Bots/Traps Build?!?!?
Villain Plan by Mids' Villain Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Level 48 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Caltrops -- Empty(A)
Level 4: Triage Beacon -- Empty(A)
Level 6: Equip Robot -- Empty(A)
Level 8: Swift -- Empty(A)
Level 10: Acid Mortar -- Empty(A)
Level 12: Protector Bots -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Force Field Generator -- Empty(A)
Level 18: Hasten -- Empty(A)
Level 20: Poison Trap -- Empty(A)
Level 22: Stamina -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Assault Bot -- Empty(A)
Level 28: Seeker Drones -- Empty(A)
Level 30: Tactics -- Empty(A)
Level 32: Upgrade Robot -- Empty(A)
Level 35: Trip Mine -- Empty(A)
Level 38: Super Speed -- Empty(A)
Level 41: Scorpion Shield -- Empty(A)
Level 44: Web Envelope -- Empty(A)
Level 47: Web Cocoon -- Empty(A)
Level 49: Repair -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
Quick and dirty build, but all the needed powers are there.
I put Superspeed late, as you probably get the 2 travel powers from bank missions earlier. Rest is basicly pick em when you get them, calltrops is optional wich you can swap with a attack if you prefer. Same with the triangle, i never took it but it has a decent regen.
I went for Scorpion shield for the def.stacking. Protector bubbles, FFG and the shield, lovely defence
health/stamina is mainly if you spam heavy, if you can live without you can condider aid other/self for extra survivability.
Wich i left out: 2 attacks (let the pets do, so u focus on debuffs), photon grenade (i never saw used for it,specialy with 4 seeker drones going), Detonator (it is lovely on necro, but damage isnt really that awsome and long recharge).
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
My current Bots/traps build (well, what I remember it to be )
lvl1 Battle Drones
lvl1 Web Grenade
lvl2 Caltrops
lvl4 Triage Beacon
lvl6 Equip
lvl8 Hover
lvl10 Acid Mortar
Lvl12 Protector Bots
lvl14 Fly
lvl16 Force Field Generator
lvl18 Aid Other
lvl20 Poison Trap
lvl22 Aid Self
lvl24 Maneuvers
lvl26 Assault Bot
lvl28 Tactics
lvl30 Assault
lvl32 Upgrade
lvl35 Trip Mine
lvl38 Seeker Drones
lvl41 Scorpion Shield
lvl44 Web Envelope
lvl47 Resuscitate
lvl49 Vengeance
Till you get some Pet set IOs I'd stick 2 Def, 1 EndRed, 1 Acc and 2 Dam in Protector Bots. Don't worry about EndReds in the other bots, Protectors are the only one that gobble up end once Equipped and Upgraded
I took your build Prime and done this - How is it?
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- Dmg-I:40(A), Dmg-I:40(3), Dmg-I:40(3), Acc-I:40(5), Acc-I:40(5), Acc-I:40(7)
Level 1: Web Grenade -- Acc-I:40(A), EndRdx-I:40(7)
Level 2: Caltrops -- EndRdx-I:40(A), EndRdx-I:40(43)
Level 4: Triage Beacon -- RechRdx-I:40(A), RechRdx-I:40(9), RechRdx-I:40(11), Heal-I:40(11), Heal-I:40(23), Heal-I:40(23)
Level 6: Equip Robot -- EndRdx-I:40(A), EndRdx-I:40(9)
Level 8: Hover -- DefBuff-I:40(A)
Level 10: Acid Mortar -- RechRdx-I:40(A), RechRdx-I:40(45), RechRdx-I:40(45), EndRdx-I:40(46)
Level 12: Protector Bots -- DefBuff-I:40(A), DefBuff-I:40(13), Dmg-I:40(13), Dmg-I:40(15), EndRdx-I:40(15), Acc-I:40(17)
Level 14: Fly -- Flight-I:40(A), Flight-I:40(17), Flight-I:40(19), EndRdx-I:40(34)
Level 16: Force Field Generator -- EndRdx-I:40(A), DefBuff-I:40(40), DefBuff-I:40(43), DefBuff-I:40(43)
Level 18: Aid Other -- Heal-I:40(A), Heal-I:40(19), Heal-I:40(21), RechRdx-I:40(21), EndRdx-I:40(50)
Level 20: Poison Trap -- RechRdx-I:40(A), RechRdx-I:40(46), RechRdx-I:40(46), EndRdx-I:40(48)
