MM Bot/Traps build review


Deacon_NA

 

Posted

I recently started a Mastermind Robot/Traps and using Mid's developed a build based on what I felt would work. If at all possible I'd appreciate a community review of my non-IO slotted build. I think I did ok with the Skills, but the slots themselves I'm sure can use a major overhaul.

Please note I'm a new player and have minimal knowledge of what IO's are available beyond TO's, DO's and SO's. I welcome your critique and will endevor to learn from my mistakes.

Below is the Export from Mid's.


Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Mass Tech: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- Empty(A), Empty(3), Empty(5), Empty(5), Empty(46)
Level 1: Web Grenade -- Empty(A), Empty(7)
Level 2: Pulse Rifle Blast -- Empty(A), Empty(3), Empty(7), Empty(21), Empty(46)
Level 4: Caltrops -- Empty(A), Empty(9), Empty(43)
Level 6: Equip Robot -- Empty(A)
Level 8: Triage Beacon -- Empty(A), Empty(9), Empty(17), Empty(40)
Level 10: Acid Mortar -- Empty(A), Empty(11), Empty(11), Empty(34)
Level 12: Protector Bots -- Empty(A), Empty(13), Empty(13), Empty(17)
Level 14: Photon Grenade -- Empty(A), Empty(15), Empty(15), Empty(43)
Level 16: Force Field Generator -- Empty(A), Empty(19), Empty(37), Empty(40)
Level 18: Repair -- Empty(A), Empty(19), Empty(37), Empty(40)
Level 20: Poison Trap -- Empty(A), Empty(21), Empty(37), Empty(43)
Level 22: Pulse Rifle Burst -- Empty(A), Empty(23), Empty(23), Empty(34), Empty(46)
Level 24: Assault -- Empty(A), Empty(25), Empty(25)
Level 26: Assault Bot -- Empty(A), Empty(27), Empty(27), Empty(34)
Level 28: Seeker Drones -- Empty(A), Empty(29), Empty(29), Empty(31)
Level 30: Tactics -- Empty(A), Empty(31), Empty(31)
Level 32: Upgrade Robot -- Empty(A), Empty(33), Empty(33), Empty(33)
Level 35: Trip Mine -- Empty(A), Empty(36), Empty(36), Empty(36)
Level 38: Detonator -- Empty(A), Empty(39), Empty(39), Empty(39)
Level 41: Charged Armor -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Electrifying Fences -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Thunder Strike -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Electric Shackles -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1331;556;1112;HEX;|
|78DA9D936D4FD35014C7EFD8B0967574634E60803C080AA215DFF9F0C2C4A784842|
|5E8301A302EA3147793AD5DD6CE381FF1BD5FC10F224FEA27F223D473CE3D6C3769|
|7C6393FDD2FEFBDBFF9EDCF456DE3DB28438B82F52F987CD7A18D62AF530F23A2DE|
|9EF1955577ABEEB991085735B9EDB308410E58150AB765BADC0779E05BB4124DDB0|
|A4BD7AD0DDDF77B63AF5765858F71B5EC7F323E7ECC6DE0C82A6B3E1D5F7BC4ED89|
|06D8B9E9FC8C8F7C230AB1E9AF24D232AD0FDBAFF568672573665D42B3F6E4BD7D1|
|D6A97479E2DE040CB702BFC361C1579C11315C628898D17883D8CBF4CD9432CF117|
|F40438A1B525A837A7B416B780F0D69650EA529394FBC463C861E354C2C8629F900|
|BEA192B4A1F979E255E247704C764C4A4634CE134FA136CB4E96124BA36A3B0127C|
|74E8E92518D6AC24FB096CD8E4DC91871519BE727F414D829FCC3F90C3D45768ADA|
|2E2D6A6B1D414F8977B544C9458DF3DAAE8EC1168DF3AE8E5332A1F117F44CF25A9|
|3949435AA9E2F30CF143B53944C6BBC442CC22A33BCCA8C962BFE865566B9619692|
|B9040F609505761628B99CE0577096D859A2E44A82C7F0092DB3B34CC94A8227E0A|
|CB2B34AC9F504FFC04976D87128B999E029F4ACB1B346C9AD04A707E742A873B191|
|483633FD3322D419A90C9CD8CCF7BFFCFFBD0EADB33AF3E908B08A788E78817889D|
|846EC205E215E236A88F8A8FF6FFB36CE75077117710F5182F9C437340D3C465984|
|85C821461136228F2822CA88EF88F82F1D433AC7|
|-------------------------------------------------------------------|


 

Posted

Welcome to the boards and the game.

You're missing a travel power and stamina, you'll want both.

I suggest dropping the following powers:

- Seeker drones (some like it, for bots, the protector bots use it)
- Pulse Rifle Burst
- Pulse Rifle Blast
- Photon Grenade (the protector bots use it)
- Repair (you don't need it since you have triage beacon)
- Detonator (skippable but fun, I took it)
- Any or all of your patron powers. You don't need to all 4, just take what you want. For example on mine I like the AOE immobilize like Black Scorpion's web grenade. It's an AOE immob that keeps them in the trap debuffs and immob'd for the bots burn patches.

Powers to take:

- Hurdle, health and stamina (you need all 3 and need to 3 slot stamina, hurdle and health only need 1 slot)
- Hasten and Superspeed (hasten adds 70% recharge when it's running, superspeed moves you around pretty quickly)

Slotting:

- Assault only needs 1 slot (end redux)
- The pets should all have 5 or 6 slots (2 acc, 3 dmg or 3 acc and 3 dmg)
- Upgrade robot only needs 1 slot (upgrade and equip are buff powers, they upgrade your pets all in one shot). When you play your MM, play with the pet window open and you'll see a little arrow on the right hand side you can click to see all their buffs. This is how you tell whether or not they have been upgraded and equipped.
- Poison trap works with 2 rech and 2 hold
- Any powers that cost a lot of end (over 8 or 10) should have an end redux slotted. Most of these powers will be one time end cost powers meaning it costs you end when you use the power. For shields or toggles like assualt and tactics it'll be end per second. .21/s, etc. This is why 3 slotted stamina is required. It keeps your blue bar semi-stable.

Those are the major things. I'm not sure but http://www.paragonwiki.com might have a good basic primer on this game. Another thing that may help is to join a VG (villain group), get on vent and before long you'll get up to speed on the game, the powers, how things work, what the numbers mean, etc.

I think it'd be a bit too much to talk about IOs right now but bots/traps is a great combo and I have a fantastic build I'm using with IOs that I'm willing to share.

Good luck,
Fitz


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
- Seeker drones (some like it, for bots, the protector bots use it)
- Pulse Rifle Burst
- Pulse Rifle Blast
- Photon Grenade (the protector bots use it)
- Repair (you don't need it since you have triage beacon)
- Detonator (skippable but fun, I took it)
For clarity, this list is in reverse order and you should work from the bottom up of things to drop. And you should probably eliminate seekers from the chopping block, they are a must have power even on bots.

Otherwise solid advice to go on.


 

Posted

I disagree that Stamina is required, but otherwise what Fitz says is good advice.


 

Posted

First off let me say, thank you all for your advice.

After taking the advice in, I modified the build to the following. For myself, I couldn't ditch all of my personal attacks so I kept Pulse Rifle Burst. As for slots, with the abundance of slots available it became difficult to slot skills properly. An attempt was made to fully flesh out everything appropriately without going overboard. You'll see Tactics and Assault are double slotted, to be honest I couldn't find a place for those slots elsewhere at that time. Figured an additional EndReduc or possibly an upgrade wouldn't hurt them.

