My cheap Bots/Traps


Erhnam

 

Posted

Hi!

I based this build in Dechs Kaison Bots/Traps MM. This build gets softcaped to M/R/A (ok, AoE is at 44.9) with protbot bubble (which is, IIRC, 11% or so)

It has no PvP IOs, it has some purple but those go 100mill each, not really expensive. The most expensive stuff is 2 cytos which can be changed for 2 def/end ios, losing a bit of performance.

Everything else should be cheap, or buyable with merits.

What do you think? What could be improved without raising the budget a ton?

Detonator is added for fun value, and is a good power for one slot (since it uses the pets acc/dam values). For a better build, could be changed for combat jumping with another lotg recharge


Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Flight
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(7), RechRdx-I(13), Ragnrk-Knock%(29)
Level 4: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15)
Level 10: Acid Mortar -- ShldBrk-%Dam(A), LdyGrey-%Dam(15), Achilles-ResDeb%(17), Posi-Dam%(17), LdyGrey-DefDeb/Rchg(19), LdyGrey-Rchg/EndRdx(50)
Level 12: Protector Bots -- HO:Cyto(A), HO:Cyto(19), HO:Golgi(21), HO:Golgi(21), EdctM'r-Acc/Dmg(23), DefBuff-I(23)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(25), LkGmblr-Def/Rchg(31)
Level 18: Provoke -- Zinger-Taunt(A), Zinger-Acc/Rchg(27), Zinger-Taunt/Rchg(27), Zinger-Dam%(31)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(29)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
Level 26: Assault Bot -- S'bndAl-Build%(A), EdctM'r-Acc/Dmg(34), EdctM'r-PetDef(34), EdctM'r-Dmg/EndRdx(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Acc/Dmg/Rchg(36)
Level 28: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(46)
Level 30: Kick -- Empty(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40)
Level 38: Trip Mine -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42)
Level 41: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43), TotHntr-Immob/Acc(43)
Level 44: Detonator -- RechRdx-I(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 5% Defense
  • 9.56% Defense(Smashing)
  • 9.56% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 8.31% Defense(Energy)
  • 8.31% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.38% Defense(Melee)
  • 9.88% Defense(Ranged)
  • 8% Defense(AoE)
  • 18% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 2% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 132.5 HP (16.5%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.75%
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 2.75%
  • MezResist(Stun) 4.95%
  • MezResist(Terrorized) 4.95%
  • 7% (0.12 End/sec) Recovery
  • 56% (1.87 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.26% Resistance(Fire)
  • 11.26% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 10% RunSpeed
------------
Set Bonuses:
Sovereign Right
(Battle Drones)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Doctored Wounds
(Triage Beacon)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Touch of Lady Grey
(Acid Mortar)
  • 12.05 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Blessing of the Zephyr
(Fly)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Force Field Generator)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Perfect Zinger
(Provoke)
  • MezResist(Terrorized) 2.75%
  • 10% (0.33 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.06 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Soulbound Allegiance
(Assault Bot)
  • 16% (0.54 HP/sec) Regeneration
  • 24.1 HP (3%) HitPoints
Edict of the Master
(Assault Bot)
  • 4% JumpSpeed, 4% JumpHeight
  • 12.05 HP (1.5%) HitPoints
  • 5% Defense
Razzle Dazzle
(Seeker Drones)
  • 2% (0.03 End/sec) Recovery
  • 12.05 HP (1.5%) HitPoints
  • 2% Enhancement(Stun)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Steadfast Protection
(Charged Armor)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration
(Trip Mine)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Trap of the Hunter
(Electrifying Fences)
  • 5% Enhancement(Immobilize)
  • 15.06 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.06 HP (1.88%) HitPoints



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Posted

Quote:
Originally Posted by Erhnam View Post
It has no PvP IOs, it has some purple but those go 100mill each, not really expensive.
I think that your definition of "cheap" differs substantially from that of the average forum goer. I was expecting to offer advice on an SO build.

Budget concerns aside, the only things that I would really tweak would be...
- I would remove one slot each from Charged Armor and Tough, losing the Reactive Armor Resistance/Recharge IOs. Damage resistance is being compromised by ED anyway, so most of what you lose is a trivial amount of melee defense.
- I would add one of these free slots to Trip Mine so that it can hold the entire Obliteration set. The added melee defense more than makes up for what was lost from both sets of Reactive Armor.
- The other free slot I would add to Maneuvers to offset its endurance cost (currently a very hungry 0.31 end/Sec). The Def/End/Recharge triple would give you a tad more defense and an accuracy bonus to boot, but a normal End Cost Reduction IO would not be bad either.

