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[Critique Requested] Plant/Kin


oedipus_tex

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So I finally have a Plant/Kin who is approaching level 50. Threw this build together quickly.

 

I'm looking for a mid-priced, reasonable build for this toon that avoids excessive use of Purples. That said, I've not leveled either Plant or Kin in ages. How is this looking?

 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(13), UnbCns-Dam%(15), NrnSht-Dam%(15)
Level 1: Transfusion -- TchoftheN-%Dam(A), TchoftheN-Acc/Heal(17), TchoftheN-Heal(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen(23), TchoftheN-Acc/EndRdx/Rchg(25)
Level 2: Roots -- PstBls-Dam%(A), TraoftheH-Dam%(3), PstBls-Acc/Dmg(3), SprOvrPrs-Rchg/Energy Font(46)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Acc/Rchg(11), CrcPrs-Conf%(13)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Spirit Tree -- Heal-I(A), Heal-I(37)
Level 14: Super Speed -- BlsoftheZ-ResKB(A)
Level 16: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(25)
Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprWiloft-EndRdx/Rchg(19), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprWiloft-Rchg/Dmg%(23)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36)
Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(43)
Level 26: Carrion Creepers -- PstBls-Dam%(A), TraoftheH-Dam%(27), ImpSwf-Dam%(27), FrcFdb-Rechg%(29), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(31)
Level 28: Weave -- LucoftheG-Rchg+(A), RedFrt-EndRdx(37), RedFrt-Def(37), RedFrt-Def/EndRdx(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def/Rchg(40)
Level 30: Maneuvers -- LucoftheG-Rchg+(A)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), OvrFrc-Dam/KB(34), SlbAll-Build%(34)
Level 35: Transference -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(36), PrfShf-EndMod(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39), RechRdx-I(39), Acc-I(39)
Level 41: Poisonous Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(42), Thn-Acc/Dmg(42), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43)
Level 44: Disruptor Blast -- FrcFdb-Rechg%(A), ExpStr-Dam%(45), Empty(45), PstBls-Dam%(45), PstBls-Acc/Dmg(46), Rgn-Dmg(46)
Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), RechRdx-I(50), AchHee-ResDeb%(50)
Level 49: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
Level 50: Vigor Core Paragon 
------------
------------
Set Bonus Totals:

  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.25% Defense(Energy)
  • 14.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 18% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Immobilized)
  • 31% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 8% Enhancement(Confused)
  • 75% Enhancement(RechargeTime)
  • 8% Enhancement(Sleep)
  • 13.5% SpeedFlying
  • 114.5 HP (11.25%) HitPoints
  • 13.5% JumpHeight
  • 13.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 20%
  • MezResist(Held) 20%
  • MezResist(Immobilized) 20%
  • MezResist(Sleep) 20%
  • MezResist(Stunned) 20%
  • MezResist(Terrorized) 20%
  • 21% (0.35 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 1.5% Resistance(Smashing)
  • 1.5% Resistance(Lethal)
  • 7.5% Resistance(Fire)
  • 7.5% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 13.5% SpeedRunning

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Pretty decent. My suggestions:

 

1: Transference is so strong in End regain that you don't need to add more slotting into it for End recovery... if you're trying to end-drain with it, I question that plan. Lt and lower mobs are going to be mass confused anyhow. You'll Hold a boss quicker than you Drain it. And once you're 50 and have Contagious Confusion proc in Seeds, the bosses are going to be Confused at the start of a fight, giving you the time to Hold them. So I don't see End drain as useful, and End recovery is already very high, so I would just go with a single Accuracy in it and be done.

2: Transfusion is overslotted, IMO, and I don't see the stat bonuses as worth the extra slots. I would probably use 2 slots in it for Accuracy/Heal, and 1 slot for Theft of Essence. This ToE IO will then allow you to take out a slot from Stamina.

3: As I understand, Force Feedback's proc in Carrior Creepers won't help you after the initial cast. And I don't think it's worth keeping on a power that  gets cast about every 2 minutes... once a minute would be fine, that's equivalent to an LotG. But every two minutes is not worth as much as adding more slotting into the power.

4: This is your call, but personally while I like the Def bonuses from Thunderstrike, I always put Achilles Heel in Poisonous Ray. With a 90% chance to activate, if you're firing it every 10 seconds (and you can), it can add -18% Res debuffing to a single target, which is very nice for Kinetics since it doesn't inherently have -Res. That basically doubles the Res debuff from Poisonous Ray, and I think that's worth the loss of Defense. I would make up for it by 6-slotting Expedient Reinforcement into Tarantula even if it does increase the downtime.

5: I think that Fulcrum Shift only needs a single Accuracy.

6: With all of the extra slots pulled out, you can add a 3rd slot to Tough and get another 3% global defense. And then I think you may stil have more slots, and I would put them into a Defense power and get the +Resist IOs.

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Thanks for the feedback

On 12/9/2019 at 8:37 AM, Coyote said:

Pretty decent. My suggestions:

 

1: Transference is so strong in End regain that you don't need to add more slotting into it for End recovery... if you're trying to end-drain with it, I question that plan. Lt and lower mobs are going to be mass confused anyhow. You'll Hold a boss quicker than you Drain it. And once you're 50 and have Contagious Confusion proc in Seeds, the bosses are going to be Confused at the start of a fight, giving you the time to Hold them. So I don't see End drain as useful, and End recovery is already very high, so I would just go with a single Accuracy in it and be done.

2: Transfusion is overslotted, IMO, and I don't see the stat bonuses as worth the extra slots. I would probably use 2 slots in it for Accuracy/Heal, and 1 slot for Theft of Essence. This ToE IO will then allow you to take out a slot from Stamina.

3: As I understand, Force Feedback's proc in Carrior Creepers won't help you after the initial cast. And I don't think it's worth keeping on a power that  gets cast about every 2 minutes... once a minute would be fine, that's equivalent to an LotG. But every two minutes is not worth as much as adding more slotting into the power.

4: This is your call, but personally while I like the Def bonuses from Thunderstrike, I always put Achilles Heel in Poisonous Ray. With a 90% chance to activate, if you're firing it every 10 seconds (and you can), it can add -18% Res debuffing to a single target, which is very nice for Kinetics since it doesn't inherently have -Res. That basically doubles the Res debuff from Poisonous Ray, and I think that's worth the loss of Defense. I would make up for it by 6-slotting Expedient Reinforcement into Tarantula even if it does increase the downtime.

5: I think that Fulcrum Shift only needs a single Accuracy.

6: With all of the extra slots pulled out, you can add a 3rd slot to Tough and get another 3% global defense. And then I think you may stil have more slots, and I would put them into a Defense power and get the +Resist IOs.

 

 

Thanks for the feedback. I completely missed that I had forgotten the +3% IO.

 

I implemented some of your suggestions. I also dropped Spirit Tree for Increase Density, which I can drop a +3% Defense IO in.

 

Overall S/L Defense now slightly exceeds the Softcap, while Ranged hits ~35%, capped with one Purple inspiration.

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), UnbCns-Dam%(5), NrnSht-Dam%(7)
Level 1: Transfusion -- TchoftheN-%Dam(A), TchoftheN-Acc/Heal(7), TchoftheN-Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-Acc/EndRdx/Rchg(11)
Level 2: Roots -- PstBls-Dam%(A), TraoftheH-Dam%(11), Acc-I(13), SprOvrPrs-Rchg/Energy Font(13), Empty(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Conf/Rchg(19), CrcPrs-Acc/Rchg(21), CrcPrs-Conf%(21)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Super Speed -- BlsoftheZ-ResKB(A)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(23)
Level 16: Increase Density -- GldArm-3defTpProc(A)
Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprWiloft-EndRdx/Rchg(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Rchg/Dmg%(27)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31)
Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31)
Level 26: Carrion Creepers -- PstBls-Dam%(A), TraoftheH-Dam%(33), ImpSwf-Dam%(33), ExpStr-Dam%(33), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(34)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(36), RedFrt-Def/EndRdx(36), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/Rchg(37)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), OvrFrc-Dam/KB(40), SlbAll-Build%(40)
Level 35: Transference -- Acc-I(A)
Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(42)
Level 41: Poisonous Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(42), Thn-Acc/Dmg(42), Thn-Dmg/EndRdx(43), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43)
Level 44: Disruptor Blast -- FrcFdb-Rechg%(A), ExpStr-Dam%(45), Empty(45), PstBls-Dam%(45), PstBls-Acc/Dmg(46), Rgn-Dmg(46)
Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), RechRdx-I(50), AchHee-ResDeb%(50)
Level 49: Fulcrum Shift -- RechRdx-I(A), Acc-I(50), RechRdx-I(51)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Level 50: Vigor Core Paragon 
------------
------------
Set Bonus Totals:

  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 8.5% Defense(Melee)
  • 11% Defense(Smashing)
  • 11% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 21% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Stunned)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Immobilized)
  • 8% Enhancement(Sleep)
  • 31% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 75% Enhancement(RechargeTime)
  • 6% SpeedFlying
  • 118.3 HP (11.63%) HitPoints
  • 6% JumpHeight
  • 6% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 20%
  • MezResist(Held) 20%
  • MezResist(Immobilized) 20%
  • MezResist(Sleep) 20%
  • MezResist(Stunned) 20%
  • MezResist(Terrorized) 20%
  • MezResist(Teleport) 100% (20% chance)
  • 18.5% (0.31 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 1.5% Resistance(Smashing)
  • 1.5% Resistance(Lethal)
  • 7.5% Resistance(Fire)
  • 7.5% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 6% SpeedRunning

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