Advice, Bots/Traps Bomber


Donna_

 

Posted

Hi all, just looking for some advice for my newest project,
my bots/traps mastermind which is currently grinding the slow slow lower levels in Mercy Island

My Idea is that I wanted a PvP villain for a long long time, and as I had so much fun on my /Devices Blaster I was thinking a traps corr would be just the trick for tp mining in RV.

So.... I started thinking, the 1 thing that let me blaster down was the fact that she was sooooper squishy, and a corruptor would no doubt have the same issues.

I have before enjoy'd a bots mastermind to lvl 24 on defiant, and thought I'll combine the 2 to hopefully have a fun toon

So, can anyone advise me the best build for a PvP Bots/traps/Mace MM, I will need Hasten, TPFoe, Stam is questionable, Leadership and or Stealth and or Medicine?

I cannot use mids, because its not working for me at the moment, could we just scribble down power choices and any reasons you know of for that power?

Thank you in advance, x



P.s ~ if I have stealth+stealIO + Grant invis for pets, how detectable would I be?


Consciousness: that annoying time between naps.

 

Posted

1. With all your all your robots and other toys you won't be quite so reliant on trip mine for kills, so no need to plant a million of them per kill.

2. With all the perception hero side, your pets and FF generator will likely be lit up like Christmas tree's to many players and will grass up your position every chance they get. Personally I think the concealment pool would be a waste for this toon but if you try it post back here and let me know how it works.

3. Seekers and detonator are the only iffy traps powers. I quite like seekers anyway and the stun might be more useful in I13 than it is now. I know triage beacon looks a bit rubbish but its not bad once slotted.

4. Pools, I would take: TP, fitness, leadership and medicine. Hasten is useful but I feel these 4 are too good to leave out.

5. I don't know robots that well so I can't advise you there.


My MA IDs:
Fiend Space: 211464

 

Posted

I actually just made a traps mm, and they are quite fun, more so then i first believed. So far he's doing pretty well, all trap powers seem useful. Poison trap is especially nice, even holds bosses half the time.

Have mercs, plan is to run right in and use detonator, while the survivors are being shot at ill place some trip mines to finish em off, should be very nice damage. Still just theory though.

Im pretty damn durable at the moment, damage is so-so, altough i did just get the commando so it has picked up a bit, still need to slot him though.

Medicine pool was a great choice (both aid other and self), combined with triage beacon.


 

Posted

I've had a 50 Bots/Traps (or "Bats/Tarps" if you follow the US forums!) for a year or so, and it was originally rolled as a PvP toon. It was a good counterpoint to my Stalker, since the Stalker excelled at "squishy" killing and the MM at "melee" killing. It was able to waste most melee toons in general, and at its peak usually required 4-5 heros to take it down.

The main problem you're currently going to encounter is that what has worked in the past very probably won't be true for the new generation of PvP from issue 13 onwards.

Up until now, traps has had four things going for it in PvP:

1./ Poison Gas Trap

Traditionally Number #1 on the Melee toons hatelist, mainly for the forced rooted "puke" animation. At one point it did a short unresistable hold that could detoggle Granite Armor. In PvE it can be loaded with damage procs to create a considerably powerful AoE psuedo-attack.

According to US testers it's now a shadow of it's former self. 2 foot activation range (virtually unusable) and no multiple clouds, meaning much less puking and damage proc-ing.


2./ Telemining

Teleport --> BOOM. Best used from stealth.

The problem with a Mastermind is that anyone with any form of perception will always be able to see you. And Heaven forbid you summon FFG or the Triage Beacon --> Big "I am here!" signal flares. Toebombing is therefore more common, or teleporting foes into a patch of Caltrops/FFG/Tripmine after you send your henchmen after them.

On Test, the Trip mine suffers from the same reduced activation range as the Poison Gas Trap, about 2 feet. Hopefully this is a bug.


3./ Lockdown (Web grenade and Caltrops)

Good in the past, Good in the future. Unfortunately with the new movement caps, Caltrops's slow is not going to do much any more. But with the new suppression mechanics and lack of mez protection, Web Grenade will be more effective than ever at halting chasers/escapees.


4./ Force Field Generator

Good in the past (provided you don't move too quickly) since it gives you some defence and mez protection.

Poor on test, since due to diminishing returns the Defence granted is reduced, and you'll still get mezzed since like other such powers it now grants resistance not protection.


Bots doesn't really offer that much to PvP other than a fairly unresisted damage type (Energy) and some extra Defence from the Protector Bots. In PvE when combined with a Patron AoE Immobilise (Mu rather than Mace for preference since Mu's one stops knockback) it's a AoE steamroller with a Force Feedback +Rech proc in Assault Bot for the Burn Patches.

Bot/Traps is however one of the best soloing combinations for PvE, and it's particularly well suited to killing Heros/AVs. -Regen from Bots and Poison Gas Trap, plus Acid Mortar -Resistance, FFG and Protector Bot +Defense bubbles make you very survivable.For general AoE, the combination of Status Protection, survivability and heavy AoE damage is golden.

Bot/Traps/Mu (for the resistance shield and best Immob) or Bot/Traps/Mace (for the defence shield and an OK Immob) are the usual culprits, with /Mu doing better in general but being more costly (in terms of Set IOs for +Defence bonuses to soft-cap you at 45% ish ranged/melee/AoE) to make it work well for AV tanking.

For Pools; usually Teleport and Medicine, plus two from Leadership/Speed/Presence/Stealth.


 

Posted

[ QUOTE ]
The main problem you're currently going to encounter is that what has worked in the past very probably won't be true for the new generation of PvP from issue 13 onwards.

[/ QUOTE ]

Indeed. Since making my 1st post I've tried playing my trapper on test and found it very disappointing. I might try leveling a poison instead so I can be disappointed again next year when they nerf MM's even more.


My MA IDs:
Fiend Space: 211464

 

Posted

Again I would like to express my disgust with i13 !!!


Consciousness: that annoying time between naps.