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Posts
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Below is my suggestion. The hasten isn't fully perma (it lasts 120 seconds, while it recharges in 120.26 seconds, so as close to hasten as this build could get. The mindlink recharges in 87.58 seconds, so with 90 seconds duration it is permanent.
The build combines both melee and ranged attacks. And to ensure that you had an attack chain in both forms it means that the 'Oh <bleep-powers> has been taken, so no powers taking many minutes to recharge, whihch alone couldn't chain them in a cage.
Also ignrore the levels to the slots added to the builder, the player will put them in as necessary.
Villain Plan by Mids' Villain Designer 1,92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leaping
Villain Profile:
Level 1: Swipe- (A) Hecatomb - Damage
- (3) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (5) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Apocalypse - Damage
- (7) Apocalypse - Damage/Recharge
- (7) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (9) Apocalypse - Damage/Endurance
- (A) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Damage/Endurance/Recharge
- (33) Crushing Impact - Accuracy/Damage/Endurance
- (33) Crushing Impact - Accuracy/Damage/Recharge
- (33) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage
- (A) Gravitational Anchor - Chance for Hold
- (13) Gravitational Anchor - Immobilize/Endurance
- (13) Gravitational Anchor - Accuracy/Recharge
- (15) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (15) Gravitational Anchor - Immobilize/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Gladiator's Armor - TP Protection +3% Def (All)
- (50) Gladiator's Armor - End/Resist
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (21) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Armageddon - Damage
- (21) Armageddon - Chance for Fire Damage
- (23) Armageddon - Damage/Recharge
- (23) Armageddon - Damage/Endurance
- (25) Armageddon - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage/Endurance
- (25) Ragnarok - Damage/Recharge
- (27) Ragnarok - Accuracy/Damage/Recharge
- (27) Ragnarok - Accuracy/Recharge
- (29) Ragnarok - Chance for Knockdown
- (A) Endurance Reduction IO
- (29) Endurance Reduction IO
- (A) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Recharge Speed
- (A) Defense Buff IO
- (34) Defense Buff IO
- (34) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Recharge
- (36) Luck of the Gambler - Endurance/Recharge
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Coercive Persuasion - Contagious Confusion
- (39) Coercive Persuasion - Confused/Endurance
- (39) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Confused/Recharge
- (A) Unbreakable Constraint - Chance for Smashing Damage
- (40) Unbreakable Constraint - Endurance/Hold
- (42) Unbreakable Constraint - Accuracy/Recharge
- (42) Unbreakable Constraint - Accuracy/Hold/Recharge
- (42) Unbreakable Constraint - Hold/Recharge
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (43) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (A) Absolute Amazement - Chance for ToHit Debuff
- (46) Absolute Amazement - Endurance/Stun
- (46) Absolute Amazement - Accuracy/Recharge
- (46) Absolute Amazement - Accuracy/Stun/Recharge
- (48) Absolute Amazement - Stun/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (A) Celerity - RunSpeed
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Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Endurance Modification IO
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I have a Fortunata who is of the Fey (glittering fairy wings, large pointed ears, not especially tall). Trapped shortly after birth and conditioned by Arachnos, trained to use her natural gifts of illusions (mental powers) and her natural charisma (leadership abilities) to serve Arachnos to the fullest.
She has recently transitioned into Rogue, having been betrayed by Arachnos more than once in her career. Moved operations mostly to Paragon City and is starting to do things to benefit others than simply herself (has started doing hero tips). -
So, I've started an Elec/Elec brute, mostly due to thematics, because other primaries might be better for it.
Anyway, what I wanted to know more about is the secondary, Electric Armor. I hear so much about other secondaries, in particular Fire and WP, but how does Electric Armor fit into COX? The guides to the set are ancient and I notice that there are some changes in powers from those guides, so might also be other differences.
