Fire/kin/psi build
Imo you focus way too much on getting +recovery. I know you mentioned in the other thread you dont like to spam Transference too much and thats all well and good but you would get much better results slotting your powers more for endurance reduction.
Would personally never omit Cinders from my build but acknowledge slots are tight in a fire/kin build.
Why Acrobatics? After the introduction of the KB IOs Acrobatics really isnt needed unless you're going to PvP.
If you want I'd be happy to post my 2 fire/kin builds. One of my fire/kins have a pure farmingbuild and the other one is normal PvE spec'd but still (of course) very good for farming.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
I don't really have that much +recov, and as I get more sets I am getting end red in there, I know how much better it is than +recov and stuff!
Cinders is very good I know, but I have very few occasions where I would actually NEED it, as opposed to flashfire, which recharges really quick.
Acrobatics I picked for the Hold protection as well as the KB IOs, for when IW is down. I had KB IOs in another build and found that fine, I just really like mez protection.
I'd be interested to see those builds, to see any nice slot strategies I might be able to apply to my build!
I'll post them when i get back from work then
EDIT: Miracously had the time to make it from scratch at work (only my farming build though)
This build is for numbers and improved HP and works wonders.
It is of course a lot different compared to yours because of mainly the choice of APP.
Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Dev'n-Hold%:50(A), G'Wdw-Acc/Hold/Rchg:50(46), G'Wdw-Acc/Rchg:50(46), G'Wdw-EndRdx/Hold:50(48), RechRdx-I:50(48), HO:Endo(48)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(37), Mrcl-Heal/Rchg:40(40), Mrcl-Heal:40(40), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(46)
Level 2: Fire Cages -- TotHntr-Dam%:50(A), TotHntr-Acc/Immob/Rchg:50(3), TotHntr-Acc/EndRdx:50(3), TotHntr-EndRdx/Immob:50(7), Enf'dOp-Acc/EndRdx:50(27), Posi-Dam%:50(34)
Level 4: Ring of Fire -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg:50(5), Dev'n-Dmg/Rchg:50(5), HO:Nucle(7)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dam%:50(9), M'Strk-Dmg/EndRdx/Rchg:50(9), M'Strk-Dmg/EndRdx:50(34), C'ngBlow-Dmg/EndRdx:50(50), ImpSwft-Dam%:30(50)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11), RechRdx-I:50(15), RechRdx-I:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd:50(A)
Level 16: Flashfire -- Stpfy-EndRdx/Stun:50(A), Stpfy-Acc/EndRdx:50(17), Stpfy-Acc/Rchg:50(17), Stpfy-Acc/Stun/Rchg:50(19), Stpfy-Stun/Rng:50(19), RechRdx-I:50(34)
Level 18: Swift -- Run-I:50(A)
Level 20: Speed Boost -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(23), EndMod-I:50(23)
Level 24: Cinders -- G'Wdw-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Rchg:50(25), G'Wdw-EndRdx/Hold:50(25), EoCur-Acc/Hold/Rchg:50(27), Para-Acc/Hold/Rchg:30(29), NrncSD-Acc/Hold/Rchg:30(31)
Level 26: Combat Jumping -- Jump-I:50(A), Krma-ResKB:30(37)
Level 28: Assault -- EndRdx-I:50(A), EndRdx-I:50(29)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Fire Imps -- S'bndAl-Acc/Dmg/Rchg:50(A), S'bndAl-Acc/Rchg:50(33), S'bndAl-Dmg/Rchg:50(33), S'bndAl-Dmg:50(33)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Rchg:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), EndRdx-I:50(50)
Level 41: Fire Ball -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I:50(42), RechRdx-I:50(43), EndRdx-I:50(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(45), HO:Ribo(45)
Level 47: Super Jump -- Jump-I:50(A)
Level 49: Smoke -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+9% Enhancement(Accuracy)[*]+5% Enhancement(Immobilize)[*]+6,25% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+235 (19,5%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Sleep) (Mag 3,85%)[*]+MezResist(Terrorized) (Mag 2,2%)[*]+5% Recovery[*]+38% Regeneration[*]+15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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</pre><hr />
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
Hmm, +hp is quite a good idea to slot for. Also, I can deffo see the usefulness of endred in FS. I think I might shift around a bit of my slotting. How much does a build like that cost you?
