Guide to the Stylish Robotics and Traps Mastermind
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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
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Protector bots don't have any disorient effects until you get the lvl 32 upgrade. That will give them photon grenade attacks and seeker drones. As far as slotting, I would first go for what they are primarily meant to do, and that is to deal damage. They do far more damage then your battle drones do. On my robots/dark mm i have them 6 slotted with 3 dam, 2 acc, and 1 disorient. Trust me, after the final upgrade power, you will see some serious disorienting with the photon grenades and seeker drones.
Well,
You're right about that. We're a bit further in the thread now, and the Photon Grenade done by the protectors is covered.
For my guide, which is more or less still party-support based, I'm still going to stick with the proposed slotting of defense and endurance reduction.
But with every minion of yours, and maybe other MMs, encased in two nice shields, you hardly see anyone go down.
As for The Important Issue Seven Change (a little drama there);
I suggest, if you are still following my slotting, to exchange one Recharge Reduction enhancement for an Endurance Reduction enhancement in both Upgrade and Equip Robot.
Both powers have gotten a significant recharge boost, at the cost of a big endurance cost raise.
Ok, now, in the end we picked up Detonate. And a couple of levels later, and six slots, we're finally on level 41.
I'll be trying to stick an update on slots and powers inhere later, when I can check them against my Villain, but things get tricky here.
What patron to pick?
I'm going to be completely selfish here, and debate that a Robotics/Traps Mastermind is pretty Technology related, and Black Scorpion is the best-themed Patron for this area.
Black Widow is cool, but ghostly powers and robots are an odd pairing.
Sirocco... High-Tech and three magic abilities isn't all that 'themey'.
Captain Mako... err... you get the idea.
Anyway, for level 41, from Black Scorpion, I have selected the Scorpion Shield. It's a toggle power, so it's going to need some endurance reduction. But there's noone who can deny that some extra /personal/ defense is useful. Your Protector bots aren't out yet, your generator just ecploded... but you still have some armour going.
First slot it comes with is packed with an Endurance Reduction enhancement.
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 38 Power
Detonate.
Yup, Detonate. It's tricky to use, I'm still trying to figure out how to properly employ the power but sofar I've noticed that it's a good one to have around in case you're getting overrun. Sacrifice a minion to trade-off massive damage.
I can't discover an actual damage-output in the combat-tab, but I have noticed that enemies hit with the bomb also tend to lose all active toggles. From Longbow to Lilitu and Infernal, all toggles drop in the single kaboom.
Currently pondering it slotted with 2 recharge, 3 damage and a to-hit, or even just a 3/3 recharge/damage. It's a slow loading power.
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')