Slotting Seeker Drones


Adeon Hawkwood

 

Posted

I'm mucking around with slotting options for my AR/Dev and most of them are reasonably simple but I'm really having trouble with Seeker Drones. I'm currently thinking of doing a 4-slot Dark Watchers for the global recharge, a Siphon Insight Acc/Rech and a Devastation Chance for Hold. This ED caps the recharge, almost caps the -to hit, provides some accuracy and gives them a chance to hold alongside their chance to stun. My problem is it seems like a very inefficient slotting for the power especially considering that my primary powers (Acid Mortar and PGT) can easily get away with 3 or 4 slots.

Does anyone have any recommendations for slotting Seeker Drones?


 

Posted

I'd say Clouded Senses is one of the more commonly used sets, often to 6 slots (for +max end, +rech and +ranged def) which is what my Traps/Elec has planned. As an alternate thought I also noted:
Clouded Senses Acc/End/Rech
Siphon Insight Acc/End/Rech
Clouded Senses %neg energy
Tempest %end drain (sub or drop in a non-sapper/elec build I'd think)
Devastation %Hold
Apoc %neg energy (subbing in a common IO of choice if the purple is outside ones grasp
likewise there's the expensive pvp %toxic IO, Gladiator's Javelin, as well for dreaming about).

Could do some surprising damage if multiple damage procs went off. Also when I think on it not sure if the damage and proc chances are once per seeker or not. Mids and vague recollections seem to indicate the To Hit Debuff can be applied once per seeker, but are less clear if the same is true for the base damage and/or procs.


 

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You can frankenslot it as you like as long as the recharge is ED capped and it has some accuracy (60% or more)


 

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Quote:
Originally Posted by Silverado View Post
You can frankenslot it as you like as long as the recharge is ED capped and it has some accuracy (60% or more)
Yep you want seekers perma with some room to spare for cast times. i slotted mine with cloud senses for the ranged bonus but that works thank to the global recharge i have.

Also procs doesnt work that well. Tested with the devastation proc and now the cloud senses proc and they dont trigger alot.

So yeah rech and acc and then -tohit.


 

Posted

Just curious ... obviously ED capped recharge on the powers slotting is the first fastest most direct way to decrease the powers recharge time, but from time to time I'll see a power with ED capped recharge be longer than one without do to global recharge usually when the build is after certain set bonuses. In this case (with Seekers) is there a minimum recharge time (via whatever combo of global and power enhancement it takes to get there) before you'd consider it sufficient? Are you looking to ensure it's up every mob or looking to ensure its recharge is less than the duration of its damage debuff for example? Likewise would you consider 30% accuracy in the power sufficient if the build also has a 30% global accuracy bonus via sets? Or if slotted with Dark Watchers is a 60% global accuracy bonus what you'd consider minimally needed since there is no accuracy in the DWD set?

@TRTerror posted while I was typing ... by perma do you mean under the 40 second duration of the damage and to hit debuffs then?


 

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Quote:
Originally Posted by Doomguide View Post

@TRTerror posted while I was typing ... by perma do you mean under the 40 second duration of the damage and to hit debuffs then?
yup


 

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Thanks for the response. Another question, I'm mucking around with softcapped builds for a Traps/AR. I'm debating between Electricity Mastery which gives me 32%/45%/44% positional defenses along with 42% S/L Resistance and 30% Energy Resistance or taking the Fighting Pool which allows me to softcap all positions but only get 19.5% S/L Resistance. Which do you think sounds better? I'm leaning towards the Electricity Mastery option since playing a shield scrapper has given me an appreciation for how poor protection defense is when you don't have resistance to back it up.


 

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Both


 

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Quote:
Originally Posted by Adeon Hawkwood View Post
I'm leaning towards the Electricity Mastery option since playing a shield scrapper has given me an appreciation for how poor protection defense is when you don't have resistance to back it up.
Umm, have you looked at Seeker Drones' numbers? it's got a big -damage debuff, that right there counts as resistance...


 

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Quote:
Originally Posted by Silverado View Post
Umm, have you looked at Seeker Drones' numbers? it's got a big -damage debuff, that right there counts as resistance...
Two sides of the same coin for sure, but I would say -damage is better than resistance since it applies before the acc/tohit/def calculation for you, your minions, and your teammates.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Silverado View Post
Both
That's unlikely. I always build for what I want first and what I need second, taking both would require me to drop powers I want. Plus that many toggles plus leadership is going to be pretty end heavy.

Quote:
Originally Posted by Silverado View Post
Umm, have you looked at Seeker Drones' numbers? it's got a big -damage debuff, that right there counts as resistance...
I know, it's just that first off it has to hit and secondly you aren't guaranteed to get the entire group. The debuff is nice, but I like regular resistance to back it up.


 

Posted

One of the challenges with trap powers, great though they are, is that they are often tough to put IO sets into because you want recharge pretty much capped but many good sets don't have great recharge, maybe 30-40%. Fine for a blast, but not so good on powers with 30-60 second timers.

I like roughly one IOs worth of Range in Seekers, as well as capped recharge, because they are so nice to take alphas from nasty bosses/AVs. And said bosses/AVs also often have a habit of having unusually long perception or aggro ranges, so its often helpful to stand back. Well back.