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oldskool

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Everything posted by oldskool

  1. Scrappers are certainly going to do more damage, but at the end of the day Staff Fighting is really good at AoE damage over single-target (Not to say I think it is bad there either. It's just not as laser focused on that.). Dark Armor just adds more AoE damage. The Stalker version of Staff gets a better single-target attack option (Innocuous Strikes dropped for Assassin's Staff) and the form power gets dropped for Build-Up. Confront also dropped for Placate. The Stalker version doesn't get an option for forms, but it does have the damage form baked into it by default. If you like the options that Staff Fighting brings, then yeah a Scrapper will probably be a good choice. If you favor single target damage over AoE damage, then the Stalker will be better. Even that said, Staff Fighting isn't exactly the most amazing Stalker set against one enemy (Again, its still quite good but not necessarily the best in the AT). It's just stylish AF while providing some pretty good damage all around.
  2. Looked into this thread out of curiosity. Stayed for the Ole Derp chatter.
  3. Happy to help! Glad I could share something you might enjoy! Tip... If you're not in the habit of going on to the Beta server to tinker, then I highly recommend it. A few hours there can save you a lot of headache later on.
  4. For my tastes? Gettin' there (lol). What's more important though, is do you think you'd be happy with it? I sent you a direct message with a totally different take. That take is also food for thought along with other commentary intended to get you thinking a bit differently on approach. If I'm not slotting any of the Epic powers, then I don't bother taking them at all. I don't think Psychic Shockwave is all that necessary for you, and if I did take it I would drop one of the AR powers. I personally do not care weapon swapping at all. So I avoid the melee powers with sets like Beam Rifle, Assault Rifle, Archery, and Dual Pistols like the plague. Style > than adding a little bit more DPS. I can be harsh on Sentinel AR, but do note that it does have enough core damage to get the job done. If you really like Mind Probe, then try to shuffle some slots around to get 5pc Hecatomb in it.
  5. I think the build, as it is, will do what you want it to do. That said, you've gone into a realm of overkill. There is no kill like overkill, but still... I don't think you needed to stack defense as high as you did with the expectations you have. Furthermore, taking but not slotting Mind Probe and Shockwave is largely a waste of time. As they are, you could totally drop them from your build and not miss their existence at all. You could drop Link Minds and not notice. You're far more paranoid about being hit by powers flagged "psionic" than you really need to be. Powers that are psionic only are often times crowd control. Like Dominate. Dominate from enemies isn't some procced out micro nuke. Your hit points can handle the stray hit. Honestly enemies like Widows are more lethal with their melee attacks than they are with their mind bullets. Offense wise, Assault Rifle is what it is. You can only push it so far and it does happen to have a bit lower of a ceiling than I would care for. Though don't let that make you think your character can't handle +4/x8. Invulnerability absolutely can take that beating. You can dish it out too, but again you've made some choices that just aren't necessary. Burst has the most likely chance to miss against +4 enemies which is going to deny you the Achilles' Heel effect more often than it will benefit you. Slug will miss too. The Dam/Rech in Burst is completely unnecessary too. It also actively lowers your chance for every one of those procs to go off. Your other attacks have enough accuracy to hit +4 enemies. Obviously Mind Probe will miss even more often than Burst (same goes for Psi Shockwave) lowering their value even further. Against +3's Burst still has a slight chance to miss beyond the basic 5% floor you could hope for. Slug's at 95% though so there's that. Against +2's Burst is getting to be ok there. +1's and +0's you'll hit with whatever you want, even Mind Probe with only the default 5% miss chance to really worry about. Still for everything you included I'm not sure its worth it. You have a room for improvement, but it isn't for any of the reasons you may have originally thought. The improvement you can work on is balance because everything you want to do is already there. Its just the decisions to get there are perhaps a little on the extreme side. 😉 I'm switching to make a Assault Rifle/Super Reflexes from my older AR/Bio myself. So that new concept is just all in on procs in every power within some reason. I'll see if I can replicate that with Invulnerability. I need to re-work my Sonic/Invul anyway so this is a good time to play with those. I'll shoot you a PM sometime whenever I come up with something.
