Traps/DP (Actual Build coming soon)


Adeon Hawkwood

 

Posted

Since I'm currently at work and unable to access Mid's, I thought I'd offer my build for my Traps/DP Defender. It's just an image, since the machine I SSH'd to can't access the net right now.

Lemme know what you think.

DISCLAIMERS: I don't want Tough/Weave. I want CJ for the -KB.



I will also add that this is the first Defender I've rolled up that I've loved from level 1.

I envision, at level 39...

Dropping PGT, A-Mortar, and a Time Bomb around the corner. I pull a spawn into the cluster and drop Caltrops. As the PGT holds them, the A-Mortar will debuff them. Then, when they're all stuck and gagging, I'll hit Hail of Bullets just before the Time Bomb blinks rapidly.

The result will be 15+ enemies, coated in acid with noxious fumes in their lungs being pummeled by a hailstorm of lead followed by a brain-mangling explosion.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

I'll look into it a bit more when you post the full build but a few comments:

1. Focused Accuracy is really not worth the Endurance it costs to run. If you can find a spare power choice for Assault then Tactics is far superior. If not stick a second slot in CJ and use a Kismet IO, you'll get about the same benefit.
2. Why do you put off Seeker Drones? It's one of the best powers in Traps, at the very least I'd say swap it with Trip Mine.
3. Your general slotting strategy seems a bit unfocused, I'll need to look at the numbers but it looks like your defense is to spread out to really be effective.

Regarding your tactics that won't work as well as you hope. pulling enemeies onto PGT means that msot of them don't get held, you want to pullt hem to you and then use PGT. Although personally I recomemnd using seekers to eat the alpha and then jumping into the middle of the spawn. Personally I wouldn't even bother mucking about with Time Bomb when there are so many better options available but if you want to go for it.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I'll look into it a bit more when you post the full build but a few comments:

1. Focused Accuracy is really not worth the Endurance it costs to run. If you can find a spare power choice for Assault then Tactics is far superior. If not stick a second slot in CJ and use a Kismet IO, you'll get about the same benefit.
2. Why do you put off Seeker Drones? It's one of the best powers in Traps, at the very least I'd say swap it with Trip Mine.
3. Your general slotting strategy seems a bit unfocused, I'll need to look at the numbers but it looks like your defense is to spread out to really be effective.

Regarding your tactics that won't work as well as you hope. pulling enemeies onto PGT means that msot of them don't get held, you want to pullt hem to you and then use PGT. Although personally I recomemnd using seekers to eat the alpha and then jumping into the middle of the spawn. Personally I wouldn't even bother mucking about with Time Bomb when there are so many better options available but if you want to go for it.
I'm new to Traps. I had a 41 Thugs/Traps MM but I couldn't make it work for me what with the Arsonist being a total idiot. He was the third villain I ever made so I can safely say I have very little knowledge of what's good and not good in Traps. Since you brought up such good points, I'll rework the build ASAP.

Questions for you: How should I slot Seeker Drones? I personally loved Trip Mine on my Arch/Dev Blaster, and would like to keep it. Would you take Trip Mine at 47 instead of Seeker? Also I may replace Focused Acc for Acrobatics.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Questions for you: How should I slot Seeker Drones?
With most of the key powers (Acid Mortar, PGT and Seekers) the primary concern is recharge, recharge, recharge you really want them all ED capped with some extra global recharge if possible. The nature of the powers is that other things don't help much since either you can't enhance the critical values (i.e. the -resistance in Acid Mortar) or the base values are to low to matter. I can't recall exactly what I've got in mine, I'll have to take a look later.

Quote:
I personally loved Trip Mine on my Arch/Dev Blaster, and would like to keep it. Would you take Trip Mine at 47 instead of Seeker? Also I may replace Focused Acc for Acrobatics.
Yep, at high levels for a Trapper (especially one with a decent quantity of AoE damage from their secondary) Trip Mine is more useful as a set mule than anything else. Seeker Drones on the other hand are always useful so take them early. Regarding Acrobatics I wouldn't bother, a single -kb IO is sufficient for most PvE content and your FFG provides hold protection already.


