Fel Ghost's Robotics/Force Field Mastermind Guide
The Powers:
First, I will discuss the Robotics Powers, followed by Force Fields, then power pools. Credit to the post by Red Zero for the initial power descriptions. The power disussion will follow the following format:
Earliest Attainable Level: Power Name
Power Description
My opinion:
My recommended slotting:
ROBOTICS:
You are a Master of Robotics. You don't need to recruit or summon your henchmen, you can build your own. Robotics allows you to construct an army of mechanical henchmen to do your bidding. Your skills also allow you to repair and upgrade your Robots in order to keep your army in tip-top shape. Robot Henchmen generally have good resistances to Lethal, Cold and Psionic damage, as well as Sleep Fear and Disorient. They are generally vulnerable to Energy damage and EMP attacks. Robot Henchmen cannot be resurrected.
1: Pulse Rifle Blast
This Pulse Rifle can fire a long range blast of energy. Deals moderate Energy damage. Damage: Moderate, Recharge: Fast
Opinion: An ok attack with a fast recharge. However, the damage is pitiful in comparison to Pulse Rifle Burst. Skip this attack unless you are dying to get both.
Slotting: 1 acc, 3dmg
1: Battle Drones
Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long
Battle Drones Attributes:
Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
Initial Abilities: Super Leap, Laser Burst, Smash
Equip Robot: Heavy Laser Burst
Upgrade Robot: Full Auto Laser
Opinion: Your very first jump into the world of Robotics. These are your basic henchmen. They do decent energy damage at range, ok smashing damage in melee, and are fairly sturdy early on. They are also your only bots that come with the ability to Super Jump, allowing them to follow you at any height, where your others bots would be left behind. The first equip power granted to them as rather nice, as it has a chance to knock the target onto their back. The second equip power can be devastating to groups of even con mobs, as it is a very large cone that does moderate damage over time (DoT). Late game, youll find they are much more fragile, and you may end up resummoning them multiple times during tough missions. From levels 1-5, you can only summon one Battle Drone. From 6-17, you summon them two at a time, but they are both 1 level below you. (eg. You are level 15, they are level 14). From 18+ you can summon up to a maximum of three at a time, however, they will be two levels below you. This is a solid power that I recommend taking as your first robotics power.
Slotting: 2acc, 3dmg
2: Pulse Rifle Burst
This high-powered burst from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard blast and has a very good chance to send your foes flying. Damage: Moderate, Recharge: Fast
Opinion: This is a solid choice for your level two power choice. This is a single target, moderate energy damage attack that has a decent chance to do knockback on your target. Properly slotted, this power can make a nice compliment to your henchmens attacks and is very useful early on.
Slotting: 1-2acc, 3dmg
6: Equip Robot
Equip your Robots with the latest gear and weaponry. This power permanently bestows new powers and abilities to your Robot Henchman. The powers gained are unique and dependant upon the target Robot Henchman that is Equipped. This power only works on your Robot Henchman and you can only Equip any given Robot Henchman once. Recharge: Slow
Opinion: This is a key power that you would be foolish not to take. It allows you to give a selected robot extra powers that they can use to further your goals. The powers granted vary between robot types, and are listed with the description of each robot. A key power that I recommend taking as soon as its available at level 6.
Slotting: 1end redux (if you dont take stamina)/or 1 rchg (if you do take stamina)
8: Photon Grenade
Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area. Damage: Moderate, Recharge: Slow
Opinion: The damage on this power is ok, but it isnt great. The AoE isnt very big, and the disorient isnt very reliable or long in comparison to the end cost and the amount of aggro generated by using it. This power is more likely to get you killed than it is to destroy the enemy. Take it if you absolutely MUST have all 3 attacks, but otherwise skip it.
