Draft Robot/Trick Arrow Build


Carnifax

 

Posted

Hi all. I used to have a /ta troller years ago and never fully appreciated its value. Been inspired therefore to roll a new one and thought MM would allow me to make the most of it. So here's my potential build feel free to comment since i have little experience in either set. This is kind of a leveling up build so i didnt bother with set IOs. Anyway tell me what u think.

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: Trick Arrow
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- Dmg-I:50(A), Dmg-I:50(3), Acc-I:50(3), Acc-I:50(5), Dmg-I:50(7), RechRdx-I:50(7)
Level 1: Entangling Arrow -- Acc-I:50(A), Acc-I:50(9)
Level 2: Pulse Rifle Burst -- Acc-I:50(A), Dmg-I:50(45), Acc-I:50(46), Dmg-I:50(46)
Level 4: Glue Arrow -- RechRdx-I:50(A), RechRdx-I:50(5), Slow-I:50(9)
Level 6: Equip Robot -- RechRdx-I:50(A)
Level 8: Recall Friend -- EndRdx-I:50(A)
Level 10: Ice Arrow -- Acc-I:50(A), Acc-I:50(11), Hold-I:50(11), Hold-I:50(25), EndRdx-I:50(33), RechRdx-I:50(34)
Level 12: Protector Bots -- Acc-I:50(A), Dmg-I:50(13), Dmg-I:50(13), Dmg-I:50(15), DefBuff-I:50(17), DefBuff-I:50(23)
Level 14: Teleport -- EndRdx-I:50(A), Range-I:50(15), EndRdx-I:50(46)
Level 16: Poison Gas Arrow -- RechRdx-I:50(A), EndRdx-I:50(17), RechRdx-I:50(34)
Level 18: Repair -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19), EndRdx-I:50(23), EndRdx-I:50(25)
Level 20: Acid Arrow -- Acc-I:50(A), Acc-I:50(21), EndRdx-I:50(21), RechRdx-I:50(34), DefDeb-I:50(43)
Level 22: Swift -- Run-I:50(A)
Level 24: Health -- Heal-I:50(A)
Level 26: Assault Bot -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(31), Dmg-I:50(33), Dsrnt-I:50(43)
Level 28: Disruption Arrow -- RechRdx-I:50(A), RechRdx-I:50(29), EndRdx-I:50(29), EndRdx-I:50(40), RechRdx-I:50(45)
Level 30: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 32: Upgrade Robot -- RechRdx-I:50(A), EndRdx-I:50(33), EndRdx-I:50(37)
Level 35: Oil Slick Arrow -- RechRdx-I:50(A), RechRdx-I:50(36), Dmg-I:50(36), Dmg-I:50(36), DefDeb-I:50(37), EndRdx-I:50(37)
Level 38: EMP Arrow -- Acc-I:50(A), Acc-I:50(39), Hold-I:50(39), Hold-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40)
Level 41: Scorpion Shield -- EndRdx-I:50(A), EndRdx-I:50(42), DefBuff-I:50(42), DefBuff-I:50(42), DefBuff-I:50(43)
Level 44: Assault -- EndRdx-I:50(A), EndRdx-I:50(45)
Level 47: Tactics -- EndRdx-I:50(A), EndRdx-I:50(48), ToHit-I:50(48), ToHit-I:50(48), ToHit-I:50(50)
Level 49: Pulse Rifle Blast -- Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy



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</pre><hr />


@Jaw Dropper - Toons of all levels so drop me a line!

Imaginary Inc.

Twitter me!

 

Posted

From my experience as lvl 50 MM/TA

General Point: TA powers are low end cost - and as you are going the stamina route, you may well not end reducers. At the very least you could say end reducers are low priority.

Glue Arrow. One of the bread and butter TA powers. It should be up as much as possible so 3 recharge enhancers (or IO equivilant). Slow is optional.

Repair: I only put on one rech reducer. It recharges fairly slowly and works best as an "oh heck" power... end reduction seems fairly redundant to me.

