Mastermind PvP Tactics
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Turtle Shell
Required Powers: Personal Forcefield
This is a fairly cheap tactic, but effective. Essentially, you constantly stay inside of a PFF and command your henchmen from relative safety. The henchmen lose the benefit of Supremacy, any other buffs you have and you will be unable to summon more. However your opponent will invariably be targetting you, and not your henchmen allowing for some fairly risk-free damage. Best done post-Single Origin slotting, so that your henchmen have enough innate damage and accuracy and possibly with Aid Self/Heal Insps, so you can keep on top of any damage you do take.
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This tactic is not recommended when there are a lot of controllers around. Controllers with auto hit knockback like this alot. When using this the nuber of times I have ended up in a corner being bralwed to death is annoying.
Using Bots as turrets
This is a great tactic for bots MM's as you set all you bots to stay aggressive near a corner. Then tp foe some one into the corner and they usually end up staying there due to kncokback. if an /ff MM you can help keep them pinned as well. This works best on people without status protection like balsters.
Im not too familiar with all the MM powersets and this is just something I have found reasonably effective. It may not work for everyone and is by no means foolproof. This is most effective if you can find a target on the ground but can make a flying hero think twice. Resistance to fear is an issue and I have no idea what archetypes/powers grant this and imagine it is limited.
Fear of Sinking
Hit a hero on teh ground with Fearsome Stare (or another fear granting power) Activate the pets while they are quivering and sling down a tar patch and hit them with accuracy debuffs. For tankers I found hanging around the tar patch effective in maximising the slow potential.
[ QUOTE ]
Turtle Shell
Required Powers: Personal Forcefield
This is a fairly cheap tactic, but effective. Essentially, you constantly stay inside of a PFF and command your henchmen from relative safety. The henchmen lose the benefit of Supremacy, any other buffs you have and you will be unable to summon more. However your opponent will invariably be targetting you, and not your henchmen allowing for some fairly risk-free damage. Best done post-Single Origin slotting, so that your henchmen have enough innate damage and accuracy and possibly with Aid Self/Heal Insps, so you can keep on top of any damage you do take.
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To be honest i used this tactic a lot ( having ninja pets and slotted to have 100% more damage ) and it worked great. Now however, after more heroes learned attacking me is useless , i sit in my pff for the initial attack, then drop it to be able to help my pets with buffs,heals and of course to drop the toggles with my super force bolt
Well, after a nice lengthy PvP session with a nice group I have a new tactic to add...
Remote Commander
Required Powers: None, Leadership/Tactics Helpful
In PvP, a Masterminds henchmen are often ignored as an "irritation" although when working in concert they do very decent DoT. As such, you can often send in your henchmen without you (especially after squishies) for a few cheap kills.
Choose a nice squishy target (Blasters, Controllers, Defenders) and tell your henchmen to attack. Stay as far away from the fight as possible - only staying close enough to still be able to target your opponent. Tactics from the Leadership pool will help you keep stealthed opponents in sight.
You can tell if they flee as your henchmen with auto-resummon next to you if they go more than 170 yards away.
Best used in the middle of a big fight, where your opponent doesn't really have time to work out that you're using this tactic.
Ambush...
Can be done solo but much more dangerous, I've only done this with my main villain, so don't know about other sets. (Bots/Dark BTW). If you have an MM friend all the better, especially if they are FF. Both of you should run tactics to help spot stalkers.
Find somewhere secluded, Warburg tunnels are good, setup and fully buff in an out of the way spot. Both can do this but only one needs it, let the bait stand somewhere in sight but not somewhere where you'll attract a big team, bait can also use TP Foe or ranged attacks.
Other MM remains hidden but lets pets be seen, idea being that an attack will see an AFK MM with pets standing idle, come in to attack and have someone elses pets attack them. I have done this with a friend, twice, the first time it was me and a Bots/FF the 2nd time with a Ninja/Traps. Success rate (ie we both don't die) was about 90%. We generally swapped over when one of us died, most of the deaths however were due to PvE mobs being agroed either by knockbacks from my pets or from the attacked player running through them. Or when his friends turned up to pound us. All in all we spent about three hours doing this. With perhaps 30-40 encounters, including a stalker who didn't seem to get the idea at all.