Also, do you not have much to do at work?
Hehe...actually I do but working at a PC answering phonecalls can have its benefits
My "regular" build is basically the same but has fire blast, recall friend and siphon power instead of assault, tactics and smoke but is geared slightly more towards +rech.
Bit difficult to say what this build has cost me since a lot of the things in there I've gotten through normal play/farming and some I've simply bought. An estimate would probably be in the 200 million region.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
200mil isn't far out of reach, I can attain that sort of slotting level in time I reckon.
Has to be said before you start changing your slotting. Efficay Adaptors are bugged atm as they dont actually improve the endurance
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
[ QUOTE ]
Has to be said before you start changing your slotting. Efficay Adaptors are bugged atm as they dont actually improve the endurance
[/ QUOTE ]Yeah, I've read about Endmod sets being generally crazy... which is pretty lame :/
Assault and tactics sounds like quite a good idea for a fire/kin to me. I have thought about it myself, but had decided to avoid toggles at all cost as my end suffers enough as it is. But with lvl35 only just around the corner for me, i 've been thinkin i might like to try and run some of the leadership powers. So, do u find they tax your endurance heavily? Would you recomend waiting until transference is slotted 1st? Basically- what do u think?
Also any advice on slotting them would be appreciated as ive never used leadership b4, thx. (Endrdx all the way?)
[ QUOTE ]
Assault and tactics sounds like quite a good idea for a fire/kin to me. I have thought about it myself, but had decided to avoid toggles at all cost as my end suffers enough as it is. But with lvl35 only just around the corner for me, i 've been thinkin i might like to try and run some of the leadership powers. So, do u find they tax your endurance heavily? Would you recomend waiting until transference is slotted 1st? Basically- what do u think?
Also any advice on slotting them would be appreciated as ive never used leadership b4, thx. (Endrdx all the way?)
[/ QUOTE ]Assault is pointless with Fulcrum shift tbh.
As for tactics, I try to have at least 2 enhs worth of acc anyway, so the situations where it is useful beyond having to slot less for acc are rare.
Just try it out really. Yes, they are quite end heavy, and Transference can keep your end up from anything when slotted, but you don't really want to have to use it whenever it's up do you? I'd try it on test.
Assault is for the most part pointless as Spirit says but I have it for 2 reasons:
1: Maneuvers is poo (unless you're gonna slot it with something a LotG +rech which again is largely pointless with kin)
2: For that bit of extra dmg before you get your first Fulcrum Shift off
All your endurance worries are over once you get Transference (slotted anyway). Difference is just how often you need to bash that button
Assault = Slot 1 - 2 end reds (if you even want to run it?)
Maneuvers = Just the basic 1 - 2 end reds. This power is basically pointless as the defense is so puny. Unless you plan on doing some interesting things with IO sets such as LotG etc dont get this power.
Tactics: Mix of end red and tohits with focus on end red. I havent looked much at the new tohit sets so I can't really say anything about that yet.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
[ QUOTE ]
Assault is for the most part pointless as Spirit says but I have it for 2 reasons:
1: Maneuvers is poo (unless you're gonna slot it with something a LotG +rech which again is largely pointless with kin)
2: For that bit of extra dmg before you get your first Fulcrum Shift off
All your endurance worries are over once you get Transference (slotted anyway). Difference is just how often you need to bash that button
Assault = Slot 1 - 2 end reds (if you even want to run it?)
Maneuvers = Just the basic 1 - 2 end reds. This power is basically pointless as the defense is so puny. Unless you plan on doing some interesting things with IO sets such as LotG etc dont get this power.
