Illusion/Thermal Build


Local_Man

 

Posted

I created an Illusion/Thermal build, but was wondering if there was something that I was particularly missing. Power selection wise, I think I'm golden. I mean, Venge's +damage, then Power of the Phoenix... om nom nom.

I was attempting to use as little purples as possible while still yielding the same results (see near perma Hasten/PA with Psi Tornado +Rech proc sprinkled to maybe make perma). I mean, if I wanted to get right at perma, I could toss AoE purple in Psi Tornado, Stun in rez, and hold in Blind, but I don't want to spend an arm and a leg to be honest.

Any thoughts appreciated.


Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Reality Reassembler v4: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Thermal Radiation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(31)
Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
Level 4: Thermal Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(5)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), RechRdx-I(11)
Level 10: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11)
Level 12: Superior Invisibility -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Recall Friend -- Winter-ResSlow(A)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(19), S'bndAl-Acc/Rchg(19), S'bndAl-Dmg/EndRdx(37), RechRdx-I(39)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Power of the Phoenix -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(43), LkGmblr-Rchg+(45)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/Fear/Rchg(27), Abys-Fear/Rng(34), Abys-Dam%(34)
Level 28: Forge -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(34)
Level 30: Assault -- EndRdx-I(A)
Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Melt Armor -- AnWeak-Acc/Rchg(A), Achilles-ResDeb%(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(42)
Level 41: Indomitable Will -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(45)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Vengeance -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

The one thing that jumps out is the lack of Spectral Wounds . . . I would never, ever build an Illusion Controller without my main source of damage. I take Blind at 1, SW at 2 and Deceive at 4. You are missing out on one of the main strengths of an Illusion Controller without Spectral Wounds.

Phantom Army: Try 4 Expediant Reinforcement (all but Dam/End and the Resistance proc), plus Dam/Rech and Chance for Build Up from Soulbound. That slotting caps Damage and Recharge with good Accuracy.

Phantasm: get an extra slot in there for an Acc/Dam Hami-O to cap out the damage.

Hasten: The 4th Recharge is wasted.

Power of the Phoenix: That's a lot of slots for a situational power. Unless you have a teammate who likes to sacrifice himself to be a body bomb, you should not have enough deaths to merit that many slots in a power you rarely use.


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

Quote:
Originally Posted by Local_Man View Post
The one thing that jumps out is the lack of Spectral Wounds . . . I would never, ever build an Illusion Controller without my main source of damage. I take Blind at 1, SW at 2 and Deceive at 4. You are missing out on one of the main strengths of an Illusion Controller without Spectral Wounds.
My main problem with this was a lack of wanting to get rid of any of the powers that I already have.

Quote:
Phantom Army: Try 4 Expediant Reinforcement (all but Dam/End and the Resistance proc), plus Dam/Rech and Chance for Build Up from Soulbound. That slotting caps Damage and Recharge with good Accuracy.
Interesting, it actually ends up being a bit better recharge (by a whole .3) with better damage. Even without the build up proc, that's a very viable thing to do. Thanks.

Quote:
Phantasm: get an extra slot in there for an Acc/Dam Hami-O to cap out the damage.
I'll look into this.

Quote:
Hasten: The 4th Recharge is wasted.
Yeah, I was running into a "I want it faster recharge, but there's not much else adding a slot would help in this. I figured 2 seconds lost would be better than just a slot thrown away completely.

Quote:
Power of the Phoenix: That's a lot of slots for a situational power. Unless you have a teammate who likes to sacrifice himself to be a body bomb, you should not have enough deaths to merit that many slots in a power you rarely use.
It's just as situational as Venge, but this way it's offering a set accuracy, recharge, and a hella nuke after using Venge (over 850 damage!) Plus, it'd be a viable tactic for speed runs to nuke a final boss room, then everyone has Venge and the venge bait is actually invulnerable for a while we mop up the rest of the room leaving (ideally) only the AV.

Mostly it's the reason for feeling justified taking Venge as it'll do tons of damage if/when someone dies, regardless of if it's planned. And if the person doesn't die in a mob? I got recall friend for that.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
My main problem with this was a lack of wanting to get rid of any of the powers that I already have.
I would take Spectral Wounds over most other powers. The net damage from Blind-SW (with containment) really adds up . . . Once you throw out your controls, you can stay at range and blast away. Once you get to the APP levels (41+), you can pick up one of the blast powers from the APP sets to have a great attack chain of Blind-SW-Blast-SW to take individual foes down pretty quickly. One chain will often take down a minion . . . freeing your PA and Phanty to focus on the tougher foes.

(My Illusion/Radiation guide has a discussion about how to take advantage of Spectral Damage.)

Quote:
Interesting, it actually ends up being a bit better recharge (by a whole .3) with better damage. Even without the build up proc, that's a very viable thing to do. Thanks.
The Chance for Build-up proc has a chance to proc for each attack by any of the three Phantom Army guys, and then the Build Up effect applies to all three and Phanty. It is one of the few ways you can buff PA's damage.