Slotting: 1acc, 2-3dmg,0-1 disorient
12: Protector Bots
You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offence, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fizzle. Recharge: Very Long
Protector Bots
Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
Initial Abilities: Laser Burst, Force Shield
Equip Robot: Heavy Laser Burst, Repair
Upgrade Robot: Photon Grenade, Seeker Drones
Opinion: Tired of your two drones taking damage while there is seemingly nothing you can do about it? Here is the answer to your prayers. The Pro-Bots initially comes with a decent energy damage laser attack, and the ability to put a force shield around you and your henchmen. The force shield gives around 3-4% extra defense to all attack types, including Psi. When equipped, it gains a heavy laser burst attack that does slightly more damage and has a chance to knockback, and a Repair beam that it can use on your other robots to heal them for a moderate amount of damage. Late game they gain Photon Grenades (that seem to be better than yours), and can create two seeker drones at a time. Two pro-bots firing photon grenades tend to have enough stunning punch to disorient a red boss for about 8-10 seconds. The seeker drones are not that impressive, running to the closest enemy to explode. They deal only minor energy damage, but come with an ok acc and dmg debuff, and have a small chance to disorient any targets close to the explosion. The seeker drones can also take a fair amount of damage and are good as extra targets in a fight. From 12-23, you get one pro-bot at your level. From 24+ you can summon to a maximum of two pro-bots at -1 your level. This is a critical bot that you would be highly unwise not to get at level 12 when it is first available.
Slotting: 1acc, 2dmg, 1defBuff, 2Heal
18: Repair
Repairs one Robot Henchmen for full health and restores some of its Endurance. This power only works on your Robot Henchmen. Recharge: Slow
Opinion: A handy power that allows you to full heal 1 robot once everyone minute or so. Dont take this power expecting you will be able to keep your entire team healed with it. The recharge is fairly limiting, making it more of a last resort power to use on a dying protector bot or your assault bot. You can usually stand hold off on getting this power until just before getting Assault Bot, relying on your pro-bots to keep your henches healed.
Slotting:1-2 rchg (depends on how much you plan to use it)
26: Assault Bot
Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fizzle. Recharge: Very Long
Assault Bot
Auto Res Sleep, Fear, Disorient, Lethal (42), Cold (42), Psionic (42)
Initial Abilities: Plasma Blast, Smash
Equip Robot: Dual Plasma Blast, Flamethrower
Upgrade Robot: Swarm Missiles, Incendiary Swarm Missiles
Opinion: AH! The cream of the crop, and your most powerful, and daunting, henchman. Any issues you had with dealing damage are a thing of the past once you get this guy. He does considerably more damage then your previous bots, and is loaded with AoE attacks. He starts with a single shot plasma attack that deals nice energy damage, and a melee smashing attack that does good damage and has a chance to disorient the target. His equip powers consist of a flamethrower that has a nice sized cone and does moderate fire DoT, and he opens up with both Plasma barrels, dealing moderate energy damage to a tiny area around a target, which continues to deal some moderate DoT after the initial shot. With the final upgrade power, your bot sports a pair of missile banks on his shoulders that fire bursts two kinds of missiles, explosive Swarm missiles that deal moderate fire/lethal DoT to a very large area around a target, and Incendiary Swarm Missiles that start like the first missile type, but also leave a burn patch that deals moderate fire DoT at the feet of each target caught in the AoE. Simply put, this bot is an absolute monster and you would be crazy not to get him at level 26.
Slotting: 2acc, 3dmg
32: Upgrade Robot
Upgrade Robot will permanently bestow the most powerful and high-tech gear and weaponry to your Robot Henchman. The Upgraded Robot will gain new abilities, powers and weapons. The powers gained are unique and dependant upon the target Robot Henchman that is Upgraded. This power only works on your Robot Henchman and you can only Empower any given Robot Henchman once. Recharge: Very Slow Recharge: Very Slow
Opinion: Your final power in the Robotics line, this power acts identical to the Equip Robot power, however it grants different powers, costs a bit more end, and has a base recharge time of about 2 minutes. Pick who you will equip with this power first carefully when constructing your henchmen. I recommend equipping your assault bot first, followed by your pro-bots, then drones last. Another key power in this set, get it as soon as you hit 32.
Slotting: 1-2 rchg
"It's a fez. I wear a fez now. Fezzes are cool!"
Fel Ghost Claws/Regen
Helkos SS/ElA
Emberbreaker FM/SD
Cardboard Tube Monk Staff/SR
FORCE FIELDS:
The Force Field powers give you the ability to create shells of energy that protect yourself and your allies from various forms of damage and harm. Force Fields do not reduce damage, but reduced your allies chance of getting hit in the first place.
