After rescuing a de-aged Storm from the Shadow King, Gambit was brought back to the X-Mansion where he eventually joined the X-Men. As a mutant, Gambit possesses the ability to convert the potential energy in an object into destructive kinetic energy. Gambit utilizes this power mostly in the form of throwing kinetically charged playing cards which explode on impact, or by super charging his extendable bo staff.Marvel Source
Gambit and his fellow X-Man Rogue have an unsteady relationship, with a nearly equal mix of time together and time apart.
GAMBIT
BRIEF OVERVIEW
I'd like to start by stating up front that this build in no way is the best offensively or defensively and its sole purpose is to survive endgame content, particularly Cosmic Terminals, while bringing in an astonishing amount of credits. As a rough example, it is easy to net at least 50k credits in a single run of a Juggernaut Cosmic Terminal without being defeated once, at least as long as you complete all three bounties and avoid the devastating charge of the big angry guy. That being said this build is also almost 100% dependent on proper gear and synergies, including Rune enchantments of wealth, if you can get it the RuneWord Vice, and many other credit factors that I will show and discuss. I'll talk you through strategy at the end of the guide as well for maximizing profits and survivability during those rough encounters.
POINT ALLOCATION
Just one point here. In this build, you have the option to not even use his basic attack although it should be noted that he doesn't have sufficient and reliable Spirit Regeneration to maintain heavy attacks for long.
Maxed: Your boss beater. Simple, elegant, surprisingly good reach.
Maxed: Your life saver. Pure and simple this goes without saying that every melee(even a little) Gambit build utilizes this Passive and this build is no exception.
10 Points: This little guy right here uses Savate Expert to its fullest, since its tagged as melee, has incredible range, and is a very strong DoT. An argument could easily be maid to max this ability instead of splitting its points.
10 Points: Good AoE blast that knocks down. Quite effective in large mobs however if this isn't your cup of tea and you prefer Street Sweep over this then by all means bypass and max SS.
Maxed: Extremely strong and far reaching range in a cone shaped pattern. Good to start off before you roll into a mob since its Vulnerability makes it a beautiful addition, almost a prerequisite. Decently low end spirit cost means you can spam away if necessary.
Maxed: Spirit and Spirit Regeneration are a necessity and the +Damage to Range is extremely useful for your Signature.
Maxed: This is your go-to move when you get your boss slowed, knocked-down, confused, etc. Or if you have exceptional aim and timing. Very powerful finisher.
Maxed: This little guy is awesome for mobs and bosses alike. Drop it down, roll away, blast at the with Street Sweeper and Royal Flush. By the time the explosion goes off, it should finish pretty much anything short of a boss with the other abilities incorporated.
One point is all that's needed here for obvious reasons. Roll, roll, roll...
The one point is all that's really necessary because the Evade chance does not scale and you should get a good amount of boost to this from your items regardless, in case you were worried about Dodge or Projectile Evasion.
Again, this is another one pointer that will be increased by items to lower the Revive cool-down.
Maxed: Ah. Here it is. The whole reason we're here in the first place. This skill will get maxed, then boosted a great deal by items. Hopefully you should have around 20, or more, +Credit find when you're done with it.
One point here does the trick. We don't rely too heavily on this to be honest. It's just a nice boost for boss fights or tough mobs. It conveniently lowers its cool-down per Critical, however, so if you feel like you can Crit often enough then you may want to incorporate this into your standard battle scheme.
Here's a preview of my current Powers. The only way to improve on these abilities while staying within the margins of this guideline for Credits is to have some exceptional rolls on Gear. Speaking of...
GEAR-(COMPLETE)
A picture is worth a thousand words so instead of going into some ridiculous description of the gear I've chosen, I'll just show you what I currently use and why, albeit in a quick brief per item.
Slot 1:
This weapon is amazing. Great damage, some regen properties, and the Death proc. Toss on a rune for Melee for Bo Beatdown on Bosses and you're set.
Slot 2:
Tons of defense, health, damage to bosses, and skills. Must have. Also drop a Wealth Rune into it.
Slot 3:
This one has it all for this build. Great Defense, Dodge, Invulnerable proc, Minimap Radar, Regen-on-pickup, and +6 to Sticky Fingers. Drop a Wealth into it and it doesn't get any better than that.
Slot 4:
Now these little guys took me a while to find. Pretty much what you should be on the look out for is a high +Credit find roll with at least 1k Health. The +3 to Sticky Fingers just made it that much better. Again, like the others, drop a Wealth Rune into it and this item by itself raises your +Credit find to mid 50s.
Slot 5:
This is the best Slot 5 Cosmic I could find for this build. It's not bad at all with the Health, Spirit, and +Credit find, but if it had +Sticky Fingers, it would've been the best. The will still be preferable to any unique since they don't have +Credit. Again toss on a Melee Rune for Bosses for this little guy.