Please review and let me know your thoughts.

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Mass Tech: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- Empty(A), Empty(3), Empty(3), Empty(7), Empty(15), Empty(25)
Level 1: Web Grenade -- Empty(A), Empty(9), Empty(46)
Level 2: Pulse Rifle Burst -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(34)
Level 4: Caltrops -- Empty(A), Empty(37), Empty(46)
Level 6: Equip Robot -- Empty(A)
Level 8: Triage Beacon -- Empty(A), Empty(9), Empty(33), Empty(46)
Level 10: Acid Mortar -- Empty(A), Empty(11), Empty(11), Empty(34), Empty(43)
Level 12: Protector Bots -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(17), Empty(25)
Level 14: Swift -- Empty(A)
Level 16: Health -- Empty(A), Empty(17)
Level 18: Force Field Generator -- Empty(A), Empty(19), Empty(19), Empty(33)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Poison Trap -- Empty(A), Empty(23), Empty(23), Empty(33), Empty(43)
Level 24: Assault -- Empty(A), Empty(37)
Level 26: Assault Bot -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(31), Empty(31)
Level 28: Seeker Drones -- Empty(A), Empty(29), Empty(29), Empty(34), Empty(40)
Level 30: Tactics -- Empty(A), Empty(37)
Level 32: Upgrade Robot -- Empty(A)
Level 35: Trip Mine -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(40)
Level 38: Detonator -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Static Discharge -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Electrifying Fences -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Hasten -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Super Speed -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1330;564;1128;HEX;|
|78DA9D93DB6ED3401086D739E03A71EAA421B44D5B1A520A2D0553EE385C2071922|
|A35522145204044A9B3552C2576947510E158EE79055EA401044F666666B7C94ABE|
|C3923FD9BFFFFD67C6F636DE3FB2193BB9CF8CE2C35E5B8856A32D223EECFB41C76|
|C7A3E0F3C6E81246A87DCEB9A8CB1EACCD06A8EFAFD30709F854761E47BA2A23D7A|
|303A3E760F87ED8128ED055D3EE441E49E5DD80761D8739FF851C08570E8669FB73|
|B7C28BAFE2047F7CD01E79D125DEE05EF7CE11FF93D3F1A571F0F7CCFD5CA3446AA|
|E1F112F4B60DE76996A923CEB2180E96D2788E384F5C228E33537F4AFAE78837881|
|34833E4D38C414A46A34CBB44FC003969959326E5B296F31372646331CB92F211FC|
|A654D2A656B7A6ADFA041E4B55B748C9699475AF117F43785E4D9D27C5D628E72D6|
|A5367A174C190FD1448314171A462389AFF33F450527D964859D028BB9D83B565B9|
|365526E5BCC62F905051535448B9A0B1A64DB100398BD2692C6AEFF00F4CB7ACA65|
|B26A5AAF162825FA1E28AAAB842CAAA46F9DEAE12CB50714D555CD32AFE858AEBEA|
|7BAD937202997595592765234199F90D9C9BCAB949CA9504A573023FCC96726E91B|
|29DA07C33BFC0B9A3BEC20E29D713ACC32CAEF2B8A4DC4C70033CBBCAB34BCAAD04|
|57673B82C91DB19F500E32D37DC1E4BE68CC3CB1559CFEEDFF7B9CDA6771D6D31CB|
|089788E788178897885788D7883788B6821E2C974B5731BFBBA83B88BB887A8407F|
|EC3B3A4DDC3479848D2820E6110EA2882823AA881F88F81F505636D7|
|-------------------------------------------------------------------|


 

Posted

Detonator is pretty much useless. The damage done isn't much more than Trip Mine, is unaffected by any slotting except Recharge, and kills a henchmen.

If you want more to do, I'd suggest dropping Det and Trip to get Provoke and Pulse Rifle Blast, then dropping Static Discharge for Charged Armour. This would give you increased survivability(Charged Armour), free up a number of slots(Det/Trip), give you more to do during cooldowns(PRB), and give you much more control over the battlefield(provoke).


 

Posted

Quote:
Originally Posted by Delta_Strider View Post
Detonator is pretty much useless. The damage done isn't much more than Trip Mine, is unaffected by any slotting except Recharge, and kills a henchmen.
But it's so much fun! I even have a great big set of macros to go with it


 

Posted

Bots/Traps is absolutely doable without Fitness. However if the OP is new to the game, then Stamina would be helpful. It's my opinion Staminaless play requires a bit more advanced tactics.

If you get to 49 w/o Super Speed, you probably can do without it period. Also 4 slotting SS is something you won't want to do, unless you have a reason so do so (PVP, for example). I'd try to take it (and Hasten) before level 40 because Grandville is not a friendly place for a first-time level 40. SS at least will give some stealth. Otherwise, you'll see a lot of this - Webnate > Placate > Assassination > hosp.

Triage Beacon would be more effective with more slots, at least 5, to ED cap Heal and Recharge.

Force Field Generator only NEEDS 3 slots (all for Defense), however it is a good place to add in some of the nicer IOs, such as a Karma -kb.

Hasten also should have no more than 3 slots (for Recharge).

You also might want to throw in a couple more slots into Tactics for To-Hit enhancers. Not a big deal.

Bots/Traps is, in my experience, a very potent combo. As far as I'm concerned, once you take the 3 sets of bots, the 2 upgrades, Poison Trap, Acid, FFG, Triage, and Seekers, you've got a heckuva toon and anything else is "season to taste".


Global = Hedgefund (or some derivation thereof)

 

Posted

Yeah, I need to move Hasten and SS further in without corrupting the skill selection to much. The only reason it was put there was to fill out the 47 and 49 which I had nothing to put into. I'll tweak the build and take the additional slotting advice into mind as I do so. I hadn't realized how difficult it is to build an MM. My Hero claw/reg and my trollers were so much easier to build, though admittedly their slots are probably *****'d. Thats a topic for other forums though.

I'll add a new build in a it.

Thank you all for your advice.


 

Posted

First of all, welcome to the game.

I play Robo/Traps myself, and have 100+ levels of experience in the combination. Very fun set.

In regards to your build:

You have Super Speed at lv 49. Unless this is a respect build (a build where you redefine what powers you have after getting to a certain level), youÂ’ll want to take it sooner, as in before lv 20. You could also consider buying the Ninja super booster pack for the Ninja run power if you didnÂ’t want to spend power choices on a travel set. (The actually travel powers, (Fly, Super Speed, Super Leap, and Teleport) are better then Ninja Run for traveling, but require power choices to get, where the Ninja pact costs $10, but gives you a passable substitute without having to spend any power choices).

This is my opinion talking, but I would take repair over Triage Beacon. Most people who donÂ’t like repair dislike it on the grounds that Aid Other from the medicine pool is more useful because it can heal teammates as well, while repair can only heal your robots. However, Aid Other has a short range, is interruptible, and doesnÂ’t heal for 100% health. Your Protector Bots get a repair power with Equip Robot, but their version only heals 30% of a bots health, and they donÂ’t always show the best judgment when using it (and I wouldnÂ’t think about enchaining it, as their force fields and damage/acc are far more deserving). I would take either repair or Aid Other but drop Triage Beacon. (I donÂ’t like Triage because it doesnÂ’t heal for very much and is immobile, requiring you to limit your maneuverability options if you want to stay in its effect radius.)

