Ninja/Time/Mace Mastermind


GavinRuneblade

 

Posted

Here's my "latest" iteration of a Ninja/Time build. One of the more notable features in this build is ... the lack of Hasten. I originally had Hasten in the build, but eventually realized that I was basically only using it to get the recharge time of Chrono Shift down to almost 90 seconds ... and pretty much really nothing else ... except for (maybe) Temporal Selection. Slowed Response was the only other "major" beneficiary of Hasten, and even then, the gain wasn't all that great. Ultimately it came down to a design difference between Hasten and Assault ... and I figured I'd be better off with Assault (go figure).

For those players who simply cannot survive without their Hasten fix <em patpatpatpatpat!> this build isn't *so tight* that it can't be modified without major disruption of interconnected parts. One of the most obvious places to cannibalize both a power and enhancement slots would be Snap Shot (level 24 pick), for anyone who eschews Mastermind Personal Attacks.

For anyone else who doesn't find the loss of Hasten to be "too much of a sacrifice" ... this build plan is very heavy on buffs, debuffs, healing, regeneration, recovery and controls in order to keep the Ninjas *alive* so that they can actually dish out their "awesome damage" when they aren't shredded like rice paper in a gentle breeze.

Without including the effects of Power Boost ... Farsight yields +14.29% Defense. Un-Boosted Maneuvers adds another +4.13% Defense. Ninjas have 7% Defense natively, and the +5% Defense IO Proc is slotted in Genin, so that's always on, for an extra +12% (and the Jounin are a few points better than this).

14.29 + 4.13 + 7 + 5 = +30.42% Defense vs all

Time's Juncture has an un-Boosted yield of -14.33% To-hit Debuff. Unfortunately, this *is* modified in effectiveness by AV Resistances as well as Purple Patch level differences. The important thing though is that, setting aside +/- Level adjustments, the combination of Defense Auras and Time's Juncture vs a +0 Foe yields an aggregate reduction of -44.75% chance to hit the Ninjas within a 25ft PBAoE around the Mastermind ... which is close enough to the softcap for Resistance Work. And that's not including the effects of Power Boost, which is included as "insurance" against being hit for the Ninjas. This also means that as a "Ninja Driver" Mastermind your best positioning is going to be "in the thick of things" rather than hanging about the periphery "directing traffic from afar" as far as positioning goes.

The Teleportation Pool was chosen for both the ability to Abduct Single Targets when soloing (and not steamrolling), as well as Team Teleport for coherent positioning of yourself (and teammates) when employing "SURPRISE!" tactics to begin engagements.

This build is also going to be (relatively) cheap to build, due to using only a single Purple IO (the Pet Set Build Up Proc) and a mere 7 HOs, which can be combined up to 50+2 power through the Combine Enhancements window (so a minimum buy of 21 HOs if going all the way with that).

One thing which I *do* like about this particular build is that it isn't a "One Trick Pony" as far as survival goes. This build has a lot of utility to it, thanks to the heavy emphasis on CONTROLS as well as Buffing and Debuffing (both movement and recharge!), and the synergies that can be achieved by combining all of those things, while leaving the Ninjas "free" to unleash their damage. Also, thanks to Temporal Mending, use of Bodyguard Mode is advantageously rewarded, since this power heals in parallel, rather than in series, which strongly advocates for use of Bodyguard Mode damage mitigation whenever practical. This then combines Defense, To-hit Debuffing and Healing/Regeneration in ways that synergizes in a way where the whole is much greater than the sum of the parts.

Anyway ... enough chatter ... more build plan ... which I'm posting in long format simply for those people who don't have Mids' handy at the moment.



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Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Ku no Ichi: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin

  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (5) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (7) Endurance Reduction IO: Level 50
  • (11) Edict of the Master - Defense Bonus: Level 15
  • (48) Soulbound Allegiance - Chance for Build Up: Level 50
Level 1: Time Crawl
  • (A) Accuracy IO: Level 50
Level 2: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance: Level 31
  • (7) Doctored Wounds - Heal/Recharge: Level 31
  • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
  • (9) Doctored Wounds - Heal: Level 31
  • (11) Doctored Wounds - Recharge: Level 31
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
  • (25) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
  • (33) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
Level 6: Train Ninjas
  • (A) Endurance Reduction IO: Level 50
Level 8: Teleport Foe
  • (A) Accuracy IO: Level 50
Level 10: Temporal Selection
  • (A) Doctored Wounds - Endurance/Recharge: Level 31
  • (43) Doctored Wounds - Heal/Recharge: Level 31
  • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
  • (43) Doctored Wounds - Heal: Level 31
  • (45) Doctored Wounds - Recharge: Level 31
Level 12: Call Jounin
  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (13) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (15) Endurance Reduction IO: Level 50
  • (15) Achilles' Heel - Chance for Res Debuff: Level 10
  • (19) Touch of Lady Grey - Chance for Negative Damage: Level 21
Level 14: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 16: Distortion Field
  • (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
  • (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
  • (17) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
  • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30
Level 18: Smoke Flash
  • (A) Endurance Reduction IO: Level 50
  • (19) Endurance Reduction IO: Level 50
Level 20: Time Stop
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
  • (37) Basilisk's Gaze - Accuracy/Recharge: Level 27
  • (40) Basilisk's Gaze - Recharge/Hold: Level 27
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
  • (42) Lockdown - Chance for +2 Mag Hold: Level 30
Level 22: Team Teleport
  • (A) Jaunt - Endurance/Range: Level 50
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 24: Snap Shot
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (48) Entropic Chaos - Damage/Endurance: Level 27
  • (50) Entropic Chaos - Damage/Recharge: Level 27
  • (50) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (50) Entropic Chaos - Chance of Heal Self: Level 20
Level 26: Oni
  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (27) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (27) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (29) Endurance Reduction IO: Level 50
  • (31) Sovereign Right - Resistance Bonus: Level 25
Level 28: Farsight
  • (A) Red Fortune - Defense/Recharge: Level 27
  • (34) Red Fortune - Endurance/Recharge: Level 27
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 27
  • (33) Red Fortune - Defense: Level 27
  • (34) Red Fortune - Endurance: Level 27
  • (34) Luck of the Gambler - Recharge Speed: Level 25
Level 30: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 28
  • (45) Red Fortune - Defense/Recharge: Level 28
  • (46) Red Fortune - Defense/Endurance/Recharge: Level 28
  • (46) Red Fortune - Defense: Level 28
  • (46) Red Fortune - Endurance: Level 28
  • (48) Luck of the Gambler - Recharge Speed: Level 25
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO: Level 50
Level 35: Slowed Response
  • (A) Shield Breaker - Defense Debuff: Level 30
  • (36) Shield Breaker - Accuracy/Defense Debuff: Level 30
  • (36) Shield Breaker - Accuracy/Recharge: Level 30
  • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
  • (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
  • (37) Achilles' Heel - Chance for Res Debuff: Level 10
Level 38: Chrono Shift
  • (A) Efficacy Adaptor - EndMod: Level 36
  • (39) Efficacy Adaptor - EndMod/Recharge: Level 36
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
  • (39) Miracle - Heal/Recharge: Level 36
  • (40) Miracle - Heal/Endurance/Recharge: Level 36
  • (40) Miracle - Heal: Level 36
Level 41: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Endurance: Level 50
Level 44: Power Boost
  • (A) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
Level 47: Stealth
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Assault
  • (A) Endurance Reduction IO: Level 50
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Reactive Radial Flawless Interface
Level 50: Musculature Core Paragon

------------

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 1: Supremacy
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
  • (3) Numina's Convalescence - Heal: Level 31
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50
------------

Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 5% Defense
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.25% Max End
  • 11% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 61.25% Enhancement(RechargeTime)
  • 36.14 HP (4.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 10.25%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 11.9%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 11.9%
  • 11% (0.18 End/sec) Recovery
  • 22% (0.74 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 15.04% Resistance(Fire)
  • 15.04% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
------------

Set Bonuses:

Edict of the Master
(Call Genin)
  • 5% Defense
Doctored Wounds
(Temporal Mending)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Dark Watcher's Despair
(Time's Juncture)
  • 12.05 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Doctored Wounds
(Temporal Selection)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Recall Friend)
  • Knockback (Mag -4), Knockup (Mag -4)
Basilisk's Gaze
(Time Stop)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
  • Status Resistance 5%
Entropic Chaos
(Snap Shot)
  • 10% (0.33 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Sovereign Right
(Oni)
  • 10% Resistance(All)
Red Fortune
(Farsight)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Farsight)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Shield Breaker
(Slowed Response)
  • 2.5% (0.04 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
Efficacy Adaptor
(Chrono Shift)
  • 9.04 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Miracle
(Chrono Shift)
  • 2.5% (0.04 End/sec) Recovery
  • 15.06 HP (1.88%) HitPoints
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.4 HP/sec) Regeneration

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It's the end. But the moment has been prepared for ...

