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Bots/FF is the fastest, easiest path to soft-capped defenses, for both you and your minions. Other archetypes can spend millions to soft-cap their defenses, but you can do it with perfectly ordinary off-the-shelf defense IOs, and you don't even have to wait until level 50. Heck, you could probably even do it with just SOs if you want to be really cheap. Don't forget to slot your protector bots for defense, I put two defense IOs in them at level 50.
A soft-capped Bots/FF mastermind is perfect if you have a baby to take care of, and have to always be prepared to get up and go change a diaper or something on a moment's notice. Most characters will die if you take your hands off the keyboard in the middle of a big battle, but Bots/FF hardly even notices you're gone. If you set yourself to follow a teammate in a group, even the GROUP might not notice you're gone.
Once you're soft-capped against all types of incoming damage, the only other thing you might want to improve is how fast you kill your enemies. The key to getting really insane damage with a bots mastermind is to burn your enemies with napalm patches laid down by a fully upgraded assault bot. However, enemies have an annoying tendency to run out of the napalm patches. It's like they don't WANT to die, or something! How inconsiderate!
So what you need is a way to immobilize your enemies in a napalm patch, and watch them horribly roast to death. There are two good tools for this: force bubble and electric fences.
Force bubble is part of the FF power set, and it pushes everyone away from you. If you're in a room with sharp corners, you can trap people in corners and let your napalm do it's thing. This doesn't always just happen by itself, though: you have to maneuver around to push your enemies into the corner from a good angle, and compensate for the fact that they're also moving at the same time. There is an art to it, and it gives you something to actually do during battle other than twiddle your thumbs.
If you aren't in a room with sharp corners, you need something like Electric Fences which can nail a bunch of enemies down to the floor so that your assault bot can slather them with napalm. Electric Fences (from the Sirocco patron pool) is the only immobilizing power that is immune to knockback, and if you don't have that your bots will knock your immobilized enemies out of the napalm burn patches. Electric fences has a disappointingly small radius, but it's still the best power of it's kind available to you. And once again, it gives you something to do other than twiddle your thumbs while your robots do all the work.
One more thing you can do besides twiddle your thumbs during battle is heal. Get the "aid other" power, and six-slot it for heal and recharge. It's a surprisingly good single-target heal. It's especially useful at lower levels, but even at higher levels it's occasionally nice.
Speaking of lower levels, here's a final a bit of advice for how to survive them: never forget you can run away. You're a villainous mastermind, leaving your lackeys to die while you make a cowardly getaway is part of the idiom! For extra role-playing authenticity, I recommend raising a fist in the air and shouting something like "I'll get you next time, Longbow! My triumph is inevitable! Mwah ha ha haaa!" -
Doctor Brainbottle - Robots/FF
All minions have semi-random hexidecimal names like "0x00F1"
the Major-General - Mercenaries/Storms
(he uses the power of BRITISH WEATHER!)
first tier minions: Tommy, Thomas, Tom
second tier minions: Thomson and Thompson
third tier minion: Mr. Atkinson -
Quote:Zombies are melee-based, and don't have high defenses that stack with FF or Dark like thugs and bots. Thugs have a suicidal arsonist. That makes Bots the safest, most newbie-friendly minions.Bots, thugs, or necro
/Traps, /FF or /Dark for secondary.
Any combination therein will be decently powerful and easy to learn. Masterminds are simple as long as you give her a set of pet macros, which will make her handling of any set much, much easier.
Traps has some interesting features for an expert, but it's a bit finicky to use, and we're talking about a newbie here. That leaves Bots/FF and Bots/Dark. I've heard good things about Bots/Dark from other people, but I myself have more experience is with Bots/FF. That is the combo I can personally guarantee gives a smooth, easy ride from level 1 all the way up to level 50. -
Quote:Well, enemies are always trying to run away from robot masterminds, but it's actually your BURN PATCHES they're running away from, not the force bubble.Hm. I can't explain the out of range messages I keep getting then... In all honesty, it's usually the Repulsion Bomb I'm using (the disorient is useful), but even when I use the rifle, I get the out of range messages...
Hm.
If you use a force bubble well, you can trap enemies in a corner where they helplessly burn to death. If you use it badly, you only help your enemies run away from your burn patches even faster. If you want to stop using force bubble badly and start using it well, you have to realize that there is a lot more to USING your force bubble than just turning it on and forgetting about it. -
Quote:Huh, shows how often I pick the pulse rifle I guess.Oh, the bots can reach, but my Force Bolt and Pulse Rifle blasts can't.
But in any case, if you're using force bubble with the proper strategy of herding your enemies into niches and corners, you can and should get right up close to your victims, just to make sure they're firmly trapped if nothing else.