  6. I think there is some truth here if you're only talking a narrow band of the player base that takes the time to deep dive into optimization. People looking to highly optimize aren't playing sets of anything less than Titan Weapons OR Mace for Scrappers/Brutes/Tankers, Street Justice for Stalkers (or Dual Blades with extreme recharge), Fire Blast on any ranged AT, and so on. Its just not a fair comparison to play anything less than the most optimized pairings of powers with the most expensive IOs chosen for the best bonuses. Incarnates too. The reality of the game though is most people don't do that. Still, the Sentinel does need a review but just how much of one is certainly debatable. Edit: And if survivability/DPS/targets plus utility are all that matters, there are options in the Mastermind/Controller/Dominator category that can put pretty much every damn one of those other ATs to shame. I guess they need to be listed as better than the Sentinel in every way too.
  7. I've seen complaints about Whirling Hands alongside ones about ET and TF. Maybe not so much here on the HC forums because Energy Melee is a known pariah set by a lot of veteran players. Dragon's Tail is much the same way on Martial Arts. I feel like DT is less of a kick in the pants (see what I did there?) than Whirling Hands. Though Whirling Hands being just 'meh' really does feel like adding insult to injury with the EM animation changes. Honestly the word of any buffs to Energy Melee is enough to get me excited. Fingers crossed some animation times are looked at even if the damage values get tweaked (hopefully to be fair).
  8. This has been a wonderful day!!! I mean really. I love these classic sets so damn much. Dark, Martial Arts, and Energy Melee are literally my first picks from 2004 for characters. I'm down to wait since there are things to work out here but...
  9. Seconded.
  10. Me after scrolling down to: Dark Melee Update
  11. Blasters have access to Aim and/or Build-Up. Aim and Aim-like replacements (e.g., Swap Ammo) are found in ranged attack sets. Build-Up and Build-Up-like replacements (Blinding Feint/Follow Up) are found in melee attack sets. Dominator assault sets are mixed bag with a set here or there having actual Build-Up and several others having Power Boost. Sentinels going in the direction of the Dominator sounds really good on paper, but Dual Pistols exists. If all other sets gained Build-Up (or I'd wet myself over Power Boost), then Dual Pistols starts to lag even further behind. As it currently stands, Swap Ammo is nothing even close to being as effective as Build-Up replacements of Blinding Feint/Follow Up. It doesn't even keep pace with Aim. If the other Sentinel primaries get Build-Up, then the Sentinel Dual Pistols needs a serious overhaul (it probably does anyway). So there are facets here where tweaking specific powers elsewhere can have ripple effects where other sets may need an entire overhaul. If a balanced play experience is the end result, then I am all for it. However, this is a dead game with people volunteering time to keep it available. I'm also for simple solutions on the inherent and general Sentinel AT features. Some of my own wish list items: - Increase the defensive modifiers from 0.70 to 0.75 - Increase base damage even if it is at the expense of the resistance debuff - Roll the Offensive and Defensive side features (bonus damage/resource return) into a unified effect - Either decouple the trigger mechanic from the first two powers entirely OR allow either of them to trigger the unified effect above - Critical hits. That MAY be a stretch if the other topics became a reality but Scourge isn't really like critical hits so there isn't a true ranged class with that feature. Might step too far on Scrapper/Stalkers toes and I don't want to diminish those ATs (of which I play too). Despite my own wish list of things, I still like the Sentinel enough to have 10 of them in my roster with various levels. More than one has full Incarnates (even multiple in a category like Destiny) and a complete expensive IO build. I'm far too much of an alt-o-holic to stick with one character. I enjoy several of various ATs so the current damage state isn't such a turn off for me as it appears to be for so many others. Still, buffs are welcome.
  12. Sometimes if I can't find information about a specific pairing I will do more narrow searches of just the primary/secondary. I'll look over both and see if my combo can play similarly. I'll also check out other subforums for some general slotting ideas. There are a few Staff Fighting/X and X/Dark Armor threads in this subforum. Dark Armor/Staff Fighting has some interest in the Tanker community since the pairing is really quite sturdy. I play Staff/Dark on a Stalker. While there is some cross over the sets are different enough I'm not sure my ideas would be of much use. Finally, the combo isn't a bad one but probably just isn't a popular one. It's a pair that should work pretty well together. Staff brings Guarded Spin for bonus defense, Sky Splitter for a stun that stacks with Oppressive Gloom, and forms for configuring your playstyle. Dark Armor brings the style you need, more AoE goodies, and decent resistance to most damage. Temper your expectations though. Staff isn't known for its overwhelming single-target capabilities, but you can certainly make the pairing play off each other's strengths.
