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Errants

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Posts posted by Errants

  1. 3 hours ago, LKN-351 said:

    I like where your Def numbers are on your build Errant, but I'd prefer my mez values.... thats a whole other issue though cause they don't match what I'm getting ingame and I'm trying to find out what the situation is there in the MIDs forum.

    I think the next iteration of this build I'm going to lose some regen so I can hopefully gain some Def numbers.

    I do wonder why you only five slotted Eradication. I'm guessing its for the core aspect values, personally I'd prefer the AoE def there.

    What added to that absorb proc?

     

    Dead mobs deal no damage.
    And the absorb proc comes from PrevMaintenance.

  2. 10 hours ago, LKN-351 said:

     Ok, now I get what you where saying.

    I actually wanted a bit more recharge so I think I'll move a slot so I can have another Crushing Impact. I don't really think losing an ACC set bonus would hurt so I'll take one from Eviscerate.

     As far as like six slotting CJ, I dont completely understand how exemplaring works so I figure if I slot things at lower levels I'd be less likely to lose the procs. Maybe I was right, maybe i wasn't but I'd rather err on the side of caution and keep my additions from those procs if its an option.

    I've been 'confused' and taunted so many times with this toon and it drives me up the wall, if I found a place to add some mez resist then I'll take it. You can't do much with taunt from what I understand but if i keep adding mezz resists eventually I wont get confused. Like I mentioned, the last Manti I ran I still got confused but it wasn't nearly as long as without IOs. I haven't play tested anything with the most current version of the build and theres some descrepancies between mids and ingame so I should be in a better place.


    Many of the "older" sets have holes to Taunt/Confuse... mainly because more mobs were given Taunt in Homecoming, and Confuse became a bigger power for mobs late in Legacy's life.
    My preferred solution? Have a Break Free/Kill the Taunter/Use a PBAoE when Confused. I understand more your slotting now, chasing after those bonuses. Edit: Also, Leadership (Assault and Tactics) grant resists to those.

    I also see you're going for many 2-3 slot bonuses for +Regen or +HP. Regeneration's name is a bit of a misnomer... It should be more called Self-Empathy: Heal (Recon), Bigger Heal (Dull Pain), Regen Auras (FH, Int, IH), Recovery Aura (QR), Fortitude (MoG), Rez (Revive). Numbers wise, you're actually gonna have better performance adding more HP to make your regen and heals bigger, than by just adding +Regen... Additionally, you have 4 different Click powers as survivability tools... the more often they're up, the better you'll do. This is also why people build for slow resist.

    So, going offa that, here's a semi-budget build [notable expensive pieces: ATO globals/Procs (2), PvP Globals/Enhance (3) - These are pro'ly about ~80 million Inf if bought buy it now prices, so half the build? Much cheaper to get if you play converter games... Or can spend merits.], similar to what you made:

    image.thumb.png.cf03b4e60449ce8958ecf9ab6d1c9227.png

    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

  3. I played Kat/Regen extensively on Legacy, and Crushing Impact was one of my go-to sets... the 5th slot provides 5% global recharge. So, seeing Slash with only 4 was one of the first things I noticed. Follow Up can't be maxed for damage with only 2 lvl 30's in it. CJ six slotted, Boxing slotted with anything... There's many interesting things I see there. If you could export the chunk/slotting, it would be imported, and better feedback might be delivered.

    Note: If you're having fun, you're not doing it "wrong", just different.

    Since you're asking if it could use anything else, here is a similar build I whipped up, just slotting level 30 Commons (about even with +1 SO's).

    image.thumb.png.baf30d907d67b3b13c80f06f0168d6d7.pngimage.thumb.png.6796c12600f6bf10fedc1882a78268df.png

    Looking at the differences, how much did you gain by going IO's?

    If wanted, I can look into a IO kit out later (There's ways for little slot/influence/merit tax to amp a build quickly... without going all purples everywhere), I need to sleep, now. 

  4. The game is balanced around SO usage for most content, and that is with the assumption of powers being enhanced to ~+95% of their core attribute: Damage for attacks, Heal/Def/Res for defensive powers, etc.

