Guide to the Stylish Robotics and Traps Mastermind
The First Step:
The first part of becoming a good mastermind is not related to powers. This is the guide to the Stylish Mastermind. There are two things that are as important as your abilities and those are your name and your looks.
Your name is unfortunately not as properly selectable as the looks, as sometimes youll have to make due with choice #5, but try to avoid numbers and odd spelling as much as you can; People need to be able to remember your name
and tremble.
As for the looks, it has been said better than I can put it to words:
Yes, absolutely. But looks are ultimately less important than style. Certainly the various power suits and robotics themed costume options work for the robotics mastermind, but they all seem so off-the-rack as it were. Acceptable as an entry-level option, mais certainment; but those masterminds with a certain savoir faire will more naturally gravitate to more sartorial elegance.
Tights are passe. Robes offer potential, in an inscrutably eastern or Hugh Heffner sort of way. Baggy clothes are declasse. And armor just screams of compensating for... shortcomings.
The real distinction comes from jackets, of course. Lab, motorcycle and military field coats are rather bourgeousie, yet the more formal coats (including the military formal) add an air of high-priced sensual debauchery. Fine corinthian leathers, peruvian velvets, the textures alone are worth the cost of admission.
Finely tailored dress slacks should go without saying, as do dress shoes. I'm fond of Stacy Adams, myself
Ultimately it is how one chooses to accessorize that not only completes, but enlivens, one's ensemble. I recommend a good hat, foremost. Derby's always add an air of refinement, as do top hats and more military options. I feel that most masks and headgear are rather pedestrian, but if one is going for a certain retro-kitsch look the half-helmets are suitable.
Eye wear is appropriate, both because they are stylish and because we're likely a bit myopic from staring at circuit boards endlessly. Be careful not to overdo it, however.
Facial tattoos are the realm of the adventurous, and for every fashionista who uses one to stunning good effect there will be a dozen who's use of one labels them a fashion victim. Facial hair can be very effective for men, rather less so for women.
Now, if only there was someplace where I could obtain a fine lignum vitae cane with silver fittings and concealed ray gun....
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Your Abilities
This list is filled in as it develops, and new updates to it will be put at the end of the thread. Mind, I try to think in terms of slotting as what would be thematically useful, appropriate and otherwise build on your ability to Dictate the course of a battle. With these powers one can decide where you will wage the battle with the heroes, and make them come to you.
Level 1:
Battle Drone
This is it. The battle drone is your staple warrior. Expendable and comes with a long-range and short-range attack. Short-range attack seems to have a rare disorient chance. You get a second at lvl 6 and a third at 18. Slot: Accuracy Enhancement
Web Grenade
Traps doesnt offer any second chance on the Web Grenade. Its a simple, if not often useful immobilise. Just a note that enemies thus en-trapped do not knock all over the field if youre hoping on a Drones knockback. Slot: Accuracy Enhancement
Level 2:
Caltrops
Instead of the attack offered, I would suggest using Caltrops. They wont slow down the enemy that much, but they can prevent them from coming too close, or staying too close. You will find you use the caltrops mostly to perimeter off the place where you choose to do combat. Slot: Recharge Reduction
Level 3:
Add two slots to Battle Drones: Damage Enhancements.
Level 4:
Triage Beacon
This beacon is set where you stand when you activate the power, to all allies in range it bestows a healing similar to Regeneration Aura. Slot: Recharge Reduction
Level 5:
Slot up your beacon with both new slots now: Healing Enhancements.
Level 6:
Equip Robot
Equip Robot definitely takes precedence over the offered pool power. Equipping a Battle Drone adds a knockback ranged attack, which adds another attack in their repertoire all over.
Slot: Endurance Reduction
** Second Battle Drone Earned **
Level 7:
Add two more slots to your battle drones: Accuracy Enhancement, Damage Enhancement
Factoring in new DE rules, you might be able to squeeze in another Damage Enhancer instead of the Accuracy. But all taken in account, if the shots fired hit more the enemies will go down just as easily.
