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Build Critique - Plant/MA


Cutter

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So I haven't given Dominators a legitimate try since CoV was released (and that doesn't really even count, cause I think I abandoned that project at level 6 or something ridiculous). Given it's the only non-epic AT that I haven't done anything with, I figured I'd bite the bullet and give it a go. I've made it to level 26 so far and she's frankly feeling a little anemic on generic IOs. Is that to be expected?

 

My proposed build hits the perma-goodies, but I'm wondering if it's missing anything that I don't know is missing. All advice is welcomed!

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Whispering Leaf: Level 50 Natural Dominator
Primary Power Set: Plant Control
Secondary Power Set: Martial Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(11), BslGaz-Slow%(19)
Level 1: Shuriken Throw -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(15), Dcm-Dmg/Rchg(21), Dcm-Dmg/EndRdx(23)
Level 2: Roots -- AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(3), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), AscoftheD-Rchg/+Dmg%(15), AscoftheD-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), AscoftheD-EndRdx/Rchg(46)
Level 4: Trick Shot -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(5), Apc-Dmg(7), Apc-Dmg/EndRdx(13), Apc-Dam%(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 8: Seeds of Confusion -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Acc/Rchg(9), CrcPrs-Conf%(13), CrcPrs-Conf(48), CrcPrs-Conf/EndRdx(48)
Level 10: Super Speed -- BlsoftheZ-ResKB(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21)
Level 14: Kick -- Empty(A)
Level 16: Envenomed Blades -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(17), AdjTrg-EndRdx/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-ToHit(29), GssSynFr--Build%(48)
Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(19)
Level 20: Spinning Kick -- Arm-Acc/Dmg/Rchg(A), Arm-Dam%(34), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dmg(43)
Level 22: Stealth -- LucoftheG-Def/Rchg+(A)
Level 24: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 26: Carrion Creepers -- DmnGrs-Rchg/Fiery Orb(A), PstBls-Dam%(27), JvlVll-Dam%(27), TraoftheH-Dam%(29), ImpSwf-Dam%(34), PstBls-Dmg/Rchg(34)
Level 28: Caltrops -- PstBls-Dam%(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31)
Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33)
Level 35: Masterful Throw -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dam%(37), Thn-Dmg/EndRdx(37)
Level 38: Explosive Shuriken -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(39), Dcm-Dmg/EndRdx(39), Dcm-Build%(40), Thn-Dmg/EndRdx(40)
Level 41: Scorpion Shield -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(42), Rct-Def(42), Rct-ResDam%(42), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(43)
Level 44: Disruptor Blast -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(45), Rgn-Dmg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46)
Level 47: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 49: Vines -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Rchg/Hold(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7)
------------

 

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@Cutter

 

So many alts, so little time...

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1 hour ago, Coyote said:

Roots is a decent damage power, slot it with 5x Positron's for Recharge and if you can spare, another damage proc. Move the ATO set to Strangler instead, which is more useful as a Hold than as a damage power.

That seems doable enough, as long as I can keep the recharge figured out. Shooting for perma Envenomed Blades, and right now they're just a hair over. Prolly not the biggest deal but gotta try!

 

Is Mace epic decent enough? I was also looking at Ice, curious how the two rains interact with Blades - do they proc the extra damage per tick, and is it a noticeable increase?

@Cutter

 

So many alts, so little time...

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Not bad overall. Great foundation.

 

  • Incarnate Alpha slot. Which one are you going after? It will impact the build a lot.
  • Stealth powers. I'd drop these for Manuevers  or Hover+ some other power. Possibly Dragons Tail unless you skipped that on purpose.  
  • Roots. Treat this more like an AoE blast. Especially important on Plant because it deals x2 damage it should compared to all other sets. 
  • Seeds of Confusion. If you've got 5 slots in this its worth it to slot a 6th for the +5 Ranged defense.
  • Dragon's Tail. Why Spin Kick but no Dragon's Tail? You may have a legit reason. The 2 powers animate fast and seem like they work well as a combo. But I dont play Martial often.
  • Vines. Move the archetype control set here from Roots.
  • Summon Tarantula. Don't skip this if you're going with this APP. It's too good a power. x4 Expedient Reinforcement (+6.25 recharge) and 1 recharge IO. 
  • Personal Force Field. Drop this. Too situational.
  • Fly Trap. Slotting is technically fine but think about slipping a resist debuff proc here.
Edited by oedipus_tex
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12 hours ago, oedipus_tex said:

Not bad overall. Great foundation.