As I said can be done solo, two ways of doing it one is to find a well traveled route, or like a previous suggestion TP foe and grind into the ground, in this manner I survived better 14 successes out of 14 attempts but it is very slow as you have to pick your targets carefully.
Mobile Bunker
Required Powers: Ranged-based Henchmen (Robots, Thugs, Mercs), Dispersion Bubble, Force Bubble. Hover useful
Been using this in Warburg to good effect, and also in RV on Test. Fully upgrade your bots (if you can, hover out of melee range) and activate the two bubbles. Move at a slow pace, and use the henchmen as your attack.
For additional bubble-synergy, Force Bolt can be used to stop people getting away, Detention Field for anyone who gets inside the bunker (those with Repel resistance), and any other AoE Buffs you have to enhance your henchmen.
The Mobile Bunker is also excellent at pillbox defense in RV. Take over the turrets for additional pets, hover so that you are above bunker control, but not out of control range for the turrets (defined by the small forcefield bubble on the centre of the pillbox). You should have enough firepwoer to stop anything short of a Stone Tank.
Dunk the Defender
Required powers: Air Superiority (or some other -fly power), Flight (or TP with good aim)
While technically it works best against defenders, I've used this against flying sniper-blasters successfully as well. Choose a target hovering happiliy above the battleground, buffing/healing/sniping stuff from relative safety.. Put pets on "attack my target", fly next to the poor sob and Air Sup them to middle of your pets. people don't expect the mastermind charging full speed at them, so this works surprisingly well. Add invisibility, phase shift or whatever for detail and Force bolt or other ranged powers to keep the target grounded. If teaming with stalkers, skip the pet-summoning phase
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[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
Paratroopers
Required Powers: Group Fly (nice to have; grant Invis)
Basically, grant invis your pets, group fly them above the battle. Wait for a suitable moment and swtich group fly off and normal fly on. Bots will drop, sure they take some damage when they hit the ground but since bots are normally avoided in PvP contest, they will no doubt be left to cause some nice PvP damage.
Group teleport
Required Powers... Duh... group teleport
Take you and you pets with you everytime you spot that tanker/scrapper/blapper closing to melee... There are no anti tele powers other than hold, so pratically you can get you and your bots out of dodge pretty quick. Also since the direction of movement isnt particularly easy to follow, youll likely get the opportunity to turn the tables, especially with ranged pets.
Doesn't group teleport interuptable though? Never tryed it but i think i've read that before.
I find Detention Field most useful for a */FF Mastermind. To be able to render useless whoever is about to kill you just ace. I wouldn't trade for any other power. It does give you time to heal, get away, re-summon your pets.
[ QUOTE ]
Turtle Shell
Required Powers: Personal Forcefield
This is a fairly cheap tactic, but effective. Essentially, you constantly stay inside of a PFF and command your henchmen from relative safety. The henchmen lose the benefit of Supremacy, any other buffs you have and you will be unable to summon more. However your opponent will invariably be targetting you, and not your henchmen allowing for some fairly risk-free damage. Best done post-Single Origin slotting, so that your henchmen have enough innate damage and accuracy and possibly with Aid Self/Heal Insps, so you can keep on top of any damage you do take.
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Unfortunately the nasty devs (Boo! Hiss!) have taken this tactic away from us now. In test you can't command your pets when invis, in PFF or using any other "Only affecting self" power - Bah!
However I do have a suggestion that I used to some effect in Base Raids...
Kamikaze Tank
Required - PFF, This is only really any use when you're in a team. A Mastermind with PFF and a few green insps can last quite long time under sustained fire, so run in first and take the alpha, while you get your team mates to aim at the controllers and wallop them quickly. Sure you die, but usually in that time your team manages to get a couple of the others (If they use a concerted attack on one specific character)
xxx Ethan xxx
Yes, I'm one of those sad folk on twitter!
"Do not underestimate the power of Shiny�" - Mothers_Love
3,2,1... Blast Off!
