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Posts
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The AoE buffs is a godsent. I have a Bots/FF MM and on it I only buff my bots at times because of how much I need to keep track of. This will let me set it and forget it.
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Should go to suggestions, yes.
Also I would move the Ranged def to Out of Phase and lower the def recived to your positionals, maybe to 5-7% to make it a bit more balanced compared to other Resistance based sets. -
Cardiac won't help you DO damage, but since you're running two damage toggles, most likely, Cardiac will be able to keep you running longer.
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Well it is on a BAF. It could be less an issue of not being able to and an issue of lag.
Just sayin'. -
Not in the least bit of a Traps expert, but I have two main recommendations.
With your Global Recharge + one Recharge IO you can swap the other Recharge in Caltrops with Impeded Swiftness Chance for Smashing for more Proc Goodness.
Swap the Positron's Blast Damage/Range from Fireball with the Chance of Damage from the same set.
That would be it. -
I think one will be a hold on a long recharge that can hold everything up to AVs and GMs, a second will be a targeted AoE debuff, maybe a melee or ranged ST attack, a self buff/heal (Unlike Destiny it would ONLY effect you) and Omega would be a God Mode. Maybe akin to Unstoppable with Psi added in for a longer period but a very long (10 to 30 minutes) recharge and crashless.
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But we won't know until they're all out. -
Those procs are like poison on an arrowhead. The poison adds to the deadliness, but has no impact on whether or not you hit with the arrow.
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I have an AR/Traps that is a lot of fun. Mind he's still low level, but he's fun.
Maybe look at DP/Traps. And there is always Dark/Dark. -
My theory on Unstoppable is this: Take it if you can, but if your build is too tight to allow it then don't feel bad about skipping it.
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Generally my rule of thumb for typed defenses is S/L first then E/N. F/C is very rare and uncommon outside some missions and the Winter Events. S/L is the most common damage type you'll face and E/N is not far behind. Even closer now, thanks to a lot of the new content.
If you can get both to 40% that would be great. If you can get both set to 45% without gimping your build that would be awesome.
If you compromise your attacks stacking in so much defense you might have issues. -
Quote:I would rate some set bonuses, like recharge or defense, more helpful than a proc. But if you can get the proc in, feel free.but is the proc more important than set bonuses?
for example: Thunderstrike x 6 for the ranged defense bonus -vs- Thunderstrike x 5 w/ a proc
If the proc is a part of the set, like the Chance for Energy Damage in Positron's Blast it might be more useful that a damage IO in the set, namely Damage/Range in the same set. -
Quote:The only real differences between the two are the fact that the Defender will have better buffs and debuffs while the Corruptor will do more damage and has Scourge for even more hurt.So, the shields can be pretty great?
Is there a huge difference in the effectiveness of Son/Son Corruptor rather than a Defender?
I find, in general, that a Corruptor is easier to solo, since you have to do all your own damage, while the Defender is better on teams, because your powers are letting them do more damage. Neither is really better than the other, in the end. -
Took a look at plainguy's DP/Traps build and remade mine. It'll need the PvP +3 Def, but it will be softcapped Positional. And 2% def over on E/N.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Duke Forever: Level 50 Natural Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Burst -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9)
Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg(A)
Level 2: Slug -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(15), Apoc-Dmg/Rchg(15), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(17)
Level 4: Triage Beacon -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(46), Mrcl-EndRdx/Rchg(46), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(48)
Level 6: M30 Grenade -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(7), Posi-Acc/Dmg(43), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9)
Level 10: Acid Mortar -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(11)
Level 12: Buckshot -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(13), Posi-Acc/Dmg(13), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(50)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(23)
Level 18: Flamethrower -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(19), Posi-Acc/Dmg(21), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25)
Level 20: Boxing -- Empty(A)
Level 22: Poison Trap -- NrncSD-Dam%(A), NrncSD-Acc/Rchg(37), NrncSD-EndRdx/Hold(39), NrncSD-Acc/EndRdx(39), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(50)
Level 24: Caltrops -- Ragnrk-Knock%(A)
Level 26: Ignite -- Posi-Dmg/Rchg(A), Posi-Dam%(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(33)
Level 28: Seeker Drones -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(29)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31), GA-3defTpProc(31)
Level 32: Full Auto -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(33), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Dmg/Rchg(34), Ragnrk-Dmg(34)
Level 35: Trip Mine -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Power Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
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Quote:With the extra HP a Brute will be more survivable, but it all depends on your play style. SD is easy to softcap while WP (And Inv, I should add) are a bit more costly, but both have Resistance layered in for more survivability.I'm currently playing a Kat/SR scrapper and I'm looking for something a bit more tough. I've invested alot of time and money in that scrapper but at the end of the day I know he's never going to really get any more survivable.
