Returning MM (OMG help with set bonuses!)
I'd slot more defense into your protector bots: I've got two level 50 IOs in mine. That will raise the defense on you and your protector bots closer to the defense soft-cap, and put your assault bot and drones comfortably over it because they get double protector shields.
Hitting the defense cap is the KEY to a good robot/ff build, and going comfortably over it gives you an extra margin of protection against debuff attacks which are actually pretty common.
There are a lot of things you can slot in protector bots besides just accuracy and damage. I have a heal and a stun duration, for example. Even at the defense cap your bots do occasionally take damage, and stunned enemies have a harder time getting out of burn patches, and that's where the REAL dps is.
You've taken mu mastery, but you haven't taken electrifying fences? That's usually the biggest reason for a robot mastermind to take mu mastery! Unlike many other hold powers, electrifying fences will lock a target down against knockback, so you can lay down a burn patch on some held captives without worrying about your own robots knocking them right out of it. If you don't have a tight corner handy to wedge them into with force effects, electrifying fences is the next best thing.
Are you aware that thunder strike is a melee attack? I didn't when I picked it in my last respec, and I've regretted it ever since. Melee attacks do NOT synergize well with force bubble, to say the least. Maybe it suits your play style better, but for me robot/ff is all about pushing enemies into corners with force effects and then watching them burn, burn, burn.
Oh, you've also taken kick, and slotted it. I guess you do like melee. But why kick, rather than boxing? Do you really need another way to knock someone back, when you've got a six-slotted force bolt? Or do you just want some place to stick the knockback protection set bonus?
Hover can take defensive ios, as well as travel ios. Also, if you pick speed instead of hurdle in the fitness pool, you can put even more travel ios in there and get hover moving at a nice clip, and it helps your flying speed even more. Are you taking hurdle because you intend to PvP? I'm more used to PvE, and pretty much always staying in a well slotted fitness speed boosted hover.
Tough and weave boost your own defense and resistances, but don't help your pets. If you were planning to take all the aggro as a "tankermind" that might make some sense, but even with thunder strike I'm not sure how well you're going to keep aggro off your assault bot unless you add the presence pool. Or is that another PvP thing?
As I was beaten to saying there are a few changes I would make to the build, it is quite good in that it hits all the right defence numbers, but seems a little unfocussed playstyle wise.
How do you prefer to play? Do you like being in melee trying to take the aggro, do you just send the bots in on aggressive? Do you want to hover and taunt so the bots defend you in BG mode (Tankerminding)?
British by act of union, English by grace of God, Northern by pure good fortune!
No PVP, just returning noobishness
Mu is more about concept than anything. Although, I've never been impressed with fences, at all.
The melee powers were more for having some attacks to keep aggro than anything. I am focusing on self/pet defense, and I didn't know what to drop to get presence to keep aggro. I always seem to have better luck keeping aggro with melee attacks.
Although, in the past, I've never had stamina. I added it for the attacks(my current build is almost attackless), and the couple extra toggles from fitness.
After something is pinned into the corner, there's no reason not to run up and club him a bit. I'm ambivalent about kick/boxing, I just picked one
I want survivability and killing power, don't we all? I haven't minded having no attacks in the past, something about watching my robot army destroy things is just too much fun. I thought adding some attacks might help with dps on big targets, but maybe it's not necessary. i'd like to be able to go after AVs.
Mu is more about concept than anything. Although, I've never been impressed with fences, at all.
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Force fields can push enemies in a corner for this purpose, but it only works if you HAVE corners to push them into. On a big open outdoor map that lacks corners, all your knockback and force effects become a liability, not an asset. And even on indoor maps, you don't ALWAYS have a good corner handy right where you need it.
I wish electric fences had a wider radius, but it is at least capable of completely immobilizing SOME enemies in open terrain so you can slather them with napalm and watch them burn, and that is distinctly better than none. if you had wasted respecs like I did dabbling in some of the even more disappointing patron pool immobilization powers, maybe you'd be more impressed that electric fences accomplish the amazing feat of "actually working at all".
Anyway, if you're still not interested in electric fences, the only other patron power I'd recommend is Scorpion Shield from Mace Mastery. It's the only personal protection shield that gives you a defense buff, rather than a resistance buff.
And if you're not interested in THAT, my next recommendation is to seriously consider not taking any patron powers at all. It isn't mandatory, and frankly a lot of them are just lame. Take a closer look at what your primary and secondary power sets have to offer: If you want aggro-grabbing personal attacks, what's wrong with photon grenade and repulsion bomb? It's true you're never going to personally out-blast a blaster with them, but you can't do that with power pool attacks either. These are some of the best attacks YOU'RE ever going to get.
Even the wimpy "Pulse Rifle Blast" that almost everyone will advise you not to take does more damage than the kick from the fitness pool, and it can do that damage at long range. On the whole it's STILL not worth taking, but what does that say about kick?
Just thought I'd post how it went.
Overall things were good. The only times I get into real trouble are when my bots go running after things. My defense is so high that not having them on BG mode doesn't really matter much, but they sure die when they aren't under my shields and leadership hehe.
If I want to keep tough and weave for the defense bonus, I think I'll just take punch over kick and not slot it. Wasted power pretty much. I really enjoy watching the mayhem from my bots anyway, so I don't care about having my own attacks. They aren't too good anyway I think I might have room for repulsion bomb, I might give that a try. I'm also going to give fences another shot and try slotting it up.
I tried dropping the fighting pool, and making up the defense in other ways. But I just couldn't get nearly as high. The highest I was able to squeeze out was high 30s for melee, ranged, and aoe.
Thanks for tips everyone!
Hiya everyone! I'm back after a lot of time off, and I'm trying to get a handle on a my build. The sets are mostly new to me, I've never slotted them before. Here's what I have so far, any general comments?
My priorities were:
- Defense
- HP/Regen
- Dmg/Acc
- Everything else is gravy!
P.S. I'm seriously considering dropping fly for teleport. I am not a fly fan, but I like the set bonuses I'm getting from hoverVillain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(9)
Level 1: Force Bolt -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(19), FrcFbk-Rchg/KB(19), FrcFbk-Rchg/EndRdx(36), FrcFbk-Dmg/EndRdx/KB(37), FrcFbk-Rechg%(37)
Level 2: Deflection Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(9)
Level 4: Insulation Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(11)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(17)
Level 10: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(37)
Level 12: Protector Bots -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(13), SvgnRt-Acc/EndRdx(13), SvgnRt-Acc/Dmg/EndRdx(15), SvgnRt-Acc(15), SvgnRt-PetResDam(17)
Level 14: Fly -- Flight-I(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 18: Hurdle -- Jump-I(A)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(25)
Level 22: Repair -- RechRdx-I(A)
Level 24: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Regen/Rcvry+(27), Mrcl-Heal(40), Numna-Heal(40)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(31), BldM'dt-Dmg(31)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), EndMod-I(36)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Kick -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Dmg/KB(43), KinCrsh-Acc/KB(46)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39), EndRdx-I(39)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(43)
Level 44: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Set Bonus Totals:
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Set Bonuses:
Blood Mandate
(Battle Drones)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Force Feedback(Force Bolt)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.34 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Blessing of the Zephyr(Hover)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
Luck of the Gambler(Maneuvers)
- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
Sovereign Right(Protector Bots)
- MezResist(Sleep) 2.75%
- MezResist(Confused) 2.75%
- MezResist(Stun) 2.75%
- MezResist(Held) 2.75%
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
- 10% Resistance(All)
Red Fortune(Dispersion Bubble)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Miracle(Health)
- 2.5% (0.04 End/sec) Recovery
Numina's Convalescence(Health)
- 12% (0.4 HP/sec) Regeneration
Blood Mandate(Assault Bot)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Gaussian's Synchronized Fire-Control(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 15.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Kinetic Crash(Kick)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
Titanium Coating(Charged Armor)
- MezResist(Sleep) 2.2%
- 12 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Obliteration(Thunder Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Steadfast Protection(Tough)
- 3% Defense(All)
Titanium Coating(Tough)
- MezResist(Sleep) 2.2%
- 12 HP (1.5%) HitPoints
Luck of the Gambler(Weave)