Tactics: Mix of end red and tohits with focus on end red. I havent looked much at the new tohit sets so I can't really say anything about that yet.
[/ QUOTE ]
I'd have thought the Chance For BU proc in it would be nice unless you relied only on the imps for damage
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
[ QUOTE ]
[ QUOTE ]
Assault is for the most part pointless as Spirit says but I have it for 2 reasons:
1: Maneuvers is poo (unless you're gonna slot it with something a LotG +rech which again is largely pointless with kin)
2: For that bit of extra dmg before you get your first Fulcrum Shift off
All your endurance worries are over once you get Transference (slotted anyway). Difference is just how often you need to bash that button
Assault = Slot 1 - 2 end reds (if you even want to run it?)
Maneuvers = Just the basic 1 - 2 end reds. This power is basically pointless as the defense is so puny. Unless you plan on doing some interesting things with IO sets such as LotG etc dont get this power.
Tactics: Mix of end red and tohits with focus on end red. I havent looked much at the new tohit sets so I can't really say anything about that yet.
[/ QUOTE ]
I'd have thought the Chance For BU proc in it would be nice unless you relied only on the imps for damage
[/ QUOTE ]
Chance for BU is 5% ie pointless...especially for a /kin
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
Thanks for the replies dudes, ill have a think. Cheers.
Okay, this is the build I am currently running on Burn Spirit. I am still running story arcs, as well as doing my good old family farming for inf, and so I'm working to be adaptable for any situation. This build has been great, and with the recharge procs I sometimes get perma-hasten/IW, but the downtime is small enough in general.
I've got nice defences and resistances to s/l/psi, in that when I fight things like council, family, carnies and so on I rarely need to flashfire large mobs when solo. This is vaguely the build I am running at the moment, with some set IOs, and some normal IOs.
Any feedback is appreciated! Just have to say though, I am really loving the Fighting and Leaping pools, and those just cannot be taken from me
Mostly, my attack strategy is opening with the immob, running in with my toggles up, fulcruming, hitting psi nado, and then chaining char and ring of fire on any targets bigger than Minions, applying extra cages/tornadoes when they recharge if minions are still about. I rarely need to use a heal. I normally mez mezzing enemies too, and if It's a boss spawn I normally will flashfire.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Burn Spirit: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(37), EoCur-Acc/Hold/Rchg(40), EoCur-Acc/Hold(40), G'Wdw-EndRdx/Hold(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(43), Heal-I(43), Heal-I(46), Heal-I(46)
Level 2: Fire Cages -- TotHntr-Acc/EndRdx(A), GravAnch-Immob/EndRdx(3), GravAnch-Acc/Rchg(3), Posi-Dam%(9), TotHntr-Dam%(9), GravAnch-Hold%(37)
Level 4: Ring of Fire -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(5), Acc-I(5), Dmg-I(7), RechRdx-I(7)
Level 6: Hurdle -- Empty(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(34), RechRdx-I(34)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), RechRdx-I(13), RechRdx-I(15), Dsrnt-I(29), Dsrnt-I(31)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Hot Feet -- EndRdx-I(A), EndRdx-I(17), Sciroc-Dam%(17), M'Strk-Acc/Dmg(19), M'Strk-Dmg/EndRdx(19)
Level 18: Kick -- Acc-I(A), FrcFbk-Rechg%(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(23), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25)
Level 24: Speed Boost -- EndMod-I(A), EndMod-I(25)
Level 26: Weave -- EndRdx-I(A), EndRdx-I(27), DefBuff-I(27), LkGmblr-Def(29), LkGmblr-Rchg+(46)
Level 28: Super Jump -- Empty(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Fire Imps -- EdctM'r-PetDef(A), HO:Nucle(33), BldM'dt-Acc/Dmg(33), SvgnRt-PetResDam(33), HO:Nucle(34)
Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39), Acc-I(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Psionic Tornado -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(48), Acc-I(48), RechRdx-I(48), EndRdx-I(50), FrcFbk-Rechg%(50)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />