Grav/kin


Chrome_Family

 

Posted

Is this a good build?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

abethany: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Lift -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(9)
Level 1: Transfusion -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(31), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/EndRdx/Rchg(31), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/Heal(36)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Crush -- TotHntr-Dam%(A), TotHntr-Immob/Acc(36), TotHntr-Acc/EndRdx(36), TotHntr-Acc/Immob/Rchg(37), TotHntr-EndRdx/Immob(37), TotHntr-Acc/Rchg(37)
Level 6: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 12: Siphon Speed -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/Slow(39), CtlSpd-Dmg/Slow(39), CtlSpd-Acc/EndRdx(39), CtlSpd-Rng/Slow(40)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(15), Frbd-Stlth(21)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(21)
Level 18: Gravity Distortion -- G'Wdw-Dam%(A), G'Wdw-Acc/Hold/Rchg(25), G'Wdw-Acc/Rchg(27), G'Wdw-EndRdx/Hold(27), G'Wdw-Acc/EndRdx(29), G'Wdw-Hold/Rng(29)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(43)
Level 24: Crushing Field -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg(42)
Level 26: Wormhole -- RechRdx-I(A)
Level 28: Inertial Reduction -- Zephyr-ResKB(A)
Level 30: Recall Friend -- Range-I(A)
Level 32: Singularity -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(43), Efficacy-EndMod/Rchg(43)
Level 38: Fulcrum Shift -- HO:Membr(A)
Level 41: Fissure -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- Mako-Dam%(A), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Dmg/EndRdx(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg(50)
Level 49: Earth's Embrace -- Aegis-Psi/Status(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



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Posted

hmmm

You're kind of all over the place here. It's hard to tell what you're going for, bonus-wise. You have decent s/l defense, and great recovery... but you've kinda gimped yourself in the process, too. No AoE hold? TWO travel powers? SIX slots in health?! (though i see why you did that, still, feels like a waste...) No end recovery in SB (ps, the proc you put in there only goes off if you activate the power, so you'll have to sb-bot your Singy to keep the bonus up)? These are unorthidox choices, to say the least.

The membrane is a waste in Fulcrum shift, because it's only enhancing one aspect (recharge).

I played around with your build a bit... if you swap out Wormhole, hover, and fly, you can squeeze in the Fighting pool and get a bunch more defense that way. I'd suggest starting from the top, because i tried to re-arrange your slots and i ended up dismantling half the build trying to get teh slots where i wanted them..

In any case, it would be easiest to try to slot for smashing/lethal defense; most attacks have an s/l component and if you can get to 45% (i got you to about 38 before Mids crashed >_>), you'll be golden.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

I'd say, "No, it needs some work." A few key questions -- how do you expect to play this character? Solo or teamed or mixed? Kinetics tends to lend itself to a melee playstyle, so I assume you will be up front with the melee guys if teamed.

Take a look at the order of your power choices: Unslotted Lift does 24.5 damage with knockup. Crush does 30.6 and immobilizes. Gravity Distortion does 33.6 with HOLD. Propel does 59.9 with occational knockback, but a long animation. It seems to me that Crush should be taken over Lift and slotted for damage. Same with GD. Now, if you expect to solo mostly, then Propel is great, but if you expect to team mostly, then Lift is probably more useful than Propel. You don't really need both Propel and Lift. I would certainly take Grav. Dist. Field, your AoE Hold, over one of those. So, I suggest go with Crush, GD, Siphon Power and then either Propel or Lift at 6.

If you expect to be in melee, Air Superiority may be better than Hover. That knockdown can be very useful.

Siphon Speed needs Accuracy and Recharge -- the slow is a very minor aspect of the power.

You have Fly, so you don't really need IR. If you want a mule for a Knockback protection IO, take Increase Density and put a Steadfast in it -- much cheaper than a Zephyr, and ID is very useful on teams. If you expect to only solo, then IR, or even Repel might be an option -- Repel is the only strong defensive power in the Kinetics set, and you can play badmitton with your Singy using a minion.

Six slotting Health and Stamina is a big waste of slots on a character that has a Transfusion and Transference. You don't really need those expensive procs from Numina, Miracle, Regen Tissue or Performance Shifter.

Wormhole is a key signature power -- That's where you want to put your Six Slots -- Accuracy, Recharge, Stun and a little Range. To me, Wormhole is one of the main reasons to have a Grav Controller. If you aren't going to fully slot it, then skip it ... but then why did you pick Grav? With Wormhole, you can grab foes and put them right in front of you stunned and Immobilized (with Crushing Field), so that you can use all your Kinetics Siphon powers in relative safety.

Transference should have a full set of 6 Efficiency Adaptors. Fulcrum Shift should have 2 Acc, 3 Rech. That Membrane you have in FS is wasted.

You don't really need Earth's Embrace in a character with a Transfusion. And Hasten would provide you with more benefit than Recall Friend, even on a team build.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I was going for mix team, and soloing. I made this toon back before IOs, and I am not any good at mids yet. That is why I was asking for advise.


 

Posted

OKay here is what I came up for you LSK.. (since I know how you play)

44.3% defense to Smashing/Lethal
40.6% defense to energy/negative
31.8% defense to Psionic
33.1% defense to fire/cold

Ranged defense of 23.1%

+recharge of 25% I know having Earths embrace is good in the event you miss transfusion and don't have insperations its a good OH CRAP power not to mention the +HP comes in handy. In any event here is the build its pretty solid for PvE.

I did find no need for hurl boulder since all the grav powers do -fly and propel animation is long enough lol in any event here is the build.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
abethany by chrome: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/EndRdx/Rchg(9), Theft-Acc/Heal(15), Theft-Acc/EndRdx/Heal(37)
Level 2: Gravity Distortion -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(5), NrncSD-Hold/Rng(9), NrncSD-Acc/Hold/Rchg(31), NrncSD-Dam%(31)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(11), CtlSpd-Rng/Slow(11), CtlSpd-EndRdx/Rchg/Slow(19), Acc-I(29)
Level 12: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(13), Krma-ResKB(25)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(15)
Level 16: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(17), Enf'dOp-EndRdx/Immob(21), Enf'dOp-Acc/EndRdx(46)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(25), Lock-%Hold(37), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 24: Speed Boost -- EndMod-I(A)
Level 26: Wormhole -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(27), RzDz-Acc/EndRdx(27), HO:Endo(31), RzDz-EndRdx/Stun(40), RzDz-Stun/Rng(43)
Level 28: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(34), HO:Cyto(46)
Level 32: Singularity -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(34)
Level 35: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Nucle(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Rock Armor -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 15.5% Defense(Smashing)
  • 15.5% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 11.8% Defense(Energy)
  • 11.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 16.8% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 6% Enhancement(Immobilize)
  • 2% Enhancement(Stun)
  • 2% Enhancement(RunSpeed)
  • 2% Enhancement(FlySpeed)
  • 2% Enhancement(JumpHeight)
  • 25% Enhancement(RechargeTime)
  • 4.5% Enhancement(Held)
  • 32% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 2% Enhancement(JumpSpeed)
  • 9% FlySpeed
  • 91.6 HP (9%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 6.05%
  • MezResist(Terrorized) 2.2%
  • 10.5% (0.18 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 1.89% Resistance(Smashing)
  • 1.89% Resistance(Lethal)
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 9% RunSpeed
------------
Set Bonuses:
Enfeebled Operation
(Crush)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
Touch of the Nictus
(Transfusion)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
Theft of Essence
(Transfusion)
  • 10% (0.42 HP/sec) Regeneration
Neuronic Shutdown
(Gravity Distortion)
  • MezResist(Immobilize) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Thunderstrike
(Propel)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Curtail Speed
(Siphon Speed)
  • MezResist(Immobilize) 1.1%
  • 2% Enhancement(Slow)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Blessing of the Zephyr
(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
Karma
(Combat Jumping)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
Enfeebled Operation
(Crushing Field)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
Lockdown
(Gravity Distortion Field)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Razzle Dazzle
(Wormhole)
  • 2% (0.03 End/sec) Recovery
  • 15.3 HP (1.5%) HitPoints
  • 2% Enhancement(Stun)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Steadfast Protection
(Increase Density)
  • 3% Defense(All)
Call to Arms
(Singularity)
  • 2.5% (0.04 End/sec) Recovery
  • 15.3 HP (1.5%) HitPoints
  • 6.25% Enhancement(RechargeTime)
  • 1.89% Resistance(Smashing,Lethal)
Efficacy Adaptor
(Transference)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Performance Shifter
(Transference)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Positron's Blast
(Fissure)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Kinetic Combat
(Seismic Smash)
  • MezResist(Immobilize) 2.75%
  • 15.3 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Doctored Wounds
(Earth's Embrace)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)

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