Detonator has to many slots. In fact, even though I have it myself, Detonator is a skipable power if you find yourself hard pressed (and I only have it for the Ragnarok recovery bonus). If youÂ’re a quality player, youÂ’ll find yourself using it sparingly because in addition to having a 600 sec recharge, the loss of the pet to a MM (having to use end to summon and upgrade it again) is more trouble then the damage is worth. On top of that, Bots are ranged pets, and with trap support, your Robos should not be close enough to the enemy enough of the time to make the Detonator explosion worthwhile. Use the slots for Force Field Generator, Acid Motor, and Poison Trap Instead.

I think Pulse Rifle Burst is also over slotted. I wouldnÂ’t drop the power but most of your damage will be from Robots attacking enemies debuffed by traps

I would suggest taking Charged Armor over Static Discharge because it can take some nice IO enactments, allowing for Knockback Protection, Status and Psionic Resistance, and +to Defense.

Again this is my personal preference, but I find Caltrops to be great and have it 6-sloted. Hover, the speed debuff cap is something like 90%, so I have it slotted for set bonuses, (2 each of Tempered Readiness, PoistronÂ’s Blast, and Javelin Volley) looking mostly to increase its range from the IOÂ’s that I use, because its range it actually quite short.

And you could consider dropping Stamina (and all of Fitness for that matter) if you were to focus on getting +Recovery Set bonuses. Granted, its not as good as stamina, but it does pass as a viable substitute that doesnÂ’t take up those power picks.

Take all this with a grain of salt, as many intelligent people will disagree with the advice IÂ’ve given you. This is just my two cents.

Good Luck


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

OP, don't go the stamina-less route. I know it can be done, but my feeling is you're too new to the game and without an understanding of ED (enhancement diversification) or an understanding of the nubmers, it's going to be tough.

Checkout http://paragonwiki.com for some good base information.

I just threw together a generic IO only build on how I'd approach it. Generic IOs are essentially the same as SOs. They're a little bit more expensive but they offer more of a bonus. 42.4% instead of 33.3% for a power. It won't make much of a difference for you if you just go with SOs for now with the build I've put below.

I did this very quickly but it should hopefully give you an idea on how to slot the powers and what to slot them with.

If a power only takes recharges, the most you should slot is 3. The 4th one gives diminishing returns. Each generic IO at level 50 gives 42.4% to an attirbute. So 2 accuracy (84.8% is usually good enough). So 2 recharges would improve the recharge time of a power by 84.8%, etc. 3 gives a bonus of 99.8%. If you slot these things in Mids and mouse over the power you'll see what the numbers are. If you look at the window on the bottom left, it'll give you the end cost, damage and other useful bits of information. This is helpful because if I slot 2 recharges in a power and the 2nd one is only giving me a boost of say another 3 seconds on the recharge, I may consider dropping it for another IO or I can move the slot somewhere else.

Similarly if a power takes accuracy, damage, end redux and recharge you may want to 5 or 6 slot the power to fit in a bit of each. 2 acc, 2 damage and 2 recharge, etc.

I slotted 1 end redux in each of the toggles and those powers that cost a reasonable amount of end. The good thing about bots/traps is that you will have some flexibility to move some slots around.

Start with this base and switch out the powers you want to take. The learning curve here will be slotting and to sort out how many of what generic IOs or SOs to take.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1414;604;1208;HEX;|
|78DA9D536B6FD250183E0C58C71D86B8ADA36330406667B7F9C9CB07136FC99261A|
|668346A241D745913288416235EE777FF82BF43B319A3BFACBEE7BCEFA027FAC906|
|9EA77DFA5E9EF79C9EE69BBB49C64E6EB150F64ECF74DD76D3743D6BD4B79DAEF2C|
|0F4C623B3C714C6983AD3DBAD71BF3F708C4783C3816777DC42E0D5EDF1D191F178|
|640EDDDC9E736C8D2CC733CE6FE2078341CF680D2DAB9B14B7F76DCFB15C37231EF|
|62DB36B8DDC637B9813CF7BCE6BDBB50FED9EED4D8AF78676C708B4699A1D8B9C4E|
|96C1DD26FC4FA38C2E3FCA54A05D362751440BD222D22432CD0AB3B2902ED791D42|
|0BD85B810C585306E7D3B48555DD03B880B938B705548F312A529590F66FD00EF68|
|DF0F4531E00A5205165F118DFD39058317247A0F0D63981A8995841427C20A698C2|
|B23FD843609F297C0D1921265B520D12A6D808B1466B114969D072983C658A62124|
|05A41C49399C7601A43CD9CFAF0BE982441FC17E81FC146A42BA2851510F52199B7|
|F80AC25DA8DA535212D4B4471BF60DA15AABE82A3A812ADA9FFA033C85AA5EAAB28|
|5DD224C2EA8B309C46F36A28FD86D4126D6449DAC813B05CA17DAAA0B4A149849DA|
|A489F21BC461E6A387B1DDFD4B520E5C143033D841B5785B42913F6FA061FA54EED|
|752CB445849FFB961E74FB1DC20D2A6BE0926ECB84719FC0E60ED9DCC10ABB446A9|
|08AB363063FB8D8FE5FCAC1EC88B190509AB3183F969D1E91FFBD4E93E7E5620FE3|
|802D0E4F383CE5F08CC3730E2F38BCE4F08A439B837F36CDCE5CE3BEAE73B8C1E12|
|68702F8635F78A4C2CF57824392438A439A43864396439E83CAE12B07FF0F9DFDE7|
|03|
|-------------------------------------------------------------------|


 

Posted

Alrighty, taking additional insights into consideration below you'll find a hopefully more finished build. Once again, I welcome your thoughts and will endeavor to incorporate any suggestions into the build.

To be frank, or is it George, nm...

I think I've seriously over-slotted many of the traps.