Level 22: Aid Self -- Heal-I:40(A), Heal-I:40(34), Heal-I:40(37)
Level 24: Maneuvers -- EndRdx-I:40(A), DefBuff-I:40(25), DefBuff-I:40(25), DefBuff-I:40(27)
Level 26: Assault Bot -- Dmg-I:40(A), Dmg-I:40(27), Dmg-I:40(29), Acc-I:40(29), Acc-I:40(31), Acc-I:40(31)
Level 28: Tactics -- EndRdx-I:40(A), ToHit-I:40(31), ToHit-I:40(33), ToHit-I:40(33)
Level 30: Assault -- EndRdx-I:40(A)
Level 32: Upgrade Robot -- EndRdx-I:40(A), EndRdx-I:40(33), EndRdx-I:40(34)
Level 35: Trip Mine -- RechRdx-I:40(A), RechRdx-I:40(36), Dmg-I:40(36), Dmg-I:40(36), Acc-I:40(37), EndRdx-I:40(37)
Level 38: Seeker Drones -- Dmg-I:40(A), Dmg-I:40(39), Acc-I:40(39), Acc-I:40(39), RechRdx-I:40(40), EndRdx-I:40(40)
Level 41: Scorpion Shield -- EndRdx-I:40(A), DefBuff-I:40(42), DefBuff-I:40(42), DefBuff-I:40(42)
Level 44: Web Envelope -- Acc-I:40(A), EndRdx-I:40(45)
Level 47: Resuscitate -- RechRdx-I:40(A), RechRdx-I:40(48), RechRdx-I:40(48)
Level 49: Vengeance -- DefBuff-I:40(A), DefBuff-I:40(50), DefBuff-I:40(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 />
My semi-humble contribution:
Level 50 Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Medicine
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones
Level 1: Web Grenade
Level 2: Pulse Rifle Burst
Level 4: Caltrops
Level 6: Equip Robot
Level 8: Aid Other
Level 10: Acid Mortar
Level 12: Protector Bots
Level 14: Hasten
Level 16: Force Field Generator
Level 18: Assault/Maneuvers
Level 20: Poison Trap
Level 22: Tactics
Level 24: Aid Self
Level 26: Assault Bot
Level 28: Seeker Drones
Level 30: Super Speed
Level 32: Upgrade Robot
Level 35: Trip Mine
Level 38: Triage Beacon
Level 41: Charged Armor
Level 44: Electrifying Fences
Level 47: Electric Shackles
Level 49: Challenge/Provoke
Web Grenade:
I actually have three slots in this, to increase accuracy and reduce endurance cost - it is very useful for keeping EBs/AVs in place, especially useful in at least one fight where you have to stop the AV from escaping.
Pulse Rifle Burst:
At low levels damage output is mediocre and largely single target, so having a single attack of your own does add a decent amount to your overall damage. Also good for pulling, causing your bots to attack without leaving bodyguard mode. You can safely respec this out later to shuffle powers around a little - by this time you should have a sufficient feel for the sets to make up your own mind what you want.
Aid Other:
Infinitely more valuable than Triage at low levels and just outright more useful than Repair. A couple of Interrupt Reduction enhancements and it can even be used through DoTs without too much trouble.
Assault/Maneuvers:
Whichever suits your preference - a minor boost to offence or some additional defence to stack with FFG. Alongside Tactics and without Stamina you will probably find it too expensive to run all three however.
Aid Self:
You might be able to get by with just an occasional green inspiration so you could bring Super Speed in here instead, but it is useful just for topping up between fights for the sake of expediency. Alternatively you could take Triage here instead, as you are going to see AVs/EBs occasionally by this point in your career.
Super Speed:
If you take it early enough the various temp travel powers (3xfly, 1xsuper jump) can be made to last you your entire career - I still have 10-15 minutes left of flight and super jump on my lvl50.
Charged Armor:
On top of your respectable defences, the resistance adds a great deal to your survivability and seems to be largely recommended over the Scorpion Shield on the US boards.
Electrifying Fences:
The only patron AoE immobilise to prevent knockback, which your Assault Bot causes a lot of - the Scorpion Web Envelope does nothing to prevent knockback sadly.
Challenge/Provoke:
Again something I've seen suggested on the US boards for AV tanking - stay away from your bots and attract all the AoE attacks to you to save them all from being wiped out by AoE-heavy foes. You might want this earlier.
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation
In my not particularly humble opinion...
CONSIDER TAKING:
- Repair. Completely heals any given bot - you'll usuually be using it on your Assault Bot when it runs into something stupidly huge. Saves a LOT of running away/summoning time, and is not interruptible like Heal Other. HO is still useful though.
- TP Foe. Your set gives you both prox mines and Poison Trap (which is a divine gift from the dark goddesses. Slot it, use it, love it.) Teleporting a hapless minion into the midst of your snarling mob of bots is useful, ensuring that they set off your carefully laid traps more so.
- Recall Friend can also be exceptionally useful for retrieving lost/stuck bots.
- Save up like mad for any kind of Stealth enhancement (Freebird: Stealth, perhaps) and use it. Consider Grant Invisibility to move your bots about quietly and grant another useful team buff.
DROP:
Seeker Drones - you get these for free anyway with an Upgraded Protector Bot and they're just as effective as the regular power.
Is it time for the dance of joy yet?
Not bad. Here's what I would have slotted differently.
Caltrops: 1 Recharge, 1 Slow
Acid Mortar: 2 Recharge, 2 DefDebuff (mine was 6 slotted 2Rech,1 Acc, 3 DefDebuff before Invention sets)
Equip and Upgrade: 1EndRed, 1Recharge
I have 2 Interrupt, 1Recharge, 3 Heal on Aid Other and Aid Self, with only the 1Recharge in Resuscitate and 2Fly in Fly.I don't have that EndRed in FFG, you could put that in Web Gernade as a Recharge.
Maybe 2 Stun or 2 TohitDebuff might be better in Seeker Drones I'm not really sure, never slotted them for damage myself so not aware of what damage they could achieve.
Hehe I've had those you've suggested taking and dropped them all for a number builds I've had up to my current one
Repair: Yep it's a nice heal and restores End to a bot. I found it handier when I first started off my bot/trapper. But it started being used less and less. Protectors both usually healed the bot I was using repair on before it could activate, I would end up Repairing a fully healed bot , and any damage that was inflicted on any other bot wasn't worth using Repair on as it recharges alot slower then Aid Other, which could top them up nicely. In the end my Aid Other could heal a large chunk of my bots health that Repair just became redundant, it was just cluttering up my power tray gathering dust.
Tp Foe: Ok. Tping minions in to mines is fun, but overkill. Might be fun in PvP too, but I wouldn't know about that. Most things in PvE that require a Trip Mine/Poison Trap field (mostly troublesome EB's) can't be Tp'd. With your bots behind you in BG mode and your FFG in tow you can easily walk into a mob, poison trap them and while they cough thier guts out and be slammed by your bots you can set up a trip mine with ease.
Seeker Drones is one of those powers that some like and other don't. I have them on my Bots/Traps but not my Thug/Traps. Why is that? It's because bots has them aswell. Two extra ones can't be bad at all. Six floaty explodey things had to be better than four. Proctectors Heal, Shield, attack, spawn these and can be slotted to maximize the effect of these. There's just abit too much going on with them and slotting the Protectors to maximize the TohitDebuff of seekers makes you lose something in the heal, shield or attack department. So you can pick your own seekers, slot them for TohitDebuff or Stun, while your Proctectors go about happy buffing and damaging things. Oh, and of course, you can't get your bot to summon thier seekers when you would like them to and when they do the seekers are summoned at the Proctector, while you can summon your own when and where you like. Bonus!
My build that mighty helped on :P
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fitness
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones
(A) Blood Mandate - Accuracy/Damage: Level 50
(3) Blood Mandate - Damage/Endurance: Level 50
(3) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(5) Blood Mandate - Accuracy: Level 50
(5) Blood Mandate - Damage: Level 50
(7) Sovereign Right - Resistance Bonus: Level 50
Level 1: Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(39) Enfeebled Operation - Accuracy/Endurance: Level 50
(40) Enfeebled Operation - Immobilize/Range: Level 50
(40) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(40) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 2: Caltrops
(A) Tempered Readiness - Accuracy/Slow: Level 50
(7) Tempered Readiness - Damage/Slow: Level 50
(9) Tempered Readiness - Accuracy/Endurance: Level 50
(9) Tempered Readiness - Range/Slow: Level 50
(37) Tempered Readiness - Endurance/Recharge/Slow: Level 50
Level 4: Triage Beacon
(A) Doctored Wounds - Heal/Endurance: Level 50
(45) Doctored Wounds - Heal/Recharge: Level 50
(46) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(46) Doctored Wounds - Heal: Level 50
(46) Doctored Wounds - Recharge: Level 50
Level 6: Equip Robot
(A) Recharge Reduction IO: Level 50
Level 8: Combat Jumping
(A) Endurance Reduction IO: Level 50
Level 10: Acid Mortar
(A) Accuracy IO: Level 50
(11) Accuracy IO: Level 50
(11) Defense Debuff IO: Level 50
(37) Defense Debuff IO: Level 50
(39) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50
Level 12: Protector Bots
(A) Blood Mandate - Accuracy/Damage: Level 50
(13) Blood Mandate - Damage/Endurance: Level 50
(13) Blood Mandate - Accuracy: Level 50
(15) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(15) Blood Mandate - Damage: Level 50
(33) Edict of the Master - Defense Bonus: Level 40
Level 14: Super Jump
(A) Endurance Reduction IO: Level 50
(50) Endurance Reduction IO: Level 50
Level 16: Force Field Generator
(A) Red Fortune - Defense/Endurance: Level 50
(17) Red Fortune - Defense/Recharge: Level 50
(17) Red Fortune - Defense/Endurance/Recharge: Level 50
(43) Red Fortune - Defense: Level 50
(43) Red Fortune - Endurance: Level 50
Level 18: Repair
(A) Recharge Reduction IO: Level 50
(19) Recharge Reduction IO: Level 50
(19) Recharge Reduction IO: Level 50
Level 20: Poison Trap
(A) Slow IO: Level 50
(21) Slow IO: Level 30
(21) Slow IO: Level 50
(36) Recharge Reduction IO: Level 50
(36) Recharge Reduction IO: Level 50
(37) Recharge Reduction IO: Level 50
Level 22: Hasten
(A) Recharge Reduction IO: Level 50
(23) Recharge Reduction IO: Level 50
(23) Recharge Reduction IO: Level 50
Level 24: Aid Other
(A) Doctored Wounds - Heal/Endurance: Level 50
(25) Doctored Wounds - Heal/Recharge: Level 50
(25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(34) Doctored Wounds - Heal: Level 50
(36) Doctored Wounds - Recharge: Level 50
Level 26: Assault Bot
(A) Blood Mandate - Accuracy/Damage: Level 50
(27) Blood Mandate - Damage/Endurance: Level 50
(27) Blood Mandate - Accuracy/Endurance: Level 50
(29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(29) Blood Mandate - Accuracy: Level 50
(31) Blood Mandate - Damage: Level 50
Level 28: Aid Self
(A) Doctored Wounds - Heal/Endurance: Level 50
(31) Doctored Wounds - Heal/Recharge: Level 50
(31) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(34) Doctored Wounds - Heal: Level 50
(34) Doctored Wounds - Recharge: Level 50
Level 30: Acrobatics
(A) Endurance Reduction IO: Level 50
(50) Endurance Reduction IO: Level 50
Level 32: Upgrade Robot
(A) Recharge Reduction IO: Level 50
(33) Recharge Reduction IO: Level 50
(33) Recharge Reduction IO: Level 50
Level 35: Swift
(A) Run Speed IO: Level 50
Level 38: Health
(A) Healing IO: Level 50
Level 41: Scorpion Shield
(A) Red Fortune - Defense/Endurance: Level 50
(42) Red Fortune - Defense/Recharge: Level 50
