Bots/Dark viable AV Killer
It seemed like I leveled up my Bots/Dark on a dead run. I went the disorient route. I took the Photon grenade personal attack and stacked it with Howling twilight (it's not just for dead teammates anymore) and the Protector Bots photon grenade and seeker drones. When you get your basic dark powers, lead off with fearsome stare, drop tarpatch, pull with the twilight grasp -dmg -acc debuff or your photon grenade on less than boss con groups, and let the robots dig in. By the time you have dark servant (six slot this boy ASAP) and your assault bot, you are a wrecking crew. Your assault bot has -regen in his plasma blasts to add on to the -regen in twilight grasp and howling twilight. Soloing AVs, although never easy, is doable by the Bots/Dark combo.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
For general solo leveling, Bots/Dark is a beast once you hit level 32 and pretty good before that. Thugs/Dark is faster in low levels (they get AoEs a lot sooner) but Bots are very sturdy and not that much slower.
For AVs, Bots/Traps is better but I'm sure Bots/Dark can do it. You'll need more set bonuses though... the best way to solo AVs is to taunt them and rely on Bodyguard. Without the extra defense and hold / stun protection in Traps you'll probably need some ranged defense bonuses and maybe +HP to keep you alive while you are mezzed (AV fights are long, so don't assume you'll have enough Break Frees). Get Acrobatics for the minor Hold protection... every little bit helps.
The reason Bots/Traps is so good is the combination of -regen and -resist debuffs (to speed up the fight), hold and stun resist (to maintain your taunts so the AV doesn't wipe your pets), and immobilize (so you only have to worry about ranged attacks). Add in Triage Beacon for enhanced regen and you can actually solo a fair number of AVs with only SO slotting. With /Dark, you're relying on to-hit debuffs that are strongly resisted, whereas /Traps give defense, which is still fully effective.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I won't try to discredit the obvious features of /traps, but /dark is a lot more than -tohit. Howling twilight, twilight grasp from the Mastermind AND the Dark Servant have -regen. Tar patch has -resistances. Darkest Night from the Mastermind and the Dark Servant along with the twilight grasps (both MM and fluffy) have -damage. There is a lot of debuff in the mastermind's arsenal to keep the AVs attention.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
When I mentioned the to-hit debuffs I was thinking in terms of mitigating damage. I did forget about Fluffy's additional Darkest night though... with both stacked and Teilight Grasp that's a lot of -damage. I believe AVs resist movement slows, so I was worried that you'd have trouble keeping him at range without an immobilize, but with a good heal and that level of -damage you may be able to just let him get in your face.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Thanks for the replies everyone. He's a looong way from doing anything like this but it's good to know he may have the potential because he's so damn fun.
This was a good idea. I am really seeing a very different type of playstyle here. Much more thought driven than what I am used to. Multitasking and such. I was initially drawn to scrappers for their simplicity but this is turning out to be a great time. Of course it's hard to make any real judgements at level 9.
A few other questions if you don't mind.
When I try to build a high end scrapper I shoot for a sustainable attack chain (strong endurance recovery), highest DPS I can manage via high recharge. Then I try to softcap defense.
This is such a different playstyle I don't even know what to strive for in Mids. Of course I have weeks, if not months to figure it out actually making my way to 50 but it never hurts to ask the experts sooooo.
Is high recharge, softcapped defense, and as much +end as I can squeeze in a typical approach to Masterminding? The goal is to try to solo as much content as possible. I'm not a terribly team oriented player.
Currently I am having zero end problems but, again, I'm only level 9.
Thanks for the help.
With Masterminds, your secondary is the main thing to look at when determining what IOs to get. Your pets are going to be slotted for max damage, enough accuracy to hit stuff, and possibly one or two enhancements for defense or controls depending on the pet. Your personal attacks will generally be skipped on a high end build. The primary is easy, and doesn't really benefit from any IO bonuses except recharge, and if you lose pets so fast you need high global recharge you're doing something wrong...