Level 8:
Pool Power
Ok, it's a bit of a free slot, but depending on what you prefer you should either pick a Leadership power here, or Teleport Foe. Leadership is also useable on your Drones, but Teleport Foe makes for interesting effects when you transport a hapless hero right in the midst of a couple of trigger-happy drones. The effect grows with multiple masterminds present. This should be a power you can leave 1-slotted until way in your thirties since the slots are more neccesary somewhere else at this point. Slot: Just boost the main function of your chosen power
Level 9:
Add the last slot to Battle Drones: Knockback Enhancer
Add leftover slot to Triage Beacon: Healing Enhancer
The Battle Drone knockback hits fairly often, and you want to keep your enemies at a distance where the drones will continue their laserfire and not run up to them to hammer them. And since 1 acc, 5 dam will not work
This is also, for now, the last slot added to the Triage Beacon.
Level 10:
Travel Power
Its perhaps earlier than you would choose at the other side of the fence, but there is a reason for choosing a preliminary travel power at level 10. Wether it be flight, jumping or running, thats your choice. If you chose to take Teleport as a travel, and picked Teleport Foe at level 8, consider a Leadership power perhaps. Slot: Enhance primary power function
Level 11:
Add slot to Caltrops: Recharge reduction.
Add slot to Equip Robot: Endurance reduction
Level 12:
Protector Bot
Your second in the Armada of Minions. This Bot will put a force bubble around your minions, even the minions of another Mastermind, and a bubble around you. If Equipped, it also gains the ability to heal other robotic minions. Slot: Defense Buff
Important
Switch out your slots with the following as soon as you hit the Dual Origin levels.
Caltrops: Recharge Reduction, Slow Enhancement.
Equip Robot: Recharge Reduction, Endurance Reduction.
Level 13:
Add two slots to Protector Bots: Defense Buffs
Level 14:
Travel Power
Pick whatever travel power you had defined for yourself. Slot: Travel Enhancement
Level 15:
Add slot to Protector Bot: Heal Enhancement
Add slot to Travel Power: Travel Enhancement
Level 16:
Forcefield Generator
The Forcefield Generator is a pet from the Traps pool. It can not be controlled and will always try to hover as close to you as possible. Looks a lot better than the Sky Raiders version and is summoned in the same style as your robots. It creates a Dispersion Bubble for all allies inside it, and the Protector Bot will treat it as another minion. It will explode after a set time, but even without Recharge reductions the power will have refreshed. Slot: Defense Buff
Level 17:
Add slots to Forcefield Generator: Defense Buffs.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Last but not least, theres another guide I must point out to you. This one will be invaluable for any Mastermind; Robotics or otherwise.
Khaiba's Mastermind Numeric Keypad Pet Controls
This guide will help set you up a list of binds that will let you controll your pets efficiently during combat situations.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Level 18:
Assault
Ok, even though Repair is available at this point, you don't really need it yet. This moment is for now the best to start on Leadership if you haven't yet. Also, Assault protects against Placate and Taunt as well, and from this level on you might find yourself in PvP related areas a lot. Slot: Reduce Endurance Cost
** Third and Last Battle Drone earned **
Level 19:
Add slots to Protector Bots: Defense Buff
[/b]Level 20:[/b]
Repair
This level, one after the level it opens up. Now both your drone powers ought to be complete. And nothing much else /needs/ more slots. And this one does. Repair heals a minion of yours to full health and restores some endurance. It recharges slow, and it has a second or so of activation time. Slot: Reduce Recharge
Level 21:
Add slots to Repair: Reduce Recharge
Level 22:
Tactics
If you haven't taken Teleport Foe, you could now have no less than 3 Leadership powers, if you did follow the guide exact; pick Tactics now. This power has also been adjusted to PvP to allow seeing through stealth besides upping your to-hit chances. Slot: To-Hit Buff
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Great guide, but I gotta throw my 2 cents in. Triage Beacon. The only reason you should take this is it will make you appreciate the Respec mission all that much more. This power is a dog. Acid Mortar is by FAR the better choice. Great Debuffing, it draws fire.... Triage Beacon makes almost no difference in the healing rate, and only works if you hang around for a while.
I always begin a big battle by dropping the mortar, it makes that much of an impact.
[ QUOTE ]
Triage Beacon makes almost no difference in the healing rate, and only works if you hang around for a while.
[/ QUOTE ]
No longer is Triage Beacon a joke. The devs have doubled it's +regen, so that with 3 SO heal enhancements it not performs better then /regen's integration.
Where it really shines is when it's stacked. Two players laying down 3 heal slotted slotted beacons is now = /regen's Instant Healing. Six doing so = Issue 1 Instant Healing.
