Need a build critique from those more knowledgable than me.
I'm no expert, but I have some thoughts. I'd consider dropping Static discharge/Detonator for Hasten. Recharge is your friend for more poison trap and acid mortar love. It's good for trip mine too! You don't need it to be perma, but it can be awesome for big fights.
Your protector is a bit light on accuracy for my tastes, but that is just my opinion. I'd probably skip the heal IO in favor of some more accuracy, but I'm a huge fan of making my pets accurate. Pets like the protector benefit from exploring potential of Hami-O's. You may not have the cash now, but I find them more valuable to MM's than peicemeal use of the purple set. Overall the build looks pretty solid to me. Good luck!
I'm no expert, but I have some thoughts. I'd consider dropping Static discharge/Detonator for Hasten. Recharge is your friend for more poison trap and acid mortar love. It's good for trip mine too! You don't need it to be perma, but it can be awesome for big fights.
Your protector is a bit light on accuracy for my tastes, but that is just my opinion. I'd probably skip the heal IO in favor of some more accuracy, but I'm a huge fan of making my pets accurate. Pets like the protector benefit from exploring potential of Hami-O's. You may not have the cash now, but I find them more valuable to MM's than peicemeal use of the purple set. Overall the build looks pretty solid to me. Good luck! |
That gives me a few extra slots to throw around, and I'm not sure what to do with them.
I'm going to give hasten a shot in place of detonator. I don't know how I overlooked including hasten in my initial build. I can throw two extra slots in it to ED cap the recharge.
As for the protectors... that's how I have them slotted currently, with the exception that I have a common damage IO in place of the purple. I don't notice them having any trouble hitting things, especially once tactics is up. The purple serves to ED cap their damage, and I'd rather do that than add more seemingly unnecessary accuracy. I like the heal being potent, as it seems that if my bots get hit, they're hurting. The defense IO's are critical. I also need some endurance reduction in them or they bottom out very quickly. As it stands now, they don't seem to run out of endurance.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I'm working on two different Robot MMs right now (Traps and Poison), neither is 50 (39 and 43 respectively) so I can't speak from experience as a 50, but I understand the Prot bots make good use of the Acc/-Def/-ToHit HOs.
Prot bots have the Seekers, right? So that HO will enhance the -ToHit from them.
I could say more, but I may be delving into "discussing exploits in the forums" territory, which I'm going to refrain from. What I did do was explain the expected manner that HO will benefit you more than just for Accuracy.
Once 50 (or 47), I'm going to go for 2 of those HOs and get my DMG enhancements to 90+ % and throw in a Heal IO.
I'm probably going to drop Repair for Aid Other and take Aid Self.
If you do find yourself with a surplus of slots, I like adding a 2nd End Red into one, or both, of the upgrades. On a Stamina-less build (as my Traps is), a summon (or 2) + 2 upgrades can be prohibitive mid fight.
Global = Hedgefund (or some derivation thereof)
I'm working on two different Robot MMs right now (Traps and Poison), neither is 50 (39 and 43 respectively) so I can't speak from experience as a 50, but I understand the Prot bots make good use of the Acc/-Def/-ToHit HOs.
Prot bots have the Seekers, right? So that HO will enhance the -ToHit from them. I could say more, but I may be delving into "discussing exploits in the forums" territory, which I'm going to refrain from. What I did do was explain the expected manner that HO will benefit you more than just for Accuracy. Once 50 (or 47), I'm going to go for 2 of those HOs and get my DMG enhancements to 90+ % and throw in a Heal IO. I'm probably going to drop Repair for Aid Other and take Aid Self. If you do find yourself with a surplus of slots, I like adding a 2nd End Red into one, or both, of the upgrades. On a Stamina-less build (as my Traps is), a summon (or 2) + 2 upgrades can be prohibitive mid fight. |
I thought about aid other, I really did. Shorter recharge, could work on bonus pets (teammates), it seemed nice. In the end I decided that it was worth it to have a heal that works at range, now as opposed to after I get close enough and after the interrupt but now it's too late, the bot is dead. And now I'm thinking about hasten, which will be my fourth power pool, so no luck there.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
The build is for a bots/traps. My travel power of choice is teleport so I can get three sets of BoTZ defense bonuses, and I'm not taking stamina. I just couldn't spare the three power choices. To offset that, I've built the set bonuses around recovery.
Mid's does not account for the protector bot shield, which adds just over 11% defense. Considering that, with everything running, this build is over 40%, which I can live with. I'd like it to be a little higher, but I'll be happy if I can't get any more out of it.
Note that the triage beacon is perma, and it has to be, since it's what gives me a large portion of my recovery.
Powers I would consider changing: Assault, Detonator, and Static Discharge. I need the electric fences, though, so it's hard to drop Static Discharge. It seems useful for grabbing some extra aggro off of my bots, but I can't really slot anything to give me decent bonuses.
I've just recently hit 50 (first one redside) and I've already sunk a bit of influence into it. I can currently steamroll content and play the market well enough that infamy is not an object when it comes to suggesting fixes here.
So here it is:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones
- (A) Soulbound Allegiance - Chance for Build Up
- (3) Soulbound Allegiance - Accuracy/Recharge
- (3) Blood Mandate - Damage
- (5) Blood Mandate - Accuracy/Damage
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Accuracy/Damage/Endurance
Level 1: Web Grenade- (A) Gravitational Anchor - Chance for Hold
- (13) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (13) Gravitational Anchor - Immobilize/Endurance
- (15) Gravitational Anchor - Accuracy/Recharge
Level 2: Caltrops- (A) Ragnarok - Damage/Recharge
- (7) Eradication - Chance for Energy Damage
- (9) Obliteration - Chance for Smashing Damage
- (9) Armageddon - Chance for Fire Damage
- (11) Positron's Blast - Chance of Damage(Energy)
- (11) Ragnarok - Chance for Knockdown
Level 4: Triage Beacon- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal/Endurance/Recharge
- (17) Miracle - +Recovery
- (17) Miracle - Heal/Endurance/Recharge
- (19) Harmonized Healing - Heal/Endurance/Recharge
- (19) Harmonized Healing - Heal/Recharge
Level 6: Equip Robot- (A) Endurance Reduction IO
Level 8: Recall Friend- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (21) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 10: Acid Mortar- (A) Achilles' Heel - Chance for Res Debuff
- (27) Touch of Lady Grey - Defense Debuff/Recharge
- (29) Touch of Lady Grey - Recharge/Endurance
- (29) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (37) Shield Breaker - Accuracy/Endurance/Recharge
- (37) Shield Breaker - Accuracy/Recharge
Level 12: Protector Bots- (A) Soulbound Allegiance - Damage
- (23) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Accuracy/Damage
- (25) Healing IO
- (25) Defense Buff IO
- (27) Defense Buff IO
Level 14: Teleport- (A) Jaunt - Endurance/Range
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Force Field Generator- (A) Gift of the Ancients - Defense
- (40) Gift of the Ancients - Defense/Endurance
- (42) Luck of the Gambler - Recharge Speed
Level 18: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
Level 20: Poison Trap- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 22: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 24: Provoke- (A) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Taunt
- (37) Accuracy IO
Level 26: Assault Bot- (A) Soulbound Allegiance - Accuracy/Damage/Recharge
- (31) Soulbound Allegiance - Damage/Recharge
- (31) Sovereign Right - Resistance Bonus
- (31) Sovereign Right - Accuracy/Damage
- (33) Edict of the Master - Defense Bonus
- (33) Edict of the Master - Accuracy/Damage
Level 28: Seeker Drones- (A) Cloud Senses - Chance for Negative Energy Damage
- (33) Cloud Senses - Accuracy/Recharge
- (34) Cloud Senses - Accuracy/Endurance/Recharge
- (34) Dark Watcher's Despair - Recharge/Endurance
- (39) Dark Watcher's Despair - To Hit Debuff
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 30: Team Teleport- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Upgrade Robot- (A) Endurance Reduction IO
Level 35: Trip Mine- (A) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Chance of Damage(Energy)
Level 38: Repair- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 41: Static Discharge- (A) Energy Manipulator - EndMod
- (45) Energy Manipulator - Chance to Stun
- (46) Performance Shifter - Accuracy/Recharge
- (48) Performance Shifter - EndMod/Accuracy
Level 44: Assault- (A) Endurance Reduction IO
Level 47: Detonator- (A) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Damage
Level 49: Electrifying Fences- (A) Gravitational Anchor - Immobilize
- (50) Gravitational Anchor - Immobilize/Recharge
- (50) Performance Shifter - Accuracy/Recharge
- (50) Performance Shifter - EndMod/Accuracy
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: SupremacyWhere to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.