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Dual Pistols Devices Blaster


PennyRoyal

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This is my "expense isn't an issue" dual pistols devices blaster build. I would team PvE with this toon. Going for a good mix of survivability and damage output. I'm new to creating a build from scratch and blasters in general so all feedback welcome.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Ann Tique: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(19), GldJvl-Dam%(19), GldJvl-Dam/End/Rech(21), GldJvl-Acc/End/Rech(21)
Level 1: Toxic Web Grenade -- Acc-I(A)
Level 2: Dual Wield -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5), Apc-Dam%(7)
Level 4: Super Jump -- BlsoftheZ-ResKB(A)
Level 6: Empty Clips -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Rchg/Dmg%(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17)
Level 8: Swap Ammo 
Level 10: Targeting Drone -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(11)
Level 12: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(17)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(27)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 18: Super Speed -- BlsoftheZ-ResKB(A)
Level 20: Kick -- Empty(A)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(25)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(36), GssSynFr--Build%(37)
Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29)
Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(34), RedFrt-EndRdx(36)
Level 32: Field Operative -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(34)
Level 35: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(43)
Level 38: Suppressive Fire -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(39), GldJvl-Dam%(39), GldNet-Dam%(39), GhsWdwEmb-Dam%(40), Dcm-Build%(46)
Level 41: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Rchg/KDProc(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(45), Rct-Def(45), Rct-Def/Rchg(45)
Level 47: Gun Drone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48)
Level 49: Trip Mine -- Arm-Dmg/Rchg(A), Arm-Acc/Rchg(50), Arm-Dam%(50), Arm-Dmg(50)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46), PrfShf-EndMod/Acc(46)
Level 4: Double Jump 
Level 18: Speed Phase 
Level 50: Musculature Core Boost 
Level 50: Ageless Core Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Total Core Conversion 
Level 50: Ion Core Final Judgement 
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 50: Freedom Phalanx Reserve 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Portal Jockey 
Level 50: Eye of the Magus 
------------

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I need to put this in Mids and then look at my DP/devices blaster. I know one difference I slot fly and hover instead of SJ as I am a "hover" blaster.

Main toons: Mistress-Six (Blaster), Cyber Bishop (Tank), D-Six (Blaster), Bowmistress (Blaster), Rina-Twelve (Blaster), Blazin' Bow (Blaster), 20 Fathoms (Blaster), Icee Qube (Blaster), Minaton (Tank), Princess Ariel Gabrielle (Tank), Lady Lilia M (Blaster)

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Field operative should be taken at level 20, it will solve all your endurance problems, and I would slot it with end mod rather than pure defense.

 

Acrobatics is not that useful, one sleep/stun and you are still mezzed. It's even less useful when you layer high defenses on top of it. You have to dig deep into the jump pool for very little return. Gladiator's javelin in pistols just for the 3 pts of kb is also overkill. PVP builds need a butt ton of KB protection, PVE builds don't, and yours is not a pvp build. 4 points is enough for most cases and you can get that from the blessing of zephyr IO.

 

There are wasted slots in those powers that you 6 slot, I'm looking at dual wield, executioner's shot, hail of bullets, the 6th slot doesn't do anything meaningful for you. 5% toxic/psi Defense isn't going to save you when you have low tox/psi defense to begin with, and likewise for fire/cold defense.

 

You are also missing the defiant barrage ATO set, it's a good set, you should fit it in.

 

You are also missing force feedback proc opportunities, everyone loves more recharge, and that proc can go into a number of powers including: bullet rain, hail of bullets and trip mine.

 

You also have lowish slow resistance, you won't notice the lack of slow resistance for most vanilla content, but take a spin against animus arcanus in night ward and you'll feel the hurt.

 

Other things you are missing that you should absolutely try to fit in:

 

Panacea +hp+end - it's better than all the other recovery uniques you can slot in health.