It's gone from one of the very worst powers in the game to very worthwhile.
My 2 infamy:
I took Rifle Burst-the second of the offered rifle powers, just so I could have an attack of some kind. It has a chance for knockback, decent damage, but most valuable to me is with some range enhances, it gives me a snipe I can use to pull. I don't have TP foe, mostly because it doesn't fit my character, so this is my alternative, and I don't have to open up the TP pool.
Also, I noticed you put a reduce end slot in your 'Equip' power. Since I Equip when I call up my bots, then they're good for the rest of the mission or until destroyed, I haven't found the need. it recharges almost as fast as the animation, so either recharge or end, whichever you prefer, but in my experience, you don't need both.
Keep up the good work...and happy hunting.
Even WITH a paddle, S@#T Creek is not a good place to be up.
Why would you waste putting Defense into Prots? It's 3.5% base from everything I hear, so not even 5.5% when fully slotted. Ooh, ahh...that's almost noticeable except it's not. I may be wrong, and the base Defense is higher, but I can't see it as being much more than that if at all due to the Prots' varied functions.
Putting in Heals would be far more effective don't you think? One of mine with just 2 even Heal DOs can almost fully heal a mini-hench. With SOs, they should be capable of taking care of themselves very easily, meaning you can focus on working your secondary without worrying when Repair might recharge.
Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)
Ok,
Feedback good.
I offered a Reduce Endurance slot into the Equip power because I noticed it will give quite a drain on your stamina once you have to go equip 3 Battle Drones, 2 Protector Bots and an Assault Bot. Specially when you hit lvl 32 and also want to use the Upgrade power. Granted, most of the time it's a once-only endurance expenditure, but I feel it helps.
As far as Teleport Foe vs Rifle, that is an optiopnal path. For me, it works. Others want to open up the leadership pool and whatnot. This is merely 'a' build, heavily geared towards support, mind you, so personal attacks are secondary to other functions.
As for why defense boosts in the Protector Bots. I've played those things silly and the shielding is the /only/ function next to healing and attacking I've seen them properly issue. Their knockback never seems to hit, their disorient never seems to hit... So if you're going to put slots in that at all, Defense is probably one of the better choices next to the heals. And due to the ED rules, using 3 of each is about the best you can get.
Just remember. The Protector Bot shields stack with one another, Forcefield pool shields and the shield gotten from the Forcefield Generator. They also put a shield on all available mastermind pets and yourself. In the end, having a good 30% boost on "Def All" does make quite a difference on your own survival, and it makes sure not to have to heal or re-summon your minions.
For the moment, this guide is on hiatus until I can get a Respec earned. I made a small judgement error at 24 I still regret greatly and until I get that respec in, I also can't get to the Trainingroom and test out completely different paths in these powersets.
Just remember, if you want to have a power that doesn't do the damage or the additional effect that it states on the description, but instead aggros EVERYTHING in the vicinity on you directly, take the Photon Grenade... If you rather stay safe and have a useful power, pick anything else ;D
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
I have to agree with the post above, Acid Mortor is a great power and perfect to use in large battles to take some of the heat away. I setup caltrops, a poison trap and a mortor place all the bots behind it and fire away. Also, I feel that slotting all your bots with 3dmg, 2acc, and 1 knockback (or 3acc) is probably the best way to go. The faster you kill the better the security. After all, the master mind him/herself is typically in very little danger unless you attack.
I have all my bots at this point. The recharge is fast enough on them that even if they die your ready to summon fresh ones. Using the protector bots (even though the name implies protection) for dmg is great. 6 bots trampling and eating everything in their path.
Proton grenade is not half bad either. The disorient helps sometime and at least you get another personal attack. I wouldn't recommend it, pre se, but its not completely useless.
[ QUOTE ]
[ QUOTE ]
Triage Beacon makes almost no difference in the healing rate, and only works if you hang around for a while.
[/ QUOTE ]
No longer is Triage Beacon a joke. The devs have doubled it's +regen, so that with 3 SO heal enhancements it not performs better then /regen's integration.
Where it really shines is when it's stacked. Two players laying down 3 heal slotted slotted beacons is now = /regen's Instant Healing. Six doing so = Issue 1 Instant Healing.
It's gone from one of the very worst powers in the game to very worthwhile.