Oil SLick Arrow. Needs maxed out dam and rech enhancnement before anything else. 3 rech 3 dam would be the no-argument slotting with SO. If you are going IO, still make sure rech and dam are fully enhanced. Any other bonuses come a very distant second in priority. This power is the crowning glory of TA and it should be up as much as possible.

EMP: Works best as a wonderful "Oh s..." power. 2 acc, 3 hold would be my slotting, maybe a recharge. IMO best used in emergencies, rather than routinely (and then it isnt up when it really needs to be).



Otherwise everything seems fairly robust. I got flash arrow and find it a pretty decent power (for the -percep rather than -acc) but you may not think so (-percep always works best in teams when you are in danger of aggroing two mobs.. can be a life saver).


 

Posted

[ QUOTE ]
From my experience as lvl 50 MM/TA

General Point: TA powers are low end cost - and as you are going the stamina route, you may well not end reducers. At the very least you could say end reducers are low priority.

Glue Arrow. One of the bread and butter TA powers. It should be up as much as possible so 3 recharge enhancers (or IO equivilant). Slow is optional.

Repair: I only put on one rech reducer. It recharges fairly slowly and works best as an "oh heck" power... end reduction seems fairly redundant to me.

Oil SLick Arrow. Needs maxed out dam and rech enhancnement before anything else. 3 rech 3 dam would be the no-argument slotting with SO. If you are going IO, still make sure rech and dam are fully enhanced. Any other bonuses come a very distant second in priority. This power is the crowning glory of TA and it should be up as much as possible.

EMP: Works best as a wonderful "Oh s..." power. 2 acc, 3 hold would be my slotting, maybe a recharge. IMO best used in emergencies, rather than routinely (and then it isnt up when it really needs to be).



Otherwise everything seems fairly robust. I got flash arrow and find it a pretty decent power (for the -percep rather than -acc) but you may not think so (-percep always works best in teams when you are in danger of aggroing two mobs.. can be a life saver).

[/ QUOTE ]

Agree with most of this, except EMP Arrow. Its the best hold in the game and has a massive base duration. I'd go 2 acc, 1 hold, 3 recharge.

Or in the case of IOs one of each of the Acc/Recharge/Holds works really well. You can then stick another Recharge/Hold in there and save the 6th slot for a damage proc or to put elsewhere.

I'd my EMP nicely slotted at level 39 doing this with just 4 slots.


 

Posted

Depends on how one uses AoE holds. Many people like to shoot em off when they can. I am of the "I'd rather not use it when not need it, than lament its absence when needed" school of play.

Both work fine


 

Posted

Cheers for the comments guys, taken on board, might draft another build tomoz. Got some questions though:
Protector bots: Is my above slotting correct? or is it worth stressing the def rather than the heal?
Poison gas arrow: actually worth taking? seems the dmg debuff is only 15% for MMs...
Medicine pool: Will i be needing this or can i survive without (with an ample supply of greens :P)

Cheers in advance


@Jaw Dropper - Toons of all levels so drop me a line!

Imaginary Inc.

Twitter me!

 

Posted

Defender Bots: Defence is priority. 2acc, 2dam, 2 def is how I slot mine. Heal enhancers a bit of a waste of time. Disorientate would be a possibility but personally i skipped it.

Poison Gas arrow. Probably not worth it solo. But in teams effectively giving 15% damage mitigation to everyone is well worth it.

Medicine Pool. Very optional. With health you should be regenerating health faster than you take damage (provided body guard is on) given all your damage mitigation tools in Trick Archer. I skipped it and never missed it except for some hard solo Elite Boss fights.


 

Posted

[ QUOTE ]
Depends on how one uses AoE holds. Many people like to shoot em off when they can. I am of the "I'd rather not use it when not need it, than lament its absence when needed" school of play.

Both work fine

[/ QUOTE ]
Indeed, I tend to be in the "fire it off when its available and would be useful" school. Something thats backfired with Howling Twilight in the past as I tend to use it as a mez...

Poison Gas I've never been sure about. What are your other options? I've taken it and respeced it out in the past but have considered bringing it back for EB fights (as a Grav/TA). 15% less damage is basically 15% resistance to everything affected which could be handy but it depends what else you could take in its stead