help me choose a primary for /time


BL00DBATH

 

Posted

I am a long time player who is having a hard time focusing on the game these days. I hear great things about time controllers, and I would like to ask you kind time playing folks to make your case as to what is the most fun pairing for time. I will most likely go with stone mastery regardless of set unless someone can make a case for something else. Please post your builds, data chunks only please, they are the easiest to put into mids. I am almost always the first one into battle, would like good damage but overall fun is what I am seeking, I also almost always play on big teams.

Edit: forgot the most important part, I would prefer to stay away from fire. I have played too many fire sets. Also looking to steer away from plant as well, but not as adament about that, I have just played it quite a bit.


 

Posted

Got a build and some play style tips? How should I slot my powers?


 

Posted

I'm really bad with suggesting slots/builds because I tend to respec characters a lot. And I almost always respec when I hit 50. But the reason I suggest it is basically this:

You're stacking continuous slows while healing your team mates, or yourself. While the enemies are either slowed or held (the slows include recharge time too btw ) phantom army will do its magic. I definitely recommend hasten, though. Just pack LOTS of end enhancements and blue insps! You'll need them before you IO.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

I have an Earth/Time. It is very good at controlling and buffing/debuffing mainly since you have 4 powers that are location based AoEs. Only downside with it is being quite weak on damage. Once you get the pet, epic pools, and maybe some damage procs that turns around a bit.

Can't post my build right now but I can tell you it has perma hasten, chrono shift, and indomitable will. Something like 230% global recharge in the planned build


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

I'm at work and without numbers (will edit later when I have them), but let me put a big push in for Illusion/Time/Primal. You don't need the defense from an epic shield (you mentioned /stone mastery) or set bonuses and end up with very impressive defense numbers (Edit-48 to ranged and 43 to everything else) as well as perma PA and chrono. I can play as aggressive as I'd like or at ranged. Its a very powerful and fun combo. I have 230% recharge as well.


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

 

Posted

So far, I have tried out Ill/Time, Fire/Time and Earth/Time, with the most progress on my Ill/Time. Time, like Rad, is a flexible enough secondary that it seems to work well with all of the primaries. I suppose all the slows in Ice might make the slows in Time to be superfluous, but Time appears to work well with all other primaries.

The question is what do you want to do? Play in melee and do a lot of AoE damage? (Fire) Play near melee, do good AoE damage and good control? (Plant) Be flexible enough to handle any situation? (Illusion) Provide large amounts of AoE control without damage, from range? (Earth) Provide large amounts of variable control with low damage from melee? (Electric) Decent single target damage with ranged AoE control? (Mind) Er . . . play Gravity? (Gravity)


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

Can someone explain how chrono shift actually functions? What portions of the power are actually perma? I thought I heard from someone that the regen/recovery bonus only lasts a short while?
What is the popular slotting for time's powers?


 

Posted

Hey Mental, good point on the defense, but I usually like stone mastery for easy capped hp. But now that I am starting to lean toward ill/time, that seems to be a pretty useless attribute. How do you folks feel about mu/soul/leviathan mastery for even more pet madness? Seems like a really good idea to focus on letting the pets do the dirty work while I do the debuffing.


 

Posted

Quote:
Originally Posted by BL00DBATH View Post
Hey Mental, good point on the defense, but I usually like stone mastery for easy capped hp. But now that I am starting to lean toward ill/time, that seems to be a pretty useless attribute. How do you folks feel about mu/soul/leviathan mastery for even more pet madness? Seems like a really good idea to focus on letting the pets do the dirty work while I do the debuffing.
Ahhh Earth's Embrace, yeah I love it on a troller.

I almost went the patron pool route myself and thinking of extra pet goodness. I think it's a viable option. To be honest I wasn't crazy about going primal.

[Slight tangent. My fire Illusion controller was an Illusion/Thermal/Fire. She is basically a stage magician and named Flash Powder Jane. So when /cold was ported I decided to make another Illusionist: Flash Frozen Jen (Ill/Cold/Ice). When time was announced I knew I was going to do another so I created Flash Forward Jill. The problem in the concept was what ancillary/patron pool worked? As I was leveling I just figured I'd go with /Primal until I hit 50 then I'd respec or change moralities and go for a patron. Conceptually though it all made sense AND functionally I couldn't be happier. Power boosted farsight (which is perma) and other powers (no I did not go fighting pool) and my defenses are very strong. Another benefit, especially when the doodoo hits the fan is power boosted heals on people buffed with temporal selection, I've seen numbers close to 800. You don't heal alot with the combo, but when things go south you can save the day. Now I couldn't be happier with my choice and it makes sense conceptually]


And to answer your question chronoshift boosts your recharge 50%, it also causes a sizable heal and heal over time and +end. The +end or heal over time can't be made perma, but the recharge can rather easily.