Shield Wall +res

Unbreakable constraint chance for smashing damage in suppressive fire

 

FYI investing 5 slots to get 2.5 defense is really poor return on that investment generally speaking. There are edge cases of course. But for this build, there are better uses for those slots you dumped into Tactics and Weave.

 

Take weave for an example. You get 5% recharge and 2.5% range def by investing 5 additional slots to it. If you remove just 2 slots and put those 1 each into super jump and superspeed you get the 2.5% range defense from 2 blessing of zephyr 2 piece bonuses. Take out another slot from weave and put it in trip mine and you get the 10% global recharge bonus from armageddon. Weave still have a total of 3 slots which allows you to slot 3 LOTG, one of which being the LOTG 7.5.

 

You are able to net 12.5% more global recharge that way.

 

For the first pass you can look at all the slots you invested that don't provide any meaning contribution towards the set bonuses you really want. Cut them, slot them elsewhere where those slots CAN make a meaningful contribution towards your goals. Hint: 2 piece rectified reticle provides far more S/L defense than 6 piece guassians.

 

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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here is mine

 

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(36)
Level 1: Toxic Web Grenade -- HO:Endo(A)
Level 2: Empty Clips -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(5), Artl-Acc/Dam/Rech(23), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(37)
Level 4: Caltrops -- ImpSwf-Dam%(A)
Level 6: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(31)
Level 8: Fly -- HO:Micro(A)
Level 10: Swap Ammo
Level 12: Targeting Drone -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(13), GssSynFr--Build%(13)
Level 14: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(36)
Level 16: Smoke Grenade -- HO:Lyso(A)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(25)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), NmnCnv-Regen/Rcvry+(37), Pnc-Heal/+End(37), PwrTrns-+Heal(46), PwrTrns-EndMod(46), Prv-Absorb%(46)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Piercing Rounds -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(27), Artl-Dam/End(27), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(31)
Level 28: Trip Mine -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Hail of Bullets -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(34)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(36)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 41: Body Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), ImpSki-Status(42), Ags-Psi/Status(42)
Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45)
Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Surveillance -- Acc-I(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(11), PwrTrns-+Heal(11)
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 4: Ninja Run
Level 50: Musculature Core Paragon
Level 50: Assault Radial Embodiment
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 8: Afterburner
------------

 

 

 

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On 4/5/2022 at 7:27 PM, Nemu said:

Field operative should be taken at level 20, it will solve all your endurance problems, and I would slot it with end mod rather than pure defense.

 

Acrobatics is not that useful, one sleep/stun and you are still mezzed. It's even less useful when you layer high defenses on top of it. You have to dig deep into the jump pool for very little return. Gladiator's javelin in pistols just for the 3 pts of kb is also overkill. PVP builds need a butt ton of KB protection, PVE builds don't, and yours is not a pvp build. 4 points is enough for most cases and you can get that from the blessing of zephyr IO.

 

There are wasted slots in those powers that you 6 slot, I'm looking at dual wield, executioner's shot, hail of bullets, the 6th slot doesn't do anything meaningful for you. 5% toxic/psi Defense isn't going to save you when you have low tox/psi defense to begin with, and likewise for fire/cold defense.

 

You are also missing the defiant barrage ATO set, it's a good set, you should fit it in.

 

You are also missing force feedback proc opportunities, everyone loves more recharge, and that proc can go into a number of powers including: bullet rain, hail of bullets and trip mine.

 

You also have lowish slow resistance, you won't notice the lack of slow resistance for most vanilla content, but take a spin against animus arcanus in night ward and you'll feel the hurt.

 

Other things you are missing that you should absolutely try to fit in:

 

Panacea +hp+end - it's better than all the other recovery uniques you can slot in health.

Shield Wall +res

Unbreakable constraint chance for smashing damage in suppressive fire

 

FYI investing 5 slots to get 2.5 defense is really poor return on that investment generally speaking. There are edge cases of course. But for this build, there are better uses for those slots you dumped into Tactics and Weave.