[/ QUOTE ]
I still think if you only take one of the two early on, go Acid Mortar. While Beacon is useful, it only becomes so after the better enchants come into play. I have seen numerous baddies try to take out the Acid Mortar and leave my bots to blast at their target.
Probably the one thing that made me go "why didn't I think of that?" was TP Foe. TP Foe with a ninja, or undead/poison mm would so rock.
If you have room in the build, you could throw in Manuvers and cut back on the defense enchants on the protector bots abit. Is it the same? No, but your bots would then be doing more damage too with the newly added damage enchant(s). I would probably just have them do more damage anyway.
It's nice to see people are still actually reading this thing.
I'm currently working on a tweaked updated version after a respec, and taking it all the way to lvl 32 ((Upgrade Robot... hmmm... </homer>).
It leaves a couple of spots open for people to customise, specifically on a few 'dead' levels.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Hey, thanks for the time taken to put this guide together and the updates. I have used this build since release and it has gotten me to lvl33 on my main. So far, so good.
The branching off I have done is go 3+ACC/3+DMG on all the bots. Not gonna say this is better, just was simpler because (as of release) trying to crunch numbers for powers hasn't been too reliable till recently or contradictory. At r2 respec I went Flight and dropped TP. This will probably change at the r3 respec.
Triage Beacon is good, the drawback being it being stationary, so I got Heal Other and Aid Self, so when added with Repair and the Probots, I have a very nice ability of keeping my little turnipheads alive. Well, guess what? They still die, and there is nothing wrong with that, but if I change it around I would lose Repair, honestly it is the least used.
I know I have more, since you haven't done guide up to 33+ but I am not going to respec until I see what you have, this guide has been that helpful.
[ QUOTE ]
Just remember, if you want to have a power that doesn't do the damage or the additional effect that it states on the description, but instead aggros EVERYTHING in the vicinity on you directly, take the Photon Grenade... If you rather stay safe and have a useful power, pick anything else ;D
[/ QUOTE ]
I think there's something wrong with Photon Grenade--the devs couldn't have meant to seemingly lie completely about the power. When I respec, I'm probably going to get rid of it in favor of anything. It sounded really good when I got it... when I tested it, I was kinda angry. I guess I should of training room'ed it, but I have an urge to protest the training room as some way to test powers on the real server SHOULD exist (Allow you to preview a power for say 5 minutes, allow you to take back a power as long as it hasn't been more than an hour, or my suggestion, a base item called the battle simulator.).
It sounds interesting, the main part of this guide I was mainly interested in was slotting for primaries, and what secondaries are useful as I hate almost all of my secondaries except ff gen, sometimes web grenade, and I never use the healing thing, as I forget and never found it useful, maybe it actually is better now, though.
HEY ALL!
Been looking through these pages, and this seems to be the only "ongoing" discussion RE: Bots/Traps. Maybe we could rename the subject?
It's supposed to be a guide, and I asked for feedback. Sofar it seems to be giving people help on the subject.
Though, silly me has respecced his mastermind, picked up some new powers and forgot to write down what he got when. When I get home tonight I'm gonna try and get the villainbuilder up and figure out what I got, and add some helpful tactics I figured with the powers I put into the build.
It involves using Seeker Drones to 'eat' alpha strikes ;D
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Archetype: Mastermind
Primary Powers - Ranged : Robotics
Secondary Powers - Support : Traps
Level 01 : Web Grenade
Accuracy
Level 01 : Battle Drones
Accuracy
Accuracy
Damage
Damage
Damage
Knockback Distance
Level 02 : Caltrops
Recharge Reduction
Slow
Level 04 : Triage Beacon
Recharge Reduction
Heal
Heal
Heal
Level 06 : Equip Robot
Recharge Reduction
Endurance Reduction
Endurance Reduction
Level 08 : Combat Jumping
Jump
Level 10 : Pulse Rifle Burst
Accuracy
Damage
Knockback Distance
Level 12 : Protector Bots
Damage Resistance
Damage Resistance
Damage Resistance
Heal
Heal
Endurance Reduction
Level 14 : Super Jump
Jump
Jump
Level 16 : Force Field Generator
Damage Resistance
Damage Resistance
Damage Resistance
Level 18 : Assault
Endurance Reduction
Level 20 : Repair
Recharge Reduction
Recharge Reduction
Recharge Reduction
Level 22 : Tactics
To Hit Buff
To Hit Buff
To Hit Buff
Endurance Reduction
Level 24 : Vengeance
To Hit Buff
Healing
Defense Buff
Range
Level 26 : Assault Bot
Accuracy
Accuracy
Damage
Damage
Damage
Knockback Distance
Level 28 : Seeker Drones
Accuracy
Accuracy Debuff
Accuracy Debuff
Level 30 : Teleport Foe
Accuracy
Level 32 : Upgrade Robot
Recharge Reduction
Recharge Reduction
Recharge Reduction
Endurance Reduction
Endurance Reduction
Level 35 : Recall Friend
Recharge Reduction
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
I love what you've done so far but I have one question. How is vengeance utilized? I was under the impression it wouldn't work on pets. I just finished the respec and want to rebuild my 32 Bot/traps MM. Also you dont like Acid mortar? I have heard good things about it. Do you really think repair is worth a power slot? The prot bots heal fairly well and most battles the bots don't seem like repair would make that much difference. Interested in what you have to say.