And I guess you could plink at them with your pea-shooter at that distance, for what it's worth. -
Quote:Huh? Aren't you playing robots? Exactly what attacks do you have that cannot hit a target beyond the range of a force bubble? Unless you went out of your way to pick up a power pool melee attack like boxing, this really shouldn't be a problem!Hm. I'm unconvinced that the Force Bubble is really all that useful. After trying it for a while now, I'm wondering if I wouldn't have been better with the Repulsion Field (since Knockback does mitigate damage somewhat), especially since the Force Bubble pushes foes out of range of my attacks but usually not theirs.
Force bubble is insanely useful for a robot mastermind, but only if you use it as part of an active, deliberate strategy to herd enemies into corners so you can incinerate them with rocket napalm. It isn't enough to just turn it on, you have to learn how to USE it... and it isn't really about "mitigating damage", except in the sense that your enemies get a permanent 100% debuff to everything when they're DEAD. -
Quote:The best mode to leave your pets in if you just want to ignore them while you do your thing is defensive follow mode, aka "bodyguard mode", which is the mode they are in by default when you first summon them. Don't take them out of bodyguard mode unless you have a very good reason, and there's almost NEVER a good reason to put them in agressive mode.God, I wish that were true. I really want to find a MM build where I can put the pets on aggressive and then ignore them while I do my thing. Haven't found one yet.
The only time I use agressive mode is when I want my minions to randomly attack large numbers of NON-HOSTILE targets like crates and cardboard boxes on a mayhem mission. But even in a mayhem mission, I only use it sparingly.
Much more often, my targets are HOSTILE, which means they will provoke a fight with my bodyguards soon enough, and then I get all the benefits of bodyguard mode.
Really, in a pinch I could play most masterminds with exactly one keybinding: "petcom_all follow defensive". Note that if you issue this command in the middle of battle, they actually stop fighting and gather around you. This can be useful if they're chasing someone, or if you want to apply an AOE buff. -
Quote:The protector bots also only get one each, so really only the battle drones and assault bot get double-bubbled. That's not a bug, that's "working as designed".Anyone noticed this? My second protector bot arrived today, but he is not bubbling my mastermind. Everything else gets its two bubbles, I don't.
And if you demand the developers re-think how protector bot shields work, they might just remove double bubbling altogether, so shush! -
Quote:I got it on my assault bot, but the rest of my build was already so awesomely awesome that it's hard to judge the actual improvement I got from the extra drizzle of awesome sauce on top.However I really want to get the Soulbound Allegiance: Chance for Build Up proc into my Assault Bot as I have heard it has a chance to proc for each target hit by the Swarm Missiles, and that seems like practically a 100% chance to go off!
But then, this was on my build that sadly still doesn't have electric fences, which is the only thing I ever experimented with (in my alt build) that makes a NOTICEABLE difference. I really must get a respec and add it to my main build, but that means finding other people willing to team up for a trial. Sigh. -
I think the ultimate 5 man team is 5 thug masterminds. You can argue that there is no one best mastermind for all circumstances, but when you're talking about GROUPS thugs are unbeatable because enforcer auras stack across the entire group.
With 10 enforcers each giving a 12% defense bonus each, that's up to +120% defense. This gives you a comfortable margin of error above the 45% soft cap, to put it mildly. Accuracy and damage are also boosted, and damage isn't soft-capped.
As for the secondaries, that's a bit more debatable but offhand I think Pain domination has the most powers that have descriptions that begin with the crucially important phrase "all nearby allies". In particular, they have the best aoe heal a mastermind can get, "nullify pain" which heals minions and masterminds alike. It has a base recharge time of 8 seconds, which you can cut down to about 4 seconds. 5 masterminds casting that every 4 seconds behind a wall of nigh-invincible thugs would be a force to be reckoned with. -
Heh. I don't solo a lot of AVs (though I can when I put my mind to it) so I'm rarely in a position where double-healing has such serious consequences... but it's still annoying.
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Quote:I agree availability is a big problem. That's one of the things I love about bots/ff, you can get by without actually NEEDING anything fancy.Well this is my only villain side toon so he gets all my inf, but compared to my hero side budget this is very limited. The hardest thing villain side though isn't price - it is availability.
Quote:As Obscure Blade said the combo works really well, prior to speccing into Hover I wasn't able to defence cap myself very easily (Dispersion Bubble needs buffing imho) and was relying on the bots,
It especially doesn't make sense to me that my dispersion field isn't as powerful as a force feild generator from traps. But I can't say with a straight face that I'm under-powered, and I don't want to get blamed for nerfing traps, so... whatever, I guess.
Quote:but they die very very fast whenever they do get hit and I hate resummoning.