  13. Agreed. I really enjoyed both. Are you in my Steam library? Get out!
  14. Bummer the AT didn't click for you. Here's to hopes it gets a buff so more folks can enjoy it.
  15. You keep writing this stuff as "fact", but I'm a bit confused as to where you're getting this info. There is record of the confiscation of United States M16 rifles using 5.56 NATO in the Vietnam War (U.S. enters arena in 1965 and withdraws though March 29th 1973 [Paris Peace Accords signed January 1973] - 10 remaining Marines air lifted out after fall of Saigon, war ends with fall of Saigon 1975). The reverse engineering of the 5.56 NATO was completed by 1973. The 5.56x39 was released with the AK-74 (designed by Mikhail Kalashnikov to chamber the round) in 1974. The weapon is translated "Kalashnikov Automatic Rifle Model 1974". As mentioned before, Saigon fell April 30th 1975 thus ending that war. The Soviet - Afghan War started 1979 after a failed coup in 1978. What's perplexing... Vietnam's conflict waged from 1955 through 1975. Vietnam's ground forces largely used Russian made AK-47 and SKS Carbines as personal arms. The Russian equivalent to the M60 was used for heavy fire. Anyway, both of the previously mentioned weapons used 7.62x39 rounds. The Russian made 5.56x39 didn't release into circulation of Soviet military until 1974. It's first use in a theater of war that I know of is the Soviet-Afghan War of 1979. That would mean a few things... 1) The Vietcong couldn't have 5.56x39 as a part of a wound the warriors so others drag them off strategy as the weapons to fire didn't exist. Again, Vietnam War 1955 to 1975 (United States enters in 1965 and completes withdraw by 1973). 2) Soviet war with Afghanistan was in 1979 so I'm not sure how they put guerrilla tactics learned here to use in Vietnam where the war ended 4 years earlier. Does Soviet strategy also involve time travel? By the way, these dates are also well documented and considered historical fact. However, I am absolutely willing to read whatever information you can share regarding how the Soviets taught the Vietnamese guerrilla tactics using a weapon that didn't exist. Edit: Instead of just pushing this thread further with this absurd discussion I'll just add the edit. I'm not going to debate Balochistan (stated below) which has been an active hot zone for over 70 years. There was a prototype field test of a 5.56 variant deployed in 1968. That was the AO-35. That rifle was ultimately rejected. In the 1970 (the actual year not some vague "early 1970's" paraphrase), the cartridge and rifle pairing was put to redesign. That process took 4 years. That's where the AK-74 and the ammo it used comes from. Trying to insinuate a final product was used as a means of guerrilla warfare in Vietnam is dubious at best. The Vietcong largely used Russian equipment. There would be no reason not to take other weapons and munitions from enemies as you find it, but at the end of the day that's not the standard equipment that was already established for the forces in question. The weapons used by the Vietcong ran on 7.62x39 when talking personal rifles/carbines. Even today, we field test new small batch ammo prototypes and weapons. There is no reason to think that didn't happen before, and I'm not suggesting that the munitions that became the modern 5.45x39 magically appeared. However, it is a documented fact that 7.62x39 munitions were the widely used type during Vietnam. It is documented fact that the AK-74, and its ammo the 5.45x39, debut war theater was in 1979. To suggest that some prototype variants played a larger role in the overall guerrilla tactics is questionable. Telling people it's just matter of fact and public record is equally lazy. You'd be assuming I haven't looked. Furthermore, the Vietcong were well aware of the Art of War and guerrilla tactics are practically invented in that work. Also, I'm well aware of the guerrilla tactics of the Mjuahideen. The Soviets were on the receiving end of those tactics in the 1970's. Anyway, I'm done here.
  16. I'm not condoning some of the harsh tone, but the information isn't off. There is a myth that assault weapons are inaccurate which isn't true. Assault weapons are essentially rifles, which are intended to be accurate by design, with fully automatic modes for high rate of fire. Assault weapons are tactical in nature allowing a soldier to deploy more than one rate of fire as necessary. The term machine gun describes weapons which fire in fully automatic mode and are designed for rapid shots. The terms of assault weapon, assault rifle, machine gun, sub machine gun, and battle rifle are often used interchangeably. These aren't the same kinds of weapons though. [Edit: There is also a misunderstanding that machine guns can't be accurate either due to recoil and high rate of fire. This is why support stands (bipods) exist and you see soldiers training to fire heavy high rate of fire weapons on the ground with a stable base. With training you can certainly send high amounts of rounds towards a target with precision. Smaller submachine guns can be pretty accurate in close quarters combat even in fully automatic mode. The FN P90 can be considered compact submachine gun and that weapon is highly effective for what it was designed to do.] Furthermore, the design of the 5.56 has its origins in the 1950s where NATO was seeking to have a unified cartridge for weaponry. The 7.62x51mm was eventually determined to be too heavy for mass carry. The 7.62x39mm can sometimes be confused here though those work with the AK series of rifles. The 5.56 was adopted since it was determined to have adequate stopping power while offering a lighter total cartridge for troop transport. We're talking holding the carry of multiple rounds vs just what the rifle itself holds. The 5.56 wasn't adopted for the reason you state. It was adopted for its stopping power while addressing an issue of logistics.
