cooldown, and changed cost to 40 runic power. 9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don't want to break CC. 10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown. 11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects. wow power leveling 12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly. 13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly. 14) Pestilence -- no longer has a 10 sec cooldown. 15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost). 16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina. 17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds. 18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power. 19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily. 20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded, 21) Many death knight glyphs have been changed. In many cases the negative consequences were removed. 22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil 0603 LJ.
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samsung
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Quota samsung Rispondibullet Postato: 14 Aug 2010 alle 5:45am
The difference-maker are the personnel+wow gold
wow gold Unlike offense, there's nothing straightforward about defense at all. With the objective being the protection of the Titan Relic for the full forty minutes, staying holed up inside Wintergrasp Fortress is a recipe for disaster. While there are thick walls and long range cannons, it's not going to be enough to push back a concentrated offense.fdhrtyrtuytuihjk Here, the old adage of the best defense is a good offense applies perfectly. In fact, it is the most effective way to win on Defense. As usual, organization is key. But if you're ungrouped, it's good to know what you must do, anyway.
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Before the battle, players will be porting to the front of Wintergrasp Keep. If you check the map above, you'll see that most Horde offense will be coming from the West and most of the Alliance offense will be coming from the East, so adjust accordingly. It's always good to send out a regiment to either workshop to prevent the offense from taking control of it.
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Man your turrets. Turrets are the most powerful weapons at your disposal because of their extremely long range and high damage. Defense with fully-manned turrets will make short work of siege vehicles even before they get to Wintergrasp Fortress, or at least soften them up significantly for players on foot to destroy. Conversely, players must protect their turrets. Kill the ranged DPS first and let the turrets handle the vehicles. A turret firing at a vehicle will kill a vehicle before the vehicle kills the turret every time. The difference-maker are the personnel.
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Again, it's important to head out to mount a counter-offensive. This is the most devastating way to deal with an offense -- destroy their siege workshops. The Eastspark and Westspark Workshops are permanently under offense control, so they should be absolute priority. At the beginning of the game, get Rank and send a fast-striking team of 2-3 Catapults to destroy the workshops. If Eastspark and Westspark Workshops are destroyed, the offense's only recourse is to take control of East or West Workshops. If they are unable to do this, it's game over.
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Understand that only siege vehicles may damage the Fortress walls. If offense has no access to siege vehicles, the game is done, and it's just a matter of winding down the clock. Putting offense on the defensive will disrupt their efforts and buy you time. The ideal result is to stymie their vehicle production completely, but slowing them up enough to delay their Fortress penetration should be worth the effort.
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While it will extremely difficult to stop a coordinated assault, particularly a group on Ventrilo, effort must be made to disrupt them. A coordinated offense can win the game in less than ten minutes, unlocking the currently buggy Within Our Grasp Achievement. The only way to stop them is to block off their vehicle supply at the source, initally the West or East. This where numbers come into play. If they have more, they will simply wrest control.
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If the inner fortress walls have been breached, it's important to fall back into the inner courtyard and take out vehicles before they reach the Fortress Keep Door. Vehicles must take priority. In order of importance, players must take out Demolishers first because of their range, Siege Tanks next because of their heft -- and the only way they'll damage the doors is if they're at close range, and Catapults last because they deal the least siege damage and are easy to destroy.
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