From what I can see it seems like a pretty solid resistance-based set with a damage aura, looking a lot like Fire Armor, but others might disagree and can tell me more? What are the advantages and disadvantages to Electric Armor? -
I agree that the first 24 levels are HARD! The VEATs are extremely and incredibly underpowered compared to the normal archetypes. The damage is low and their protection is horrible. However once you get in the mid 20s, giving you SOs and the Bane/Crap/Night Widow/Fortunata build, things change. And in the end levels the VEATs are very strong, possibly the strongest archetype, since they combine a lot of goodness from various archetypes.
This is not to say that the AT is insta win, more that they got a very good toolbox and in the hands of a good player the VEATs can do a lot of awesome feats of power. But because of their versatility they aren't as good as the specialists at their particular role. The VEATs may be durable, but a tanker tanks better. They deal damage, yet can't reach a blaster. They buff the team greatly, yet not fully as much as designated buffers. -
Quote:I've found this to be quite true at lower levels, but once you hit the mid-20s, early-30s this start to change. The Brute/Tanker is much better off getting their resistance buffed to 85% and or their defense buffed above the softcap than they are getting a heal. I've been in more than one group with my tanker (Fire/Fire), where I've found that the alphas hurts a lot and even with self healing and an Empath I was taking more damage than I could handle. When a bubbler or debuffer joined, the empath would get bored (or have more fun) because they would only use their buff powers, such as fortitude and clear mind, while having the rest of the time to kill enemies.● If you have bubbles, you still need heals.
● If you have heals, you don't need bubbles.
∴ Heals > Bubbles
I have played an Empathy defender before and when it hit those late 20s early 30s, it really started to feel worse than my other defenders. My Dark and my Sonic defenders are far more fun, even if they don't have the healing capacity. Heck, I've even been in teams with my Dark defender where enemies have been debuffed to the point where I haven't even had to use a single heal.
So in my opinion:
If you have bubbles/debuff/heal that can benefit your team: USE THEM!
If you got a bubble set: Bubble up your team, then blast away at the enemies
If you got a healing set: Heal your team when they are injured, then blast away at the enemies
If you got a debuffer set: Debuff your enemies each combat, then blast away at the enemies
If you don't use the tools in your toolbox, you are one of the weak links in your team. Others in the group might be able to make up for it (since it's not unlikely that there's other team members with a buff/debuff set).
As a side note I'd like to add that the bubbler sets are very friendly on the user. Simply buff team mates once every 4 minutes (That is like 16 seconds used on buffing every 240 seconds) and then you can spend the rest of your time blasting away at the enemies. In comparison the healer 'wastes' far more time keeping up their team mates health. With my empath I've been in TFs where I didn't do anything else but heal and buff, only getting off a handful of attacks. -
Quote:Sadly I think FF is about the worst buffing set. Sure Defenses are nice, but out of the powers there's only really 3 to 5 that I think are necessary. The bubbles and the dispersion field are really the only reason I'd even consider FF, while Personal Force Field is great to save you when things go bad. The rest of the powers are really either completely crap or situational. So why anyone would make an MM without the two team shields is completely beyond my comprehension.I respeced my Robot FF for defense cap. Nutshell I think he sucks. My robot traps can run circles around my FF toon.
I do feel compelled when playing him that I pretty much MUST buff the team. I do so at the sake of my pets. Honestly in BSF last fight my pets cannot even survive a few moments with all those waves of mobs running around. I pretty much do what lurker mentioned, I bubble and hang around using Aid Other and when I have the endurance I spawn a pet if they last a few seconds great.
If bubbles had some sort of resistance bonus as well they might be a bit more interesting.
But ATM my robot ff only comes out to do the TF of the week to pick up the double merits.
If I wanted to avoid shields and team buffs I'd go something like Dark, which works by debuffing the enemy (and healing yourself and your minions and your team). -
I love all heroic archetypes, I don't have a monogamous relationship with any of them.
So why do I love the Tanker? Well, I love logging on my tanker when I want to feel like a real superhero, the type that takes a beating wihtout raising a brow, while anyone else would have dropped.
