Celestial Might

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  1. Badges, there are a lot of em! So much it can be a bit overwhelming if one was to try to get 'most' of them. I am in the middle of attempting to get 10 of my fav characters (alt much?) to 1000 badges. It's not going to happen overnight, and I'll probably need to take some sort of medication throughout but I intend to get this done...eventually.

    So I figure there is probably an ideal way to go about this, I have a mapped out plan but if you can think of a smoother path to 1000 by all means.

    So here is the approach I am currently engaged in:
    Step 1: I figure in order to get a badge count that high I'll need to go from Hero-Villain at one point or another and then back again. So I’ll either go vigilante right off the bat...or I’ll wait until it makes sense.
    Step 2: Get those exploration badges; there are roughly 400, with an additional 40ish accompanying accolades that go with those. For me, this is taking a while but with each toon (currently on 4th) I’m getting very used to the locations. Most almost memorized!
    Step 3: This can be done while doing step 2 and that is getting those History badges. There are 24 to be had
    Step 4: Here is the part where I "think" is the most logical next step....Invention badges. I use a spreadsheet to keep track of my progress...rough numbers I'll need approximately $135million per toon to complete this (if I sell back onto the market I can recover much of this cost) I put this part early on so as to increase storage capacity on my toon going forward
    Step 5: Ouroboros! Time to start my mission related badges. Ouroboros will give me missions specific to my toon’s alignment. I’ll go for the Ouroboros challenge badges while doing mission badges. This is kind of killing two birds with one stone
    Step 6: Task force/trial time! With the introduction of the WST, this should be easier to either join existing Task Forces or form one myself.
    Step 7: ‘Kill X’ badges, cool thing here is due to my previous work I'll probably have already unlocked quite a few of these from my Ouroboros and task force adventures. I’ll find a zone or special mission and complete a bunch of these.
    Step 8: This could be started right at Step 1 but at the end of each day log off at a day job.

    I know, most people probably get badges over time but I'm going to give this a shot. I’ve made a couple of spreadsheets to keep track of where I am with each toon.

    I suspect that when I get to the 800 mark on each, my progress will sslllloooooww down a lot. At which point this might turn out to be the road to 800

    When I get home I'll post current badge counts on the 10.
  2. Since I got my new computer last summer I no longer lag or drop. Before that however I would drop during the itrials but that was about it.
  3. Thanks for posting this. I have Lockdown proc slotted in the same power on Mids but haven't leveled up enough to take it in game play yet. Good to know it fires off now and then.
  4. Hmm Cryonic doesn't seem to get any love here. Meh.
    I took it with my Assault Rifle blaster to fit with my cone like approach to battles (Full Auto and such) and it works great! What I didn't expect but was pleasantly surprised with is Cryonic does critical damage quite a bit. Hard to ignore critical damage.... but anyway Ion IS good. Yep that's true... would I prefer it over Cryonic on my Assualt Rifle?.. no. Cryonic is exactly what I wanted for that blaster.

    Edit: Oh and if you want holds you can do that too with Cryonic Radial Final.
  5. I just ran an ITF and will try to run a few more to get a better feel for this fire/time build. I was tempted to opt out of Time Stop but have thought otherwise. It's a little unnerving to skip a hold power.

    Anyway this is a recharge defense build. I picked Burnout and slotted it. Once finished i'll be able to cast that maybe twice per mission. During that ITF i was able to cast Farsight, Chrono Shift, Slowed Response and Rain of Fire (click Burnout) and do it all again when fighting the AVs. Poor AVs..

    For incarnate I'll be going in the Agility set to increase ...you guessed it Defense and recharge.

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  6. As far as disecting history on how Energy got nerfed and why it did, I think everyone can agree that if the same set was introduced today (with old mechanics intact) it would not require nerfing. It would be classified as a nice ST set with some good stuns but lacking in AOE ability. A person running solo with medium sized mobs would enjoy the set but if you wanted to run x8 it would be underwhelming when compared to other sets.

