Assistance in tweaking a Bots/Traps Build (Warning: Long)


Drazah Krad

 

Posted

I’m building a Bots/Traps build and I’m almost done, but have a few points I’d like to ask the community about for advice (this is a non-farm, PvE build with an emphasis on “fun to play” over “efficiency”, although both are important (the two are directly related, after all)).

Firstly, I’ve included a copy of my current build since I feel that if I have the nerve to waste so much of your time with these questions, I ought to at least provide my build to anyone willing to take the time to read this and consider a thoughtful response. Now just so you know, I’ve made a number of “controversial” choices which I highly doubt I’d be willing to reconsider, although I’d like to hear any feedback you may have just the same. Yes, I’ve taken Photon Grenade and 6-slotted it (although in my defense, this is mostly for the set bonuses). Yes, I’ve take Repair instead of heal other. Yes, I’ve taken all of the Leadership pool and a patron shield without Stamina (although I’m trying to offset this by building for +End). Hell, I’ve even taken DETONATOR (Although consider that I can milk it for +End so it’s not THAT bad…not that I wouldn’t have taken it anyway.) I feel that these powers highly contribute to the “personality” and feel that I want to play on this character (even detonator) and I doubt I’d be willing to drop these powers, even for a more effective build. Now, for anyone who’s still reading this, know that I’d appreciate your suggestions all the same, as well as the reasoning behind it. This is doubly true for the powers that I have specifically listed bellow, as it is in my quest to tweak theses powers to perfection that I am posting in the first place.

So here you go:

Villain 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: Traps
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones

  • (A) Explosive Strike - Chance for Smashing Damage
  • (3) Blood Mandate - Accuracy
  • (3) Blood Mandate - Damage
  • (5) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Damage/Endurance
  • (7) Blood Mandate - Accuracy/Damage/Endurance
Level 1: Web Grenade
  • (A) Trap of the Hunter - Endurance/Immobilize
  • (37) Trap of the Hunter - Chance of Damage(Lethal)
Level 2: Caltrops
  • (A) Tempered Readiness - Damage/Slow
  • (9) Tempered Readiness - Range/Slow
  • (37) Tempered Readiness - Endurance/Recharge/Slow
  • (40) Pacing of the Turtle - Damage/Slow
  • (43) Pacing of the Turtle - Range/Slow
  • (43) Pacing of the Turtle - Endurance/Recharge/Slow
Level 4: Pulse Rifle Burst
  • (A) Gladiator's Javelin - Accuracy/Damage
  • (7) Gladiator's Javelin - Accuracy/Damage/End/Rech
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Shield Wall - Defense
  • (17) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Endurance/Recharge
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff
  • (11) Shield Breaker - Chance for Lethal Damage
  • (11) Javelin Volley - Chance of Damage(Lethal)
  • (15) Positron's Blast - Chance of Damage(Energy)
  • (23) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (25) Touch of Lady Grey - Chance for Negative Damage
Level 12: Protector Bots
  • (A) Defense Buff IO
  • (13) Defense Buff IO
  • (13) HamiO:Nucleolus Exposure
  • (15) HamiO:Golgi Exposure
  • (19) HamiO:Endoplasm Exposure
  • (19) HamiO:Peroxisome Exposure
Level 14: Assault
  • (A) Endurance Reduction IO
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Shield Wall - Defense
  • (21) Shield Wall - Defense/Endurance
  • (21) Shield Wall - Defense/Recharge
  • (23) Shield Wall - Defense/Endurance/Recharge
  • (25) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 18: Repair
  • (A) Performance Shifter - EndMod
  • (27) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - EndMod/Accuracy/Recharge
  • (33) Performance Shifter - Chance for +End
Level 20: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 22: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
  • (37) HamiO:Cytoskeleton Exposure
Level 26: Assault Bot
  • (A) Explosive Strike - Chance for Smashing Damage
  • (27) Sovereign Right - Resistance Bonus
  • (29) Soulbound Allegiance - Chance for Build Up
  • (31) HamiO:Nucleolus Exposure
  • (31) HamiO:Nucleolus Exposure
  • (31) HamiO:Nucleolus Exposure
Level 28: Photon Grenade
  • (A) Stupefy - Stun/Range
  • (36) Stupefy - Endurance/Stun
  • (39) Stupefy - Accuracy/Endurance
  • (40) Stupefy - Accuracy/Recharge
  • (45) Stupefy - Accuracy/Stun/Recharge
  • (48) Stupefy - Chance of Knockback
Level 30: Seeker Drones
  • (A) Absolute Amazement - Stun
  • (36) Absolute Amazement - Endurance/Stun
  • (39) Absolute Amazement - Stun/Recharge
  • (40) Absolute Amazement - Accuracy/Recharge
  • (45) Absolute Amazement - Accuracy/Stun/Recharge
  • (48) Absolute Amazement - Chance for ToHit Debuff
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Ragnarok - Damage
  • (36) Ragnarok - Damage/Recharge
Level 38: Poison Trap
  • (A) Unbreakable Constraint - Hold
  • (39) Unbreakable Constraint - Endurance/Hold
  • (50) Unbreakable Constraint - Chance for Smashing Damage
Level 41: Charged Armor
  • (A) Aegis - Psionic/Status Resistance
  • (42) Gladiator's Armor - End/Resist
  • (42) Gladiator's Armor - Resistance/Rech/End
  • (42) Gladiator's Armor - TP Protection +3% Def (All)
  • (43) HamiO:Ribosome Exposure
  • (45) HamiO:Ribosome Exposure
Level 44: Electrifying Fences
  • (A) Gravitational Anchor - Immobilize
  • (46) Gravitational Anchor - Immobilize/Endurance
  • (46) Gravitational Anchor - Immobilize/Recharge
  • (46) Gravitational Anchor - Accuracy/Recharge
  • (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
Level 47: Static Discharge
  • (A) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Accuracy/Damage/Recharge
Level 49: Detonator
  • (A) Javelin Volley - Accuracy/Damage
  • (50) Javelin Volley - Damage/Endurance/Recharge
------------
Level 1: Brawl
  • (A) HamiO:Nucleolus Exposure
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Supremacy

