Ultimate Bots/FF Guide (I6)
Force Fields
So why pick Force Fields when there are other cool sets like Dark Miasma or Traps? You tell me! You picked it! No, Force Field has some cool possibilities with Robotics and they synergize well both aesthetically and for concept reasons. I figure if you can build super-advanced robots, making a force field is just another display of your genius.
Force Fields in the Mastermind line are unfortunately the weakest Bubbles out there. They are 60% of a Defenders Defense and 75% of a Controllers. However, no other CoV Archetype possesses Force Fields, so you are somewhat unique. Your Bubbles, by themselves, will keep your Bots alive longer than un-Bubbled but thats not to say that they will flat-out keep them alive. Even maxed, your Bubbles wont drop an even minion to the 5% ToHit basement (even a FF Defender cant O.o). However, in your travels you will notice that Bubbling your Bots has an effect so do it as often as possible or at least before bosses or other tricky enemies.
Force Fielders (Bubblers) will also have to get used to applying and re-applying Bubbles. Its tedious, boring, and drains your Endurance but that is what your Secondary does. Also, Teammates come before your Henchmen when it comes to Bubbling Priority. Teammates will get debt, get angry, and get frustrated if they die. This does not hold true for your Henchmen. Be a team player and things will go much more smoothly. If there is such a thing as a Bubbling Hierarchy, I would say it would go something like this:
1.) Brutes. They are going to be in the thick of it more often than any other AT and will have more attacks thrown at them. Your Bubbles deflecting anywhere from 9-24% of that (depending if you slotted your Bubbles and if theyre in Dispersion range) will help, even if that Defense doesnt seem like much. On top of their Secondaries, Brutes will be able to last longer against the same number of foes and take less damage.
2.) Stalkers. They, too, are a Melee class and will have heavier attacks thrown at them. Be sure to Bubble them up after the Brutes. They have the misfortune of not coming close to Brute HP so they might actually *need* the Bubbles more than Brutes but theyre also more equipped at escaping hairy situations versus Brutes.
3.) Squishies (Corruptors, Dominators, other MMs) Again, the Squishies might *need* the Bubbles more than the Brutes or Stalkers (because they have no Defensive Secondary) but they are also going to be taking less damage because theyre not the ones aggro-ing everybody. Corruptors generally can heal themselves so they can handle themselves a bit better. Dominators can Mez any enemies that are causing them trouble and other MMs have their Henches and Secondary to bail them out. So its a toss up at who needs them the most but thats up to you to decide.
4.) Assault Bot. Hell be taking most of the damage for your team and needs the Bubbles to stay alive. You might be able to get away with Bubbling your Assault before the Squishies but if you do, hide it well
5.) Protectors. Youll want to keep these alive for the Heals, Bubbles and Damage so theyre next on the list.
6.) Battle Drones. In the team setting, theyre expendable and while Bubbling them will help them live longer, the hassle is probably not worth the survivability.
7.) Other MM Henchmen. I rarely Bubble other Henchmen and if I do, its only the Tier 3s. Its too hard to even attempt to Bubble more than 7-8 people (endurance plummets) so other Henchmen are generally not considered.
After The Big 3 Bubbles (Deflection, Insulation, Dispersion), what you get in the FF Secondary is up to you. There are a lot of Knockback powers out there as well as a couple utility powers. The Last 3 Powers are love or hate and I personally hate all but one of them. However, do test them out for yourself and see if you like them.
Force Bolt Level 1
Accuracy: 85
Recharge: 4
End Cost: 6.5
Range: 80
*Knockback*
You have to take Force Bolt and that is a very good thing. Some people would skip out on this power and miss how much of a life saver it is. Force Bolt does no appreciable damage but it does have a 100% chance to Knockback in addition to an inherent Accuracy bonus. Basically, you can throw enemies around with it and because of ragdoll physics, they dont get up very fast. With just an Accuracy in it, you can consistently hit +3s and keep Purple Bosses on their butts while your Bots cream them. Force Bolt does have less range than your Bots so just like the Pulse Rifle attacks, youll be in front of them should you wish to Force Bolt from max range. Also note that your Bots have a myriad of Knocback powers and will do a lot of Knockback for you. When this happens, there is a window of time where an enemy cant be knock backed any further. So you may waste a Force Bolt here and there. Youll use this power liberally throughout your career and I have yet to slot it but it could use the slots. An Accuracy is mandatory because youll want to hit with it every time. A couple optional Enhancements would be Range, so you can fire from behind your Bots, and Recharge, to make sure that Force Bolt is on its way by the time the enemy gets up. Be wary of the enemies that are Knockback resistant: Circle of Thorns Nerva Spectral Daemon Lords comes to mind, because that is your primary tool to control them.
Overall: 5-star power. Yep, your first power is a 5-star. It might not do damage but it will save you or your Bots a lot of headache by pinning down a tough enemy or knocking them away from melee range. However, understand that Knockback isnt among the most team-friendly powers.
Deflection Shield Level 2
Recharge: 2
End Cost: 10
Duration: 240 (4 minutes)
Defense: 9% to Smash/Lethal, 9% to Melee (Positional)
Deflection Shield is the first Bubble youll want to get because it protects against the most common damage types in the game: Smash and Lethal. Smashing damage usually comes in the form of Melee attacks (and can hit quite hard) while Lethal damage usually comes at you from bullets, swords or other sharp objects from range. The Positional defense you get from Deflection is actually better because it gives 9% Defense against All Melee attacks, meaning that it doesnt have to be Smash/Lethal but could be Energy, Fire, etc. and youll still be protected because of this Positional Defense.
Bubbling is something youll get used to but be warned: because of the quick recharge of the power, you can drain yourself quite quickly if you Bubble non-stop for awhile. Also, as mentioned above, have a mindset of who needs Bubbling first so that your Bubbles get maximum use.
Slotting Deflection Shield is a no-brainer: 3 Defense Buffs and an Endurance Reducer. With 3 Defense Buffs, youll get 14% Defense. After going 34 levels without an Endurance Reducer in Deflection/Insulation, I highly recommend you slot for Endurance Redux before Defense. Being able to Bubble your whole team (or all your Bots) without dropping toggles is the way to go. Id also recommend slotting Deflection/Insulation early while enhancements have little effect on overall gameplay. Training Enhancements do very little so slotting up Bubbles should come early so that you dont have to later (when more tempting powers come up). Just get the slotting out of the way early and youll thank me later.
Overall: 5-star power. Its one of the Big 3 and youll use it a lot. The Defense it provides isnt stellar but its better than nothing. Slot it early and use it often to help curb the incoming damage.
Insulation Shield Level 4
Recharge: 2
End Cost: 10
Duration: 240 (4 minutes)
Defense: 9% to Fire/Cold/Energy/Negative, 9% Range (Positional)
Just like Deflection, Insulation protects against specific types of damage in addition to Positional damage. Between those two Bubbles, youve protected your team against everything but Psionic damage.
Bubbling an individual with Deflection/Insulation drains you quickly, so like Deflection, put an Endurance Reducer in it ASAP. Also, just like Deflection, slotting it is easy: 3 Defense Buffs and the aforementioned Endurance Redux and youll have 14% Defense to the types listed.
Overall: 5-star power. The 2nd of the Big 3 and worth getting early and slotting early because theres little to take at level 4 anyway. You could push this one back a little later since the damage types it protects against are a little less common but I say get early and get it out of the way.
Detention Field Level 10
Accuracy: 85
Recharge: 60
Duration: 45
End Cost: 13
*Phase*
Detention Field is also in the love/hate relationship (I know its getting old but its the best way to put it) because its great solo and in small teams but a lot of teammates hate it in large group settings.
What Detention Field does is takes an enemy completely out of the picture, much like Phase Shift. The enemy cannot affect you nor can you or your team affect it. They just float there (or run around if they have Immobilization protection) until the duration runs out. This can be really useful against a target that you want to handle later (like a Boss) while mopping up another mob. It also can be used on really tough guys like Heroes, AVs, and Monsters.
I found it to be useful, when I had it, but I think the Duration is almost too long. Also you have to tell your teammates not to waste endurance attacking the Bubbled enemy. If you like it, Id slot for Accuracy (1) and a couple Recharges.
Overall: 3-star power. It can be useful at times and can save you if things go down the tubes. However, because teammates dislike it and sometimes you have to wait around for it to wear off, it can slow you down. Its a toss up so try it sometime and see if you like it.
Personal Force Field
Recharge: 15
End Cost: 0.33 End/sec (Toggle)
Activation Time: 2
Defense: 75% to All Damage Types and Positions
Resists: 56% to All
*Unable to Affect Others*
Personal Force Field is actually one of the gems of the set because you can hide behind it while your Bots keep attacking. This comes at a cost, however. While under PFF, Supremacy and any other Buffing Toggles (Leadership, Dispersion Bubble, etc.) dont affect outside allies (team or Henchmen). However, they still cost endurance and will continue to drain you, because technically, theyre still affecting you. What this means is that your Bots will be less effective while you are under PFF but you can still control them regularly.
PFFs Defense is so high that you probably wont get hit from even +6s and 7s. Ive been able to stand in the middle of level 40s (while I was level 34) without getting touched. So, while youre in PFF, youre virtually untouchable.
This leads to a couple of interesting strategies. First, its the Panic Button. Crap hits the fan and the team starts to wipe, your Bots start dying and youre next so you hit PFF and walk out of the situation nearly unscathed. You can heal yourself while under PFF so if you have Aid Self, you can use it to regain HP while remaining unharmed. Seconds, its great to absorb the Alpha Strike of a large group. Since only 1 out of 20 attacks will hit you, you could walk up to a mob of 15 and let them all fire and you have a good chance of not getting hit at all. Even a Brute cant claim that. You can also survive the big hits from AVs or Giant Monsters because theyll rarely hit you either. However, you wont exactly keep their attention if you wander off because while your presence makes them attack you, it doesnt generate enough aggro for them to follow.
I find that I dont need to slot PFF because like I said, even +6s dont touch me. In PvP you would want to slot for Defense and if you want it to come up faster (15 seconds is a long time) slot for Recharge. I personally have it slotted for 1 Defense just so I know Im capped against Bosses that +4 and 5 ahead of me.
Overall: 5-star power. Once you get it, dying should be a thing of the past. You can raise PFF and walk out when the rest of your team wipes. Just realize that your Buffs are helping no one but yourself.
Dispersion Bubble Level 20
Recharge: 15
End Cost: 0.67 End/sec
Range: 25 Feet
Defense: 6% to All, 6% to AoE (Positional)
*Hold/Disorient/Immobilize Protection*
Dispersion Bubble is the last of the Big 3 Bubbles of Defense and is the cornerstone of the Force Field set. When you activate this power, a big ole Bubble goes out 25 feet in every direction (and about 15 feet above/below you) and everyone inside it gets the Buffs it provides. The Defense is quite low but because it is Defense to All, it always helps. The main reason to have it, however, is for the Mez protection that, generally, Squishies dont have. Its low resistance, Mag 2 or 3 I believe, but it will save you from the stray Hold or Immobilize that will get cast on you or your Henchmen/Team. Keeping everyone in the Bubble is hard considering the size and breadth of many maps and while the Bubble seems large from the outside, its actually pretty small when you try to get all your team in it.
It is a bit of an Endurance hog and slotting for Endurance Reduction is prudent. If youre trying to keep Stamina out of your build, three slot for Endurance because this is going to be running everywhere you go. At 0.67 End/sec, its not a monster but with Endurance SOs in it, it can be dropped to a very manageable 0.35 or so. See Appendix B for Toggle numbers.
Three Defense SOs are also mandatory, even if you only get 1% more Defense per SO. Dispersion will be running almost all the time so you might as well squeeze out as much Defense as you can. Fully slotted with Defense SOs, you get 9.6% Defense to All. Add to this the Deflection/Insulation, and you can walk away with 24% Defense to All. On top of that, your Protectors may be able to add another 7% with their Bubbles for a grand total of 31% Defense to all. Thats really not too shabby.
Overall: 5-star power. Youll want this ASAP as it gives Mez protection and the Defense to All doesnt hurt. Once slotted, its easy on the Endurance and youll see a lot of benefit as long as you keep your allies within it.
Repulsion Field Level 28
Recharge: 20
Range: 7 (just outside of Melee)
Cost: 1.03 End/sec + Additional End per Foes in range
*Knockback*
Repulsion Field sounds really good on paper: it keeps high damage Melee targets from getting to you by throwing them back violently if they enter the field. Ive experimented with this power and tried to get a feel for it but never could because the range on it is so small. I had to be practically on top of enemies for it to knock them back. It also is a Endurance hog. This one takes more than half of your Endurance away, unslotted, and even with an Endurance Reducer in it, I cant run Dispersion, Assault and Tactics. Stamina pretty much is required if you want to permanently run Repulsion Field and thats unfortunate.
