New Robots/Traps MM needs advice


Angelstar

 

Posted

Hello, fellow world conquerors.

I have played CoH for nearly six months now and I have tried a bit with all archetypes: blaster (44), scrapper (29), tanker (25), controller (22) and defender (22, 7). I keep playing with all those (specially the blaster, which I'd like to level to 50 some day) and I kinda enjoy all of them (except maybe my rad/rad defender...)

Now I want to give a try to City of Villains (which I originally bought only to be able to build a SG base).
The Mastermind AT quickly catch my attention and I decided to go Robots/Traps, mostly for roleplaying reasons.
I am currently level 11 (seems to me he levels pretty faster than heroes) and I wanted to submit my planned build, so I can get some input from more experienced Masterminds. Here it is:

01 - Battle Drones (2 x Acc, 3 x Dam, 1 x EndRed)
01 - Web Grenade (2 x Acc, 1 x EndRed)
02 - Pulse Rifle Burst (2 x Acc, 3 x Dam)
04 - Caltrops (1 x Rech, 2 x Slow)
06 - Equip Robot (1 x EndRed, 1 x Rech)
08 - Hover (1 x Fly Speed)
10 - Acid Mortar (1 x Acc, 3 x DefenseDebuff)
12 - Protector Bots (1 x Acc, 2 x Dam, 2 x Defense, 1 x EndRed)
14 - Fly (1 x Fly Speed)
16 - Force Field Generator (3 x Defense)
18 - Assault (2 x EndRed)
20 - Tactics (2 x EndRed, 3 x ToHitBuff)
22 - Aid Other (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
24 - Aid Self (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
26 - Assault Bot (1 x Acc, 3 x Dam, 1 x EndRed)
28 - Seeker Drones (1 x Acc, 2 x Rech, 3 x ToHitDebuffs)
30 - Poison Trap (1 x Rech) OR Repair (3 x Rech)
32 - Upgrade Robot (3 x Rech, 1 x EndRed)
35 - Trip Mines (1 x Acc, 3 x Dam, 2 x Rech)
38 - Detonator (1 x Acc, 3 x Dam, 2 x Rech)
41 - (Mace Mastery) Scorpion Shield (3 x Defense, 1 x EndRed)
44 - (Mace Mastery) Web Envelope (2 x Acc, 1 x Inmobilize)
47 - (Mace Mastery) Web Cocoon (2 x Acc, 2 x Hold)
49 - Don't really know

Several comments:
- I know there are too many enhancement slots. I won't have that many. So, which ones should I discard?
- Poison Trap OR Repair? I think that one extra power that can help you keep your hench up and running at full health is a great thing, but I really do not know if Poison Trap is that useful. Most people say in their guides that it is "very situational".
- Do you think I have enough Endurance Reduction enhancements so I do not suffer from endurance problems?
- Do not find anything speciallu useful to pick at 49. Given at those levels there is a lot of AV fights... maybe triage beacon? Or should I go... I don't know... Group Fly?
- Have I chosen any "crappy" power that I am not aware of?
- I really would like to keep Pulse Rifle Burst, for concept reasons... 8)


I would really apreciate any slotting/choosing advice.

Let's conquer the world! Mwa ha ha ha


 

Posted

- I know there are too many enhancement slots. I won't have that many. So, which ones should I discard?
Battle Drones don't need EndRdx nor does the Assault Bot

- Poison Trap OR Repair?
MM Poison Trap is reputedly not so good, though I have no experience of it. Repair is very good, so long as you don't wait too long to use it (it has a bit of a delay period after activation).

- Do you think I have enough Endurance Reduction enhancements so I do not suffer from endurance problems?
Looks good. Same sor tof EndRdx slotting as I use on MZ and I can run the toggles for extended periods of time.

- Do not find anything speciallu useful to pick at 49. Given at those levels there is a lot of AV fights... maybe triage beacon? Or should I go... I don't know... Group Fly?
I do ahve and love Group Fly but it is very situational. Many Traps powers require you to be grounded so I don't recommend it for you. Vengeance is a good high-tier power and handy for the LRSF as I understand it.

