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Horus' original plan and the most pivotal moments of the Heresy

I think it's worth considering Horus' original plan and try to extrapolate a couple of things from it. The last few days I've had a brutal manflu and got to thinking about the most important moments of the Heresy, which led me to this topic e.g. what are the moments which determined that Horus lost.
For the purpose of this discussion, I'm choosing to ignore The Board is Set and the classic debate over whether or not, and to what degree, the Emperor and Malcador planned the Heresy. Because if we try and incorporate that, we'll end up in some Tzeentch level J.A.P. fuckery.
My proposal, if you’ll accept it and make me the happiest shitposter on reddit, is to first analyse the ideal version of Horus plan, then look at what actually happened and how the plan altered on the fly.
So, Horus turns. Here is his plan, so far as I can see.
  1. Identify the Legions with him and recruit as many as possible, while identifying the ones who could never turn or would need Chaos to turn them: namely, the Space Wolves, Imperial Fists, Ultramarines, Dark Angels, Blood Angels, Raven Guard and Salamander. Of these, he can deal with the Raven Guard and Salamanders and the Fists are the Praetorians. The Ultras and the Angels must be kept out of the way. Speed is of the essence here: he cannot give Dorn years to fortify the Solar System and keep pre-warning to a minimum. This is the Speartip on a cosmic scale: no pre-warning, no long drawn out war of attrition: destroy the command structure, ASAP.
  2. We typically lump the Iron Hands, as Ferrus is one of the Dauntless, in with the die hard loyalists but clearly Horus thought he, or Fulgrim rather, could sway Ferrus
  3. The Thousand Sons are a worry and somewhat hard to predict after Nikaea, ditto the White Scars though Horus would likely have bet on the Scars either staying neutral or coming to his banner. Khan riding out from the Walls of the Palace could never happen, right?
  4. Therefore, the BAngels, DAngels, Ultras and Wolves must be dealt with individually and, ideally, not allowed to either slow his forces or make it to Terra. Worst case scenario, he can use either the Night Lords or Alpha Legion to harass and slow them down, maybe spare a Legion or two to terrorise Ultramar and keep Bobby at home.
  5. Dispatch the Angels to somewhere far away, wait on the Thousand Sons and Scars, likely have to tank the Wolves. Not ideal, but not the end of the world: if anyone is likely to rush screaming into an unwinnable battle instead of exercising strategy, it’s Russ. Actually its Angron, but Russ would too (or so everyone thinks).
  6. Purge his Legions of loyalists to prevent any fourth columns
  7. All speed to Terra
  8. Be really sweet to Perturabo
  9. Kill the Emperor and Dorn, proclaim yourself new Emperor
  10. Politely ask Angron to stop murdering everything in sight
  11. Scouring
So, lets see how that pans out.
PHASE 1: PLANNING
  1. Identify the Legions he can likely call upon: Word Bearers, World Eaters, Night Lords and Death Guard are a given for various reasons (read: Chaos, tyranny and insane violence, violent insanity and tyranny). Somehow, he becomes aware that the Alpha Legion are also with him (Hydra Dominatus).
  2. Learns about Olympia and becomes the first person to ever hug Perturabo. Pert feels he has nowhere else to go and also fuck Dorn, so he's in.
  3. Convinces Fulgrim and plans to leverage Fulgrim into getting Ferrus onside.
  4. Identify the Legions which will never turn. The Fists are on Terra, the Ultramarines safely in Ultima Segmentum i.e. not between him and Terra, so the major threats are the two Angels, the Thousand Sons and the Wolves. Dispatches the Dark Angels to the Gordian League on the Eastern Fringe to stay out of the way and the Blood Angels to Signus Prime to either fall to Chaos or die. No immediate plan for dealing with the Sons and the Wolves.
  5. He knows the Raven Guard and Salamanders will have to be dealt with too but those are small Legions. The White Scars may also side with him in the end.