Quote:
It's just as situational as Venge, but this way it's offering a set accuracy, recharge, and a hella nuke after using Venge (over 850 damage!) Plus, it'd be a viable tactic for speed runs to nuke a final boss room, then everyone has Venge and the venge bait is actually invulnerable for a while we mop up the rest of the room leaving (ideally) only the AV.

Mostly it's the reason for feeling justified taking Venge as it'll do tons of damage if/when someone dies, regardless of if it's planned. And if the person doesn't die in a mob? I got recall friend for that.
It is pretty much the same concept as using Radiation's Fallout, Vengence and Mutation. A few people like it as a strategy -- but it really depends on your teammates. If you have a regular group of teammates and communicate well (using some kind of voice chat, for example), then the Suicide Blast concept can be quite effective and very funny -- not exactly an every-group kind of strategy, but it can work for really tough foes. But I find that for normal play, most players don't have the patience to wait around while you set up their dead body as a bomb -- they want to rez and get back into the fight.

Personally, I'd rather have something that works all the time rather than once in a while. In the long term, Spectral Wounds and a single target blast will add up to a lot more damage than your Rise of the Phoenix/Vengence combo. But those times that you use that combo, it will be effective.


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

Quote:
Originally Posted by Local_Man View Post
I would take Spectral Wounds over most other powers. The net damage from Blind-SW (with containment) really adds up . . . Once you throw out your controls, you can stay at range and blast away. Once you get to the APP levels (41+), you can pick up one of the blast powers from the APP sets to have a great attack chain of Blind-SW-Blast-SW to take individual foes down pretty quickly. One chain will often take down a minion . . . freeing your PA and Phanty to focus on the tougher foes.

(My Illusion/Radiation guide has a discussion about how to take advantage of Spectral Damage.)
The problem with that attack chain is two fold for how the character currently feels strapped for time between Forge, Psionic Tornado, debuffing, and tossing my control/pets about. The second being that I wasn't planning on taking a ST attack (Spectral Wounds would be my other ST attack), thus making my attack chain Blind-SW-Psi Tornado (all 2.5 second animation)-SW.

Quote:
The Chance for Build-up proc has a chance to proc for each attack by any of the three Phantom Army guys, and then the Build Up effect applies to all three and Phanty. It is one of the few ways you can buff PA's damage.
I wasn't aware of this, and that sounds amazing. Duly noted and I'll work it in somehow.

Quote:
It is pretty much the same concept as using Radiation's Fallout, Vengence and Mutation. A few people like it as a strategy -- but it really depends on your teammates. If you have a regular group of teammates and communicate well (using some kind of voice chat, for example), then the Suicide Blast concept can be quite effective and very funny -- not exactly an every-group kind of strategy, but it can work for really tough foes. But I find that for normal play, most players don't have the patience to wait around while you set up their dead body as a bomb -- they want to rez and get back into the fight.

Personally, I'd rather have something that works all the time rather than once in a while. In the long term, Spectral Wounds and a single target blast will add up to a lot more damage than your Rise of the Phoenix/Vengence combo. But those times that you use that combo, it will be effective.
I could just take out Venge for spectral wounds, apply the slotting from the rez to SW and then give the extra slot from the now rez to 1 slotted End or Dmg/End and just lose a LotG 7.5. Though admittedly I don't know how important that LotG would be when considered I just put a 6.25% set bonus into PA. Would 1.25% *really* give me that much?


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

It is a matter of choices. Psi Tornado is OK . . . but I wouldn't build major strategy around it. And I explain in my Ill/Rad guide why I prefer NOT to use the Psi APP set . . . by using a different damage type, you have a better way to handle psi-resistant foes, like Robots. I picked Fire because (a) it is a different, rarely resisted damage type and not resisted by foes who resist Psi, (b) it is the highest damage blast, (c) I really didn't need Imdomidible Will because the PA are taking the aggro so I'm rarely mezzed, (d) Fire Blast and Fire Ball are mostly up-front damage, letting me take advantage of spectral damage, (e) Fire Blast is fast, letting it fit into the Blind-SW-Blast-SW chain perfectly. Ice works, too, with slightly less damage, but the AoE damage attack is DoT.

It somewhat depends on your playstyle. I tend to hang back, staying out of melee and letting PA and Phanty's decoy take the aggro. I only use the AoE damage attack when my PA or a teammate have the aggro of the group. With Invisibility and concentrating on taking out single targets, other foes usually don't notice me, and when they do, Deceive gets them to change their mind. I can blast and control from range with little danger to myself. That is how I play my Ill/Rads and my Ill/TA . . . Ill/Storm is a little more aggressive. Ill/Kin is substantially different, of course, and uses Fisure for his APP attack. Ill/Therm is more active buffing, but the same ranged playstyle should work most of the time.

Of course, that doesn't mean that you need to adapt my playstyle . . .


