Ravarex

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  1. Its worth noting that Doms that take Intimidate or Invoke Panic from the presence pool can boost the effect of these powers via Domination (even though the text doesn't appear as it does when using a primary control power, the mag and duration are nevertheless increased).
  2. I don't have a record of the number of each specific parts of the set I've received, but like most people, the only part I really care about (IE, am adverse to just buying on the market) is of course the knockdown-->Knockback Proc, and of the 21 runs I've recorded I've only revived the proc once.
  3. ...so any word as to when (if) this will be available on the market to those who didn't have access to a computer over the weekend?
  4. Actually, I just logged back into Mids to review the build I posted and found that I could make it better by moving a slot from Scorpion Shield to Weave and change the Spiderlings from Expedient Reinforcements to Blood Mandate. Now the build reaches S/L/E/R softcap without hover. Aoe defense is increased as well. New build:

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  5. Not a bad build Nemu. I tinkered around with it, and I think that I'll use a slight variation. It's basically your build, but with Hover and Fly in place of Combat Jumping and Super Speed. I also took the liberty to change some of the enhancements and move a few slots around, most notably on Drain Psyche--the move is just not for me. Running all the defense tools, the build is still soft caped to Smashing, Lethal, Energy and Ranged, although I probably won't be running Hover that much since I dislike the perspective shift. However, with Agility Alpha, I can still soft cap S/L/E and be less then 1% short of soft capping ranged while also getting in some recharge, not as much as spiritual but getting some end recovery in the process.

    Heres the build

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  6. Quote:
    Originally Posted by Nemu_ View Post
    The build I gave you has perma hasten, softcapped s/l/e/range defense and drain psyche with a 1 sec downtime when you factor in the spiritual alpha. What sacrifices are you talking about other than a financial one?
    Just things I happen to like, based on my playstyle. For example, when I created this character, I wanted to run rain of fire with snow storm. You build also doesn't give any extra slots to health or stamina. I'm also not a huge fan of Drain Psyche--say what you will about it, but I've played it on a dom and a blaster, and never saw the point. Its radius is so small that I have to run up and hug my enemies, putting myself at risk in the processes, and it needs accuracy in it to hit anything above my level to provide me any benefit. On top of that, the bonuses I get only last for 30 seconds and it takes to long to recharge or to much monkeying with the build to get that recharge when i could be pursuing other benefits. I find it more useful to put -Regen on AVs then I do as tool for my survivability.

    When I play, Hasten doesn't have to be perma, just use it when its up. While being soft caped is impressive, I wasn't planing to do the tanking. I just wanted to find some ways to survive longer. I'm still a blaster and I'm not going to win any contests for longevity (without using your build), but if I have a bit of defense, say 35% to S/L and 22% Aoe I can play knowing I wont die instantly. Add some purple pills or +Def skills from a friend or two and its just as good as soft caped. And If I don't have any...kill them first?

    If we're pretending that a budget doesn't matter (and for all I play, it basically doesn't, now that purples and pvps can be gotten via alignment merits and trials), then what about this build? Not softcaped, but with a purple or a friend with Bubbles or Barrier, it's just as good. I might just take Barrier myself. It doesn't have as much defense as yours, but allows for greater offense. It also allows for two full purple sets for ideal enhancement values, and sprinkles in some +Max HP. The only problem I can see with it is End use, and Cardiac Alpha could cover that.

    Anyway here's the build...
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    Any thoughts? I'm sure someone here has a scathing criticism of my work...
  7. Thanks for the responses. The suggestions here have given me some things to think about. It seems pretty clear that I want to achieve even moderate defenses, sacrifices will have to be made. I'm not sure that I'm willing to go all the way to reach the soft cap--I have a dark/psi dom that only has 20% ranged defense (of course, he also has control...and +52% damage).
    At any rate I'm sure these suggestions will help me come up with my build; I didn't expect it to be easy. If anyone else has any more suggestions though I'd be happy to hear them.
  8. I'm falling in love with a Fire/Mental Blaster I'm running Red side, but to complete this love I need to find a way to dramatically increase his survivability. I love the damage I can deal with this guy and the bad-*** vibes his costume and powers seem to give him, but when hes in danger of flooring after 30 seconds of combat, I just cant find satisfaction in playing him. Is there anyone out there who could help me come up with a build to get some serious survivability on this guy so his life span is as impressive as his damage? Fire offers enough damage that I'm willing forgo excessive additional damage for added survivability, but like any self-respecting blaster would like to keep an eye to maximize my already incredible damage once a respectable longevity is reached.