    But seeing as it's been nerfed it's neither a nice ST set or AOE set when compared to other sets. Hence the valid complaints. Hence why you never see Eng melee's running around anymore.

    Too bad too, I liked the animations of old.
  7. Quote:
    Originally Posted by SolarSentai View Post
    No complaints here.

    MOAR PLZ.

    Yes, moar pls. Seriously complaining about this?? Com'on Zombie man...sheesh!
  8. Using Wikipedia I checked the timelines here and it seems Castle was in the process of revamping Energy melee around the same time COH was revamping the mission difficulty. It's not the greatest investigative piece I've done but..

    Quote:
    Well, to quote Castle on July 9, 2008


    Quote:
    There are a lot of reasons. Do a search the Blaster, Brute, Stalker, and Tanker forums. If you find less than 1,000 instances of someone laughing at someone else because they took a powerset other than Energy Melee/Assault/Manipulation, I would be extremely surprised.

    Datamining shows a significant skewing of the populace using these powersets, leading us to ask why? The answer is the same reason the posters were laughing at other sets: it's too good.

    As for why now, instead of two years ago or two years from now...why not? We can't do everything we want immediately. Sometimes, things have to wait their turn.
    then you see a game update take place...

    September 15, 2009

    Allowed players to choose the color/styles/animation paths for character power sets. This update also included more power set proliferation, added epic power pool choices, a new Sidekicking system, Level 5-24 altered to increase XP/influence rewards by 20%, minor changes to the Mission Architect, and a replacement of the difficulty adjustment system.


    What's my point? Well Energy melee was strong back in the day when you solo'd missions at +3/x1. Back in those days, that was the criteria used to determine a strong set. But then everything changed only a few weeks later with the addition of the new difficulty system!

    If they just left the power alone for a couple more weeks they would've seen a huge reduction in people flocking to the Energy melee, because people started looking for AOE damage (Energy's weak point).

    You don't hear people beating their chest these days cuz they can solo at +3/x1...
  9. Just looking at that video. Nice demo on what that set used to be like. So, why couldn't they just reduce that ET attack from extreme damage to Superior damage?

    At least that way the timing of your attack chain is still intact but you're not 'one-shotting' your enemies (which I'm guessing was the complaint?)

    God it's like they changed something (reduced damage), didn't check to see it's effect on the set and then changed another thing (slowed ET animation), once again didn't check ....then changed one MORE thing (reduced TF) and walked away from it.
  10. Glad to see so many people post on this topic. I also have an old Eng brute that hasnt seen play time since the nerf. In fact, I recently deleted a level shifted 50 because I didn't see the point in playing him anymore.

    Not sure if the devs intended to make a set so undesireable but they did.

    There are some great suggestions on this thread, hopefully we'll get their attention and they'll make necessary changes.

    When I think about all the other powers that have been introduced since the nerf of Eng I think "would they have nerfed Eng in today's game?" because even the old Eng wouldn't be the most dominating set in today's game.
  11. Quote:
    I'd love to see the data on the number of solo bases that are out there. My (safe) bet would be that they are sharply on the rise... especially since there isn't much, if anything, that requires supergroup membership these days (given global channels, glee mail, etc.).

    Interestingly, at the recent player summit Positron commented on solo bases as a rationale against offline SG invites. His words were to the effect that: This is not what we envisioned for supergroups. We don't want everyone to go off and make their own base with just all their alts (server impacts).

    I thought the comment was very strange because (a) the devs have not really done much to promote or encourage the supergroup concept in the first place. (b) people will make solo bases (and get someone to temporarily invite alts) regardless if there is offline sg invite capabily or not.

    Just another example where I scratch my head at dev thinking on SGs and bases.
    Yikes, don't like hearing that Positron is against solo SGs. Man, I love my base! It was fun creating it from scratch!