Note that the Patron Pool Selection is not set in stone, and in fact I am heavily weighing the Mu pool against the Mace pool, as will be discussed latter. Lets start at the beginning though, with the bots:

One of the biggest questions I have about my build is what to put into my Protector Bots, since they do so many different things. They do damage, fire off shields, heal other bots, and can launch photon grenades and seeker drones. Two IO defense enchantments are a given, but after that, what should they get (I am of the firm belief that all MM pets should get 6 ench slots)? The way I have them built now is 2 Defense IO’s, Nucleolus Exposure (Dam & Acc), Golgi Exposure (Heal & End), Endoplasm Exposure (Acc & Stun) and Peroxisome Exposure (Dam & Stun). The +Stuns are for the seeker drones that Protector bots can summon, and the +Heal is for the heal (which is only about 30% base, unlike repairs 100% health and some end, which can be enhanced for more). Some questions that arise from this are:

Will the +Stuns from Endoplasm and Peroxisome be noticeable enough to be worthwhile on the Pro Bot’s Photon Grenades and Seeker Drones? If not, what should hey be replaced with?

I notice that on Mid’s, the Golgi Exposure doesn’t seem to change the end cost of summoning the Pro bots. Dose this mean that the End component of the enchantment will cause the Pro bots to spend less end on their attacks/buffs?
On the same note, the endurance components in Blood Mandate in Battle Drones doesn’t seem to reduce the end cost summoning them, dose that mean it affect the end use of the drones themselves?

I’ve heard that Explosive Strike, Chance for smashing damage can be a boon to Pro Bots damage, but since it only even has a chance to go off on attacks with knock back, and the Pro Bots only have one attack with knock back, is it worth it (Especially considering all the other things that Pro Bots can do that can be enhanced as noted above? Damage is nice, but IMO it’s A: Not what makes the Pro Bots shine and B: Already taken care of by the drones and Assault Bot)

Should (in your opinion) any of the above enchs be replaced with something else?

Now lets focus on Assualt Bot. I currently have it slotted with Explosive Strike: Chance for Smashing Damage, Sovereign Right: Damage Resist, Soulbound Allegiance, Chance for Build Up, and three Nucleolus Exposures. The question is:

Should I replace Sovereign Right with Edict of the Master: Defense Bonus instead?

Any alternative slotting I should consider?

I also have some questions about my traps secondary:

As of now, I have caltrops 6-sloted with Damage/Slow, Range/Slow, and End/Recharge/Slow from both Tempered Readiness and Pacing of the Turtle to get the +Slow Enchantment set bonuses from both. With these bonuses, my caltrops have a slow component of 165%, which I think is pretty neat. However, I have seen builds where caltrops is 6-slotted with 6 Chance for damage procs. Is this a worthwhile build?