The cost of the power aside, it still doesnt appeal to me because I can throw most enemies away with Force Bolt or my Bots will do it for me with their combination of Knockback powers. The enemies that I cant knockback, because of KB resistance, arent even affected by Repulsion Field, so it doesnt help me at all.
Now, in PvP, Repulsion Field has a chance to stop an Invisible Stalker from cleaning your clock but it doesnt always work and like I said, the enemies have to be in Melee range for the power to work anyway. If it had greater range, itd be more worthwhile.
I will say it does look pretty cool, especially the activation animation. After that you just pulse, which is also cool in its own right. I believe Repulsion Field has a small chance to De-Toggle as well, which is another reason to get it for PvP.
If you get it, Id slot it with 3 Endurance Reducers and nothing else. Id use it to pin enemies against a wall and knock them up in a corner, unable to retaliate. This tactic might not be so great with multiple foes because it drains you for every foe repelled (although the endurance/foe has been reduced).
Overall: 2-star power. Some people may like the extra cushion it gives them but Force Bubble, at 38, does all that and more. PvP players may want it for the de-toggle and the Knockback against melee. Experiment with it and make your own judgments.
Repulsion Bomb Level 35
Accuracy: 83
Recharge: 30 Seconds
Range: 70
End Cost: 13
*Knockback*
*Disorient*
Repulsion bomb was changed from a Targeted Ally to any enemy and I have yet to play with the new version. The Recharge was also increased to 30 seconds, from 10 seconds, and the chance to Disorient was reduced by 60%. It also has the ability to De-Toggle in PvP, which remained unchanged. Also, the cost and range of the power, as far as I know, has not changed but I could be wrong.
The new Repulsion Bomb can be used Solo, but for a MM, it could already be used Solo by targeting a Henchmen. The change makes it less powerful but it still has some use. Think of it as a AoE Force Bolt, except on a 30 second timer. It will launch enemies away from you (not where the bomb hits) and has a (now) small chance to Disorient. I want to say that it used to have a high chance to Disorient so the -60% effectiveness may leave it at somewhere around 30-40%, but I cant be sure.
The major downfall of the power is its activation time. Yeah, it looks cool to lob the giant ball of force but if youre trying to get attackers off an ally, it takes too long to really help. Also, the new Recharge really kills it because its so situational now. 3 Recharges will bring it down to roughly 15 seconds but you used to be able to fire it off almost as fast as Force Bolt (especially back in the Perma-Hasten days).
If you want to use it, slot an Accuracy and 3 Recharge in it so that it is up as often as possible and so you can reliably hit with it. It has an Accuracy bonus already so the one SO should be enough.
Overall: 2-star power. Before the change, it would have gotten 3 stars because as a MM, you could control where it went, had a good chance to Disorient, and came up quickly. Now, its more situational and more of a PvP thing. As always, try it out for yourself to see if you want to use it.
Force Bubble Level 38
Recharge: 15
End Cost: 0.39 End/Sec
Range: 50 feet
*Repel*
*Knockdown*
This is the last Force Field power you get and its a biggie. As in, its huge! Force Bubble is twice the size of Dispersion and is really easy to spot. Its size can be its undoing, but well get to that in a bit. What it does is pushes (but not violently) enemies out toward the rim of the Bubble, keeping them from Melee range. This helps immensely against foes with hard hitting close-range attacks that would tear your Tier 1s (or you) apart. Since it pushes them out to around 50 feet, theyre prime targets for your Bots attacks and they can attack without fear of getting smashed in the face. The Repel effect is strongest right next to you and weaker toward the edges so a few enemies might get a few feet in before being pushed out. Knockback resistant enemies will walk right through it, however, as will tough enemies like AVs and Monsters. Force Bubble has a small chance to knockdown foes in its field but it isnt often enough to depend on and although the power description says that enemy ranged attacks lose accuracy, the Acc effect hasnt been clearly measured, if its there at all. Some say it was removed in Beta and I cant confirm or deny it.
The problem with this power is actually the size of the field. Foes inside the Force Bubble will aggro to you and if you move around carelessly, you might aggro a group of mobs that you didnt even see. Because of this extra attention, you might find yourself taking way too many hits because of Force Bubble and decide to drop it.
There are some interesting strategies concerning this Big Bubble and most of them revolve around pushing a bunch of enemies against a wall and clumping them up so your Bots AoE attacks can rip them apart.
Because the power isnt remotely as expensive as it used to be, Stamina is not required to maintain it. In fact, its less than the Leadership toggles and about as half as much as Dispersion. A Endurance Reduction (or two) should be plenty in this power to run it indefinitely but you may find that its more of a nuisance than anything. Try it out before you buy it.
Overall: 4-star power. It can be really useful or very dangerous depending on how you use it but Force Bubble can save your Henchmen and teammates from the really damaging Melee attacks that a lot of foes have. If you can get used to its size, I think youll be alright.
D3 Bible I6/ED
Bots /FF Guide
Power Pools
I wouldnt say that there are any mandatory pools for Bots/FF but I can highly suggest a few. Certain others dont make much sense for a MM, while others come down to personal preference. Travel Powers are always at your discretion and some people swear by some and curse others but Ill remain as objective as possible.
Medicine
Aid Other: Probably the single best Power Pool pick you take as a Bots/FF, this short range, interruptible, power heals an ally (teammate or Henchmen) for 20% of your life and has a recharges every 10 seconds. There are a couple drawbacks to Aid Other that should be mentioned briefly. The first is that you cant use it on the move or if youre under any kind of status effect or Debuff as these will interrupt the power (but still take your Endurance). The second is that is has fairly short range and a long-ish animation that keeps you from performing other actions. It doesnt cost much (6.5) so you can spam it and I highly suggest slotting this up with as many heals as you can. 3-slotted for Heal, you can net almost another 20% for a grand total of 40% of your life imparted to an ally. Aid Other, when fully slotted for Heals, will typically heal a Tier 1 about 90%, a Tier 2 about 75% and a Tier 3 about 55%. Since you can also slot for Recharge (which I also highly recommend), you could also bring its recharge down to about 5 Seconds with 3, but I only recommend 2. The difference between 2 Recharge SOs and 3 is less then a second and if you have green SOs, the difference is even less. I say stick with 2 Recharges because the slot could be used elsewhere. So, 2 Recharge and 3 Heal would be the best as it heals quickly and heals a lot when you need it.
Stimulant: Since the Bots you travel with already have Fear/Disorient/Sleep protection and your Dispersion Bubble protects against Holds/Disorients/Immobilization, youve pretty much covered all the bases and this power is superfluous. Its not a bad power to take if you want to help out teammates but since I so highly suggest Aid Other, this shouldnt be the first power you take out of the Medicine line, nor the second. If you want to pick it up, be my guest, as it will help your teammates but like I said, youre already providing some Mez protection in Dispersion.
Aid Self: This is another gem in the Medicine line because as a /FF you have no way of healing yourself. Granted, this is a second-rate heal (compared to the Secondary Heals of the other sets) that cant be used on the move nor if youre being damaged, debuffed, or under some kind of status effect. However, it can be used while under Personal Force Field, which allows you to fire off this heal without worrying too much about whats going on around you. It heals for 20% of your life, like Aid Other, but has twice the recharge (20 seconds) so it would be prudent to slot for Recharge and Heals so that you get the most bang for your buck and have it up reasonably often. Again, you could heal for about 40% of your life in a single application and with 1 Recharge, it would be up every 15, 2 Recharges it would be up every 12 seconds, 3 Recharges would be every 10. Its up to you to decide how often you think youll need to heal yourself. I stuck with 2 and have found that to be adequate.
Resuscitate: Raising fallen allies is always a plus but I could never find room for this power. It doesnt let you revive Henchmen but being a team-player never hurts. Inevitably, people will die on Strike Forces or 8-man teams and it sucks for no one to have a Rez ability. While Resuscitate isnt a terribly great Rez (on par with an Awaken), it does get the job done so take it if you have room in your build and plan to team a lot. Solo, the power is useless.
Flight
Hover: A prerequisite to Fly, Hover lets you well, hover for low cost and adds a tiny amount of Defense. Its slow, brutally slow if you get it at 6, but it lets you get out of Melee range and control your Bots from a better vantage point. Im not a fan of Hover for Bots/FF because how fluid many battles are and if youre too slow, you wont be able to keep your Henchmen or Team in Dispersion Bubble. The only way around this is to slot Hover with 3 Fly Enhancements (which will allow you to move at around normal running speed) or not take it at all and save the slots. Ive seen a lot of effective MMs flying around the battlefield with slotted Hover so Im not knocking it but I, personally, wouldnt invest 3 slots to be able to move vertically in battle.
Air Superiority: Another prerequisite to Fly, Air Superiority is arguably the best Pool Power melee attack. It has a Brawl Index of 2.778 (same as your first Pulse Rifle attack), has a 4 second recharge, has a Fly effect and has a 90% chance to Knockdown an enemy. I took this instead of Hover so I could have another power that can keep an enemy from an attacking (the first power being Force Bolt). Knockback and Knockdown are two separate classes of status effect and unlike multiple Knockbacks not registering (if theyre too close together, extra Knockbacks have no effect), Knockdown followed by Knockback keeps the enemy down longer. I can also cycle between AS and Force Bolt readily because they have the same recharge and this keeps just about a single target down indefinitely. Its obviously useful against Fliers that are annoying you but since your Bots are ranged, its usually not a huge a problem. Now some of you may ask the rationale of the squishiest AT running up into Melee range to use AS. Good question! I dont! I only use AS if the enemies run to me and I cant keep them all off with Force Bolt alone. It allows me to throw one guy away with FB and then knock another down next to me with AS. I then switch to FB on the guy next to me to get him out of melee range. It works quite well. I dont use AS all the time but when I do, I usually needed it.
Fly: Its the slowest Travel Power by far but boy does it make the Rogue Isles a lot easier to traverse. I tried Super Jump for 26 levels and while it was markedly faster, its annoying to hold the Space Bar down all the time. I finally gave up and took Fly and decided to slot it up to make it competitive. Trying to avoid Stamina, I added 2 Endurance Reductions (I might add a third later) and to keep it at a decent speed, I also slotted 3 Fly Enhancements. 5 Slots to make a travel power worthwhile? you ask while scratching your head. Yes, it took 5 to make it worthwhile while Super Jump only required the default slot but again, this is a quality of life issue and youd be surprised how far some people go to make the game less irritating. Fly slotted this way is quite manageable, both endurance-wise and speed-wise. Originally costing 2.03 End/Sec, two Endurance SOs drop it to 1.2 End/Sec, enough to allow you to run Personal Force Field while Flying. This is by far the safest way to Travel, barring some kind of Phase Shift power. How fast is it, you ask? Its slightly faster than unslotted Super Jump, but noticeably slower than a single-slotted Super Jump (about 15 feet/sec slower, or 10 mph). Its still the slowest, but its not moving at a snails pace.
Group Fly: One little perk about being a Robotics MM is that if you use Group Fly, your Bots turn on their leg boosters. It looks cool and makes you feel pretty good about yourself. But the problem is that Group Fly is more of a hindrance than a help in most situations. For starters, your Bots will not keep up with you, even if you dont slot Group Fly with Fly enhancers. Seconds, it costs the same as Fly but is only about half the speed of Fly (which is slow to begin with). Also, flying allies get a -20% Accuracy added on to them so attacking while airborne penalizes you. To put it realistically, Group Fly would just about negate the Accuracy bonus from Supremacy. It is nice to be able to take your Bots with you over troublesome areas, like Orenbega maps or over a large area of a zone, but because of its cost and slow speed (not to mention Bots dropping from the air if they get too far), I cant recommend getting this power unless you simply want to look cool.
Leaping
Jump Kick: Melee Pool Power attacks bad for Mastermind. You no take. Seriously, I had an argument with Air Superiority being a control power but Jump Kick has no such excuse. They simply dont do enough damage to warrant the risk you put yourself in when entering melee.
Combat Jumping: This is always an excellent prerequisite to Super Jump because you can bounce around in combat and also receive Immobilization protection. The tiny Defense it gives also helps but that shouldnt be the reason you take it. Take it for the mobility it provides you and because of its insanely low cost (.08 end/sec). This will allow you to control yourself in the air quite well so you can position yourself better. CJ also works great with Hurdle from the Fitness line as a pseudo-travel power. I wouldnt slot for anything besides a Jump Enhancement because the Defense is so tiny that its not worth slotting.