Required Powers: Group Fly. PFF/Intangible Powers useful
Hover-sniper annoying you? Had to fire off PFF or a Phase Shift power to escape their wrath? Activate Group Fly while in this state and wait until they stop firing at you for a period of time. Deactivate your protection then immediately issue an Attack My Target command to all your henchmen.
Group Fly buffs your henchies with 10 seconds of independant flight allowing them to go and maul your flying foe, enough so they at least back off!
Two sets of traps: Set up two piles, with acid mortar in middle. Lead them to one set. Pile up on the other. Wait. Repeat.
Pesky Hornet: Smart PvPers know that to stop aggro from a MM in BG mode, just dont attack. Put one of your second tier pets on "aggro/attack my target". If pet gets damaged, swap out for other second tier. Basically, dont let your opponent rest. Keep up some pressure.
Layered Traps: In RV and WB, a lot of rooftops, angled rooftops and ledges. Set up trip mines at one level, then on next ledge or a bit higher, another cluster of mines and traps. A good example would be the dome top of building next to the "Globe" in RV. Sometimes TPing the SuperSpeeder/Flyers to the traps sets off the traps, but to no damage to target. The "Layered Dip/traps" tactic stops this.
Telegank: Eight Mines Minimum: At 10% chance to drop toggle per mine, plus your odds of an instakill, make this the way to wolf down that Hero Sandwich. As soon as they appear, pets on aggro, and throw a webnade at them, to slow them if they live. Slow down the speeders and ground the flyers. Better yet, use the Mace Mastery Web Cocoon, its your Siphon Speed. Always set your Heavy to Aggro/Follow Me, and TP target to traps and Heavy for even more uber Pwn.
In RV, capture those turrets, set up traps on one side, and TP your foe to them, and set all aggro. You should be safe for a moment from all but very skilled or smart players, and storm power sets. This is the most wicked Telegank of all, as you can TP to Traps, Turrets, and Heavy. Just really funny to wipe out hero's really quick. Three Simultaneous AS strikes might do it, but hey, you can do it by yourself! Also, you should have at least 11 pets with your original 6, plus Heavy plus Four turrets. The peak of MastermindDom!
Temp Powers: St Louis Slammer, Gabriels Hammer, Revolver. All of those temp powers I keep stocked and use them often in PvP, especially as finishers. IMVO , most masterminds have invested little into the ranged primary attacks. The Temps work great in PvP, its always fun to split that scrapper's head wide open, and take a screeny of it. They have totally helped me win fights in PvP duels and battles.
Having a bait fish: A willing squishy to act as bait can be one of the best tactics ever, if for a little while. Use the environment to your advantage, set up your MM shop, and dangle the bait. Ideally, you and pets will be hidden, the bait will head towards the trap (you) and you will TP or engage the "biter" foe somehow. Not everyone makes the mental "about to eat a squish" to "Now I am Bait" transition succesfully or alive. Some get upset that you are coming between them and their prey, not realizing their true role in the Darwinian PvP zone.
Mayhem Mission Side Mission Temp Powers: Lots of great things in there for MM's and PvP. Kinetic Shield, HyperPhase, Temp Weapons, they all add something to the mix, and most of them add survivability when obtained and used proper. A half hour of phase shift has lasted me over 300+ pvp rep and 8+ levels. It has been a livesaver, Ill cry when its gone. These temps can add a lot to a MM's game. FARM THE MAYHEMS.
Adapt a strategy of Nature. Traps? Think like a trapdoor spider or ambush predator. All your "toggles" should be up and running maximum (trip mines+poison trap). You want to overwhelm and eat your foe, without getting scratched. Because predators dont like to get hurt, and try to kill so quickly and so efficiently that the chance of personal injury is limited. Adopt that mentality, of ambush and overpowering force. It works.
Your:
Private Dancer
Bit of a Necropost (over 3 Months, wow...) but since I got a MM to 50 fairly recently and have been using it in Sirens Call a fair bit, I thought I could chime in here.