Some secondaries (like Storm) benefit greatly from recharge. Others (like Force Field) barely benefit at all from it. Defense is always good, as is +HP. +Damage is usually a waste since it doesn't boost pets, but /Storm can benefit from it.
With /Dark, a Scrapper-style recharge and recovery build makes sense. Dark is an endurance hog and it has some long-recharge powers... in particular, getting Tar Patch up every spawn is a big help. You have good to-hit debuffs, so defense bonuses will also be particularly useful. I'd also look for some +HP since MMs are very squishy outside of Bodyguard... even in Bodyguard +HP is really useful since each extra hit point is effectively four more.
Think of him as a Katana/Dark Armor Scrapper... a relatively low endurance primary that grants some defense, good resistances, and a high-endurance secondary with some handy long recharge click powers.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Short answer:
Yes
Long answer:
YEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSS SSSSSSS
There are a few AV's that I had trouble with (positron I'm looking at you).... but for the most part a large chunk of them were soloable. I did the entire epic pool chain solo on the highest setting.
I agree, the dark secondary needs some endurance loving, but I go for max recharge for tar patch AND Howling Twilight. I love this power and if you read some of my other Mastermind posts, I don't mind letting it show. Remember, Howling Twilight isn't just for dead teammates anymore.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Thanks for all the advice everyone.
I'm having the best time with this guy. I rolled him up to give me a diversion while my Brute gathered patrol XP and I can't even make myself go back to the Brute now!
I think I am ready to post my Noobish build for you guys to disassemble. I'm getting a bit of an idea on how to prepare for 50 but it's still a long way off.
Anyway, the proposed build has fluffy up all the time. should be VERY closed to softcapped at range and AoE. Add in the 7.5% from the Protector Bot's bubble (at least I hope that's what it is. The combat attributes monitor said 7.5% when I checked it on the bot itself. Is it the same for the MM? Do we get the full benefit of the bubble or is it reduced?) and 3% for the Gladiator unique that will go into Dark Embrace.
Let me know what could be improved or changed alltogether. I do primarily solo so I don't think I really need Provoke. What do you folks think?
Thanks for looking.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Battle Drones -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(3), S'bndAl-Acc/Rchg(3), S'bndAl-Acc/Dmg/Rchg(5), S'bndAl-Build%(5), EdctM'r-PetDef(7)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal(7), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11)
Level 4: Darkest Night -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb(17), Cloud-Acc/ToHitDeb(19), Cloud-ToHitDeb/EndRdx/Rchg(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21), LkGmblr-Rchg+(43)
Level 10: Howling Twilight -- RechRdx-I(A)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc(13), BldM'dt-Dmg/EndRdx(15), BldM'dt-Dmg(15), BldM'dt-Acc/Dmg(17)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(40)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx/Rchg(42)
Level 20: Repair -- RechRdx-I(A)
Level 22: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb(23), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(34)
Level 24: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(33), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(27), SvgnRt-Acc/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(29), SvgnRt-Acc(29), SvgnRt-PetResDam(31)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
Level 30: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(37)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43)
Level 38: Dark Servant -- DampS-Rchg(A), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb(39), HO:Nucle(39), HO:Nucle(40), Heal-I(40)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46), Empty(46)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48), LkGmblr-Rchg+(48)
Level 49: Group Fly -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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My suggestion to pull would be firing off twilight grasp. It's a nice debuff and gets their attention. No, you don't need provoke.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
[ QUOTE ]
My suggestion to pull would be firing off twilight grasp. It's a nice debuff and gets their attention. No, you don't need provoke.
[/ QUOTE ]
Hey! That was my thinking exactly. Currently that's how I am doing it at level 22. Although I did take one of the personal attacks I'm about ready to respec out of it II think.
Any other thoughts?
With Bots/Dark, I used the photon grenade personal attack. I stack the stuns
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
[ QUOTE ]
Howling Twilight isn't just for dead teammates anymore
[/ QUOTE ]
hehe anymore?
Since first playing /dark when CoV first went live I always view HT's rez as abonus not the powers main purpose.