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Mass Tech: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- Empty(A), Empty(3), Empty(3), Empty(9), Empty(21), Empty(43)
Level 1: Web Grenade -- Empty(A), Empty(7)
Level 2: Pulse Rifle Burst -- Empty(A), Empty(5), Empty(5), Empty(9)
Level 4: Caltrops -- Empty(A), Empty(7), Empty(36), Empty(36), Empty(40)
Level 6: Equip Robot -- Empty(A)
Level 8: Swift -- Empty(A)
Level 10: Acid Mortar -- Empty(A), Empty(11), Empty(11), Empty(37), Empty(43), Empty(46)
Level 12: Protector Bots -- Empty(A), Empty(13), Empty(13), Empty(21), Empty(23), Empty(34)
Level 14: Hasten -- Empty(A), Empty(15), Empty(15)
Level 16: Force Field Generator -- Empty(A), Empty(17), Empty(17), Empty(37), Empty(43), Empty(46)
Level 18: Repair -- Empty(A), Empty(19), Empty(19), Empty(37), Empty(46)
Level 20: Super Speed -- Empty(A)
Level 22: Health -- Empty(A), Empty(23)
Level 24: Stamina -- Empty(A), Empty(25), Empty(25)
Level 26: Assault Bot -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(33), Empty(34)
Level 28: Seeker Drones -- Empty(A), Empty(29), Empty(29), Empty(33), Empty(34), Empty(36)
Level 30: Poison Trap -- Empty(A), Empty(31), Empty(31), Empty(33), Empty(40)
Level 32: Upgrade Robot -- Empty(A)
Level 35: Assault -- Empty(A)
Level 38: Trip Mine -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Tactics -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Charged Armor -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Electrifying Fences -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Electric Shackles -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1324;555;1110;HEX;|
|78DA9D936D4FD35014C76FF760D9D6D1CD398101820314442BBEF3E185894F89094|
|BC06124685C6677714DB67659BB448C0F7C00BF825F0410F593D573CEBD6C27E93B|
|9BEC97EEB7FF3DF79CB5B7F1E99925C4F16361949EF6DA61D86AB4C3480EFB9EDF3|
|19BAE277D57E64085CB7BD2ED9A4288DA24D06A8EFAFDC0775E051F82C873C32AFB|
|E9C9E8F0D0D91BB60761F9A5DF9543E947CEC58DB513043DE78517F9320CF3F4A53|
|990B263D3EDB66C77E430EC7A8382CAF5BC8FDDA8F67CE0B90EDBA031D2AD1ECD42|
|571BF039C90A7DC55911C325528C53C42BC45BC4A3CC386FA8FC25E229D431944F1|
|B64328CAACE67589B56994C9AAD5D61BC493C836AAAB15864C964E16F340D654C32|
|5FA05A4E779E2393675C653DDF219E43C182CE17C8588C6AC6ABC4EBC43AEC5854F|
|95491CC34E357D8DDD6D56C3225C6E4EEBF61F7B29EBD4CE632E32A4BAEC0BE153D|
|7B858C09A6AA6637AAACCF29F033CAA766C8CC32FE811DE7748773646A8CD788CB6|
|CDEEF30D1BCCECF935960E449F5A4BE417E514FB4C86AF2CAEA69FE854E96F4444B|
|6A6AE8BCAE4D9DCC31545BD3D5D6C8DC485055ABC0DA75FDA6AD93D948F00C5EB34|
|D9DD924733BC15F907174C6217337C173C86CE9CC16997B092E4C4E845027623B61|
|7632E3D321D4E9684C3271AE347EDBFFF73AB12ECAE576F3C026E235E20D621F718|
|0788B7887788F6821E2D3F16AFB3EF6F500F110F1085185FEC40F4C9A78800A080B|
|51444C236C44095141D4103F11F13F3D5234B2|
|-------------------------------------------------------------------|


 

Posted

Not too shabby, it'll work. Put generics in there to see how it fleshes out. End redux, accuracies, etc.


 

Posted

I said this in my prior post and I'll say it again:

Quote:
Force Field Generator only NEEDS 3 slots (all for Defense), however it is a good place to add in some of the nicer IOs, such as a Karma -kb.
You have 6 slots in FFG. That's fine if you're going to do 3 Def, 1 LOTGs +7.5Rch, 1 Karma -kb and 1 Kismet +ToHit IOs. I have a feeling that's not the case.

FFG recharges extremely quickly and isn't too prohibitively expensive, endurance wise. So I reiterate to use only 3 slots, unless you get those other IOs.


Global = Hedgefund (or some derivation thereof)

 

Posted

Ok, I'll see about fixing FFG. Whats happening is that I run out of skills to slot, so I just end up over slotting other skills just to move on with the levels. Not sure where I'll dump those loose three slots, but I'll find somewhere to put them.


 

Posted

since i've got bot/traps myself i'd like to add my two cents:

1. rule number 1 - never take personal attacks. reason is simple, if you draw agro you'll probably die. besides you will be busy enough with setting all the devices you have at your disposal.

2. rule number 2 - never go without stamina. all MM proliferated skillsets are crippled by high endurance usage. i had stamina-less build myself, your endurance will last only for about 30-40 sec, then you will be empty, which isn't nice, especially during AV fights.

3. for traps you can skip trip mine and detonator. both skills are useless. detonator release his full strength only on tier 3 pet, sacrificing the assault bot involves in dps lost by roughly the half and high end demand for re-summoning it. also you highly need his burning patches for reducing incoming threats. trip mine is interruptable and even if you manage to put it herding will be severely destroyed, for that brutes in your team will be very unhappy. also you going in to risk of melee nukes and probably die with a single blast.

4. FFG is good enough with 3 slots. you have 2 other powers suitable for sets, personal shield and maneuvers.


That's my current build:

Villain Plan by Mids' Villain Designer 1,707
http://www.cohplanner.com/

DrDroid: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Battle Drones
(A) Sovereign Right - Resistance Bonus
(3) Sovereign Right - Accuracy
(3) Sovereign Right - Accuracy/Damage/Endurance
(5) Sovereign Right - Accuracy/Endurance
(5) Sovereign Right - Damage/Endurance
(7) Sovereign Right - Accuracy/Damage

Level 1: Web Grenade
(A) Accuracy IO
(50) Immobilisation Duration IO

1 accuracy is need to ensure that you always hit stron enemies in order to tackle them and keep avay from bots. enlargement of duration is need to overcome their resistance.

Level 2: Caltrops
(A) Recharge Reduction IO
(7) Recharge Reduction IO
(11) Slow IO
(11) Slow IO
(37) Damage Increase IO
(43) Damage Increase IO

even if procs are nerved by now 2 dam enh is a serious push of your dps agains AVs ad GMs.

Level 4: Triage Beacon
(A) Recharge Reduction IO
(19) Recharge Reduction IO
(21) Recharge Reduction IO
(21) Healing IO
(37) Healing IO
(39) Healing IO

6 slots are placeholder for numina set.

Level 6: Equip Robot
(A) Endurance Reduction IO

Level 8: Hasten
(A) Recharge Reduction IO
(9) Recharge Reduction IO
(9) Recharge Reduction IO

Level 10: Acid Mortar
(A) Recharge Reduction IO
(39) Recharge Reduction IO
(39) Accuracy IO
(40) Accuracy IO
(40) Damage Increase IO
(40) Damage Increase IO

the same like with caltrops, mobs rarly have toxic resistance, which improves your dps. i think damage procs still be valid too.

Level 12: Protector Bots
(A) Accuracy IO
(13) Accuracy IO
(13) Defense Buff IO
(15) Defense Buff IO
(15) Damage Increase IO
(17) Damage Increase IO

2 def enh is indeed a big difference, highy recommended.

Level 14: Super Speed
(A) Run Speed IO

Level 16: Force Field Generator
(A) Defense Buff IO
(17) Defense Buff IO
(19) Defense Buff IO

Level 18: Hurdle
(A) Jumping IO

Level 20: Health
(A) Healing IO

Level 22: Stamina
(A) Endurance Modification IO
(23) Endurance Modification IO
(23) Endurance Modification IO

Level 24: Poison Trap
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(25) Recharge Reduction IO
(34) Hold Duration IO
(34) Hold Duration IO
(34) Hold Duration IO

key skill, placeholder for a set.

Level 26: Assault Bot
(A) Accuracy IO
(27) Accuracy IO
(27) Accuracy IO
(29) Damage Increase IO
(29) Damage Increase IO
(31) Damage Increase IO

Level 28: Seeker Drones
(A) Recharge Reduction IO
(31) Recharge Reduction IO
(31) Accuracy IO
(33) Accuracy IO
(33) To Hit Debuff IO
(33) To Hit Debuff IO

also a key skill of the set and also a placeholder for set.