 

Posted

I took hasten out of my ds/time build (lvl33 atm). It just didn't seem necessary and Time is clickey enough as it is.


 

Posted

Red: That's a damn sexy build.

Regarding the slotting for farsight, I remember some discussion of slotting 2 enzyme HOs along with the LotG recharge IO in beta. You lose the red enzyme recharge bonus but gain 2 slots, capped defense, and generous tohit to boot. I don't remember the result of that discussion though.

Overall though your slotting looks good. Real good. The 5th dark watcher's in time's juncture as well as the 5th basilisk in time stop patent Getting you much in the way of set goodies. You could make the build cheaper by downshifting to the yellow set. , or free up more slots for other use. Not on my computer right now so I can't really tinker.


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

Quote:
Originally Posted by Nyghtmaire View Post
Red: That's a damn sexy build.


Really?

Now I'm curious as to what (exactly) makes you say that. I'm personally thinking it's "adequate" as opposed to being "awesome" ... or even beyond that ... "sexy" ... as you say.

Quote:
Originally Posted by Nyghtmaire View Post
Regarding the slotting for farsight, I remember some discussion of slotting 2 enzyme HOs along with the LotG recharge IO in beta. You lose the red enzyme recharge bonus but gain 2 slots, capped defense, and generous tohit to boot.
While that's one way to get yourself both +Def and +ToHit enhancement, it does nothing for +Recharge Reduction, which considering that the power is Click with a base recharge that is double the duration, would seem to be a very important consideration. Also, the +ToHit gain from Farsight is comparable to the yield of Tactics ... meaning that Farsight can "substitute" if needed for Tactics where Pet Buffing is concerned (albeit on a 90 second Click, rather than a Toggle). That means that in order to get the +Def and +Recharge I'm looking for from this power, I'd need to be spending at least 4 slots on HO+HO+LotG+common recharge IO ... and for "comfort" would ideally be adding a second common recharge IO to keep the power Perma at the maximum range of possible levels (ie. 23-50). At that point, the only difference between 5-slotting Red Fortune and 1 LotG Proc vs the HO route you describe is really just 1 ... maybe 2 slots ... and extra buffing of the ToHit Bonus via the HO route. Given that sort of comparison, I'm "happier" going with the Red Fortune set, rather than frankenslotting with HOs.

Quote:
Originally Posted by Nyghtmaire View Post
Overall though your slotting looks good. Real good. The 5th dark watcher's in time's juncture as well as the 5th basilisk in time stop patent Getting you much in the way of set goodies. You could make the build cheaper by downshifting to the yellow set. , or free up more slots for other use. Not on my computer right now so I can't really tinker.
The 5th slot in Time's Juncture isn't there for the set bonus (+damage, which can only be used by Snap Shot!) ... it's there purely for the -Recharge Debuff. It gives me even MORE coverage for recharge debuffing, making it easier/more likely to keep hostiles crashed (hard!) into the recharge debuff cap ... which then protects my Ninjas (and me) from taking incoming damage. In this particular case, dropping one of the *other* enhancements so as to fit the Proc into a 4-slotting arrangement "cost" too much in ToHit Debuff for my tastes ... hence the 5th slot purely for the Proc.

Likewise, the 5th Basilisk Gaze in Time Stop isn't really there for the set bonus (per se) but simply because there isn't much else that would be (that much) better in the place of one of the Basilisk pieces. And switching to a 4/2 mix slotting of Basilisk/Lockdown would only swap out the 5% Status Resistance in favor of a +3% Damage Buff ... which once again would only be useful with Snap Shot(!), which isn't a good enough swap (imho) to be worth it.


It's the end. But the moment has been prepared for ...

 

Posted

Question, it looks like the only reason you took mace was for web envelope. What makes that specific immob your choice? Especially since you only 1-slotted it?