1: Force Bolt
Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: Fast
Opinion: Being the first power in your secondary powerset, you are forced to take this power. In all honesty, this is not a bad power to be stuck with. It does almost no damage, but that is not Force Bolts purpose. It has a very high magnitude of Knockback, decent range, and a very quick recharge. With just 1 acc slotted, you can potentially keep 1 target on its back indefinitely, assuming you hit each time. In PvP this power is extremely useful, having a 33% chance of dropping 1 of your targets toggles. For all intent and purposes, Force Bolt is pretty much a ranged brawl.
Slotting: 1-2 acc (1rchg optional)
2: Deflection Shield
Dramatically protects an ally from Smashing, Lethal and Melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Recharge: Very Fast
Opinion: One of the proverbial Big Three powers in the Force Fields set. A useful power for keeping your bots alive throughout the game, this bubbles defensive bonus stacks with the ones your protector bots use. It lasts about 4 minutes. After you get 5-6 minions running at all times, it can be very expensive keeping them all bubbled without stamina. This is especially true if you are on a team and have multiple teammates to keep bubbled. As a general rule of thumb on teams, I keep my teammates bubbled, and only bubble the bots when we are about to take on a tough spawn.
Slotting: 1 end redux, 3 defbuff
4: Insulation Shield
Dramatically protects an ally from Fire, Cold, Energy, Negative Energy and Ranged attacks for a limited time. The Insulation also protects the target from Endurance Draining effects. You cannot stack multiple Insulation Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast
Opinion: The second of the Big Three powers in the set. Identical to Deflection Shield, only it gives defense to different things. See above for more information.
Slotting: 1 end redux, 3 defbuff
10: Detention Field
Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is Immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Recharge: Slow
Opinion: A very useful, if not controversial power. Detention field essentially puts 1 target in Phase Shift for 15-30 seconds and immobilizes them. It also has an enhanced base to-hit value. The duration of the Phase Shift is partially determined by the level of the mob Phase shift is not a resistable status effect per say, but it will not work on most tougher mobs like Elite Bosses, AVs/Heroes, Monsters, and enemies significantly higher in level than the caster. A good power for taking tough or annoying enemies out of a fight so that you can deal with the weaker mobs first. This power can be annoying to teammates when used, as it can be difficult to pick out a mob in a detention field, causing your teammates and robots to waste attacks on the phased mob. Can be valuable in PvP for locking away troublesome enemies.
Slotting: 1-2 acc, 1-2 rchg
16: Personal Force Field
The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. This includes your inherent power, Supremacy, will no longer buff your Henchmen. Cannot be used with Rest. Grants resistance to Teleport Foe. Recharge: Slow
Opinion: A truly awesome power for a mastermind to have, this will grant the mastermind nearly impenetrable defense to all forms of attack. Combined with Dispersion Bubble, it makes you extremely hard to hit, and difficult to mez, with the exception of Sleep. The main downside is that your henchmen and team will not benefit from any buffs you might have to offer (eg. Supremacy, Tactics, Assault, Dispersion Bubble
) and you will not be able to use any powers that affect other people (eg. Detention Field, Force Bubble
). You may still command your henchmen however, though they will be severely reduced in effectiveness without buffs from you. An excellent escape power that is also good for commanding your expendable minions in tough situations, PFF is perhaps THE best defense any mastermind could ask for.
Slotting: 1 end redux, 3 defbuff
20: Dispersion Bubble
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attacks including Psionic and Area of Effect attacks. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. Recharge: Slow
Opinion: The third of the Big Three powers in the set, Dispersion Bubble is an excellent power. It creates a large bubble around you that extends a radius of about 25ft from you. It grants some defense to all forms of attack and gives status protection to Hold, Immobilize, and Disorient to you and all allies that stand inside it. This is highly useful for your robots, as it completes their status protection, granting them resists to holds that they do not get inherently. This is a power you really cant afford to put off for more than a level. Get it, slot it, love it.
Slotting: 1-2 end redux, 3 defbuff
28: Repulsion Field
This Toggle power creates a field that violently repels nearby foes. Each foe that is repelled costs you additional Endurance. Recharge: Slow
Opinion: A very useful power for its level, however it can be a bit costly to use, and though useful, it can be situational. It creates a small area around you that will repel enemies and send them flying. Its end cost is two fold however, as it drains end just for being on, and drains additional end for each mob it repels. This power is high on knockback, low on repel. Good for keeping tough mobs away from you and people standing near you. Not very useful once you hit 38 and get Force Bubble. If you dont think you will need it, dont get it and just wait for Force Bubble. Has some use in PvP, has it has a 10% chance at dropping 1 toggle with every pulse.