For Acid Motor, I have somewhat the converse situation; I have it slotted for Achilles Heel chance for Res Debuf, and 4 chance for damage procs, as well as Lady Grey’s Def Debuff/Recharge/End. How well will this work? Dose anyone know of any other worthwhile slotting to consider?

My final set of questions are in regards to which Patron Pools I should take. I know that with my Assault Bot’s burn patches I’ll want a group immobilization power, and for conceptual reasons, I’ll want to go with either Mu or Mace Mastery. With my build the way it is, I’ll only have room for three Patron Powers, and that I’ll want one of them to be a shield and one of them to be a group immobilization. If I go Mace, I’ll take Web Envelope, Scorpion Shield, and Power Boost (in that order) and if I go Mu, I’ll want Charged Armor, Electric Fences, and…? I’m thinking of picking between Static Discharge, Electric Shackles, or Provoke from the Presence Pool, but am open to suggestions, though anything else would have to be an entry level pick from a Power Pool or either Pulse Rife Blast or Triage Beacon (both of which I detest). With this in mind, some questions that I have are:

How good is Power Boost (from Mace Mastery) for a Bots/Traps MM? I’m guessing that there are a TON of trap powers that have components which get boosted from this, but with the delay on setting/summing some of the traps/robotic set stuns and Power Boosts short duration, is it worth taking?

How annoying is it having TWO weapons to have to put up with redraw with? If I take Mace Mastery, I’ll need to draw my Nullifier Mace for Web Envelope, as having a group immobilization power is an important part of my strategy for abusing my Assault Bots burn patches, and still have my Robotics gun, which I use for Pulse Rife Burst and Photon Grenades. If I were to take Mu Mastery and its Electric Fences instead, I’d still have to deal with redrawing my gun, but I wouldn’t have Power Boost (which with the set up time involved in using traps, may or may not matter much). Any advice that might help me make a choice on this matter?

Speaking of choices, what should I choose if I go Mu after taking Charged Armor and Electric Fences? Since I don’t have stamina in this build, a power that steals end would be nice, but Static Discharge only has a 10% chance of stealing end and Electric Shackles only has a 30% chance, and affects only one target. I’d probably end up spending more end on these powers then I’d get from the end they’d steal for me. As of now, I’m of the mind that they’d be more useful just sitting there with a purple set in them to boost my End recovery by 4% (which, might I point out, is something I’d miss out on if I went with Mace Mastery and took power boost in its place). However, I’m also considering other suggestions, including Provoke for its use in tankerminding (not really what I was emphasizing in the build, but tankermind has its uses, allows me to improvise and be felxible, and, hey, I have to take SOMETHING at level 47).

Thank you for taking the time to consider my questions and sharing your thoughts.


If I can still hit it, I'm not getting enough xp!

Quote:
Originally Posted by Twoflower View Post
You'd need a scanning electron microscope to find me a violin small enough to play an appropriate song of pity for farmers, exploiters, or anyone else who gets caught bending the design intention of the game past the breaking point by MARTy.

 

Posted

I haven't got time to look at the build yet, but Mu is the only patron pool with a -kb component to the immob, and -kb is the important thing to stop your robots from simply knocking the enemies out of your burn patches.

I would say all other considerations are secondary to this when looking at patron pools.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

It's not that long if you skip parts of what you said and pasted.


 

Posted

Quote:
Originally Posted by GangstaBlade View Post
It's not that long if you skip parts of what you said and pasted.
Well, it took up 8 pages when I wrote it in Microsoft word. Seemed long to me.


If I can still hit it, I'm not getting enough xp!

Quote:
Originally Posted by Twoflower View Post
You'd need a scanning electron microscope to find me a violin small enough to play an appropriate song of pity for farmers, exploiters, or anyone else who gets caught bending the design intention of the game past the breaking point by MARTy.

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
I haven't got time to look at the build yet, but Mu is the only patron pool with a -kb component to the immob, and -kb is the important thing to stop your robots from simply knocking the enemies out of your burn patches.

I would say all other considerations are secondary to this when looking at patron pools.
Thanks for that info, that pretty much clears up the question of which patron I should take (kinda of a shame, power boost looks like it would have been very interesting with traps - oh well)

The remaining questions are how to slot the bots, as well as Caltrops and Acid motor, and what power I should take at lv 47 (I'm thinking Electric Shackles, Since Thunder Strike doesn't seem useful since I plan to be at range with my bots most of the time. ES can also help in case I miss an enemy with Electric Fences).