Just a difference in play style and priorities, I guess. -
Quote:Bots/ff is the fastest, cheapest, and simplest way to become nigh-invincible. However, the question was what's the best for AV soloing, and for that bots/traps has an edge in the end-game... but you pay for it with a rougher path to level 50, more expensive build requirements when you get there, and a lot more micro-management.Bots/Force Field
Boring as sin to play, but tough to take down ... so long as the AV doesn't have attacks that ignore defenses.
But then, saying it involves more micro-management than Bots/FF isn't really saying much... -
You call that on a budget? Whew! Maybe things are different on your server, but on my server the nucleolus exposures alone cost several million infamy. But other than the fact that this blows right past my idea of a "budget", I can't find much to criticize here.
About the only thing I'd do differently is the presence/tankermind strategy. As much as I love robot/ff, it's strengths don't strike me as really lending themselves to tankerminding. The thing robot/ff was designed to be good at is boosting the defense of our pets, but if you're taking all the damage as a tankermind that bypasses your pets defense entirely, nullifying the point of our signature power. On top of that, all your pets are getting an even split of damage, but you can only spot-heal them with aid other and the occasional repair.
I'm raising my thugs/pain domination mastermind as a tankermind, but that's almost completely the reverse situation: no good way to boost the defense of my pets up to the soft cap, but a fantastic aoe heal that heals me and all my pets at the same time.
That being said, I assume it must work for you, so all power to you. And assuming you're going to stick with tankerminding, I can't think of a better set of powers to do it with than this. -
You say you're looking for a secondary, but what about your primary? If you're stuck on ninjas for your primary, I'm sorry to say there is NOTHING that will completely make up for the fact that they're apparently made out of tissue paper.
If you want a combo that's almost death-proof, even at relatively low levels, try Bots/ff. Then slot your defensive powers early and often, especially the protector bots. That's the fastest, easiest way to become nigh-invincible.
But even with all that defense, I recommend picking up aid other from the medicine pool and six-slotting it. If you can heal the trickle of damage that gets through all your force feilds, that is the difference between being very hard to kill and being impossible to kill. -
It's worth noting that if you pick electric fences as your main immobilizing power, you can still get a minor web grenade power with the Web Weaver Accolade Badge. It's only single target, and you need to periodically replenish the charges, but it will knock down fliers.
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The most important thing with Bots/FF is defense, defense, defense. That's your signature power, you might as well run with it. Slot for defense early, slot for it often.
In particular, don't overlook the fact that your protector bots cast force fields. Not only do they protect you, but they cast DOUBLE force fields on the battle drones and the all-important assault bot. I'd put at least two level 50 IO defense enhancers in there as soon as you hit level 47. I'd almost recommend three, but you don't want to totally gimp other things like accuracy and damage.
With all that defense, it makes sense to round out your overall damage mitigation strategy with a little healing. Soft capped defenses can reduce the damage your minions take down to a trickle, but if you can soak up that trickle they aren't just tough, they're INVINCIBLE!
Your protector bots can heal, but they only have six precious enhancemnt slots that can be better spent on other things. Repair is good, but takes a while to recharge even when slotted for attack speed. The real key to healing your bots is "aid other" from the medicine pool. Six slot it with three healing and three attack speed, giving you a decently powerful single-target heal you can fire off every five seconds. With both aid other and repair you're a much better healer than your protector bots were ever going to be, and it gives you something to do during combat that ACTUALLY has a real strategic value.
After defense and healing, the third priority is offense. The basics pretty easy to get right, and pretty hard to improve on. As with all masterminds, get your minions and minion-upgrading powers at the first level they become available, and then six-slot your minions as soon as possible. When in doubt, fill those slots with accuracy and damage. The first tier especially needs accuracy because they are fighting at two levels lower than you.
The only special trick to getting more damage out of a robot/ff lies in trapping enemies in the burn patches created by a fully upgraded assault bot. Force bubble, force bolt, and all the assorted knockback your minions dish out are good for this purpose when you have a corner to knock enemies into, but they are useless on wide open terrain or hallways without sharp corners.
The only power you can get that reliably nails enemies down in a burn patch no matter what the terrain is electric fences from the mu mastery patron pool. I wish it had longer range and a wider radius, but it's the ONLY hold power you can get that holds up to all the knockback your minions will be dishing out. (except detention feild, but that makes the target invulnerable, which rather defeats the purpose)
Photon grenade doesn't immobilize enemies, but it does have a chance to stun, which means your enemies might wander around in a burn patch for a little longer than if they had their wits about them. Your protector bots have their own attack that does exactly the same thing, but a little more never hurts. Of all your personal attack powers, this is the one most worth getting (which isn't saying a lot, but there you are.)