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

True, but it's always good to get different perspective on things.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by Local_Man View Post
The one thing that jumps out is the lack of Spectral Wounds . . . I would never, ever build an Illusion Controller without my main source of damage. I take Blind at 1, SW at 2 and Deceive at 4. You are missing out on one of the main strengths of an Illusion Controller without Spectral Wounds.
Why are you so obsessed with small amounts of single target damage attacks? Ill/therm powers are AOEcentric - why waste the time on doing at most 200hp STattacks?


 

Posted

Quote:
Originally Posted by Maxwell View Post
Why are you so obsessed with small amounts of single target damage attacks? Ill/therm powers are AOEcentric - why waste the time on doing at most 200hp STattacks?
Because when it comes to illusion and a lack of regular aoe containment setup, single target attacks are your main source for significant damage.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I just posted in another thread about this but here's a version of the Ill/Therm build I posted there. This is actually somewhat tweaked versus that one, with some corrections to slotting in a few places. I'm not sure if this actually has perma Phantoms or not, but it does have PFF to hide in if they should go down.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Spectral Rainbow NO PURP: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(13), Dmg-I(13)
Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(7), CoPers-Conf%(9)
Level 4: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(31), Apoc-Dam%(34)
Level 6: Thermal Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(36), ImpSkn-Status(37)
Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(29)
Level 10: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(40)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Recall Friend -- Zephyr-ResKB(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), RechRdx-I(21), S'bndAl-Build%(23)
Level 20: Thaw -- ImpSkn-ResDam/EndRdx(A)
Level 22: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(27)
Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(46), Abys-Fear/Rng(46)
Level 28: Forge -- Rec'dRet-Pcptn(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
Level 35: Heat Exhaustion -- RechRdx-I(A), Acc-I(36), RechRdx-I(36)
Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Disruptor Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(50), RedFtn-Def(50)
Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 2.25% Max End
  • 2.75% Enhancement(Terrorized)
  • 4% Enhancement(Confused)
  • 39% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 135% Enhancement(RechargeTime)
  • 91.6 HP (9%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 20%
  • MezResist(Held) 20%
  • MezResist(Immobilize) 25%
  • MezResist(Sleep) 24.4%
  • MezResist(Stun) 22.2%
  • MezResist(Terrorized) 24.4%
  • 20% Perception
  • 14% (0.23 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 4% XPDebtProtection



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1439;714;1428;HEX;|
|78DA9D94594F13611486BF29ADB50BB48065E90265B32C3240DCF5C2441625526C2|
|A7A25D4A10C303ACCD4E910F5CE3B35F1DE2DC4252EBF81F8235C62D444D43B6FDD|
|7E403DCBD762E29D93F67D664EDFEF9D73A6FD9ABD3A1116E2FA31A144C74DAD5C2|
|E8CDB96EBD8A6A93BBEACB66214DBCE94F4A2EB68663AAF19D6A27D253D7B3A9D3B|
|9BCFF985103DDBEEEA4275DA34D7CB866D550B5D7F798EAF2F2FAB73ABBAB3A6998|
|5BCB664682E381BA72D28E996AB564F82391B92E0CEFA52139DCEE9A65EB21D97FC|
|212A4D99C6CAAA1BA6F3195D2B19D64A62B26414D5097BCDB034D7760A59ADA8839|
|45DDDB9D606ED0EC0FB9122E451F189771E2152C2F381107CCFF84808A7C0325685|
|B1BDCA2B720A963CA708C919424796314B780CAA48BB32EFC19277815120ECB840D|
|8A9111E82B74EDAEB86D9A0B26184D0314AE81A235C04BB4FDA7DED0A76DB156724|
|083D49426F8A7009D42FED7E6E3ACA4D47B9E938379DE4B94CD080B40738BD97D37|
|B393DC3E9194E7F0A1A62BB08C528A11BEE564FE35794FA217A7E0D8C3EF82422CD|
|912D1AE619181BE5F7D1F89D4A4DBF18BF09BB7E3238A1659CAE2C58D52C839AB9C|
|927A031D9776C825C2D9384B629C60942FC242100ADB4CA265BB9EFC128E13968BB|
|0C6AFF44A5CC161B3E1386BF32BE106CD0846C25B1E1C1BE5A203BC5D922C5D92F4|
|03BD955D7C913A579CC348F99FE412881AF9B7D9E6E1EB927CEE0ABCB60E893417D|
|6F69CDEE578CD78C37841BF083EA9753F4DF0164C4C05DC63DC67DC2E003C22DB00|
|F49FBD05E4AD8B38FB19F7180307C907013EC2A4FE85379C2912023CC0811C6228C|
|06C237F8AB19958F6A945725BDB58D052F38C4CC3F959CB7B69B844295D4B6A7128|
|8D636CFFF1E9BE16A5C201F049D43C9A19C43398F328FB280A2A12CA214512A2F6B|
|AB2387B0AFC32847508EA2C4A03F711B9D7EDC272194304A3D4A034A04258AD28C1|
|247D940A9FC01167F0A94|
|-------------------------------------------------------------------|