- Have I chosen any "crappy" power that I am not aware of?
Hover. With one slot its not fast enough. Air Superiority will serve you better as a form of soft control if you can't afford the slotting. Detonator is also roundly despised though again I have no experience.

- I really would like to keep Pulse Rifle Burst, for concept reasons... 8)
Then pop an EndRdx or two in it. I still have it for concept too, and have it six-slotted


 

Posted

I am just going to chime in, and say that the Poison trap offers a *very* lovely hold + puke effect against "normal" enemies, and a nice -regen + puke effect on EB's/AV's/Heroes. I do not consider it bad at all, would in fact rate it as one of the more important powers in the set. After the acid mortar and the force field generator of course...

The poison trap in the poison set is however said to be bad. But that is another story. Not to say another set. ;-)

The Detonator is very, very situational. It won't save you often. It's there for the coolness factor I guess. Use trip mines for damage, put down the poison trap and hold them, then put down mines, and blow them up. Very fun!

Drop Detonator, and put some slots into the Poison Trap for holds and recharge. Take Maneuvers and slot it as well. I know it's not recommended by a lot of people, but with the Black Scorpion Shield and Force Field Generator, you got some nice stacking going. I am well aware everyone will tell you maneuvers is rubbish. I still say it will help *your set*. But feel free to disregard. ;-)


 

Posted

Wow, the great master Zaprobo has answered me! I read your guide and it was really useful to me. Thanks a lot!

[ QUOTE ]
- I know there are too many enhancement slots. I won't have that many. So, which ones should I discard?
Battle Drones don't need EndRdx nor does the Assault Bot

[/ QUOTE ]

I thought Battle Drones and Assault Bot used a lot of endurance to fire their powers and that it was a good idea to give them EndRed enhancement. If that is not so... what are the best alternatives for a sixth enhancement on them?

On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals... And I have decided that, given that Assault Bot will be my main fighter, I think I'll give him two accuracies so he doesn't miss with his powerful attacks. All in all... maybe I'll go like this:

Battle Drones: 3 x Acc, 3 x Dam
Protector bots: 2 x Acc, 3 x Dam, 1 x End Red
Assault Bot: 2 x Acc and 3 x Dam , 1 x ???

What do you think?


[ QUOTE ]
- Poison Trap OR Repair?
MM Poison Trap is reputedly not so good, though I have no experience of it. Repair is very good, so long as you don't wait too long to use it (it has a bit of a delay period after activation).

[/ QUOTE ]

Repair it is, then!


[ QUOTE ]
- Do not find anything speciallu useful to pick at 49. Given at those levels there is a lot of AV fights... maybe triage beacon? Or should I go... I don't know... Group Fly?
I do ahve and love Group Fly but it is very situational. Many Traps powers require you to be grounded so I don't recommend it for you. Vengeance is a good high-tier power and handy for the LRSF as I understand it.

[/ QUOTE ]

I really hate, concept-wise, powers like Vengeance that need a fallen teammate. Even if they were really useful, I would not pick them.
I always have the same problem with level 49 powers. Being the last power you pick, it should be... I don't know... über or something... but then, all there is left is crappy, because if it were really useful, you would have picked it way sooner...

[ QUOTE ]
- Have I chosen any "crappy" power that I am not aware of?
Hover. With one slot its not fast enough. Air Superiority will serve you better as a form of soft control if you can't afford the slotting. Detonator is also roundly despised though again I have no experience.

[/ QUOTE ]

I picked Hover early on in my build so Zorro Gris (spanish for Grey Fox, my MM) was able to go anywhere despite vertical obstacles. I was not planning to respec it out, but maybe I could use Air superiority, though it doesn't fit very well concept-wise. On the other hand, once you get Fly, I see no practical reasons to keep Hover if you are not a Blaster...

Also, I had the impression (because something I read on US boards) that Detonator was a really good power and that it caused a lot of damage... when you have a bot with low health you could use it to deal a good amount of damage sending him in the middle of the fray.

Think I need further comments and advice and opinions...


