Tankermind
I'd say so - so long as you're using Provoke to ensure you get the aggro and not the bots.
Traps offers a good range of tools to offset the incoming damage - increased Regen, Defense and Debuffs. Biggies to take and slot would be Acid Mortar, Poison Trap, FFG and Triage Beacon.
This idea reminds me the initial intention by devs of making MM the CoV tankers...
Bots/Traps/Mu is actually a better Tankermind build than Bots/Traps/Mace.
You can hit the defense soft cap through IO set bonuses without having to rely on the Epic shield at all. If you go for the Mu Epic, you'll get resists on top of your already high defence. And a AoE immobilise that negates the Assault Bot's burn missile Knockback, which is UTTER HEAVEN for PVE. Spawns just completely melt.
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Protector Bot Shields give 7.5% Base Defence, and about 11.8% Defence when enhanced as above.
That's a lot of Hami-Os. And a purple set. That build appears to be worth over ten times more than all of my characters put together.
Maybe it'd be a better idea for me to go Mace first and work up the inf sometime while the devs work on bringing us respeccable Patrons. <_<
You can ignore the Hami-Os and the purple set. Most of the pricier IOs there are just for min/maxxing. The immobilise and the +Def bonuses are where the fun is at...
Well I'll give it a go. Just as soon as I can think of a concept for some guy who has a horde of robot minions, yet prefers to take the hits himself.
I'd just make the guy a big robot himself but it's insanely difficult to make a good robotic-looking robot in this game, instead of a guy wearing a suit.
It's been a while, but... shameless bump with a question. Why Resuscitate? Wouldn't, say, Seeker Drones or Vengeance or pretty much anything else be more useful?
Question for those MMs more experienced with this playstyle - could/should I squeeze Tough into this build? Or not worth it/necessary?
I have a similar idea for a tankermind but was using necro/dark mainly for concept reasons but also because there are two heals in the build as well as a nice -tohit debuff. The theory is that I slot for defense and with the -tohit debuff few attacks get through. what does get through is easily healed.
I'll post a build later for comments cos I am typing this in work I can tell you that my build did not include tough but had hover, combat jumping (both slotted for defence), provoke and of course the fitness power pools.
BTW Col. how did you get on with yours? Did your build work?
Well, yes and no. It works well for soloing, but I had hoped to be able to keep agro in teams too; but relying only on Provoke to do so doesn't work very well.
Also, Bots/Traps is -insanely- boring to play, so he's stuck at level 42 for now. Plus, since I have a 50 Thugs MM, the damage from the Bots feels pretty low, heh.
As promised here is my build for a tankermind using Necro/Dark. I dont profess to be an expert at this so any comments would be appreciated and the MM that I am trying it on is currently only lvl 16. This build would be what I would do if I took him all the way to level 50.
At the moment he is relying on three full sets of Blessing of the Zephyr which is REALLY expensive at Wentworths. I was thinking of taking one set out of fly and adding the two slots to twighlight grasp cos the heals are not really that strong.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Charon the Ferryman MK2: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Zombie Horde <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (11) Blood Mandate - Damage/Endurance: Level 50[*] (11) Blood Mandate - Accuracy/Endurance: Level 50[*] (15) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (15) Blood Mandate - Accuracy: Level 50[*] (17) Blood Mandate - Damage: Level 50[/list]Level 1: Twilight Grasp <ul type="square">[*] (A) Theft of Essence - Accuracy/Endurance/Healing: Level 30[/list]Level 2: Tar Patch <ul type="square">[*] (A) Pacing of the Turtle - Accuracy/Slow: Level 50[*] (3) Pacing of the Turtle - Damage/Slow: Level 50[*] (3) Pacing of the Turtle - Accuracy/Endurance: Level 50[*] (5) Pacing of the Turtle - Range/Slow: Level 50[*] (5) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50[*] (7) Pacing of the Turtle - Chance of -Recharge: Level 50[/list]Level 4: Darkest Night <ul type="square">[*] (A) Siphon Insight - ToHit Debuff: Level 50[*] (7) Siphon Insight - Accuracy/ToHit Debuff: Level 50[*] (9) Siphon Insight - Accuracy/Recharge: Level 50[*] (9) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50[*] (13) Siphon Insight - Accuracy/Endurance/Recharge: Level 50[*] (13) Siphon Insight - Chance for +ToHit: Level 50[/list]Level 6: Enchant Undead <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 10: Hover <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 40[*] (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 40[*] (19) Blessing of the Zephyr - Knockback Reduction (4 points): Level 40[/list]Level 12: Grave Knight <ul type="square">[*] (A) Sovereign Right - Accuracy/Damage: Level 50[*] (21) Sovereign