Slotting: 2 end redux
35: Repulsion Bomb
Projects an expanding Force Bubble around an ally or foe that knocks down and has a chance to Disorients nearby foes. This power cannot be used on yourself. Recharge: Slow
Opinion: This can be a very fun and useful power. Essentially you form a large ball of energy in your hands and throw it at a target, creating an explosion around the target that sends all nearby enemies flying. Kind of like an AoE version of Force Bolt. The casting animation is kinda long, leaving you rooted in one spot for about 3 seconds. The long animation time can also make it difficult to use as power for saving teammates that are being overwhelmed. It can still be a very useful power, and can also be used on your henchmen. It can be quite potent in PvP, as it has a 100% chance of dropping 1 toggle, and 75% chance of dropping 2.
Slotting: 1-2 acc, 1-2 rchg
38: Force Bubble
Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short-ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Recharge: Slow
Opinion: The final power in the set, and one that can be truly mind-boggling. Force Bubble is very similar to Repulsion Field, only on a MUCH larger scale, creating a huge bubble that is at least twice the size of Dispersion bubble. It creates a very large repelling field that prevents most enemies from entering, and any that do get inside may trip and fall on their backs. Tougher mob classes (AVs, Monsters) and those with repel resists may be able to penetrate the bubble. The end cost is pretty high, but not bone crushing, and it does not charge additional endurance like Repulsion Field. One end redux SO is enough to allow you to run this power indefinitely without stamina, though watch your end drain if you are running other toggles. High on repel, low on knockback, this power also generates a lot of aggro in PvE. Dont be surprised if you suddenly become the target of every enemy in the room, and they all start attacking you with ranged attacks. You would be angry too if you were pinned against a wall and couldnt reach the squishies inside. Can be extremely irritating to most scrappers, some tankers and brutes, and most stalkers. Any enemies that try to use an interruptible attack while inside the Force Bubble will be interrupted by the repel.
Slotting: 3 end redux
Recommend Power Pools:
Leadership: A highly useful set of powers that goes well with masterminds. I highly recommend Assault and Tactics over Maneuvers and Vengance. The defensive bonus from Maneuvers isnt worth it in comparison to the defenses you gain from force fields, and you cant use Vengence on your henchmen. Assault is good for making up for the loss of damage your bots suffer from as you gain levels, and is reduces the duration of Taunt and Placate in PvP. Tactics is excellent for enhancing the accuracy of your bots, and gives a reasonable boost to your perception, letting you see stealthed targets from a reasonable distance away.
Assault Slotting: 1-2 end redux
Tactics Slotting: 1-2 end redux, 3 to-hit buffs
Flight: Has a decent travel power for masterminds with fly, and hover is good for keeping you out of melee range with enemies. It also allows you a better view of the battlefield, giving you better understanding of the situation below so that you may better command your henchmen. Air Superiority is a decent melee attack that does a reasonable amount of smashing damage, makes enemies on the ground do a flip, and has a fly effect that sends flying targets to the ground. Group fly is extremely useful for masterminds, as it allows you to carry your pets with you, making it easier to navigate obstacles. I recommend hover, fly, and group fly if you can find space for it.
Hover Slotting: 1 Flight speed
Fly Slotting: 1-3 end redux, 1-3 flight speed
Group Fly Slotting: 1-3 end redux
Teleportation: Allows access to recall friend and teleport. Recall friend is a low-cost, low risk way of moving your robots and teammates around large obstacles, and can let you free any henchmen that sometimes get stuck on the terrain. Teleport itself is a very fast form of transportation, but is extremely expensive, and sometimes difficult to use. Not recommend for people with a lot of lag.
Recall Slotting: 1 rchg or 1 interrupt redux
Teleport: 1-3 end redux, 0-3 range
Medicine: Since force fields lacks a way to heal yourself and others medicine can be extremely useful. Heal other gives you a rather decent heal for other people, while heal self can be very strong when used while PFF is on. They can be difficult to use in combat as they are interruptible.
