The Bots/Traps DomFender, my new pet project.
First and foremost I give you thumbs up for a new idea. At least I haven't seen this kind of build yet. I have allways liked unusual usage of classes.
While I don't have enough experience with /traps that I can really comment how effective this build might be I wish you luck. I'm a bit sceptic whether random procs will give you enough additional crowd control to really legitimate Dom part. I'm sure "fender" role you can fill well enough.
I understand your idea is mainly use common IO's but I personally would still prefer to use cheap set IO and some frankenslotting. Without throughly checking your build I'm still pretyt sure you could save quite a few slots and propably(?) improve your build a bit while still maintaining very cheap label on it.
GL with your build, I hope it will be good enough to really fill DomFender role
Fantastic concept for character creation! Your post is very intriguing. What did your original (primary) build consist of before making the switch to a more team friendly mastermind?
How about the Lockdown proc in Poison Trap?
Global = Hedgefund (or some derivation thereof)
WOOT! another -no battle drones- build! I'm trying that with my bot/dark and loving it so far! It looks great, good job!
As the subject suggests, I've started a new project for my bots/traps character. I'm starting this new project because I've finished his first build and need something to do with the infamy. Since my first build is perfectly capable of soloing damn near anything, I'm thinking of making a build that will perform better on a team than solo.
I know what you're thinking. If you can already solo x8 missions and AVs, how much better can you function on a team? In fact, what do you even need a team for? Both of these are valid questions, and I have valid answers.
I can't, and I don't.
I guess I phrased the initial intent wrong. I am designing a build that will be more "team friendly." I know it won't be as effective, but seeing as I already have the first build, I'm willing to sacrifice effectiveness for flavor. I also love doing odd things in this game like tanking with a defender or scrapping with a blaster. Our game lends itself to these anomalies outside the "roles," but the ones I mentioned are commonplace now, so I needed to think of something truly unique.
Thus, to the mastermind community, I present:
The DomFender!
The second thing you'll notice is the lack of drones and the presence of all three personal attacks. This goes against everything I believe a mastermind is designed to be, but then again, so does a defender jumping head first into a x8 spawn. The number one complaint I hear is "your bots are blocking caves." My usual response is "GTFO my team" or "Fine, I'll go this way, you seven go that way. Catch up when you're done with your half." Taking out the tier one pets will drastically reduce damage, but remember, that's not what I'm going for with this build. Please take note that none of these attacks are slotted for damage. In fact, only the Assbot is slotted to do damage. Take a close look at the procs.
The two pulse rifle attacks are slotted for recharge and have the devastation chance for hold. Electric Shackles is in there as well, with lockdown's chance for +2 mag. This will grant the ability, although not perfectly reliable, to hold bosses. Even web grenade has the chance for hold purple proc.
Photon grenade is slotted for stun and I threw in the chance for tohit debuff purple proc. This, combined with protector grenades and seekers should keep large groups to include bosses stunned. Again, look to electric fences. I've thrown a chance for stun proc in there as well.
Finally, for a little more control, I've slotted the knockdown proc in caltrops as well as a little slow. I already use the knockdown proc as it is and find it incredibly effective at keeping enemies from firing back and in burn patches.
Ok, that takes care of the dominator half of DomFender. What about the defender?
Well, the defenders I value most are the debuffers. Traps is an excellent debuffing set, bringing -tohit, -damage, -def, -resist, and -regen. I also slotted chance for -recharge in two powers.
Traps isn't without its buffs and though I may have skipped triage beacon, I wouldn't dare skip FFG. Maneuvers is layered on top for a little extra. The few enemies that you don't have locked down will have trouble hitting your teammates.
What I don't know about this build is whether stamina is necessary. My first build has no need of it, but this looks to be a bit more active. I'll have to actually get this up and running before I know. What I'd like to put in its place is the medicine pool and hasten.
So... thoughts?
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.