Super Jump: The Rogue Isles need a better urban planner because its impossible to get anywhere on foot. City of Villains has a lot of vertical landscapes and without any kind of vertical movement, youll find yourself running way out of the way to get where you want to go. Super Jump alleviates both the vertical and speed problem most people have and is arguably the best travel power out there. Almost as fast as Super Speed with a nice vertical component, Super Jump will let you travel the Rogue Isles in quick order and for very little endurance. However, like mentioned earlier, there are a few drawbacks. Holding the Space Bar down really makes it hard to type and you cant just hit R and go. Timing jumps becomes second nature eventually but until then you might find yourself falling down alleyways or not hit the bridge you wanted to hit. Also, while you can jump pretty high, it might not be high enough for some obstacles. The wall in Cap Au Diable is one such obstacle that a single Super Jump cant get over. Super Jump is also the one travel power that is really difficult to use in missions because youll bang your head on the ceiling trying to get up to speed. You have also have to jump about every half a second to keep it low enough. Despite its shortcomings, though, Super Jump is an excellent travel power even with only a Jump enhancer in the default slot.
Acrobatics: Any kind of Mez protection is usually a good idea for a Squishie but since you already have Dispersion, its not as necessary. Acrobatics does provide knockback/down protection which is also a plus but if youre trying hold off Stamina, an extra toggle doesnt help. You can decide whether or not you need the extra protection by how much you get thrown around. If its little to none, dont worry about Acrobatics but if you do, think about investing an Endurance reducer into it.
Speed
Flurry: Looks cool but dont get it. Melee attacks are no-nos.
Hasten: Hasten is one of those powers that I really wish I didnt need to burn an entire Pool on. For 120 seconds, you get a 70% reduction in Recharge speeds and this helps immeasurably with Bot Summon speed and
Upgrade speed. You can knock that Upgrade recharge down to 35 seconds with Hasten alone and down to 23 if you 3-slot for Recharge. That goes a long way in knocking down that initial set up time. In battle, your powers come up faster, yes, but you might not have the Endurance to use them. Without Stamina, Hasten may cause more problems than it solves. However, if you slot your powers right you might be able to afford the extra endurance burned because your powers are available more often.
Super Speed: Speed freaks everywhere have been taking Super Speed so that they can get from point A to point B as fast as possible but in the Rogue Isles, Point B might be 200 feet off the ground compared to A. Super Speed lost a lot of its luster after surveying the Rogue Isles but it still can be used effectively. You just simply have to know the routes of level ground are. Grabbing a Jump boosting power, like Combat Jumping and/or Hurdle helps a lot while some people, like myself, had Fly or Super Jump already and added Super Speed into the mix. Super Speed + Super Jump is excellent, traveling insanely fast and with all of Super Jumps perks. Super Speed also has a Stealth effect to it so you will draw less attention that a Super Jumper passing through the area. Its also cheap and caps its speed with just two SOs.
Whirlwind: Surprisingly, Whirlwind is quite similar to Repulsion Field in that it causes Knockback to everyone around it, however, it has twice the range and less Endurance cost! However, since Ive never actually used Whirlwind, I cant compare the two directly. I dont believe you can do anything else while Whirlwind-ing, while you can with Repulsion Field and I dont believe Whirlwind had the de-toggle effect. If you have Hasten and Super Speed already, Whirlwind might be a way to get foes off of you, a la Repulsion Field but I couldnt tell you if thats viable or not.
Fitness:
Swift: Increases your running speed without having to turn on Sprint, Swift is actually a boon because youll be running at the same speed as your Bots and those pesky Hostages. You wont outdistance them, like you would with Sprint, and you wont be running a toggle. Also, the ability to run around faster in battle is quite good, especially if youre trying to use an Aid Other on a Bot or teammate. This wont make or break your game but its a nice passive boost on the way to Stamina.
Hurdle: Most people say that Hurdle is the better of the two Fitness level 6 Powers because it gives so much increased speed when you jump (literally, double normal running speed). As long as you dont mind jumping everywhere, those people are right. It also gives an additional 6 feet to your Jump (Combat Jumping adds 8). Slotting Hurdle and taking Combat Jumping gives a remarkably fast pseudo-travel power. If you put 1 Jump Enhancer in CJ, Hurdle, and Sprint, you can travel as fast as 2-slotted Fly! If you want to boost that Speed, slot Hurdle with 3 Jump Enhancers and youll be clipping along faster than 3-slotted Fly. For max, non-travel power speed, 3 slot Hurdle and Sprint with Jumps and youll be jumping as fast as Super Jump with a Jump Enhancer in the Default slot. Youll have used 4 slots but saved a power. I wouldnt recommend that approach but its a way around getting a Travel Power at 14. You definitely dont jump as high as Super Jump but youll still be jumping 30-40 feet in the air.
Health: Not the most exciting power out there, Health gives +40% Regen. What this does for you is reduces the time it takes to go from 0 health to Full by about 90 seconds. It wont save you mid-battle but it will help you recover from battles faster. Some have thought about slotting Health up but it doesnt give enough of a bonus (especially for a MMs incredibly low HP) to be worth it. Stick with the default slot and put a Heal in it.
It also gives Sleep resistance, that is, if youre slept youll come out of it faster but it doesnt protect against sleep, meaning if youre hit with a Sleep it will absorb it and you wont feel the effects. Since Dispersion Bubble does not have Sleep protection, Health will get you back from the ZZZ faster.
Stamina: The debate rages on whether or not MMs need Stamina and so far in my playing experience I have not needed it. I can run Dispersion, Assault, and Tactics and Bubble my entire team or Henchmen without dropping Toggles. I have slotted my Toggles for Endurance Reduction heavily and found that I dont need Stamina but that doesnt mean I dont want it. If you want to run Repulsion, Dispersion, Leadership, and Force Bubble, Id say get Stamina because there is no way you can do all of that with Base recovery, even if theyre all slotted with 3 Endurance reductions, and still be able to use powers like Aid Other or Force Bolt (woe to you if you have to re-summon!). The great problem with Stamina is that it takes 3 powers to get and for a MM, that can be hard considering that you *can* play without it. Many of the ATs practically need Stamina but we are not one of them. If you can avoid it, I would.
Teleport
Recall Friend: Always a handy power, you can TP a teammate or a Henchman to you from just about anywhere. This speeds missions along and it helps when your Henchmen get stuck going up/down elevators or whatnot.
Teleport Foe: Also handy because you can teleport a foe directly into the hellfire that your bots will unleash on them. Of course, it will aggro all the mobs you just teleported the deceased fellow from but at least you know theyre coming.
Teleport: Like Fly, this is a power youll have to slot up if you want to be effective. While its still the fastest travel power out of the box (and bar none), it requires the most finesse
and computing power. Teleport can kill the framerate of older computers as they try to load all the geometry all at once, instead of while in transit. Lag can be bad but if your cpu is up to snuff, you can really cook with Teleport. 3 endurance Reducers and 3 Range increases allow you to go about 160 mp/h, or about 150% faster than capped Super Speed. Everyone will be in your dust as you travel 470 feet per jump (235 feet/second). This is incredibly endurance intensive if you dont slot for Endurance or have Stamina and it requires all your attention. A bind is also virtually necessary. When I have used Teleport I bound it to my left Shift key (some use left Alt but Shift is easier to reach for me). Just type /bind lshift powexec_name Teleport and there ya go. Unfortunately, you cant target the air and go X amount of feet, you always go max distance but once you get used to it, youll be fine.
Group Teleport: This one can be useful because of all the Henchmen you bring with you. You could TP out of a hairy situation (as long as youre not hit, it is interruptible) or TP into a hairy situation, should you so desire. It costs the same as Teleport but it doesnt have the range. Its about 2/3s as fast as TP but it can bring others along with you. If you already have Recall Friend and Teleport, it might be worth a shot. Try it out to see if its worth anything to your playstyle.
Leadership
Maneuvers: Giving only 2.75% Defense to All, Maneuvers can help with Defense but only by a little. Fully slotted with 3 Defense SOs, youll get 4.31%, which in addition to Dispersion Bubble, will net you about 14% total to All. Granted, thats not bad but its not worth 3 slots and the toggle. I know any Defense you can get is good but in comparison to the next power, I just dont see how Maneuvers can compare. If you feel Defense is better than Damage, be my guest.
Assault: Boosting damage is king in this game because the faster you can take down an enemy the less chance they have of turning around and killing you. This is how Brutes and Stalkers survive: killing faster than the enemies can kill them. I promote the same approach because Bots will eventually do a hefty amount of damage and can kill many foes in seconds. Assault adds a respectable 11.25% Damage to everyone around you and while it cant be slotted for more damage, it doesnt require more slots to be effective. Just throw an Endurance Reduction (or two) in it and you just added 11% more damage to Supremacys 25%. That means that with Assault and Supremacy, youve added an SOs worth of damage to all your Henchmen. I wouldnt pass that up. Assault also adds Confuse protection, so your Bots dont turn on you. Your Bots do not naturally possess this so they can get Confused by many Mezzers in the game.
Tactics: Generally this is why you get Leadership. Tactics boosts Accuracy to everyone around you while also giving them a Perception bonus (useful in PvP). Masterminds get a 10% out of this, which doesnt seem like much, but it can be slotted with ToHit Buffs. ToHit Buffs only give 20% per SO (Type B) but you can boost that 10% up to 16%, which adds to your Supremacy Bonus of 25% giving you a grand total of 41% more Accuracy. Your Battle Drones will greatly appreciate it! Teammates also benefit from the Buff and lower level Teammates will be able to hit more often, helpful to everyone because theyre an extra body doing something to the enemy, instead of missing wildly. If you plan to go without Stamina, slot for Endurance Reduction at first and slot ToHit Buffs when you get the chance to (probably in the 30s).
Vengeance: If it worked on fallen Henchmen, this would be an incredibly useful power but alas, it does not. Vengeance does a lot of things once a teammate dies. It restores a small amount of health, boosts Accuracy and Damage, and also gives a Defense Buff (for MMs, its 27.5% to all). It has a 5 minute Recharge, so you wont fire it off often but should a Teammate fall, it gives a very nice boost. I dont know the exact +Dmg/+Acc values but I assume theyre decent nor do I know how much health you get back. Ive never actually seen the power used as either a Hero or Villain, though I have seen it used plenty of times by Nemesis troops. I say anything that needs a death to use is probably not a good idea because, even though deaths will happen, youre trying to prevent them, not capitalize off them. Woe to the team-player that doesnt help a teammate so they can use Vengeance!
Concealment
Stealth: Stealth provides, well stealth, and a slight Defense Buff to you and allows you to sneak around much better. It is not Invisibility, however, and you will be seen if you get close enough. Stealth De-Buffs your movement speed so if you have it on, it will slow you down. A power like Swift will offset this, however, if youre using it mostly on the ground. The Defense it provides is a little strange. If you havent been spotted, it gives 2.5% Defense to All but when you are spotted, it cuts that Defense in half. 1.25% Defense really isnt going to save you so dont slot this power for Defense but rather Endurance Reduction because it will drain you if used in conjunction with other Toggles. Another thing about Stealth is that it will not suppress Supremacy or other Buffs, unlike Invisibility. You can be Stealthed and suffer no penalty minus the Endurance drain and the movement de-buff.
Grant Invisibility: This is an incredibly handy power if you want to stealth a mission and just get it over with. Grant Invisibility gives Invisibility (meaning most enemies cannot see you, even if you get up in their face) to allies for two minutes in addition to a 3.5% Defense Buff. If youre planning on taking Invisibility, take this power first so you and your entire team can walk around unseen (seems a bit silly for you to be the only one the enemy can see!). Because this is a Buff, the Invisibility gained from this power will not suppress Supremacy or other Buffs (unlike the power Invisibility).
Invisibility: Invisibility is a toggle that turns you invisible so that you cant be seen, even at close range. It is a costly toggle, 1.27 End/Sec, and will require Endurance Reductions to be made useful should you want to run other Toggles. It gives a 3.5% Defense Boost while active, but the Defense will be suppressed if you are discovered. Invisibility will also suppress Supremacy (like Personal Force Field) and other Buffs since you cannot attack while Invisible. If you were to run around Invisible with Personal Force Field on, I dont think there is a safer way of traveling, next to Phase Shift.
Phase Shift: This power turns you completely intangible, unable to affect or be affected by anything in the outside world. Youre completely invulnerable for the duration of the effect, which, while a Toggle, only lasts 30 seconds before automatically turning off. Phase Shift is also on a 3 minute timer, which is excessively long but can be reduced to a minute and a half should you slot it. It also costs quite a bit, if I remember correctly. Its more of a panic-button than anything but it guarantees that you dont get hit, unlike PFF which makes it highly unlikely that youll get hit. This power is too situational for my tastes.
Fighting
Boxing/Kick: Nope. If you had to choose one, get Boxing for the shorter animation and chance to Disorient.
Tough: A toggle that gives 7.5% Resistance to Smash/Lethal. For a MM, thats really not enough to warrant two powers and the slots necessary to make Tough easy on your blue bar. You could slot it with 3 Resistance SOs to get around 12% but its not worth it.
Weave: Even more useless than Tough (even Maneuvers), Weave only grants 2.5% Defense to All and it only gives it you. There is no reason to get this power unless you really want to max your (as in your personal) Defense. With 3 Defense SOs, youd net a grand total of 4% Defense. Ugh.