Heal Other Slotting: 1-3 Heal, 1-3 interrupt redux, 1-3 rchg
Heal Self Slotting: 2 Heal, 2 interrupt redux, 2 rchg
Fitness: Take whatever prerequisites you want to get stamina. Keep in mind that this power pool is in no way required to be a successful robot/ff mastermind. The only times you will ever find yourself running low on end will be during the Setup Phase when you are creating and buffing your henchmen and team, and when you use your attacks or buffs while running your toggles. If you are not convinced, as of writing this guide, I have a level 38 robotics/FF mastermind that has never had stamina, and I find really doesnt need it.
"It's a fez. I wear a fez now. Fezzes are cool!"
Fel Ghost Claws/Regen
Helkos SS/ElA
Emberbreaker FM/SD
Cardboard Tube Monk Staff/SR
EXAMPLE BUILDS:
Here are two build designs that I myself have tested. The first design is a pre-38 design, the second is a post respect design after I picked up Force Bubble. They are both reasonably effective for PvP and quite powerful in PvE. My designs are in no way the best, but rather a creation that fits my preferred playstyle. They are built in such a way that the mastermind doesnt have to do anything themselves other than command their henchmen to be effective, but has enough powers in it to keep the mastermind from getting bored by letting them contribute to the fight.
Pre-38 Design:
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Exported from Ver: 1.7.0.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Nemesis Antaris
Level: 50
Archetype: Mastermind
Primary: Robotics
Secondary: Force Field
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01) --> Battle Drones==> Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(5)
01) --> Force Bolt==> Acc(1)Acc(37)
02) --> Pulse Rifle Burst==> Acc(2)Dmg(7)Dmg(7)Dmg(9)
04) --> Deflection Shield==> EndRdx(4)DefBuf(9)DefBuf(11)DefBuf(17)
06) --> Equip Robot==> EndRdx(6)
08) --> Insulation Shield==> EndRdx(8)DefBuf(11)DefBuf(17)DefBuf(23)
10) --> Hover==> EndRdx(10)
12) --> Protector Bots==> Acc(12)Dmg(13)Dmg(13)DefBuf(19)Heal(19)Heal(21)
14) --> Fly==> EndRdx(14)EndRdx(15)Fly(15)Fly(34)EndRdx(36)Fly(40)
16) --> Assault==> EndRdx(16)EndRdx(40)
18) --> Tactics==> EndRdx(18)TH_Buf(21)TH_Buf(23)TH_Buf(31)EndRdx(40)
20) --> Dispersion Bubble==> EndRdx(20)DefBuf(25)DefBuf(25)DefBuf(31)EndRdx(39)
22) --> Personal Force Field==> EndRdx(22)DefBuf(34)DefBuf(34)DefBuf(36)
24) --> Detention Field==> Rechg(24)Acc(31)Rechg(33)Acc(37)
26) --> Assault Bot==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)
28) --> Repair==> Rechg(28)Rechg(37)
30) --> Repulsion Field==> EndRdx(30)EndRdx(33)
32) --> Upgrade Robot==> Rechg(32)Rechg(33)
35) --> Repulsion Bomb==> Acc(35)Acc(36)
38) --> Force Bubble==> EndRdx(38)EndRdx(39)EndRdx(39)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Supremacy==> Empty(1)
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Post Respec Build:
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Exported from Ver: 1.7.0.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Nemesis Antaris
Level: 50
Archetype: Mastermind
Primary: Robotics
Secondary: Force Field
---------------------------------------------
01) --> Battle Drones==> Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(5)
01) --> Force Bolt==> Acc(1)Acc(37)
02) --> Pulse Rifle Burst==> Acc(2)Dmg(7)Dmg(7)Dmg(9)
04) --> Deflection Shield==> EndRdx(4)DefBuf(9)DefBuf(11)DefBuf(17)
06) --> Equip Robot==> EndRdx(6)
08) --> Insulation Shield==> EndRdx(8)DefBuf(11)DefBuf(17)DefBuf(23)
10) --> Hover==> EndRdx(10)
12) --> Protector Bots==> Acc(12)Dmg(13)Dmg(13)DefBuf(19)Heal(19)Heal(21)
14) --> Fly==> EndRdx(14)EndRdx(15)Fly(15)Fly(34)EndRdx(36)Fly(40)
16) --> Assault==> EndRdx(16)EndRdx(40)
18) --> Tactics==> EndRdx(18)TH_Buf(21)TH_Buf(23)TH_Buf(31)EndRdx(40)
20) --> Dispersion Bubble==> EndRdx(20)DefBuf(25)DefBuf(25)DefBuf(31)EndRdx(33)
22) --> Personal Force Field==> EndRdx(22)DefBuf(34)DefBuf(34)DefBuf(36)
24) --> Detention Field==> Rechg(24)Acc(31)Rechg(33)Acc(37)
26) --> Assault Bot==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)
28) --> Repair==> Rechg(28)Rechg(37)
30) --> Recall Friend==> Rechg(30)
32) --> Upgrade Robot==> Rechg(32)Rechg(33)
35) --> Repulsion Bomb==> Acc(35)Acc(36)Rechg(39)
38) --> Force Bubble==> EndRdx(38)EndRdx(39)EndRdx(39)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Supremacy==> Empty(1)
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Conclusion: The Robotics/Force Field mastermind is a AT with many synergies and potentially successful designs. There is no one way to make them. All the advice and suggestions given in this guide are my opinions. I reserve the right to be wrong at any time. If you have any questions, feel free to send a global tell to @Fel Ghost
"It's a fez. I wear a fez now. Fezzes are cool!"