My tanker I play when I want to feel impossible to kill, truly a god of war (though Scrapper might to claim that title too). When I want to feel impervious and not be concerned about the pace my health drops. Sure I might not do as much damage as the Blasters or Scrappers. But I survive and prosper, where lesser beings would have fallen. -
[ QUOTE ]
I just what to know when did Scrapper=Bad player, Bad Teammate.
[/ QUOTE ]
There's a difference between bad players and bad teammates. Bad players are the people who don't know how to play their characters, forgetting to use important powers and similar. This thread isn't about bad players, as they play, they gradually become better players. That's something learned through experience. Bad teammates on the other hand, are those who in a team has difficulties working with the rest of the team. Bad players and bad teammates exist of all archetypes.
The reason Scrapper is overall seen as the Bad Teammate is because it is the Best Soloist. It deals a lot of damage, it is very durable. So a lot of the people who doesn't work well with a team are naturally drawn to it, due to the ease it provides to those who like solo, thereby leading to the inherent belief that the Scrapper is the Bad Teammate. I have worked with many scrappers who work well together with teams. I have worked with many who doesn't understand what teamwork is. I have also played with defenders, blasters, controllers and tankers who didn't understand what a team is. But still it is the scrappers I usually see run off in different directions, on their quest to get more frags than anyone else.
The one reason I encourage a team to stay together and the argument I usually make to get the soloists to stay with the rest of the team, is that a team together is more efficient than each of the parts. The scrapper on its own is very efficient and is a fast killer. The tanker on its own is very durable and is not as fast at killing. The blaster is the fastest killer, but also very squishy. Defenders/Controllers depend a lot of their power sets, but are generally quite squishy and their damage is rather low. When you take all of them together though, there's a strong synergy. Defenders/controllers that do -resist or -defense are a good reasoning for scrappers to stay near the team. There will be more orange numbers or the numbers will be higher. Buffs will do the same. -
I feel lots of love for the Trick Arrow too. Though I combine it with Archery because it's thematically the most suited. And makes for a very Endurance friendly combo. But anything that is TA/ has the potential to be amazing.
When I started playing Trick Arrow I was a bit unsure about it. Compared to other sets it lacked team buffs/healing. However I quickly realized that it was a very fun set and you have a power almost for any situation. It's a bag of debuffs, lots and lots of debuffs. -resist, -to hit, slow, hold, -damage, knockdown, -defense, -regen, -recharge. And some damage on top of that. In the lower levels you will not be as good on a team as the healers/buffers, or at least your contributions aren't as obvious, but once toons start becoming self-sufficient on their own (maturing in the 20s), you'll feel extremely useful.
It really doesn't hurt that your 'nuke' in archery doesn't drain you of all endurance and recharges faster than the other tier 9 blasts. -
After having died more than once as a support member in an attempt to save the reckless scrapper who believes himself capable of taking on a group of mobs that he cannot, I've gotten to the point where I follow the designated point. Let the idiot burn for all I care. It becomes an even greater issue when the group is fighting one mob, the scrapper(s) have taken on others and when the scrappers go down, the two other mobs insta-aggro on the group and suddenly life becomes much much harder.