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Correction ... the only reason I took Mace Mastery was for Power Boost to supercharge Farsight, Maneuvers and ... Time's Juncture? I think it might also somehow supercharge Slowed Response's Defense Debuff too, but I'd have to go look at that again to be sure.

Power Boost requires a pre-req power, and I had a choice of either Web Envelope or Scorpion Armor (which can take yet *another* LotG, if I was desperate for +Recharge). I decided to go with Web Envelope for the Target AoE Immobilize, and the synergies that offers with Distortion Field (stay put, my victims!), Time's Juncture (no running allowed!) and Slowed Response (say "cheese!" for me!). Also, since Ninjas are Melee Oriented Pets, if something is "stumbling away at pitiful speed" because their run speed has been crashed to the cap, Ninjas will have a "bad habit" of being "way too courteous" and NOT ATTACK for long stretches of time due to programming bugs in how Follow works with Melee Attacks. Having an AoE Immobilize, which can be self stacked (to Immobilize Bosses) so as to bring all kinds of powers to bear was just "too useful" in the grand scheme of things for how I intend to play my character.

Basically the Web Envelope provides the capstone to a "poor man's AoE Hold(ish)" capability which would not otherwise be present, and which will make it easier for *ME* to control the flow and positioning of battle to MY advantage. And for that purpose, a single slot is "enough" for Web Envelope to fulfill its intended role.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Correction ... the only reason I took Mace Mastery was for Power Boost to supercharge Farsight, Maneuvers and ... Time's Juncture? I think it might also somehow supercharge Slowed Response's Defense Debuff too, but I'd have to go look at that again to be sure.

Power Boost requires a pre-req power, and I had a choice of either Web Envelope or Scorpion Armor (which can take yet *another* LotG, if I was desperate for +Recharge). I decided to go with Web Envelope for the Target AoE Immobilize, and the synergies that offers with Distortion Field (stay put, my victims!), Time's Juncture (no running allowed!) and Slowed Response (say "cheese!" for me!). Also, since Ninjas are Melee Oriented Pets, if something is "stumbling away at pitiful speed" because their run speed has been crashed to the cap, Ninjas will have a "bad habit" of being "way too courteous" and NOT ATTACK for long stretches of time due to programming bugs in how Follow works with Melee Attacks. Having an AoE Immobilize, which can be self stacked (to Immobilize Bosses) so as to bring all kinds of powers to bear was just "too useful" in the grand scheme of things for how I intend to play my character.

Basically the Web Envelope provides the capstone to a "poor man's AoE Hold(ish)" capability which would not otherwise be present, and which will make it easier for *ME* to control the flow and positioning of battle to MY advantage. And for that purpose, a single slot is "enough" for Web Envelope to fulfill its intended role.
Thanks! I'm working on a ninja/time. The strategy tips are very handy.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Redlynne View Post


Really?

Now I'm curious as to what (exactly) makes you say that. I'm personally thinking it's "adequate" as opposed to being "awesome" ... or even beyond that ... "sexy" ... as you say.
I just appreciate a clean, efficient build that meets its goals. You set out a standard (and apparently an exemping challenge as well) and you crafted a build to meet that standard. Moreover, I've seen posts you've made in other threads (such as the illusion/time controller thread; the thread on the defender boards, and -of course- the various mastermind threads), so it is interesting to see the results of your thought process come together.

Moreover, it is very interesting to see your build's development (compare to this).

And, purple is not the new sexy.

Quote:
Originally Posted by Redlynne View Post

The 5th slot in Time's Juncture isn't there for the set bonus (+damage, which can only be used by Snap Shot!) ... it's there purely for the -Recharge Debuff. It gives me even MORE coverage for recharge debuffing, making it easier/more likely to keep hostiles crashed (hard!) into the recharge debuff cap ... which then protects my Ninjas (and me) from taking incoming damage. In this particular case, dropping one of the *other* enhancements so as to fit the Proc into a 4-slotting arrangement "cost" too much in ToHit Debuff for my tastes ... hence the 5th slot purely for the Proc.