Fel Ghost Claws/Regen
Helkos SS/ElA
Emberbreaker FM/SD
Cardboard Tube Monk Staff/SR
Good Guide!
I'm writing my own Bots/FF Guide and will do it in my own characteristic style but this is a great overview of what is available to this AT.
D3 Bible I6/ED
Bots /FF Guide
First of all, nice descriptions of the powers, lots of good information
Just my 2 cents.
For one, your Battle Drones are going to be -2, and you'll generally be fighting +2's at a minimum. It is not a waste of slots to drop a third accuracy in these bots, especially if you plan to PVP.
I recommend taking ZERO attacks. Or if you do, respec out of it as soon as you get your Assault bot. Your damage is pitiful compared to your combined pet damage. The endurance cost per damage is pretty horrible with these.
6 slots on a travel power is.. interesting. I'll just say I disagree
Protector Bots: Not worth slotting with Defense Buffs. Not one bit. Its a very minimal amount 20% of a 3.5% buff (?) is worthless. Also 2 heals might be a bit much. I like the idea of using Protector Bots for offense a bit, so if anything I'd go 2 acc/1 heal/3 damage.
Repulsion Field end reducers do not affect the per pulse cost when it hits someone, so its not really worth more than 1 imo.
Force Bubble is not an end hog, and anything beyond the first end redux will have greatly diminishing returns.
Of course running Assault and Tactics.. you may need all those extra end reducers. I prefer not to run leadership with a FF build.
EDIT: Thanks to Narcissus for a lot of number crunching and help with my Robotics/FF planning.
Tag this for later. Looks terrific so far. Kudos.
[ QUOTE ]
I recommend taking ZERO attacks.
[/ QUOTE ]
I have to agree with and second that, not only did I find pulse rifle burst/blast to be pathetic damage compared to what the bots do, they worked like taunt and mostly succeeded in getting me attacked.
Force Bolt is my one and only attack and I love it I love it I love it. With a recharge reducer and accuracy enhancements and good timing I can keep at least one mob "held" using it's knockback.
Here is my current lvl 30 bots/FF build
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 32
Archetype: Mastermind
Primary: Robotics
Secondary: Force Field
---------------------------------------------
01) --> Battle Drones==> Acc(1)Acc(3)Acc(3)Dmg(5)Dmg(5)Dmg(7)
01) --> Force Bolt==> Acc(1)Acc(9)Rechg(11)Rechg(11)Range(13)Range(13)
02) --> Deflection Shield==> DefBuf(2)DefBuf(9)
04) --> Insulation Shield==> DefBuf(4)DefBuf(7)
06) --> Equip Robot==> Rechg(6)Rechg(15)
08) --> Hover==> DefBuf(8)
10) --> Hurdle==> Jump(10)
12) --> Protector Bots==> Acc(12)Acc(15)Acc(17)Dmg(17)Dmg(19)Dmg(19)
14) --> Fly==> Fly(14)
16) --> Health==> Heal(16)Heal(21)Heal(21)
18) --> Repair==> Rechg(18)Rechg(25)
20) --> Stamina==> EndMod(20)EndMod(23)EndMod(23)
22) --> Personal Force Field==> DefBuf(22)
24) --> Dispersion Bubble==> DefBuf(24)DefBuf(25)
26) --> Assault Bot==> Acc(26)Acc(27)Acc(27)Dmg(29)Dmg(29)Dmg(31)
28) --> Aid Other==> Rechg(28)
30) --> Aid Self==> Heal(30)Heal(31)Heal(31)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Comments questions welcome. I enjoy the build and find it to be very powerful. With proper use of personal force field and heal self (and strategic retreat) I find this character to be pretty much unkillable in PVE. Basically if I have time to realize that I am going to die I can easily prevent it from occuring. Stamina isn't required but in situations where I resummon bots during the fight, re-bubble everyone, or continually force bolt, it's nice to do it without dispersion bubble dropping.