ARTIFACTS:
Here are my current Artifacts, to include the holiday Artifact that I utilize:
Outside of some not-too-awesome rolls, these Artifacts have been amazing for me with this build. The Advanced A.I.M. gives both Physical and Energy so that pretty much counts twice for most of our Staff powers. The Advanced Kung Fu also helps with our Boss killing time and a decent bit of Health. The White Suit Jacket gives good Health and Damage on Melee, however it should be noted that as soon as I acquire the Ruby-Topped Cane unique, this Artifact will be swapped out for something along the lines of Advanced Super Soldier Serum or a Melee Damage oriented Artifact. And the Advanced Crimson Crystal of Cyttorak is extremely handy with the invulnerable proc along with Health and Damage. Now the Lunar Fireworks Launcher is extremely useful at the end of a 3 chest Cosmic Terminal run just before you down the Boss. Trust me when i say that the +88 Credits makes a massive difference in the amount of Credits earned per Boss and 3 chests.
RING, MEDALLION, INSIGNIA
Now you'll notice that the Cosmic Ring and Insignia could definitely be better in terms of Damage or Health, or any other sexy attributes that people look for. However they are here for a very specific purpose. This whole build is about picking up large sums of money on the ground. These items, along with the Blindfold Unique and Kingpin Medallion, allow you to recover thousands of points of Health with just a single drop of Credits. That allows two forms of healing, making this thief hard to kill. And the Kingpin Medallion is self explanatory.
RUNEWORD
As previously stated, I don't have the missing piece to this puzzle which is the RuneWord Vice. If you did have Vice, Plate URU would be viable as well as Melee URU. That being said, dear ol' Gambit needs a bit more pep in his punch and this helps out nicely. This could also be swapped for something like this (although it would say Spirit hehe)
RELIC
[item]187[/item]
I have around 90 of these on Gambit currently. Along Savate Expert and Street Sweep, you shouldn't have a hard time keeping your Health maintain during encounters.
LEGENDARY
There it is folks. THE LEGENDARY! If you don't have this then you should make a Marvel Heroes Account, level to 30 in X-Defense and get one since you can craft 2 from the gifts... There are no substitutes for this in this build.
AFFIXES
Last but not least our Affixes. Notice the +10 Credits and Damage to both Physical and Energy. The +1 Durability is nice, but could easily be swapped out for some Life on Hit or +1 Fighting. To be honest, with as much Health and regenerative properties this build has, Cosmic mobs should not get anywhere close to killing you. Power Cosmic Orbs on the other hand are a bit of a pain during a Boss fight. Roll wisely!
With the Gear setup complete, I'll show you Stats, the basic Character Sheet, Synergies, and the Power Bar, followed by a simple explanation on how I utilize the Cajun's abilities in all combat.
It should be noted that Cheat Death and the Lunar Fireworks Launcher are positioned on my second Power Bar as "Z" and "A", respectively.
ROTATION
As you can see from the Power Bar above, I don't utilize his Basic. The general rotation for Gambit is simply. Spot a mob, spray the mob with Royal Flush to apply Vulnerability, blast mob with Street Sweep, roll into the mob, drop House of Cards, roll out, blast Street Sweep at them again. If they survive to you, then drop another House, followed by a fully charged Grand slam. If they are still alive, then they are an Elite or Champion level contender and you should have been whacking them with Bo Beatdown since you saw them. If not, apply Beatdown here. Collect Credits to fully replenish resources and continue on. This basic rotation is good for literally all types of mobs with the exception of massive mobs, such as Sentinels or A.I.M. Wreckers. Stay on your toes with multiple rolls, Royals Flushes, Street Sweeps and House of Cards, weaving Beatdown in as you can. It is essential to ALWAYS apply Street Sweep in any endgame mob for the Life on Hit Regeneration. For Bosses, apply Royal Flush, Street Sweep, roll in, House, Beatdown. As soon as you get a clear window, use Ragin' Cajun and 52 Pickup immediately. If all goes well, Ragin' Cajun will be dropped significantly in cool-down and you will have just taken a massive chunk of HP from the Boss. Repeat as necessary until the Boss has roughly 1/5 HP remaining. At this time, swap to your Lunar Fireworks Launcher and activate. Immediately swap back to your main Artifact and finish the Boss. Now enjoy over 30k of Credits for ONE Boss fight and 3 Cosmic chests. If you are rolling in a party of well trained, well armed killers, the make sure you use the Fireworks Launcher at around half Health of the Boss. From there go to another Cosmic Terminal and enjoy the 10 minute buff of extra Credits. I have had a party that was able to clear another single chest Cosmic Terminal before this boost ran out after using it on a 3 chest Boss. That's possible around 100k Credits in roughly 10 minutes. Hard to beat that rate anywhere else.
CONCLUSION
Well that's it folks. I hope you find this guide helpful in at least what to look for Gear wise to maximize profits. Even if you don't have a Cosmic level item, but it has +30ish to Credits and other helpful stats, then by all means use it. I just happened to get very lucky on some of these finds. If you have any questions or comments please leave them below and I will be sure to get back to you. And if you found this guide helpful or at least informative, please give a thumbs up! Thanks!