    Multi-aspect IO's are either a way to get "extra" slots - being more efficient than SO's: By level 50, Dual/Tri/Quad IO's enhance a greater percentage than a single SO would. This is where people go with FrankenSlotting, using Dual/Triple/Quads from multiple sets so that they get 4-5 slots of enhancement out of 3-4 slots - Saving slots for elsewhere in the build.

    Slotting for set bonuses is ON TOP of this. Hence, bonus. Slot the primary aspects of the power using an appropriate set, and using enough pieces to also pick up desirable bonuses. Each bonus might be small, but they aggregate into something larger.

    Lastly, you've got the edge-case builds, or Proc monsters - These combine aspects from frankenslotting, set bonuses, and traditional power selection - while maximizing possible proc damage through attacks. While VERY effective at what they do, they are also a lot of effort to create/play.

    TLDR: Slot the powers with IO's to get similar enhancement as if slotting with SO's
    1-2 Acc if it can miss
    3 Dam if it hurts things
    3 Heal/Def/Res if it saves things
    3 Rech if it takes forever to come back

    Sprinkle EndRed on clicks and toggles
    Sparse Rech on long recharge attacks

    E.g. 33% Acc, 95% (ED'd from 100%) Dam, 33% EndRed in each of your attacks is a good goal.

    • Microphone 1
  5. 2 hours ago, Rasset said:

    Well, it's been three months and I'm still coming back, so it's as good a time as any for this.

     

    Hi Infinity (and others)!  @Rasset here.  Formerly @Rasset.  You may remember me from such characters as Rasset (diminutive scrapper and late-stage Saturday TF seat-filler), Theline (Mind troller and Sunday MSR bubble bot), Torisia (PUAD hanger-on and well-wisher), and many, many more.

     

    Currently residing on Torchbearer and trying to get that feeling again.

    RASSET! I remember you, I think!

    I DO remember PUAD - and my Earth/Sonic Troller - Good Vibrations

  6. 1 hour ago, OdinAZ said:

    I... had not considered this.  I was looking at making a Staff/WP, but I can see what you mean.  Does it really hurt your overall Damage?


    I haven't ran numbers, but I've adopted this stance on my Staff/SR Stalker (locked into Body). I don't have Sky Splitter due to the DPA (same as Serpent's Reach and worse than Precise Strike), and so only expend stacks when I use the PBAoE.

    Seems to work fantastically. Granted, on a Stalker, I have AS to supplement on ST damage.

  7. So, due to circumstances, I'm currently playing on 3 different installs (Main PC, laptop, and kiddo's PC/common PC).

    On my main and laptop, I can shift my characters on the login interface and they stay, but on the common PC, the order keeps scrambling.

    I attempted to both clear and/or delete the "playerslots" text file, with no change...

    Any better solution?

  8. Oh, I know... Mained one for years. Kat/Regen/Soul as well... Have since found others that I didn't have to fight the secondary to get performance out of.
    image.thumb.png.5e6459e31fd6e56403651402d3ea3b5a.png

  9. 8 hours ago, BrandX said:

    Form Staff Fighting and Regeneration, I wouldn't go Form of the Mind.

    Form of the Body offers more damage AND +Resist.  That almost 10% Resist, imo, helps you more.

     

    Can't perma it, and expends the +Damage stacks. Staff almost perversely works better if you stay at max stacks and don't expend them...

    Hence, best use, IMO, is Mind for +Recharge. Again, Staff feels as though it is trying to be too much, and winds up spread too thin as a result.