Level 30: Maneuvers
(A) Endurance Reduction IO
(36) Endurance Reduction IO
(36) Defense Buff IO
(36) Defense Buff IO

very good skill and also a placeholder for set.

Level 32: Upgrade Robot
(A) Endurance Reduction IO

Level 35: Assault
(A) Endurance Reduction IO
(37) Endurance Reduction IO

Level 38: Tactics
(A) Endurance Reduction IO
(43) Endurance Reduction IO
(43) To Hit Buff IO
(46) To Hit Buff IO

probably you can go without, but i still recommend it since your minions are underlevel and have problem to hit.

Level 41: Charged Armor
(A) Endurance Reduction IO
(42) Endurance Reduction IO
(42) Resist Damage IO
(42) Resist Damage IO

very good skill and also a placeholder for set.

Level 44: Electrifying Fences
(A) Recharge Reduction IO
(45) Recharge Reduction IO
(45) Accuracy IO
(45) Accuracy IO
(46) Immobilisation Duration IO
(46) Immobilisation Duration IO

essential if you want preveny unneeded knockbacks.

Level 47: Electric Shackles
(A) Recharge Reduction IO
(48) Recharge Reduction IO
(48) Accuracy IO
(48) Accuracy IO
(50) Hold Duration IO
(50) Hold Duration IO

essential to stack with poison trap to hold bosses.

Level 49: Vengeance
(A) Defense Buff IO

totaly skipable, but since i like to do mothership raids it is highly usefull.
you can take teleport friend or something else, its your choice.


 

Posted

Quote:
1. rule number 1 - never take personal attacks. reason is simple, if you draw agro you'll probably die. besides you will be busy enough with setting all the devices you have at your disposal.
This may be the worst rule #1 for a MM possible. It's so bad, I'm not even going to bother countering it...

If the OP, or anyone else, is interested in the "why", then search for "tankermind" in the forums.

http://wiki.cohtitan.com/wiki/Tankermind


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
This may be the worst rule #1 for a MM possible. It's so bad, I'm not even going to bother countering it...

If the OP, or anyone else, is interested in the "why", then search for "tankermind" in the forums.

http://wiki.cohtitan.com/wiki/Tankermind

Yeah, I was going to say. As a Bots/Traps you want all the aggro on yourself.


 

Posted

Here is a build I am working with. If someone can do better, by all means post it so I can take advantage of the improvements as well.

Nutshell you can replace Robot with ANY primary and still get the defense caps. Smashing Lethal and Energy are at 49% ... Cold Fire and Ranged 46% ... AOE 48%... Nutshell you have 2 Positions at Cap and Everything else at cap beyond Negative, Psi and Melee. Melee is not an issue since you have Smash, lethal and Energy at Defense Cap. So if you come across some NPC that does Psi Melee attacks ( Don't think one exist ) Eat a Purple inspiration and everything will be at Defense cap.

This build is a Primer for just about ANY AT that can use Traps.

Basically level up doing the DO, SO thing and slot the powers the way you see them, then buy the IOs needed and replace the SOs. So this way you do not need to do a respec. As your new you probably do not have any free Vet respecs.

Some will notice what they might consider odd slotting.. Perfect example is Caltrops. Where Defense was not needed I slotted for recharge when I could. End result is you can drop a Trip mine every 8 seconds. Between Provoke and Trip Mine you should have not issues holding aggro.

At level 50 the whole concept is you Provoking and Trip mining while the bots attack behind you. Your whole job is making sure the pets do not have aggro.

Please do not follow my level slotting scheme though it is off. If you turn off Scorpion Shield you will see your at Defense cap in several powers before level 41. I would work my way to obtaining Defense cap ASAP. Once you obtain that its pretty easy and will see your the last man standing when stuff goes bad.

Villain Plan by Mids' Villain Designer 1.707
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: Fighting
Power Pool: Fitness
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones

  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy
  • (9) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Range
  • (11) Positron's Blast - Damage/Recharge
  • (17) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Accuracy/Damage/Endurance
Level 4: Triage Beacon
  • (A) Harmonized Healing - Heal/Recharge
  • (7) Miracle - Heal/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (50) Regenerative Tissue - Heal/Recharge
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Kick
  • (A) Accuracy IO
Level 10: Acid Mortar
  • (A) Shield Breaker - Defense Debuff
  • (11) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (23) Shield Breaker - Accuracy/Defense Debuff
  • (33) Shield Breaker - Accuracy/Recharge
  • (39) Touch of Lady Grey - Chance for Negative Damage
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (13) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (37) Blood Mandate - Accuracy
  • (40) Blood Mandate - Damage
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Aegis - Resistance/Endurance
  • (15) Aegis - Resistance/Recharge
  • (19) Aegis - Endurance/Recharge
  • (21) Aegis - Resistance/Endurance/Recharge
  • (21) Aegis - Resistance
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Poison Trap
  • (A) Essence of Curare - Accuracy/Recharge
  • (42) Ghost Widow's Embrace - Accuracy/Recharge
  • (42) Essence of Curare - Accuracy/Hold/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (43) Red Fortune - Defense/Endurance
Level 24: Health
  • (A) Healing IO
  • (25) Healing IO
  • (25) Healing IO
Level 26: Stamina
  • (A) Endurance Modification IO
  • (27) Endurance Modification IO
  • (27) Endurance Modification IO
Level 28: Seeker Drones
  • (A) Cloud Senses - ToHit Debuff
  • (29) Cloud Senses - Accuracy/ToHitDebuff
  • (29) Cloud Senses - Accuracy/Recharge
  • (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (31) Cloud Senses - Accuracy/Endurance/Recharge
  • (31) Cloud Senses - Chance for Negative Energy Damage
Level 30: Provoke
  • (A) Mocking Beratement - Taunt
  • (33) Mocking Beratement - Accuracy/Recharge
  • (33) Mocking Beratement - Taunt/Recharge
  • (46) Mocking Beratement - Taunt/Recharge/Range
  • (48) Mocking Beratement - Taunt/Range
Level 32: Repair
  • (A) Recharge Reduction IO
Level 35: Trip Mine
  • (A) Positron's Blast - Accuracy/Damage
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
  • (36) Positron's Blast - Damage/Range
  • (37) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Positron's Blast - Chance of Damage(Energy)
Level 38: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (39) Blood Mandate - Damage/Endurance
  • (40) Blood Mandate - Accuracy/Endurance
  • (42) Blood Mandate - Accuracy/Damage/Endurance
  • (43) Blood Mandate - Accuracy
  • (48) Blood Mandate - Damage
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (48) Red Fortune - Defense/Endurance
Level 44: Web Envelope
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (45) Trap of the Hunter - Endurance/Immobilize
  • (45) Trap of the Hunter - Accuracy/Endurance
  • (45) Trap of the Hunter - Immobilize/Accuracy
  • (46) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 47: Upgrade Robot
  • (A) Endurance Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1410;703;1406;HEX;|
|78DA9D93E94E135114C76F374ADBE906944201815268A13250F5835B62DC63E2242|
|81A8D1A9BA10CED683B6D3A6D22AE3C801F8D6B7C0A17081A9707F0295CE3FA08F5|
|2C972D7E7392FE7F33A7E7DE73CE3DE76AD78E28422C1D108EC8E1B26EDB794DB71|
|B46BD625AF31E4D2F9A05E115422436ACF9D966A552B5D4D3D5B96AC32CD8B14D7F|
|1D6A2E2CA867EA7ACD8E9EB04A46DDB01AEADA4B70A65A2DABC7CC62A9615A45457|
|E352CC3B6A3F4A1E996596B96F58659B5FC6499AD19C67CFFD19A59503705D1F482|
|21B35CEC81DCC6E1B7EA11F26979C477404E387F307E12DCBF18BF09ED7F088BEEF|
|55542DC73A0E93A981C6C723B9EB1F34B82FF0521F29C30B64CB801EE2EF26FB95C|
|07E1252DDA8E3334DA2FB71F30205E437E1E19C933CC89C1B97AA5C99B20D34DD8C|
|D2783FB1C2E5CE87713BA9D84211761EC8313DDDFC08E015974008BEE110A17AD70|
|D1C35C748A8B4E73D12E081AE4943DC13865179AA694433942C70ECABC6B277D75E|
|DA2AF5B905A58AE0A07C81451081D41C2B09F1122A4C384368815E555229AA1F0B7|
|61A34E4EDAD939475EE3254691E08635315EE38C7591A93B4298E0105E70884B877|
|88A36EDD9827670E8950EBD43644A6CC11DC8A14F1E5CDF47271E41FF27C667C2B6|
|2F8CAF8C6F84841795BB3350A20E0C5D659884C92B84A932E12D746750F677304B7|
|197206E52C64DF2708DF0388DF0708DF0A8A578B8522B8477B0D1A85C35CAB33DC6|
|6D4E739BC7B9CD13DCE6296EF30A4C4A461E42868F71828F718A8F71191CB272DBE|
|C7D326D7FC078C87844987CCC7842780FC9A8B22A95073909E7322D234D73A1B92D|
|E8DF7CCD5AF08893FF586636EE9D709045DBF069F922EBD7E77F9F55656D3BDF293|
|FE82CCA59947328E7512EA05C44B9847219258FD27AB5BE3ABC1BF3DA83B217651F|
|4A0CF21377D1D38B173280A2A0045142286194084A274A02E5294AEB2FB2EC0292|
|-------------------------------------------------------------------|