Im sorry all this leadership etc, for a bubbler? For pvp purposes I find PFF (Personal Force Field) to be the BEST ability a MM can have. I remember using different types of hero archetypes to defeat it in SC all lvl 50 including tankers, scrappers, trollers, and blasters. None worked effective enough simply due to PFF. Where as your kill rate might drop due to the lack of leadership the aggro drawn upon you will allow others in your team to easily kill the attackers who miss about 78% of the time then do small change damage the rest. I would like to ask if while using this strat one could emply taunt or provoke to shield your weakend pets from dmg? I am almost to my next lvl so I will try and find out but that would be a nice combo I think.
Even with pve I can run and draw the intial strike from purples taking minimal damage. Combined with a few reds, and yellows and a few greens for yourself you could do quite well I think. Just my little opinion of it.
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Im sorry all this leadership etc, for a bubbler? For pvp purposes I find PFF (Personal Force Field) to be the BEST ability a MM can have. I remember using different types of hero archetypes to defeat it in SC all lvl 50 including tankers, scrappers, trollers, and blasters. None worked effective enough simply due to PFF. Where as your kill rate might drop due to the lack of leadership the aggro drawn upon you will allow others in your team to easily kill the attackers who miss about 78% of the time then do small change damage the rest. I would like to ask if while using this strat one could emply taunt or provoke to shield your weakend pets from dmg? I am almost to my next lvl so I will try and find out but that would be a nice combo I think.
Even with pve I can run and draw the intial strike from purples taking minimal damage. Combined with a few reds, and yellows and a few greens for yourself you could do quite well I think. Just my little opinion of it.
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i think you might be talking about taunting then hiding behind PFF. i picked up the prescence pool on test and tried that recently and had 2 problems: first the acc check is bad if you want all the agro on you. second the taunt is very weak and lasts only a few seconds versus the lenght of the animation and recharge time.
Just a note here that the primary team use for Detention Field for my Bubbler has always been to put AVs in Detention while the team clears out their hired help. In other words, Detention most certainly does work on Bosses, AVs, Monsters, etc. Theoretically it may not work out-of-the-box on a +5 AV - say - but even there it can be made to work. Phase enhancers - unlike every other status effect enhancer in the game - increase MAG rather than duration. But I have never had Detention Field fail to effect anything in the game that I could successfully hit with it.
i can agree with that, just tonight i took aurora borealis and detentioned her just as we started so we could take the minions.
just be sure the team is aware of the power and that you are using it. it helps to avoid a puzzled brute.
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Im sorry all this leadership etc, for a bubbler? For pvp purposes I find PFF (Personal Force Field) to be the BEST ability a MM can have. I remember using different types of hero archetypes to defeat it in SC all lvl 50 including tankers, scrappers, trollers, and blasters. None worked effective enough simply due to PFF.
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I love turtles that pull this stunt. Alas, Targeting Drone + Aim will ruin your day. Did this plenty of times in Triumph when someone would cruise over, thinking themselves safe in the bubble, only to eat a pair of Holds and drop to the mat with all their toggles (including PFF) off... usually in the middle of a pack of heroes who descend upon the MM like sharks.