Likewise, the 5th Basilisk Gaze in Time Stop isn't really there for the set bonus (per se) but simply because there isn't much else that would be (that much) better in the place of one of the Basilisk pieces. And switching to a 4/2 mix slotting of Basilisk/Lockdown would only swap out the 5% Status Resistance in favor of a +3% Damage Buff ... which once again would only be useful with Snap Shot(!), which isn't a good enough swap (imho) to be worth it.
What I was trying to get at in my previous post (which was done on my phone so my stomach for editing was less - apologies!) was that one of your orange recipes could be substituted for a yellow version for even more thrifty savings. I'll ignore the fact that it came in the same post where it was receommended you pick up a couple of expensive hami-O's.

So, once Essence of Curare instead of a Basilisk's Gaze in Time Stop would save an extra 15-20 million INF (maybe more) while still keeping the lockdown proc and the set bonus.

Likewise, subbing a Dampened Spirit for a single Dark Watcher in Time's Juncture could save 3-5 million INF while still keeping the set bonus and the proc.

Again, it wasn't so much a criticism nor an assumption that you were chasing a set bonus - clearly you were going after stats. Just a thought on making an already economical build a little more so.

Regarding Time Stop, I don't see much use in putting the lockdown proc in a single target hold. A 15% chance for a boss hold doesn't do much for my playstyle, and it does nothing for troublesome minions and lieutenants.


Quote:
Originally Posted by Arcanaville View Post
...[I]t would be more proper to say this game is slooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooowly dying.

 

Posted

Quote:
Originally Posted by Nyghtmaire View Post
I just appreciate a clean, efficient build that meets its goals. You set out a standard (and apparently an exemping challenge as well) and you crafted a build to meet that standard.
My main (Redlynne) is a MA/SR Scrapper ... from Issue 2. I found out, the hard way, what happens when you slot level 50 everything for max enhancement and then have to exemplar. I lost about 1/3rd of my Defenses that way, since that was the contribution I was getting from set bonuses ... which made the character "not fun" to play when exemplared. That's because DEFensive protection schemes are *VERY* susceptible and sensitive to disruptions of the DEFensive scheme behaviors, especially when riding the softcap.

To which I said "NEVER AGAIN" ... and from then on designed EVERY character build with exemplar performance in mind. That's why in my builds a lot of the invention sets use level 22/27/31 IOs, so as to allow the build to exemplar gracefully without losing all of its set bonuses through the latter portions of the game. I've found through personal experience that the "cost" in lost enhancement values are more than made up for with set bonuses being available through a much wider range of levels.

Quote:
Originally Posted by Nyghtmaire View Post
it is interesting to see the results of your thought process come together. Moreover, it is very interesting to see your build's development (compare to this).
Actually, comparing the two builds against each other as "first draft" vs "final draft" clearly shows where my thinking was leading, and how much of this I'd "worked out" to my satisfaction earlier. The second round was mainly to clean up the levels at which slots were granted to powers so as to make the progression through the leveling process easier. This was something I needed to do anyway, since my new Praetorian Ninja/Time MM is Level 10 and I'm working my way through *ALL* of the Nova Praetoria story arcs.

Quote:
Originally Posted by Nyghtmaire View Post
And, purple is not the new sexy.
To be honest, I *rarely* find that purple enhancements are "useful" for the builds that I make. I'm not dirt poor ... but I'm also not filthy stinkin' rich either ... so I tend to go for builds that would cost only a few hundred million to make, rather than *B*illions and *B*illions {echoes of Carl Sagan...} PER POWER to make.

Quote:
Originally Posted by Nyghtmaire View Post
So, once Essence of Curare instead of a Basilisk's Gaze in Time Stop would save an extra 15-20 million INF (maybe more) while still keeping the lockdown proc and the set bonus.
In this case, I was after the 4-slot Basilik Gaze +Recharge bonus, so as to get the recharge time on Chrono Shift and Temporal Selection down to something tolerable. This is something that Essence of Curare does NOT offer. If I wasn't going for the Basilisk 4-slot bonus, I'd be reaching for a 5-slot or 6-slot Ghost Widow's Embrace instead for the set bonuses there.