Presence:
Challenge: Basically it makes an enemy attack you, the Mastermind. Since youre the squishiest AT out there, I dont think thats a good idea.
Provoke: This causes multiple enemies to attack you, the Mastermind. See above. There has been a crazy idea of pulling mobs with this power by Provoking them and then trying to get inside PFF. I dont think this would work because the attack animations have begun right as the enemies react to you. If the animations have begun, the ToHit calculation has already happened and PFF was not up when that calculation was made. Youd absorb the alpha with whatever Defense you had on before PFF. The second volley would have to go through PFF but you might be dead by then! If you want to live dangerously try it out.
Intimidate: Fears a single enemy. Fear is a good status effect as it causes the enemy to cower and not attack or move, a pseudo-hold if you dont touch them. Once you attack them, they are able to attack for one cycle then resume the Fear. Intimidate only lasts 7 seconds so youd have to put a couple Fear Durations in it to make it effective and an Accuracy and a few Recharges are worthwhile as well. However, to get to Intimidate you have to get Challenge or Provoke, which is kind of silly for a MM, not to mention slotting this power, which by no means should be a priority.
Invoke Panic: Having never used it nor ever seen it used, my knowledge of this power is coming from multiple Hero Planners. Basically it causes Fear to everything around you but I dont know the duration or the Accuracy of the power. It is on a 60 second time so you couldnt spam it like Id want to. However, like the previous power, you have to choose two Presence powers before this and none of them are all that appealing. Neither is this one. Stay away from Presence if you can help it.
D3 Bible I6/ED
Bots /FF Guide
Tactics, Tips, and Tricks
- Masterminds practically need a good set of binds to function. Use Khaibas Numeric Keypad Controls and youll love it.
- Use Focus Fire. Until your Bots get AoEs at 32, youll want to take out single targets and remove their damage from the equation. Focus all firepower on the Super Star Destroyer
er
single enemies to kill them as fast as possible. Also, as tempting as it may be, until you get AoEs, dont send Tiers of your Henchmen against multiple targets. Only the Assault Bot will be able to go toe-to-toe with anything of substance alone. 3 Battle Drones could easily all get one-shotted by Melee damage from minions.
- GoTo is your friend. If one of your Bots runs into Melee range, GoTo him back toward you. Even GoTo_All is better than nothing. Use GoTo especially in doorways where your Bots will clump up and keep each other and other teammates from going through. The Numpad Controls makes this incredibly easy.
- Aggressive is not always your best friend. While I do leave my Bots in Aggressive most of the time, there are definitely times when you want to keep a low profile, like during the Respec Trial. Putting them on Passive allows you to hand-pick targets but at the same time Protectors will not Bubble or Heal (so be warned!). Defensive is similar but they will attack anything that attacks them or you and mid-battle, that means theyre pretty much doing the same thing as Aggressive.
- Walls are your best friends. Force Bolt can keep an enemy on their tush for about as long as you can keep a hit streak going and Force Bubble will simply ram them all together against the wall. Repulsion Field will keep them knocked around as well. Use the walls to your advantage.
- Keep on top of your Bots health. If you ever have to hesitate to which Bot you want to heal first, simply heal one so that the recharge on Aid Other can come up faster. Waiting two seconds to see which one needs it more meant that you have to wait another 2 seconds for Aid Other to come up. When all else fails, just heal the closest one. Battle Drones will have their health all over the place while the Assault Bot is steadier. If the Assault Bot begins to bite it, he takes priority. His death means a massive loss of firepower and tanking ability. A loss of a Drone does not. However, like I said, if you do lose the Assault he can be re-summoned and re-equipped/upgraded quite quickly so dont despair.
- Henchmen wipes happen and you dont have to go down with the ship. Rule number one is this: your life is worth far more than your Bots. Do not put yourself into excessive danger to bail out even the Assault Bot. Its not worth it. If the battle starts going downhill and you see that your Bots are getting overwhelmed, make a hasty withdrawal or put up PFF and withdraw. If you can, order your Bots to follow you and run a distance away from the enemy, preferably past their cut-off point where they turn around and go back. Then, re-summon what you lost, re-equip and go back at it. You lost no XP, gained no Debt, and have no lasting consequences minus the endurance spent to re-summon and the time lost. Dont lose your head.
- Bubbling. Fully slotted Bubbled will have an effect on your Bots and will increase their survivability. The only thing stopping you from Bubbling each one and every time the Bubbles run out is your own impatience. Call it what it is. Im impatient and dont Bubble my Bots unless I remember to or before a big fight. I seem to get by alright but there are times where they get creamed and I know the Bubbles would have prevented that. The same goes for Bubbling teammates. Do it because that is your role. I know it sucks and is tedious but it helps everyone out for you to take one for the team. If you put Endurance reducers in Insulation/Deflection, you wont even have to drop your Toggles.
- Levels 18-24 are typically the worst levels in a Bots/FF career. You only have 1 Protector and have 3 Drones, all of which do little damage on their own and have to combine firepower to be decent. The Drones are -2, you dont have access to SOs yet (nor can you probably afford them), and your Damage is sub par compared to most others on your team. You cant seem to find a role because you sure as heck cant tank and you sure as heck cant out-damage anyone. Just do your best to help your teammates and provide whatever middle-ground assistance you can. At 24, things speed up because of the 2nd Protector and youre only 2 levels away from the Assault Bot.
- The Respec. I highly suggest having a pre- and post-Respec Build. Finding teammates to Respec with is not difficult, even if it is a Pick-Up-Group. Pre-Respec, pick up the Primary Rifle attacks (at least one) and try to maximize your Defense. Your Damage will never be all that great until 26 so dont try to compete with other ATs for damage. The Respec itself is difficult but doable. Make sure everyone is the same level because the spawns are +2 higher than the highest player on the team. Big teams cause a higher Vine count so be wary of the 8-man uber team. This may be the hardest part but Id wait until 26 to Respec. Get your Assault Bot before attempting it otherwise youll be a third (or 4th, or 5th
) wheel. Theres nothing you can offer that another AT cant outperform you in before 26. At least with the Assault Bot you can dish out damage and take some too. At 24, your Two Protectors and 3 Drones are mincemeat. If you maximize your Defense, at least your teammates and Bots are protected as they try to fight the Vines/AV.
Post-respec, get those SOs in your Bots and theyll start lighting up the enemies. 26-32 is fast and furious if you fully SO your Bots and Bubbles and once you hit 32, youll breeze through the next few levels. The 30s open up a ton of slots for you to use on earlier powers and you might find yourself with slots you dont know what do with. Be alert, however, enemies start to ramp up in HP as you approach 40 and you wont be able to melt them like you could when you first hit 32. The 40s-50s will be similar as your overall damage output doesnt decrease but enemies HP increases to the point that you cant walk all over them anymore. (Of course, this is from my CoH days and experience, CoV may not be the case)
- A Masterminds Role. As a Bots/FF, Id say your role is to protect the team. I know it sucks but thats how it is. You have a very Defensive powerset that can boost survivability so use it. Post-32, this changes as you can now melt +2 and 3 Minions faster than just about any other AT. Teaming with a Brute or Stalker makes life really easy because you can blow through the minions while they take out the higher HP targets like Lts. and Bosses. On big teams, your role gets a little hazy because Corruptors can support a team better than you and Brutes/Corruptors can out-damage you but you still have a Defensive powerset at your disposable and significant damage so fill in the gaps of your team.
- Teaming with other Masterminds. Im a big fan of limiting the number of MMs on my teams to two (including myself) simply because of pathing and lag issues. However, I do love me a good teammate with Robotics. Bots MMs go well together because Protectors will heal any robot in range and when you have 4 Protectors, thats a lot of healing. Also, the Protectors will Bubble everything in site, meaning Quadruple Bubbles. Its hard for me to imagine 3 or more Bots/* MMs teaming but the synergy would be amazing.
- More tips and tricks will be forthcoming as I think of them and as other people raise issues. Stay tuned to this thread for more up-to-date info.
Appendix A
I found this old spreadsheet from a while back that had a nice ToHit calculator on it. I modified it a little to include Supremacy. Here are some definitive numbers for your Henchmen. All values include Supremacy.
Tier 1: (-2)___1 Acc________2 Acc_______3 Acc
+0 81.3_____101.6_______122_________140.7
+1 73.3______91.6_______110_________126.8
+2 64_________80_______96 (105)_____110.7
+3 54.66_____68.3_______82 (90) ______94.5 (103)
+4 45.53_____56.9_______68.3(75)_____78.77 (86)
Tier 2: (-1)___1 Acc________2 Acc_______3 Acc
+0 90.6_____113.25______135_________156.74
+1 81.33____101.6_______122_________140.7
+2 73.3_____91.6 (102)___110_________126.8
+3 64 ______80 (89)______96__________110.7
+4 54.66____68.3 (76)_____82 (90)______94.5 (103)
Tier 3: (+0)___1 Acc_______2 Acc________3 Acc
+0 100_____125_________150_________173
+1 90.6_____113.25______135_________156.74
+2 81.33____101.6_______122_________140.7
+3 73.3_____91.6 (102)___110_________126.8
+4 64_______80 (89)______96__________110.7
Tactics throws all those numbers off some but in a good way. With base Tactics, your Tier 3 Henchman (with 1 Acc SO) will be capped (95%) attacking +3s.
My personal opinion is to slot according to +3s because that is what youll generally be fighting. Strike Forces will be +2-3 of you and Relentless missions have +3 spots in them.
With that being said, it seems the best slotting (for +3s) would be 3/2/1 for your Tiers. Tactics, base or slotted, would help pad that against accuracy debuffs and against targets higher than +3.
If youre wondering what slotted Tactics would do, the parentheses show what 3-slotted Tactics does. Tier 2 is where its tricky. If you feel that 1 Acc + Tactics is enough, you can do that but 2 Acc looks much more appealing. Same goes for 2 Acc + Tactics in your Tier 1s. Itll get you by quite nicely but if you stray into the +3s, or +4s, youll miss consistently. Tactics seems best used for your Teammates and not your Henchmen although the Perception and Accuracy would help against foes that debuff Accuracy.
Appendix B
Defense Numbers
Deflection: 9% (14.4%), Smash/Lethal, Melee
Insulation: 9% (14.4%), Fire/Cold/Energy/Negative, Range
Dispersion: 6% (9.6%), All, Area of Effect
Force Shield: 3.5% x 2 (5.2% x 2), All
Maneuvers: 2.75% (4.31%), All
Weave: 2.5% (4%), All
Stealth: 2.5%, All
Invisibility: 3.5%, All
Grant Invisibility: 3.5%, All
Combat Jumping: 2.5%, All
Hover: 2.5%, All
Theoretically, you could get as much as 46% Defense if you took all those powers. I cannot stress enough how much I advise against it because youll sacrifice everything for it but
to each his own.
Slotted (3 SOs) Defense is in parentheses. I run Relentless missions using fully slotted Big 3 and thats it. Force Shields on my Protectors are base. Therefore, I run around with about 30% Defense on my Bots. I, as the MM, only have about 13%.
Those taking Maneuvers instead of Assault and slotting their Protectors for Defense will have a grand total of about 38% Defense on their Bots and will have around 19% Defense on them personally. Taking any of the other Pool Powers, like Combat Jumping or Stealth, simply adds to that value.
Whats the difference between my Bots and the Defensive Bots? My Bots do 11% more damage due to Assault and my Protectors do anywhere from double to triple the damage of my Defensive Protectors. Triple you say? If you 3-slot for Defense in Protectors, that leaves you two slots to play with. If you have one Accuracy and One Damage, my Bots are going to hit 10% more and 66% harder. If they skip Damage or Accuracy altogether, my Protectors will hit roughly 30% more and 100% harder. You be the judge at which is better.
Endurance Costs
Some of you may wonder how Endurance is with Bots/FF and Im happy to oblige you with some info. I cant be incredibly thorough (having 1, 2, or 3 SOs in the power gives 3 different results) but I can tell you some common combinations. All of these combos will have the number of Endurance SOs in parentheses. Base Endurance Recovery is 1.667 End/Sec and the numbers I give will be whats left of that Endurance after the toggles are accounted for. All Leadership (Lead.) Toggles cost the same.
Dispersion (3), Lead. (1) = 1.03 (61% remaining for use)
Dispersion (3), Lead. (1), Lead. (1) = 0.737 (44% remaining)
Dispersion (3), Lead. (2), Lead. (2) = 0.86 (51.5% remaining)
Disp. (3), Lead. (1) x 3 = 0.334 (20%)
Disp. (3), Lead. (2) x 3 = 0.628 (38%)
Disp. (3), Repulsion (3), Force Bubble (3) = 0.6 (36%)
Disp. (3), Repulsion (3), Lead. (2) x 2 = 0.33 (20%)
Disp. (3), Lead. (2) x 2, Force Bubble (3) = 0.66 (40%)
Disp. (3), Lead. (3) x 3, Force Bubble (3) = 0.551 (33%)
Fly (2), PFF (0) = 0.166 (10%)
Fly (2), Dispersion (3) = 0.16 (9%)
Fly (3), Dispersion (3), PFF (1) = 0.05 (3%)
Stamina:
0 SOs = +0.507
1 SO = +0.675
2 SOs = +0.844
3 SOs = +0. 988
Add the Stamina values to the above values if you wanted to know what Stamina does for you.