PHASE 2: ACTUALIZATION
  1. Realises that he cannot have divided forces (and is almost certain to have numerical superiority anyway) so purges his forces. The Iron Warriors, Night Lords, Word Bearers and Alpha Legion are either all mini Perturabos, largely insane, insane Chaos worshippers and who-the-fuck-knows, so that leaves the need to purge the World Eaters, Death Guard, Emperor's Children and his own Sons of Horus.
  2. Fulgrim fails MISERABLY to convince Ferrus. As in, doesnt really even try. Doesnt play to Ferrus' temper or Darwinism or anything. This is the first MAJOR drawback: had Ferrus come to Horus side, not only would he have probably the third best general after himself and Lion, he'd have had a huge, prominent Legion AND nobody outside of the Istvaan system would know. But, we soldier on, we’ll just have to deal with the Iron Hands with the other Loyalists. If we’re quick enough on Istvaan, it wont make a huge difference.
  3. Magnus Does Nothing Wrong. Whatever the Emperor was doing on Terra, Magnus fucked it up and is now sulking, with Russ sent to Prospero to bring him back. Beautiful, lets get Russ to burn the place down and kill Magnus. Two birds, one stone. Warmaste10.
  4. Istvaan 3 goes well until Saul Tarvitz manages to save about half of the Loyalist forces. Okay, not the end of the world, we just exterminatus them. Then Angron lands. Second major drawback: what should have been a one night stand is now a toxic relationship. Saul and Nero discuss, in the most manly-tear-shedding scene ever, if their sacrifice meant anything and it really did. More than anything. Now the Loyalists are inbound thanks to Garro.
  5. Still have the Iron Warriors, Night Lords, Word Bearers and Alpha Legion in bound and ostensibly loyal. Dropste Massacre and this actually goes really well, again. Corax alive but fled and his Legion in tatters, Vulkan captured by Curze and his Legion shattered, Ferrus dead and his Legion shattered. Warmaste10.
PHASE 3: THE MARCH
  1. Okay so word has gotten out. Send the Night Lords to harass the DAngels, the Alphas to harass the Wolves and launch the Shadows Crusade in Ultramar. No sign of BAngels, though Erebus tells us that they pulled through Signus. Okay, everybody else, full steam to Terra.
  2. Dorn sends a fleet to Phaal, let Perturabo sort this out. He fails to do so and barely lives.
  3. Okay so Dorn has done a bang up job Warmastering on the Emperor’s behalf and the Galaxy is now a full battleground. Iron Warriors hold the line, of course they do.
  4. Mortarion fails to convince Jagathai and the Emperor’s Children splinter to go do weird stuff. Now we have a problem. Everybody is off doing their own thing and its left to Horus and Perturabo to painstakingly advance the traitor lines. This is exactly what he didn’t want to happen. Theoretically, if the Secundus legions attacked now, the Emperor would win the war in a stroke. Horus has gone from overwhelming numerical speartip with the element of surprise to having his forces spread out across the Galaxy with no surprise.
  5. Luckily, the Ruinstorm puts the Loyalists on hold for a bit and then Curze does what he does best on Ultramar. Cant reach Lorgar or Angron, everybody else has a job to do. Send Perturarbo to find Fulgrim and get the EC back on track.
  6. Fulgrim is now a weird snake thing, Perturabo has chronic exhaustion and is losing a war of attrition on Tallarn.
  7. Fuck it, summon Mortarion back along with Fulgrim and go to Molech to become a God. Survive a dodgy assassination attempt or two.
PHASE 4: THE RECOVERY
  1. Realise you’re slowly losing the battle for your soul to Chaos and you need to finish this quickly. And this time we mean quickly.
  2. Send Alpharius to try and do a sneaky one on Dorn (possibly. I mean the Alpha Legion did delay the Scars juuust long enough for them to receive word from Terra and they haven’t really contributed anything to the cause….they did ruin Corax’s rebuilding but the Battle for Pluto is very un-Alpha Legion….)