    The reason for my solo base is because i use it for transportation, storage (PVP IOs, Purple IOs, rares and so on..) and I know where to find everything (a layout that makes sense to me). This game can be a bit of a grind trying to obtain recipes when you have a lot of alts. Having storage is the perfect solution to this. Having storage that you know nobody else will take is a nice peace of mind.
  12. First off thank you Gemesis for helping me find this thread.

    Consider this my vote for 'yes' to breaking down Incarnate powers (all, not just alpha).

    As a player you go with the information that you have at the time. When this was all new, the information was limited to other peoples opinion, tiny blurbs of info in the power selection screen and Hero Mids. I suppose that's decent support but sometimes you have to play the character to 'feel' the difference and maybe it wasnt what you expected, or you have to see what the Lore pet looks like to see if you like it.

    In addition, the Devs are now releasing new Incarnate powers. Some look more useful than the previous choices. If we'd known those powers would be around we might have made different decisions.

    Will I choose one of the new Alphas right now? no. why? because of the hefty price tag, lack of Mids support and the finality of it. I'd hate to craft, spend all that time and resources only to find out the benefits arent what i expected.

    The current breakdown conversions that they have are fair in my opinion. I would expect a low rate of return for my crafted I-powers but anything is better than nothing.
  13. Quote:
    2x SS/Fire Brute
    3x Fire/Cold Corr
    2x Fire/Kin Corr (and while one can cap a team there are many situations where it's better to split the team, ITF for example, in which case 2 is better)
    1x Fire/Rad Corr (entirely for the aoe -regen)

    1 Fire/Kin Corr or 1 Fire/Rad corr can be substituted for a respective Troller of the same type when control is needed (for example locking down the ambushes in apex tf before they scatter)

    Friends and I have discussed at length the absolute best combination for fastest possible TF records and this is pretty much it. Ironically all our records come up completely randomly when we dont plan for them.
    This looks similar to the idea i had in mind where Corruptors basically buff/debuff to insane levels.

    There have been some really intersting posts about super 8s so far!

    For some of these, they'd be potent right at level 1! I remember running around with an all rad team...was close to a super 8 but we didnt go far with the levels....but accelerate metabolism at level 2 (and 8 casts of them) had us running around atlas like little speedsters!
  14. If a thread already exists on this topic please refer me to that and i'll try to catch up.

    Suggestion:

    Some of the alpha, Lore, Destiny etc .. choices are hard to picture in terms of what they look like, how they perform and so on. We do have a limited description of each but usually you have to ask around for more details if you want them.

    This could (and has in the past for me) lead to making the wrong decision.

    Maybe you chose Spiritual Alpha but when you learned more about the alpha effects you wished you chose Cardiac instead.

    My question (or suggestion) is could we break down crafted alpha, Lore etc...slots into bare threads so we can reuse them to create something else?

    I'd imagine it'd be similar to other 'break down' options where your return wouldn't be quite so lucrative. But anything would be better than having a fully crafted Alpha power just sitting there never to be used again.
  15. Quote:
    Originally Posted by MentalMaden View Post
    I ran weekly All Controller TFs for quite a while on Guardian. We've even run a few All Controller BAFs which are lots of fun. I've also hosted other All 'X' type events. One of the most fun was All Storm TFs. Seeing a column of lightning storms is impressive.
    All.Controller.BAF.
    First thing that I think of when I read that....that's some impressive recruting!
    Second thing I think of when I read that....poor escapees....no chance at all!!

    Quote:
    I know several SGs have run all-Defender or all-Corruptor superteams that completely trivialize pretty much anything
    When I was thinking of Super 8 ideas the thought of pure support toons came to mind. The roster on my original post had 1 melee in it but really...probably not even necessary on a team like that. The buffs/debuffs get so out of hand mobs just melt....gone!

