Robots/Traps Questions
The leadership pool can be quite nice, I have Assault and Tactics on my Bots/FF at the moment and i'm planning on swapping Assault for Maneuvers at some point.
Maneuvers does give only a very small amount of defense but can make a significant difference when stacked on top of other defense bufs.
I'm not sure how End-Intensive traps are but I currently don't have stamina on my MM and she does ok.
Thats with 2 end-reds in each (and 3 in dispersion bubble).
Leadership is quite nice for Masterminds, but I wouldn't pick Maneuvers for anything but a Thug/x or x/FF due to the small buff provided. Assault is generally much more useful. With Tactics and SO Accs in your bots you start being able to hit stuff.
Stamina isn't required for Bot/Trap with Leadership, except in the most hectic situations. But you can always keep a CaB or two for those instead of wasting 3 power picks. Just drop the toggles while you summon your hench at the start of a mission.
Hello,
1) I like leadership, I've taken it whenever I've played a MM. Although I've only taken Assault and Tactics in the past.
However I've just picked up an old bot/trap MM left at 14th on Union, and I'm thinking about manuvers. Normally the low percentage defense buff doesn't warant it, but combined with the protectors bubbles and the FFG it might be.
Has anyone taken manuvers on a Bots/Traps MM that can comment on it?
2) I normally take stamina, but I'm not on this one. My highest endurance usage is at the start of the mission, summoning and equiping. I have no direct attacks from robots, and haven't found a power I need to spam (or has a huge cost) in traps. So no fitness for me, quite liberating actually .
3) I think it's because it's CoV. On the whole villain ATs are more diverse and don't need to team. Heroes are more specialised and do. So there isn't so much of a LFT culture, and hence less blind invites. In my recent experience there's less villain players anyway. Heroes has been running longer, so would most likely have a larger player base.
Oh and a Mastermind is a team. Even with the waiting for everyone to arrive at the start of the mission .
Cheers,
Mike.
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Has anyone taken manuvers on a Bots/Traps MM that can comment on it?
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Actually I have - but I only got it about a level ago and it's hard to tell if it does much with just TOs in it. Thanks for the other advice though..
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Oh and a Mastermind is a team.
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As I am learning :-) I got a mission that said "you should bring around four team-mates". I brought three angry robots and got by just fine...
spidermonster.
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Actually I have - but I only got it about a level ago and it's hard to tell if it does much with just TOs in it. Thanks for the other advice though..
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Well I've been Alting it up in CoH and I'm going back to the MM for a while, any comments on Maneuvers yet?
Mike.
"Hilda wake up my german wife! I have just invented a maneuver!" - Dr. Heimlich (as told by Eddie Izzard)
(sorry couldn't resist)
Been a bots/traps MM since day one and when running the Force Field Generator, along with my prot bots Force Shield, Maneuvers is very worth it. What is normally a very slight def boost becomes a very nice addition to overall defense. Outside the usual suicidal battle drone (you know the one i'm on about) my entire mini-army is pretty impervious.
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Actually I have - but I only got it about a level ago and it's hard to tell if it does much with just TOs in it. Thanks for the other advice though..
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Manuves is nice for Melee sets (Since they die all the time ), but i'd take Assault first, the increase in damage is really noticable!
Well I've been Alting it up in CoH and I'm going back to the MM for a while, any comments on Maneuvers yet?
Mike.
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Hi
I've just started playing CoV (after a year and a half of messing around with hero alts) and have currently got a Robots/Traps Mastermind up to mighty level 11.
I have a couple of questions though... hopefully someone can offer advice:
1] Is the Leadership pool as good as it sounds for Masterminds? I took the first power, Maneuvers, since it sounded neat but looking at the others.. it looks like if I ran all of them except Vengeance, my sinister metallic henchmen would be fairly uber... Muah ha ha.
2] Sort of following on... if I end up running three of the Leadership powers, will I be so short on Endurance that I have to go for Stamina? Now, I'm not one of these "stamina is essential for all builds" people... sometimes it's nice to have, sometimes I can do without.... but how much of a chunk of endurance do those three toggles running at once take up? Will I be able to run those, summon/equip etc my robots and blast occasionally?
If the Leadership powers can be offset easily with an endurance reduction enhancement or two, that'd be handy...
3] Compared to CoH, I've had a lot less blind invites even from 1-10 in CoV. Is this just the nature of CoV, or do people not like teaming with Masterminds? I've already found the cute little metal guys get in the way at times (No - THROUGH the doorway, not just standing in it clanking! Bad robot - no equip for you!) Not that I object to a lack of blind invites, mind....
Thanks
spidermonster