I can only speak from first hand experience with Robots but I assume it's the same for other Primaries: Pet AI has been changed slightly since I last levelled a MM back in i7 (Last one was Bot/Dark, this one was Bot/Traps). Nowadays pets seem to be much less likely to stay in their directed "Goto" location in Defensive/Aggressive mode, and more likely to chase aggroed enemies far away from you when on "Follow" Defensive/Aggressive.
In order to counteract this, I've found it basically essential for PvP to have binds setup as follows:
(i) All Pets Follow/Defensive - "Bodyguard defenses to full, NOW."
(ii) All Pets Follow/Passive - "Stop following the kiter and come here, dammit!"
(iii) Tier 2/3 Pets "Attack". - "Attack this player, keep Bodyguard defenses at 50%"
(iv) All Pets "Goto" - "Stay close enough for Bodyguard Mode but not close enough for AoEs to overlap."
(v) All Pets "Attack" - "Either they're completely pinned and vomiting or I'm using the Demonic accolade."
(vi) Aid Self + Aid Other. Targetting/upgrading/healing each individual henchmen is bound to the numpad.
[u]Some general observations/tips:[u]
+ Bodyguard mode works in Follow/Defensive and Goto/Defensive. It's quite possible to get your henchmen into a good "Goto" location where they're not quite in range of being hit by the same AoE attack as you, but still within range of Bodyguard, Supremacy/Leadership and the Triage Beacon/FFG buffs.
+ If someone tries to kite your pets away from you (to break Bodyguard), tap the "follow/passive" bind immediately followed by the "follow/defensive" bind. This will wipe your henchmens' memories of any previous aggro and make them return to you in full Bodyguard mode.
+ Never "attack all out" against an enemy unless you are personally under no threat at all of retaliation. Keep your tier 1 pets under BG mode at all times, and attack with the other pets. Your tier 1s will join in as soon as the attacked enemy reacts, and you won't lose Bodyguard mode. The tier 1s are also easier to replace if they fall due to "collateral damage" since they recharge a lot faster then the other pets.
+ One extra method of getting your pets to attack whilst in follow/defensive mode is available to /traps MM. When you resummon your Force Field Generator, a new FFG flies in and the old one explodes. If you do this whilst an enemy is targetted, the henchmen AI often thinks that the targetted enemy destroyed your old FFG and will start attacking them.
+ Nobody expects villains to have accurate web grenades below level 41. At least, no heroes do! For this reason, /Traps MMs with a well-slotted Web Grenade and Caltrops are hilarious to play in Sirens' Call. The real showstopping powers (Acid Mortar and Poison Trap) can often be "toebombed" onto an enemy after you've webnaded them and sic'ed your tier 2/3s onto them.
+ If you get confused, tap your Follow/Passive bind immediately followed by your Follow/Defensive bind. Then wait for the effect to wear off. Worst case scenario: you enter Bodyguard mode, your henchmen ignore you and you get hit by your own Caltrops/Poison Trap (or Trip mines, if you're PvPing in Warburg or above and silly enough to stand directly on top of them).
+ Concerning Traps: Seeker Drones SUCK for both PvE and PvP. I originally thought they might be useful to stack -40% damage on a buffed-up Blaster and have a chance to stun it. They're not, they're stupidly slow moving and prone to missing. Just use Bodyguard Mode + Triage Beacon for ranged toons and lock everything that moves down with Webnade/Caltrops. Poison Trap is a golden mitigation power against just about everything including "Eluding" Scrappers, and Acid Mortar will simply let you kill stuff faster.
+ Get the Demonic accolade power ASAP. It adds a BIG boost to resistance and defence- you don't need to use Bodyguard mode when you have it up, and it lets you summon all your pets in relative safety (eg. After an Aim + Build Up "Nuke" or at the start of arena fights). The Force Of Nature accolade is also fairly useful if you're a /traps MM with a habit of spamming Web Grenade on everything that moves, it lets you hit anything, adds 100% recharge and greatly boosts your endurance recovery, at the cost of a massive -defence debuff.
+ Take Tactics. You will see those annoying flying [Stealth + Stealth IO'ed] buffer toons. Assault is also a good option for a PvP MM. Heck, on a Bot/Traps Maneuvers is actually a good option too. I have all three by level 30, Maneuvers is a good place to drop a Knockback Protection IO, and combined with the +Defence Aura unique, Protector Bot Bubbles and my FFG it gives my Henchmen about 50% defense in Sirens Call. Tasty!