Thanks, Dadda Man
Allright then. There it is... The updated version for the mastermind guide as I am writing it.
Still bearing mind that this is a Mastermind Build that does more or less work better when you're in a team.
It's a little different than the first time around, as the Leaping-pool is accessed earlier and the teleporting is shoved way to the back. There's no more level listing for slotting, but that oughtn't be a problem.
There's a couple of powers inthere I have seen people balk about, or complain about, but I have to say that I've been running around with this build for a pretty long time now, and it hasn't let me down sofar.
-Triage Beacon has been given a significant boost to healing; but you have to remember that it is an aid in surviving and not protection against defeat. If you are counting on a healing power that creates big green numbers, get Dark Miasma
-There's a lot of knockback there, yes, I know. But the robots are a great asset in long-distance (and not to mention Area-of-effect), and any enemy not standing in melee range is an enemy not hitting your minions or yourself. Hence the addition of the Pulse Rifle Blast for a little added firepower and another push-back.
I added an endurance reduction to the protection-bots, as well as kept the amount of defense enhancement slotting. I've read that most people don't quite see the reason for all the defense, but you'll have to realise that all the bubbles stack. The bots' ones on your other minions, the forcefield generator, other peoples forcefields. Every few percentages of damage avoidance is a few more.
-Seeker Drones. I agree when you blink at that and go "But they're useless." That's what I thought too. I felt a little miffed when they didn't really do what I had expectred a set of drones to do. And that was rotate like a sattelite around me and explode into enemies that get near. Until I noticed the insane range on these things to summon them. You can basically call them in inside the aggro range of a group of enemies before they start noticing you... This will tick off the enemies at the Seeker Drones. At my current level these things have over 750 health, they're perfectly capable of eating up an Alpha strike, and then explode and land a to-hit debuff on your enemies to start combat on.
Mind you, this is still just a guide. You're free to toy with the slotting to fit your own needs, and you're by no means stuck with taking Leaping, or Teleport (or Leadership, but it helps a lot.). In fact, drop leaping and Teleport and go 'Air superiority > Flight > Group Flight' to drag along the troupe, and smack in Maneuvres in the Leadership path. You'll have a lot of toggles running at that point, though, and re-equipping in mid-battle will be a hassle. Flight, Group Flight and Maneuvres also all need a lot of slots to make good use of. Now where at the 30's levels you'll be trying to figure out where to put the slots, they're very very valuable in the earlier parts.
I also admit that most of these powers are a bit selfish. I do have to play with the same villain I put them on, and I want to have fun as well. But I encourage you to maybe get into the trainingroom and copy down the powers as-is and give it a whirr. Also, yes, there is no Fitness. Frankly, there's no room and no need; I go through about one to two Catch a Breath inspirations per hour, none if I take it easy.
Last power will most likely be Detonate; sending off a battle drone to its doom with a giant explosive strapped to it sounds like a lot of fun.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
[ QUOTE ]
I love what you've done so far but I have one question. How is vengeance utilized? I was under the impression it wouldn't work on pets. I just finished the respec and want to rebuild my 32 Bot/traps MM. Also you dont like Acid mortar? I have heard good things about it. Do you really think repair is worth a power slot? The prot bots heal fairly well and most battles the bots don't seem like repair would make that much difference. Interested in what you have to say.
Thanks, Dadda Man
[/ QUOTE ]
Right.