 

Posted

I would really, really take posion trap.

It's one of the best powers in the trap pool along with Acid Mortar, it's a very large AoE, has -regen causes enemies to choke and vomit a LOT seriously reducing the damage your taking. It's also non inturraptable, so you can lay it while people beat on you for some respite. It basically allows you to lock down a huge mob of enemies for a good length of time.

PvP it's great too, the vomit animation is really long, and the enemy can't do a thing while in it allowing you to aid self, and whittle down health while they're unable to even pop an insp, people rarely resist it either.

I'd think your nuts to not take Posion trap!


 

Posted

As I said, I would rate the poison trap one of the top three trap powers. And as I said, works well with the trip mines. The trip mines will be much more situational w/o the poison trap. ;-)

Want to know what the problem with detonator is? Slow activation. Your wounded pet is dead before it goes off, or the mobs will move. You also have to blow up your best guys for the big bang. If you are looking for a reliable constant damage source, this is not it. :-P


 

Posted

Seems that Poison Trap is good then...
Let's try the build again:

01 - Battle Drones (3 x Acc, 3 x Dam)
01 - Web Grenade (2 x Acc, 1 x EndRed)
02 - Pulse Rifle Burst (2 x Acc, 3 x Dam, 1 x EndRed)
04 - Caltrops (1 x Rech, 2 x Slow)
06 - Equip Robot (1 x EndRed, 1 x Rech)
08 - Air Superiority (2 x Acc)
10 - Acid Mortar (1 x Acc, 3 x DefenseDebuff)
12 - Protector Bots (1 x Acc, 2 x Dam, 2 x Defense, 1 x EndRed)
14 - Fly (1 x Fly Speed)
16 - Force Field Generator (3 x Defense)
18 - Assault (2 x EndRed)
20 - Tactics (2 x EndRed, 3 x ToHitBuff)
22 - Aid Other (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
24 - Aid Self (3 x Heal, 1 x Interrupt reduction, 1 x EndRed, 1 x Recharge)
26 - Assault Bot (2 x Acc, 3 x Dam, 1 x ????)
28 - Poison Trap (1 x Rech, 1x Hold)
30 - Repair (3 x Rech)
32 - Upgrade Robot (3 x Rech, 1 x EndRed)
35 - Trip Mines (1 x Acc, 3 x Dam, 2 x Rech)
38 - Seeker Drones (1 x Acc, 2 x Rech, 3 x ToHitDebuffs)
41 - (Mace Mastery) Scorpion Shield (3 x Defense, 1 x EndRed)
44 - (Mace Mastery) Web Envelope (2 x Acc, 1 x Inmobilize)
47 - (Mace Mastery) Web Cocoon (2 x Acc, 2 x Hold)
49 - Detonator (1 x Acc, 3 x Dam)

I was tempted to drop my Pulse Rifle Burst attack... but no!
I NEED a personal weapon!
I'll have to drop some recharge enhancements and be slower, because there are 97 enhancement slots there, and if I am not mistaken, the total slots are 91. Any advice on which ones drop?
It makes me sad to leave the seeker drones until level 38... but didn't know which power not to take. I postponed my "nuke" too (Detonator) based on your advice...
You think it would be better to take Seeker Drones at 30 and Repair at 38?

Well, need further advice to conquer the world. So far I am not able to conquer my own office...


 

Posted

If you need to free up slots, drop one of the patron powers. You already got -fly and a great AoE hold now.

Your personal weapon is good for stopping fleeing enemies with very little HP. And concept builds are more fun. The primary purpose should be to have fun!

Detonator is also very fun to use, despite my negative comments. What is there not to love about blowing stuff up? ;-)


 

Posted

[ QUOTE ]
On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals.

[/ QUOTE ]

Each bubble gives %7.5 defense, so when you get 2 protectors they double up on the tier 1 and 3 pets giving them %15 defense to all (%18 when 3slotted for def).
Most definitely worth it.


 

Posted

[ QUOTE ]
[ QUOTE ]
On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals.