    I wonder if anyone holds all "corruptor/troller/defender" tf/trial runs on Virtue these days?
    I'd like to try many of the above mentioned.
  16. Quote:
    Originally Posted by ChaosAngelGeno View Post
    Illusion/Rad. Controller
    Fire/Kin. Corruptor
    Earth/Fire Dominator
    Inv./SS Tanker
    Dark/Shield Scrapper
    Fire/MM Blaster
    Sonic/Sonic Corruptor
    Arachnos Soldier/Widow
    This make up reminds me of way back when. I was on this team and after a few missions realized 'holy, we're just smoking these mobs'.
    It was a similar make up to yours in that there was a good variety in powers but each on worked so well in the team.
    Nice array of buffs/debuffs and damage. You have controls when the missions call for it and that Tank in case the AV needs to 'behave'.
  17. Quote:
    On my server, we run all Kheldian TF's every Friday night. We've done successful ITF's, LGTF's, Apex, Tin Mage, Sutters, and a bunch of ancient low level TF's that take way too long for little to no reward. We're doing an all Kheld LAMBDA soon, so that should be fun.
    Nice!
    I'm guessing you guys change forms as needed throughout the runs? Or have you already established responsibitlies within the group. Kheldians have so many options it's tricky to imagine what that'd be like!
    I'm guessing uber damage, but is there an element of control/buff if need be? Or do you even need that?
    I'd totally like to try that!
  18. Love it.
    Did you ever get a chance to be on a team like that? It sounds epic.
  19. Have you ever heard someone say they’ve been on an”all controller team” or “an all scrapper team” or even an “all sonic team”?
    I’ve have never actually been on one of these types of teams but I was always intrigued by the idea.
    What if you could gather 8 people and come to a common theme for a SUPER TEAM!
    There’s probably a million different combinations out there that would satisfy this (a tribute to the balance of the game) so I’m curious as to what you guys would build. Post a roster with a little blurb as to why.
    I guess the scenario would be something like a team built for the following trials/task forces:

    LGTF
    STF
    ITF
    BAF Trial
    LAMBDA Trial
    Keyes Trial
    UG Trial
    Tin Mage
    Apex

    So ya all of these are playable at level 50. If you wanted to add more tfs and trials to support your idea by all means.

    I could go a million ways with this but I’ll post this little combo of eight. We’ll call this the “all buff/debuff team”.

    1. Brute (SS/Shield) AOE dmg to carry through the tf/trial and ST dmg for the AV and taunt
    2. Corruptor (Fire/Ice) defence buff, big AOE with End recovery and non-target debuff
    3. Corruptor (Fire/Ice) defence buff, big AOE with End recovery and non-target debuff
    4. Corruptor (Fire/Rad) non-target heals, AM and debuff with big AOE
    5. Corruptor (Fire/Rad) non-target heals, AM and debuff with big AOE
    6. Controller (Fire/Kin) holds, stuns,speed, dmg buff, mez protection
    7. Controller (Fire/Kin) holds, stuns,speed, dmg buff, mez protection
    8. Corruptor (Fire/Fire) non-targeted heals, resistance buff, and nice debuff

    Pretty much a steam roll team, the brute is basically there to assist in AV battles (and with all those buffs he’d be near un-killable). The buffs/debuffs would be pretty impressive as a whole. I suspect single target enemies would not last long at all.
    I added non-targeted heals to the team for stuff like Keyes and I also imagine the support toons would have the Leadership Pool running.

    Now it’s your turn!
  20. Quote:
    Originally Posted by Hyperstrike View Post
    Glad you appreciated it.



    Honestly, it didn't come into Mids turned on. Additionally, is this build ever going to exemp? If so, it's best not to rely on Alpha for critical things like Defense. Less important things like damage, recharge, etc? Yeah. Defense and Endurance Reduction?

    Granted, this is my (Not So Humble) opinion. But my reasoning is fairly sound (well, depending on who you ask).



    Hope you meant the Incarnate stuff. Don't EVER depend on accolades as regular boosters of anything besides health and endurance.



    Re-read what I said about depending on the Alpha slot if you're exemping.
    hmm, I see carrying a conversation with you is going to be a test of my patience. Not sure why you insist on coming across like a ****. But now that we have established THAT kind of tone...

