_Technomancer

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  1. Here is my rendition of Spark

    Im not used to drawing cartoons, so its a little sketchy and detailed, may not be ideal for coloring but you can give it a try. Anyway, I hope he likes it!
  2. ill give static a try, im in school so i hope ill have it by the end of the day(but hey I have pre-cal next period so...) Never done cartoon style drawings before so ill see what happens. btw kudos to all the other artists, very nice work
  3. Robotics/Traps MasterMind Guide v1.0

    Table of Contents
    -Intro
    -Getting to Know the Mastermind
    -Why Robotics/Traps?
    -The Build
    -Power Pools
    -Tactics/Strategies
    -Legal Stuff

    *--Intro--*
    This, as you probably have already established, is a guide to the ever so popular Robotics/Traps Mastermind. I have a level 34 RoboTrapper and am very pleased with my build. I found that traps and robots have a lot of useful synergies. This is my first guide for CoV so I hope you get a lot out of it. My name is -Technomancer on Champion, feel free to look me up. Thanks for reading!

    *--Getting to Know the Mastermind--*
    Ahh yes, the mastermind, the most hated Archtype in CoV. Why? Because were good, too good. A lot have suggested that MMs are way overpowered and overplayed. Of course we are the most played, its the only new class that NCsoft made and for those of you who have been with us since the release of CoH, we wanted a little variety. But we don't care about that, when your a MM you need to care about yourself and only yourself, moving on. The MM is the dream AT(archtype) for the lazy person. We summon, and then we lay back and watch the show. Gotta love it. I myself have to admit the sheer power of a MM is a little ridiculous, but im not complaining. Not only is the damage output incredible, and you have 6 of your own personal tanks (by level 26), but the MM is equipped with secondary buffs, which ususally have heals and defense boosts to keep your summons alive. You will see what im talking about once you get your character started.

    *--Why Robotics/Traps?--*
    From what I have seen, there is a pretty good balance in the MM's powersets, but it all comes down to preference. Do you want to have a band of ninja's that fall from the sky with the raise of a hand, or do you want undead that emerge from the ground?(that's why we love MMs). If your reading this guide its probably because you were drawn to the awesomeness of the robots, and imo they are definitley the coolest looking (I <3 Assault Bot!). Traps was my choice for a secondary because it fits well with robots, I just hate it when you see one of those completely random characters that has like robot/dark miasma, and their character is a wolf, it just doesnt fit. But not only for that reason, I feel they are very useful and provide a balanced array of skills.

    *--The Build--*
    Okay here it is. My Robotics/Traps build. For any noobs reading, every even level( with the exception of 1 and 35) you get a skill, and every odd level ( with the exception of 1 and 35) you get 2 enhancement slots. This is just a list of what to get at each level. Also, feel free to make tweaks as you see fit, for instance I suggest going teleportation because it has excellent synergies with traps, but its completely up to you.

    -Level 1
    Skill: Battle Drones(Robotics)-Ah the first summon, learn to love it, these little guys will be with you for the rest of the game. Start with a weak ranged attack. Slot-Accuracy
    Skill: Web Grenade(Traps)-Eh, it has its uses but not great. But hey its our first secondary, my expectations werent that high. Single foe immobilize. Slot-Accuracy

    -Level 2
    Skill: Caltrops(Traps)-Simply put, I love this skill. It has gotten me out of a lot of tough situations, and has great synergies with other traps. Minor AOE damage and slows enemies. Also has a fear effect and the enemies will scatter. Slot-Recharge Time

    **Note** -This will be one of your few self defense skills. In this build I do not have any of the Robotics pusle rifle attacks, because I don't feel that they have any use. If you plan on getting a pulse rifle attack I would swap it for this skill spot.

    -Level 3
    Slot: Battle Drones-2 damage

    -Level 4
    Skill: Triage Beacon(Traps)-A very helpful skill, and is loved by groups. You place a beacon on the ground
    that is immobile, but emits a powerful healing aura(increases regeneration). Although the increase is not that great at first, once you get this power slotted it will be a lot more
    noticeable. Slot-Healing

    -Level 5
    Slot: Triage Beacon-Recharge
    Battle Drones-Damage

    -Level 6
    Skill: Equip Robot(Robotics)-Making are pets even more powerful now. Although training at the begining of a
    mission is kind of a minor annoyance, its worth it. Use on pet, Recieve Skills..
    Battle Drones-Rifle Burst
    Protector Bots-Rifle Burst, Repair
    Assault Bot-Dual Plasma Burst, Flamethrower
    Slot-Endurance Reduction

    **Note** -You unlock Battle Drone#2 at this level

    -Level 7
    Slot: Triage Beacon-Recharge
    Battle Drones-Damage

    -Level 8
    Skill: Power Pool Prerequisite-for those of you who didnt know you need atleast one skill in your travel power pool before you can get your actual travel power. I chose Teleport Foe, but its completely up to you. For more information see the "Power Pools" section. Slot(tele foe)-Accuracy

    **Note** -This guide was based on teleportation so you might get confused if you don't pick it as far as slotting goes, but you can sort of get the idea.
    I will put (tele) next to any slot only required if you went teleportation.