In regards to Bots, I'm especially interested in how the End component of enchantments affects them. In Mid's, it doesn't appear to reduce the cost of summoning the bots, so does that mean it affects the amount of end it cost them to use their powers instead?


If I can still hit it, I'm not getting enough xp!

Quote:
Originally Posted by Twoflower View Post
You'd need a scanning electron microscope to find me a violin small enough to play an appropriate song of pity for farmers, exploiters, or anyone else who gets caught bending the design intention of the game past the breaking point by MARTy.

 

Posted

I just wanted to quickly point out the PvP IOs in your build...you are aware at how expensive these are, right?

They might be very unobtainable if you don't have the funds...and borderline unobtainable if you do.


 

Posted

The way I plan on slotting my bots is:

Battle Drones HO:Nucle(A), HO:Nucle(3), HO:Nucle(3), ExStrk-Dam%(5), EdctM'r-PetDef(5), SvgnRt-PetResDam(7)

Protector Bots HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), ExStrk-Dam%(15), DefBuff-I(15), DefBuff-I(17)

Assault Bot HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), ExStrk-Dam%(29), S'bndAl-Build%(29)


That way both Assault Bot and Battle Drones are Dam and Acc capped, you have procs and uniques and the extra defence in the Protector Bots.

You will notice that there are no heal IO's in the Protector Bots, and there is good reason. I am just making these numbers up to show the way the healing AI works, but lets say a robot has 500hps and the Protector Bots heal for 250. When a bot is on 1/2 health the Protector Bot will heal him, since it waits until it can get full benefit from its heal. If you slot for heal that 250 will become 350, and the Protector Bots often end up waiting too long to heal and by then it is too late.

Hope that makes sense and helps.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
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Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

To try and answer your other questions:

Caltrops - I think it is such a useless power you may as well put the procs into it unless you are giving up large set bonus. Having 6 chances to hit a target every 10 seconds isn't shabby. And as far as I know is the only power that can take 6 damage procs.

Acid Mortar - No idea since I am not very high on my bots/traps yet (My experience comes mostly from Bots/FF).

Endurance - Yes it affects the bots when they use their powers, rather than summoning cost.

Level 47 - I wouldn't bother with anything from the patron. I would probably take something based on what (If any) set bonus I wanted.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Arcanine View Post
In regards to Bots, I'm especially interested in how the End component of enchantments affects them. In Mid's, it doesn't appear to reduce the cost of summoning the bots, so does that mean it affects the amount of end it cost them to use their powers instead?
This is one of the few cases in which Mids is wrong. End Redux enhancements in your summoning powers will both reduce the cost to you to summon and the cost the pets pay for their own powers. A little bit of End Redux in the Protector bots is a good idea. Ever since I put an Acc/End in my Protector bots their endurance has run out far less frequently, and I've personally tested to be sure that the summon endurance cost was reduced as well. (Recharge used to apply to pets too, but now it applies only to the summon power itself.)

That said, from a defensive standpoint, you'd be well advised to get the extra 5% ranged defence you need to soft cap it on yourself (I'm assuming an 11% buff from the Prot bots - IIRC, that's about what I get). This would be fairly easily achieved by slotting the Drones and Assault Bot both with full sets of Blood Mandate. I don't think the extra damage from the Procs you have in them is going to be worth not getting to that all-important 45% defence. With my Bots/Trap, the 45% makes her pretty much indestructible (it helps that my Bots also have soft-capped defences) and allows her to solo +1x8 with ease.

I don't think the stun enhancements in the Prot Bots is going to make a difference. I'd switch to Edict's Defence Aura held in the Prot Bots (I have both, personally) and switch out the stuns for something else.

On the subject of the Build-up Proc: I had Gaussian's in Tactics on my Tanker once, but even checking every 10 seconds it simply doesn't come up enough or stay long enough to really be worthwhile. My Assault Bot still destroys things with just a full set of Blood Mandate.

If you don't really want to mess with the Assault Bot's slotting, you can get the defence you need by fully slotting Caltrops with Pacing of the Turtle as well. PotT's -recharge proc might not seem like much, but I do notice a difference in incoming attacks between using and not using it.