So I'm looking to play something a bit more tough. I'm familiar with all the melee powersets, I've got multiples of the melee ATs to 50 and I'm pretty set on what I want this time around. I definately want Dark Melee for my offense but I'm undecided if I want to play a Brute or Scrapper and if I would prefer Willpower or Shield Defense. I'd like to know which sets perform better on which AT and which is worth the most investment. -
Quote:Seeker Drones is slotted to get the set bonuses.I suck at the whole looking at builds 'n' IOs thing, but I do have lots of experience with traps.
A couple things: Caltrops + reactive is OMG insane -- the proc has a chance to go off with each damage tick as far as I can tell. With some decent recharge, you can have 3 out at a time.
Seeker drones is NOT a good damage power -- slot it for ToHit debuff (THD sets often have nice bonuses, FWIW), keeping in mind -ToHit stacks with +def.
I'm not a fan of the mines, but YMMV.
I'd rather have the full leadersip suite than the fighting pool, but, again, YMMV.
No experience with AR, so I'm completely out of my league there.
Good luck!
As for the Fighting Pool it is a toon based off Duke Nukem, being tough is a necessity. -
Quote:Always positional defense. As others have said you can use and abuse Parry to softcap Melee until 50 then you can a) keep it or b) swap it out and softcap without it.Ok, so I went with BS/SD. Im currently sitting on lvl 12 and I got to say I'm loving it. Now I dont want any builds as I like to try and build my own toon, but a quick question. What would you try to build towards? Melee def, ranged, fire, cold? I want to be able later on to up my difficulty as high as I can get it, since like I said earlier I solo alot more then teaming. Thanks again all for any help.
Deflection, it should be noted, isn't just melee defense, it also houses your S/L Resistance. If your going the route of SOs or common IOs it might be prudent to add one or two resistance enhancements. If your going IO sets then maybe three defense (Three slot LotG?) and three slot a resistance set (Aegis maybe). -
Where do I start...
I have been an Altoholic for god knows how long. I'll settle onto a concept for a toon that I'd like to make. Case in point I've had a speedster concept, a Catwoman concept, a paladin concept, a Canadian Version of Captain America concept, ect ect, that I just HAVE to make. And since I play on Virtue and Virtue alone I tend to delete alts to make room for new ones. While all the above concepts are still around other that I've made but lost interest in are now just costume files on my hard drive.
My most recent bout was been after seeing the Duke Nukem Forever trailer on You Tube. And all the years the game is finally coming out. I even pre-ordered it.
Next think I know I have an Assault Rifle/Traps Corruptor with a similar look called Duke Forever.
Hail to the King, Baby. -
I like SD with SS because Shield Charge gives it a little more AoE. Yes, I recognize that Footstomp is great, but I like that SC adds a bit more AoE to the table. Grant Cover and Phalnax Fighting also make it great on teams.
At then end it's an either or situation. The brute will do more damage the tank will take more. Both are worth a look at.
I'd advise making one of each and playing up to level 10 on them, see how it feels after. -
I know the Numina Proc can be 200-250 Mill, depending on how the market is that week. It might sell by the end of the day... or the end of the next month.
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Quote:Mostly I agree, with the exception of not wanting both positional and typed. On a ranged AT going for Range is great, if you can keep your distance, and any S/L you can get in afterwards is a bonus.One thing to learn is "the rule of five". You can only have five of any specific named bonus. To see where you are violating this rule, click on "View Active Sets". Scroll down through the "Effect Breakdown" section, and you'll see some things highlighted in red. These bonuses are over the cap, and are not applying to your character at all.
Next up, for defensive bonuses, you want to focus on positional defense OR typed defense, but not both. As I think was already mentioned, the game applies whichever one is greater. It's therefore generally much more efficient to pursue one to the exclusion of the other. For resistance secondaries, we typically pursue smashing/lethal defense bonuses, and to a lesser extent energy/negative defense bonuses.
Most builds benefit significantly from taking Tough and Weave, which unfortunately requires either Boxing or Kick as a prerequisite. So ideally, you'd find room for those three powers. Assault doesn't actually help a whole lot (low damage for the endurance), so I'd sacrifice that. I'd also personally sacrifice Rise of the Phoenix, the idea being that we're trying to make it so that you don't die in the first place, so the power is almost never useful. But some people love their rez powers, and that's fine. It just makes it harder to find room for other things.
I'd recommend picking up Hasten. The recharge will help bring back Healing Flames faster, and also speed up your attacks, which will probably allow you to drop one or two, making the room in the build for Hasten. I suspect that recharge and smashing/lethal defense should be the two main priorities here, though I admit that I've never built a top end */Fire, even in Mids', so I could have even basic strategy wrong. We'll want confirmation from someone with more direct experience.
There's surely plenty more, but we need to start somewhere, and addressing those issues will change a great number of things, which makes further comment probably a bit iffy at this point.
On a melee toon, though, either go full typed, full positional or just S/L. -
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From what I can see the choice of taking the Energy Pool was a case of there wasn't enough slots to spare. SC and PP are both good powers out of the box while any attack powers from the other pools would need slotting.
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As mentioned six slotting Gaussian's is best for positional defense, but it your trying to softcap all types like an Inv or WP then it's still worth it. However if all you're chasing is S/L then your better off with Rectified Reticle which will give you 1.875% S/L Defense once it's two slotted.
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Made some changes from the last one. Swapped to Cardiac to reduce the toggle costs, plus a little extra Res (Going from 50% to 57%) and Range. Attacks with Positron's Blast had the Damage/Range dropped for the Proc. Power Build up had two Recharge Reductions added in. Beyond that, more or less the same.
For the record, used to Tanks, Brutes and Scrappers. Corruptors are still something I'm getting used to.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Duke Forever: Level 50 Natural Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Burst -- Achilles-ResDeb%:20(A), Decim-Acc/Dmg/Rchg:40(3), Decim-Acc/Dmg:40(5), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9)
Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg:50(A)
Level 2: Slug -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(15), Apoc-Dmg/Rchg:50(15), Apoc-Acc/Dmg/Rchg:50(17), Apoc-Acc/Rchg:50(17)
Level 4: Triage Beacon -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(46), Dct'dW-EndRdx/Rchg:50(46), Dct'dW-Heal/Rchg:50(46), Dct'dW-Heal/EndRdx/Rchg:50(48)
Level 6: M30 Grenade -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(7), Posi-Acc/Dmg:50(43), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(45)
Level 8: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9)
Level 10: Acid Mortar -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 12: Buckshot -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(13), Posi-Acc/Dmg:50(13), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(43)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def/Rchg:50(23)
Level 18: Flamethrower -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(19), Posi-Acc/Dmg:50(21), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(25)
Level 20: Boxing -- Empty(A)
Level 22: Poison Trap -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(37), BasGaze-Acc/Rchg:30(39), BasGaze-EndRdx/Rchg/Hold:30(39)
Level 24: Caltrops -- Posi-Dam%:50(A), Ragnrk-Knock%:50(25)
Level 26: Ignite -- Posi-Dmg/Rchg:50(A), Posi-Dam%:50(27), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dmg/EndRdx:50(33), Posi-Acc/Dmg:50(33)
Level 28: Seeker Drones -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(29), Thundr-Acc/Dmg/Rchg:50(29)
Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 32: Full Auto -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(34), Ragnrk-Dmg/Rchg:50(34), Ragnrk-Dmg:50(34)
Level 35: Trip Mine -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Power Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(45), RechRdx-I:50(45), RechRdx-I:50(50)
Level 47: Temp Invulnerability -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(48), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(50), S'fstPrt-ResDam/Def+:30(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Ageless Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A)
Level 4: Ninja Run
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