  3. The Scars and BAngels arrive on Terra. No word on the Ultras or DAngels. At least Marr has done a good job on the Shattered Legions.
  4. Get Perturabo off Tallarn and this weird Black Oculus thing and have him bring everyone together again so we can finish this.
  5. Leman has somehow gotten his shit together and the Wolves tear into your Legion. Realise you really should have kept your forces together. The Wolves are almost entirely destroyed but your forces are depleted too and you are nearly killed. Chaos keeps you alive in a coma while your soul battles for survival.
  6. Maloghurst kills your soul and allows the Chaos Gods to swallow it whole and possess your body (or something, its terribly explained). On the plus side, possibly as strong as the Emperor. On the negative side, meat puppet for inhuman evil Gods.
  7. Perturabo brings Angron, who is now like a giant dog lizard dragon thing but okay, cool. That’s three Legions.
  8. Mortarion rocks up, cool. Some of the Night Lords under Skraivok, also cool.
  9. Lorgar brings Snakegrim and is clearly trying to assassinate you. Not today, send him packing but keep a huge swathe of his Legion
  10. Magnus declares his allegiance. Great.
  11. Alpharius declares himself out. Fine.
  12. 8 Legions.
PART 5: THE SIEGE
  1. Not listening to Perturabo.
So, what can we glean from this?
Horus actually recovers really well from setbacks, twice. He deals with Fulgrim’s failure, the Loyalists on Isvtaan 3 and the lethargy of the middle of the campaign quite well but its strange he finds himself in the latter position when his philosophy of war is the Speartip, concentrated superiority, momentum and aggression. The Heresy itself plays out almost like Mortarion was Warmaster, grinding and attritional. This is exactly what Dorn needed: imagine if Horus’ plan played out perfectly and he rocks up six months after Istvaan with 7-8 Legions against the Fists and their quarter built fortifications. No contest, particularly after Magnus Does Nothing Wrong.
Horus’ opportunism is flawless: like he says, he doesn’t see defeat, only new ways to win. His manipulation of Russ is brilliant, his gambit on Jagathai and Sanguinius are justified and both almost succeed. The Shadow Crusade and the Night Lords are viable strategies but possibly it would have been preferable in hindsight to send the Emperor’s Children instead of the World Eaters. The WE were a (barely) controllable force, whereas the EC were full on Keith Moon, with added rape, at this stage. But then, hindsight is 20/20 and Angron is not the patient type. The Word Bearers were necessary for the Ruinstorm
Ideally, he would have kept one of the World Eaters or EC in hand along with the Death Guard and Iron Warriors. Leave the Scars to their own devices and focus on beating everyone else to Terra. Just before Unremembered Empire, Horus could conceivably had had 4-5 Legions in hand, with Dorn with just the Fists and some Wolves on Terra. He probably wouldn’t beat the Scars their but with the Ruinstorm still active, Shadow and Thramas Crusades in action? He’d have had sufficient time.
So my vote on the most pivotal moments on the Heresy, in terms of winning it for the Loyalists, are;
  1. Saul Tarvitz, Garvi and Torgaddon guide the Loyalists on Istvaan 3. Without this, Horus takes 8 Legions to Terra with no warning. Game, set, match.
  2. Fulgrim fails to convince Ferrus. Neither Ferrus nor the IH do much anyway but this takes the IH away from Horus. Give him that extra full Legion to work with and he could have marched on Terra midway through the Heresy and won.
  3. Lion figuring out the Emperor is still alive. This isn’t in the above timeline but if Curze had just kept his mouth shut or Lion even been a little slower on the uptake, none of the Triumvirs would have copped that the Emperor was still alive. The Ultras, and more importantly, BAngels would have remained in Ultramar and not come to Terra and the DAngels gone to Caliban. No time pressure, clear road to Terra.
  4. The Emperor’s Children descending into the hedonistic psychos we know and despise.

