Wingstock

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  1. Wingstock

    Traps/DP halp

    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
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    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]
    ------------
    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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  2. Wingstock

    Traps/DP halp

    So I was browsing the guides thread at the top and are there no Traps/ guides? Or am I just looking in the wrong place? Traps/DP if you want to get specific. I was told Traps is decent for soloing and paired well with most secondaries so I rolled one to play around with DP today and I'm a little overwhelmed by all the powers. Seems like you pretty much want to take everything in Traps. I don't think I should neglect my secondary though or perhaps I should lest I spend half my time redrawing? In between both and pool powers (are either end heavy? will I need Stamina?) I don't think I have enough room at all.
  3. [ QUOTE ]
    Where cause this foreign language annoys the crap out of me

    English is now mandatory, use it!


    I keed I keed

    But seriously, how do I select English and/or where?

    [/ QUOTE ]

    [ QUOTE ]
    It's at the top, displayed as a little circle with a stylized American flag image.

    [/ QUOTE ]