Rad/Rad Defender: Help this build plz ;)


doidd1956

 

Posted

Hey Guys,
This is my first try at a Rad/Rad Defender build. I want to solo as well as
team. I usually play scrappers but just want that reality check of a
Defender. Here is what I came up with. Any input would be greatly
appreciated. I took Mutation as my last pick but may take teleport instead
to help stealth missions.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal:50(45), Dct'dW-Rchg:50(46)

Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(5), Dev'n-Dmg/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7)

Level 2: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)

Level 4: Radiation Infection -- DarkWD-ToHitDeb:21(A), DarkWD-ToHitDeb/Rchg:21(11), DarkWD-ToHitdeb/Rchg/EndRdx:21(11), DarkWD-Rchg/EndRdx:50(13), DarkWD-ToHitDeb/EndRdx:50(13), DarkWD-Slow%:50(15)

Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)

Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(17)

Level 10: Enervating Field -- EndRdx-I:50(A)

Level 12: Electron Haze -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(19), AnWeak-Acc/Rchg:50(19), AnWeak-DefDeb/EndRdx/Rchg:50(21), AnWeak-Acc/Rchg/EndRdx:50(21), AnWeak-%ToHit:50(23)

Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(23)

Level 16: Proton Volley -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(25), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(27), Thundr-Acc/Dmg/EndRdx:50(27), Thundr-Dmg/EndRdx/Rchg:50(29)

Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(29), Numna-Heal/Rchg:50(45), Numna-Regen/Rcvry+:50(46)

Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(46)

Level 22: Lingering Radiation -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(31), P'ngTtl-Acc/EndRdx:50(33), P'ngTtl-Rng/Slow:50(33), P'ngTtl-EndRdx/Rchg/Slow:50(33), P'ngTtl--Rchg%:50(34)

Level 24: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(34)

Level 26: Assault -- EndRdx-I:50(A)

Level 28: Cosmic Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(37)

Level 30: Tactics -- GSFC-ToHit/EndRdx:50(A), GSFC-Build%:50(37)

Level 32: EM Pulse -- P'Shift-EndMod/Acc:50(A), P'Shift-Acc/Rchg:50(37), P'Shift-EndMod/Acc/Rchg:50(39), Lock-Acc/Rchg:50(39), Lock-Acc/Hold:50(39), Lock-%Hold:50(40)

Level 35: Neutron Bomb -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(40), AnWeak-Acc/Rchg:50(40), AnWeak-DefDeb/EndRdx/Rchg:50(42), AnWeak-Acc/Rchg/EndRdx:50(42), AnWeak-%ToHit:50(42)

Level 38: Vengeance -- Heal-I:50(A), DefBuff-I:50(43)

Level 41: Stealth -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/Rchg:50(43)

Level 44: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(45)

Level 47: Temp Invulnerability -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/Rchg:50(48), TtmC'tng-EndRdx/Rchg:50(48), TtmC'tng-ResDam/EndRdx/Rchg:50(50), TtmC'tng-EndRdx:50(50)

Level 49: Mutation -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 10.6% Defense(Energy)
  • 10.6% Defense(Negative)
  • 2.5% Defense(Melee)
  • 13.8% Defense(Ranged)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(JumpSpeed)
  • 10% Enhancement(Heal)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(FlySpeed)
  • 45% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 10% Enhancement(RechargeTime)
  • 23% FlySpeed
  • 122.1 HP (12%) HitPoints
  • 23% JumpHeight
  • 23% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 5.5%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 6.6%
  • MezResist(Terrorized) 2.2%
  • 9% (0.15 End/sec) Recovery
  • 64% (2.72 HP/sec) Regeneration
  • 3.15% Resistance(Smashing)
  • 3.15% Resistance(Lethal)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Toxic)
  • 5.01% Resistance(Psionic)
  • 23% RunSpeed



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Posted

*IMO* stealth is a waste really for a rad/rad defender, Hover is definitely the way to go. Manuevers isnt really worth it anyway since you have the 2 Rad toggle debuffs which provide most of the def for you. Vengeance is also a waste, when someone on your team dies chances are you will want to ressurect them before anything.

that gives you 3 new power slots to choose.