    I'm not very familiar with what kind of options are available to blasters for defense/survivability and so far am basically running no defense at all. I know that Mace Mastery offers scorpion shield, but was really hoping to take Cold Mastery for Snow Storm. I don't mind taking Fighting for Tough/Weave or finding the ench slots to make it worthwhile (in fact I pretty much figure I'll have to take and slot these if I'm serious about surviving). Beyond that, the only real thing I'm concerned about is fitting hasten in. I'm not planing to tank with this guy, I just want enough survivability to not lose half my health anytime I don't kill something before it attacks me. This doesn't have to be pure defense either, I'd look at +Resist and +Max HP if it works. Again I'm not planing to tank with a blaster, I just need to be relevant in a fight. Thanks!
  9. I see that the wiki now has updates that show some of the bonuses given off by the improved versions. It doesn't have all of them, but from what I can see, it just makes the bonuses stronger, and doesn't change any of the bonuses. I would assume that this is true for each of the sets. Guess that answers my question.
  10. Lets say I take Gravitic Core Flawless Interface (procs for -recharge, -movement speed, -recovery) and Intuition Radial Paragon ( +hold, +damage, +slow, +defense debuff, +tohit debuff, +range)

    Does the +slow in Intuition mean that when the -movement speed proc from Gravitic goes off in a power that the slow will be greater then it would be otherwise? (I'm assuming that slow and -movement speed are the same effect here. Is this not the case? Are there other examples of where Alpha boost the effect of the Interface procs or does this just not happen?)

    Thanks for the responses!
  11. Paragon Wiki has a list of the Archetype Enhancements set bonuses in their base form, but doesn't say how these set bonuses change when the Enhancements are made Superior. Could anyone direct me to a source of this information? Do any of the set bonuses become different, or do they just become higher values of the bonuses the set already had?
    Thanks!
  12. The new set has me excited, but I have to admit that I'm really disappointed that the final pet is a Dire Wolf. We already HAVE Wolfs for the set, and having a "Bigger Wolf " at the end just doesn't give it the finish to the "multiple species" feel the rest of the set gives off. Insects, hawks, wolfs and lions? All great, but what it really needs is a Grizzly Bear at the end. (Or a Dragon-perhaps a bit overly mythological for some, but commanding one would be an epic display of beast mastery).

    It would be nice if they threw a Grizzly model in (at release or latter) or let you change the color of the DW at least, but I doubt we'll get either.
  13. Title says it all. Is there any way that I could shrink it? I really don't need or use the 4 extra tab boxes they gave us, and only use the search for incarnate trials on my lv 50s (naturally). The way it is now just takes up to much of the screen for me, and I don't really want to have to change my resolution and shrink my powers bars. I'm not adverse to removing some of the new features (like the numbered tabs) if that will give me back some room. Any help to be had?
  14. Oh, Ok then. I guess I had the wrong idea about how the purples worked on pets.
    ...Alright then, thanks for your help.
  15. Back before Level Shifts, I had always thought that on Necromancy MM’s the Grave Knights would make better use of the Soulbound Proc (And in fact probably the entire Soulbound set) then the Lich, given that the Lich is more support-based then damage-based. However, I quickly found that that wouldn’t work, since at lv 50 the Knights spawn at lv 49 each, and Soulbound will not function for any pet under lv 50. But now with level shifts, which I’ve noticed also apply to MM henchmen, I am wondering if that means that the Knights (or in fact all tier 2 henchmen) could be slotted with the Soulbound set (or to be more precise, whether the set would grant its benefits, as I know Soulbound CAN be slotted into other henchmen, but without effect).

    I am thinking this should work, but since I'm not an expert on CoX game mechanics I'd like to check with someone who is...or at least knows more then I do.
  16. First of all, welcome to the game.

    I play Robo/Traps myself, and have 100+ levels of experience in the combination. Very fun set.

    In regards to your build:

    You have Super Speed at lv 49. Unless this is a respect build (a build where you redefine what powers you have after getting to a certain level), you’ll want to take it sooner, as in before lv 20. You could also consider buying the Ninja super booster pack for the Ninja run power if you didn’t want to spend power choices on a travel set. (The actually travel powers, (Fly, Super Speed, Super Leap, and Teleport) are better then Ninja Run for traveling, but require power choices to get, where the Ninja pact costs $10, but gives you a passable substitute without having to spend any power choices).

    This is my opinion talking, but I would take repair over Triage Beacon. Most people who don’t like repair dislike it on the grounds that Aid Other from the medicine pool is more useful because it can heal teammates as well, while repair can only heal your robots. However, Aid Other has a short range, is interruptible, and doesn’t heal for 100% health. Your Protector Bots get a repair power with Equip Robot, but their version only heals 30% of a bots health, and they don’t always show the best judgment when using it (and I wouldn’t think about enchaining it, as their force fields and damage/acc are far more deserving). I would take either repair or Aid Other but drop Triage Beacon. (I don’t like Triage because it doesn’t heal for very much and is immobile, requiring you to limit your maneuverability options if you want to stay in its effect radius.)

    Detonator has to many slots. In fact, even though I have it myself, Detonator is a skipable power if you find yourself hard pressed (and I only have it for the Ragnarok recovery bonus). If you’re a quality player, you’ll find yourself using it sparingly because in addition to having a 600 sec recharge, the loss of the pet to a MM (having to use end to summon and upgrade it again) is more trouble then the damage is worth. On top of that, Bots are ranged pets, and with trap support, your Robos should not be close enough to the enemy enough of the time to make the Detonator explosion worthwhile. Use the slots for Force Field Generator, Acid Motor, and Poison Trap Instead.

    I think Pulse Rifle Burst is also over slotted. I wouldn’t drop the power but most of your damage will be from Robots attacking enemies debuffed by traps

    I would suggest taking Charged Armor over Static Discharge because it can take some nice IO enactments, allowing for Knockback Protection, Status and Psionic Resistance, and +to Defense.

    Again this is my personal preference, but I find Caltrops to be great and have it 6-sloted. Hover, the speed debuff cap is something like 90%, so I have it slotted for set bonuses, (2 each of Tempered Readiness, Poistron’s Blast, and Javelin Volley) looking mostly to increase its range from the IO’s that I use, because its range it actually quite short.

    And you could consider dropping Stamina (and all of Fitness for that matter) if you were to focus on getting +Recovery Set bonuses. Granted, its not as good as stamina, but it does pass as a viable substitute that doesn’t take up those power picks.

    Take all this with a grain of salt, as many intelligent people will disagree with the advice I’ve given you. This is just my two cents.

    Good Luck
  17. My 2 cents?

    Cent #1 : The most fun I've had in the game is with my Illusion/Sonic Controller. Illusion is very unique and different from other control sets, and sonic is rather rare (in my experience), making your character (even) more unique.

    Cent #2: Go look at the weapon customization page in paragon wiki and find a cool looking weapon. Make a character based on that. (Of course you may have to wait a while before you can get it if its a vanguard/roman/ect weapon, but that just adds to the feeling of accomplishment when you get it)
  18. Hmm very interesting information, thank you all for your responses.

    Learning more about how bots and traps work (mainly how the game see them in terms of enhancements) will help me out a lot. I'll see how I can integrate these suggestions into my build.

    And I do know how expensive pvp sets are. It's just a theory build.
  19. Quote:
    Originally Posted by PrincessDarkstar View Post
    I haven't got time to look at the build yet, but Mu is the only patron pool with a -kb component to the immob, and -kb is the important thing to stop your robots from simply knocking the enemies out of your burn patches.

    I would say all other considerations are secondary to this when looking at patron pools.
    Thanks for that info, that pretty much clears up the question of which patron I should take (kinda of a shame, power boost looks like it would have been very interesting with traps - oh well)

    The remaining questions are how to slot the bots, as well as Caltrops and Acid motor, and what power I should take at lv 47 (I'm thinking Electric Shackles, Since Thunder Strike doesn't seem useful since I plan to be at range with my bots most of the time. ES can also help in case I miss an enemy with Electric Fences).

    In regards to Bots, I'm especially interested in how the End component of enchantments affects them. In Mid's, it doesn't appear to reduce the cost of summoning the bots, so does that mean it affects the amount of end it cost them to use their powers instead?
  20. Quote:
    Originally Posted by GangstaBlade View Post
    It's not that long if you skip parts of what you said and pasted.
    Well, it took up 8 pages when I wrote it in Microsoft word. Seemed long to me.
  21. I’m building a Bots/Traps build and I’m almost done, but have a few points I’d like to ask the community about for advice (this is a non-farm, PvE build with an emphasis on “fun to play” over “efficiency”, although both are important (the two are directly related, after all)).