    -Level 9
    Slot: Triage Beacon-Heal
    Caltrops-Recharge

    -Level 10
    Skill: Power Pool Prequisite-Now we are dipping into the fitness powerpool, a much needed pool late game.
    If you chose teleportation, super jump, or fly pick swift as your power. If you chose super speed, grab hurdle.

    Slot(tele)-Running Speed

    -Level 11
    Slot: Equip Robot-2 end redux

    -Level 12
    Skill: Protector Bots-YAY! your second summon is here and is very helful as well. The ProtBot(trademark) is
    your teams buffer/healer, and can also dish out some decent damage(especially when you get your final upgrade). He
    can give force bubbles to all of your summons and you, and can heal them as well. He starts with a basic ranged attack. Slot-Accuracy

    **Note** -Your army is now starting to build and you will begin to see the true power of a MM.

    -Level 13
    Slot: Protector Bots-2 damage

    -Level 14
    Skill: Travel Power-Finally a little weight off our shoulders. Travel Powers let you move across maps at
    incredible rates, and are really fun to use. I chose teleport. Slot(tele)-End Redux

    -Level 15
    Slot: Teleport-End Redux
    Protector Bots-damage

    -Level 16
    Skill: Health(fitness pool)-Not that great of a skill but is a prequisite to Stamina, a must have. Offers some health regeneration(passive).Slot-Health

    -Level 17
    Slot: Protector Bots-2 defense buffs

    **Note** -at this level is when youll be switching from plain old generic enhancers to Dual Origins(DOs). Buy the level 20 DOs from a quartermaster in Cap Au Diable.

    -Level 18
    Skill: Repair(robotics)-Very useful skill, the only grudge I hold is the recharge time( which is why we use
    enhancements). Heals a robot Henchman to full health.
    Slot-Recharge Time

    **Note** -You now have the maximum amount of drones at your disposal.

    -Level 19
    Slot: Repair-2 recharge

    -Level 20
    Power: Stamina(fitness pool)-More relief, no longer will we be drained of nearly all endurance after
    summoning. For MMs that use few attacks in battle, you will hardly ever find yourself low on endurance. Slot-Endurance Recovery

    -Level 21
    Slot: Repair-2 recharge

    -Level 22
    Skill: Force Field Generator(traps)-I happen to love FFG. Its a dispersion bubble that doesnt drain your
    endurance like the one in the secondary force field set. It grants a bonus to DEF as well as resistance to Hold,
    Immobilize, and Disorient. Another skill that your group will favor you for. Slot-Defense Buff

    -Level 23
    Slot: Triage Beacon-2 Heal

    -Level 24
    Skill: Poisen Trap-Some say that poisen trap serves no purpose. Shame on them. I lay one of these babies
    down any chance that I get. Not only is the hold effect great, especially when slotted, but the debuffs to regen are what give this skill a five star rating. Youll be taking down a boss or AV much faster. Slot-Hold Duration

    **Note** -2nd ProtBot earned, 1 step closer to your armada.

    -Level 25
    Slot: Poisen Trap-1 recharge 1 hold duration

    -Level 26
    Skill: Assault Bot(robotics)-Ah yes, drumroll please, ASSAULT BOT. Here is what makes a MM a "beast from the east." You summon what one might call Deus Ex Machina (god of machines) the Assault Bot. He is not only amazing in combat but I must say he is also visually stunning. Starts with a moderate ranged attack. Slot-Accuracy

    -Level 27
    Slot: Assault Bot-2 damage

    **Note** -At this level you will now be switching over to Single Origin Enhancements(SOs), which will make you SIGNIFCANTLY stronger, for a price. These babies go for about 25k infamy a pop, so start saving up. Buy the level 30 SOs from a quartermaster in Sharkhead.

    -Level 28
    Skill: Pool Power(any)-This is a pool power level so pick anything that suits you. Grab a power in a set you already have or dip into a new pool. I went with Leadership here because it buffs your pets, always a plus. Slot-end redux

    -Level 29
    Slot: Assault Bot-2 damage

    -Level 30
    Skill: Power Pool(any)-another power pool level. If you went with leadership grab Tactics. Slot-end redux

    -Level 31
    Slot: Assault Bot-Knockback
    Force Field Generator-Defense Buff
    Poisen Trap-Recharge

    **Note** -At this level we start getting 3 slots per level as opposed to 2.

    -Level 32
    Skill: Upgrade Robot(robotics)-The last of Robotics skills, and your final upgrade. Gives all of your summons new skills, and they have now reached their maximum potential. The problem with this new uprgrade, however, is the recharge time. With 1 redux, you can get 2 guys trained with Upgrade, in the time it takes you train all your bots with the first upgrade. Get the 2 bots trained, then move on to whatever your doing, training periodically as it recharges, dont hold up everyone by training all of your pets in the begining. Gives Pet skills..
    Battle Drones-Full Auto Laser
    Protector Bots-Seeker Drones, Photon Grenade
    Assault Bot-Swarm Missiles, Incendiary Missles
    Slot-End Redux