  10. My thoughts...

     

    Battle Axe Benefits from high Recharge, has some soft control through KU/D
    Broad Sword Parry for +Def, not much else.
    Claws LOVES stupid amounts of Recharge, minimal KD/B
    Dark Melee -ToHit and supplemental healing synergy
    Dual Blades Claws, but less mitigation - Also, Combo gimmick for set, which is entirely ignored on the tuned DPS chain
    Electric Melee Minimal mitigation, and likes large mobs... which seems less than ideal for Regen
    Energy Melee Soft control through stuns, huge DPS potential with Recharge
    Fiery Melee No mitigation, and no extra damage over other sets...
    Ice Melee Ice Slick, passive mitigation through slows
    Katana Parr...Divine Avalanche for +Def, likes +Recharge better than Broadsword due to DPA of attacks
    Kinetic Melee -Dam passive mitigation, boost power likes Recharge but still can't be perma'd
    Martial Arts Soft Controls - Stun, KD/B - only one AoE, so doesn't thrive on being surrounded
    Psionic Melee Mix of soft controls (Stun and KU) with hard controls (Hold/Confuse+)
    Radiation Melee Stun in top attacks - wants to be surrounded for AoE/Aura
    Savage Melee Actually gives Recharge with Blood Thirst stacks, but only some soft control with KD
    Spines KD in Ripper, passive mitigation through slows - wants to be surrounded for AoE/Aura
    Staff Fighting Form of the Mind for Recharge, a Stun, +Def Power, and a mix of KD/U - many AoE's and feels like it spreads to thin to be focused
    Stone Melee Hold, Stun, KB/U, high DPA attacks with long timers also craving moar Recharge
    Street Justice Stun and KD/U, high DPA attacks which would like QR and Recharge
    Titan Weapons +Def, high DPA in Momentum - Momentum window can and will get screwed by Regen clicks
    War Mace Stun and KD/U - would rather play with Nrg to be strong and pretty
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  11. So, here's the query:

    /Regeneration wants MASSIVE +Recharge, plus some sort of secondary mitigation...

    Which primary(s) is the best option for that?

    Discuss?

  12. On 3/5/2024 at 6:55 AM, Azael said:

    Question: I've seen so many builds like this now to ignore...  How do you get around? You run everywhere? I think I like this build but def. taking super jump instead of assault. 


    I grab one of the runs from a START vendor on all my toons... Guess it'll just be assigned Athletic (And stance swapped via Tailor to the right one) now, thanks to the NPE changes.

    That+Sprint works pretty damn well in most zones. I also abuse base teleporters in my cottage SG (Note, need to add Striga to the Co-Op portal), and the ferry/train/portal systems in the maps.

    Eventually, I'll buy the Mission/Base/Team Teleporters on a toon... but they're very much an afterthought.

    My line of thinking - travel powers are dead power picks/mules. I take them for concept builds only... They do nothing to help me do anything to progress in the game, because they're non-viable in combat scenarios. So, I'd rather take a combat power.

    Edit: Also, specifically on this toon - I've extra movement speeds from several sources... I'm almost as fast as travel-powered toons. Essentially, it doesn't add up to enough of a detriment to take a few seconds longer to get to a mission.

  13. image.png.2c46729e5bb85a182c7d8885026721ae.png

    This is my current list of rolled/projects... Aiming to get one of each Primary to 50. Only Spines and TW are complete. Elm, Rad, Stone, and WM are locked in/rolled. The rest need names/concepts/outfits... and could be juggled on secondaries/epics.

    • Like 1
  14. 7 hours ago, Bopper said:

    For Stalkers, you only have two auto powers that grant scaling resistance, as opposed to three. But, they scale to a max of 25% each, instead of 20%. So at 0% HP, you'll have 50% resistance.

     

    Be nice if they scaled to 30%, to mimic the other SR sets...

    Also, it'd be nice if they capped out before 0%... Maybe max effect at 10%?

    Also, does it go offa base HP for level/class, or actual max  HP, taking into account +HP buffs.

    I could see trying to jigger in more +HP to get closer to cap to take advantage of the greater regen/resistance window.

  15. On 2/19/2024 at 6:52 PM, Erratic1 said:

    And yet I have a WM/Ninjitsu Scrapper who very much goes without being seen and crits from stealth.

     

    And were I to turn the dial to 11, I could make a Titan Weapon/Ninjitsu scrapper who could do the same while being fantastically even more absurd as a practitioner of ninjitsu.