 

Posted

Alright, a quick revise:

1- Pistols, Caltrops
2- Dual Wield
4- Triage Beacon
6- Acid Mortar
8- Force Field Generator
10- Swift
12- Poison Gas Trap
14- Health
16- Empty Clips
18- Seeker Drones
20- Stamina
22- CJ
24- SJ
26- Bullet Rain
28- Executioner's Shot
30- Swap Ammo
32- Time Bomb
35- Piercing Rounds
38- Hail of Bullets
41- Scorpion Shield
44- Assault
47- Trip Mine
49- Hasten


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Here's my new build.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Ulrich Van Sturm: Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Caltrops -- Slow-I:50(A), RechRdx-I:50(9), Posi-Dam%:50(48)
Level 1: Pistols -- Decim-Build%:40(A), Decim-Dmg/EndRdx:40(3), Decim-Acc/Dmg:40(11), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(48)
Level 2: Dual Wield -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(37), Decim-Acc/Dmg/Rchg:40(48)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(5), Dct'dW-EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(45)
Level 6: Acid Mortar -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(7), AnWeak-Acc/Rchg:50(7), AnWeak-DefDeb/EndRdx/Rchg:50(15), AnWeak-Acc/Rchg/EndRdx:50(37), RechRdx-I:50(45)
Level 8: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(9), DefBuff-I:50(50)
Level 10: Swift -- Run-I:50(A)
Level 12: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-%Hold:50(13), Lock-Acc/Hold:50(13), Lock-Acc/Rchg:50(15), Lock-Rchg/Hold:50(40), Lock-EndRdx/Rchg/Hold:50(43)
Level 14: Health -- Heal-I:50(A)
Level 16: Empty Clips -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(17), Det'tn-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/Rng:50(25), Det'tn-Dmg/EndRdx/Rng:50(46)
Level 18: Seeker Drones -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(19), SipInsght-Acc/Rchg:50(19), SipInsght-ToHitDeb/EndRdx/Rchg:50(23), SipInsght-Acc/EndRdx/Rchg:50(46), SipInsght-%ToHit:50(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 24: Super Jump -- Jump-I:50(A), Jump-I:50(25)
Level 26: Bullet Rain -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(43)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(29), Thundr-Acc/Dmg:50(29), Thundr-Dmg/Rchg:50(31), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Dmg/EndRdx:50(50)
Level 30: Swap Ammo
Level 32: Time Bomb -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Piercing Rounds -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(36), Det'tn-Dmg/Rchg:50(36), Det'tn-Acc/Dmg/EndRdx:50(36), Det'tn-Dmg/EndRdx/Rng:50(37)
Level 38: Hail of Bullets -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
Level 41: Scorpion Shield -- RedFtn-Def:50(A), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(45)
Level 44: Hasten -- RechRdx-I:50(A)
Level 47: Acrobatics -- EndRdx-I:50(A)
Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 30: Cryo Ammunition
Level 30: Incendiary Ammunition
Level 30: Chemical Ammunition
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 7.5% Defense(Smashing)
  • 7.5% Defense(Lethal)
  • 5% Defense(Fire)
  • 5% Defense(Cold)
  • 5.625% Defense(Energy)
  • 5.625% Defense(Negative)
  • 9.375% Defense(Melee)
  • 7.5% Defense(Ranged)
  • 10% Defense(AoE)
  • 4.5% Max End
  • 2.5% Enhancement(Held)
  • 38.75% Enhancement(RechargeTime)
  • 54% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 8% FlySpeed
  • 22.89 HP (2.251%) HitPoints
  • 8% JumpHeight
  • 8% JumpSpeed
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 7.7%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 6.6%
  • MezResist(Terrorized) 2.2%
  • 4.5% (0.075 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 3.75% Resistance(Energy)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)
  • 8% RunSpeed
  • 4% XPDebtProtection


I know he's WAY over soft-cap on a few things, but it doesn't bother me.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Ok, looking over your build it could definetly use some tweaking. General thoughts:
1. You're significantly over the softcap for S/L denfese, you're probably better off losing a few set bonuses to beef up your other defenses or global recharge
2. Some of the sets you've selected don't really give bonuses you want
3. Acrobatics isn't that great choice since FFG provides hold protection and a KB iO will provide sufficient KB protection for most things. (I'd say take maneuvers instead).