 

Take weave for an example. You get 5% recharge and 2.5% range def by investing 5 additional slots to it. If you remove just 2 slots and put those 1 each into super jump and superspeed you get the 2.5% range defense from 2 blessing of zephyr 2 piece bonuses. Take out another slot from weave and put it in trip mine and you get the 10% global recharge bonus from armageddon. Weave still have a total of 3 slots which allows you to slot 3 LOTG, one of which being the LOTG 7.5.

 

You are able to net 12.5% more global recharge that way.

 

For the first pass you can look at all the slots you invested that don't provide any meaning contribution towards the set bonuses you really want. Cut them, slot them elsewhere where those slots CAN make a meaningful contribution towards your goals. Hint: 2 piece rectified reticle provides far more S/L defense than 6 piece guassians.

 


Very helpful! Thank you!

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/devices blasters are a prime candidate for using the teleport pool instead of the flight pool as several powers require you to be on the ground and using fold space to bring a group of mobs onto a pile of caltrops and bombs is super rewarding. Also since Bullet Rain and Hail of Bullets are aoes, firing them after you fold space a group onto your traps basically eliminates anything that was unlucky enough to survive.

 

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On 4/5/2022 at 7:27 PM, Nemu said:

Field operative should be taken at level 20, it will solve all your endurance problems, and I would slot it with end mod rather than pure defense.

 

Acrobatics is not that useful, one sleep/stun and you are still mezzed. It's even less useful when you layer high defenses on top of it. You have to dig deep into the jump pool for very little return. Gladiator's javelin in pistols just for the 3 pts of kb is also overkill. PVP builds need a butt ton of KB protection, PVE builds don't, and yours is not a pvp build. 4 points is enough for most cases and you can get that from the blessing of zephyr IO.

 

There are wasted slots in those powers that you 6 slot, I'm looking at dual wield, executioner's shot, hail of bullets, the 6th slot doesn't do anything meaningful for you. 5% toxic/psi Defense isn't going to save you when you have low tox/psi defense to begin with, and likewise for fire/cold defense.

 

You are also missing the defiant barrage ATO set, it's a good set, you should fit it in.

 

You are also missing force feedback proc opportunities, everyone loves more recharge, and that proc can go into a number of powers including: bullet rain, hail of bullets and trip mine.

 

You also have lowish slow resistance, you won't notice the lack of slow resistance for most vanilla content, but take a spin against animus arcanus in night ward and you'll feel the hurt.

 

Other things you are missing that you should absolutely try to fit in:

 

Panacea +hp+end - it's better than all the other recovery uniques you can slot in health.

Shield Wall +res

Unbreakable constraint chance for smashing damage in suppressive fire

 

FYI investing 5 slots to get 2.5 defense is really poor return on that investment generally speaking. There are edge cases of course. But for this build, there are better uses for those slots you dumped into Tactics and Weave.

 

Take weave for an example. You get 5% recharge and 2.5% range def by investing 5 additional slots to it. If you remove just 2 slots and put those 1 each into super jump and superspeed you get the 2.5% range defense from 2 blessing of zephyr 2 piece bonuses. Take out another slot from weave and put it in trip mine and you get the 10% global recharge bonus from armageddon. Weave still have a total of 3 slots which allows you to slot 3 LOTG, one of which being the LOTG 7.5.

 

You are able to net 12.5% more global recharge that way.

 

For the first pass you can look at all the slots you invested that don't provide any meaning contribution towards the set bonuses you really want. Cut them, slot them elsewhere where those slots CAN make a meaningful contribution towards your goals. Hint: 2 piece rectified reticle provides far more S/L defense than 6 piece guassians.

 

 

I've taken a lot of this into account, plus some suggestions from friends in game. I dig the fold space play style, but not sure I'm ready for that quite yet. A friend suggested time bomb over trip mine in that event. Here's what I cooked up.