Take Hover, Choking Cloud and as much as everyone will hate for me to say... Whirlwind.... (it has saved me so many times during solo play)

Rad Defenders are extremely endurance heavy , so bring lots of blues!

again this is my opinion only, maybe some others can shed some more light on their experiences


 

Posted

Here's a few things I notice looking over this build:

1) Enervating Field is a huge endurance hog and right now you've got only the one slot in it. I'd recommend two Endurance Reduction here at a minimum (personally, I use three).

2) You have Electron Haze slotted for Defense Debuff. If you don't mind getting into melee, Irradiate is a far superior power for this purpose. The defense debuff you get in Irradiate, unslotted, is only slightly less than what you are getting in Haze fully slotted. Irradiate and Neutron Bomb are the two heavy-hitting defense debuff powers and if you are going to slot any of your blasts for defense debuff it should be these powers. If you keep Electron Haze I'd slot it as an attack rather than as a debuff.

3) Choking Cloud. I've found it very useful on my Rad/Rad since between Radiation Infection and your blasts you can drastically reduce enemy defense easily, which means you can make Choking Cloud hit reliably. This does require you to be in melee range, however, so if you don't like to play that way or if you're dead-set on this character fighting from range then leave Choking Cloud out.

4) Stealth. I'd agree with Meowzer that Stealth is pretty much a waste. It would be far more effective to just slot an Unbounded Leap: +Stealth into Sprint and they aren't all that expensive. Combine the IO'd Sprint with SS and you keep the full invis while still freeing up a power and two slots.

5) Tactics is underslotted. I would recommend trying to get at least four slots here as the to-hit buff will not only help out the team a lot but will also help you. By the late game most players can handle their own personal defense, but tohit buffs are always welcome and will make you a better Defender as you will help enable the team to reliably take down higher-con foes. Also, if you do end up taking Choking Cloud, it helps with that too.

6) I agree with Vengeance. In the setting of Power Build Up, both Vengeance and EM Pulse go from good powers to downright spectacular (EM Pulse gets even better if you have the Vanguard Medal accolade power). A quick PBU/Vengeance will make the rest of the team nearly unkillable and that move has allowed me to avert a teamwipe on more than one occasion when someone overaggros. A good Vanguard Medal/PBU/EM Pulse will basically stop all enemy action on the battlefield. It's impressive.

As for Mutation, it's an excellent combat rez and some people might be annoyed that you have Vengeance and not a rez, but nowadays it's skippable. Any player can easily make their own Awakens or ask for insps to do so and you could always get the Revive Ally power from Day Jobs if you really wanted a rez but didn't want to use up a power. If there's something you want more, I'd say you're fine to skip it.

7) There are several powers here that you've overslotted in order to gain IO Set bonuses - this is a tradeoff. On the one hand, some of these bonuses are very nice to have, but you've allowed many of your key powers to be underslotted as a result. This may take some fiddling and some playing around to find just the right balance for, but I'd at least consider dropping down to five slots on a few powers where the sixth Set bonus isn't all that great (such as Doctored Wounds, Analyze Weakness or Dark Watcher's Despair).

8) It's true that Rad/Rad tends to be endurance-heavy, so inasmuch as you can try to make sure your key attack powers and your toggles are well-slotted with endurance reduction. I see this most in the Leadership powers in your current build, as the IO sets in the Rad toggles are covering them reasonably well (except for EF).


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

On my Rad users I usually take the irradiate/choking cloud combo. This works well if you can take the heat, stand next to your radiation infection tohit debuff anchor and blast away. Neutrino bolt because of quick recharge warrants one or two procs. Achilles heal is one, if you can afford it. If you can afford the second Achilles, put it in irradiate.

Taking vengeance is more important than mutation. On my second *PUG team build*
I take vengeance, fallout, and mutation to really abuse the debt factor. If you want to really get their attention, take recall friend and hit fallout when it recharges again. Tell them mutation is bugged.