Everyone would would tell me it shouldn't be used in attack chain and saved for rez, but used in attack chain, no one would die. So I never listened to em. Why not?
keep in mind HT has seen some "balancing" since then so is not quite what it used to be yet still this is what it does:
AoE 15 ft radius
max target=16
rech -50%
fear mag 3 - 15s..(hate that addition, makes you need more skill and timing to effectively use this power lol)
stun mag2 15 sec (used to be higher mag and unressitable, not sure if still unressistable. In first year CoV I often used it to detoggle granite/rooted tanks in pvp)
fly/run/jump -50%
regen -500% 30 sec
sure it just so happens to have secondary ability of bringing entire party back to life and full of hp and end.. but heck with all the enemies wandering around stunned in your tarpirt, who dies?
Once /dark gets fluffy he really becomes abeast. Dark Servant stacks his holds and fears with yours and spams the party with heals so you no longer have to except in extreme situations.
Iv'e never really found a reason to take taunt with my /dark MMs, not saying that is not the way to go... just a different way to build him.
but /dark comes with so many debuffs and mezzes, taunt feels wasted to me. Fear/Petrifying gaze/TP/ the heal TG comes with -50% regn,-3.75 to hit,-7.50% dam and just happens to heal your troops 209.9 hps (all stats unslotted)
On top of which Fluffy stacks his.
as for def for /dark Shadow fall is nice
+3.75 def across the board (unslotted)
15% res to psi/nrg/neg (again unslotted)
129.75% ress terrorize
5.19 terror prot
AND stealth
I think all MM sets are pretty good but dark has always been one of my favorites.
PS. Did I ferget to mention the glowing red-eyed skulls you throw?
Edit: nvm the skulls, been playin a dark/dark... so I have skulls hehe.. still throwing skulls is cool
[ QUOTE ]
Ohh man,
I just recently crossed over to the dark side and I am really having a good time. It really does feel like I have rediscovered everything I enjoyed about CoH when I first started playing.
I have rolled a Brute since I am so accustomed to scrapper types but I am very intrigued by MM. I am going to roll one to play while my patrol XP builds up on my Brute, then play them back and forth for a bit.
So, to my question.
As a total newcomer to MM my current concept is leaning towards Bots/Dark. I do have some experience with /Dark on a defender and found it pretty fun. If I get hooked on this combination and take him to 50 is it a strong performer? It looks like it would be pretty good to my noobish eyes. Could it be made to solo AVs? How about just general solo leveling?
Thanks for the help.
[/ QUOTE ]
i will warn you powerforge:
once you have just about any mm combination in the 40's - and once you start putting together io sets - you will have a damn hard time going back to brutes or scrappers if you get your high off extreme power in this game.
nothing..and i mean NOTHING...is as powerful in this game as masterminds.
take an attack at low levels. respec out of them after you do your patron arc. you are a power gamer. there is no room for them in a proper MM build outside of /ff
patron pools - you basically make a choice of having great defenses by picking black scorpion, or a way to counter your bots annoying habit of knocking things out of your tar patch with electric fences and having a resist shield.
below is what my planned bots/dark was before i deleted it to make room for another thugs mm
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(3), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BldM'dt-Acc/Dmg/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(7)
Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Heal/Rchg(7), Theft-Acc/EndRdx/Rchg(9), Theft-Acc/Heal(9), Theft-Acc/EndRdx/Heal(11), Theft-+End%(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Slow-I(15), Slow-I(15)
Level 4: Darkest Night -- EndRdx-I(A), ToHitDeb-I(17), ToHitDeb-I(17)
Level 6: Equip Robot -- EndRdx-I(A), EndRdx-I(19)
Level 8: Teleport Foe -- Acc-I(A), Acc-I(19)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(21), Stpfy-EndRdx/Stun(21), RechRdx-I(23)
Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(23), SvgnRt-Acc/Dmg(25), BldM'dt-Acc/Dmg(25), BldM'dt-Acc/Dmg/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(27)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Swift -- Run-I(A)
Level 18: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(31), Krma-ResKB(33)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(33), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(34), Abys-Fear/Rng(34)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(36)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(36), EdctM'r-Acc/Dmg(36), BriL'shp-Acc/Dmg(37), SvgnRt-PetResDam(37), EdctM'r-PetDef(37)
Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Upgrade Robot -- EndRdx-I(A), EndRdx-I(40)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43)
Level 38: Dark Servant -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45), Heal-I(45), Hold-I(45)
Level 41: Charged Armor -- ResDam-I(A)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(48)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Repair -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Nothing is as powerful until you meet enemies who pick off pets >_>
My 2 cents with a quick glance, Powerforge, is you can skip or put off Repair until the end of the build if you take it.