+ Carry Oranges, or learn to be very good with timing Jumps or TP-Self when there's someone with "TP Foe" about. Along with "Cage" powers and buffed-to-the-gimlets Fire Blasters, this is about a MM's only weakness.
Funny what triggers and renews interest in an old toon . I've had a Robots/Traps kicking around for aaaaages, but some how it got rusty and neglected . Until I saw the new retro raygun skin for Bots MMs on test .
Now I'm gonna go all out with a new Bots n' Traps MM and this guide here, Maelwys, is a great inspiration to get levelling! Thanks !
I have a build idea I'm more or less running to, but would you perhaps feel like sharing yours for some checks and balances etc?
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I have a build idea I'm more or less running to, but would you perhaps feel like sharing yours for some checks and balances etc?
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Can do, but it usually doesn't export/import that well now since I've added other sets to my copy of Mid's builder for issue 11... I've tried removing the new powersets before exporting these so hopefully it'll work.
Levelling Build:
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg:30(3), SvgnRt-Acc/Dmg:30(3), EdctM'r-Acc/Dmg:30(5), EdctM'r-PetDef:30(5), SvgnRt-PetResDam:30(7)
Level 1: Web Grenade -- Acc-I:40(A), EndRdx-I:40(7), Immob-I:40(33), Immob-I:40(33), Acc-I:40(37)
Level 2: Caltrops -- RechRdx-I:30(A), RechRdx-I:30(34), Slow-I:30(34), Slow-I:30(34), RechRdx-I:50(50)
Level 4: Triage Beacon -- Heal-I:30(A), Heal-I:30(11), Heal-I:30(11), RechRdx-I:30(39), RechRdx-I:30(39), RechRdx-I:30(43)
Level 6: Equip Robot -- EndRdx-I:30(A)
Level 8: Aid Other -- Heal-I:30(A), Heal-I:30(9), Heal-I:30(9), RechRdx-I:30(23), RechRdx-I:30(25)
Level 10: Combat Jumping -- Krma-ResKB:30(A)
Level 12: Protector Bots -- Acc-I:40(A), Dmg-I:40(13), Dmg-I:40(13), Dmg-I:40(15), Acc-I:40(15), EndRdx-I:40(31)
Level 14: Super Jump -- Jump-I:30(A)
Level 16: Force Field Generator -- DefBuff-I:40(A), DefBuff-I:40(17), DefBuff-I:40(17)
Level 18: Aid Self -- Heal-I:30(A), Heal-I:30(19), EndRdx-I:30(19), RechRdx-I:30(25), IntRdx-I:50(43), IntRdx-I:30(46)
Level 20: Poison Trap -- RechRdx-I:30(A), RechRdx-I:30(21), RechRdx-I:30(21)
Level 22: Assault -- EndRdx-I:30(A), EndRdx-I:30(23)
Level 24: Swift -- Run-I:30(A)
Level 26: Assault Bot -- Acc-I:30(A), Dmg-I:30(27), Dmg-I:30(27), Dmg-I:30(29), Acc-I:30(29)
Level 28: Health -- Heal-I:30(A)
Level 30: Stamina -- EndMod-I:30(A), EndMod-I:30(31), EndMod-I:30(31)
Level 32: Upgrade Robot -- EndRdx-I:30(A), RechRdx-I:30(33), EndRdx-I:50(50)
Level 35: Trip Mine -- Acc-I:40(A), Dmg-I:40(36), Dmg-I:40(36), Dmg-I:40(36), RechRdx-I:40(37), RechRdx-I:40(37)
Level 38: Tactics -- EndRdx-I:30(A), EndRdx-I:30(39), ToHit-I:30(40), ToHit-I:30(40), ToHit-I:30(40)
Level 41: Scorpion Shield -- DefBuff-I:40(A), DefBuff-I:40(42), DefBuff-I:40(42), EndRdx-I:30(42), EndRdx-I:30(43)
Level 44: Web Envelope -- Acc-I:50(A), Acc-I:50(45), RechRdx-I:50(45), RechRdx-I:30(45), Immob-I:50(46), Immob-I:50(46)
Level 47: Acid Mortar -- RechRdx-I:30(A), RechRdx-I:30(48), RechRdx-I:30(48), Acc-I:30(48), Acc-I:30(50)
Level 49: Resuscitate -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:30(A)
Level 1: Sprint -- EndRdx-I:30(A)