So, there you have the Ultimate Bots/FF Guide. I put a lot of work into it and I hope it sticks around as long as my Dark/Dark Defender guide. Feel free to start up conversation here in this thread so we can answer as many questions as possible!
Heres what my proposed level 40 build is for Rogue Spark. I will have to see if Stamina is worth it or not. If I dont think it is, Ill respec at 35 and switch out Fitness for Repair, Hasten, and a toss up between Detention Field and Super Speed (Fly is great but it sucks being slow, the stealth will help too).
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Mastermind
Primary Powers - Ranged : Robotics
Secondary Powers - Support : Force Fields
01 : Force Bolt acc(01) rng(37)
01 : Battle Drones acc(01) acc(3) dam(3) dam(5) dam(5) acc(31)
02 : Deflection Shield defbuf(02) defbuf(7) defbuf(7) endred(34)
04 : Insulation Shield defbuf(04) defbuf(9) defbuf(9) endred(34)
06 : Equip Robot endred(06)
08 : Air Superiority acc(08)
10 : Aid Other recred(10) recred(11) hel(11) hel(25) hel(29) recred(40)
12 : Protector Bots acc(12) dam(13) dam(13) dam(15) acc(33) endred(31)
14 : Fly endred(14) endred(15) fltspd(17) fltspd(17) fltspd(19) endred(37)
16 : Personal Force Field defbuf(16) endred(40)
18 : Aid Self recred(18) recred(19) hel(34) hel(36) hel(39)
20 : Dispersion Bubble defbuf(20) defbuf(21) defbuf(21) endred(23) endred(23) endred(25)
22 : Assault endred(22) endred(40)
24 : Tactics endred(24) endred(37)
26 : Assault Bot acc(26) dam(27) dam(27) dam(29) acc(31)
28 : Swift runspd(28)
30 : Health hel(30)
32 : Upgrade Robot recred(32) recred(33) recred(33)
35 : Stamina endrec(35) endrec(36) endrec(36)
38 : Force Bubble endred(38) endred(39) endred(39)
-------------------------------------------
D3 Bible I6/ED
Bots /FF Guide
Fantastic. Very informative. Almost makes me wish I was FF instead of Traps!
Addendum
In case youre wondering, I tried to find the Brawl Index of all Bot Attacks. Now this is a problem because in order to do it, I have to be behind PFF so Supremacy doesnt kick in. I wanted the raw values so I did just that. Also, because Bot damage doesnt show up in the Combat window, theres no way to get values other than integers. So take all of this worth a grain of salt. Testing in PvP would be the best way but Id need to find someone to test with me.
Heres the raw data:
Level 34 Bots. Level 36 Council.
Brawl= 8
Battle Drones 95.7% +Dmg
Laser Burst: 6 x 3 (Energy)
-Unenhanced value = 3 x 3
BI = 0.375 x 3 = 1.25
Heavy Laser Burst: 11 (Smashing) +17 (Energy)
-Unenhanced value = 5.6 / 8.7
BI = 0.7 + 1.08 = 1.78
Full Auto Laser: 2 x 17 (Energy)
-Unenhanced value = 1 x 17
BI = 0.125 x 17 = 2.125
Protector Bots 95.7% +Dmg
Laser Burst: 8 x 3 (Energy)
-Unenhanced value = 4 x 3
BI = 0.5 x 3 = 1.5
Heavy Laser Burst: (5 (Smash) + 8 (Energy) x 3
-Unenhanced value = (2.55 (Smash) + 4 (Energy)) x 3
BI = (0.318 + .5) x 3 = 2.45
Photon Grenade: 15 (Energy) + 8 (Smashing)
-Unenhanced value = 7.66 + 4
BI = .95 + .5 = 1.45 (Primary power has 1.222 +.555 and I gather this is the same power if I knew 15.xx in the energy column)
Seeker Drones: 14 (not sure what damage type)
-Unenhanced value = 7.15
BI = 0.89
Assault Bot 95.7% + Dmg
Plasma Blast: 39 (Energy)
-Unenhanced value = 19.9
BI = 2.49
Dual Plasma Blast: 19 (Energy) + (8 (Energy) x 6)
-Unenhanced value = 9.7 + (4 x 6)
BI = 1.21 + (.5 x 6) = 4.21 (I had measured this previously at level 26 and got 4.5)
Flamethrower: 8 x 8 (Fire)
-Unenhanced value = 4 x 8
BI = 0.5 x 8 = 2.0
Melee Smash: 60
-Unenhanced value = 30.66
BI = 3.83 (previously measured at 4.0)
Swarm Missiles: 9 x 9 (Fire)
-Unenhanced value = 4.6 x 9
BI = 0.57 x 9 = 5.2
Incendiary Missiles: 4 (Fire) x 8 + Ignite (4 Fire damage)
-Unenhanced value = 2 x 8 + Ignite (2)
BI = 0.25 x 8 = 2.0 + (0.25 x some number)
Overall, the values seem to be low compared to what I had tested earlier. This is just a shot in the dark so dont take these values to heart. Theyre more like estimates rather than exact figures. Ill try to get recharge times eventually and add to this some more.
If anyone has more exact values than these, post them and Ill do the Brawl Index.
D3 Bible I6/ED
Bots /FF Guide
This is an excellent guide! I've done alright up until now with my Robotics/FF, but this guide has given me a very clear plan of what to do in the future.
Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*
I looked over your to-hit numbers. I don't know what your calculator is doing, but it is doing it wrong. Supremecy is a to-hit buff which is added in to the base to hit then enhancements are multiplied afterward, just like tactics or focused accuracy. For instance, take a tier one pet fighting a +3 mob with two accuracy SOs (+66% accuracy). The mob is +5 to the pet, for a base chance to hit of 41%. If supremecy was 25%, that would be 41 + 25 or 66% base chance to hit. Multiplied by 1.66 for enhancements, we get 110%, well beyond the cap. Your table lists 82%.
I don't think supremecy is 25% accuracy however. If it was, pets would be capped at low levels against +0s and +1s even with just training accuracies. They seem to miss more than 5% though they still hit noticeable better than a player. I'd guess the bonus is somewhere between +10%-+15%. As far as I know, no one has tested it enough to give a definitive value.
Even if it was only +10%, tiers 1s would be capped against +3 mobs (+5 to them) with 3 accuracy SOs and have an 86% chance to hit a +4 mob (+6 to them). Here is the to hit numbers for the famous purple patch which this is all based on:
[ QUOTE ]
Foes your level have not changed. You have a 75% chance to hit and your powers are 100% effective.
Foes 1 level above you - No Change. You have a 68% chance to hit and your powers are 90% effective.
Foes 2 levels above you - No Change. You have a 61% chance to hit and your powers are 80% effective.
Foes 3 levels above you - You have a 55% chance to hit and your powers are 65% effective.
Foes 4 levels above you - You have a 48% chance to hit and your powers are 48% effective.
Foes 5 levels above you - You have a 41% chance to hit and your powers are 30% effective.
Foes 6 levels above you - You have a 34% chance to hit and your powers are 15% effective.
Foes 7 levels above you - You have a 25% chance to hit and your powers are 8% effective.
Foes 8 levels above you - You have an 11% chance to hit and your powers are 5% effective.
Foes 9 levels above you - You have a 6% chance to hit and your powers are 4% effective.
Foes 10 levels above you - You have a 5% chance to hit and your powers are 3% effective.
Foes 11 levels above you - You have a 5% chance to hit and your powers are 2% effective.
Foes 12+ levels above you - You have a 5% chance to hit and your powers are 1% effective.
[/ QUOTE ]
I bring this up because your numbers make tactics look valueable when it is in fact pretty useless for a mastermind (except how it helps teammates). Supremecy provides more than enough of a to-hit buff to overcome the lower tiers' penalty for being behind in level, with the large amount of accuracy masterminds typically slot. In fact, all the leadership powers are just as useless for the endurance they cost. Assault, which you seem to like, is 11% extra base damage. With 3 SO damage in each pet and +25% from supremecy, it amounts to 5% additional damage. Its not nothing, but its highly overrated, a power for a team-oriented character. Keeping your attacks will net you a heck of a lot more damage than assault ever could soloing.
For computing brawl indexes for the pets not your level, you have to take into account that the damage is reduced by the purple patch compared to you. Assuming you are 36 and your tier one pets are 34 (I think that is what you are saying), the pets are doing only 80% of their normal damage due to level difference (see the chart above). Also its very difficult to get the value when all you see is rounded numbers that are so small. 3 could be anywhere from 2.5 to 3.5, a heck of a range. PVP testing would almost certainly be needed to get these small numbers.
To figure these out, its helpful to note that damage internally seems to be on a point scale, where 36 = 1 brawl. So 100 points gives the 2.7778 we see for the typical light attack, etc. When you are dealing with rounded pet numbers you can use the points to figure out its probably 140 rather than 138.79 or that sort of thing (just pulled those numbers out of my hat).
Many pets have exact copies of existing attacks which is nice, but I've noticed that while most are exact copies, some have been alterred. For instance, Grave Knights get Gloom and Dark Blast but they do a bit less damage. Presumably the developers decided giving them the full values was too much ranged damage for a primarily melee pet. Mercs get the mob-version of burst (3 ticks not 4 like a player's burst). Some of the bot attacks are copied from elsewhere and are probably the same as their source (though you'd need to check to make sure). I wouldn't be surprised if Bot Laser Burst is the same damage as merc Burst, Full Auto Laser probably is the same as Full Auto. Photon Grenade, Seeker Drone, Flamethrower, most likely are direct copies of those various attacks. But only testing will see if any are alterred.
[ QUOTE ]
I looked over your to-hit numbers. I don't know what your calculator is doing, but it is doing it wrong. Supremecy is a to-hit buff which is added in to the base to hit then enhancements are multiplied afterward, just like tactics or focused accuracy. For instance, take a tier one pet fighting a +3 mob with two accuracy SOs (+66% accuracy). The mob is +5 to the pet, for a base chance to hit of 41%. If supremecy was 25%, that would be 41 + 25 or 66% base chance to hit. Multiplied by 1.66 for enhancements, we get 110%, well beyond the cap. Your table lists 82%.
I don't think supremecy is 25% accuracy however. If it was, pets would be capped at low levels against +0s and +1s even with just training accuracies. They seem to miss more than 5% though they still hit noticeable better than a player. I'd guess the bonus is somewhere between +10%-+15%. As far as I know, no one has tested it enough to give a definitive value.
Even if it was only +10%, tiers 1s would be capped against +3 mobs (+5 to them) with 3 accuracy SOs and have an 86% chance to hit a +4 mob (+6 to them). Here is the to hit numbers for the famous purple patch which this is all based on:
[ QUOTE ]
Foes your level have not changed. You have a 75% chance to hit and your powers are 100% effective.
Foes 1 level above you - No Change. You have a 68% chance to hit and your powers are 90% effective.
Foes 2 levels above you - No Change. You have a 61% chance to hit and your powers are 80% effective.
Foes 3 levels above you - You have a 55% chance to hit and your powers are 65% effective.
Foes 4 levels above you - You have a 48% chance to hit and your powers are 48% effective.
Foes 5 levels above you - You have a 41% chance to hit and your powers are 30% effective.
Foes 6 levels above you - You have a 34% chance to hit and your powers are 15% effective.
Foes 7 levels above you - You have a 25% chance to hit and your powers are 8% effective.
Foes 8 levels above you - You have an 11% chance to hit and your powers are 5% effective.
Foes 9 levels above you - You have a 6% chance to hit and your powers are 4% effective.
Foes 10 levels above you - You have a 5% chance to hit and your powers are 3% effective.
Foes 11 levels above you - You have a 5% chance to hit and your powers are 2% effective.
Foes 12+ levels above you - You have a 5% chance to hit and your powers are 1% effective.
[/ QUOTE ]
I bring this up because your numbers make tactics look valueable when it is in fact pretty useless for a mastermind (except how it helps teammates). Supremecy provides more than enough of a to-hit buff to overcome the lower tiers' penalty for being behind in level, with the large amount of accuracy masterminds typically slot. In fact, all the leadership powers are just as useless for the endurance they cost. Assault, which you seem to like, is 11% extra base damage. With 3 SO damage in each pet and +25% from supremecy, it amounts to 5% additional damage. Its not nothing, but its highly overrated, a power for a team-oriented character. Keeping your attacks will net you a heck of a lot more damage than assault ever could soloing.
[/ QUOTE ]
The enhancement calculator I'm using has those exact figures (from the Devs) as Base to Hit for all the levels you mentioned. Supremacy, since we don't know the exact figure for it, again is assumed.
Supremacy is a ToHit Buff, which means its effect is added, after Accuracy Enhancements are taken into effect, if I remember correctly. I remember from quite some time ago an equation Positron gave giving the exact To Hit. I could be wrong, but I believed ToHit Buffs were added AFTER Enhancements and were direct additions. Again, I don't have the equation in front of me so I could be wrong however, I think it to be ludicrous that ToHit Buffs are then Multiplied by Enhancement values. That makes ToHit Buffs far superior than straight Accuracy in powers. AFAIK, ToHit Buffs are calculated after Accuracy has affected Base ToHit.
If I'm right, my Accuracy #s should be good. I'll look up the equation later.
As for the Damage, again, those are rough shot estimations. I don't care what the Even Con Brawl Index is for my Pets because that never matters. The Brawl Index should be relative to what I'm fighting, not them. Yes, the Purple Patch reduces their damage and that is accounted for because it is assumed they are doing less damage. I couldn't care less of what a Tier 1's *actual* Brawl Index is to a foe of their level since all foes are relative to me and not them.
Hence, I don't care about the impact of the Purple Patch because my Pets will always at their set levels below me. That doesn't change so there's no reason to find out their true values unless you're simply inquisitive.
D3 Bible I6/ED
Bots /FF Guide
Just read up on Accuracy.
It was in an "Ask Geko" thread where the Accuracy formula was.
Unfortunately, at the end of the day, his formula doesn't help with this situation.
My question, and where I see where we disagree, is when the ToHit Buff is applied (before or after Enhancements) and the equation doesn't tell us.
There was quite a bit of discussion regarding how Accuracy was actually implented after Geko gave the equation, since a lot of the number crunchers were confused by his wording.
To Hit Buffs, as I gathered it, are factored in in response to Defense and then multiplied by Accuracy. However, since Defense is somewhat hard to figure out on enemies, I don't know how we'd be able to determine the effect of To Hit buffs on our Henchmen.
However, as the discussion went on, it seemed that To Hit Buffs were some different animal entirely.
So, my Accuracy could easily be wrong but I was using a Calculator that has been right in all cases (was confirmed by the Dev response given). Perhaps it was my implentation of the Supremacy Buff that threw it off but I still can't confirm or deny how To Hit Buffs work since they seem to be dependant on enemy Defense. What I remember, back in my Dark Defender days and Issue 3 and 4, is that To Hit Buffs were strictly additive to the Enhanced Accuracy of your powers. So, maybe I'm working off of old/obsolete/never true assumptions.
Anyway, this is all babble. I still stick by my 3/2/1 Accuracy per Tier. LoL.
D3 Bible I6/ED
Bots /FF Guide
[ QUOTE ]
My question, and where I see where we disagree, is when the ToHit Buff is applied (before or after Enhancements) and the equation doesn't tell us.
[/ QUOTE ]
The equation:
((Total_To_Hit Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.
So that's base accuracy vs the mob plus all to hit (eg tactics) bonuses minus all defenses of the target.
That's min/maxed to 5%/95% if it's very high or low.
Then multiply that by accuracy (for most things accuracy is 1 plus enhancers) and again min/max at 5%/95%.
If you have a lot of Accuracy, ToHit is wasted vs things with no Defense.
But vs things with Defense, ToHit plus lots of Accuracy is very valuable.
@JohnP - Victory
Two thumbs up!! Great guide!
One thing on superjump: you mentioned it's bothersome to have to push spacebar all the time, you cant type and i dont know what. I use the following bind on my Superjumpers:
/bind j "powexec_name Super Leap$$++up$$++autorun"
I'm at work and not sure on the name of the power hehe. I think it's Super Leap, but however, this is not the main point of the bind. The ++up and ++autorun part let you use this bind as a toggle. Stand still, hit the button and you'll jump and run til you hit the key again. Then you'll finish your current jump til you land and stand still again.
[ QUOTE ]
Two thumbs up!! Great guide!
One thing on superjump: you mentioned it's bothersome to have to push spacebar all the time, you cant type and i dont know what. I use the following bind on my Superjumpers:
/bind j "powexec_name Super Leap$$++up$$++autorun"
I'm at work and not sure on the name of the power hehe. I think it's Super Leap, but however, this is not the main point of the bind. The ++up and ++autorun part let you use this bind as a toggle. Stand still, hit the button and you'll jump and run til you hit the key again. Then you'll finish your current jump til you land and stand still again.
[/ QUOTE ]
I never said there weren't any binds for the power but, just like Teleport, this is a power you can't walk away from, despite what binds you have.
While Flying, for example, you can get up high, press R and go AFK while you fly to the destination. TP and SJ can't because you constantly have to be pressing a key. Super Speed, if you have a nice stretch of land you have to run over without jumping, doesn't have have to be looked after 100% of the time either.
It was a nitpick, nothing more or less. I still find SJ to be the best Travel power.
D3 Bible I6/ED
Bots /FF Guide
[ QUOTE ]
[ QUOTE ]
My question, and where I see where we disagree, is when the ToHit Buff is applied (before or after Enhancements) and the equation doesn't tell us.
[/ QUOTE ]
The equation:
((Total_To_Hit Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.
So that's base accuracy vs the mob plus all to hit (eg tactics) bonuses minus all defenses of the target.
That's min/maxed to 5%/95% if it's very high or low.
Then multiply that by accuracy (for most things accuracy is 1 plus enhancers) and again min/max at 5%/95%.
If you have a lot of Accuracy, ToHit is wasted vs things with no Defense.
But vs things with Defense, ToHit plus lots of Accuracy is very valuable.
[/ QUOTE ]
And that's the thing, against things with low Defense To Hit Buffs are wasted but I have no clue what many enemy types' Defense are. Against a High Defense enemy, Supremacy and Tactics are going to a lot more than Accuracy SOs. I encourage Tactics if only so you can have a better chance to hit that troublesome, High Defense, enemy you run into every once in awhile.
D3 Bible I6/ED
Bots /FF Guide
Hey BlackestNight
Would you mind if I add this guide to Coldfront? Another excellent writeup. Your DD Defender's guide was updated to I6 on our site and is a real favorite with the readers.
[ QUOTE ]
I never said there weren't any binds for the power but, just like Teleport, this is a power you can't walk away from, despite what binds you have.
While Flying, for example, you can get up high, press R and go AFK while you fly to the destination. TP and SJ can't because you constantly have to be pressing a key. Super Speed, if you have a nice stretch of land you have to run over without jumping, doesn't have have to be looked after 100% of the time either.
It was a nitpick, nothing more or less. I still find SJ to be the best Travel power.
[/ QUOTE ]
Maybe i didnt state it clearly enough, but this bind works as a TOGGLE, you dont have to push a key all the time. Push the key once and you start hopping and forwarding. All you have to do is correct the path once in a while if you come up against an obstacle that is higher than your super jump height. If you arrive at your target simply push the key a second time to switch the toggle off
[Edited for typos]
[ QUOTE ]
Hey BlackestNight
Would you mind if I add this guide to Coldfront? Another excellent writeup. Your DD Defender's guide was updated to I6 on our site and is a real favorite with the readers.
[/ QUOTE ]
Be my guest! The more people that that read the more satisfaction I get for writing it!
D3 Bible I6/ED
Bots /FF Guide
To Shadowheart:
Ahh...sorry for the mis-read. It makes sense and all, but because you're hopping around all over the place, it seems that it would still take more manipulating than Fly or Super Speed. At least with those two you have some sort of Defense (out of range or Stealth).
I'll have to try that bind sometime and see how I like it.
D3 Bible I6/ED
Bots /FF Guide
Once again a fantastic writeup by you.
I really wished that all guides was this wellwritten and thought out.
5* for you (or you would get them if they stillwere an option.
Very cool guide. I'd like to nitpick however, and say that unless they changed it, Whirlwind from the Super Speed pool allows you to attack whilst in it. It was kinda cool when I got it to toy around on my DM/DA, since I'd Shadow Maul whilst whirling uncontrollably =P
[ QUOTE ]
Very cool guide. I'd like to nitpick however, and say that unless they changed it, Whirlwind from the Super Speed pool allows you to attack whilst in it. It was kinda cool when I got it to toy around on my DM/DA, since I'd Shadow Maul whilst whirling uncontrollably =P
[/ QUOTE ]
Like I said, I have no experience with the power and thought, for a moment, that you might not be able to attack...
Thanks for confirming!
D3 Bible I6/ED
Bots /FF Guide
sounds cool, i'll have to try that with a brute
With the new Accuracy formula out there, I'll update the Accuracy section...
It will be much more accurate (no pun intended) and probably a bit surprising to those that think they have it figured out. I know I was surprised!
Should be up in a week or so.
D3 Bible I6/ED
Bots /FF Guide
The new ToHit calculation works like this:
(Base to Hit + (ToHit Buffs Enemy Defense)) * Accuracy (1+Enhancement) = ToHit
These are the calculations for the various ways of slotting, in addition to Tactics being thrown in. All were done by hand so excuse me if there is some human error. All values include Supremacy: a 10% Accuracy Buff with a 25% Damage Buff.
For the Record:
Base to Hit is as follows:
0 = 75
+1 = 68
+2 = 61
+3 = 55
+4 = 48
+5= 41
+6 = 34
Tier 1: (-2)___1 Acc________2 Acc_______3 Acc
+0 71______94.43________118_________141
+1 65______86.45 (108)___108_________128.7
+2 58______77.4 (98)_____96 (123)_____115(147)
+3 51_______68 (89)______85 (111)____101(132)
+4 44_______58.5 (80)_____73(100)_____87(118)
Tier 2: (-1)___1 Acc________2 Acc_______3 Acc
+0 78_______104________129_________154
+1 71______94.43_______118_________141
+2 65______86.45 (108)__108_________128.7
+3 58______77.4 (98)____96 (123)_____115(147)
+4 51______68 (89)______85 (111)_____101(132)
Tier 3: (+0)___1 Acc_______2 Acc________3 Acc
+0 85_______113________141_________168
+1 78_______104________129_________154
+2 71______94.43_______118_________141
+3 65______86.45 (108)__108_________128.7
+4 58______77.4 (98)____96 (123)_____115(147)
My personal opinion is to slot according to +3s because that is the maximum youll generally be fighting. Strike Forces will be +2-3 of you and Relentless missions have +3 spots in them.
With that being said, it seems the best slotting (for +3s) would be 3/2/2 for your Tiers if you dont run Tactics.
If youre wondering what slotted Tactics would do, the parentheses show what 3-slotted Tactics does. As you can see, it has a profound effect but what it is exciting is that you dont need 3 Accuracies in your Drones (just two) and you can leave your other two Tiers with 1 each. Saving you 3 slots (that you can place in Tactics! ) that you can place other effects like Disorient, Heal/Defense/ToHit Debuff (Protectors), or Knockback.
D3 Bible I6/ED
Bots /FF Guide
Purpose
Robotics/Force Field is one of the more synergized sets because the Primary has Bubbles as well. Robotics has an excellent array of ranged energy blasts in addition to a huge assortment of Area of Effect attacks with the level 32 Upgrade. Force Field, on the other hand, gives reasonable (but not stellar) damage mitigation with its +Defense but also good Mez protection with Dispersion Bubble, but best of all you get Personal Force Field that gives the Mastermind excellent protection while still using their Bots. Of course, there are downsides with this combination: no way to heal damage, no boost to damage and the need to Bubble everything, which is time consuming, tedious, and endurance intensive. However, it is a great set to play as and there are many ways to succeed as a Bots/FF MM.
I rate all powers on the 5-Star system. 5 stars means its a cornerstone power that youd be insane to pass up while a 1-star means that you should probably avoid it like the plague. Not too many powers get the dreaded 1-star because most powers have some redeeming quality. Everything in between is your call. I hope to remain as objective as possible. Also, the Star system is not relative. That is, there is not just 1 5-star power and the rest are compared to that.
A couple notes, before we get started:
All Masterminds have an inherent power called Supremacy. This power gives henchmen within a 30-40 foot radius a boost in Damage and Accuracy. While the damage boost is easily measured (+25%), the Accuracy boost is still a bit of a mystery. For many, the assumption is that the Damage and Accuracy boosts are the same, making Supremacy a 25% boost to both Accuracy and Damage. Supremacy does have a line-of-sight requirement so if an obstacle such as a box or crate gets between you and your Bots, they will lose this power. Going around a corner has the same effect. Once you get into the higher levels, Supremacy will a play large role in the Accuracy of your lower Henchmen because they will be a lower level than you are and they need all the Accuracy they can get. Also note that Invisibility, Personal Force Field, Phase Shift, and a few other powers (but not Stealth or a buff like Grant Invisibility) will turn off Supremacy.
Here is a quick chart for when you get your various Henchmen.
Level 1: First Battle Drone (Tier 1, +0 levels)
Level 6: Second Battle Drone (Tier 1, -1 level)
Level 12: First Protector Bot (Tier 2, +0 levels)
Level 18: Third Battle Drone (Tier 1, -2 levels)
Level 24: Second Protector Bot (Tier 2, -1 level)
Level 26: Assault Bot (Tier 3, +0 level)
All told, you will have 3 Battle Drones (-2 to you), 2 Protector Bots (-1 to you) and an Assault Bot (same level as you).
Robotics
Pulse Rifle Blast Level 1
Accuracy: 75
Brawl Index: 2.778 (Energy)
Recharge: 4 seconds
Endurance Cost: 6.5
Range: 80
The first of 3 Primary attacks in the Robotics line, Blast does little damage but recharges quickly and is a boon to the starting player who only has one Battle Drone running around and wants to increase their damage. While the power actually does more damage/second than Pulse Rifle Burst, it will drain more endurance to do so and will take away from managing your Henchmen. Ultimately, the damage of this power will pale in comparison to the damage output of your Henchmen and unless you really want to have a little measure of offense yourself, it becomes obsolete. Combined with the other 2 Primary Blasts, however, you can dish out some pain, though it would still be lacking compared to your Bots or other Archetypes. Early going, it works well and youll prolly suffer without some form of attack but if you get the chance to Respec, this will be among the first to go. If you plan to slot it, 1 Acc and 3 Damage are plenty but a Range might good too. All the Rifle attacks have a shorter range than your Bots attacks so that puts you in front of them in order to get your shot off. For the most part, you want your bots between you and the enemy, not behind you.
Overall: 2-star Power. Leaves a bit to be desired but it does help you through those early stages where you dont have much firepower to begin with. Fast recharge but little bite, either combine it with other Pulse Rifle blasts or respec out of it.
Battle Drones Level 1
Accuracy: 75 (drops in level will affect this)
Recharge: 90 seconds
End Cost: 19.5
Range: 90
Inherent: Laser Burst (3 ticks of energy damage), Melee Smash (smashing damage)
Equipped: Heavy Laser Burst (Energy and Smashing damage)
Upgraded: Full Auto Laser (Cone, 17 ticks of Energy damage)
Inherent Resistance: 28 to Lethal/Cold, 48 to Psionic. Disorient/Fear/Sleep
*Note* Drones have Super Leap
*Knockback*
Battle Drones are your Tier 1 Bots that will serve you well from level 1-50. At first, it will be your sole companion as you level up but at level 6 youll get two and youll also probably get the Equip Power. Their Super Jump is really handy early on, as they can attack enemies on rooftops and high platforms without your needing to be there. Theyre damage is lackluster and their HP is low but when you finally get three of them all attacking the same target, they can handle themselves fairly well. Their melee attack does more damage than their Inherent laser burst so you might want to Go To command them into melee when they are all you have. This works early when enemies dont hit hard and your Drones are still near your level. Once Equipped, they have a pseudo-attack chain that will be fairly consistent with their damage. The Heavy Laser Burst does roughly twice as much damage as the Inherent Laser Burst but takes awhile to charge and fire, kind of like a Snipe. From 6-32, these three attacks is all your Battle Drones will get and its a long road but well worth the travel. At 32, Drones get Full Auto Laser with the Upgrade and while it seems like a really cool power on paper, unless all three Bots fire their Full Autos at the same time, the damage is really poor. The animation time for the power is also really long and the Drones could probably fire off two rounds of their other Lasers in the same time (which would do a lot more damage than the Full Auto). However, because its Area of Effect, you might get 3-4 enemies in range and thats when it adds up. 3 Full Autos all firing at once is quite cool. Also, it makes sure that your Drones always have something to do because by the time Full Auto is done, the other two blasts have recharged.
Drones get into trouble later on when they start dropping in levels and by level 18, since theyre -2 to you, theyll be fighting +2-+5, depending on what you (as the MM) are fighting. Because of this, theyre damage is going to be lacking, as is their Accuracy. See Appendix A for Accuracy tables. The moral of the story is that you really cant have too much Accuracy for these little guys. If youre fighting +2s or higher, 3 Accuracy is necessary for them to hit at a capped level (which is what you always want). As for Damage, thats all these guys do so also slot up as much damage as you can. 3 Acc/3 Damage is the way to go and unless you want to skip out on of the Accuracies, 6-slot this power as fast as possible because youll use it your entire career.
One last thing, Drones will run into melee range on occasion (more often than Id like) and if you dont keep a tight reign on your Drones, theyll get themselves killed. The Numpad Bind Pad is what I use and I can just tell all my Drones to Go To if one decides to be heroic. Drones health are also the most roller-coaster like in that they can go from Green to Red (or Dead) in one hit. Bosses are Drone Killers and will happily chew through your Tier 1s unless you Bubble them or make sure something else draws aggro.
I highly suggest Aid Other and it will save your Drones numerous times. Protector Bot Heals will also repair a large amount of health to your Drones unslotted. Just dont rely on them to save Drones because the heals are infrequent.
Overall: 5-Star Power. As one of your Henchmen, its a no-brainer to pick this power up at level 1. While Battle Drones arent as powerful as Protectors or the Assault Bot, they still will do their part. Tactics will keep them alive more than anything so read the Tactics section after viewing the rest of the Powers.
Pulse Rifle Burst Level 2
Accuracy: 75
BI: 4.66 (Energy)
Recharge: 8
End Cost: 10.66
Range: 80
*Knockback*
This is another direct attack, and in my opinion, the best of the three. While its reload and animation are slow, the damage is superior to anything your Bots will do for quite some time (even when the Burst is unslottted). It has a chance (it has to be somewhere in the region of 10-20%) to Knockback, which synergizes well with Force Bolt, the first power you get in the Force Field Secondary. However, like the Rifle Blast, the range is less than your Bots so you might want to compensate with a Range Enhancer. Damage on this is actually decent if you slot it up and will do about as much damage as your Assault Bots heaviest hitters. Its a great way to supplement your Bots damage, especially if you want them to move to a new target while you finish off the last slivers of health. If there was one of the Primary Rifle attacks to keep, Id say this is it. The Rifle Blast, some would argue, has a higher DPS than this but in order to achieve that higher DPS, you have to spam the Blast instead of controlling your Henchmen. In addition, because Rifle Burst takes 8 seconds to recharge (base) you dont have worry as much about how much endurance it costs. In 8 seconds, youll regain the endurance (barring heavy toggle use).
Overall: 3-star power. Of the Primary Rifles, it is the best but thats not saying a whole lot. I Respecd out of it at 26 because I really wasnt using it that much and didnt want to invest the slots. It will help early to gain the first 10 levels while your Bots are still few and still dont do a lot of damage. I find that I dont need the personal attack to keep safe because I have Force Bolt around to keep enemies off me but you could be different.
Equip Robot Level 6
Recharge: 6 Seconds (2 second activation time, 8 seconds total)
End Cost: 16.5
Battle Drones: Heavy Laser Burst
Protector Bots: Heal Beam, Heavy Laser Burst
Assault Bot: Dual Plasma Cannon, Flamethrower
Equip is one of the first powers that youll have a love/hate relationship with. Youll love that it gives your Bots new powers but will hate going through and Equipping them all. It is among the most tedious things in the game and until it changes, it is the price you pay for having Endurance-Free damage and meat shields at your disposal. Equipping will have to be done every time you zone or enter a mission (just like summoning) but will be permanently on the Bot until it dies or you leave it. The recharge is the same as the animation time and the Bot being equipped will be unable to take action until the animation time is up. Doing this mid-battle isnt bad as long as youre willing to put that Bot into a vulnerable state.
When you get all 6 Bots, Equipping (unenhanced) will take at least 40 seconds so just realize this when youre on a team. Thats the reason I said the recharge was 8 seconds: because in actuality, youll spend an additional 12 seconds in animation time over the course of 6 Bots, just so you know. All the other Archetypes will be able to rock and roll at the start so understand that youll be slowing them down at the beginning. Also, Summoning and Equipping all 6 Bots will literally drain you completely from 100 Endurance to nothing if you go as fast as you can. I highly recommend an Endurance Reduction in the default slot. If you do that, youll have around 1/3 of your Endurance left after the initial summon and Equip. I also dont recommend slotting this power. The base slot with an Endurance is more than sufficient and youll find that once you hit your level 32 Upgrade, slowing down the initial summon/equip cycle will be to your benefit since youll be able to Upgrade at least 2 Bots by the time all the Equipping is done.
Overall: 5-star power. You really cant get by without it and while it is a necessary evil to Equip all your Bots, it makes them considerably better. Plus, it only takes 1 slot to be effective, which is a plus any day.
Photon Grenade Level 8
Accuracy: 75
Brawl Index: 1.777 (1.222 Energy, .555 Smashing)
Recharge: 16
End Cost: 19
Range: 80
*Disorient*
Unfortunately, this power is not as effective as its graphics. Its really cool looking but its deceptive because this a high-endurance, low-damage power that really isnt effective at all. Yeah, it does AoE but the tiny damage it does is not worth the Endurance. Also, the chance to Disorient is kind of cool but it is only Mag 2 (Minions only) and has a short duration. This is the worst of the 3 Rifle powers, which is a shame because it looks so darn cool. Stay away from this power unless you pick up the previous two Rifle attacks because on its own, it is a waste of Endurance and brings nothing to the table that your Bots couldnt do 10 times better. If you do decide to get it, slot it with Accuracy, Recharge, and Endurance Reducer and Disorients. The damage is not worth enhancing but the Disorient is. 1 Acc/2 Recharge/1 End Redux/2 Disorient is the way Id slot it so that you could maximize the Disorient and get it up as often as possible while also not severely impacting your Endurance. However, this is a power not worth 6-slots so if you only had 3 slots to play with, Id go with an Accuracy, a Recharge, and a Disorient. Dont worry though, this power comes back at 32 when your Protector Bots get it. Not only is it more powerful on them but it doesnt cost you Endurance and they can stack their Disorients. I guess you could try to time your Photon Grenade with the two from your Protectors (alpha strikes maybe) but thats going to be few and far between. I say skip this power.
Overall: 1-star. Its a shame this isnt a more useful power but unfortunately it is. Low damage for high cost and only a decent chance to Disorient is simply not worth it, in addition to the extra aggro it generates to you.
Protector Bots Level 12
Accuracy: 75 (drops in level will affect this)
Recharge: 90 seconds
End Cost: 19.5
Range: 90
Inherent: Laser Burst (Energy), Force Shield (3.5% Defense to All)
Equip: Heavy Laser Burst (Energy), Heal Beam (33%? of Protectors Health)
Upgrade: Photon Grenade (see above), Seeker Drones (-Acc, -Dam, Disorient)
*Disorient*
*Knockback*
Inherent Resistance: 28 to Lethal/Cold, 48 to Psionic. Disorient/Fear/Sleep
The moment you hit level 12, you start to see why you picked Robotics. Protector Bots arent the melee monsters that Necromancy or Ninjas get but they are far more powerful than their Battle Drone brethren. Your damage output will double at level 12 and, if you took Equip, you get a mini-Healer that will help keep your Drones alive.
Protectors have a lot of slotting options and when you get the Upgrade at 32, those options become much, much more tempting but the fact of the matter is this: Protector Bots are Combat Medics, not Healers/Defenders. What I mean by this is that a Protectors primary function is dealing damage, not mitigating it. The Bubbles and Healing is welcome and necessary but they are not the Protectors primary role, even though the name seems to imply it. During battles, Protectors will fire their guns 95% of the time, stopping only to reposition or Heal occasionally. For that reason, I cannot stress it enough, slot for Accuracy and Damage. The Disorients, the Heals and the Defense are great but not boosting what a Protector does 90% of the time seems a bit foolish to me.
That being said, Im in the camp that says maximize the damage of your Protectors by slotting 2 Accuracies and 3 Damage and at 32, put an Endurance Reduction in them so that they dont run dry during long (or repeated) battles. I wish I had more than 6 Slots for these guys because the other Enhancements would really help, but I have to be reasonable and realize that these Bots are first and foremost damage dealers.
With that out of the way, Ill focus on what Protectors will and will not do. They will heal sizeable chunks of a Battle Drones health (close to half), less to another Protector (1/3), and even less to the Assault Bot (1/4 maybe), unenhanced. Up until 32, I suggest placing a Heal in the 6th slot of your Protectors (if youve slotted them up that much by then) because it will help your Assault and other Protectors. After 32, however, the Endurance Reduction is needed because with all the Photon Grenades, Bubbling, and Seeker Drones (which Protectors will Bubble for some reason), your Protectors will run dry on Endurance. They also will Bubble all your Henchmen and you (but they will not stack Bubbles on you personally) in addition to other Masterminds Henchmen. They dont seem to have an order to their Bubbling, besides starting to whomever is closest. The Bubbles last 4 minutes, like Force Field Bubbles and give roughly 3.5% Defense to all. Stacked, thats 7% of free Defense.
