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Posts
2007 -
Joined
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http://boards.cityofheroes.com/showthread.php?t=252688
Just switch Robot for Merc
Alpha slotted for Tier 3 I can run at 4/8 -
Traps
If you don't know why then you shouldn't be playing.. Okay just kidding..
But Traps really. Honestly ANY AT with Traps is godlike and game breaking.
You gain full positional soft defense cap with Traps and some minor assistance from slotting your primaries.
You can solo 0/8 missions easily. Once Alpha slotted I am sure you will be able to handle the highest setting with no problems.
Triage Beacon gives you very good regen. Upwards to 500% which is where Regen scrappers and brute are at.
Every power in Traps is usable. Not many sets can boast that.
Trust me when I say this Traps is that good. -
I looked at the build.
I don't know if you know how much some of those IO cost or you do and just don't care.
Your regen is nice at 275% but I don't see that helping you out much since your defense are so low that you will not be able to regen your health back that fast.
Beyond that as I mentioned your way over the top with your Accuracy.
Personally if I had the money to buy those IOs I would slot them in a much higher performance AT that would benefit much more from those IOs then this build. -
Quote:Captain Obvious is there anything else you might want to point out to us ?Time Bomb is fine. There are a few powers that aren't immediately useful in a team. Doesn't mean they're bad, or useless. Rather, it means you learn when and how to use them effectively.
So you have to sneak ahead 2 or 3 spawns to plant your bomb. Congratulations, you found a use. Just like I had to learn where and when not to use Blizzard on my ice blaster.
I like the bomb-during-av fight approach, personally.
I swear I wish I could go back in time and cut and paste every thread in which someone posts sneak ahead and set your bombs comment. just so I can post it here for you read and understand how many times this has been said in defense of this power. Sadly it is the only defense.
Further Time Bomb probably at best on an IO build has about a 135 to 120 second recharge and I am stretching to get it down to 120 seconds. But nonetheless at this time your talking every 2 minutes to place a Time Bomb.
You MIGHT, assuming Time Bomb is recharged before the AV fight to place this bomb maybe twice during the fight, again might be depending on the AV.
Further Blasters lack of defenses that would protect them from placing these powers too close to a bunch of mobs or an AV engaged in active combat. I have Range Defense cap on my blaster among some other decent defense numbers and I can't tell you how many times I have been almost killed by a AOE from a AV while placing a Trip Mine. Let alone how many times some Caltrops or Rikti death monkey smoke giving me 1 point of damage broke my placement.
How many times are you going to attempt to place Time Bomb before it puts your endurance bar at unsafe levels? Or are you going to say that in your gaming world none of this happens. Your so perfect that you just magically know when to place Time Bomb where it will never be interrupted. Let alone when you place it and it just does not hit anything because of some unknown bug that has been around since the set has been out. If I need to wait 2 minutes per recharge, otherwise 6 minutes normally it should work with no interruptions at a MINIMUM.
Don't get me wrong I use this power, but I use it on a Defense Cap Trapper that can afford the luxury of such high defenses that allow me to place this bomb at will along with Trip Mine.
Blasters do not have this type of luck. Most of bomb placement is before the fight. Either your solo so not having the defenses you will be hard pressed to attempt this or your in a group in which the DPS output is so great you will not have the chance to place this bomb during a fight that is NOT an AV fight.
I will give you the every 2 minutes recharge, but I am more then positive placement is more like 3 minutes or more. Too many things are just going on that your not just sitting there looking at Time Bomb recycle. So when you start looking at the real math per bomb per time interval placement it really isn't much. Especially since the circumstances either have to be you have to move ahead of the team to place the bomb or hope for an AV fight. Just one person accidentally targeting your group with an attack will mess up your Time Bomb for that placement period. Just too many things can go wrong when attempting to use this power that one screw up, that might not even be your fault will neuter your DPS from this power for 4 minutes. 4 MINUTES, again I am giving the most semi realistic recharge numbers for the average player in IOs. More then likely the recharge numbers are higher. -
Quote:I Agree.Fixed that for you.
Time Bomb should be made into a Hand Grenade type of power. Screw the Cottage Rule, it keeps bad powers from being fixed.
What they should do is make Device the first set in the beginning of a series of sets that have double power choices. Choice Standard Time Bomb or "this other power". -
Could be because of this
http://boards.cityofheroes.com/showthread.php?t=249675
or this
http://boards.cityofheroes.com/showthread.php?t=252689
I can't look at the build atm, but you have target drone so just make sure your not over slotting your powers for accuracy as it will really be over kill. -
Quote:You just created new terminology. I likeI call this a "safety mine" -- one (or more) mines laid away from the main minefield/killing zone, to which you can retreat if pressed. If you lay the safety mine nearby but around a corner, you can even stagger over to it while stunned, breaking line of sight and dragging your pursuers onto the mine.