Level 2: Rest -- RechRdx-I:30(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Sleep) (Mag 2.75%)[*]+1.5% Recovery[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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Final Build (not bothered actually slotting these just yet, but this is what's planned):
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Encrypter: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Medicine
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg/EndRdx:50(A), BldM'dt-Acc/Dmg:50(3), HO:Nucle(3), HO:Nucle(5), EdctM'r-PetDef:20(5), SvgnRt-PetResDam:32(31)
Level 1: Web Grenade -- TotHntr-Acc/EndRdx:50(A), TotHntr-Acc/Rchg:50(11), TotHntr-EndRdx/Immob:50(37), TotHntr-Acc/Immob/Rchg:50(43), Range-I:50(46)
Level 2: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow:50(A), RechRdx-I:50(39), Slow-I:50(48), Slow-I:50(48)
Level 4: Triage Beacon -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(7), Mrcl-Heal/EndRdx/Rchg:40(7), Mrcl-Heal/Rchg:40(23), RechRdx-I:50(48)
Level 6: Equip Robot -- EndRdx-I:50(A)
Level 8: Aid Other -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(9), Dct'dW-Heal/EndRdx/Rchg:50(9), Mrcl-Heal/Rchg:40(11), Mrcl-Rcvry+:40(29)
Level 10: Teleport Foe -- Acc-I:50(A), Acc-I:50(40), Range-I:50(46)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg/EndRdx:50(A), SvgnRt-Acc/Dmg/EndRdx:50(13), HO:Nucle(13), HO:Nucle(15), DefBuff-I:50(15), DefBuff-I:50(31)
Level 14: Teleport -- EndRdx-I:50(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), DefBuff-I:50(17), Krma-ResKB:30(43)
Level 18: Aid Self -- HO:Golgi(A), Numna-Heal:50(19), Numna-Heal/EndRdx/Rchg:50(19), IntRdx-I:50(39), IntRdx-I:50(39)
Level 20: Poison Trap -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
Level 22: Assault -- EndRdx-I:50(A), EndRdx-I:50(23)
Level 24: Tactics -- HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
Level 26: Assault Bot -- HO:Nucle(A), HO:Nucle(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Acc/Dmg/EndRdx:50(29)
Level 28: Acid Mortar -- EndRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33), DefDeb-I:50(33), HO:Lyso(40), HO:Lyso(43)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Cyto(34), GftotA-Def/EndRdx:40(34), GftotA-Def/EndRdx/Rchg:40(34), Krma-ResKB:30(40)
Level 32: Upgrade Robot -- EndRdx-I:50(A), RechRdx-I:50(33), EndRdx-I:50(50)
Level 35: Trip Mine -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(36), Det'tn-Acc/Dmg/EndRdx:50(36), Det'tn-Dmg/Rchg:50(36), RechRdx-I:50(37), Det'tn-Acc/Dmg:50(37)
Level 38: Swift -- Run-I:50(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), HO:Cyto(42), GftotA-Def/EndRdx:40(42), GftotA-Def/EndRdx/Rchg:40(42)
Level 44: Web Envelope -- TotHntr-Acc/Immob/Rchg:50(A), TotHntr-Acc/EndRdx:50(45), TotHntr-Acc/Rchg:50(45), TotHntr-Dam%:50(45), Enf'dOp-EndRdx/Immob:50(46)
Level 47: Health -- Numna-Regen/Rcvry+:50(A)
Level 49: Stamina -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+18% Enhancement(Accuracy)[*]+10% Enhancement(Immobilize)[*]+22.5% Enhancement(RechargeTime)[*]+45.2 (3.75%) HitPoints[*]+Knockback (Mag -8)[*]+MezResist(Sleep) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 4.4%)[*]+14.5% Recovery[*]+22% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+1.88% Resistance(Energy)[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Note that the final build hasn't got Stamina until much later. This is intentional since /traps has no toggles and is fairly endurance light aside from the placable traps (assuming you don't COMPLETELY spam webnade!)