Comments on specific powers:
1. 5-slotting Analyze Weakness in Acid Mortar isn't a great choice, the set bonuses are kinda weak (accuracy in particular you'll tend to pick up incidentally in any IO build, you don't need to go for it specially). You can get a similar level of recharge (and a bit of defense debuff and accuracy) with a franken slot and still fit in a proc or two (I recommend the Devastation hold proc first and the Achilles heel proc second). Make sure you're at 93+% recharge though.

2. Removing one of the Heal/Endurance, the Heal/Recharge or the Heal/Recharge/Endurance IOs from Triage Beacon won't significantly impact it's capability and will give you a spare slot you might find handy while maintaining the recharge set bonus.

3. For Poison Gas Trap you might want to replace the Lockdown set with 4 pieces of Basilisks Gaze, the Recharge/Hold form Lockdown and the Proc from Lockdown. The advantages of lockdown are the positional defense bonuses which don't help you a lot.

4. For Empty Clips and Piercing Rounds Positron's Blast is probably better than Detonation (Global Recharge rocks on a Trapper). For any power with Positron's Blast I recommend 5-slotting it and leaving out the Damage/Range IO rather than the proc. The extra range doesn't really help, it's WAY over-budgeted for damage so you're still ED capped and the proc gives you more damage.

5. You really want more recharge in seeker drones. I use 4 pieces of Dark Watcher and an Accuracy/Recharge to add more recharge and a bit of accuracy.

Hope you find some of that useful .


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post

Comments on specific powers:
1. 5-slotting Analyze Weakness in Acid Mortar isn't a great choice, the set bonuses are kinda weak (accuracy in particular you'll tend to pick up incidentally in any IO build, you don't need to go for it specially). You can get a similar level of recharge (and a bit of defense debuff and accuracy) with a franken slot and still fit in a proc or two (I recommend the Devastation hold proc first and the Achilles heel proc second). Make sure you're at 93+% recharge though.
Unfortunately, Acid Mortar doesn't take Ranged Damage sets so I can't slot Devastation.

I'll keep this all in mind. I know I have some over-softcap issues but that doesn't bug me too much. I like the extra defense just in case I come across a Gunslinger or a CoT Earth Thorn.

I'll check out the slotting in Triage, Empty Clips, and Bullet Rain. I think I'll put a -KB IO in FFG and replace Acrobatics with Maneuvers. Question: Will the -KB protection only be active while the FFG is up?


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Unfortunately, Acid Mortar doesn't take Ranged Damage sets so I can't slot Devastation.
Actually unless they broke something in I18 it does take Ranged Damage. I've got the proc in my Acid Mortar and both Mids' and the Wiki agree it can take ranged damage sets.

Quote:
I'll check out the slotting in Triage, Empty Clips, and Bullet Rain. I think I'll put a -KB IO in FFG and replace Acrobatics with Maneuvers. Question: Will the -KB protection only be active while the FFG is up?
No it'll always be active unless oyu exemplar more than three levels below the level of the IO.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Actually unless they broke something in I18 it does take Ranged Damage. I've got the proc in my Acid Mortar and both Mids' and the Wiki agree it can take ranged damage sets.
My power description says it only takes Defense Debuff and Accurate Defense Debuff sets. Huh. I'll give it a try.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
My power description says it only takes Defense Debuff and Accurate Defense Debuff sets. Huh. I'll give it a try.
Interesting, maybe they removed it in I18 and grandfathered it in for existing characters. If so that'll make I19 suck since I'll lose it when I respec.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Interesting, maybe they removed it in I18 and grandfathered it in for existing characters. If so that'll make I19 suck since I'll lose it when I respec.
I've got ranged damage slotted in mine.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

My latest project that I stayed with all the way to 50 was a traps/DP, so I might as well share what I learned. Build below.