  17. Challenge accepted... I didn't opt for a full rebuild ala Pimp My Ride. You avoided purple sets and so I didn't include any. You mentioned the ATOs so I put those in. So I ultimately just shuffled some ideas around to see where it could go. Hopefully, the identity of the character is still here. My thought process: Basilisk's Gaze - 4pcs are pretty good sets and you can get them in two powers (that's +7.5% recharge x2 that works with LoTG and slight ranged defense). Kismet in Hover - Keeps you accurate on +4 enemies. You don't need to solo +4/x8 but I'd wager you'd still like to hit them if you team up. Avoided procs - Ok, there are procs in the ATO and in Obliteration, but they aren't focal points of the build. Preventative Medicine - 8.75% recharge Reactive Defenses - See Preventative Medicine. As an alternative you can go 5x Red Fortune + 1 LotG for even more global recharge. I don't think you need it at this point and I happen to like the bonuses for this set. More total Global Recharge without Hasten [Though Agility was already selected] - 100% ain't too shabby. Build-Up (Gaussian's proc... c'mon gotta have it) and Hail of Bullets available in just under 35 seconds. Hoarfrost a bit over a minute of downtime. Smooth sailing pistol shots of Executioner's Shot -> Pistols -> Dual Wield -> Pistols. Under ANY outside recharge effects OR the constant low bonus of Ageless (if you take it) you can shorten that to just Executioner's Shot -> Dual Wield -> Pistols. You can weave in Ice Sword or Chillblain as you like or stack holds from Suppressive Fire and Freezing Touch. World's your oyster there. The losses of some recharge bonuses if you exemplar lower aren't that horrible. Using Pistols twice to every Dual Wield means Executioner's Shot can take as long as 4.224 seconds to recharge. You also have other powers to fill gaps, but this largely won't be a problem. End for days. Frigid Protection already gets you a ton of endurance and Dual Pistols isn't super end-intensive when built like this. Hoarfrost slotting - It looks like you're going to cap HP with Hoarfrost and you won't be too far off with Accolades. So I opted to think a little outside of the box and go for Unbreakable Guard for the minor end discount, energy/neg resist and slight smash/lethal defense. Hover speed is going to be slower but still it is as fast (slight faster) as Sprint + Swift. So that shouldn't too painful. Flight can keep the original set if you really like it. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1573;729;1458;HEX;| |78DA6594CB4F135114C6EF74A660690B54E45DA0A52008B4D0E8DE28A8210A69347| |1679A016A199C4C9B3E882CDD199F891B234F35BA70E183F8FA478C1A75E1D2170F| |352A89E0783ADFB18CE924EDEFCC77EF3DE7DC73E6DE91B3439E0747CEED1792775| |057B3D9F841FACF2532E5A36A2E9F5175418F673495310207A6134692064868E649| |F1E32A491391A1BCAAC7635A3697D2B3817F6327F2E9742A938B0C8F27E223AAA1A| |5F3BA9AD352866FD8984C6412068DB0E18EA5527AE4B0AE2527733ECB1E36A6B5AC| |36A6E95A6EA65411BE43696D3C3298D227C87321D84C036515A15F63B5E0C7748A5| |B84A822CA6E833B16988B60C512F326785E14D74AE2866469E159B089FC4AEC5772| |2A96E65098025424A6032C93C1665A2B63AD223F47ACCAC760F513E653B0EE19E8A| |7354E2BA069BAA9E4E59C57F916F2F16F82174975619ED3B5225B5AC71770F707E6| |47E627B0EB33D84A31DCF02BBB5F3884685184E735F32558F90A7451025EC451BCB| |588DDBA25ACB1D6370EBCBF0583EFC04B345CC57957F5625FE17B186BA3D83EAEA7| |6F09F9EC5C64CE82BBE698F360DD02789956D560ADA809C2EF05422DFBAB3D03