The Miracle unique is in Aid Other, so at low levels when I start getting into trouble I'll get a recovery boost.
I can run the leadership toggles without much trouble even without Stamina, but at high levels when I use the Patron Shield and spam the AoE immobilise constantly, Stamina is a lot more helpful!
Originally I had intented to drop Web Envelope after levelling up to 50, but it's just so helpful in PvE for running missions (and Farming Inf!) that I had to leave it in. The -recharge/slow stacks with Web Grenade too, so it's still semi-useful in PvP.
I find that if I open up with Web Envelope and then immediately follow up with a Web Grenade (to prevent knockback on my current target) then most of the time my Assault Bot's missiles don't knockback any enemies from the mob my target's in. Or if it does, they're immob'ed and slowed and can be finished off easily.
Toebombing a closely-grouped mob with a trip mine whilst they're immob'ed and under the effect of your Assault Bot's Burn Missiles adds up to some crazy high AoE damage...
The main Highlight of the build is the +Defense:
For You - 47.4% Defence to Smashing/Lethal, 42% Defence to Energy, 20% Psionic Defence, 31% Defence to everything else (including AoE/Ranged/Melee). You're at 31% Defence to all by level 30 (Sirens Call).
For Bots - 24% Defence to Psionic (all bots), 47.2% Defence to everything else (Battle Drones, Assault Bot), 36% Defence to everything else (Protector Bots). The Bots are at these numbers by level 30.
Also +10% Resistance to all pets from the unique aura IO, which stacks with the Robot's own 27.4% Resists to Lethal/Cold/Psionic. Note that Bots have inherent Mag 4 protection against Sleep and Fear and Mag 1 stun Protection. This fills in the gaps from the FFG mez protection (Stun/Hold/Immob but not sleep/fear) nicely.
Cool . My plans and thought have been quite similar. I differed on travel power because I hate trying to mange TP, but that's just me .
I didn't plan for leadership at all, but might revisit this.
I once had a Bots/Traps MM before i7 up to 40 and it was great fun. I lost it after a short break and always wanted to run it again, but got distracted with Dominators and Corruptors.
Stamina late on is right, as for levelling I found I really didn't need it at all, but getting into zonal PvP, was then very much looking to get it in. I plan on the shield and mace too. The defense looks great and I figured extra sticky stuff wouldn't hurt .
Cheers. I'm going back to my lair and blueprints to plot now .
(Thanks also for the IO info I asked for too).
cool i use the shell technic alot in sirens set pets to aggro and stay
To go in conjunction with this thread on PvE tactics, I thought that our fellow Masterminds might appreciate some words of wisdom from our PvP contingent.
Please, for any specific tactics state any Powersets/Powers needed from the start - some may be useful to some Masterminds, but not others.
---
Turtle Shell
Required Powers: Personal Forcefield
This is a fairly cheap tactic, but effective. Essentially, you constantly stay inside of a PFF and command your henchmen from relative safety. The henchmen lose the benefit of Supremacy, any other buffs you have and you will be unable to summon more. However your opponent will invariably be targetting you, and not your henchmen allowing for some fairly risk-free damage. Best done post-Single Origin slotting, so that your henchmen have enough innate damage and accuracy and possibly with Aid Self/Heal Insps, so you can keep on top of any damage you do take.
Kill Zone
Required Powers: TP Foe plus any deployable effect (Acid Mortar, Caltrops, Tar Pit, etc.)
Mainly a tactic for Dark Miasma and Traps secondaries (as Poison, Trick Arrow and Force Field need targets for powers), you set up a kill zone of all the deployables you can muster. You then use an accuracy-slotted TP Foe to drop your hopefully unwitting opponent onto the death zone and let your henches open up on them. Best executed from the top of a roof, around a corner or otherwise using geography to mask your setup time (as well as any stealth powers you have).