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Quote:41 post from 21 unique posters. Your the only one talking about go mentality.Against EBs, sure, and on higher +#/x# settings. At normal difficulties, though, against normal (plus Bosses) foes, they're just fine...
To you, perhaps. Not everyone has the Go! Go! Go! mentality where speed is everything.
Further if you need Trip mine for normal setting, well lets just say I can't think of what you would need with Trip mine on regular setting. Running regular setting I could just use my primaries and maybe Caltrops. I just think Trip mine is over kill for regular setting. Unless your one of those guys that take all the travel powers and whirlwind, then I could understand the necessity. -
Is this one of those question in a paradox things.
There is no spoon ?
What walks on 4 legs in the morning 2 legs in the noon and 3 legs at night? -
Quote:I can say this you cannot do enough damage alone to take aggro away from your pets on a consistent basis, you need Provoke. Luckily Traps has enough that it will help you do this with Provoke. But other sets you really should take some sort of attack from one of the PPP or AP sets, EG fireball to help build up that aggro. As an example I have the holds from Soul mastery. But I am thinking of going back to Fireball. Though the hold and immobilize is nice, there is something about fireball and bonfire which is really great.Maybe I was a little unclear too haha. I completely understand defensive mode, BG, etc. I am softcapped to all but Psi in my build and use the MM commands, etc.
I was wondering for Katie specifically whether she was using JUST attacks (perhaps the AoE attack from the Mu PPP), or JUST Provoke? Or both? I guess I was asking more on a playstyle/"attack chain" and not so much the concept behind it (which I completely understand and use myself currently)
MT -
Going to jump on the Traps bandwagon. It just does so many things well and if you IO the powers as was mentioned it really just adds some amazing bonuses to the set. The Lockdown Proc to Poison Trap is one very simple example of this. One power and one Proc can hold 7 or 8 mobs and the lingering effect it has is amazing. Just when you thought Poison Traps was over you see a mob run in and suddenly notice the Lockdown Proc kick in. On top of all of this Poison Trap has such a quick recharge that you could just about perma spam it.
FFG you could use it to take alpha's it is so resilient. You can toss it in against mobs run into it and lay down a poison trap and some aoe effects. If its not destroyed more then likely you will have pulled aggro off it by this time.
I think the goodness about it is that every power you pick up for the most part barring Time Bomb offers something really good for you. How many times are you just trying to decide which power is the least suckiest power to choose from at a certain level. Traps really just does not have that issue.
Further it offers very good IO choices for a build. Meaning just about each power has some decent IO choices to pick from that will benefit your build in some way. -
Quote:I was going to say you must be running with SOs or on a semi IO build with some of the comments your saying. Because without a doubt IOs can crush SOs when slotted properly. IO set bonuses just give you too many things that SOs cannot.no worries, some day i'll be killing AV alone.
some of my comments:
personal attacks, provoke and so on. worthless. seriously. traps is all about mitigation of agro, not building it. toss 2 patches of caltrops and watch them running in wain. and btw, check the numbers of damage a caltrop patch can do, especially with damage procs, thats a nuke quantity. way more your personal attacks can do. so tackle/slow them with web grenades/web envelope, toss caltrop patch after. thats the proper way to prevent your bots from being smashed in to smithereens. thats the way of traps.
full tactics buff line is strongly recommended.
scorpion shield with +def, web envelope and web cocoon are MUST HAVE powers. my bot/traps mm has about 50% defense on smashing/lethal WITHOUT tough/weave, only with tactics.
tripmine - is meeehhh. stand your ground and repel of anything incoming is WAY better then running after enemy and hoping for being NOT interrupted. 3/4 of time you will loose your bet. only exception of the rule is poison gas trap, -reg is the best in game available AV killer, no kidding.
normal rotation is: start all the tactics, seeker drones from maximum distance, web envelope+web grenade on boss, caltrop patch. spawn is dead. may be you need to refresh the web grenade on boss, depends on how tough he is. big groups, elite bosses or AVs - acid mortar + poison trap to kill them faster.
P.S. your drones will die anyway, regardless of what you do. stupid AI cause them to run in to melee range, so get used to it. at least they die less then arsonist from thugs or medic from mercs.
But then it dawned on me, your verbiage sounded familiar to me.
I remember you.
http://boards.cityofheroes.com/showt...66#post2963666
Provoke isn't useless. Web isn't a must. Though if your running on SOs then I can see your point. Your not capped so getting aggro would be doom for you. I can also see why getting Scorp shield would be important.