The only other thing I recommend is stamina from the fitness pool. This lets you summon, equip, and buff new minions in the middle of a tough battle. -
I have a build with group fly, and it looks cool, but my robots can't keep up with me. I gather this is a problem everyone has to some degree, but I think I have it especially bad because I also picked the speed boosting power from the fitness pool on my way to getting stamina. After reading the fine print, apparently it ONLY affects personal speed.
I can personally vouch that group fly totally, utterly sucks when you have the speed power from the fitness pool. Does anyone think it's managable without it? I don't want to burn a respec just to confirm it still sucks even without it. -
Just to play devil's advocate, for a robot/ff mastermind:
* you don't need bodyguard mode to survive as much as some other masterminds
* the true key to your damage is burn patches from a fully upgraded assault bot
* without drones, protector bots can focus healing on assault bot and each other
* even when solo, battle drones can get in the way of assault bot
* now you only have half the robots to buff
Even with all of that being said, these aren't good enough reasons to devote an entire build to this strategy. Always take all pets, always six slot them. Then consider playing without drones as a change of pace. -
Quote:I have one build with leadership, and one without it. To be honest, I can't really tell the difference until I try to teleport, and then remember I gave it up for leadership.I think I'm going to start working on this with a lvl 26 Bots/FF.
So Medicine, Presence for Provoke, and ideally Fitness. Is Leadership that important? I do like travel powers. >.>
Maybe the piddling little 4% boost to defense MIGHT matter if it was the last 4% I needed to reach the defense soft cap, but it isn't. -
No, the number 66 in Rolemaster is a "wild card" that can do almost anything. Rolling 66 on a critical result MIGHT cripple you in a strange and unexpected way, but it could also kill you in a different strange and unexpected way. You can't know for sure what it will do until you look it up on the table.
meanwhile, a result of 100 is reliably brutal and devastating, but for very light crits it might not be COMPLETELY fatal. You might just be in a coma, if you were wearing a helmet.
I still play Rolemaster every week, with a group of my friends. I am nerdier than thou! -
Quote:The 1% difference between a 44% defense and a 45% defense is probably the most significant 1% difference in the game. It's the difference between getting hit 5% of the time and 6% of the time: that's a +20% increase in getting hit, even if it's hard to "feel" the difference when you're getting hit so sporadically in either case.These 5% are wasted IMO. SR has a 90% or 95% def-debuff-resistance (stupid word), so any Debuffs are barely noticeable. My SR-Scrapper is running his missions with 46% Defense to all positions and his Defense never went below 44%, even when fighting enemies like the Positron Automaton.
That being said, if your 46% defense really never gets debuffed below 44% even under the worst case scenario, presumably anything over 47% really is a waste. -
I've read somewhere that this is at least true for chance-for-proc enhancements: only attacks that actually do knockback will have a chance to proc an effect from a knockback set enhancement.
It didn't occur to me when I read that to think this might also apply to basic things like accuracy, but in hindsight I suppose it might. -
Quote:The key to getting the most out of a robot mastermind is immobilizing enemies so your assault bot can slather them with napalm. That is your "core competency": Fancy set bonuses can spice up the dish, but this is your meat and potatoes.Mu is more about concept than anything. Although, I've never been impressed with fences, at all.
Force fields can push enemies in a corner for this purpose, but it only works if you HAVE corners to push them into. On a big open outdoor map that lacks corners, all your knockback and force effects become a liability, not an asset. And even on indoor maps, you don't ALWAYS have a good corner handy right where you need it.
I wish electric fences had a wider radius, but it is at least capable of completely immobilizing SOME enemies in open terrain so you can slather them with napalm and watch them burn, and that is distinctly better than none. if you had wasted respecs like I did dabbling in some of the even more disappointing patron pool immobilization powers, maybe you'd be more impressed that electric fences accomplish the amazing feat of "actually working at all".
Anyway, if you're still not interested in electric fences, the only other patron power I'd recommend is Scorpion Shield from Mace Mastery. It's the only personal protection shield that gives you a defense buff, rather than a resistance buff.
And if you're not interested in THAT, my next recommendation is to seriously consider not taking any patron powers at all. It isn't mandatory, and frankly a lot of them are just lame. Take a closer look at what your primary and secondary power sets have to offer: If you want aggro-grabbing personal attacks, what's wrong with photon grenade and repulsion bomb? It's true you're never going to personally out-blast a blaster with them, but you can't do that with power pool attacks either. These are some of the best attacks YOU'RE ever going to get.
Even the wimpy "Pulse Rifle Blast" that almost everyone will advise you not to take does more damage than the kick from the fitness pool, and it can do that damage at long range. On the whole it's STILL not worth taking, but what does that say about kick?