Right - Damage/Endurance: Level 50[*] (23) Sovereign Right - Accuracy/Endurance: Level 50[*] (23) Sovereign Right - Accuracy/Damage/Endurance: Level 50[*] (25) Sovereign Right - Accuracy: Level 50[*] (25) Sovereign Right - Resistance Bonus: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50[*] (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50[*] (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[/list]Level 16: Shadow Fall <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (27) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (27) Steadfast Protection - Knockback Protection: Level 30[*] (29) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (33) Miracle - +Recovery: Level 40[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 50[*] (29) Performance Shifter - EndMod: Level 50[*] (31) Efficacy Adaptor - EndMod: Level 50[/list]Level 22: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[*] (31) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50[/list]Level 24: Life Drain <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage: Level 50[*] (39) Thunderstrike - Damage/Endurance: Level 50[*] (39) Thunderstrike - Damage/Recharge: Level 50[*] (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (40) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (40) Thunderstrike - Damage/Endurance/Recharge: Level 50[/list]Level 26: Lich <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (33) Blood Mandate - Damage/Endurance: Level 50[*] (34) Blood Mandate - Accuracy/Endurance: Level 50[*] (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (34) Blood Mandate - Accuracy: Level 50[*] (36) Blood Mandate - Damage: Level 50[/list]Level 28: Petrifying Gaze <ul type="square">[*] (A) Lockdown - Accuracy/Hold: Level 50[*] (48) Lockdown - Accuracy/Recharge: Level 50[*] (48) Lockdown - Recharge/Hold: Level 50[*] (50) Lockdown - Endurance/Recharge/Hold: Level 50[*] (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50[*] (50) Lockdown - Chance for +2 Mag Hold: Level 50[/list]Level 30: Soul Extraction <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (33) Blood Mandate - Damage/Endurance: Level 50[*] (36) Blood Mandate - Accuracy/Endurance: Level 50[*] (36) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (37) Blood Mandate - Accuracy: Level 50[*] (37) Blood Mandate - Damage: Level 50[/list]Level 32: Dark Empowerment <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 35: Provoke <ul type="square">[*] (A) Mocking Beratement - Taunt: Level 50[*] (37) Mocking Beratement - Taunt/Recharge: Level 50[*] (43) Mocking Beratement - Taunt/Recharge/Range: Level 50[*] (43) Mocking Beratement - Accuracy/Recharge: Level 50[*] (45) Mocking Beratement - Taunt/Range: Level 50[*] (45) Mocking Beratement - Recharge: Level 50[/list]Level 38: Dark Servant <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge: Level 50[*] (40) Enfeebled Operation - Endurance/Immobilize: Level 50[*] (42) Enfeebled Operation - Accuracy/Endurance: Level 50[*] (42) Enfeebled Operation - Immobilize/Range: Level 50[*] (42) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50[*] (43) Enfeebled Operation - Accuracy/Immobilize: Level 50[/list]Level 41: Scorpion Shield <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (45) Red Fortune - Defense/Recharge: Level 50[*] (46) Red Fortune - Endurance/Recharge: Level 50[*] (46) Red Fortune - Defense/Endurance/Recharge: Level 50[*] (46) Red Fortune - Defense: Level 50[*] (48) Red Fortune - Endurance: Level 50[/list]Level 44: Gloom <ul type="square">[*] (A) Apocalypse - Accuracy/Damage/Recharge: Level 50[/list]Level 47: Fearsome Stare <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 49: Howling Twilight <ul type="square">[*] (A) Ragnarok - Accuracy/Recharge: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy
Would I be correct in assuming the "best"* Tankermind combo would be Bots/Traps/Mace?
Bots for the Protector Bot bubble. As this is an external buff, this doesn't drop if you manage to get mezzed. Protectors also heal other bots if their HP drops too low from BG mode damage.
Traps for FFG. I considered Force Field, but FFG seems better for actual Tankerminding because you can't use FF buffs on yourself aside from the PBAoE (which FFG is a portable clone of) and you're meant to keep agro off the pets anyway, plus FFG being an external buff doesn't drop if you get Sleeped or anything.
Mace obviously to stack Scorpion Shield with the other +Def bubbles.
Toss in Provoke. So, would this be efficient?
What else other than bubbles and a taunt do you need for efficient Tankerminding? Do any of the other /Traps powers support tanking particularly well?
Is it worth getting both of the Presence pool taunts to cycle between recharge and misses?
Could a Tankermind tank reliably in an 8-man team? Better, worse, comparable to a Brute?
Which powers would be considered useless in a build like this?
A lot of questions but it seems an oddball concept with a lot of potential. I like builds like that in games.
*(Yes I know there's no such thing as "best" but I'm asking for opinions here)