Thoughts?

P.S. Horus, like all of the Primarchs to see the truth and glory of Chaos, actually did nothing wrong. Except Magnus, he fucked up. Death to the False Emperor etc.
submitted by DeeYouBitch17 to 40kLore

My Toughest Ice Tanker yet! (Ice/Dark) [Long Post]

As a follow-up to my Tier List, I figured I'd post the Ice/Dark build I'll be respecing into soon (Once I find out any errors/changes to make).
My current build uses Soul Mastery for even more tohit/acc/dmg debuffing, which I now think is a bit overkill. Here's my new theory build.

These numbers assume you're surrounded by 10 or more mobs.

We are totally ignoring teammates, using insps, temp powers and buffs for this. 

The quick summary is, SLEN cap as standard for Ice Armour, your normal Ice self-heal/max-hp, panic button, and end-recovery +5% hp button, and permanent HP cap w/ Accolades. All "Standard" for an ice build. Only downside is your EA button is a little slower at every 19 secs rather than 16.

Deep Dive on the build.

The Dark is throwing in the addition of:
  1. Another self-heal every 5.07 seconds (3.14s rech, 1.93s cast) for 38.51% of your HP. Small chance for 10% end here too.
  2. 94.1% damage bonus, 23.5% ToHit, for 30 seconds, with 32.46 rech and 2.37s cast. So roughly 5 seconds of down-time on your "build up" mechanic. + the Build Up proc for 5.25 secs.
  3. 250% (Why??) End Recovery every 57.61 seconds.
  4. The usual damage and -ToHit that Dark provides as standard.
Pools:
  1. Sorcery pool. Annoyingly, I'm throwing out my favourite Travel Pool, Speed of Sound, for Sorcery for this build, but opted not to take mystic flight. Instead, Spirit Ward is a "Mule" for a global heal IO, and Arcane Bolt is getting a single range IO because I like to pull with powers instead of Nemesis Meme Staff. Obviously what we're going for here is Rune of Protection.
  2. Fighting pool. Standard, no comment really needed. Tough/Weave.
  3. Speed pool. Hasten for perma-hasten. The build pretty much is entirely built around Perma-Hasten. Sorry to people who don't like that, but, *shrugs*. Oh and super-speed, but you can literally take whatever travel power you want, assuming it's not one of the "you can only have sorcery OR experimentation OR force of will" powers. I just like to bounce off council cave walls.
  4. No 4th Pool. No Epic/Ancillary Pool.
Incarnates: Yes, sadly this build requires two specific incarnates, two T4's to be precise, but throwing in Rebirth for more heals never hurt anyone either.
  1. Spiritual Core Paragon. You need Perma-Hasten, and and you have a fuck-ton of heals. In this particular build this T4 is what is simply required for perma-hasten.
  2. Melee Core Embodiment. Worked it out yet? Why I mentioned "Assumes 10 mobs around you." and taking Rune of Protection. Currently in my build I'm doing the exact same thing with Barrier instead of Rune of Protection, but by taking Rune, you can then take Rebirth, for additional silly levels of protection - Hell, at this point I'd even suggest the Regen Rebirth (Heresy, I know) since you're at HP Cap anyway. Hell, take Ageless for +Recharge and make the rotation even more stupid.
The "Standard" rotation:
You cast Rune, the 160 cooldown begins (Hence perma-hasten and Spiritual Core), the duration is 90 secs.
  1. for 90 seconds, your resistances are now:
    1. Smashing/Lethal/Fire/Ice 90% (Ice 190.28% because WHY ORIGINAL DEVS?) Toxic 80.9%, Psionic 66.9%, and Energy/Negative 44.4%. Pretty good right? You're going to be defending non-SLEN on 14.2/15.7/22.3% for AOE/M, which let's be honest, is a hole in your defense, but hey, Fire/Cold is 90% res, Toxic is 80.9% (and hopefully it's a typed/positional defense roll anyway) and as is foretold there's always that Psionic hole.