Spawn isn't dead in those few moments you mentioned. Unless your running -1/1 or fighting green or gray con mobs. It just really takes a few attacks from your pets unless your helping out with Trip mine.
I would just take what this guy is saying with a grain of salt. -
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Quote:I think either I didn't explain myself well enough or you misunderstood. Basically I do have the shields, but even after getting myself to defense cap and even my pets it still does not seem good enough.Sadly I think FF is about the worst buffing set. Sure Defenses are nice, but out of the powers there's only really 3 to 5 that I think are necessary. The bubbles and the dispersion field are really the only reason I'd even consider FF, while Personal Force Field is great to save you when things go bad. The rest of the powers are really either completely crap or situational. So why anyone would make an MM without the two team shields is completely beyond my comprehension.
If I wanted to avoid shields and team buffs I'd go something like Dark, which works by debuffing the enemy (and healing yourself and your minions and your team).
7 teammates and 6 pets X 2 bubbles = too much time wasted.
Basically this is one time where being at defense cap just does not equate to being at defense cap with my Traps toon. I'm basically capped but there is little else I can do. I think I was a bit short sighted with this build.
I am starting to think that maybe with a robot ff you need cap the pets and have enough tools to keep the pets alive and stay in the background. So getting repair and aid other and some holds as well might be in order. -
Less you die the better.
- I would say traps.
- It allows you to obtain soft defense caps.
- It allows you to solo at very high mission settings of 0/8 to 2/8 or even 4/8.
- It allows you to fight arch villains.
- I honestly don't understand how Traps squeaked by its that good.
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Traps AR Tier 3 damage incarnate is running 0/8 to 2/8 bosses no AV. I lower the setting to -1/1 when I have 2 Tip missions left and I have them. Otherwise I run 0/6 to pick up a tip mission along the way. Sometimes I zip to end complete and work my way backwards until Tip mission pops and then I exit.
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Quote:There is this phantom rule they call the "cottage rule". Basically it means they will not change a power from what was its original intention. So Time Bomb would still have to be "Time Bomb". You could mess around with the numbers a bit but it still has to look and feel a bit like the original power, otherwise the players who like it as it is will complain. Which did occur when they changed some powers around in the early stages of the game. So they learned or felt they did not want to incur player wrath yet again. Especially with a game that is 6 years old. As for some, something that drastic ( Yes I know its really not drastic ) would cause people to unsub and try something else. Which is the last thing they really want to happen at this time.What if they replaced Time Bomb with an oil slick type power that can be ignited with either Flamethrower or ignite?
Now they could add something to it like a second options assuming the original power was still there and available. EG if they allowed you to set the bomb off when you wanted earlier then the designated time. Lets say for a bit less damage by reclicking the power. Maybe it would have an orange ring around it similar to DW does with the chain attacks. Once you lay down trip mine it slowly fades until it goes off normally or you can fire it off premature. -
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Don't know.
Darkest night which is your big -ToHit debuff can be resisted, which is the weakness in darkest night that -ToHit can be resisted.
With Traps depending on the amount of mobs, if too many I see them going after my FFG. You basically end up resummoning FFG a lot.
I know +2 AV is possible since I did it during the Incarnate missions. I just didn't understand how to read the difficulty settings and both were +2 AVs. Granted half way down in damage one of them gives up the fight, but I didn't know that at the time.
FFG is nice for carnie mobs. I might go to sleep for a sec or two and then wake back up. I'm assuming it's the FFG that is doing that at least.
I will try it out tonight and see if I can handle 4/8 with no AV just bosses.
EDIT
I was fighting Cots
I can tell you my Robot Traps MM with Tier 3 incarnate slotted for damage can handle 4/8 with no issues set for bosses no AV
I reset the mission and ran it again without incarnate slotted. Here is the deal mid way through the first group my pets running around as usual pulled a 2nd group. So I was fighting 1.5 groups. It took me a bit longer as my pets were clearly doing less damage and the added aggro that kept running back into another room was wiping out pets that kept chasing them in. So I had to do a few resummons during the fight. I never had complete wipes but I lost my Tier 1 pets twice and my big guy twice.
The first time around I only used inspirations before the fight to get back my endurance bar to 80% full before I started the fight. Other then that I did not need any inspirations. During my second fight I had to use blues to get back end from resummoning and such. I had to do a few combines as well to create a few blues.
Overall I would say its doable of course depending on the mobs. Cots, Freakshows and their ilk would be easy it seems. But Malta and Longbow I don't see it running that smooth. I think it would be pretty darn ugly against mobs of those types. -
I respeced my Robot FF for defense cap. Nutshell I think he sucks. My robot traps can run circles around my FF toon.