AD6| |B8A791AEC493227991AD842B9D4737FEAB93F0DDC9F06EE4F13F7A789FBE3A57A34| |A21E5223D7C35F0D5E299C10AE6BF37D681DCB60FF4330FA0814755442DE4B0BFB0| |9523E6DBC973613F50A08EC3DF09BDF37B9D65BCC3FE0555AD5CEB1DBB9A721EE69| |887B19E2DE26C96527F62077DE912CADEF2E185EFE3F4F8DE676F377D6FD0DB9EC5| |965AE31D7C1FEAFCCEFE07B8F10BD9C53EF06B4BE9FCC5F60F4073825E31C17EA11| |E16FA68A6A3DC0DA00D768A582CE23F2115208F3D6ECDA49CC5BB56BDD98B7BEAD4| |9D235D4ADE33AE8578A7740E1E899A60816143E893D25A303254AB444D95BA2EC2B| |518ED99530F28C29C53B4748D62CD7F64D626ED09713E5BC66E92839599FB3D9F33| |6FB684F318219ABB0EE38CB3E65B3559B3D66B3FF0249150E95| |-------------------------------------------------------------------|
  18. You can squeeze in two more LoTGs if you want. Afterburner can drop the flight speed for one, and you could drop a slot from Flight for another into Hover. You'd be missing out on about 7 mph of travel speed from what you initially had, if that matters to you. The 8% regen from Freebird isn't something you'll miss. Keep the stealth there or not... Can do whatever you like on Frigid Protection, but the Preventative Medicine set isn't too pricey. The Absorb proc functions off a condition (low health). Still, another source of absorb is never a bad thing and you're currently missing out on it. That's about as far as I'd go on advice without shuffling slots completely in order to grab specific set bonuses.
  19. There probably isn't enough general interest in the Sentinel given all of the poo-pooing of the AT since its release. There are several folks that have shelved their Sentinels and moved on to greener pastures out of disappointment. Might be better to just post it and let feedback come as it does. I seriously doubt you'll find "experts" in their preferred sets unless all you really want is a deluge of people talking about Fire Blast. 😉 Edit 1: FWIW to anyone else, I've read it and it has some good things that can be helpful for a lot of folks. More eyes on it can help refine it. Edit 2: Can you change "New" to "Need" in the title?
  20. Well how did I over look that? 😉 That changes a lot. I also went in game and confirmed watching the pet drop some damage. The DPA is actually far higher than I thought. What's also funny is the actual damage average is higher than the game's tooltip reads. So that gets to put Full Auto pretty much on par with Thunderous Blast. Mid's has the wrong DPA value so I tested that too and it is better than the builder suggests (for whatever that's worth). At least FA has company.
  21. So is Hail of Bullets doing something similar? Hail of Bullets and Rain of Arrows aren't the same kind of power under the hood. Rain of Arrows summons a pseudo pet that does the actual combat much like Blizzard and several other powers. Hail of Bullets isn't like a typical "rain style" power so if its getting minor bonuses to each individual tick of the channel that is an interesting finding. Edit: Looks like the Hail of Bullets damage functions like several of the others. That's not too surprising giving that it is like a spherical version of Full Auto which gains bonus damage like the other non-summons.
  22. I wonder if you're going to see that happen again with other summon powers like Blizzard in Ice... Wouldn't surprise me and its not the first time powers behave differently. Like Sentinel PBAoEs interact with Opportunity meter building differently than other types (and its not for the better either).