(42) Red Fortune - Defense/Endurance/Recharge: Level 50
(42) Red Fortune - Defense: Level 50
(43) Red Fortune - Endurance: Level 50
Level 44: Stamina
(A) Endurance Modification IO: Level 50
(45) Endurance Modification IO: Level 50
(45) Endurance Modification IO: Level 50
Level 47: Web Envelope
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(48) Enfeebled Operation - Accuracy/Immobilize: Level 50
(48) Enfeebled Operation - Accuracy/Endurance: Level 50
(48) Enfeebled Operation - Immobilize/Range: Level 50
(50) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 49: Super Speed
(A) Endurance Reduction IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Supremacy
------------
Set Bonus Totals:
+4% DamageBuff
+5% Defense(Lethal)
+2.84% Defense(Fire)
+2.84% Defense(Cold)
+3.75% Defense(Ranged)
+11.3% Defense(AoE)
+0.9% Max Endurance
+12% Enhancement(Heal)
+6% Enhancement(Immobilize)
+36.3% Enhancement(RechargeTime)
+1.5% Enhancement(Slow)
+MezResist(Immobilize) (Mag 4.4%)
+MezResist(Stun) (Mag 4.95%)
+MezResist(Terrorized) (Mag 6.6%)
+6% Recovery
+6.3% Resistance(Fire)
+6.3% Resistance(Cold)
+3.75% Resistance(Negative)
+PBAoE (20ft) Pet +Def(All) 5%
+PBAoE (20ft) Pet +Res(All but Psionic) 10%
------------
Set Bonuses:
Blood Mandate
(Battle Drones)
+1.5% Recovery
+0.945% Def( Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+3.75% Defense(AoE)
Sovereign Right
(Battle Drones)
+PBAoE (20ft) Pet +Res(All but Psionic) 10%
Enfeebled Operation
(Web Grenade)
+3% Enhancement(Immobilize)
+1.88% Resistance(Negative)
+2.5% Defense(Lethal)
+3.75% Enhancement(RechargeTime)
Tempered Readiness
(Caltrops)
+1.5% Recovery
+1.5% Enhancement(Slow)
+0.9% Max Max Endurance
+3.75% Enhancement(RechargeTime)
Doctored Wounds
(Triage Beacon)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)
Blood Mandate
(Protector Bots)
+1.5% Recovery
+0.945% Def( Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+3.75% Defense(AoE)
Edict of the Master
(Protector Bots)
+PBAoE (20ft) Pet +Def(All) 5%
Red Fortune
(Force Field Generator)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
Doctored Wounds
(Aid Other)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)
Blood Mandate
(Assault Bot)
+1.5% Recovery
+0.945% Def( Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+3.75% Defense(AoE)
+3.75% Defense(Ranged)
Doctored Wounds
(Aid Self)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)
Red Fortune
(Scorpion Shield)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
Enfeebled Operation
(Web Envelope)
+3% Enhancement(Immobilize)
+1.88% Resistance(Negative)
+2.5% Defense(Lethal)
+3.75% Enhancement(RechargeTime)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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I've gone for a quick build that beefs up defense to some really nice levels:
42% Smashing 47% Lethal 36.5% Energy 25.% Neg' Energy 18% Psi' 28.3% Fire 28.3% Cold 25.5% Melee 29.3% Ranged 36.8% AoE, plus the Uniques for Pet Damage that give you PBAoE 20f 10% Res to all but Psi and PBAoE 20ft 5% Defence to all.
I've gone for Recharge bonuses where possible to get your traps cycling a bit quicker.
What mids doesn't show is the actual duration that things like the Poison Trap and Acid Mortat actually stay in place. With these recharge bonuses, and Hasten you should be able to get these stacking nicely in long battles and AV/Hero fights. These are really nice debuffs!
This could be an absolute seige machine in RV .
Trip Mines I didn't bother with. To go down that route, I'd reccomend TP Foe, and well, this build is out of Pool choices, with Fitness etc.
One other route you could go might be Tankermind, using the Presence Pool for a Taunt, and a rooting Fear power, like Intimidate. You'd need to drop a Pool also to do this, but that'd make an awesome tanking PvE build too, as well be a royal pain in zone PvP.