Here's the highlights...

soft cap'd to all positions and psi. (this should mean soft capped to every attack.)

61.6% resistance to smashing/lethal

Status protection to everything except sleep.

Hail of bullets and soul drain both have fully enhanced recharge... I try to use them together as an opening attack whenever possible. (that's really the whole reason I made this toon... big no-penalty nuke with good survivability)

Also, I have enough recharge to run: Pistols>Dual wield>Pistol's>executioner's shot>repeat... and the endurance to run forever.

With maneuvers and FFG I give about 25.5% defense to the team. Acid Mortor and Assault also benifit the team.

I also have full stealth, which is nice for running tip missions, or speed TFs.




A few notes about what I didn't take:

I like caltrops a lot, but chose web granade instead because I found that when soloing I needed a way to stop bosses from running all over the map.

I would have prefered bullet rain over empty clips, but it didn't work out in the build. I had to take 4 of the first 6 early powers and had to sacrifice something. Soul Drain+Hail of bullets is my primary sources of damage contribution to a team anyway. Compared to that, everything else I have is just tickling things until a real damage toon gets around to killing them.

Suppressive Fire... I wanted this power. I had it for a while. And then I discovered that while using Incindiary Rounds it doesn't do it's resist debuff. When looking at the math, I can do more damage using the attack chain I mentioned earlier (for solo fights) and on teams, it's pretty rare that we're in a fight that I could pick out a target to do an extra -resistanse to and make a noticable difference to the fight.

Also, the build I posted below is relatively cheap. No PvP IOs and just 1 purple IO. I have a higher end build made, but the only real difference between this and that build is +recharge and this is about 5 billion inf cheaper.

I didn't take triage beacon. I may pick it up with I19. I just don't find it useful in the types of teams I play on. We'd always be leaving it behind.




Here's how I like to play this toon. He's great for opening up a fight against almost any spawn...

1. Make sure FFG is up (you really don't want to forget that).
2. Drop Seeker Drones in the middle of the spawn.
3. Jump in the middle and drop acid Mortor.. (possibly drop acid mortor on the outside then jump in, if you happend to be fighting somethign with a lot of AoE that'll kill your traps)
4. Soul drain + Hail of bullets (watch 4 seconds of large orange numbers over everything in the spawn)
5. Play clean-up, (begin setting poison trap if there's an AV in the spawn).


In general it's been a very fun toon to play. The damage output is a little low for what I prefer... and at level 50, if you're on a steamrolling team with a solid tank, this toon doesn't feel like he's doing much. But on a pick-up group that doesn't have a solid tank, or a small team, this toon can fill the voids in team make-up in very interesting and unique ways. Conceptually traps and DP fit nicely, and play style has nice synergy in that Traps are basically set at the beginning of the fight, and you can just blast away until it's time to set up for the next spawn.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob(50)
Level 1: Pistols -- Apoc-Dam%(A), Achilles-ResDeb%(3), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7)
Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(50)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17)
Level 6: Acid Mortar -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), RechRdx-I(23)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(13), DefBuff-I(23)
Level 10: Swap Ammo
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(25)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 18: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), LkGmblr-Rchg+(33)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(34), P'Shift-EndMod(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34), EndRdx-I(36), ResDam-I(36)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37), LkGmblr-Rchg+(39)
Level 28: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), Thundr-Dmg/Rchg(40)
Level 30: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(43), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(48)
Level 32: Poison Trap -- RechRdx-I(A), RechRdx-I(50)
Level 35: Assault -- EndRdx-I(A)
Level 38: Hail of Bullets -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 41: Oppressive Gloom -- Empty(A)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48), Sciroc-Acc/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run



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


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.