     

    1) Top Tier Name

    2) I have a TW/Nin - She is absurdly fun. And a magical girl. Who uses her powers for profit.

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  16. On 2/6/2024 at 11:02 PM, StrikerFox said:

    Swap the slotting between Health and Physical Perfection. Health has a higher base regen (+40% vs +20%), a Panacea set will give your character more regen.

    If you do keep the slotting in Health/PP the way it is, swap Regenerative Tissue with a lvl 50 Numina's heal IO. The +12% regen set bonus plus higher Health stat will provide more +regen then RT. 

    Somehow the build has two Reactive Defense +res uniques in Agile and Dodge. Will only be able to slot one.

    I would take Guarded Spin even if the +def portion isn't needed. AoE on any Stalker is welcome. Also I believe AoE, hitting more targets, gives a better chance for BU insta-charge.

    With Superior Mark of Supremacy BU recharge, I wonder if it's worth fully slotting Gaussian's. The build is still softcap without it.

    Well regardless, I'm sure your build will perform well. It has more +dam res and +regen than what I have on my StJ/SR, and I think my build is pretty good. I went for more +dam and procs than anything else.

     

    Agile shows Kismet on my end.
    Health gets the globals for exempting purposes... IIRC, you lose the globals if you lose the power, right? If not, 100% makes sense, due to this being a 50 respec, not a leveling build.
    Guarded Spin is slow and cone... Ew. But I get the logic. Not sure it'll make the cut... also PBAoE sets are jank.
    Gaussians' in Build Up was extra slots (a build with EXTRA!?) and extra Def insurance for higher level foes.

    Gonna put together a new build, with some tweaking.

    Matrim Revised - Stalker (Staff Fighting - Super Reflexes).mbd Matrim - Stalker (Staff Fighting - Super Reflexes).mbd

  17. Interesting... so integrating Exploding Shuriken for additional AoE and BU resets, and maintaining stacks of Physical, versus spending them on Sky Splitter? (obviously, using Eye of the Storm will do so...)

    Makes me want to consider holding onto Weapon Mastery (bonus, more in line with character concept) and potentially even DROPPING Sky Splitter from the rotation and/or build.

     

    Time to play City of Theory, again.

  18. So, rolled Staff/SR, been leveling him solo through TF's and Ouros and whatnot. Up to 48 with mostly commons. Currently have Weapons Mastery for concept... but the pain of using any attack outside of Staff and missing both Staff and Assassin's Focus stacks means I'm swapping over to Body Mastery.

    No need for Guarded Spin/Elude, since I'm 49%+ to all.

    Lastly, Eye of the Storm, Serpent's Strike, and Sky Splitter are placeholder sets, which will be replaced by the appropriate 5 slot of purples (not using Dam/Rech), once I get to 50.

    Currently have 2 wasted bonuses, will have only 1 extra 10% Regen when I get the purples.

    How can I make this better?

     

    Matrim - Hero Stalker
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────
    Primary powerset: Staff FightingSecondary powerset: Super ReflexesPool powerset (#1): FightingPool powerset (#2): SpeedPool powerset (#3): LeapingPool powerset (#4): LeadershipAncillary powerset: Body Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Precise Strike
    A: Superior Assassin's Mark: Accuracy/Damage3: Superior Assassin's Mark: Damage/RechargeTime3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime5: Superior Assassin's Mark: Damage/Endurance/RechargeTime5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime7: Superior Assassin's Mark: RechargeTime/Rchg Build Up

    Level 1: Hide
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed7: Shield Wall: Defense9: Shield Wall: +Res (Teleportation), +5% Res (All)9: Shield Wall: Defense/Recharge11: Gift of the Ancients: Defense/Increased Run Speed

    Level 2: Mercurial Blow
    A: Overwhelming Force: Accuracy/Damage15: Overwhelming Force: Accuracy/Damage/Endurance17: Overwhelming Force: Damage/Endurance/Recharge17: Overwhelming Force: Accuracy/Damage/Endurance/Recharge19: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown19: Achilles' Heel: Chance for Res Debuff