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by SlashDancer View Post
Ok, I'll see about fixing FFG. Whats happening is that I run out of skills to slot, so I just end up over slotting other skills just to move on with the levels. Not sure where I'll dump those loose three slots, but I'll find somewhere to put them.
Web Grenade is an essential skill. you can slot it up to 5 if you need something to spend... However, P. Trap can work fine with just 2, so you're back to having too many slots, I guess.

On another post: Defense stacking may be effective, but you have zero de-buff resistance, meaning the whole thing can start collapsing from just one hit. You can still get upwards of 40% defense while using a Resistance Toggle and be that much sturdier, plus skip the extra pool picks like Fighting and pick up things like Leadership.


 

Posted

Its great that this thread has gotten such a response from the community. So many different points of view, yet so many commonalities.

I thought that it would be beneficial to provide a bit of my play style to the discussion. I tend to setup positions from which to defend. Drop Caltrips, Traps, etc leave the bots step in a little pop something and back it into the 'ambush'. If I retain to much agro you'll find me running and gunning in a tight pattern around a designated position. Pop off a shot, strafe to a new location, pop off a new shot....rinse and repeat. Will this work at levels beyond the teens? Beats me.

I can see where some people like the tank role, but thats just not me. I dislike getting hit unless I am a melee character. I can't get into Demon Summoning because its just to close for my pet class mentality.

The current build tossed Triage Beacon for Repair, at this moment I'm hoping its not a mistake. A few of you have posted builds with TB.

So much great advice to work through, even if I manage a proper skill set. I can see many respec mission runs as those skills become properly slotted or skills get moved in and out as my play style exerts itself on the build.

All I can say is thank you all for your very much appreciated advice and comments.


 

Posted

Wow looks like I'm late to the party. I'll throw in my thoughts too though apologies if it has already been previously gone over or corrected from your last build post:

MM personal attacks: some people despise them, but I find that they do give me something to do after laying all my traps or while waiting for other powers to recycle. My advice is to take them and see if you like them or not, though keep in mind that they consume a lot of endurance, so you'll pretty much want to get stamina as well as slotting the attacks with endurance reducers if you can spare it.

You don't need 5 slots in Caltrops unless you are slotting for recipe set bonuses. At best maybe 1 slow SO to hit the slow cap and 1 recharge SO.

I would recommend 2 slotting both of the pet upgrade powers with endurance reductions. It helps decrease the downtime by quite a bit.

Be sure that the protector bots have at least 2 defence SOs in them. Not being hit in the first place is better than trying to heal the damage back.

I would go with Deacon's advice on the FFG and go 3 defence SO plus a karma -kb. They're good as they are still relatively cheap in terms of merit costs if you don't have much cash on you yet.

TB over repair as others have suggested. Alternatively you could think about taking aid other from the medicine pool, which you may find more useful than TB depending on your play-style.

You can probably get away with just slotting poison trap with 3 recharge SOs, as its main benefits are the -regen debuff and the "puking" animation it causes (which importantly to note is separate from the hold component of the power).

Detonator: it's a fun power, and I like it. Especially since sacrificing your own minions is so appropriately villainous. The best way to think about the power is that it's more like a nuke where instead of the endurance crash you just have to resummon a pet (you're still better off since you don't suffer the -recovery debuff like a true nuke). It is a skippable power however.

If you're not set on the Mu Mastery pool, I would recommend going Mace so you can pick up the scorpion shield. That power combined with the FFG and the protector bot's bubble should easily softcap you to smashing/lethal damage (i.e. hitting 45% defence) which will significantly increase your survivability. It's probably possible to hit the softcap with the resistance shield from Mu and thus giving yourself a much more well-rounded build, though it will take some experimentation with recipes sets.

Ultimately my advice is for you is to have a try with all of your core powers to see what fits you since you're still new to the game. What works for others may not necessarily work for you and all that.


A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread

 

Posted

Quote:
Originally Posted by SlashDancer View Post
Its great that this thread has gotten such a response from the community. So many different points of view, yet so many commonalities.

I thought that it would be beneficial to provide a bit of my play style to the discussion. I tend to setup positions from which to defend. Drop Caltrips, Traps, etc leave the bots step in a little pop something and back it into the 'ambush'. If I retain to much agro you'll find me running and gunning in a tight pattern around a designated position. Pop off a shot, strafe to a new location, pop off a new shot....rinse and repeat. Will this work at levels beyond the teens? Beats me.

I can see where some people like the tank role, but thats just not me. I dislike getting hit unless I am a melee character. I can't get into Demon Summoning because its just to close for my pet class mentality.

The current build tossed Triage Beacon for Repair, at this moment I'm hoping its not a mistake. A few of you have posted builds with TB.

So much great advice to work through, even if I manage a proper skill set. I can see many respec mission runs as those skills become properly slotted or skills get moved in and out as my play style exerts itself on the build.

All I can say is thank you all for your very much appreciated advice and comments.
Moving does not work well with Traps as many of the powers are drop and stay. Triage beacon has a long recharge.

I am not saying your will not find respec missions. But what is usual is when your ready to do one.. You won't find it.

Personally I would slot along the line of a build you might like and just replace the SO's with IO's as you get the set.

I hear what Delta_Strider is saying. So here is a build replacing Kick Tough Weave with Photon Grenade, Maneuvers and Tactics. Further Acid Mortar does debuff for resistance and Defense. Web Grenade has a great - Recharge.