  2. Rune ends, so you pop Hybrid toggle on. For 120 seconds - Making again, the 10-target assumption we established at the start, your resistances are now.
    1. Smashing/Lethal/Fire/Ice 90% (Ice 194.83, for funsies). Energy/Negative 48.9%. Toxic 85.4%. Psionic 71.4%. So roughly 5% more resistance for this 120 second period, but pretty much consistent between the two. Hybrid is also going to give you a lovely 664% regen.
  3. 50 seconds into your Toggle being on, Rune is back up. So step 3 is simply repeating Rune as soon as the Hybrid Toggle ends.
  4. 90 seconds later, Rune has ended, and Hybrid is 30 seconds being off again. What do we do?? (Assuming you didn't take Ageless for a laugh or have a teammate boosting Global Rech) What are our defenses now Flints? Do we run and hide in Hibernate for 10 seconds? Do we eat Insps like candy? Hell nah. You took /Dark Melee, you're self-healing for 38.51% of your HP every 5.07 seconds remember? You've got a bunch of healing procs going on, if Hoarfrost is off-cooldown for it's 30 sec period where it's free and you're at max HP, you have a 90% HP panic button, and the absorb proc. Honestly at this point, it does get slightly more fragile, but at this point you've also spent 210 seconds in non-stop combat, so * shrugs *. But the Resistances Flints? Okay.
    1. Ice is still stupid, Ice Res will always be stupid, welcome to Ice Armour and it's stupidly coded Ice Resistance. Smashing/Lethal is at 68.7% which, well isn't too crap. Reactive Proc (yeah, we take that for funsies) will take that to 78.7% at the same time your absorb proc kicks in Ascendeds forbid someone kicks your teeth in that hard. Giving you a small window to pop Siphon Life/Hoarfrost/Rebirth/Hibernate (as a last resort). Fire is 71%, Toxic 59.5% and Psionic 45.5%. Sadly, one of Ice's holes now makes an appearance - Energy/Negative Res is only 23% for this 30 second period. You are SLEN capped, but a few 5% E/N mob hits or 11% AV 54 E/N hits are going to hit hard for 30 seconds, 10 of which you can Hibernate through if you do take a hit (Remember to Taunt then Hibernate). The good news is you've got tons of procs, absorbs, 235% regens, self-heals and presumably Rebirth, but for 20-30 seconds you actually need to pay attention sorry. We are totally ignoring teammates helping, using insps, and the boss being dead at the point in this little theory game.
  5. We then trigger Hybrid again 30 seconds later (Wow this is a fucking long fight.) Same resistances.
  6. Rune again.
  7. 30 second period of weakness again. In this fight that never seems to end.
At this point you get the picture.

BUT WAIT! THERE'S MORE!

Let's say you're about to get really stomped on your face. What do you do?
Well in the words of Nero:

FIRE EVERYTHING!

Triggering Rune and Hybird at the same time will give you 90%+ to everything except Energy/Negative that sit at 70.4% for a lovely 90 seconds and then obviously default to Hybrid's values for the remaining 30 seconds, and 664% regen for 120 seconds.
Obviously the full cooldown for "Fire Everything" is 160 seconds for rune, and 240 for Hybrid, from point of pulling the trigger. So I wouldn't do it every fight, However if you decide you want to tank every single Hero at the end of LRSF without help for 90 seconds and not be a granite tank this would be your 90 second window to do that I guess.
But what if we took T4 Barrier for that 30 second downtime window to give you 50% E/N res, 90% toxic and 78%Psi? Stop it, you're being silly now.
TL;DR At some point, no matter how well you build Ice for Res, Neuron and a Warwalker or 2 will roll a hit at the same time on Energy damage and you'll hit dirt faster than you can say "Positron is lying!"