    -Level 33
    Slot: Upgrade Robot-3 recharge

    -Level 34
    Slot: Upgrade Robot-recharge
    Caltrops-2 recharge

    -Level 35
    Skill: Trip Mine(traps)-Great skill and plays a huge role in the strategy I have laid out for my RoboTrap build. PBAoE SUPERIOR damage, interuptable. Slot-damage

    -Level 36
    Slot: Trip Mine-3 damage

    -Level 37
    Slot: Trip Mine-2 recharge
    Force Field Generator-Defense Buff

    -Level 38
    SKill: Detonate(traps)-I think that if this skill did 10 damage I would still get it. Just the idea of blowing up one of your robots for extreme AoE damage to everything around him fascinates me. Your last power, ever. Slot-Damage

    -Level 39
    Slot: Detonate-3 damage

    ___LEVEL 40___
    As of now level 40 is the unfortunate level cap in CoV, but in the next issue( i heard it was in spring sometime) they will most likely be making level cap of 50, epic archtypes/pools etc.

    *--Power Pools--*
    This section will be a guide to help you pick what power pool suits you best. Im not going to go over each skill individually because this is not a pool power guide, its just to give you an
    overview to help you make an easier decision.

    Flight -IMO not an effective power pool, but does have its uses. Flying above a battle to stay safe from enemies is a plus, and I think its really cool that group fly gives your robots boot jets. Other than that I would stay clear of fly if your going for efficiency.

    Leaping -Probly the most effective and efficient power pools in terms of transportation. Has great horizontal as well as vertical movement, and skills like combat jumping help early on in the game. Great Power Pool.

    Teleportation -My favorite power pool, and IMO the best for my build. Many stay away from this pool becasue of the travel power teleportation. It is difficult to use, at first, and has a hefty endurance cost. But the other skills
    in the set, such as teleport foe are the perfect addition to any character. I picked it, you should too.

    Speed -Super speed will get you where you need to go, and FAST. The fastest of all the travel powers and very efficient. Only problem I have with super speed is the vertical movement, which can be fixed with hurdle. Probably the best prerequisite skill, hasten. Increases all of your recharge times for about 2 minutes. Perfect for
    summoning and training fast. Very good set.

    Fighting -MM will stay away from this set. Our low hit points will not even give us enough time to throw a punch.

    Fitness -Stamina is a must. FITNESS IS A MUST. Effieciency is the goal here, and fitness is what lets us accomplish just that.

    Concealment -Decent power pool. Lets you stealth an entire machine grab the objective and have 10k experience in less than a minute. When paired with teleport, you can teleport your whole team to the end, with no problem.

    Leadership -This pool was made for a MM. It gives damage and accuracy buffs to anyone around you, including your summons. I would highly suggest getting this pool.

    Medicine -Very effective pool power. With aid other you can easily keep your summons alive for an entire mission, as well as your team. Aid self also helps for those situations where you have the potential to get oodles of debt

    Presence -I think the last thing you want to do as a MM is draw more aggro on yourself. Steer clear of this set.

    *--Tactics/Strategies--*
    Here are just some simple strategies to use in combat.

    -Throw down some caltrops at an enemy, and follow up with a poisen trap to keep any other enemies at bay. When the time is right lay a trip mine for an explosion of fun.

    -Robots have a tendency to stay back and use nothing but their ranged attacks, while assault bot's punch does something like 60 damage. Send your robots into the battle with the "GoTo" command, and set a beacon next to them
    to keep them healed.

    -Place a trip mine down, and teleport a hapless foe right on to it, repeat, repeat, repeat.

    -Place a trip mine, poisen trap, and some caltrops in a door just before a room of enemies, and have a drone pull
    them through.

    -Caltrops make foes scatter which is not wanted when assault bot has so many cone/aoe moves, lay a poisen trap first to hold enemies in the caltrops.

    -Always leave a drone untrained, to prepare him for detonate.

    -If things get scary, throw down a triage beacon, and then a poisen trap right on it, if a foe come near he will be held, while you sit and heal in his face.

    -Detonate a drone when it is low, so its death won't be in vein.

    **More Strategies Coming Soon!**

    *--Legal--*
    Read my guide, share it with your friends, but don't try to pass it off as your own. A lot of hard work goes into writing a guide, so show some respect. That goes for any other guides you may read.

    *THIS GUIDE WAS WRITTEN BY-Technomancer*

    Thankyou for reading my guide, I'm always open for constructive criticism, remember -Technomancer on Champion, look me up. You can expect more guides from me in the near future if you liked this one.