Vengeance doesn't work on pets, no. But as this is a teaming Master-Mind you'll get to use it often enough. There's always the risk that a stalker doesn't get away from a boss in time, or the brute simply gets swamped.
Defeat happens, no matter how much your Thermal Radiation Corruptor is spamming heals, and if you can turn your entire team and all your pets into instant-demigods at that moment... Well, it's a pretty neat feeling, holding off two succubi with only an Assault Bot left ;D
I don't really like Acid Mortar because the times I've used it on the trainingroom myself, everything immediately ran away from it. I got them to stick around a little longer with caltrops around it, but it really didn't make a lot of difference. Not with the pots of damage the minions were throwing around. If you /do/ like it, though, make it work.
As for Repair. There's moments where the Protector Bots just don't cut it. Nerva Spectral Demon Lords just suck up health from everything around them and a lucky shot from a longbow warden can drop all your minions except (barely) the Assault Bot in one go.
Also, the protectors don't heal 'intelligently'. It appears to me that they just pick the bot (even other Masterminds') closest to them with the least amount of percentual health. Wether or not it's the Battledrone that's going to die a second later anyway, or an 'important' minion. They waste a lot of healing that way and having Repair around makes just enough of a difference. And it doesn't even need Heal Enhancers; it puts your minion at 100% health immediately, even the big one.
That's my motivation at any rate, I'd like to see what other people might have to answer.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
[ QUOTE ]
their disorient never seems to hit...
[/ QUOTE ]
That's because they don't get thier disorient powers (Photon Grenade & Seeker Drones) until you get the Upgrade Robots power. After that, watch about 1/2 the bad guys wonder around like they are drunk!!! I love huge groups of mobs then.
Until then, they can only use lasers, and if you Equip Robot them, heal.
[ QUOTE ]
I think there's something wrong with Photon Grenade--the devs couldn't have meant to seemingly lie completely about the power.
[/ QUOTE ]
What's wrong with it? I have it, and now that my protector bots have it to, I think it rocks! (before that, I almost always drew too much aggro.
Just grabbing both of your comments in one go.
After deliberation I would have to come to the conclusion that Photon Grenade, if just used by the mastermind alone, does not reliably overcome an opponents disorient resistance.
Two Protectorbots, however, shooting shortly after one another with a grenade would be able to do so more often, and a third shot of the mastermind themselves could break the last resist/make the last hit.
On its own, as an attack purely for the mastermind before the protectorbots also gain the ability, it doesn't appear to have a reliable disorient, doesn't deal enough damage to be helpful until slotted up for it, and because it's an AoE will make a lot of mobs angry with you for attacking them.
So, yeah. I agree with you that it IS a pretty decent attack, but only when your protectorbots have it too; Three grenades in rapid succession will wreak confusion havoc.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')
Something I've been having fun with is using recall friend to teleport the acid mortar into mobs. Remember that recall friend can target any area within its range that you can see-- it is not dependent on your character's line of sight. I hide behind a corner, or under a ledge full of mobs, lay down the acid mortar where it can't aggro anything, then tp it into the group. It takes all the initial aggro, and I send my boys in on top of that.
Now if recall friend only had the cursor range that seeker drones do...
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Check... and Mate (poster) - Arc ID# 15095 (comments)
Invasion on Earth BX1132! (poster 1) - (poster 2) - Arc ID# 98943 (comments)
Global @ARH
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Guide to the Stylish Masterminds, Robotics and Traps divisions.
Following here is the first guide I ever made, and its not quite complete. It will be updated and altered as I progress and tinker. Constructive criticism and suggestions will be tried out and added.
Firstly, this will be a Mastermind path that is geared towards Support. This is important to realise because you will have next to no real attacks of yourself other than your Battle Drones. However, it is my experience that you can shell it out against a decent group of opponents with possibly losing a Drone to bad AI decisions. That is, if youre smart.
The list goes up to level 17 for now, as the beta ended just as I hit 18 and did not get the chance to test the power for that level. Updates happen as soon as I can get them out.
TechDefender Rad/Ele Defender
D'20 Gladiator DM/SR Scrapper
Cyclonite Cat Fire/Fire Blaster
[url="http://www.dutchfurs.com/~taross/w/screenshots/Ferretgal/Ferretgal.jpg"]Ferretgal Claw/Inv Scrapper[/url](Virtue)
@Cyclonite Cat
(Names changed at GM 'request')