The build! (Finally).

https://tinyurl.com/HorizonIceDark Mids' Reborn: Hero Designer v.2.6.0.7 (Database Issue; 26, Version 20.2605).

|-------------------------------------------------------------------|

NOTE: All "Recharge" Generics are 55, Runes Resistance generic is 50. everything else is either Attuned or 50. 
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Horizon: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
------------
Level 1: Frozen Armor
(A) Reactive Defenses - Defense
(5) Reactive Defenses - Defense/Endurance
(7) Reactive Defenses - Endurance/RechargeTime
(7) Reactive Defenses - Defense/RechargeTime
(9) Reactive Defenses - Defense/Endurance/RechargeTime
(9) Reactive Defenses - Scaling Resist Damage


Level 1: Shadow Punch
(A) Superior Gauntleted Fist - Accuracy/Damage
(46) Superior Gauntleted Fist - Damage/RechargeTime
(46) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
(48) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
(50) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
(50) Superior Gauntleted Fist - RechargeTime/+Absorb


Level 2: Chilling Embrace
(A) Taunt Duration IO


Level 4: Arcane Bolt
(A) Range IO


Level 6: Wet Ice
(A) Endurance Reduction IO


Level 8: Shadow Maul
(A) Eradication - Damage
(11) Eradication - Accuracy/Recharge
(43) Eradication - Damage/Recharge
(43) Obliteration - Damage
(43) Obliteration - Accuracy/Recharge


Level 10: Permafrost
(A) Steadfast Protection - Resistance/+Def 3%
(11) Gladiator's Armor - TP Protection +3% Def (All)
(29) Impervium Armor - Psionic Resistance


Level 12: Hoarfrost
(A) Preventive Medicine - Heal
(13) Preventive Medicine - Heal/Endurance
(13) Preventive Medicine - Endurance/RechargeTime
(19) Preventive Medicine - Heal/RechargeTime
(21) Preventive Medicine - Heal/RechargeTime/Endurance
(21) Preventive Medicine - Chance for +Absorb


Level 14: Icicles
(A) Superior Might of the Tanker - Accuracy/Damage
(15) Superior Might of the Tanker - Damage/Recharge
(15) Superior Might of the Tanker - Accuracy/Damage/Recharge
(17) Superior Might of the Tanker - Damage/Endurance/Recharge
(17) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
(19) Superior Might of the Tanker - Recharge/Chance for +Res(All)


Level 16: Siphon Life
(A) Preventive Medicine - Heal
(37) Preventive Medicine - Heal/Endurance
(37) Preventive Medicine - Endurance/RechargeTime
(37) Theft of Essence - Accuracy/Healing
(39) Theft of Essence - Chance for +Endurance


Level 18: Glacial Armor
(A) Luck of the Gambler - Defense/Endurance
(23) Luck of the Gambler - Defense/Recharge
(23) Luck of the Gambler - Endurance/Recharge
(25) Luck of the Gambler - Defense/Endurance/Recharge
(25) Luck of the Gambler - Defense
(31) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20: Spirit Ward
(A) Regenerative Tissue - +Regeneration


Level 22: Taunt
(A) Taunt Duration IO


Level 24: Kick
(A) Empty


Level 26: Energy Absorption
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(27) Power Transfer - Chance to Heal Self
(27) Shield Wall - +Res (Teleportation), +5% Res (All)
(29) Recharge Reduction IO


Level 28: Soul Drain
(A) Armageddon - Damage
(36) Armageddon - Damage/Recharge
(36) Armageddon - Accuracy/Damage/Recharge
(39) Armageddon - Accuracy/Recharge
(42) Armageddon - Damage/Endurance
(42) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 30: Tough
(A) Unbreakable Guard - Resistance
(31) Unbreakable Guard - Resistance/Endurance
(31) Unbreakable Guard - Endurance/RechargeTime
(34) Unbreakable Guard - RechargeTime/Resistance
(34) Unbreakable Guard - Resistance/Endurance/RechargeTime
(34) Unbreakable Guard - +Max HP


Level 32: Weave
(A) Luck of the Gambler - Defense/Endurance
(33) Luck of the Gambler - Defense/Recharge
(33) Luck of the Gambler - Endurance/Recharge
(33) Luck of the Gambler - Defense/Endurance/Recharge
(36) Luck of the Gambler - Defense
(46) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 35: Dark Consumption
(A) Obliteration - Damage
(50) Obliteration - Accuracy/Recharge


Level 38: Midnight Grasp
(A) Hecatomb - Damage
(39) Hecatomb - Damage/Recharge
(40) Hecatomb - Accuracy/Damage/Recharge
(40) Hecatomb - Accuracy/Recharge
(40) Hecatomb - Damage/Endurance
(42) Hecatomb - Chance of Damage(Negative)


Level 41: Rune of Protection
(A) Recharge Reduction IO
(45) Recharge Reduction IO
(45) Recharge Reduction IO
(45) Resist Damage IO


Level 44: Super Speed
(A) HamiO:Microfilament Exposure


Level 47: Hasten
(A) Recharge Reduction IO
(48) Recharge Reduction IO
(48) Recharge Reduction IO


Level 49: Hibernate
(A) Miracle - +Recovery


Level 1: Brawl
(A) Empty


Level 1: Gauntlet
Level 1: Prestige Power Dash
(A) Empty


Level 1: Prestige Power Slide
(A) Empty


Level 1: Prestige Power Quick
(A) Empty


Level 1: Prestige Power Rush
(A) Empty


Level 1: Prestige Power Surge
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 4: Ninja Run
Level 2: Swift
(A) Run Speed IO


Level 2: Health
(A) Panacea - +Hit Points/Endurance
(3) Numina's Convalesence - +Regeneration/+Recovery


Level 2: Hurdle
(A) Jumping IO


Level 2: Stamina
(A) Power Transfer - Chance to Heal Self
(3) Performance Shifter - EndMod
(5) Performance Shifter - Chance for +End


Level 50: Spiritual Core Paragon
Level 50: Melee Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Longbow Radial Superior Ally
Level 50: Pyronic Core Final Judgement
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 50: Rebirth Radial Invocation
------------
------------
Set Bonus Totals:
4% DamageBuff(Smashing)
4% DamageBuff(Lethal)
4% DamageBuff(Fire)
4% DamageBuff(Cold)
4% DamageBuff(Energy)
4% DamageBuff(Negative)
4% DamageBuff(Toxic)
4% DamageBuff(Psionic)
10.06% Defense(Smashing)
10.06% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
9.13% Defense(Energy)
9.13% Defense(Negative)
6% Defense(Psionic)
14.13% Defense(Melee)
7.56% Defense(Ranged)
6% Defense(AoE)
5.4% Max End
10% Enhancement(Max EnduranceDiscount)
70% Enhancement(RechargeTime)
48% Enhancement(Accuracy)
7.5% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
344.4 HP (18.38%) HitPoints
7.5% JumpHeight
7.5% SpeedJumping
MezResist(Confused) 153.8%
MezResist(Held) 153.8%
MezResist(Immobilized) 153.8%
MezResist(Sleep) 153.8%
MezResist(Stunned) 153.8%
MezResist(Terrorized) 153.8%
MezResist(Teleport) 100% (20% chance)
8% (0.13 End/sec) Recovery
46% (3.59 HP/sec) Regeneration
38% Resistance(Smashing)
38% Resistance(Lethal)
37.25% Resistance(Fire)
37.25% Resistance(Cold)
16.25% Resistance(Energy)
16.25% Resistance(Negative)
32.75% Resistance(Toxic)
38.75% Resistance(Psionic)
7.5% SpeedRunning






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submitted by ProjecTJack to Cityofheroes

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