    Firstly, I’ve included a copy of my current build since I feel that if I have the nerve to waste so much of your time with these questions, I ought to at least provide my build to anyone willing to take the time to read this and consider a thoughtful response. Now just so you know, I’ve made a number of “controversial” choices which I highly doubt I’d be willing to reconsider, although I’d like to hear any feedback you may have just the same. Yes, I’ve taken Photon Grenade and 6-slotted it (although in my defense, this is mostly for the set bonuses). Yes, I’ve take Repair instead of heal other. Yes, I’ve taken all of the Leadership pool and a patron shield without Stamina (although I’m trying to offset this by building for +End). Hell, I’ve even taken DETONATOR (Although consider that I can milk it for +End so it’s not THAT bad…not that I wouldn’t have taken it anyway.) I feel that these powers highly contribute to the “personality” and feel that I want to play on this character (even detonator) and I doubt I’d be willing to drop these powers, even for a more effective build. Now, for anyone who’s still reading this, know that I’d appreciate your suggestions all the same, as well as the reasoning behind it. This is doubly true for the powers that I have specifically listed bellow, as it is in my quest to tweak theses powers to perfection that I am posting in the first place.

    So here you go:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Explosive Strike - Chance for Smashing Damage
    • (3) Blood Mandate - Accuracy
    • (3) Blood Mandate - Damage
    • (5) Blood Mandate - Accuracy/Damage
    • (5) Blood Mandate - Damage/Endurance
    • (7) Blood Mandate - Accuracy/Damage/Endurance
    Level 1: Web Grenade
    • (A) Trap of the Hunter - Endurance/Immobilize
    • (37) Trap of the Hunter - Chance of Damage(Lethal)
    Level 2: Caltrops
    • (A) Tempered Readiness - Damage/Slow
    • (9) Tempered Readiness - Range/Slow
    • (37) Tempered Readiness - Endurance/Recharge/Slow
    • (40) Pacing of the Turtle - Damage/Slow
    • (43) Pacing of the Turtle - Range/Slow
    • (43) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 4: Pulse Rifle Burst
    • (A) Gladiator's Javelin - Accuracy/Damage
    • (7) Gladiator's Javelin - Accuracy/Damage/End/Rech
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    Level 8: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Shield Wall - Defense
    • (17) Shield Wall - Defense/Endurance
    • (34) Shield Wall - Defense/Endurance/Recharge
    Level 10: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff
    • (11) Shield Breaker - Chance for Lethal Damage
    • (11) Javelin Volley - Chance of Damage(Lethal)
    • (15) Positron's Blast - Chance of Damage(Energy)
    • (23) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
    • (25) Touch of Lady Grey - Chance for Negative Damage
    Level 12: Protector Bots
    • (A) Defense Buff IO
    • (13) Defense Buff IO
    • (13) HamiO:Nucleolus Exposure
    • (15) HamiO:Golgi Exposure
    • (19) HamiO:Endoplasm Exposure
    • (19) HamiO:Peroxisome Exposure
    Level 14: Assault
    • (A) Endurance Reduction IO
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Shield Wall - Defense
    • (21) Shield Wall - Defense/Endurance
    • (21) Shield Wall - Defense/Recharge
    • (23) Shield Wall - Defense/Endurance/Recharge
    • (25) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 18: Repair
    • (A) Performance Shifter - EndMod
    • (27) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Accuracy/Recharge
    • (33) Performance Shifter - Chance for +End
    Level 20: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 22: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 24: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (37) HamiO:Cytoskeleton Exposure
    Level 26: Assault Bot
    • (A) Explosive Strike - Chance for Smashing Damage
    • (27) Sovereign Right - Resistance Bonus
    • (29) Soulbound Allegiance - Chance for Build Up
    • (31) HamiO:Nucleolus Exposure
    • (31) HamiO:Nucleolus Exposure
    • (31) HamiO:Nucleolus Exposure
    Level 28: Photon Grenade
    • (A) Stupefy - Stun/Range
    • (36) Stupefy - Endurance/Stun
    • (39) Stupefy - Accuracy/Endurance
    • (40) Stupefy - Accuracy/Recharge
    • (45) Stupefy - Accuracy/Stun/Recharge
    • (48) Stupefy - Chance of Knockback
    Level 30: Seeker Drones
    • (A) Absolute Amazement - Stun
    • (36) Absolute Amazement - Endurance/Stun
    • (39) Absolute Amazement - Stun/Recharge
    • (40) Absolute Amazement - Accuracy/Recharge
    • (45) Absolute Amazement - Accuracy/Stun/Recharge
    • (48) Absolute Amazement - Chance for ToHit Debuff
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 35: Trip Mine
    • (A) Ragnarok - Damage
    • (36) Ragnarok - Damage/Recharge
    Level 38: Poison Trap
    • (A) Unbreakable Constraint - Hold
    • (39) Unbreakable Constraint - Endurance/Hold
    • (50) Unbreakable Constraint - Chance for Smashing Damage
    Level 41: Charged Armor
    • (A) Aegis - Psionic/Status Resistance
    • (42) Gladiator's Armor - End/Resist
    • (42) Gladiator's Armor - Resistance/Rech/End
    • (42) Gladiator's Armor - TP Protection +3% Def (All)
    • (43) HamiO:Ribosome Exposure
    • (45) HamiO:Ribosome Exposure
    Level 44: Electrifying Fences
    • (A) Gravitational Anchor - Immobilize
    • (46) Gravitational Anchor - Immobilize/Endurance
    • (46) Gravitational Anchor - Immobilize/Recharge
    • (46) Gravitational Anchor - Accuracy/Recharge
    • (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
    Level 47: Static Discharge
    • (A) Ragnarok - Damage/Endurance
    • (50) Ragnarok - Accuracy/Damage/Recharge
    Level 49: Detonator
    • (A) Javelin Volley - Accuracy/Damage
    • (50) Javelin Volley - Damage/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) HamiO:Nucleolus Exposure
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Supremacy