I went Mace Mastery, as all /traps Masterminds should, especially Robot Masterminds, for the Scorpion Sheild, to stack the defence from Force Field Generator and the Protector Bots. Included is the Web Envelope for -fly back up to your own Web Grenade. If you wanted Trip Mines, this is where you could take them.
I knocked this up quickly, it might be possible to squeeze even better survival bonuses out of the sets, but the totals already here go a long way to making a very imposing build Btw you'll see I've slotted Poison Trap for Slows and not Hold Duration. Hold Duration is nice, but on Poison Trap it's quite short and anyway, Hold Duration isn't the real gem of the power. The Trap spams very large mag holds very very quickly and will break mez protection on most things. Also it has a nice side effect, causing vomitting. This is a long vomitting animation which renders your enemy completely inactive while it vomits and it cannot be escaped or countered.
Slows in this trap are a much better option to ensure you foe doesn't escape your killzone
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Trip Mines I didn't bother with. To go down that route, I'd reccomend TP Foe
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*sigh* I wish people would drop the idea that you need TP Foe to use Trip Mines I have never, even in PvP, said to myself "I could really use TP Foe right now." so it baffles me whenever someone says it's a must!
Sometimes it makes me wonder if I'm one of the very few that know the secret way to playing /Traps with the use of my Trip Mines, or if I'm just so used to playing with /Traps on my MMs that I don't need the crutch of TP Foe that others seem to require
As for slows in Poison Trap, I never bothered with that as I have Caltrops for slows and if I don't want anything running away I have Web Grenade and Web Envelope for that. Not that things get the chance to run far anyway, mobs usually end up dead after Poison Trap has gone off.
I'd also consider the Vomit effect the best bit part of Poison Trap, not just some nice side effect. Having minions to Arch-Villans/Heroes to a Tank running Granite Armor and Rooted, throwing up unable to do anything, held in a sense, is priceless.
[ QUOTE ]
[ QUOTE ]
Trip Mines I didn't bother with. To go down that route, I'd reccomend TP Foe
[/ QUOTE ]
*sigh* I wish people would drop the idea that you need TP Foe to use Trip Mines I have never, even in PvP, said to myself "I could really use TP Foe right now." so it baffles me whenever someone says it's a must!
[/ QUOTE ]
Other MMs, and Heros in a "Hero Huddle" (especially Dev Blasters sitting on tripmines and 'Trops).
The idea is to 'Port them to your waiting traps, with Caltrops laid down and Web Grenade queued. Fliers/Superjumpers will die fairly instantly, Superspeeders will be snared if you choose to setup your traps in a "dip" just below a ledge since they can't jump out and *should* be affected by Poison Trap's unresistable vomit animation after a second or two. Teleporters are the only ones that will get away.
Basically, as a Mastermind your own movement is very limited since you rely on your henchmen to survive (BG mode). In order to catch a smart foe, you need to either be very good with Webnade, or use TP Foe. TP Foe also unlocks TP Self, which is one of the main counters MMs have against being TP Foed themselves.
In PVE, as long as you have decent defense or +Stealth, you can just "toebomb" a tripmine on a group of mobs fairly easilly. Or drop poison trap first if it's a tough group. Trip mines themselves become kind of superfluous after level 32 when you get the assault bot though, and certainly after level 41 when you get the AoE ranged patron immobilise. At higher levels I only use trip mines to 'toebomb' tough bosses for a little extra burst damage.
Finally, I have a level 50 Bot/Traps/Mace MM... and if I had the option I'd respec to Mu Mastery in a heartbeat. It's quite possible to get soft-capped defence with just the FFG, a Protector Bot Bubble, Maneuvers and IO Set bonuses. The +Resist from the Mu Shield is VERY handy in PVP, and the Mu AoE immobilise is the only one that prevents knockback, which is very effective when combined with the Assault Bot's missiles.
I got Mu Mastery on my Bots/Traps and was recently thinking I might be better off with Scorpion XD.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
So.... started playinf CoV recently and got my MM to lvl 13, she is Bots/Traps but I have no idea what powers to take or how to slot them.
I have played CoH alot more than Vills but I want to try out the VEAT's hence the MM, anybody got a kick [censored] lvling build i could have?
Thanks in advance.