The one area I was tripped up on was the end mods in field ops: which to choose, and how to incorporate slow res. I increased speed and recharge by 10%. Most of my def and res take a moderate to negligible hit with this build in favor of more range def (not much though). Let me know what you think.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Ann Tique 2: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Rchg/+Status Protect(13)
Level 1: Toxic Web Grenade -- Dvs-Hold%(A)
Level 2: Empty Clips -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5), SprBlsWrt-Rchg/Dmg%(7)
Level 4: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(7)
Level 6: Swap Ammo 
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15), ShlWal-Def/EndRdx(15)
Level 10: Targeting Drone -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(11)
Level 12: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(23), Artl-Dam/Rech(25), Artl-Acc/Dam/Rech(25), Artl-Acc/Rech/Rng(27), Artl-End/Rech/Rng(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(17)
Level 18: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(19)
Level 20: Field Operative -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(46)
Level 22: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(23)
Level 24: Kick -- Empty(A)
Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(37)
Level 30: Suppressive Fire -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(31), Apc-Dam%(33)
Level 32: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(33), SprWntBit-Acc/Dmg/EndRdx(33), SprWntBit-Acc/Dmg/Rchg(34), Dcm-Build%(34), GldJvl-Dam%(34)
Level 35: Time Bomb -- Arm-Dam%(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(37), FrcFdb-Rechg%(37)
Level 38: Hail of Bullets -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx(40), FrcFdb-Rechg%(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), GifoftheA-Def/EndRdx(42), GifoftheA-Def/EndRdx/Rchg(43), GifoftheA-Run+(43)
Level 44: Piercing Rounds -- FrzBls-Acc/Dmg(A), FrzBls-Dmg/EndRdx(45), FrzBls-Acc/Dmg/EndRdx(45), FrzBls-Rchg/ImmobProc(45), FrzBls-Acc/Dmg/Rchg(46), Bmbdmt-+FireDmg(46)
Level 47: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 49: Caltrops -- Rgn-Dmg(A), Rgn-Knock%(50)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(21), EffAdp-EndMod/Acc(21)
Level 4: Double Jump 
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
Level 22: Speed Phase 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Musculature Core Boost 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Total Core Conversion 
Level 50: Ageless Core Epiphany 
Level 50: Assault Core Embodiment 
------------

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There are a few ways you can approach this and it depends on your play style and risk tolerance.

 

Of all your attacks only 2 requires you to be in melee range. There is a huge incentive for you to use hail of bullets, but not so much trip mine or time bomb (FYI trip mine is the better pick between the two because of the recharge). So from a survival standpoint are you getting scorpion shield just so you can survive the 3-4 seconds those powers require you to be melee for?

 

I've put together some videos that demonstrate how to minimize your melee exposure while using melee/Pbaoe attacks. If you are comfortable using those techniques then you might be able to shift your defensive focus further away from S/L. There's nothing wrong with staying on the S/L and Range defense route, however, defense shields like scorpion shield offers another slot for LOTG 7.5 which is always nice. However, depending on your comfort level with those techniques and how you use the other tools in your kit like caltrops, you may be ok with not investing as much into S/L defense.

 

I will say that if you stick with the S/L and range defense route and want to get S/L to respectable levels on a device blaster, then you will have to mule powers like boxing/kick even though they will never get used.

 

Ponder on that for a bit and figure out which direction if the best fit for you. For now I'll focus on feedback on your revised build.

 

1 - Turn off the green dot next to hail of bullets. It gives a momentary buff to positional defense that skews your totals. Without it you are at 39% range defense.

2 - Time bomb is generally regarded as garbage. Trip mine has a shorter recharge and if anything serves as a one slot wonder for the force feedback proc. You can lay the mine even with no mobs around and it will have a decent chance to trigger the proc.

3 - Suppressive fire does low damage and conventional wisdom is that it's better served as a proc-monster attack. However, I'd argue that you can just as well replace suppressive fire with Taser with the same slotting if you prefer to keep the recharge bonus and squeeze a bit more damage out of the power that you slot with Apocalypse.