    Note that the Patron Pool Selection is not set in stone, and in fact I am heavily weighing the Mu pool against the Mace pool, as will be discussed latter. Lets start at the beginning though, with the bots:

    One of the biggest questions I have about my build is what to put into my Protector Bots, since they do so many different things. They do damage, fire off shields, heal other bots, and can launch photon grenades and seeker drones. Two IO defense enchantments are a given, but after that, what should they get (I am of the firm belief that all MM pets should get 6 ench slots)? The way I have them built now is 2 Defense IO’s, Nucleolus Exposure (Dam & Acc), Golgi Exposure (Heal & End), Endoplasm Exposure (Acc & Stun) and Peroxisome Exposure (Dam & Stun). The +Stuns are for the seeker drones that Protector bots can summon, and the +Heal is for the heal (which is only about 30% base, unlike repairs 100% health and some end, which can be enhanced for more). Some questions that arise from this are:

    Will the +Stuns from Endoplasm and Peroxisome be noticeable enough to be worthwhile on the Pro Bot’s Photon Grenades and Seeker Drones? If not, what should hey be replaced with?

    I notice that on Mid’s, the Golgi Exposure doesn’t seem to change the end cost of summoning the Pro bots. Dose this mean that the End component of the enchantment will cause the Pro bots to spend less end on their attacks/buffs?
    On the same note, the endurance components in Blood Mandate in Battle Drones doesn’t seem to reduce the end cost summoning them, dose that mean it affect the end use of the drones themselves?

    I’ve heard that Explosive Strike, Chance for smashing damage can be a boon to Pro Bots damage, but since it only even has a chance to go off on attacks with knock back, and the Pro Bots only have one attack with knock back, is it worth it (Especially considering all the other things that Pro Bots can do that can be enhanced as noted above? Damage is nice, but IMO it’s A: Not what makes the Pro Bots shine and B: Already taken care of by the drones and Assault Bot)

    Should (in your opinion) any of the above enchs be replaced with something else?

    Now lets focus on Assualt Bot. I currently have it slotted with Explosive Strike: Chance for Smashing Damage, Sovereign Right: Damage Resist, Soulbound Allegiance, Chance for Build Up, and three Nucleolus Exposures. The question is:

    Should I replace Sovereign Right with Edict of the Master: Defense Bonus instead?

    Any alternative slotting I should consider?