[/ QUOTE ]

Each bubble gives %7.5 defense, so when you get 2 protectors they double up on the tier 1 and 3 pets giving them %15 defense to all (%18 when 3slotted for def).
Most definitely worth it.

[/ QUOTE ]

Add in a 3 slotted Forcefield Generator...mmmm....

Oh sorry!

At a glance you can lose the End reduction from web grenade (Since it barely costs anything) and the Recharge from equip weapons (While convinent, it's really not anything mroe than that) Also the hold from Posion trp should become a recharge, since the Hold occurs a hell of a lot regardless of slotting (But shush don't tell the devs!)


 

Posted

[ QUOTE ]
Your personal weapon is good for stopping fleeing enemies with very little HP. And concept builds are more fun. The primary purpose should be to have fun!

Detonator is also very fun to use, despite my negative comments. What is there not to love about blowing stuff up? ;-)

[/ QUOTE ]

My point exactly! Althought I want my character to be well build so he doesn't suck (which is not fun), the whole purpose of all this is to have fun, and to have the coolest-looking powers possible.

[ QUOTE ]
If you need to free up slots, drop one of the patron powers. You already got -fly and a great AoE hold now.

[/ QUOTE ]

I have to say that I love to have several options for AoE Inmobilize and Hold (surely that comes from my Mind Controller experience). Is much easier to blow the enemy into submission if he cannot move! I think inmobilize and hold have great synergy with robots, because they are mostly ranged.
On the other hand, what I need to free are enhancement slots...


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
On a related topic... Are two defense enhancements really useful in Protector bots? I was thinking that the defense from the forcefields they provide could be not worth slotting... maybe two heals.

[/ QUOTE ]

Each bubble gives %7.5 defense, so when you get 2 protectors they double up on the tier 1 and 3 pets giving them %15 defense to all (%18 when 3slotted for def).
Most definitely worth it.

[/ QUOTE ]

Add in a 3 slotted Forcefield Generator...mmmm....


[/ QUOTE ]

If I am not mistaken (which is an occurrence known to happen, albeit very rarely) defense enhancements are tier B, so using three SOs you could get your defense (~) *1.6

Then, Protector bots provide two shields each:
Force Shield - 5.62 defense
Dispersion Bubble - 7.5 defense

And Force Field Generator provides:
Dispersion Bubble - 10 defense

And Scorpion Shield (from Mace Mastery)
13.5 defense
(all numbers according to data in Dread Tomax Guide to CoV in Nofuture)

Am I to undertand that you could have (with three defense SOs in every power that provides defense)... uhm ... calculator...
(((7.5 + 5.62)*2) + 10 + 13.5) * 1.6 = (~) 79% (!!) defense to smashing/lethal
That should be good... and if it all stacks that nicely, I could even think about getting Maneuvers...

By the way, I never undertand, when defense info is given, certain powers are listed as if they grant a defense against, say, lethal damage (e.g. 5%) and another defense against melee damage (e.g. 5%). Does it mean that you get a 10% defense against a melee attack that does lethal damage? I don't think so, but I'm curious...


 

Posted

Okay... Protector Bots only give a single shield (Force Shield) that grants Defense to All. They do not have Dispersion Bubble (that was scrapped off their power list in beta, and replaced with Seeker Drones).

The Prot Bots will also only bubble you once, and not twice like their fellow robots. So, by your maths you get...

(5.62 + 10 + 13.5) * 1.6 = 46.59 % to Smash/Lethal (i.e. Still very nice!)

In terms of Elemental (Smash, Lethal, etc.) and Positional (Melee, Range, AoE) Defense, only the highest number applies.

So if you get hit with a Ranged Fire attack, and your Fire Defense is higher than your ranged defense then the Fire Defense applies.


 

Posted

[ QUOTE ]
Okay... Protector Bots only give a single shield (Force Shield) that grants Defense to All. They do not have Dispersion Bubble (that was scrapped off their power list in beta, and replaced with Seeker Drones).

The Prot Bots will also only bubble you once, and not twice like their fellow robots.

[/ QUOTE ]

They will give you only one Force Shield? The do not have Dispersion Bubble??
STUPID STUPID ROBOTS!!! 8-(

By the way, congratulations on your level 50! And thanks for the help.


 

Posted

Believe me, you don't want them to have Dispersion - it drained their endurance inside of a minute! Was pitiful (although triple Dispersion was great )

And enjoy the bots - I know I do


 

Posted

I'd suggest not taking fly at all. Traps needs you be ground based.
I'd reccomend CJ/SJ and Acrobatics if you have the luxury of a slot to afford it. It's very good with the FF Generator.
Of course if Fly is for your enjoyment and concept, go for it !

Glad to see you have Poison Trap in there! An awesome AOE hold attack that also causes vomitting. Vomitting animations alone will take a mob out of near enough the whole fight. Plus the slows and fantastic -regen make this a great cornerstone of your /traps build. Very very awesome. Use with Acid Mortar and all the Caltrops, Web grenades and Mines you can muster for truely nefarious villainy!

If you are taking the Leadership pool and stuck for a power to fill a slot anywhere else, make it Vegeance.

If you want some really despicable fun, I suggest TP Foe.

Detonator has a really really long recharge and can be tricky to pull of right. But you just can't beat it for the classic archetypal Mastermind moments of self-destructing your own henchmen . Awesome fun!


 

Posted

this may seem a little late, but i'm currently on lvl 22 with the same power set, and you NEED stamina if you have the leadership things, believe me, i've just respecced it.


 

Posted

I have a level 33 Ninja Trap MM. IMVHO, Web Nade needs only one slot for accuracy for PvE. PvP totally different story.
Caltrops dont need to be slotted for slow, they slow down enough at stock.

With traps, you want them to be there, so slot your caltrops with one or two recharges, 1 endo reduction, and you should be ok through lvl 30+

Acid mortar: Slot for recharge ASAP, get three in there so it will be available. Three debuffs next. Its job it to tank and take aggro for you, and make things easier to hit and damage. It cant do it if its not there, and it wont debuff like it can if not slotted for it. 3 recharge 3 debuff
FFG- Slot for 3 defense, all I would advise.
Poison Trap: Slot for 3 recharge, then a hold or two if you can drop the slots, well worth it. With poison trap slotted 3 hold, My MM does mayhems on Ruthless, SOlo, and goes to the bank with out pets, plants the trap and trops, and summons while the longbow pukes... Working 3 in a row so far like that.
Aid Self and Aid Other are Highly recommended(slot both for decrease interupt time first). Stamina is a MUST if you run leadership pool, all I would get is manuvers and tactics.
Manuvers because it stacks with your bubble and tactics for the perception and accuracy bonus. It also stacks with your mortar debuff nicely, while manuvers and tactics buff you.

All my pets have 6 slots ASAP, my traps like mortar, poison trap, FFG, are slotted for recharge first when applicable, then three of whatever they do best ( defense, debuff, hold).

With a build focused on pets n traps, tactics and aid self and other (only aimed shot my only attack from pool), I have been able to get my 1st PvP badge without really building for PvP, able to do mayhems on ruthless so easy, and basically tank through any thing I have come across since poison trap.

Poison trap will hold a boss, it is better than choking cloud and a few other PBAoE powers for that, dont skip it.
The only trap I have skipped so far is triage beacon...for medicine pool.

To sum it up, dont get personal attacks, if you must, slot for range to use as a puller into your traps. Slot your pets 6 asap, and the traps you use (mortar 3 rech 3 debuff, FFG 3 defense, Poison trap 3 recharge 3 hold), slot for recharge first so they are there.. cant stress that enough..DONT slot your acid mortar for accuracy. Its pretty accurate, it rarely missed even in PvP.

Hope this was somewhat articulate and helped a bit.

Your:

Private Dancer

PS - get tactics! get manuvers ! get stamina!


 

Posted

I'd keep the endrdx in Web grenade, i've found it really taps me out and i don't even use leadership, you'll want to spam it to help keep people in your traps. Also i'd add at least one exra slot to fly, you'll hate yourself for the slow speed otherwise.
Otherwise seems like a solid build, enjoy!


The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...