Robots/?


BIGMIKE

 

Posted

I am stuck right now, I want to make a robo mm (yes I know they are horribly overused) and I am not sure what to take as the /? I was thinking traps, because you get protection, damage and even slight healing with triage, so...please tell me ty


 

Posted

oh god nevermind I just saw the other post xD I'm such a noob


 

Posted

[ QUOTE ]
oh god nevermind I just saw the other post xD I'm such a noob

[/ QUOTE ]

Well, I am going to answer anyway...

I have been around the block with my own Bots, not all the way to 50, but getting closer all the time.

I personally prefer /Force Fields rather than traps. There's no heal and the only buff you get from FF is defence and some status protection. Not all the powers are useful (repulsion bomb sticks out most, and a close second would be repulsion field) but slap on some fully slotted bubbles on your bots and they become an almost unstoppable force.

The problem with traps is that the powers tend to be static and it requires you to draw the enemies onto the traps themselves (not all - I know!), the triage beacon is a classic example of this, you need to heal your bots and they run away following fleeing bad guys, aggro more enemies and are too far away from a slow recharging power for it to be of any use.

A lot of people use traps very well, but with MM pets there is always a degree of randomness in their behaviour - count the posts mentioning pets running off on the boards - and I believe that Force Fields work regardless of behaviour of pets whereas traps don't. Not always but enough to fail when you need them the most. Careful planning is needed in the use of some traps whereas FF's just get put on and are working regardless.

If you're just looking to make a MM that is uncommon combined with Robots, then try trick arrow or poison, you don't see too many of those combinations, FF and traps are far and away the most common Robots secondaries.

Anyway, that's my opinion. Tried both, prefer Force Fields and really believe they work well with robots, especially after your Protectors slap a FF on there too - I seldom even lose a Drone these days and don't need to rely on anything other than Repair for healing my pets.


"Pride is all well and good but a sausage is a sausage"


For Lent I gave up...
Hope

 

Posted

but....doesnt the protecter bot give FF?


 

Posted

I say traps, at least that's they way I went.

Lots of synergy between the two and only one drawback.

Bots are vulnerable to smashing, which you mainly get in melee. Bots prefer ranged, so caltrops at the feet of bots keep melee types away. Caltrops are generally great anyway.

Protector bots will forcefield your /traps pets. They 'spike' heal other bots and you get repair available to heal as well. Triage beacon speeds up regen, adding to this.

Some static pets in traps works with bots prefering ranged, the melee mobs come to you, and your traps.

Bots are mainly single target at lower levels. Acid mortar will 'tank' for you allowing you to work through the mobs one by one. Whilst getting the force field from the protector bot.

Your minions grab aggro, allowing you to 'toe bomb' fairly easily.

Thematically (sp?) they work well together.

The only drawback I've found is when the bots knockback mobs out of gas traps / caltrops. You can use the web grenade to stick the mob first though.

I went bots/traps and I've been very happy with that decision.

Mike.


 

Posted

Well, I prefer mobile, proactive sets so /FF and /Traps are no option at all. I have a Robot/Poison MM who is very strong and two MMs with /Dark secondary. Both secondary sets are very strong and entertaining.




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

Traps can be fairly mobile, but you need to be able to put the stuff out fast. So it will turn into a real power consuming beast, and require hasten and stamina. Hehe.

You can deploy the stuff in the middle of a mob most of the time.

The Triage Beacon is the most static power in the whole set ( darned recharge time), followed by the Trip Mine, which is interuptable, but still can be placed inside a mob 90% of the time in conjunction with the pets taking damage instead of you, and the hold effect of the Poison Trap.

In large teams, against some enemy groups, there can easily be too many dots, and hostile AoE effects going on, to bother with the Trip Mine. :-P

The Mortar comes out for every fight, if you want it to. With three recharges + hasten. As will the poison Trap. Unless the team moves very, very fast. ( Speed teams with /Kins etc. But then again you should be recharging faster as well. )

The set does not need to be static. If you don't want it to be. I don't play it that way. ;-)