    I also have some questions about my traps secondary:

    As of now, I have caltrops 6-sloted with Damage/Slow, Range/Slow, and End/Recharge/Slow from both Tempered Readiness and Pacing of the Turtle to get the +Slow Enchantment set bonuses from both. With these bonuses, my caltrops have a slow component of 165%, which I think is pretty neat. However, I have seen builds where caltrops is 6-slotted with 6 Chance for damage procs. Is this a worthwhile build?

    For Acid Motor, I have somewhat the converse situation; I have it slotted for Achilles Heel chance for Res Debuf, and 4 chance for damage procs, as well as Lady Grey’s Def Debuff/Recharge/End. How well will this work? Dose anyone know of any other worthwhile slotting to consider?

    My final set of questions are in regards to which Patron Pools I should take. I know that with my Assault Bot’s burn patches I’ll want a group immobilization power, and for conceptual reasons, I’ll want to go with either Mu or Mace Mastery. With my build the way it is, I’ll only have room for three Patron Powers, and that I’ll want one of them to be a shield and one of them to be a group immobilization. If I go Mace, I’ll take Web Envelope, Scorpion Shield, and Power Boost (in that order) and if I go Mu, I’ll want Charged Armor, Electric Fences, and…? I’m thinking of picking between Static Discharge, Electric Shackles, or Provoke from the Presence Pool, but am open to suggestions, though anything else would have to be an entry level pick from a Power Pool or either Pulse Rife Blast or Triage Beacon (both of which I detest). With this in mind, some questions that I have are:

    How good is Power Boost (from Mace Mastery) for a Bots/Traps MM? I’m guessing that there are a TON of trap powers that have components which get boosted from this, but with the delay on setting/summing some of the traps/robotic set stuns and Power Boosts short duration, is it worth taking?

    How annoying is it having TWO weapons to have to put up with redraw with? If I take Mace Mastery, I’ll need to draw my Nullifier Mace for Web Envelope, as having a group immobilization power is an important part of my strategy for abusing my Assault Bots burn patches, and still have my Robotics gun, which I use for Pulse Rife Burst and Photon Grenades. If I were to take Mu Mastery and its Electric Fences instead, I’d still have to deal with redrawing my gun, but I wouldn’t have Power Boost (which with the set up time involved in using traps, may or may not matter much). Any advice that might help me make a choice on this matter?

    Speaking of choices, what should I choose if I go Mu after taking Charged Armor and Electric Fences? Since I don’t have stamina in this build, a power that steals end would be nice, but Static Discharge only has a 10% chance of stealing end and Electric Shackles only has a 30% chance, and affects only one target. I’d probably end up spending more end on these powers then I’d get from the end they’d steal for me. As of now, I’m of the mind that they’d be more useful just sitting there with a purple set in them to boost my End recovery by 4% (which, might I point out, is something I’d miss out on if I went with Mace Mastery and took power boost in its place). However, I’m also considering other suggestions, including Provoke for its use in tankerminding (not really what I was emphasizing in the build, but tankermind has its uses, allows me to improvise and be felxible, and, hey, I have to take SOMETHING at level 47).

    Thank you for taking the time to consider my questions and sharing your thoughts.
  22. ...It'd be nice to find out for sure...

    Why I'm at it, same question for Siphon Life (Dark Melee). Does Touch of The Nictus: Chance for Negative Energy Damage run the risk of doing damage to you?
  23. Thanks for all your help. Got another question now,

    Lets say I want to put Panacea: +Hp/End into a power like Transfusion...would the +HP/End apply to me/my team...or the enemy I was using it on (to my dismay)? ....And what if I chose to use Touch of The Nictus: Chance for Negative Energy Damage instead (or in addition, as Transfusion can take both)? Would the same person (me or my team or the target) "benefit" from the proc as if it went off as in the Panacea set?

    How would theses enhancements work in a power like Transfusion?
  24. Quote:
    Originally Posted by Rajani Isa View Post
    There are two types of Procs.

    "Affects Target" and "Affects Caster" - while the beneficial procs can be either, debuffs are the former (Affects Target) only. You are not the target of your Blazing Aura, so would be fine.
    ...So I could potentially buff my target foe (a la Performance Shifter:+ for end) but I never have to worry about debuffing myself? That's almost good to know.

    Again thanks for your help guys.
  25. Hmm Thanks for the answers guys.

    This brings up another question though:

    Say I put something like Furry of the Gladiator : Chance for Res Debuff in something like Blazing Aura. Since Blazing Aura is a toggle, would the -Res Chance affect ME or the Mobs that Blazing Aura does damage to?