I'm not really sure how the endurance efficiency of this build is, since I'm not as big fan of Traps, but some of these toggles could be made much more efficient. You could also trade a few hit points for better endurance recovery if you replaced that Performance Shifter End Mod/Recharge with a regular End Mod IO.

Keep Detonator. Fun is worth more than a few percent of defense.


 

Posted

Quote:
Originally Posted by Two_Dollar_Bill View Post
I think that your definition of "cheap" differs substantially from that of the average forum goer. I was expecting to offer advice on an SO build.
You are probably right, I should have called "medium budget" or something :P Still, most of the purples can be changed by similar non-purple recipes and lose just a bit of bonuses

Quote:
Originally Posted by Two_Dollar_Bill View Post
Budget concerns aside, the only things that I would really tweak would be...
- I would remove one slot each from Charged Armor and Tough, losing the Reactive Armor Resistance/Recharge IOs. Damage resistance is being compromised by ED anyway, so most of what you lose is a trivial amount of melee defense.
- I would add one of these free slots to Trip Mine so that it can hold the entire Obliteration set. The added melee defense more than makes up for what was lost from both sets of Reactive Armor.
- The other free slot I would add to Maneuvers to offset its endurance cost (currently a very hungry 0.31 end/Sec). The Def/End/Recharge triple would give you a tad more defense and an accuracy bonus to boot, but a normal End Cost Reduction IO would not be bad either.

I'm not really sure how the endurance efficiency of this build is, since I'm not as big fan of Traps, but some of these toggles could be made much more efficient. You could also trade a few hit points for better endurance recovery if you replaced that Performance Shifter End Mod/Recharge with a regular End Mod IO.

Keep Detonator. Fun is worth more than a few percent of defense.
Great advices here! I did what you suggested and it looks much better. For maneuvres I went with the triple. Im currently sitting at level 37, and usually have more end than needed. Once I get more recharge this might change, will see. But Im having a blast playing him


 

Posted

I did a few more changes.

Replaced the inmob set in fences with a positron blast. Then I removed one slot from provoke (I lose 5% recharge here but doesnt matter since is not a recharge heavy build - and I got 6.25% from the positron blast) and added it to the travel power to get some of the ranged e/n defense I lost from fences

Overall this got me more damage, a bit more recharge, and lost some defense that shouldnt matter because I still cap with protbot bubble (and if needed, wth, pop a purple :P )

The new build:


Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(7), RechRdx-I(13), Ragnrk-Knock%(29)
Level 4: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(48)
Level 10: Acid Mortar -- ShldBrk-%Dam(A), LdyGrey-%Dam(15), Achilles-ResDeb%(17), Posi-Dam%(17), LdyGrey-DefDeb/Rchg(19), LdyGrey-Rchg/EndRdx(50)
Level 12: Protector Bots -- HO:Cyto(A), HO:Cyto(19), HO:Golgi(21), HO:Golgi(21), EdctM'r-Acc/Dmg(23), DefBuff-I(23)
Level 14: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(25), LkGmblr-Def/Rchg(31)
Level 18: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Acc/Rchg(27), Zinger-Dam%(31)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(29)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
Level 26: Assault Bot -- S'bndAl-Build%(A), EdctM'r-Acc/Dmg(34), EdctM'r-PetDef(34), EdctM'r-Dmg/EndRdx(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Acc/Dmg/Rchg(36)
Level 28: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(46)
Level 30: Kick -- Empty(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39)
Level 38: Trip Mine -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg(40), Oblit-Dmg/Rchg(42)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), TotHntr-Dam%(43), Posi-Dam%(43)
Level 44: Detonator -- RechRdx-I(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 5% Defense
  • 8.94% Defense(Smashing)
  • 8.94% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.88% Defense(Melee)
  • 8% Defense(Ranged)
  • 8% Defense(AoE)
  • 2% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 27% Enhancement(Accuracy)
  • 38.75% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 117.5 HP (14.63%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.75%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 2.75%
  • MezResist(Stun) 4.95%
  • MezResist(Terrorized) 4.95%
  • 9.5% (0.16 End/sec) Recovery
  • 56% (1.87 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 12.84% Resistance(Fire)
  • 12.84% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 10% RunSpeed

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