It's a nice trick, but not something you want to be running consistantly. For my own consistancy, however, my Blaster has 2 ACCs in all powers, 3 Acc ups in Drone, and 1 in Aim. Pops bubbles good.
good for pve though.... mms imo aren't really that great for pvp anyways... just have to ignore the pets and go straight for the mm which is nice and squishy pff or not(since the pets can't be controlled while in pff unless i'm mistaken) I mean i can kill just about any group of cons up to red without having to flee and i am currently using fel's build(only lvl27 as of this post) I've had no problems after i got rid of 2 useless attacks, pulse rifle blast, and the grenade( chose them before i found this guide.) And as far as me following it to a t yes for now.. may respec later but for pve( except for the strike forces) soloing with this rocks
Introduction:
So, you want to join the ranks of the Robotics/Force Field masterminds? Well, feel free to skim my guide for any info that would be of use to you. Please keep in mind that the power of a mastermind relies more on the skill of the player behind the characters than your average archetype. For example, it is possible to play from 1-22 without buying a single enhancement, with the occasional end redux for toggles. It is also very important for you to determine the role you want your actual character to play, how active you want to be with your mastermind, team or solo, and decided if you are building for PvE, PvP, or a combination of the two. In this guide, I will discuss my view on the role of a robot/FF mastermind, discuss each power individually, supply my recommended slotting, suggest when you should get the power, then supply my build as a template you can use for your design. You may read the next two sections for my opinions on the mastermind and his henchmen, or you can skip ahead to the power discussion section. Either way, I highly recommend you read the following two guides by Red Zero and Khaiba, as they were a major help to me in the writing of this guide. I apologize for the length of this guide in advance Mastermind Notes, Khaibas Keypad control keybinds.
The Mastermind:
So, what can a robot/ff mastermind do? Many things my young apprentice. Admittedly, this is not one of the more active mastermind combinations in terms of what your mastermind him/her/itself is actually doing. The nature of the force fields powerset is such that, early game, you are only active during the preparation phase of combat, buffing and bubbling your team and robots. This is compounded by the idea that masterminds themselves tend to take a less active role in the actual combat than other ATs. This is a rumor that ends here. Yes, it is true that many masterminds prefer to focus on their minions being the primary combatant, that is the whole point behind the AT. It is also true that this powerset combination contains a large number of powers that are considered situational by nature.
However, a good mastermind does not just set his minions to aggressive stance, stand on the outskirts of the fight, then twiddle his thumbs until someone wins. A good mastermind uses the pet controls supplied to them to command their minions to perform specific tasks in the fight. While to others a mastermind appears to be standing in one spot doing nothing, the mastermind is usually commanding his minions around the battlefield, ordering them to focus their fire on one target, or splitting their minions to keep specific targets busy until its is their turn to faceplant. While your henchmen go about their ordered tasks, a good mastermind surveys the battle from their preferred vantage point, watching their team and henchmens health for sudden drops. A well placed Force Bolt, Repulsion Bomb, or Detention field can be the difference between life and death for an ailing teammate. A few well aimed shot from your pulse rifle can be the deciding factor in a close fight. Repairing your assault bot as it tries to handle a number of mobs at once can prevent your team and weaker henchmen from being over-run by enemies. Not doing anything is sometimes the best answer as well, as the aggro generated by your attacks might be the thing that gets you killed, which in turn kills off all your pretty little henchmen that were keeping those two purple bosses busy. Again, playing a mastermind requires good judgement, tactics, and an understanding of the current combat situation.
The Henchmen:
As a robotics mastermind, you are supplied with 3 different henchmen: Battle Drones, Protector Bots, and an Assault Bot. I will go into their specifics later, but here is a general overview of the henchmen. The robotics henchmen AI is programmed to focus primarily on ranged attacks, using lasers, flamethrowers, missiles, plasma blasts, and grenades to decimate the enemy. They are equipped to duke it out in melee, but their resists and HP will not keep them alive for very long at that close range. Robotics has 2 different henchmen classes: Combat henchmen, and Support henchmen. Combat henches are your Battle Drones and Assault Bot, and their role is fairly easy to recognize. Support henches are your protector bots, and their role on your team is to use force fields, repair beams, and later seeker drones and photon grenades, to protect your other henchmen. Knowing your henches strengths and weaknesses, as well as how to control them, is key to victory.
"It's a fez. I wear a fez now. Fezzes are cool!"
Fel Ghost Claws/Regen
Helkos SS/ElA
Emberbreaker FM/SD
Cardboard Tube Monk Staff/SR