I do feel compelled when playing him that I pretty much MUST buff the team. I do so at the sake of my pets. Honestly in BSF last fight my pets cannot even survive a few moments with all those waves of mobs running around. I pretty much do what lurker mentioned, I bubble and hang around using Aid Other and when I have the endurance I spawn a pet if they last a few seconds great.
If bubbles had some sort of resistance bonus as well they might be a bit more interesting.
But ATM my robot ff only comes out to do the TF of the week to pick up the double merits. -
Stirring the pot
You know Traps has both bombs also and its very possible to obtain full positional defense cap. Which means you don't have to only stealth toe bomb, you can just walk in and toe bomb or even better drop a trip mine and fire off ROA and wait for mobs to come in at you. Those that charge you are dead.
Or yet another trick
You lay trip mine BEHIND YOU several feet as not to be activated. Fire off ROA at one group.. Fire off Explosive shot at another group. 2 groups aggroed some or many at least close to dead.. You wait for them to come in, your defense capped so no worries. Now slowly walk back to the trip mine and kill them all. Any stragglers can be killed with Explosive shot which has already recharged or fist full of arrows.
Oh wait you want to see if this is really possible to build!!! By all means I just happen to have that build in my back pocket.
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I like both options for cloaking device. Before VEATs came out as was mentioned they planned on giving cloaking device a critical hit bonus but then scrapped it in test as they seen some powers could have a chance of doing some crazy damage. Sadly they just never readdressed it and left it alone.
I would like to see some sort of damage increase giving to the initial attack coming out of cloaking device and a over all unsuppressed defense increase while it is active. Something along the lines of 8% to 10% unsuppressed defense increase.
If you look at the device set when combined with other primaries you will notice that you are somewhat limited in your choices for defense cap choices. Basically you will not be capping out 3 or 4 defenses with the use of the new improved cloaking device. But what will occur is it will be easier to obtain a certain defense cap which will probably free up a 2 or 3 slots.
With Archery EM I can gain Ranged defense cap much quicker and with better slotting choices. So I find it hard to understand the rational of what cloaking device offers at this time.
Smoke grenade should be auto hit all around and maybe last a bit longer then 60 seconds.
Gun Drone beyond the charging in to melee range I find if I am too far back it won't move at all. I have to step forward to get the darn thing into range for it to fire off. Then at the rate it fires for the amount of casting time and the duration it just does not seem right.
I have the set and I play it, but really only to get the incarnate tiers slotted and get the bonus merits. My Archer EM is much better because he has the same defense for less the effort so it allows me to slot up powers more effectively. -
Just jumping in for now to say I agree with ANYTHING that would update Device to today's gaming play style.
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Honestly better then starting a new one. At least we don't need to rehash the whole this is a dumb idea debate.
@Yorukira , You need Traps without a doubt as Trip mine and for my build which does have the last pet and Detonator to be able to do some real damage. Traps can and will get you defense cap and has other tools to help control and mitigate damage. Force Field will not get you defense cap as you only have one bubble to rely on and you have no damage beyond your primary. Whereas in Traps you can use every single power in that set to some benefit either solo or in a team.
@Vanmesser, I reworked my build a bit. If your gonna spend the money for those rare IOs, Just swap out my demon for your Merc. It gives you soft defense cap. Endurance is a bit on the high end. would need to rework it a bit more I think. Bonfire is pretty nice power it really helps to keep mobs at bay.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Heat Mastery
Villain Profile:
Level 1: Corruption -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Immob/Rng(19), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/EndRdx(45)
Level 2: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Dmg/Slow(42)
Level 4: Triage Beacon -- H'zdH-Heal/Rchg(A), Mrcl-Heal/Rchg(7), Mrcl-Heal/EndRdx/Rchg(7)
Level 6: Lash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
Level 8: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(25), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(39), ShldBrk-%Dam(43), ShldBrk-DefDeb/EndRdx/Rchg(48)
Level 12: Kick -- Acc-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15)
Level 16: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(17)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19), LkGmblr-Def(21)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-%Hold(23), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(42)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(45)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg(39), GSFC-ToHit/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(40)
Level 26: Hasten -- RechRdx-I(A)
Level 28: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(29), RzDz-Stun/Rng(29), RzDz-Acc/EndRdx(31), RzDz-Acc/Stun/Rchg(34)
Level 30: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx(33), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 32: Super Speed -- Clrty-Stlth(A)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Assault -- EndRdx-I(A)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50)
Level 47: Bonfire -- FrcFbk-Rechg%(A)
Level 49: Char -- Hold-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(40)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(5), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(27), P'Shift-End%(27)
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