So how does my bots/traps look?


dragonslay

 

Posted

It's built a bit like a solo char, but it's actually meant for a duo. All things considered the build looks good to me, but getting some ideas from others certainly never hurts. I've looked over several other players threads on the subject and incorporated some of it into this build. Avoided purple sets entirely as this build will be expensive enough even without them.

Only two things bother me so far. Caltrops is a bit underslotted, although it will certainly work as is. And I'm not sure whether I should take Challenge or Provoke. I'm leaning towards Provoke simply because it works as an AoE, and once fully slotted it will be just fine as far as recharge goes.

Also, I took repair because I couldn't think of anything else to take for my last power. I hate trip mines and detonator so wasn't sure what to do.

Counting in my P.Bots shields I should be soft-capped to everything. If not then very very close and my seeker drones will take care of the rest.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Bots: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Presence
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), EdctM'r-PetDef(7), BldM'dt-Acc/Dmg(33), EdctM'r-Acc/Dmg(33), BldM'dt-Acc/Dmg/EndRdx(33)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 2: Caltrops -- Dmg-I(A), Dmg-I(19), M'Strk-Dmg/Rchg(50)
Level 4: Triage Beacon -- Numna-Heal(A), Numna-EndRdx/Rchg(31), Dct'dW-Heal(50), Dct'dW-EndRdx/Rchg(50)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Challenge -- Zinger-Taunt(A), Zinger-Taunt/Rchg(9), Zinger-Taunt/Rchg/Rng(9), Zinger-Acc/Rchg(11), Zinger-Taunt/Rng(11), Zinger-Dam%(13)
Level 10: Acid Mortar -- Achilles-ResDeb%(A), ShldBrk-DefDeb(46), ShldBrk-Acc/DefDeb(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(48)
Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(13), BldM'dt-Acc/Dmg(15), BldM'dt-Dmg/EndRdx(15), BldM'dt-Acc(29), BldM'dt-Dmg(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(27)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(34), SvgnRt-Acc/EndRdx(34), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(36), SvgnRt-PetResDam(37)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Repair -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 5% Defense
  • 17.1% Defense(Smashing)
  • 17.1% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 11.8% Defense(Energy)
  • 11.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 18.9% Defense(Melee)
  • 16.8% Defense(Ranged)
  • 15.2% Defense(AoE)
  • 2.25% Max End
  • 48.8% Enhancement(RechargeTime)
  • 6% Enhancement(Immobilize)
  • 15% FlySpeed
  • 48.2 HP (6%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 12.8%
  • MezResist(Held) 12.8%
  • MezResist(Immobilize) 10%
  • MezResist(Sleep) 12.8%
  • MezResist(Stun) 14.4%
  • MezResist(Terrorized) 15%
  • 14% (0.23 End/sec) Recovery
  • 42% (1.41 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 13.8% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 15% RunSpeed


 

Posted

There are a lot of threads on this already so a search will do you well. However, just a few thoughts, from me (my Robots/Traps is lvl 38 and soloed 90% of it). You want as much recharge on acid mortar as you can possibly get, it is a great power and you should drop it on every mob. Take Assault and Tactics much earlier in your career. You can take poison trap and seeker drones much later, you will not need them early on. Personally I hate caltrops, but there is nothing wrong with the power its just a personal pet peeve, honestly your robots will not care if the enemy runs away slowly or quickly, everything dies so fast with this build I feel caltrops is a waste of time. Do not take repair, Heal other is better, much better and take it much earlier. I personally do not like maneuvers but you mentioned you want to be soft capped so it makes sense. You will not need challenge at all. Drop challenge, you can taunt your enemies into the caltrops, poison trap, whatever easily without challenge, the zinger is a good set, but I don't think its worth it. Take heal self it is a great power (two recharge, one interrupt early and add three heal later in your career). At lvl 38 I run my Robots/Traps on +2lvl for 2players and I have no set bonuses, this is the true Heavy of the game.


 

Posted

dragonslay is right about Challenge; if you're going Tankermind, you want Provoke.

Heal Other is generally superior to Repair, but you don't have room for another pool in that build, so what're you gonna do?


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
dragonslay is right about Challenge; if you're going Tankermind, you want Provoke.

Heal Other is generally superior to Repair, but you don't have room for another pool in that build, so what're you gonna do?
IMO you do not need provoke. If you are going to duo with a MM and your companion doesn't want to take damage; all they have to do is stay behind the robots and wait 2 seconds to attack after the robots start. MM's on small teams never need provoke, their robots do so much damage they become aggro magnets. Even on the very rare occasion the companion does take damage YOU HAVE HEAL OTHER!


 

Posted

Slotting caltrops for damage isn't really worth it. You're better off slotting for recharge, slow, or damage procs if you can afford it. I'm having a blast with the purple Knockdown proc in caltrops!