If your looking for your pets to fight as you stand back. Then you might want to consider Force Field. Boring as all heck, but your gonna need to cap your pets defenses.

Otherwise
1. Your pets WILL NOT stay in the Triage beacon area.
2. Your pets WILL run all over the place, usually one bot will be so far out he will die before you can do anything to heal him.
3. Once your non Defense Cap pets are dead, you will be next because your probably not going to work for Defense Cap for yourself.
4. Your Force Field Generator does not travel as fast as you do. So you will loose defenses while it catches up to you.

LINK for Defense Cap info:
http://boards.cityofheroes.com/showthread.php?t=185167

I have played Traps a bit and I build for Defense Cap. I have a 50 Sonic Traps Corruptor. Pretty much a Trap build is the same regardless of what AT has it. You could swap out Mastermind robots for a Corruptor and just pick a Primary and still be in a similar position.

The only reason I use the Sonic part is for picking off wounded mobs. Sleeping a pack of mobs or using the AOE from Sonic if I get a bunch of mobs packed together. And finally I use Sonic when I am in a fast past group where setting up stuff is just being wasted. My only heal is Triage beacon slotted as I have it listed. I solo +1 +8, I can do +2 +8 and +3 +8. But without a doubt +3 +8 takes much LONGER. End result I am playing my Bots as if it where Sonics, they are just extra attacks for me. I'm more worried about my Force Field gen going then the robots.

Also Remember you get these defense even if your bots are not out. You will find there are times players will either kindly or not so kindly ask you NOT to summon all your bots except maybe the last one. People have seen how Mastermind pets can mess up a pull on a SF, myself included. I have been lucky so far not to be that guy.

My point is I know it works. I use. I am not putting up a build because it looks cool. It's tried and tested. Further I'm a nobody. I do not have leet skills. I do not have leet game money. I don't have a leet SG/VG. I'm a solo player. Someone else smarter then me did the math. I just took the time to read it and finally understand it.

Trust me when I say this, when you get more pets they will be running around all over the place.. Now your dealing with 2 or 3 pets.. When you have 6 bots and one bot decides to run past the group your fighting into another group to get in position to attack your target. Why ? Who knows. They just do. But it doesn't matter now, because your bot just pulled another group. Sometimes its not just one bot, sometimes its two bots doing this. Again why, who knows. They just do. The AI is Screwy. But if your controlling the mobs the pets will have less of a tendency to go running around.

I completely understand you have to do your thing. I'm just trying to give you a feel for Masterminds are like. If the pet AI was sharper it would be a fantastic set with a bit more freedom to move around power wise. But at this time I do not think that can be done effectively with the AI the pets have.

Your do loose some Defenses, but your still Smash and Lethal and Ranged cap. Pretty much the big 3 you need. 1 purple inspiration will bring the rest to cap when needed.

Either way good luck and have fun

Villain Plan by Mids' Villain Designer 1.707
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: Leadership
Power Pool: Fitness
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones
  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy
  • (9) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (9) Pacing of the Turtle - Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Endurance
  • (17) Pacing of the Turtle - Range/Slow
  • (33) Pacing of the Turtle - Endurance/Recharge/Slow
  • (39) Pacing of the Turtle - Chance of -Recharge
Level 4: Triage Beacon
  • (A) Harmonized Healing - Heal/Recharge
  • (7) Miracle - Heal/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (50) Regenerative Tissue - Heal/Recharge
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Photon Grenade
  • (A) Accuracy IO
Level 10: Acid Mortar
  • (A) Shield Breaker - Defense Debuff
  • (11) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (23) Shield Breaker - Accuracy/Defense Debuff
  • (39) Shield Breaker - Accuracy/Recharge
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (13) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (37) Blood Mandate - Accuracy
  • (40) Blood Mandate - Damage
Level 14: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (15) Red Fortune - Defense/Recharge
  • (15) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (21) Red Fortune - Defense
  • (21) Red Fortune - Endurance
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Poison Trap
  • (A) Essence of Curare - Accuracy/Recharge
  • (42) Ghost Widow's Embrace - Accuracy/Recharge
  • (42) Essence of Curare - Accuracy/Hold/Recharge
Level 22: Tactics
  • (A) Rectified Reticle - To Hit Buff
  • (23) Rectified Reticle - To Hit Buff/Recharge
  • (43) Rectified Reticle - Increased Perception
Level 24: Health
  • (A) Healing IO
  • (25) Healing IO
  • (25) Healing IO
Level 26: Stamina
  • (A) Endurance Modification IO
  • (27) Endurance Modification IO
  • (27) Endurance Modification IO
Level 28: Seeker Drones
  • (A) Cloud Senses - ToHit Debuff
  • (29) Cloud Senses - Accuracy/ToHitDebuff
  • (29) Cloud Senses - Accuracy/Recharge
  • (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (31) Cloud Senses - Accuracy/Endurance/Recharge
  • (31) Cloud Senses - Chance for Negative Energy Damage
Level 30: Provoke
  • (A) Mocking Beratement - Taunt
  • (33) Mocking Beratement - Accuracy/Recharge
  • (33) Mocking Beratement - Taunt/Recharge
  • (46) Mocking Beratement - Taunt/Recharge/Range
  • (48) Mocking Beratement - Taunt/Range
Level 32: Repair
  • (A) Recharge Reduction IO
Level 35: Trip Mine
  • (A) Positron's Blast - Accuracy/Damage
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
  • (36) Positron's Blast - Damage/Range
  • (37) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Positron's Blast - Chance of Damage(Energy)
Level 38: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (39) Blood Mandate - Damage/Endurance
  • (40) Blood Mandate - Accuracy/Endurance
  • (42) Blood Mandate - Accuracy/Damage/Endurance
  • (43) Blood Mandate - Accuracy
  • (48) Blood Mandate - Damage
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (48) Red Fortune - Defense/Endurance
Level 44: Web Envelope
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (45) Trap of the Hunter - Endurance/Immobilize
  • (45) Trap of the Hunter - Accuracy/Endurance
  • (45) Trap of the Hunter - Immobilize/Accuracy
  • (46) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 47: Upgrade Robot
  • (A) Endurance Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 6: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1412;695;1390;HEX;|
|78DA9D93E94E135114C76FA72DA5ED94B696B214105A81169001BEB925C63D264C8|
|2A2D1A8910C65A0A365DA744A22AE3C801F8D1BF208EE0A04F767718DEB23D4B35C|
|A08DDF9CA4FFDFCCE9D9EE3DF7EA970EAA422CEC15AEC881BCE13813BAE194CDD2A|
|C654F797563C6CA0A9F1022B1699D189F9B9D2DD8DAF1C264A16C659D78D55FFBE7|
|A6A7B51325A3E8448FDA39B364DA656DFD253C5628E4B551D398324B4ECE2AAAF47|
|DD82ADBA6E344E943376CAB389737CA56C10E9065BC689A53ED878A5656AB2AA31B|
|5953F639DF02DDF5C16FCD2BE453F18AEF8011A1FC60FC24787E317E13EAFF10E63|
|D1B5142DC72A1E932985C3291EB2199EA1F11028F09912784AEA784DE67842B10E5|
|A6B08ADBBD0F5ED2A2EE08432787913D800EF11ADAF4CA82DE24F5F006BE7DD2E44|
|B90E92A64F3B3C9ED77B93130E0213429845E37E12D840665AF415C748B5079D12A|
|2F3AC98BEEE645A779D151A816E25EBDA10075D71064A8842D21426303234CB8063|
|D85655498DD2335EE494E95E4A83447D541AD2847896886CA5F8744316E5A894D92|
|575F8E314388414C9C6394F8A282DE4D0F08FD4B041F38344B87E66E4ADA52837A7|
|068950EAD5D644AD4E006F4D02637AEEDA3827BD9FE89F199B0F50BE32BE31B21E1|
|43A5284F474EA15370916111062F1086F28477309D4E39D8CE01AABB007553B26EE|
|A3999B6BD60BC642CF3C05618AB84F790A84746F5F0D9EEE531A779CC7D3CE67E1E|
|F3108F79158E48466E42A69176B63F4218E249AD80C3804C3B709B4CDBEF30EE32E|
|E1106EF3316091FA0194DAE4AE3139C827D1996958679A1233568AFBE661578C4E8|
|3F96B1CD7B275C64D1377D2AFEC8C6BDF9DF674D5D4FE73F16001D473989720AE53|
|4CA1994B328E750CEA34CA0545E6D448777605F3B5176A1EC4689437FE2267AFAF0|
|4206515494104A034A182582124349A02CA154FE0295D404C1|
|-------------------------------------------------------------------|


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
This may be the worst rule #1 for a MM possible. It's so bad, I'm not even going to bother countering it...
If the OP, or anyone else, is interested in the "why", then search for "tankermind" in the forums.
http://wiki.cohtitan.com/wiki/Tankermind
who cares, tankermind is an extreme build along with petless MM. they are not really worth it, especially for newbie player.
why do i have to tank if i don't need to tank at all? that's what /traps set is for, mitigating threat, not withstand it. for that are /force fields, which are not a subject of this discussion.
Quote:
Originally Posted by Weatherby Goode View Post
Yeah, I was going to say. As a Bots/Traps you want all the aggro on yourself.
no, you don't. what you want is to prevent agro, to prevent damage.
i remember me playing winter event 1 year ago with my merc/traps mm, we were in team, i was sidekicked 10 levels above me, we were fighting some snow bosses. during the fight some ppl leaved/dropped include my boss, therefore most ppl died due to overlevel, i was the last one who stands alive. the next 5-10 minutes i was pounding a boss that was 10-13 levels ABOVE me and killed him. how? caltrops spam, ive blocked junction with it and let my minions slowly tear him apart. 5 ppl were staying dead and didn't went to medics just to see that action of me.
so if you want agro for yourself you just didn't understand the mechanics of /traps.

Quote:
Originally Posted by SlashDancer View Post
etc leave the bots step in a little pop something and back it into the 'ambush'.
the problem is - 7 other ppl will not wait for you. see yourself like a combat engineer, who deploy stuff "on the fly", that will be more appropriate team-wise.
Quote:
Originally Posted by SlashDancer View Post
If I retain to much agro you'll find me running and gunning in a tight pattern around a designated position. Pop off a shot, strafe to a new location, pop off a new shot....rinse and repeat. Will this work at levels beyond the teens? Beats me.
FFG will not follow you as fast as you think, you HAVE to remain stationary as long as you can and defend position or you will be dead.
Quote:
Originally Posted by SlashDancer View Post
The current build tossed Triage Beacon for Repair, at this moment I'm hoping its not a mistake. A few of you have posted builds with TB.
that's correct, beacon helps all toon's around you include yourself. repair only to your bots. believe, beacon works wonder in heavy mezzing fights.
Quote:
Originally Posted by Tangler View Post
MM personal attacks: some people despise them, but I find that they do give me something to do after laying all my traps or while waiting for other powers to recycle.
for that are patron powers, at least they are either AEs or do some mitigation and worth of sloting too.
Quote:
Originally Posted by Tangler View Post
they consume a lot of endurance, so you'll pretty much want to get stamina as well as slotting the attacks with endurance reducers if you can spare it.
..... which will cripple the build in total. why bother with weak useless attacks that just eat your endurance?
Quote:
Originally Posted by Tangler View Post
You don't need 5 slots in Caltrops unless you are slotting for recipe set bonuses. At best maybe 1 slow SO to hit the slow cap and 1 recharge SO.
VERY bad decision. that they most versatile skill of all traps. they mitigate damage, block doorway, deliver huge amount of damage over time, especially to hard targets cose they autohit. they basically godly. and which wonders they do if there 2 patches of them laying down nearly permanent....
Quote:
Originally Posted by Tangler View Post
You can probably get away with just slotting poison trap with 3 recharge SOs, as its main benefits are the -regen debuff and the "puking" animation it causes (which importantly to note is separate from the hold component of the power).
duration need an enlargement, you will be happy for every second of free breathing you gain, your team too. and it also the only defense you have should the mobs break through your shield in to melee. complete hold set is also something very handy.


 

Posted

Quote:
Originally Posted by kalashnikow View Post
i remember me playing winter event 1 year ago with my merc/traps mm, we were in team, i was sidekicked 10 levels above me, we were fighting some snow bosses. during the fight some ppl leaved/dropped include my boss, therefore most ppl died due to overlevel, i was the last one who stands alive. the next 5-10 minutes i was pounding a boss that was 10-13 levels ABOVE me and killed him. how? caltrops spam, ive blocked junction with it and let my minions slowly tear him apart. 5 ppl were staying dead and didn't went to medics just to see that action of me.
so if you want agro for yourself you just didn't understand the mechanics of /traps.
I find this part of the story outrageous. So one event that probably couldn't occur again in the game where you used geometry and/or critter "Avoidance" to solo an enemy 10 levels over your own over the course of 5-10 minutes is proof that Traps isn't about the aggro being on you?

You know what I can because the Aggro's focused on me?
  • 1) Kill an AV/Hero(s) (in probably less time than your story quoted taking an enemy on through 10 levels of Purple Patch; unless it was like, three Posi's)
  • 2) Halt an ambush
  • 5- I mean, 3) Take an alpha strike

One is solid. The AV typically targets one of the Henchmen(they deal more DPS than you typically and have higher threat generation) and fires one or more AoEs, which is typically a solid 1/3 shot at killing a henchmen.

Two is half-and-half. While you can control Ambushes to a certain extent with Caltrops and a doorway, if they're in a position where caltrops can't work and/or some other condition, nothing can get their attention quite like Provoke. This is also something more suited to a group's benefit, such as the ITF.

Three is solid. Most people are quick to jump to the conclusion that Traps doesn't need to take an alpha because it has Seeker Drones, and I'm here to give a resounding "Wrong". Taking an alpha, especially solo on some averse difficult, is quintessentially the job of the Mastermind themselves; Seeker Drones can take alpha, but, barring some situations where they skip the spawning animation, typically die before they ever hit the group with their de-buff/mez. The ideal situation is dropping the seekers mid dash for the mob(Or mid hop, as it may be) then grab the aggro before they get smashed. Seem like a lot of work? It might, but when the mob is mezzed dealing half the damage before mitigation, it's always the safer bet- right behind luring the whole mob into a doorway, caltrop spamming, then allotting 5-10 minutes for them to die, of course.

Also: Tankermind isn't an, "extreme" build. Any Mastermind can take Provoke and do a much better job taking hits than any one Henchmen, while a build like "Petless Mastermind" requires heavily building around an absence of survivability, damage, and support, typically requiring heavy pooling and IO'ing.