  • Incarnate Alpha slot. Which one are you going after? It will impact the build a lot.
    • To be honest I didn't get as far as looking at Incarnates. I try to build for sufficiency outside them when possible. At a quick glance I'm thinking the options are Musculature Core, Spiritual Core or Nerve Radial. (If I make some of your suggested changes I feel like I'm pretty much forced into Spiritual to regain +recharge.)
  • Stealth powers. I'd drop these for Manuevers  or Hover+ some other power. Possibly Dragons Tail unless you skipped that on purpose.
    • Stealth is there for superspeed invis, and GI is a LotG mule. I don't want to drop the -KB in SS simply because it takes time to build up to that first Domination, and I don't want to be bouncing for a few mobs while I'm waiting. Maybe I'm too concerned about that?
  • Roots. Treat this more like an AoE blast. Especially important on Plant because it deals x2 damage it should compared to all other sets. 
    • Yes, already got this changed in the builder from @Coyote's comment. I appreciate the affirmation that it's worth damage slots.
  • Seeds of Confusion. If you've got 5 slots in this its worth it to slot a 6th for the +5 Ranged defense.
    • I see your point, but where would I take that slot from?
  • Dragon's Tail. Why Spin Kick but no Dragon's Tail? You may have a legit reason. The 2 powers animate fast and seem like they work well as a combo. But I dont play Martial often.
    • As far as the kicks go, I'm leaning (right now anyway) to playing a primarily ranged build, with only Seeds requiring me to get in close. I've got Spin Kick basically as a mule, and for the slightly faster animation time if I happen to need it. I actually had DT in this build up til 27, but wasn't too impressed with it.
  • Vines. Move the archetype control set here from Roots.
    • Better Vines than Strangler, as Coyote suggests? And if so, what does Strangler take instead? 4 Basilisk's or a damage set?
  • Summon Tarantula. Don't skip this if you're going with this APP. It's too good a power. x4 Expedient Reinforcement (+6.25 recharge) and 1 recharge IO. 
    • Slots from where tho?
    • Related question, and one I'd touched on previously: is Mace the best option here, or should I be looking at Ice for the rains? (or something else altogether?)
  • Personal Force Field. Drop this. Too situational.
    • I like it as LotG mule, but could see swapping for the Tarantula, again if I can find more slots for it.
  • Fly Trap. Slotting is technically fine but think about slipping a resist debuff proc here.
    • Is the debuff better than adding the Expedient +petresist?

Thanks for your questions and suggestions. I've added logic! The more I dig in, the more it feels like I could use a couple more powers and another dozen or so enh slots! First thing that comes to mind is the Fighting pool - would I be ferociously gimping myself if I dropped all that to make room for other powers? I've read in a few places that it's not entirely necessary to go for high def because control.

@Cutter

 

So many alts, so little time...

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9 hours ago, Cutter said:

Fly Trap. Slotting is technically fine but think about slipping a resist debuff proc here.

  • Is the debuff better than adding the Expedient +petresist?

 

You can only put one Achilles Heel on a target, so if you're taking Mace Mastery and getting Poisonous Ray, you'll have to decide which power should get it. I wouldn't spend the slots to put Achilles Heel in both powers.

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On 1/4/2020 at 11:56 PM, Cutter said:

Is Mace epic decent enough? I was also looking at Ice, curious how the two rains interact with Blades - do they proc the extra damage per tick, and is it a noticeable increase?

I've got the Ice epic on my Plant/MA. The debuff from Sleet is really good and its on a short enough recharge that you can have it up for every mob. The damage from Ice Storm is also good and up pretty often. I haven't tested the interaction with Blades, but will check and let you know.

Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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7 hours ago, Cutter said:

That would be awesome!