    First off you criticize the defense of the build before turning the incarnate AND accolades on when clearly I stated that those powers are INCLUDED. In fact...that was the only thing I stated! Two sentences...too wordy for you?

    Secondly, you say "Don't EVER depend on accolades as regular boosters of anything besides health and endurance."

    ....anything besides health and endurance....

    The accolades I chose were ONLY health and endurance boosters...my god man.

    You continue to base your arguments on this supposed endurance issue. I base this on experience (not opinion) when I say that the end mod vs. end drain will not create any endurance issues. That means (I figure I should elaborate when speaking to you) that I can run all day long without my toggles dropping while doing task forces, trials, solo x8...whatever I want. But maybe that speaks to my playstyle vs. yours.

    Oh btw, it sounds like you need to research how PVP proc IOs work with regard to their level. I'd post a link but you seem to know everything, I'm sure you'll find it.
  21. Quote:
    Or is it just not that good?

    Opinions?
    Thought I'd chime in on this. I suppose nothing new to add with regard to the nerf. And man, what a nerf! This set went from one of the most desireable for brutes to near extinct.

    I still have my brute and run with him from time to time but I find he is mose useful when facing AVs (cuz they're still alive by the time the animation lands :P)

    If you wanted to make an EM brute it's far from unplayable. You can still dish out a ton of damage, just not as quick as other powersets.

    As for lack of aoe, you could make up for that with your secondary powerset choice or patron power choice.

    So, is energy really that bad? Not really, but it's really that nerfed and that's hard to overlook sometimes.
  22. Celestial Might

    SS/INV Build

    Its kinda cool how many different ways you can build a solid brute. Yet another good build Sypher
  23. Celestial Might

    SS/INV Build

    Yep you don't need to use Nerve, I was away from my comp when I wrote that and quickly put a build together. Actually there are a ton of ways to go about doing this. I dont agree that Cold and Fire are irrelevent. I see that damage quite often. I guess it depends on what you are doing in game.
    Here's a build that uses Cardiac Alpha slot but has decent defenses. Again tho, it has travel powers which you might not like Simian.

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    Anyway Simian Stalker has a bunch of ways he can go about building whatever SS/Inv brute he wants. Enjoy!
  24. Quote:
    Also, you didn't cap (or close to cap) anything. While I know you're trying to close the psi hole, you compromised the build in other ways. You one-slotted Combat Jumping (which was taken WAAAAY late) and then 6-slotted rage for a 1.25% defense bump. Uh. What?
    Well now, THAT was a rather enthusiastic response wasn't it?
    I'm looking at the Mids again, you do realize I chose Nerve for the defense boost right?
    When you click that on (and you select the accolades)
    Smashing defense: 46.9%
    Lethal defense: 46.9%
    Energy defense: 48.7%
    Negative defense: 48.7%
    psionic defense: 32.4%
    Fire defense: 44.4%
    Cold defense: 44.4%
    Just to confirm. "Soft capping Defense" is setting it to 45% right? or am i missing something here...

    as for the end issues, ya eventually i'd tire. but hey, easy fix right? just go into the Agile alpha slot and pick up the endurance recovery
  25. Celestial Might

    SS/INV Build

    Quote:
    Any improvements I can make?
    There was a time back in the day I used Aid Self with my Invulnerable brute. As mentioned though, this power is interruptable during combat. It doesn't suck, it's just something to considered if in trouble.
    Budget doesn't seem to be a concern of yours so I would focus on three things: Defense, Recharge and Recovery.

    I would say you have defense covered on your S/L but almost too much? What I mean is, maybe you could improve your Eng/Neg defense to avoid those hits. Taking a look at your resistance to Eng/Neg damages and you see you only resist 19% of the damage. That's not a lot and if you could avoid the hit...do so.
    There is a way to get almost soft capped on most the damage out there, but you'd need the assistance of Nerve Alpha slot (or the new Agile Alpha slot)

    P.S. sorry but i added super speed travel power. (old habit i guess )

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