Quote:
Originally Posted by Nyghtmaire View Post
Likewise, subbing a Dampened Spirit for a single Dark Watcher in Time's Juncture could save 3-5 million INF while still keeping the set bonus and the proc.
Dampened Spirits requires 5-slots to get the +5% Recharge, while Dark Watcher only needs 4-slots. And since I'm angling for maximum To Hit Debuffing, that means 4-slots of Dark Watcher (or Dampened Spirits, for that matter) minimum. The difference in that with Dark Watcher, I can spend 5 slots to get my +Recharge set bonus AND slot the -Recharge Proc from Dark Watcher ... while with Dampened Spirits I would need to spend all 5 slots on Dampened Spirits and NOT have room to slot the -Recharge Proc without adding a 6th slot ... and one of the Dampened Spirits slots would have to be either Recharge/Endurance -or- Recharge.

Quote:
Originally Posted by Nyghtmaire View Post
Again, it wasn't so much a criticism nor an assumption that you were chasing a set bonus - clearly you were going after stats. Just a thought on making an already economical build a little more so.
Well, I wasn't aiming for the *cheapest* possible build I could make.

Quote:
Originally Posted by Nyghtmaire View Post
Regarding Time Stop, I don't see much use in putting the lockdown proc in a single target hold. A 15% chance for a boss hold doesn't do much for my playstyle, and it does nothing for troublesome minions and lieutenants.
Playing Controllers, Peacebringers, Warshades and an Ice/Ice/Arctic Tanker have demonstrated to me the value of the 1-shot Boss Hold. On pretty much all of my characters with Hold powers, I always slot the Lockdown Proc for that 1-shot Hold chance, since it accelerates my combat potential so much due to not needing to WAIT for the second Hold to land. And since Lockdown so helpfully has the Tesla Cage animation on it, it's very easy to tell when it Procs, so I have plenty of experience with seeing it in action, and I know its value. Heck, my main (Redlynne) has Soulstorm with a 6-slot Lockdown set slotted into it and it is simply glorious seeing that Tesla Cage lift off the ground while I do the "Look Cool!" pose in reaction.

Slotting Lockdown's Procs on Holds has been especially beneficial to my Controllers ... where it stacks up with native Overpower Proc chance to give my Controllers an almost 40% chance to 1-shot Hold Bosses, which does wonders to "controlling the flow of battle" when you don't necessarily have time to wait for your powers to recharge. I figure that Time Stop is no different. Furthermore, I'm not automatically assuming I'll *always* have time to cast Time Crawl before casting Time Stop on Bosses. For one thing, Time Crawl might not be completely recharged *just then* and I'd need to use Time Stop without waiting for Time Crawl to finish recharging. So I hedge my bets ... by slotting the Lockdown Proc into Time Stop, for when I can't deliver the 1-2 punch of Time Crawl+Time Stop.


It's the end. But the moment has been prepared for ...

 

Posted

Time passes ...

New discoveries ...

=====

Okay, the build below is very substantially the same as the original build in my OP. Only meaningful changes that have been made are lowering the IO Levels on some of the 28+ powers (to better comply with all-around Exemplar Friendly goals and understandings thereof), and swapping out the enhancement in the Web Envelope for a Hami-O so as to improve the Duration<2*(Animation+Recharge) equation for being able to self-stack the power.

=====

Click this DataLink to open the build!

Ku no Ichi: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:

Level 1: Call Genin

  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (5) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (7) Endurance Reduction IO: Level 50
  • (11) Edict of the Master - Defense Bonus: Level 15
  • (48) Soulbound Allegiance - Chance for Build Up: Level 50
Level 1: Time Crawl
  • (A) Accuracy IO: Level 50
Level 2: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance: Level 31
  • (7) Doctored Wounds - Heal/Recharge: Level 31
  • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
  • (9) Doctored Wounds - Heal: Level 31
  • (11) Doctored Wounds - Recharge: Level 31
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
  • (25) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
  • (33) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
Level 6: Train Ninjas
  • (A) Endurance Reduction IO: Level 50
Level 8: Teleport Foe
  • (A) Accuracy IO: Level 50
Level 10: Temporal Selection
  • (A) Doctored Wounds - Endurance/Recharge: Level 31
  • (43) Doctored Wounds - Heal/Recharge: Level 31
  • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
  • (43) Doctored Wounds - Heal: Level 31
  • (45) Doctored Wounds - Recharge: Level 31
Level 12: Call Jounin
  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (13) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (15) Endurance Reduction IO: Level 50
  • (15) Achilles' Heel - Chance for Res Debuff: Level 10
  • (19) Touch of Lady Grey - Chance for Negative Damage: Level 21
Level 14: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 16: Distortion Field
  • (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
  • (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
  • (17) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
  • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30
Level 18: Smoke Flash
  • (A) Endurance Reduction IO: Level 50
  • (19) Endurance Reduction IO: Level 50
Level 20: Time Stop
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
  • (37) Basilisk's Gaze - Accuracy/Recharge: Level 27
  • (40) Basilisk's Gaze - Recharge/Hold: Level 27
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
  • (42) Lockdown - Chance for +2 Mag Hold: Level 30
Level 22: Team Teleport
  • (A) Jaunt - Endurance/Range: Level 50
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 24: Snap Shot
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (48) Entropic Chaos - Damage/Endurance: Level 27
  • (50) Entropic Chaos - Damage/Recharge: Level 27
  • (50) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (50) Entropic Chaos - Chance of Heal Self: Level 20
Level 26: Oni
  • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
  • (27) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (27) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (29) Endurance Reduction IO: Level 50
  • (31) Sovereign Right - Resistance Bonus: Level 25
Level 28: Farsight
  • (A) Red Fortune - Defense/Recharge: Level 27
  • (34) Red Fortune - Endurance/Recharge: Level 27
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 27
  • (33) Red Fortune - Defense: Level 27
  • (34) Red Fortune - Endurance: Level 27
  • (34) Luck of the Gambler - Recharge Speed: Level 25
Level 30: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 27
  • (45) Red Fortune - Defense/Recharge: Level 27
  • (46) Red Fortune - Defense/Endurance/Recharge: Level 27
  • (46) Red Fortune - Defense: Level 27
  • (46) Red Fortune - Endurance: Level 27
  • (48) Luck of the Gambler - Recharge Speed: Level 25
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO: Level 50
Level 35: Slowed Response
  • (A) Shield Breaker - Defense Debuff: Level 27
  • (36) Shield Breaker - Accuracy/Defense Debuff: Level 27
  • (36) Shield Breaker - Accuracy/Recharge: Level 27
  • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 27
  • (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
  • (37) Achilles' Heel - Chance for Res Debuff: Level 10
Level 38: Chrono Shift
  • (A) Efficacy Adaptor - EndMod: Level 27
  • (39) Efficacy Adaptor - EndMod/Recharge: Level 27
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
  • (39) Miracle - Heal/Recharge: Level 31
  • (40) Miracle - Heal/Endurance/Recharge: Level 31
  • (40) Miracle - Heal: Level 31
Level 41: Web Envelope
  • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
Level 44: Power Boost
  • (A) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
Level 47: Stealth
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Assault
  • (A) Endurance Reduction IO: Level 50
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Reactive Radial Flawless Interface
Level 50: Musculature Core Paragon

------------

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 1: Supremacy
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
  • (3) Numina's Convalescence - Heal: Level 31
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 5% Defense
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.25% Max End
  • 11% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 61.25% Enhancement(RechargeTime)
  • 36.14 HP (4.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 10.25%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 11.9%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 11.9%
  • 11% (0.18 End/sec) Recovery
  • 22% (0.74 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 15.04% Resistance(Fire)
  • 15.04% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
------------

Set Bonuses:

Edict of the Master
(Call Genin)
  • 5% Defense
Doctored Wounds
(Temporal Mending)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Dark Watcher's Despair
(Time's Juncture)
  • 12.05 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Doctored Wounds
(Temporal Selection)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Recall Friend)
  • Knockback (Mag -4), Knockup (Mag -4)
Basilisk's Gaze
(Time Stop)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
  • Status Resistance 5%
Entropic Chaos
(Snap Shot)
  • 10% (0.33 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Sovereign Right
(Oni)
  • 10% Resistance(All)
Red Fortune
(Farsight)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Farsight)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Shield Breaker
(Slowed Response)
  • 2.5% (0.04 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
Efficacy Adaptor
(Chrono Shift)
  • 9.04 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Miracle
(Chrono Shift)
  • 2.5% (0.04 End/sec) Recovery
  • 15.06 HP (1.88%) HitPoints
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.4 HP/sec) Regeneration

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It's the end. But the moment has been prepared for ...