I took teleportation on my rad so I could tp INTO a group and fire off EM Pulse. Surprise! With choking cloud already toggled up, you hold a lot of bad guys. Click off a heal, then RI the closet target.

Rad/rad is my most solo capable defender since Issue 1.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Thanks for all the input guys, appreciate that. Well after taking it
all in this is what I came up with. Again feel free to tear it up but
I think I have most of it right this time I also didnt worry about
the totals like I did on my melee toons.

Thanks again and have a good one.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx:50(3), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Rchg:50(5)

Level 1: Neutrino Bolt -- LdyGrey-DefDeb:21(A), LdyGrey-DefDeb/EndRdx:50(7), LdyGrey-DefDeb/Rchg:50(7), LdyGrey-DefDeb/Rchg/EndRdx:50(9), Achilles-ResDeb%:20(9)

Level 2: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11), P'Shift-End%:50(48)

Level 4: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(13), DarkWD-ToHitDeb/EndRdx:50(13), DarkWD-ToHitdeb/Rchg/EndRdx:50(15), Achilles-DefDeb:20(15), Achilles-ResDeb%:20(48)

Level 6: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(17)

Level 8: Swift -- Run-I:50(A)

Level 10: Irradiate -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/Rchg:50(17), LdyGrey-DefDeb/EndRdx:50(19), LdyGrey-DefDeb/Rchg/EndRdx:50(19), Achilles-ResDeb%:20(21)

Level 12: Lingering Radiation -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Rng/Slow:50(21), P'ngTtl--Rchg%:50(23), TmpRdns-Acc/Slow:50(23), TmpRdns-Rng/Slow:50(25), TmpRdns-EndRdx/Rchg/Slow:50(50)

Level 14: Fly -- Flight-I:50(A)

Level 16: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(25)

Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Numna-Heal/Rchg:50(27), Numna-Regen/Rcvry+:50(29)

Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31)

Level 22: Choking Cloud -- Lock-Acc/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(31), Lock-%Hold:50(33), G'Wdw-Acc/Hold/Rchg:50(33), G'Wdw-EndRdx/Hold:50(33), G'Wdw-Hold/Rng:50(46)

Level 24: Electron Haze -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34), Posi-Dmg/Rng:50(34), Posi-Dam%:50(36)

Level 26: Assault -- EndRdx-I:50(A)

Level 28: Cosmic Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(37), Decim-Build%:40(37)

Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(37), GSFC-ToHit/Rchg:50(39), GSFC-Build%:50(39)

Level 32: EM Pulse -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-End%:50(40), Lock-Acc/Hold:50(40), Lock-Rchg/Hold:50(40), Lock-%Hold:50(46)

Level 35: Neutron Bomb -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/EndRdx:50(42), LdyGrey-DefDeb/Rchg:50(42), LdyGrey-DefDeb/Rchg/EndRdx:50(42), Achilles-ResDeb%:20(43)

Level 38: Vengeance -- Heal-I:50(A), DefBuff-I:50(43)

Level 41: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(46)

Level 44: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), S'fstPrt-ResDam/Def+:30(50)

Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)

Level 49: Mutation -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.81% Defense(Energy)
  • 5.81% Defense(Negative)
  • 3% Defense(Psionic)
  • 3.63% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(JumpHeight)
  • 4% Enhancement(RunSpeed)
  • 4% Enhancement(FlySpeed)
  • 5% Enhancement(Held)
  • 9% Enhancement(Accuracy)
  • 22.5% Enhancement(RechargeTime)
  • 4% Enhancement(JumpSpeed)
  • 10% Enhancement(Heal)
  • 15% FlySpeed
  • 167.9 HP (16.5%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 3.85%
  • MezResist(Sleep) 2.75%
  • MezResist(Terrorized) 2.2%
  • 14% (0.23 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 20% RunSpeed



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Posted

Hasten disappeared on the second build...Heresy is that! Get him! *Linches*


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.