Help wih first build
quite costly and maybe put soulbound on your assult bot?
Yeah, I have a few rich alts but the cost of that build does make me wince a little.
I'm open to suggestions for a cheaper/easier to construct build too.
Hey guys, I'm a newbie to redside but I've played through the AT's and found that I love the playstyle and concept of masterminds. Tried a few variations but ended up sticking with Robotics/Traps. I'm about halway to 50 with this toon already so I've started to think about my endgame build. I've been playing about in Mids a little but I'll admit I'm a little lost. Could you guys take a look at my build and give me some advice and constructive criticism?
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Bots/traps is my absolute favorite MM. I'll tell you now that with enough time and money, this kind of character can handle eight man missions and AVs on his own, even some GMs. I'll offer my suggestions as best I can.
Level 1: Battle Drones
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With a mastermind, very few set bonuses actually do anything for you. +Recovery and +Recharge are always nice, but the recharge bonuses come late enough in sets that they're sometimes not worth it. +HP and +Regen are great if you tankermind, but seeing as how you didn't take provoke, I doubt you do that. +Defense is great, and with bots/traps, you can softcap to all three positions. I have the defense softcap to ranged and AoE on mine, which I find enough. Outside of that, there aren't any bonuses that really help you because your pets are the ones doing all the work.
Masterminds benefit greatly from "frankenslotting." What you want to do is use IOs from multiple sets to get the most benefit crammed into your powers. This works because a double attribute IO gives more of a benefit to two things than half of a single attribute to each.
In my drones, I put the full Blood Mandate set. It caps their accuracy and damage and provides really nice defense bonuses. The Soulbound set is a very terrible idea for these bots, since the proc doesn't go off that often, and when it does, these guys are still recharging attacks and usually don't even get the benefit.
Webnade is a STAPLE in your ability to take down heavy targets. Bosses need to be immobilized so they don't get out of the burn patch your assbot drops. This should be at least four slots, I reccommend 1 acc, 1 immob, 1 end reduc, and one recharge. You can do much better than that by using frankenslotting.
Caltrops will never do enough damage slotted the way you have it. If you want caltrops to do damage, slot it with procs. It takes two damage set types, so you can actually cram six damage procs into this power if you wanted to. Personally, I slot the purple proc that does knockdown. It helps keep mobs inside burn patches in addition to my immobilize powers.
Level 4: Triage Beacon
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My only suggestion on equip robot would be to add another end reduction. If you keep stamina in your build, then you don't need it, but I got by without stamina. The extra end reduction helped with that.
GAH! No personal attacks! Bad! Especially if you don't plan on using it, as I can see from your slotting. These powers are endurance hogs and don't do a piddly of damage compared to the rest of your army. Speaking of hasten, you might want to take it in this slot. Two recharge reduction IOs will suffice.
Level 10: Acid Mortar
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Level 12: Protector Bots
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First: The third common IO in a power (if it's a level 50 IO) provides so little benefit that you are often better off not even using it. Have you heard of enhancement diversification?
Second, and more importantly, the protectors have a little wonky thing with their AI that I've noticed. If the value of their heal is greater than the current damage on a robot, they will not heal it. With the heal being very powerful, they won't use it until most robots are almost dead. If it's not powerful enough, though, they won't be able to heal effectively anyway. I suggest only one heal IO in these.
Finally, protector bots do damage. They're good at it too. The way I have them slotted is with the purple damage enhancer, blood mandate for acc/damage and acc/endurance (I find that these guys run out of endurance without it), one common heal IO, and two common defense IOs.
Level 16: Force Field Generator
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Level 20: Stealth
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Level 26: Assault Bot
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Level 28: Seeker Drones
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You should never need upgrade robot to recharge any faster than it does. I'd put another end reduc in its place.
What I don't get is that you slot combat jumping for defense but not maneuvers... Maneuvers provides the greater benefit, which means the enhancements are doing more, and it helps your bots.
Charged armor... meh. I have it, and I only have the +defense unique in it. I don't even have to turn the power on for this benefit. Bodyguard mode brings me to effective 75% resist all on its own.
Level 44: Electrifying Fences
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Poison trap is better off with recharge reductions. The -regen in this power is what allows you to take down AVs and GMs, so you want it recharging faster to keep that -regen on them.
Superjump. Well I guess you need a travel power. I would suggest looking into slotting the Blessing of the Zephyr set. It gives you knockback protection and some very nice defense bonuses.
Well, I hope I've helped.
Where to now?
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Great reply, thank you for taking the time.
Two things, the lady grey proc works great in mortar. On my Traps/Sonic defender i have both achilles and that proc for added dps against hard targets.
PGT only really need 2 recharges and a Lockdown proc.
Umm no Medicine Pool?
I also think Fitness is overkill for a /Traps MM build. Add in some +Recovery set bonuses, and you can max out all 3 positional defense, pick up Aid Other and Self from the Med pool and Provoke from the Presence Pool and have a much cheaper build. Here's the chunk for it:
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Hey guys, I'm a newbie to redside but I've played through the AT's and found that I love the playstyle and concept of masterminds. Tried a few variations but ended up sticking with Robotics/Traps. I'm about halway to 50 with this toon already so I've started to think about my endgame build. I've been playing about in Mids a little but I'll admit I'm a little lost. Could you guys take a look at my build and give me some advice and constructive criticism?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Descendant: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones
- (A) Soulbound Allegiance - Damage
- (3) Soulbound Allegiance - Damage/Recharge
- (5) Soulbound Allegiance - Accuracy/Damage/Recharge
- (7) Soulbound Allegiance - Accuracy/Recharge
- (9) Soulbound Allegiance - Damage/Endurance
- (19) Soulbound Allegiance - Chance for Build Up
Level 1: Web Grenade- (A) Accuracy IO
Level 2: Caltrops- (A) Javelin Volley - Chance of Damage(Lethal)
- (3) Javelin Volley - Accuracy/Damage
- (9) Javelin Volley - Damage/Recharge
- (21) Javelin Volley - Damage/Endurance/Recharge
- (31) Javelin Volley - Accuracy/Endurance/Recharge
- (40) Javelin Volley - Accuracy/Damage/End/Rech
Level 4: Triage Beacon- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Endurance/Recharge
- (7) Numina's Convalescence - Heal/Recharge
- (21) Numina's Convalescence - Heal/Endurance/Recharge
- (23) Numina's Convalescence - Heal
- (40) Numina's Convalescence - +Regeneration/+Recovery
Level 6: Equip Robot- (A) Endurance Reduction IO
Level 8: Pulse Rifle Burst- (A) Damage Increase IO
Level 10: Acid Mortar- (A) Touch of Lady Grey - Defense Debuff
- (11) Touch of Lady Grey - Defense Debuff/Recharge
- (11) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (15) Touch of Lady Grey - Recharge/Endurance
- (17) Touch of Lady Grey - Defense Debuff/Endurance
- (37) Touch of Lady Grey - Chance for Negative Damage
Level 12: Protector Bots- (A) Defense Buff IO
- (13) Defense Buff IO
- (13) Defense Buff IO
- (15) Healing IO
- (17) Healing IO
- (19) Healing IO
Level 14: Assault- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (34) Endurance Reduction IO
Level 16: Force Field Generator- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (31) Red Fortune - Defense/Endurance/Recharge
- (34) Red Fortune - Defense
- (39) Red Fortune - Endurance
Level 18: Maneuvers- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (34) Endurance Reduction IO
Level 20: Stealth- (A) Defense Buff IO
- (37) Defense Buff IO
Level 22: Vengeance- (A) Healing IO
- (25) Healing IO
- (37) Healing IO
Level 24: Hurdle- (A) Jumping IO
Level 26: Assault Bot- (A) Sovereign Right - Accuracy/Damage
- (27) Sovereign Right - Damage/Endurance
- (27) Sovereign Right - Accuracy/Endurance
- (29) Sovereign Right - Accuracy/Damage/Endurance
- (29) Sovereign Right - Accuracy
- (31) Sovereign Right - Resistance Bonus
Level 28: Seeker Drones- (A) Range IO
- (46) To Hit Debuff IO
Level 30: Health- (A) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Endurance/Recharge
- (39) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (50) Doctored Wounds - Recharge
Level 32: Upgrade Robot- (A) Recharge Reduction IO
- (33) Endurance Reduction IO
Level 35: Stamina- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Performance Shifter - Accuracy/Recharge
- (45) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Chance for +End
Level 38: Combat Jumping- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Recharge
- (40) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
Level 41: Charged Armor- (A) Titanium Coating - Resistance/Endurance
- (42) Titanium Coating - Resistance/Recharge
- (43) Titanium Coating - Endurance/Recharge
- (43) Titanium Coating - Resistance/Endurance/Recharge
- (46) Titanium Coating - Resistance
- (48) Titanium Coating - Endurance
Level 44: Electrifying Fences- (A) Immobilisation Duration IO
- (45) Accuracy IO
Level 47: Poison Trap- (A) Hold Duration IO
- (48) Hold Duration IO
- (50) Hold Duration IO
Level 49: Super Jump- (A) Jumping IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Supremacy