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

 

Posted

Quote:
Originally Posted by BL00DBATH View Post
Hey Mental, good point on the defense, but I usually like stone mastery for easy capped hp. But now that I am starting to lean toward ill/time, that seems to be a pretty useless attribute. How do you folks feel about mu/soul/leviathan mastery for even more pet madness? Seems like a really good idea to focus on letting the pets do the dirty work while I do the debuffing.
One large advantage of the APP sets (except Earth) over the PPP sets is a fast-recharging single target blast. For Illusion, you can get a great attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds. I haven't tested whether that attack chain results in higher damage than having the PPP powers including an extra pet, but I would not be surprised if the attack chain results in more damage.

Fire and Ice are the fastest single target blasts, but Primal and Psi are still pretty good. Another nice thing about any blast other than Psi is that it provides you with a different damage type for those Psi-resistant foes. I use Fire on my Ill/Rad and Ill/TA, and use Ice for my Ill/Cold and Ill/Storm.

My Ill/Rad guide discusses the importance of being able to quickly kill off low level foes to make good use of the Illusory damage.


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

Chronoshift is 3 parts, a big heal with a smaller heal over time (not regen, so -heal affects it) for 30 seconds, a +end and a recovery buff for 30 seconds, and 50% rech for 90 seconds. Only the last is permable. On a budget build you can use perma-Chronoshift to help perma PA at the cost of 1 more power to monitor, or you can design to perma PA without it so that you can use it as a mini-Rebirth.

My ill/time is /primal, and */time/primal is one of few controller combos that has top-tier survivability without taking fighting pool since the powerboosted farsight is already just a hair from softcap. If you go earth you'll have more melee damage and control but earth only gives S/L def, and there are vast amounts of energy damage in trials.


 

Posted

Here's my proposed Earth/Time build. It will probably undergo slight revisions before 50 (currently level 46 I believe).

As Local_Man said, It really should depend on what you'd like to do.

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/EndRdx(31)
Level 1: Time Crawl -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(5)
Level 2: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(42), Dmg-I(43)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb(31), ImpSwft-Dam%(34)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Temporal Mending -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(37), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx(43)
Level 10: Temporal Selection -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(37), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx(43)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(13), Stpfy-EndRdx/Stun(15), Stpfy-Stun/Rng(40), RechRdx-I(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Distortion Field -- NrncSD-Dam%(A), G'Wdw-Dam%(17), ImpSwft-Dam%(17), RechRdx-I(37)
Level 18: Earthquake -- Achilles-ResDeb%(A), LdyGrey-%Dam(19), ExStrk-Dam%(19), RechRdx-I(50)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 24: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(46)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(29), NrncSD-Dam%(39), G'Wdw-Dam%(50)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(34)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Animate Stone -- SvgnRt-PetResDam(A), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(34), SvgnRt-Acc/Dmg(46)
Level 35: Slowed Response -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(36), AnWeak-Acc/Rchg/EndRdx(36)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(39), RechRdx-I(39)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/EndRdx(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(15)



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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

I have an electric/time that I just got to lv 32. If you like to be in the middle of mobs, this is the toon for you. And it is a nice and early blooming set, I was going in and draining all the bad guys by lv 12. The only thing it does not have is damage, so unless you like to solo very slowly but very safely, you will need to team till you get to lv 33ish.


Global is @honcho
On Champion
Living Coal LV 50 Fire/Fire Tank
Nature Boy LV 41 Earth/Kin Cont
Great Wacko LV 34 Robot/FF MM
plus many alts

 

Posted

Since both have a key power that's a PBAoE aura (Artic Air and the draining aura respectively), I'd think that both Ice control and Electric Control would synergize well with /Time. Ice would stack the slows quite easily too. Both are the lowest damage Controller Primaries though, so both would require teaming for fast levelling. But I think both would be very safe and very team-friendly. Mind you, I haven't tried either... Yet. Fire as well would be a good pick since it has Hot Feet, bringing good damage. And both Fire and Ice have PBAoE holds in Cinders and Glaciers as "Oh poop!" buttons.


 

Posted

I am very familiar with how the powers of each set function. I think what I am trying to get from you guys is slotting ideas and what has the most potential, outside of fire control, to do good damage and control. I have always kind of hated the lack of aoe immob from mind and ill. Would all the slows in time alleviate that?


 

Posted

Quote:
Originally Posted by BL00DBATH View Post
I am very familiar with how the powers of each set function. I think what I am trying to get from you guys is slotting ideas and what has the most potential, outside of fire control, to do good damage and control. I have always kind of hated the lack of aoe immob from mind and ill. Would all the slows in time alleviate that?
Yes, Distortion Field helps to keep foes from running around, and then you can hit a single target with Time Crawl.

Personally, I have never felt that Illusion needed an AoE Immob since its attacks are single-target and the aggro-gathering of PA helps to keep foes in a group for the few times it is handy. But yes, the slows reduce the foes ability to run around.