4 - If you slotted piercing rounds with frozen blast just for the slow resist then 2 pieces is enough. Another way you can shuffle that is to just dump 2 frozen blast pieces in to caltrops, so you can slot piercing rounds with something else that gives you more relevant bonuses.

5 - Shield wall gives a beefy +hp bonus at 3 slots, you can poach a slot from combat jumping and add it to Weave, then replace the 2 LOTG with shield wall.

6 - You can also replace the 3 gift of the ancients in scorp shield for 3 reactive defenses, def, def/end, and the +res unique.

7 - If you want to be effective exemplared, the level at which you pick key powers is important. Hail of bullets is your nuke, it should be taken at 32. you can defer tactics as a later pick. Targeting drone will give you enough to-hit already. The only reason I would take tactics on a device blaster is to get to Vengeance for that LOTG 7.5 to be honest, or if I'm going completely proc monster with my attacks such that I slot very little accuracy in them.

8 - I'd take out the decimation build up proc in executioner's shot and replace with a 5th winter's bite for range defense. It will have a very low proc chance and it's not going to be all that effective in executioner's shot.

9 - I would also swap the sets between time bomb/trip mine and hail of bullets. You'll use HoB more so stick the set with the damage proc in there.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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3 hours ago, Nemu said:

There are a few ways you can approach this and it depends on your play style and risk tolerance.

 

Of all your attacks only 2 requires you to be in melee range. There is a huge incentive for you to use hail of bullets, but not so much trip mine or time bomb (FYI trip mine is the better pick between the two because of the recharge). So from a survival standpoint are you getting scorpion shield just so you can survive the 3-4 seconds those powers require you to be melee for?

 

I've put together some videos that demonstrate how to minimize your melee exposure while using melee/Pbaoe attacks. If you are comfortable using those techniques then you might be able to shift your defensive focus further away from S/L. There's nothing wrong with staying on the S/L and Range defense route, however, defense shields like scorpion shield offers another slot for LOTG 7.5 which is always nice. However, depending on your comfort level with those techniques and how you use the other tools in your kit like caltrops, you may be ok with not investing as much into S/L defense.

 

I will say that if you stick with the S/L and range defense route and want to get S/L to respectable levels on a device blaster, then you will have to mule powers like boxing/kick even though they will never get used.

 

Ponder on that for a bit and figure out which direction if the best fit for you. For now I'll focus on feedback on your revised build.

 

1 - Turn off the green dot next to hail of bullets. It gives a momentary buff to positional defense that skews your totals. Without it you are at 39% range defense.

2 - Time bomb is generally regarded as garbage. Trip mine has a shorter recharge and if anything serves as a one slot wonder for the force feedback proc. You can lay the mine even with no mobs around and it will have a decent chance to trigger the proc.

3 - Suppressive fire does low damage and conventional wisdom is that it's better served as a proc-monster attack. However, I'd argue that you can just as well replace suppressive fire with Taser with the same slotting if you prefer to keep the recharge bonus and squeeze a bit more damage out of the power that you slot with Apocalypse.

4 - If you slotted piercing rounds with frozen blast just for the slow resist then 2 pieces is enough. Another way you can shuffle that is to just dump 2 frozen blast pieces in to caltrops, so you can slot piercing rounds with something else that gives you more relevant bonuses.

5 - Shield wall gives a beefy +hp bonus at 3 slots, you can poach a slot from combat jumping and add it to Weave, then replace the 2 LOTG with shield wall.

6 - You can also replace the 3 gift of the ancients in scorp shield for 3 reactive defenses, def, def/end, and the +res unique.

7 - If you want to be effective exemplared, the level at which you pick key powers is important. Hail of bullets is your nuke, it should be taken at 32. you can defer tactics as a later pick. Targeting drone will give you enough to-hit already. The only reason I would take tactics on a device blaster is to get to Vengeance for that LOTG 7.5 to be honest, or if I'm going completely proc monster with my attacks such that I slot very little accuracy in them.