Your level 1 heal is arguably the best in the game
Well this is great fun!
I have a few questions for the experts.
In game my Probots are giving me 7.5% defense. This is enhanceble correct? If I slot two level 50 defense IOs that will increase it by 49.7% at level 50. Making the overall defense buff 11.22% from one bubble correct?
Tar Patch. -90% run speed by default. If I add a slow enhancement and brin that to over -100% run speed does that mean that critters caught in it are effectively immobilized? Would I be better served adding two recharge IOs and getting Tar Patch double stacked for 10 seconds for the -res or adding one recharge and one slow enhancement? Even with one recharge Tar Patch is still permanent. I just can't stack it
Thanks for the help?
The Protector Bot bubbles are indeed enhanceable, and well worth slotting a couple of defense IOs. As for Tar Patch, you can't fully immobilize things with it since there's a minimum run speed (I think around 10% of normal). However, some things resist slows (AVs especially) so having over 100% can still be helpful. As for recharge, you want as much as you can get. Most spawns will be dead long before the Tar Patch wears off... it's less about stacking it and more about getting to drop a new one on the next spawn. I don't know if it stacks on the same target (like an AV) or not.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
[ QUOTE ]
Well this is great fun!
I have a few questions for the experts.
In game my Probots are giving me 7.5% defense. This is enhanceble correct? If I slot two level 50 defense IOs that will increase it by 49.7% at level 50. Making the overall defense buff 11.22% from one bubble correct?
Tar Patch. -90% run speed by default. If I add a slow enhancement and brin that to over -100% run speed does that mean that critters caught in it are effectively immobilized? Would I be better served adding two recharge IOs and getting Tar Patch double stacked for 10 seconds for the -res or adding one recharge and one slow enhancement? Even with one recharge Tar Patch is still permanent. I just can't stack it
Thanks for the help?
[/ QUOTE ]
you cant drop critter movement to below..5?....%. that was a fix put in issue 1 cause blasters could use caltrops to immobolize huge packs.
According to Red Tomax City of Data, the -resistance does not stack from the same caster. That said, being able to place a tar patch nearly adjacent to the first or on a separate group does have its attraction.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
[ QUOTE ]
According to Red Tomax City of Data, the -resistance does not stack from the same caster. That said, being able to place a tar patch nearly adjacent to the first or on a separate group does have its attraction.
[/ QUOTE ]
OK, thanks for the info!
A few more questions for the experts please.
On slotting the 'bots. Most of the pet sets seem a bit lacking to my inexperienced eyes. Apart from the uniques which I DO think seem desirable. The bonuses seem to focus around Mez Resistance. My build isn't terribly concerned with this. I was using the pet sets just because they are for pets, but in the end I have 11.9% res to hold,8% to stun, and 4.7 to imobilize. The other resistances are good, over 50%, so I think that's worth it. If I understand correctly having 11.9% resistance to hold will shorten the duration of a hold attack that hits me by 11.9%.
Is that correct and is that worth it at all?
Next question regards slotting Probots. I understand that the game actually makes no distinction mechanically between Defense Buffs and Debuffs. It appears I can slot the Probots with two Enzymes for maximum effect. Can someone verify this for me?
Thanks for the help!
