Bot-Slotting
I can summon all pets with no endurance problem, however the equip robot and upgrade robots are very endurance hungry. More of a problem in I7 as upgrade robot got its recharge time greatly reduced.
Your bots need all the Accuracy and the damage buff they can get. First tier robots need 3 acc 3 damage, in the case you have tactics you can swap one acc out.
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I've just re-rolled my Robots/Traps Mastermind, and just want to know what slotting I should give the Summon Powers as and when I get to that stage. I'm thinking:
3xDam 2xAcc 1xEndRed
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That End Cost Reducer will reduce the amount of end your pets burn per attack/heal/buff, not the amount you burn per summon. (AFAIK, but I'm happy to be proved wrong on that one)
I currently have (IIRC)
Drones - 3 Acc, 3 Dam
PB's - 2 Acc 2 Dam 2 Def buff
Mr. Stompy - 2 Acc 3 Dam (haven't seen the need to add anything else to Stompy yet.)
I've got Equip robot with 2 Recharge, 1 End cost and Upgrade robot with 3 recharge.
I don't have stamina and I run Assault and Tactics.
About the only pet that'll need an end reducer in it is the PB's, as they regularly flatline their end when fully upgraded, but I'm waiting for I7 and Level 42 on Toybox before I change slotting around, so I can just slam some 45 SO's in
The setup procedure I use runs -
Enter mission, summon Stompy, Drones and PB's.
Equip and Upgrade Stompy, then carry on Equipping other pets as the equip power recharges.
By the time I've got all the equips done, Upgrade has recharged, so that gets slapped on the first PB, then I hit Rest.
While resting, toggle on Assault and Tactics. Come out of rest and summon the Force Field generator, then move out, applying Upgrades as appropriate (when the power's recharged and there's a break, however brief, in the action.)
With a Speed Boost from a friendly Corruptor, I can get both PB's Fully upgraded by the time I'm done setting up and not have to use Rest.
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
I run tactics constantly and as I dont like to miss have slotted a lot of Acc's in the bots. Optimal slotting I have found is something like:
Battle Drones: 3 Acc, 3 Dam
Protector Bots: Anything you like here but really need 2 Acc 1 End red, the end red is a must post lvl 32.
Assault Bot: 2 Acc 3 Dam.
You can drop an Acc from each one if you dont plan to pvp a lot or fight orange/red enemies much just be warned about AV's and Heroes which are a pain to hit even with above slotting due to the lower threat levels the bots spawn at.
i have mine slotted with 3 dmg and 3 acc and just slotted the equip powers with 3 rechargetime and 3 end
For comparison I use...
Drone: 3x Acc, 3x Dam
Prot: 1x Acc, 3x Dam, 1x EndRdx, 1x Heal
Assault: 2x Acc, 4x Dam
Equip: 1x Rchg, 1x End Rdx (changing to 1x Rchg, 2x EndRdx in I7)
Upgrade: 3x Rchg (changing to 1x Rchg, 2x EndRdx in I7)
EndRdx is not needed for anything except Protector Bots. I don't slot for +Def as the Force Shield defense bonus is miserable anyway (nice to have, but miserabel to slot). I have a fourth Damage SO as even an extra 5% damage on the Assault Bot is a nice bonus with the amount of AoE it outputs.
Well, since MZ is a /FF MM, I suppose it's another factor in your decision to not slot the PB's for defence.
And I can fully understand your decision not to, but I'm of the opinion that as a /traps, then I need all the defence I can squeeze out of my PB's to combine with the rather puny amount from my Force Field Generator to get anything even noticeable
Slotting, in the end like pretty much everything else in this game, comes down to playstyle, personal preference and powersets.
Play how you want to, not how you think you should based on what you read on the internet
I could post some screenshots of Toybox's current build/slotting, which would probably have the more 'planned build' types out there screaming in horror, but the build works for me and my playstyle, so what do I care
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
You do know that recharge boosters boost all the Bot's powers, not the Bot summoning power?
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You do know that recharge boosters boost all the Bot's powers, not the Bot summoning power?
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Never noticed anyone slotting recharges in the Bots powers, just upgrades. But it is early, I may have missed it. I slot mine:
Battle Drones 2 acc, 3 damage
Protectors 2 acc, 3 damage, 1 disorient
Assault Bot 2 acc, 3 damage, 1 disorient
Guess I am the only one that likes disorients.
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Guess I am the only one that likes disorients.
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Your not the only one :P
For my bots ive gone for as long as i have tactics and assult running:
Battle Drones 2 acc, 3 dmg
Protectors 1 acc, 2 disorient, 1 endred, 1heal, 1 dmg
Assault Bot 1 acc, 3 dmg, 2 disorient
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You do know that recharge boosters boost all the Bot's powers, not the Bot summoning power?
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And you realise that you can't slot henchmen for Recharge? Was removed as it was confusing
And in continuation, I've come up with a preliminary Robots/Traps build:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Citizen Smith
Level: 50
Archetype: Mastermind
Primary: Robotics
Secondary: Traps
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01) --> Battle Drones==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(7) Dmg(9)
01) --> Web Grenade==> Acc(1)
02) --> Caltrops==> Slow(2) Slow(5)
04) --> Triage Beacon==> Rechg(4) Heal(11) Heal(11) Heal(17)
06) --> Equip Robot==> Rechg(6) EndRdx(7) EndRdx(9)
08) --> Recall Friend==> Range(8) EndRdx(40)
10) --> Assault==> EndRdx(10)
12) --> Protector Bots==> Acc(12) Dmg(13) Dmg(13) Dmg(15) EndRdx(15) Heal(17)
14) --> Teleport==> EndRdx(14)
16) --> Tactics==> TH_Buf(16) TH_Buf(19) EndRdx(37)
18) --> Repair==> Rechg(18) EndRdx(19)
20) --> Force Field Generator==> DefBuf(20) DefBuf(21) DefBuf(21)
22) --> Poison Trap==> Slow(22) Slow(23) Slow(23) Hold(34) Hold(36) Hold(36)
24) --> Acid Mortar==> DefDeBuf(24) DefDeBuf(25) DefDeBuf(25) Acc(34) Acc(34)
26) --> Assault Bot==> Acc(26) Acc(27) Dmg(27) Dmg(29) Dmg(29) Dmg(31)
28) --> Teleport Foe==> Acc(28) EndRdx(33)
30) --> Aid Other==> Rechg(30) Heal(31) Heal(31) Heal(37)
32) --> Upgrade Robot==> Rechg(32) EndRdx(33) EndRdx(33) Rechg(40)
35) --> Trip Mine==> Dmg(35) Dmg(36) Dmg(37) Acc(42) Acc(43) Rechg(43)
38) --> Seeker Drones==> TH_DeBuf(38) TH_DeBuf(39) TH_DeBuf(39) Acc(39) Acc(40)
41) --> Detonator==> Dmg(41) Dmg(42) Dmg(42) Acc(43) Rechg(46)
44) --> Night Fall==> Dmg(44) Dmg(45) Dmg(45) EndRdx(45) Rechg(46) Acc(46)
47) --> Dark Embrace==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Soul Storm==> Hold(49) Hold(50) Hold(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
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I think everyone knows what to do next, let the comments commence!
Not going to comment on traps as I dont have that much experience but on the rest of it this is my take:
Bot Slotting is fine bar the Assault bot the 4th Dam makes very little difference so I would drop that for else where.
Change an End red inequip to recharge and the same in upgrade. I can summon and buff all my bots with just the one end red in the upgrades without stamina as long as I dont run the leadership toggles while summoning the bots.
Drop tp foe and pick up aid self, it does wonders for your survivability in both team and solo play.
You will want more than one end red in Dark embrace as if its anything like Black scorpions armour it drains end at the rate of 1/sec.
Lose the range in recall friend and just have end red in the default slot.
Possibly drop a slot from caltrops to give you more slotting options like sticking it in tactics as a tohit buff.
From what Ive heard detonator isnt that good but I dont have personal experience so I cant comment properly.
THats about it at the moment.
Main reason I have TP foe is for a planned tactic of Tp-ing an enemy onto one of the few placed-devices, such as Trip-Mine, Poison Trap etc.
It may be more worthwhile Recalling those into a group though, thinking about it.
Poison trap can be recalled but the only use I can see for trip mine as a bots/ MM is as a last line of defence against AV's and EB's, everything else just melts under the bots firepower in less time than it takes to set up enough mines to hurt them sufficiently.
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Change an End red inequip to recharge and the same in upgrade. I can summon and buff all my bots with just the one end red in the upgrades without stamina as long as I dont run the leadership toggles while summoning the bots.
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Have you tried this on the test server? I went in with my MM and the upgrade time has been slashed. It really makes it hard on endurance. (But much much quicker so I am not complaining! )I changed out some recharges for end reds and it was much better. I didn't do a lot of missions so I would check it out for yourself. I assume the new recharge times are the same time for all MMs and not just bots.
Yep I have tried it on the test server but due to the way I am slotted anyway the end doesnt mater equip might be better off with 1 recharge 2 end reds but upgrade really needs the 3 rechrge in there to get set up quickly. It is much nicer on test but as I seemed to have an abundance of slotts I have over slotted some things.
I've just re-rolled my Robots/Traps Mastermind, and just want to know what slotting I should give the Summon Powers as and when I get to that stage. I'm thinking:
3xDam 2xAcc 1xEndRed
Would this be fine for all three of the Summon Powers, or does it need to be modified for the individual ones?
(I'll be taking Tactics + Assault from the Leadership pool if that has any bearing on slotting)