8 - I'd take out the decimation build up proc in executioner's shot and replace with a 5th winter's bite for range defense. It will have a very low proc chance and it's not going to be all that effective in executioner's shot.

9 - I would also swap the sets between time bomb/trip mine and hail of bullets. You'll use HoB more so stick the set with the damage proc in there.


Thanks again for the thorough breakdown and the videos are really helpful too! Going to take this away, do a bit more tinkering, and then call it a day so I can go have some fun with this toon. Appreciate all the help!

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Hey all, I figured I'd come back here and post my final. I'm sure there's some little tweaks and things you can do, but I've been playing with this toon for a little bit now and I love it! Recharge could probably use a little work, but otherwise it's been very playable and fun. I've taken it through several +4 TFs, iTrials, and an Accolade hunt. It has worked out great!

 

Appreciate all the tips.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Ann Tique: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Toxic Web Grenade -- Dvs-Hold%(A)
Level 2: Empty Clips -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(11)
Level 4: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(13)
Level 6: Swap Ammo 
Level 8: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17)
Level 10: Targeting Drone -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(19)
Level 12: Taser -- Apc-Dmg(A), Apc-Dmg/EndRdx(37), Apc-Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(39)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21)
Level 18: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(19)
Level 20: Field Operative -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/End/Rech(27)
Level 22: Kick -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-Def/Rchg(36)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(37)
Level 30: Suppressive Fire -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(31), GldJvl-Dam/Rech(31), GhsWdwEmb-Dam%(31), GldNet-Dam%(34), Apc-Dam%(36)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dam%(33), Arm-Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(34), FrcFdb-Rechg%(34)
Level 35: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(39), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/Rchg(40), GldJvl-Dam%(48)
Level 38: Piercing Rounds -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(43), SprFrzBls-Dmg/EndRdx(43), Ann-ResDeb%(43), Bmbdmt-+FireDmg(46), JvlVll-Dam%(48)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-ResDam%(42), Rct-Def/EndRdx(42)
Level 44: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46)
Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(48)
Level 49: Caltrops -- Rgn-Knock%(A), Rgn-Acc/Rchg(50)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(50), EffAdp-EndMod/Rchg(50)
Level 4: Double Jump 
Level 18: Speed Phase 
Level 50: Agility Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Assault Core Embodiment 
Level 50: Reactive Core Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Longbow Core Superior Ally 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
------------

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This is what I have currently.. 

Pretty close, the numbers are about the same.
I have a bit higher on some defenses and recharge, you are doing more DPS. But nothing I have or you have will make the end game that radically different. 
I picked up Burnout of Tripe Gun Drone gimmick and double Hail of Bullets..  You can have 3 Gun Drones out for a bit, but you have to be on top of the timing and resummoning.  Its like a 25 second window. 

 

If I can figure out your DPS increase and incorporate it into my build without affecting my recharge I would. 
 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-Immob/Rng(3), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(33)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Empty Clips -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(43)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(25)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: Swap Ammo 
Level 14: Caltrops -- Rgn-Knock%(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17)
Level 18: Executioner's Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(50)
Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(34), Prv-Absorb%(34), Prv-Heal(33)
Level 26: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(27)
Level 28: Suppressive Fire -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(34), UnbCns-Dam%(37), GldNet-Dam%(37), GldJvl-Dam%(37)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(46)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(42)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Rct-ResDam%(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 8: Speed Phase 
Level 50: Agility Total Core Revamp 
Level 50: Degenerative Partial Core Conversion 
Level 50: Ageless Partial Core Invocation 
Level 50: Longbow Total Core Improved Ally 
Level 50: Mighty Total Radial Judgement 
Level 50: Assault Total Core Graft 
Level 12: Chemical Ammunition 
Level 12: Cryo Ammunition 
Level 12: Incendiary Ammunition 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
Edited by plainguy
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