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 Netphenix5 View Post
Since both have a key power that's a PBAoE aura (Artic Air and the draining aura respectively), I'd think that both Ice control and Electric Control would synergize well with /Time. Ice would stack the slows quite easily too. Both are the lowest damage Controller Primaries though, so both would require teaming for fast levelling. But I think both would be very safe and very team-friendly. Mind you, I haven't tried either... Yet. Fire as well would be a good pick since it has Hot Feet, bringing good damage. And both Fire and Ice have PBAoE holds in Cinders and Glaciers as "Oh poop!" buttons.
The main concern I would have about Ice/Time is the excessive focus on Slow. Ice has AA and Shiver, plus Slow as a secondary effect. Time has Time Crawl, Time's Junction and Distortion Field, all focused on Slow. Ice alone can easily make foes hit the Slow and -Recharge cap, so the Slow and -Recharge in Time would mostly go to waste. AA and Time's Junction should work pretty well together, but Distortion Field would be mostly wasted.


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 BL00DBATH View Post
I am very familiar with how the powers of each set function. I think what I am trying to get from you guys is slotting ideas and what has the most potential, outside of fire control, to do good damage and control. I have always kind of hated the lack of aoe immob from mind and ill. Would all the slows in time alleviate that?
For good damage and control, look no further than Plant. It does ridiculous amounts of aoe damage and is practically impossible to run out of mezzes since it has 60s on its every-spawn hard control (instead of the standard 90s). You'll want to take one of the APPs with good single-target blasts, i.e. ice or fire, since Plant's ST hold and immob have really bad DPA.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
For good damage and control, look no further than Plant. It does ridiculous amounts of aoe damage and is practically impossible to run out of mezzes since it has 60s on its every-spawn hard control (instead of the standard 90s). You'll want to take one of the APPs with good single-target blasts, i.e. ice or fire, since Plant's ST hold and immob have really bad DPA.

I did always love my Plant/Kin. I guess it wouldn't hurt to repeat it, since it would probably be more potent all around. I feel like I'm trying to get someone to tell me something special about a set that I don't already know, like all of the sudden Earth and Ice do damage or something.

I'm down to Ill or Plant I think. Laev, any chance you could mock up Plant/Time build for me, just so I can get an idea of how to slot up the powers? I'm capable of making a finished build, I would just like a guide. And if you wouldn't mind posting your Ill/Time as well. You're the best!


 

Posted

Hey BL00D, it's Nephila

I made a Time/Beam Fender, very powerful.
U slow them down with time, then hit them wit the beam to disintegrate.

Lotta people like it, mayb something worth checking into.



Dark Energon, Founder of the Freedom Legion SG on Guardian server.
(SG founded on 12-08-'09, Top100: 08-17-'10, Top50: 12-23-'10, Top25: 12-11-'11)
Crab Spider Nephila on Titan Tracker
Weekly events on Guardian: W.A.V.E. & FNFN

 

Posted

Because I have had such a hard time staying interested in the game, I can't really justify buying it right now. I don't think anything with redraw would fix that problem, either.


 

Posted

My /time controller is ice and I find it provides outstanding team support.

As for the slows and recharge being "wasted" with this cominbation, hogwash. There are indeed a ton of slows that may be wasted if all you fight are even con minions. This is a combo that can actually have a tangible effect on an AV's run speed. Adding the slows from AA, TJ, Ice Slick and DF then multiplying by AV resistance still results in slowing an AV's run speed by 45%, that's before adding in any of the ST. The same 4 above mentioned powers don't even need AVs to run up against the -rch cap, just fight some +3s, which will lower to -rch to 83% (then capped to 75). I left Shiver out of this because I personally didn't take it and don't plan to.

Anyway, personally, with regards to -speed, I don't even care, just like I don't care about the overkill of -def for my Earth/Cold. I view -speed as the least of the controls/debuffs available in game and it's truly just a side-effect. Just an opinion, of course.

What this combo does provide is to allow the player to become a walking control/debuff field. Open with Ice Slick, walk in (before some fire troller starts spamming cages) and then you can very strategically assess how to proceed.

However, not to oversell it, while it is an outstanding control/buff/debuff combo, the damage is absolutely anemic and I cannot solo this guy for crap. Soloing is safe, it's just that the most significant slow effect I have at all is my own personal kill speed. So, after all this schpiel, Ice wouldn't satisfy the OP because I think s/he was looking for personal damage.


Global = Hedgefund (or some derivation thereof)

 

Posted

Done and done. See my PM for my ill/time build. This is a tentative Plant/Time/Ice build for a nature-themed character I'm planning, using time manip to portray wind manipulation. Features:

  • >=45 S/L/E/N def
  • perma chronoshift
  • capped hitchance against +3 enemies
  • vast damage and control power

It also has a solid base of nearly 30 def to all to stack with team buffs/maneuvers. You ought to be able to cripple 4 spawns at once with this by using seeds on one, vines another, debuff a third into the floor and shred a fourth with overwhelming damage, by the end of which seeds has recharged for a fifth. Alpha is agility radial boost (nerve is just to simulate the defense), interface will be cognitive radial. The panacea proc in health does nothing, I use it just to show off. You can remove it to regain 1 slot.

The only issue is whether end will be sustainable, which is something I'll only be able to decide after I play it in game.

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Posted

I <3 you Laev! Thanks.