I'm one of those who feel there's not such a thing as I in TEAM. If the designated leader gives an order, you obey it. The people mentioning the marines, navy, army or whatever previously must know that if you do not follow orders, you'll get punished for insubordination. In CoH the closest to dishonourable discharge is /kick, so that's what I'm always supporting after the scrapper has been given a few warnings. -
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(9)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dam%(48)
Level 2: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(37), Empty(46)
Level 4: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 6: Obsidian Shield -- EndRdx-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(43), LkGmblr-Rchg+(48), LkGmblr-Def(50)
Level 10: Dark Regeneration -- Theft-+End%(A), Theft-Acc/Heal(11), Theft-Acc/EndRdx/Rchg(11), Theft-Heal(17), Theft-Acc/EndRdx/Heal(23)
Level 12: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(37)
Level 22: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
Level 24: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(34)
Level 26: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(33)
Level 35: Hurl -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 44: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Taunt -- Zinger-Dam%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]17,5% DamageBuff(Smashing)[*]17,5% DamageBuff(Lethal)[*]17,5% DamageBuff(Fire)[*]17,5% DamageBuff(Cold)[*]17,5% DamageBuff(Energy)[*]17,5% DamageBuff(Negative)[*]17,5% DamageBuff(Toxic)[*]17,5% DamageBuff(Psionic)[*]16,8% Defense(Smashing)[*]16,8% Defense(Lethal)[*]15,5% Defense(Fire)[*]15,5% Defense(Cold)[*]14,3% Defense(Energy)[*]14,3% Defense(Negative)[*]3% Defense(Psionic)[*]23% Defense(Melee)[*]23,6% Defense(Ranged)[*]23,3% Defense(AoE)[*]1,8% Max End[*]5% Enhancement(Heal)[*]27,5% Enhancement(RechargeTime)[*]36% Enhancement(Accuracy)[*]14% FlySpeed[*]196,8 HP (10,5%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Held) 8,25%[*]MezResist(Immobilize) 9,35%[*]MezResist(Stun) 2,2%[*]7,5% (0,13 End/sec) Recovery[*]40% (3,13 HP/sec) Regeneration[*]19% RunSpeed[*]2% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Here is an updated build. The defenses remain the same. The damage is slightly higher (I didn't know there was a difference between PVE and PVP damage). Without Gaussian's build-up proc calculated in, the damage of foot stomp is shown to precisely 200. A few changes in setup made the recovery 3.07 end/sec, with 1.44 end drain, leaving 1.62 end/sec for powers (1.92 if you have accolades). -
I'd wait until around 22, where I'd craft the lvl 25 IOs. The difference between IOs is generally 5% each step from 10-25, but only 2% each step after 25. This is most likely a balance built into the game due to the TO, DO and SO enhancements.
I usually get fitted with 25s, which last all the way to mid 40s or 50. Of course all the slots gained later are filled by a correspondingly higher level, so my level 33 slots are filled with level 35 IOs, etc. -
While I'm not sure how good Ice Armor's aura is in PVP, then that is one factor in why you could choose that set. -recharge, -damage, -speed. A damage aura means that stalkers may take damage while sneaking up on you and therefore drop out of hiding. Ice Melee adds more -speed and -recharge to the fight. -speed means that enemies will have a harder time escaping, so just getting near you would be dangerous for anyone, as it would be hard to escape once you got a hit on them. Also cold isn't the damage type that most try to maximize resistance to, since smashing/lethal are the most common damage types.
However I'm not an expert on PVP and Ice may work differently in PVP than in PVE, since many things work differently. -
[ QUOTE ]
You have to remember to take out the gaussian proc before looking at damage numbers...