What Protectors will not do is save your Bots by themselves. At 18, you have 3 Battle Drones and only 1 Protector. Levels 18-24 are tough because that one Protector has a hard time managing 3, -2 minions that generate a lot of aggro. At 24, however, you get your second Protector and life becomes a lot easier. Not only do you get more damage but the second Protector can Heal the first and vice versa. The stacking Bubbles help as well in addition to another target with more HP then your Drones. Even with 2 Protectors, however, your Drones will get in over their heads and die without supervision.
When the Assault Bot comes at 26, Protectors take a backseat because the Assault is your lifeline. It becomes the Primary damage dealer of your forces and the Primary tank so youll focus on keeping it alive. In team settings, some people dont summon their Battle Drones a.) because it causes more lag and pathing problems and b.) so their Protectors can focus on healing the Assault Bot. This isnt a bad idea for large teams so think about next time youre on a big team or on a team with more than 1 Mastermind.
At 32, Protectors become do-it-alls. They have Area of Effect Damage, Single Target Damage, Damage Mitigation, and can Mez enemies. They Disorient quite a bit with their Photon Grenades and Seeker Drones and also do their fair share of damage. Seeker Drones have a chance to Disorient as well while their Debuffs are also quite excellent. I dont know how much Acc and Dam they have but since you get two per Protector, its possible to have 4 Seekers explode on one target, quadrupling the effects of the Debuffs. Seekers are kind of dumb though and the Protectors have to be close to the enemies to summon and use them. They also Bubble the Seekers, as mentioned before, which is annoying and silly considering the Seekers are suicide bombers. Seekers do a little damage to the area in which they explode but thats not their primary purpose. If you can help it, try to get all 4 to hit a Boss to hopefully Disorient and definitely debuff them.
If you go against my advice and slot for Defense, Disorient, or Heal, I recommend at least two Accuracy SOs in any Protector Build. 3 Defense SOs will up the Bubbles Defense from 3.5 to about 5% and the Double Bubble nets about 10%. I find that three slots into Defense for only 3% net gain is kind of silly but thats just me. Slotting for Disorient or Heal is the better option once you hit 32 because they will noticeably affect your gameplay. A single Disorient SO will make the Disorients quite a bit longer although they arent terribly long to begin with. Finally, you will see an obvious increase in Heal strength with Heal SOs but even with two Heals in them, they wont be able to fully heal even another Protector, let alone an Assault Bot.
Overall: 5-star power. Extremely versatile and always needed/wanted, Protectors are your bread and butter. Treat them well and they will treat you well. Know their limits and youll do fine.
Repair Level 18
Recharge: 120
End Cost: 10
Range: 60
This is another let-down power that should be better then what it is. Repair is useful, dont get me wrong, its just that it doesnt come up enough to be worth the power pick or the slots. Repair, when activated, sends out 3 of these little disk-like blue swirly things on the ground that go out to the Bot you have selected and refills all of their HP and Endurance. It has good range, too, but the further you get away from your Bots, the further the little swirly disks have to go and if your Bots are on the verge of death, they might not make in time. This is an addition to the 2 second activation time this power has (its the same animation as summoning your Bots). Because of the delay between activating the power and the actual Heal going off, you may have to preemptively use the power on a Bot in the yellow and hope the nano-bots get there in time. Because it is on a two minute timer, Repair is not a every fight power but rather an escape button when a Bot is very close to death and you need to have everything fighting. Because the Assault Bot has a lot more HP then the other two Tiers, Repairs usefulness is maximized when healing the Assault from little to Full. The Endurance aspect of this power is almost entirely wasted because the only Bots that ever start running low on Endurance are Protectors and thats only if you have the level 32 Upgrade and make them fight non-stop for about 2 minutes. But, with one Endurance Reduction in them, they never come close to bottoming out so I guess the only time the Endurance boost from this power could be used is when there are Sapping enemies like Carnies or in PvP.
Three Recharges in this power will drop it to about a minute, which is still far too long to be your only Heal for your Bots. Even with Protector Heals, Repair needs help when it comes to keeping all of your Bots on their feet. I say take Aid Other early and let Repair supplement its Healing for the times where youre under attack (Aid Other is interruptible) or when your Assault is going down and you need to repair to full (which Aid Other will never be able to do in one application).
Overall: 2-star power. Its recharge is simply too long to be your primary heal power but in conjunction with Aid Other, it can bail you out of hairy situations. If you had to pick one, Aid Other is the better Heal by far and you can do just fine without Repair. I know, because I Respecd out of Repair into Aid Other and havent looked back.
Assault Bot Level 26
Accuracy: 75 (wont change! *gasp*)
Recharge: 90
End Cost: 19.5
Range: 90
Inherent: Plasma Blast (Energy), Smash (Smashing)
Equip: Dual Plasma Blast (Energy DoT, AoE around target), Flamethrower (Cone DoT)
Upgrade: Swarm Missiles (AoE, DoT), Incendiary Missiles (AoE, Ignites ground, DoT)
Inherent Resistance: 28 to Lethal/Cold, 48 to Psionic. Disorient/Fear/Sleep
*Disorient*
*Knocback*
After 26 Levels of sub par damage compared to other Masterminds and other Archetypes, you get your Tier 3 Bot and he totally kicks butt. Towering over the Drones and Protectors, the Assault Bot is quite a sight to behold when you first get him and is even more impressive when you first see him in action. The Assault Bot has more HP than you (as the MM) do and this is to your advantage because you can send him ahead to scout around corners and blind spots. He also has natural Bot resistances meaning hed survive an encounter better than you, as well.
In action, with just Equip, the Assault likes to use his Flamethrower. This is not actually a good thing because while it is a AoE Cone, it doesnt do a lot of damage and it does it over time to boot. Whats worse is that is has a really long animation time and in that time the Assault could have fired off two Plasma Blasts and a Dual Plasma Blast. These two attacks are quite solid. Plasma Blast is direct energy damage that just hits hard and thats it. Its up every few seconds and has good range (and looks cool too). There is also some PvP tests that show it stopping Regeneration, which is incredible if it is true. Stopping the regen of high HP targets is paramount if you want to defeat them because often times their Regen is higher than your DPS. The Dual Plasma Blast is by far the coolest looking attack the Assault has and is also the most powerful. It has an initial hit of Energy damage that is meaningful but not great which also hits any/all enemies standing right next to the primary target. Next, the blast has Damage over Time for about 7 ticks to the primary target and these add to the damage. Finally, the Assault Bot has a melee Smash that does pretty good damage (just under Dual Plasma Blast damage) and also has a chance to Disorient. However, once in melee range, thats the only attack hell use so not only will he wait on the Smash attack to recharge, he wont hit anyone else either. Get him out of Melee as much as possible because his DPS will suffer if you dont not to mention he wont be able to use any of his AoE attacks later on.
With the level 32 Upgrade, youll find that your Assault Bot out-damages your other 5 combined. The AoE missiles are too freakin sweet and youll wish they fired them more often. I personally cant tell the missiles apart (as they fire) but once they hit, its obvious which is which. Swarm Missiles explode and do DoT to a large area around the target. Its not uncommon to hit 10 guys scattered around the main target. I havent counted the ticks yet but I estimate anywhere from 7-10. Incendiary Missiles will be your favorite attack because it also has the large AoE, like Swarm Missiles, but when it hits a target, it ignites the ground beneath them, much like a Burn patch or the Ignite from Scrapyarder Lieutenants. This goes for every enemy hit so there could be a dozen Ignite patches from one volley. This does cause the mobs to scatter as they try to run from the flames and this gives you a chance to start wiping them out. The Ignite patches will stop once the enemy that started it dies but if you have multiple patches up, all enemies will be hurt by the flames if they are knocked into it. Ignite patches have the same duration as the Incendiary missiles have Recharge so you could perma-Ignite a particular boss or high HP target.
Also with the level 32 Upgrade, youll find that youll want to hold off on mopping the floor with enemies until theyre all nice and clumped up. It makes the light show so much more impressive! It also kills them faster. If all your Bots have the Upgrade, 5-6 minions will fall in seconds if theyre grouped up and your Bots use their AoEs all at once.
You will want to lead with your Assault Bot and this will get him into trouble sometimes. He will take a lot of punishment on the frontlines but at the same time a quick Aid Other or Protector Heal will usually be enough to keep him upright. Of all the Bots to lose, the Assault Bot is the easiest to replace because, generally, you rarely have to and the Summon is recharged, and because hes so easy to get Upgraded/Equipped. There is only one of him so its not like youre wasting the power like you would if you only lose 1 Drone. However, if you lose your Assault Bot, Id say the battle is going downhill or you were careless. He really doesnt get killed that often so his death might mean youre in over your head.
Be sure to Bubble your Assault Bot first and Upgrade/Equip him first when you enter a mission. He can easily defend you while you set up your other Bots if there is an ambush at the door. He also gets the most benefit out of Upgrades and Equip because his damage output is so much higher with them (versus the meager gains on a Drone and moderate gains on the Protectors).
As for slotting, I say go with 2 Accuracy and 3 Damage and maybe a Disorient if you feel like it. I believe the Swarm Missiles have a chance to Disorient, in addition to the melee Smash, so slotting for Disorient isnt a bad idea. One Accuracy SO might be enough for you if you dont see yourself fighting above +2s. +3s and higher will require some added Accuracy if you want to be capped at the 95% To Hit ceiling. The second Accuracy SO ensures that your Assault Bot will hit almost always and also has Accuracy to spare if he gets Debuffed. Missing really sucks with some of his big attacks so Id rather be safe than sorry.
Overall: 5-star power. Id give it a 6th star if I could because this guy will totally change the game for you. Your damage output will finally start rivaling other ATs and youll be safer because you have the Big Guy taking hits for you and dishing out as well. Hes a monster when fully Upgraded.
Upgrade Robot Level 32
Recharge: 60 (2 Second Activation time, 62 Total)
End Cost: 23
Battle Drones: Full Auto Laser
Protector Bots: Photon Grenade, Seeker Drones
Assault Bot: Swarm Missiles, Incendiary Missiles
I know how I was when I was approaching 32. I was running Relentless missions with my 6 robot chums without any problem and couldnt conceive of how much the level 32 Upgrade would really affect me. I mean, I was doing just fine, right?
Getting the level 32 Upgrade was cooler for me than getting my Assault Bot, after I saw it in action. Its that awesome. You go from taking out single-targets pretty easily (with just Equip) to taking out a 5-6 guys simultaneously in a matter of seconds. The fireworks are amazing and all of a sudden mobs are getting disorients, things are blowing up, orange numbers are flying everywhere and when the dust settles, you see all your little Robot friends with their now-glowing eyes asking for seconds. After you get Upgrade, its no longer Can I beat this guy? it is How many guys can I kill at once? Just remember that when you get to your 20s and wonder if Robotics is right for you. It gets better, my friend, just stick it out.
Upgrade is on a 60 second timer, meaning that it is definitely NOT going to be as available as Equip. Youll have to pick and choose who gets the Upgrade because no one wants to sit around for four and half minutes and wait to Upgrade all their Bots. You dont want to do that and neither does your team. Put 3 Recharge SOs into as fast as you can and youll drop its wait down to 30 seconds (really, it turns out to be around 33 seconds with ED and activation times).
Heres what I do: I get in the mission and summon all three Tiers (Assault first, Protectors next, Drones last). When the Assault can be selected, I Upgrade and Equip simultaneously. When you do that, only one animation happens so the Assault Bot is ready to go a little faster. I then put Equip on Auto and click through the Battle Drones to Equip them. By the time I get to my first Protector Bot, Upgrade is ready again so I upgrade the Protector and Equip (set on Auto) follows shortly thereafter. I then Equip the last Protector, turn on my toggles (Dispersion, Assault and Tactics) and Upgrade has 9 seconds left, in which case I put that on the second Protector. It takes just over a minute after Summoning (about 70 seconds to go from nothing to All-Equipped, 3 Upgraded Bots). This is with 3 Recharges into Upgrade. With only 1, the Upgrade will be ready by the time the last Bot is being Equipped so youll have 2 Upgraded Bots total by the end of the Equip cycle. As you can see, Ive got this down to a science and while Ive thought about putting a recharge in Equip, the Upgrade cycle works out so well with the current Equip cycle that I dont think I will. Also note that even without Stamina, this whole cycle never bottoms me out. This is because there is an Endurance Reduction in Equip and I know that without it, theres no way I could do it.
Overall: 5-star power. Again, this deserves 6-stars because of how much it will change your gameplay. Youll love your Bots when you get this and the AoE damage is incredibly welcome by this point in the game. Stick it out until 32 before giving up on your Bots because I assure you, they will not disappoint.
D3 Bible I6/ED
Bots /FF Guide