MM Robots/Traps build


DreamWeaver

 

Posted

Hey guys, I just got to lvl 30 with my MM got myself an aura and are now thinking of getting a respec. I dont really know what to do and the Traps powerset seems abit limited so has anyone got any ideas as to a decent build for my MM.

I'm kinda a PvE guy but PvP is fun to do sometimes, providing i dont get abused by mobs

Keywords: Robots / Traps, respec, New build, PvE

Thanks guys, Frosty


 

Posted

My 2 Infamy:

PRIMARIES:
There isn't a single BAD power on the primary list, although excessive blasting may give you END problems. I'd say skip Photon Grenade for the respec, since your ProtBots will get this.

SECONDARIES:
GET:
FF Generator - just as good as Dispersion Bubble
Acid Mortar - handy debuff and mob distractor
Poison Trap - Slow, Regen debuff, Hold (and vomit!)
Trip Mine - hugely useful for dealing with ambush waves if nothing else

Caltrops are worth considering.


FORGET:
Triage Beacon: it won't save you in a tight spot and doesn't make a huge difference in combat, even with SOs. Regen boost is simply too small... and you have to stand still!

Seeker Drones: while your bots may accidentally aggro other mobs, these are DESIGNED to do expressly that. Besides, your ProtBots get this free with Upgrade at 32 (you're going to LOVE level 32), so it's a wasted slot.


POOL POWERS:
LEADERSHIP: practically mandatory for this class. Bots are tougher than most, so go for Assault and Tactics. Vengeance won't work on pets. Slot Assault with 1 EndRed and Tactics with 3 TH Buffs and 1 EndRed.

CONCEALMENT: If you want to do PvP, you need this... full stop. Having tried Stealth only, next respec I'll be switching to Grant Invis + Invis.

TRAVEL POWER: Up to you. I personally like Fly, but although the flying bot anim looks cool wouldn't recommend Group Fly. Teleport is probably the most useful set overall to have for Bot MMs, since you get:
- Recall Friend (for retrieving wandering pets)
- Teleport Foe (for dropping enemies in midst of your pets, and/or onto Trip Mines/Poison Traps)
- Teleport (there are plenty of -Fly and Slow powers, but not many that stop TP)


Is it time for the dance of joy yet?

 

Posted

hmm ye I was thinking of getting rid of Photon grenade and the first pulse rifle attack, i've never seen poison trap or Trip mine but they sound good.

Also should I get team teleport and Detonator? is it any good?


 

Posted

Again, my 2 inf, but Poison Trap & Acid Mortar are two of the real jewels in this set and shouldn't be missed.

Team Teleport would definitely have its uses too, especially on COT Oranbega maps for getting everyone out of the depths. Not had much exp with it though.

Detonator is the set's Nuke power. I haven't yet seen it in action but I can see it being useful - say one of your Bots has decided to go kamikaze and aggro a new mob (as they inevitably will), once they hit orange or red health you can blow 'em up - partly for extra damage and partly for the satisfaction of teaching that naughty droid a lesson the others should learn from.

(Note to human-based MMs with Traps: I'm sure you should add a bind for Detonator, with /em evillaugh, /petsay_all <em cower> and say: "And this is the price of failure..."&gt


Is it time for the dance of joy yet?

 

Posted

hmm, well at respec i will be getting tp with tp friend and tp group etc and instead of the first pulse rifle attack and photon grenade i will be getting poison trap and acid mortor,

I will probs keep my leadership stuff etc and i've got stealth trying to get invis and phase shift to save my bacon