[/ QUOTE ]
Without the proc calculated in from Gaussian, the damage is 264. Gaussian was added not because of the build-up, but because 6-sloted it gives +2.5 defense to all positional defenses. -
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(9)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dam%(48)
Level 2: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(37), Empty(46)
Level 4: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 6: Obsidian Shield -- Aegis-ResDam/EndRdx(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(43), LkGmblr-Rchg+(48), LkGmblr-Def(50)
Level 10: Dark Regeneration -- Theft-+End%(A), Theft-Acc/Heal(11), Nictus-%Dam(11), Nictus-Heal/HP/Regen/Rchg(17), Nictus-Acc/EndRdx/Heal/HP/Regen(23)
Level 12: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(37)
Level 22: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(46)
Level 24: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(34)
Level 26: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(33)
Level 35: Hurl -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 44: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Taunt -- Zinger-Dam%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]14,5% DamageBuff(Smashing)[*]14,5% DamageBuff(Lethal)[*]14,5% DamageBuff(Fire)[*]14,5% DamageBuff(Cold)[*]14,5% DamageBuff(Energy)[*]14,5% DamageBuff(Negative)[*]14,5% DamageBuff(Toxic)[*]14,5% DamageBuff(Psionic)[*]16,8% Defense(Smashing)[*]16,8% Defense(Lethal)[*]15,5% Defense(Fire)[*]15,5% Defense(Cold)[*]14,3% Defense(Energy)[*]14,3% Defense(Negative)[*]4,88% Defense(Psionic)[*]23% Defense(Melee)[*]23,6% Defense(Ranged)[*]23,3% Defense(AoE)[*]27,5% Enhancement(RechargeTime)[*]45% Enhancement(Accuracy)[*]14% FlySpeed[*]231,9 HP (12,4%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Held) 8,25%[*]MezResist(Immobilize) 9,35%[*]MezResist(Stun) 2,2%[*]7,5% (0,13 End/sec) Recovery[*]40% (3,13 HP/sec) Regeneration[*]19% RunSpeed[*]2% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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A new and updated version, now utilizing the PVP IO (slotted in Murky Cloud).
Defenses:
Melee: 45.3, Ranged: 45.9, AoE: 45.6 (without hover activated)
Foot stomp has a 333.5 average damage on a 9.2 second cooldown.
Without accolades recovery is 180%, 3.01 end/sec with a 1.52 end/sec drain
For a ranged attack you have Hurl. For a melee attack chain you have Jab, Haymaker, Boxing, Knockout Blow and of course Foot Stomp as previously mentioned. -
[ QUOTE ]
I went travel power-less as I can always acquire another jetpack from the shard.
[/ QUOTE ]
I'd always get a travel power if I'm working with capping defense, in particular positional, whether it be teleport other/foe/self, hover/flight or combat jumping/leaping. Then 3 slot them, to fit Blessing of Zephyr into it. Each set of 3 is 3.13 ranged and 3.13 aoe defense. Trying to get such bonuses from other sets requires far more slots. -
How do people enable PVP IO sets? For some reason they aren't in my Mids. Having another +3 defense (all) slotted would give some more room in my previous build, so I could slot several other things.
-
To me it sounds very dangerous. The blaster isn't exactly the most durable and you risk that she dies before you're able to take advantage of vigilance.
If you're planning on taking Leadership, which is a super pool for a supporter, providing defense, to-hit, damage and possibly vengeance, then Stamina IS vital, since your toggles will be sucking you dry of endurance. But they're worth it. -
I have an Ill/Sonic and in my opinion it's a combo you want if you're planning on teaming, not for soloing, since some of the best powers are team-focused. A side note is that you will run out of endurance very quickly before you get SOs if you're running your toggles.
The one thing that should be noted about Sonic and one of the reasons I like it very much, is that it's mostly a very low-maintenance set, in that if you keep up toggles and shields (recasting shields every 4 minutes, use clarity only when fighting status inflicting mobs), you will be able to focus on your primary almost the entire fight. -
[ QUOTE ]
I forgot that it was that high ... worthwhile but still skippable in my estimation. Especially since most Tanker's have to work at making themselves as impervious as possible.
[/ QUOTE ]
What is the mission of the tanker? To ensure that his team does not die.
This is most often done by grabbing aggro and taking a beating. But Grant Cover is another way of protecting your team. It is also a way for the tanker to give his team a reason to be near, to get the full benefit from Phalanx Fighting.
I usually expect the team to stick closely together anyway. Bubblers and aura-heals are usually done very close to the tank anyway, so if the blaster/troller/whatever is going to benefit, he/she will be up close and personal anyway. Yes, some healers may also have a ranged healing, but some are only aura healing (rad, dark, kin). And if not they stay close? Well, then let those fools die a painful death, because they deliberately chose to avoid the benefits of protection/healing. Having a healer/bubbler leave the close combat behind to save some idiot blaster, means leaving the melee'ers vulnerable while the buffer is gone. -
Tankers in general are endurance hogs. At 24 you should have access to SOs and stamina, so did you slot End Reduction in your attacks and toggles? If not that might explain your endurance problems. Mud Pots is by far the most costly of your toggles, slot 3 End Reductions in it.
Without sets or minimal sets? And you want to do damage? Then roll something else, seriously. Without Granite running your defenses are about the same as an ice tanker, but your aura doesn't have -recharge and -damage on enemies and if you want status protection you'll be unable to move around due to rooted. With Granite running you're the most durable tanker in the game, but without sets it's impossible to compensate for the massive debuffs that you suffer. -
Shield has a focus on damage and positional defenses. The more enemies around you, the less damage they deal and the more you deal. The set has an attack in the very powerful Shield Charge. You'll buff all your nearby teammates and in return their presence will enhance your defenses. Shield lacks a self-heal, which may be the big flaw in the set.
Ice focuses on control and typed defenses. Compared to Shield Charge it has a hole against psionics. Enemies will have -recharge, -speed due to your taunt aura. In Hoarfrost you have a heal/hp-buff. You have Energy Absorbtion, which restores endurance and gives you more defense, while draining end from enemies. And your level 32 power allows you to take a break in the middle of a combat and restore both health and endurance.
The impression I have of the set is that Shield shines with allies, since they would boost your defense and you would boost theirs. Ice isn't as focused on teaming and hibernation works best if you're in the middle of a big fight, where you realize your health has become low. Click the button and you'll have up to 30 seconds to recover health and then you can leap right back into the fight again. -
Without Accolades, this build has a recovery of 156% (2.61/sec) The defenses are based on positional and are 46,5% melee, 45.3% ranged, 45.3% AoE. Footstomb has a damage of 250.2 (except when you're Rage-crashed).
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Teleportation
Hero Profile:
Level 1: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-%Dam(9)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
Level 2: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx(3)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(11), TtmC'tng-ResDam(13)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 8: Dark Regeneration -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 10: Taunt -- Zinger-Taunt/Rchg/Rng(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), DefBuff-I(13), LkGmblr-Def(15), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29)
Level 16: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(50)
Level 18: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), RedFtn-Def/EndRdx(43)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(42)
Level 26: Knockout Blow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), KntkC'bat-Knock%(29), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-EndRdx/Rchg/Hold(42)
Level 28: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(33), RzDz-Acc/EndRdx(33), RzDz-Stun/Rng(34), RzDz-Acc/Stun/Rchg(34), RzDz-Immob%(34)
Level 30: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 32: Soul Transfer -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(36), RzDz-Acc/Stun/Rchg(37), RzDz-Immob%(37)
Level 35: Tough -- Aegis-ResDam/EndRdx(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), RedFtn-Def/EndRdx(45)
Level 44: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 47: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]17% DamageBuff(Smashing)[*]17% DamageBuff(Lethal)[*]17% DamageBuff(Fire)[*]17% DamageBuff(Cold)[*]17% DamageBuff(Energy)[*]17% DamageBuff(Negative)[*]17% DamageBuff(Toxic)[*]17% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]14,6% Defense(Fire)[*]14,6% Defense(Cold)[*]16,4% Defense(Energy)[*]16,4% Defense(Negative)[*]3% Defense(Psionic)[*]27,4% Defense(Melee)[*]26,1% Defense(Ranged)[*]26,1% Defense(AoE)[*]15% Enhancement(RechargeTime)[*]27% Enhancement(Accuracy)[*]4% Enhancement(Stun)[*]5% FlySpeed[*]175,7 HP (9,38%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -20)[*]Knockup (Mag -20)[*]MezResist(Held) 6,05%[*]MezResist(Immobilize) 8,8%[*]MezResist(Stun) 6,6%[*]6,5% (0,11 End/sec) Recovery[*]20% (1,56 HP/sec) Regeneration[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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