Wow, thanks for all the info guys. And I didn't realize Traps was redside I could've sworn it was blueside too, must've been confusing it with devices or tricks.
I don't know if I could put off having a travel power until 44 but I notice you didn't take Stamina until 41 too in there can I really put it off until then without really feeling it? It'd be great. Did you take Combat Jumping for the defense? Just wondering if I need it to cap defenses?
I have a super rough build that I'd love feedback on. Should I put off some Trap powers to take Stamina earlier? Am I taking blast powers too late? I haven't decided what to do with the last 3 power slots, the only epic power pool I'm familiar with is Psychic Mastery but I am leaning towards Power Mastery for Build Up. Or I'll just grab Hasten and some other Pool Powers to finish it off. I'm sure by the time I get up to the levels I'll figure out which one will be better.
Hero Plan by Mids' Hero Designer 1.707
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Level 40 Mutation Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Hero Profile:
Level 1: Caltrops -- Empty(A)
Level 1: Pistols -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Empty Clips -- Empty(A)
Level 6: Acid Mortar -- Empty(A)
Level 8: Force Field Generator -- Empty(A)
Level 10: Combat Jumping -- Empty(A)
Level 12: Poison Trap -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Swap Ammo
Level 18: Seeker Drones -- Empty(A)
Level 20: Bullet Rain -- Empty(A)
Level 22: Swift -- Empty(A)
Level 24: Health -- Empty(A)
Level 26: Trip Mine -- Empty(A)
Level 28: Stamina -- Empty(A)
Level 30: Aid Other -- Empty(A)
Level 32: Aid Self -- Empty(A)
Level 35: Suppressive Fire -- Empty(A)
Level 38: Piercing Rounds -- Empty(A)
Level 41: Hail of Bullets -- Empty(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 1: Ninja Run
Level 16: Chemical Ammunition
Level 16: Cryo Ammunition
Level 16: Incendiary Ammunition
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