  23. So probably not perfect here, but this is hopefully to give you some guidance on where to go if you're thinking of spending that much influence into a build. Not there is anything wrong with that. It's your character, and if you really love it go for it. Things to think about running Fiery Aura: 1) Endurance management. Your initial attempt has very poor endurance management. The build below brings Consume back, it can be nice, but aims to ease the pain a little bit. It will still feel a bit tight on endurance use until you can get into Incarnates. For your Alpha slot, I highly recommend Cardiac and work your way to Cardiac Core (the T4). That will shift the 65% resistance to Smashing/Lethal up to 70%. Get your Accolades (Freedom Phalanx Reserve, Portal Jockey, Task Force Commander, The Atlas Medallion). Once you get the Cardiac online, and your Accolades the endurance issue will pretty much disappear. I highly recommend taking Hydro Blast over Aqua Bolt for Defensive Opportunity. That endurance restore will also help with your long term sustain. 2) Accuracy. You want one of two goals. Either you want to make sure you have 95% accuracy on enemies +3 levels over you OR you want 95% against +4. Your T3 Alpha slot in the Incarnates will pretty much turn any level 54s into 53s for the purpose of your accuracy. When you exemplar below 45 that goes away. So I tend to like to shoot for 95%. You don't have too, and this is purely personal preference. It is also meant to be entirely educational. Hover is taken early and a Kismet +6% to hit is placed there so you can have an easier time exemplaring if you so choose. [By default I set the accuracy in "Options" - "Configuration" - "Exemping..." tab to 39% vs 75% to represent hit chance on +4 enemies] 3) For Water Blast, I personally like Opportunity Strikes in Whirlpool because it has unique behavior there. The power has a 17 second cooldown during Hasten and Opportunity has a 15 second duration. This power slotted in this manner has a good chance of giving you an opportunity meter burst early and it lines up to having a 2 second downtime. With lucky procs in a big spawn you can really push your Opportunity uptime. This still functions well as a strategy against single targets. 4) Like the other poster says, Geyser should hopefully be used early and often. The cooldown in this build is about 25 seconds and Tidal Forces is 27 seconds. Tidal Forces -> Geyser -> go to town. 5) For tough single targets you can run Water Jet -> Dehydrate -> Hydro Blast -> repeat. The first time you run this combo your very next Water Jet will auto trigger its special perk (shorter cast time + immediate cooldown drop). That has a 15 second cooldown. Your next pass of attack should allow you to lead right into Defensive Opportunity without having to worry about when to press the button. It's just built into the attack chain. 6) Water Burst, Whirlpool, Fire Cages (to hold rascals in your Whirlpool + Burn), and Burn should be enough AoE. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1455;696;1392;HEX;| |78DA6593594F135114C7EF4C07A194AD2265A7B42C5D80690BA808A251B1264A132| |2893E368D5CCB98A690B624FAE8835FC098F8E21E1770E1C9257C07D737D7774D44| |4CD4A8893A9E99FFA19074D2E63773EEF99F7BEE39E7264E4F542D1F3ABB5728350| |732A97C3E392DB305232B3315898542AA60CC6585F594D3BF757D297934954DCB19| |FD78AA2073C9FD242B6CAC4DC893329B977ADC90B933C97D0BB994704DCDCD65F47| |8C648CF16AAF16EBD1AD974ADFD3529533332979F35E62BEDEFE97929675A0ECE1B| |27F462D8B89193C904ED44519B28995EFAB707053F6699B84E8869A2EE06F332E8B| |902365D655E03775A5AC5D63AC477876D6BF9C1FC05C67E821D4176A57D94579A6D| |6B7BC97C0A763C633E67BE007791D601ADEAF88878BD9FC1C027D04B3E651CBFEC0| |1745BEE3317C1AA25B0E62EF31ED81944732C6DF9926ADB2A169937C1CA5BCCDB60| |D51DD0454227B4C2D985BAF8289E8BE3B93E600FDF7BB0FB35F31DD8FB86F916745| |2BC6AD454A96E5050C3BF56A3343146716BB1A6D67A14DB166A6436817EF271F3DE| |EE1872DC1A65F683DB746604F45C22F78026C6495B6F77C954EB4DAC05FE30FF810| |AE5D7C0E76D30E9110EB234F21434F21484780AC2EB53F01B1CA51D9AE12B9A0761| |DB43B65644D45AC7B14B78377304EC1F658E811AEDD9CE9568E72A0DAC21DEC037B| |09BE27AB912DE1DD0750E328798C3A06F3BF31C7881B47ECEC9BF82CE743D643E62| |3EE64E3E01974342F4704E3D3CA5119ECEC82AE8A6BC83EC13E4BCFBE39CF711D04| |F3E7D3C017D7DD644394584394279E95C3FDD8769131E21A2DC9128C76CD38AB79A| |7E56974E85ACBB6ADD10D30C97AC464B2CB112CB508965B8C432596299D28AF75E2| |8B6C55957BCCDE66A25ADF27994019C676DC3A62AC7701EEDB0624FA8E6438DBE6C| |D605A1FBBA59775EB5EBA55E443FD54ED4CF4AC0FC0F0673F0B5| |-------------------------------------------------------------------|
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