I did some testing but now I'm thoroughly confused. I couldn't find anything in game or Mids that indicates how much bonus damage Envenomed Blades is supposed to provide, so I also tested some of the other powers as well. It appears that Envenomed provides 16.7% bonus toxic damage when applied to powers like Shuriken Throw or Masterful Throw. However, when used with Ice Storm, the bonus damage is about 4.7%, applied with each tick. With Sleet the bonus damage appears similar, but is only applied about every 10 ticks. Percentages are calculated off base damage  (backing off the value of enhancements and damage buffs). 

Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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10 hours ago, Uun said:

I did some testing but now I'm thoroughly confused. I couldn't find anything in game or Mids that indicates how much bonus damage Envenomed Blades is supposed to provide, so I also tested some of the other powers as well. It appears that Envenomed provides 16.7% bonus toxic damage when applied to powers like Shuriken Throw or Masterful Throw. However, when used with Ice Storm, the bonus damage is about 4.7%, applied with each tick. With Sleet the bonus damage appears similar, but is only applied about every 10 ticks. Percentages are calculated off base damage  (backing off the value of enhancements and damage buffs). 

Well those certainly aren't Rage numbers (not that I was expecting that level BTW,,,). And yes, your point about the lack of numbers on EB anywhere is what prompted me to ask in the first place. An extra ~17% is decent enough combined with the +tohit, but the appearance of it not applying the same numbers equally is kinda baffling. Now I'm curious as to whether the lower value is reflective of the buff to all APP/EPPs.

 

Did some quick googling and I found this post on Reddit which supports the random % nature of the buff, and another one from the HC forums which seems to say that it's a flat value and not a %? 🤔

@Cutter

 

So many alts, so little time...

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  • 1 month later
On 1/7/2020 at 11:24 AM, Cutter said:

Well those certainly aren't Rage numbers (not that I was expecting that level BTW,,,). And yes, your point about the lack of numbers on EB anywhere is what prompted me to ask in the first place. An extra ~17% is decent enough combined with the +tohit, but the appearance of it not applying the same numbers equally is kinda baffling. Now I'm curious as to whether the lower value is reflective of the buff to all APP/EPPs.

 

Did some quick googling and I found this post on Reddit which supports the random % nature of the buff, and another one from the HC forums which seems to say that it's a flat value and not a %? 🤔

I'm not sure if it's a flat % but I'm positive that the bonus damage is affected by enhancements and damage buffs.  I didn't do the math to see if it was exactly proportional to the damage increase but I know that the bonus was significantly higher after slotting for damage.

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You can try something like this but i guess it needs Cardiac for Alpha and i don't know if it will still have endurance problems.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Dominator
Primary Power Set: Plant Control
Secondary Power Set: Martial Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Shuriken Throw -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(46), Dcm-Acc/Dmg/Rchg(46)
Level 2: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rchg(7), PstBls-Dmg/Rng(7), PstBls-Dam%(15)
Level 4: Trick Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(17), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(25), Apc-Dmg/EndRdx(31)
Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(46)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(9), CrcPrs-Acc/Conf/Rchg(9), CrcPrs-Acc/Rchg(11), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf%(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Envenomed Blades -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(40), AdjTrg-ToHit(40), GssSynFr--Build%(43)
Level 18: Vines -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-EndRdx/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-Rchg/+Dmg%(23)
Level 20: Dragon's Tail -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(50), Obl-Dmg(50), FrcFdb-Rechg%(50)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 26: Carrion Creepers -- SprDmnGrs-Rchg/Fiery Orb(A), PstBls-Dam%(27), PstBls-Dmg/Rchg(27), JvlVll-Dam%(29), TraoftheH-Dam%(29), ImpSwf-Dam%(45)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 30: Tactics -- EndRdx-I(A)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), CaltoArm-+Def(Pets)(34)
Level 35: Masterful Throw -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), Apc-Dam%(37)
Level 38: Explosive Shuriken -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/Rchg(42), RedFrt-Def/EndRdx/Rchg(43), RedFrt-EndRdx(43)
Level 44: Disruptor Blast -- FrcFdb-Rechg%(A)
Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(34)
Level 50: Barrier Core Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 50: Pyronic Core Final Judgement 
Level 50: Cardiac Core Paragon 
------------

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