    Level 4: Focused Senses
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed21: Luck of the Gambler: Defense/Endurance21: Luck of the Gambler: Defense

    Level 6: Assassin's Staff
    A: Superior Stalker's Guile: Accuracy/Damage23: Superior Stalker's Guile: Accuracy/Damage/Recharge23: Superior Stalker's Guile: Damage/Endurance/Recharge25: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge25: Superior Stalker's Guile: Recharge/Chance to Hide27: Touch of Death: Chance of Damage(Negative)

    Level 8: Build Up
    A: Gaussian's Synchronized Fire-Control: Chance for Build Up27: Gaussian's Synchronized Fire-Control: To Hit Buff29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance31: Gaussian's Synchronized Fire-Control: Recharge/Endurance31: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance

    Level 10: Focused Fighting
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense/Endurance33: Luck of the Gambler: Defense

    Level 12: Placate
    A: Invention: Recharge Reduction

    Level 14: Agile
    A: Gift of the Ancients: Defense/Increased Run Speed33: Gift of the Ancients: Defense33: Kismet: Accuracy +6%

    Level 16: Practiced Brawler
    A: Invention: Recharge Reduction

    Level 18: Eye of the Storm
    A: Obliteration: Damage34: Obliteration: Damage/Recharge34: Obliteration: Accuracy/Damage/Recharge34: Obliteration: Accuracy/Damage/Endurance/Recharge36: Obliteration: Chance for Smashing Damage36: Fury of the Gladiator: Chance for Res Debuff

    Level 20: Dodge
    A: Gift of the Ancients: Defense/Increased Run Speed36: Gift of the Ancients: Defense37: Reactive Defenses: Scaling Resist Damage

    Level 22: Serpent's Reach
    A: Decimation: Accuracy/Damage37: Decimation: Damage/Endurance37: Decimation: Damage/Recharge39: Decimation: Accuracy/Damage/Recharge39: Decimation: Chance of Build Up39: Devastation: Accuracy/Damage/Endurance/Recharge

    Level 24: Quickness
    A: Invention: Run Speed

    Level 26: Sky Splitter
    A: Crushing Impact: Accuracy/Damage40: Crushing Impact: Damage/Endurance40: Crushing Impact: Accuracy/Damage/Recharge40: Crushing Impact: Accuracy/Damage/Endurance42: Crushing Impact: Damage/Endurance/Recharge

    Level 28: Evasion
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Luck of the Gambler: Defense/Endurance42: Luck of the Gambler: Defense

    Level 30: Kick
    A: Invention: Accuracy

    Level 32: Tough
    A: Unbreakable Guard: +Max HP43: Steadfast Protection: Resistance/Endurance43: Steadfast Protection: Resistance/+Def 3%43: Unbreakable Guard: Resistance45: Gladiator's Armor: TP Protection +3% Def (All)45: Impervious Skin: Status Resistance/Regeneration

    Level 35: Weave
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Endurance46: Luck of the Gambler: Defense

    Level 38: Superior Conditioning
    A: Power Transfer: Chance to Heal Self46: Power Transfer: EndMod

    Level 41: Physical Perfection
    A: Power Transfer: Chance to Heal Self46: Panacea: +Hit Points/Endurance47: Panacea: Heal/Endurance47: Panacea: Heal/Recharge47: Panacea: Heal/Endurance/Recharge48: Panacea: Heal

    Level 44: Hasten
    A: Invention: Recharge Reduction48: Invention: Recharge Reduction

    Level 47: Combat Jumping
    A: Winter's Gift: Slow Resistance (20%)48: Launch: Jumping / Increased Jump Height

    Level 49: Assault
    A: Invention: Endurance Reduction


    ──────────────────────────────

    Inherents:

    Level 1: Assassination


    Level 1: Brawl
    A: Invention: Accuracy

    Level 1: Sprint
    A: Unbounded Leap: +Stealth

    Level 2: Rest
    A: Invention: Healing

    Level 1: Swift
    A: Invention: Run Speed

    Level 1: Hurdle
    A: Invention: Jumping

    Level 1: Health
    A: Numina's Convalesence: +Regeneration/+Recovery11: Miracle: +Recovery13: Preventive Medicine: Chance for +Absorb13: Regenerative Tissue: +Regeneration

    Level 1: Stamina
    A: Power Transfer: Chance to Heal Self15: Power Transfer: EndMod

    Level 1: Combo Level 1


    Level 1: Combo Level 2


    Level 1: Combo Level 3

    ──────────────────────────────
    Accolades:

    Born In BattleHigh Pain ThresholdInvaderMarshal


    ──────────────────────────────
    Stats Breakdown:

    - Defense -

    Smashing: 22.86%Lethal: 22.86%Fire: 20.36%Cold: 20.36%Energy: 20.36%Negative: 20.36%Toxic: 16.61%Psionic: 16.61%Melee: 50.75%Ranged: 49.5%AoE: 57.07%
    - Resistance -

    Smashing: -946.35%Lethal: -946.35%Fire: -967%Cold: -967%Energy: -965.5%Negative: -965.5%Toxic: -992%Psionic: -992%
    - HP & Endurance -

    Regeneration: 3000%Max HP: 1688.92 |  (Absorb: 337.78 -- 28.06% of base HP)End Recovery: 9.95/sEnd Use: 1.72/s End. (Net gain: 8.23/s)Max End: 119.37
    - Movement -

    Run Speed: 47.74 mphJump Speed: 40.96 mphJump Height: 28.06 ftFly Speed: 0 mph
    - Stealth & Perception -

    Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 800 ft
    - Misc -

    Haste: 271.25%ToHit: 46%Accuracy: 46%Damage: 231%End Rdx: 2.5%Threat: 200
    - Status Protection -

    Held: 10.38Stunned: 10.38Sleep: 10.38Immobilized: 79.24Knockback: 10Repel: 0Confused: 10.38Terrorized: 0Taunt: 0Placate: 0Teleport: 100
    - Status Resistance -

    Held: 16.25%Stunned: 16.25%Sleep: 76.8%Immobilized: 76.8%Knockback: 10000%Repel: 0%Confused: 16.25%Terrorized: 16.25%Taunt: 42.39%Placate: 42.39%Teleport: 200%
    - Debuff Resistance -

    Defense: 83.07%Endurance: 0%Recovery: 0%PerceptionRadius: 60%ToHit: 0%RechargeTime: 60%SpeedRunning: 60%Regeneration: 0%

     

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  19. 10 hours ago, Bopper said:

    You have 3 auto powers that give scaling resistance. Each one works the same. *note, if you're a Stalker, let me know and I will give you other info as they are slightly different.

    Each of these powers will start granting you resistance when your health dips below 60% of your Max HP. It will scale linearly to a maximum value of 20% resistance, at 0% health.

    With all 3 combined, it will scale to a total of 60% resistance at 0% health.

     

    Yup, specifically a stalker... Okay, so it doesn't kick in until I go below 60% max HP... Current (level, any+HP from sets/accolades/buffs), class max, base (no enhancement/powers/accolades) max?

    I feel as tho I should start wanting to hit a green when I'm about 1/3-1/4 of my health bar left... to max resistances without getting gibbed by chips.

  20. Stupid question of the night: How do I read the kHitPoints variable for checking on powers - SR's passives, Radiation, et alia... Is it the difference from max, amount remaining? Does it matter if there are buffs to the base numbers via sets/accolades/powers?

    Trying to more accurately understand SR and how to play it...

  21. 1 hour ago, scutters said:

    <---- Eff (Spines/Regen Scrapper)

    Used to run with dUmb, SMA team, and a few ABH alums. Currently playing on Indomitable, hit me up! @scutters 

     

    Crap, more dUmb folks? Maybe I shoUld move back to IndUmbitable...

     

    Welcome!

     

    <---Eran Rist - Kat/Reg Scrap on Legacy

     

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