[ QUOTE ]
Ohh man,
I just recently crossed over to the dark side and I am really having a good time. It really does feel like I have rediscovered everything I enjoyed about CoH when I first started playing.
I have rolled a Brute since I am so accustomed to scrapper types but I am very intrigued by MM. I am going to roll one to play while my patrol XP builds up on my Brute, then play them back and forth for a bit.
So, to my question.
As a total newcomer to MM my current concept is leaning towards Bots/Dark. I do have some experience with /Dark on a defender and found it pretty fun. If I get hooked on this combination and take him to 50 is it a strong performer? It looks like it would be pretty good to my noobish eyes. Could it be made to solo AVs? How about just general solo leveling?
Thanks for the help.
[/ QUOTE ]
The only noobish question is the question not asked. With that in mind anything "Dark" is a powerhouse of Yesness. Between Darkest Night and Your protector bots bubbles You'll be the belle of the ball. I went bots/Pain before it became trendy and haven't regreted. Bots is an excellent Primary as they tend to be easy to manage and kept alive by your heals as they don't stray too far out of your range of heal.
In conclusion, go get them AVs. But remember to bring purples and oranges.
[ QUOTE ]
A few more questions for the experts please.
On slotting the 'bots. Most of the pet sets seem a bit lacking to my inexperienced eyes. Apart from the uniques which I DO think seem desirable. The bonuses seem to focus around Mez Resistance. My build isn't terribly concerned with this. I was using the pet sets just because they are for pets, but in the end I have 11.9% res to hold,8% to stun, and 4.7 to imobilize. The other resistances are good, over 50%, so I think that's worth it. If I understand correctly having 11.9% resistance to hold will shorten the duration of a hold attack that hits me by 11.9%.
Is that correct and is that worth it at all?
Next question regards slotting Probots. I understand that the game actually makes no distinction mechanically between Defense Buffs and Debuffs. It appears I can slot the Probots with two Enzymes for maximum effect. Can someone verify this for me?
Thanks for the help!
[/ QUOTE ]
as dark you will have access to two holds - one from dark, one from your patron eventually. it will play much like a dominator without domination - instead of trying to prevent or survive the hold, you beat them to the punch. for av's, ideally your assault bot should be tanking for you and you'll only have to worry about the aoe stuff
do be warned - villains have THE hardest dev content in this game post 40. malta? pfft. try longbow - -resist grenades, -regen grenades and my PERSONAL favorite - elite bosses that will cage you and kill your pets while you can do jack about it. heroes dont have to deal with this - and it will make you a better player overall for having done it.
my necro/dark had an easy time with most av's due to fearsome stare from me, the lich and of course the other control goodies from the dark servant. however some will be a real problem. if you arent already too vested into the bots/dark i would recommend you flip gears and go thugs/dark. being able to slot 10% defense and 20% resistance to all in gang war added to thugs already decent survivability adds a lot, plus you can slot an achillese heel -resist proc in enforcers which they keep up nearly 90% of the time and combine it with tar patch.
also - bots have a lot of aoe knockbacks post 32. until you have your patron immob - and then again ONLY IF YOU PICK MU - it's bloody annoying. thugs has only one knockback in the bruiser hurl. this means you can go with the scorpion +defense shield to combine with shadow fall, and pick up web envelope for it's substantially wider radius.
just my $0.02
Ohh man,
I just recently crossed over to the dark side and I am really having a good time. It really does feel like I have rediscovered everything I enjoyed about CoH when I first started playing.
I have rolled a Brute since I am so accustomed to scrapper types but I am very intrigued by MM. I am going to roll one to play while my patrol XP builds up on my Brute, then play them back and forth for a bit.
So, to my question.
As a total newcomer to MM my current concept is leaning towards Bots/Dark. I do have some experience with /Dark on a defender and found it pretty fun. If I get hooked on this combination and take him to 50 is it a strong performer? It looks like it would be pretty good to my noobish eyes. Could it be made to solo AVs? How about just general solo leveling?
Thanks for the help.