 

Posted

Quote:
Originally Posted by Arcanine View Post
Thanks for that info, that pretty much clears up the question of which patron I should take (kinda of a shame, power boost looks like it would have been very interesting with traps - oh well)
A counterpoint to taking Scirrocco for the -kb in the immob is that Black Scorpion provides the only shield with defense, which can stack with various other defenses you have to make you very hard to hit. The foes which *really* need to stay in the burn patches to die tend to be AVs/Heros, which are immune to knockback anyway.

On the subject of caltrops, remember (1) enhancement doesn't affect recharge speed penalties they inflict, and (2) there is a slow speed cap of (I think) -80%, i.e. critters always get 20% of their normal movement. Baseline caltrops is already -80% slow, so even if I'm wrong and the cap is -90% you are pretty close without any additional slow slotting. Getting set bonuses, of course, may still be useful.

Regarding Acid Mortar and Poison Trap, those are two of the main reasons to play a /Traps, and you want them up as often as possible. You have no recharge slotting in either one. Acid Mortar in particular with good recharge slotting and +recharge bonuses can be stacked, inflicting perhaps the highest -resistance debuff available villianside.

Consider Basilisks Gaze for Poison Trap, with 4 slots you get a great +recharge bonus leaving 2 slots for recharge.

Bots/Traps is kind of tough to get good IO set bonuses on, because some of the good sets you could slot don't max out the recharge on your traps. Theres not much point to having +70% recharge through expensive set bonuses but no recharge slotted in your main traps. . .


 

Posted

Hmm very interesting information, thank you all for your responses.

Learning more about how bots and traps work (mainly how the game see them in terms of enhancements) will help me out a lot. I'll see how I can integrate these suggestions into my build.

And I do know how expensive pvp sets are. It's just a theory build.


If I can still hit it, I'm not getting enough xp!

Quote:
Originally Posted by Twoflower View Post
You'd need a scanning electron microscope to find me a violin small enough to play an appropriate song of pity for farmers, exploiters, or anyone else who gets caught bending the design intention of the game past the breaking point by MARTy.

 

Posted

Quote:
Originally Posted by Scientist View Post
A counterpoint to taking Scirrocco for the -kb in the immob is that Black Scorpion provides the only shield with defense, which can stack with various other defenses you have to make you very hard to hit. The foes which *really* need to stay in the burn patches to die tend to be AVs/Heros, which are immune to knockback anyway.
The counter point to this is that the defence shield is exactly the reason not to pick Black Scorpion on a bots/traps. On some builds yes it is good, and if you are going for a budget build then yes it is good, but since you are not building this on a budget you can aim for softcapped defences without taking that shield (And it only works on smashing/lethal, but you can easily cap positionals to all on /traps) so having a resistance shield makes you even more survivable.

My bots/traps if I remember right will have capped defences and 70% resistance to smashing/lethal, which means over time I will only take 1.5% of any smashing or lethal damage coming my way! Having Scorpion Shield would just be redundant.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Just my personal build that im working on.... The pros are you are very resiliant and it really isnt that Endurance heavy. The Cons for this build is that you really are sitting back and watching most of the fight (life of a MM i suppose)

This version will be alot cheaper than yours, and isn't really that hard to get most of the IO sets that i used. You could always upgrade to PVP IO's if you can afford/aquire them. but i pvp alot and haven't found much in that category.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
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(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Web Grenade -- Immob-I(A)
Level 2: Pulse Rifle Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(43), Dev'n-Dmg/EndRdx(46)
Level 4: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(21)
Level 6: Equip Robot -- RechRdx-I(A)
Level 8: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11), RedFtn-EndRdx(15)
Level 10: Hover -- Ksmt-ToHit+(A)
Level 12: Protector Bots -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(13), SvgnRt-Acc/EndRdx(13), SvgnRt-PetResDam(15), SvgnRt-Acc/Dmg/EndRdx(40), SvgnRt-Acc(40)
Level 14: Fly -- Flight-I(A)
Level 16: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(17), ShldBrk-Acc/Rchg(17), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37), ShldBrk-%Dam(37)
Level 18: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(27), RedFtn-EndRdx(36)
Level 20: Repair -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(36)
Level 22: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(27)
Level 24: Swift -- Run-I(A)
Level 26: Health -- Heal-I(A)
Level 28: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29)
Level 30: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(36)
Level 32: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Upgrade Robot -- RechRdx-I(A)
Level 38: Trip Mine -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Detonator -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy