Help With Bots Traps Build Please


BenRGamer

 

Posted

I thought about making another Bot/Traps MM and I started reading the forums for recent posts about them. I did a blend of my old Bot Traps build plus some ideas I found here and there and came up with this build. This build has no travel power other than "Ninja Run" which I'm a bit concerned with since in CoV it's a bit hard to run around and much easier to use SuperJump or some other vertical travel power. I guess I could use my free jet pack but it's really not the same.

1) In my last build I had Caltrops 6 slotted with all damage procing IO's and it worked out nicely but with the version of Mid's I have now this does not seem possible to do. I do not know if Mids is wrong or if they changed something so I can no longer do that in a previous update that I am unaware of.

2) Funds for this build is not an issue. I've been stocking up on Infamy from my other MM's and in time I'll be able to pick up anything I need for the build I want to create. So please do not hesitate to mention anything that could improve my build just because the IO may be expensive.

3) Please be honest and frank in your critiques. I'd rather have someone chew on me and end up with a better build than get complements and have a so-so build that could use improvement.

4) My level 47 and 49 powers are iffy at best. I like to mess around with Teleport Foe at times but I can swap these two out with something else. I may swap these out for a normal travel power if I'm not satisfied with the "Ninja Run" by the time I get to 47.

Thanks in advance.



Villain Plan by Mids' Villain Designer 1.707

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: Fighting
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
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
  • (7) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
  • (7) Positron's Blast - Chance of Damage(Energy)
  • (9) Tempered Readiness - Accuracy/Slow
  • (9) Tempered Readiness - Accuracy/Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Slow
  • (11) Pacing of the Turtle - Endurance/Recharge/Slow
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Endurance/Recharge
  • (46) Numina's Convalescence - Heal/Endurance/Recharge
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Kick
  • (A) Knockback Distance IO
Level 10: Acid Mortar
  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (48) Shield Breaker - Accuracy/Recharge
  • (48) Shield Breaker - Defense Debuff
  • (48) Shield Breaker - Accuracy/Defense Debuff
  • (50) Shield Breaker - Defense Debuff/Endurance/Recharge
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (13) Blood Mandate - Accuracy/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Blood Mandate - Accuracy
  • (17) Blood Mandate - Damage
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Aegis - Resistance/Endurance
  • (19) Aegis - Resistance/Recharge
  • (19) Aegis - Endurance/Recharge
  • (21) Aegis - Resistance/Endurance/Recharge
  • (50) Aegis - Resistance
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Poison Trap
  • (A) Unbreakable Constraint - Hold
  • (43) Unbreakable Constraint - Chance for Smashing Damage
  • (43) Unbreakable Constraint - Endurance/Hold
  • (50) Unbreakable Constraint - Accuracy/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Recharge
Level 24: Health
  • (A) Miracle - +Recovery
  • (25) Panacea - +Hit Points/Endurance
  • (25) Numina's Convalescence - +Regeneration/+Recovery
Level 26: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (27) Blood Mandate - Damage/Endurance
  • (27) Blood Mandate - Accuracy/Endurance
  • (29) Blood Mandate - Accuracy/Damage/Endurance
  • (29) Blood Mandate - Damage
  • (31) Soulbound Allegiance - Chance for Build Up
Level 28: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (31) Efficacy Adaptor - EndMod/Endurance
  • (31) Efficacy Adaptor - EndMod/Accuracy
Level 30: Seeker Drones
  • (A) Cloud Senses - ToHit Debuff
  • (33) Cloud Senses - Accuracy/ToHitDebuff
  • (33) Cloud Senses - Accuracy/Recharge
  • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (34) Cloud Senses - Accuracy/Endurance/Recharge
  • (34) Cloud Senses - Chance for Negative Energy Damage
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Ragnarok - Damage
  • (36) Ragnarok - Damage/Recharge
  • (36) Ragnarok - Accuracy/Damage/Recharge
  • (36) Ragnarok - Accuracy/Recharge
  • (37) Ragnarok - Damage/Endurance
Level 38: Maneuvers
  • (A) Karma - Knockback Protection
  • (39) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
  • (40) Luck of the Gambler - Endurance/Recharge
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 47: Teleport Foe
  • (A) Accuracy IO
Level 49: Power Boost
  • (A) 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



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Posted

Not trying to push Provoke on you.. But YOU are defense capped.. But the pets are not..

I just picked up Provoke at level 38.. I am only in SOs atm and some Generic IOs.

I tested Provoke out on some white and yellow cons before logging for the night. I have to say I was liking what I seen so far. I did have some misses. But over all the mobs where running back into caltrops and the MM pets AOE fire when I provoked them. What more could I ask for. I did take some damage as my defenses are only at 31 or 33 atm.

My build is cheaper, but yours has some nice DPS bonus. If you can afford it by all means its nice. Once the Markets merge I will look to see if the prices on purple sets drops or drops enough from my tight pockets.

Swap out power boost also. It does not work with a majority of the traps powers.

I was looking at the Ragnarok on both BM and WW they are going for 100 million each on average. Again Great build if you can afford that..


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

Plainguy,

Thank you for the post.

I did rework the build this morning and got rid of the 47 and 49 powers and replaced them with combat Jump and super jump. I'm not much for knowing where the defense caps are but I do remember you or someone else posting something about them. I'll go back and read them. If you say I'm capped then that is good enough for me. I'll take out the Combat Jump and Super Jump in my "newest build" from this morning and pop in Provoke and give that a go in the builder.

I bought a ton of IO's last night but I ran out of Infamy pretty quickly but about half of my build is now completed. I have about 600M on a level 7 toon I WAS going to level up as a Bot Traps but found out last night that I can have 2 builds on one character so I'll have to level him to 10 before getting those funds back on my normal Bots Traps.

So this is a revised build with Provoke and since I had one open power I threw in Intimidate as well for a backup single mob taunt just in case it was needed.

Villain Plan by Mids' Villain Designer 1.707
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: Fighting
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
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
  • (7) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
  • (7) Positron's Blast - Chance of Damage(Energy)
  • (9) Tempered Readiness - Accuracy/Slow
  • (9) Tempered Readiness - Accuracy/Damage/Slow
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - Heal/Endurance
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Kick
  • (A) Knockback Distance IO
Level 10: Acid Mortar
  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (11) Shield Breaker - Chance for Lethal Damage
  • (48) Shield Breaker - Accuracy/Recharge
  • (48) Shield Breaker - Defense Debuff
  • (48) Shield Breaker - Accuracy/Defense Debuff
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (13) Blood Mandate - Accuracy/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Blood Mandate - Accuracy
  • (17) Blood Mandate - Damage
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Aegis - Resistance/Endurance
  • (19) Aegis - Resistance/Recharge
  • (19) Aegis - Endurance/Recharge
  • (21) Aegis - Resistance/Endurance/Recharge
  • (50) Aegis - Resistance
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Poison Trap
  • (A) Unbreakable Constraint - Hold
  • (43) Unbreakable Constraint - Chance for Smashing Damage
  • (43) Unbreakable Constraint - Endurance/Hold
  • (46) Unbreakable Constraint - Accuracy/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Recharge
Level 24: Health
  • (A) Miracle - +Recovery
  • (25) Panacea - +Hit Points/Endurance
  • (25) Numina's Convalescence - +Regeneration/+Recovery
Level 26: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (27) Blood Mandate - Damage/Endurance
  • (27) Blood Mandate - Accuracy/Endurance
  • (29) Blood Mandate - Accuracy/Damage/Endurance
  • (29) Blood Mandate - Damage
  • (31) Soulbound Allegiance - Chance for Build Up
Level 28: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (31) Efficacy Adaptor - EndMod/Endurance
  • (31) Efficacy Adaptor - EndMod/Accuracy
Level 30: Seeker Drones
  • (A) Cloud Senses - ToHit Debuff
  • (33) Cloud Senses - Accuracy/ToHitDebuff
  • (33) Cloud Senses - Accuracy/Recharge
  • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (34) Cloud Senses - Accuracy/Endurance/Recharge
  • (34) Cloud Senses - Chance for Negative Energy Damage
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Ragnarok - Damage
  • (36) Ragnarok - Damage/Recharge
  • (36) Ragnarok - Accuracy/Damage/Recharge
  • (36) Ragnarok - Accuracy/Recharge
  • (37) Ragnarok - Damage/Endurance
Level 38: Maneuvers
  • (A) Karma - Knockback Protection
  • (39) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 47: Provoke
  • (A) Perfect Zinger - Taunt
  • (50) Perfect Zinger - Taunt/Recharge
  • (50) Perfect Zinger - Taunt/Recharge/Range
Level 49: Intimidate
  • (A) Fear Duration IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 6: Ninja Run



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Posted

Yea your build great.. Much better then mine. If you look at the misc buffs when clicking view totals you will see your DPS has increase greatly compared to my original build. I'm at 2 percent and your at 132 percent. Tactics is helping out a lot.

End result is I am going to adopt your build.
I just am not a good market person though. I make money but I have no where near the 600 million. I have 200 million maybe pooled together.

Your defenses and mine are similar in the sense we are both lacking the Melee cap or Negative cap. But really in the grand scheme of things if that is all you have to worry about Melee negative attacks.. By all means I have ZERO to complain about.

I have been playing around with it a bit. I 6 slotted the last bot and removed the purple IO, which increased the Range Defense Cap. What that did for me, is it gave me more wiggle room with Maneuvers and Scorpion shield.

I was able to remove a slot from them each and replace another IO from LoTG with the Recharge bonus.

I also removed Trip mine Ragnarok for Positron Blast. By changing the Ragnarok to Positron the recharge went up to 13 seconds.. I was trying to use LoTG recharge to lower that overall recharge. I didn't lower it much though. 1 or 2 seconds. But the damage increase I am gonna get will out weigh the 4 second increase for now.. Once I can afford Ragnarok.. It will be that much better. Trip mine will be down to 6 seconds or something.

Dumb question. I read somewhere else someone mentioning level 10 and you mentioned level 10.. What is the deal with being level 10 ?


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

Level 10 is the minimum level you need to send mail. So since I sent my funds to a level 7 and found out I was silly to do so then I had to level him to 10 to be able to use the mail to get the funds back.

This is the build I currently have and it's quite good. I easily do 1/8 missions but wanted something with a bit more defense to it.. hense the new build. Just thought I'd post it in case you wanted to see it.

Oh.. for funds I do AE missions and get the Mission Tickets then do random rolls on the Silver Recipe and then sell the Recipes on the Broker. I normally can get 6-8 orange recipes per long AE mission. The funds add up quickly.

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Posted

Here is my cheap build

Less on the DPS bonus but I noticed I was able to get the Negative Defense to almost cap..

Again your build is better. I would recommend it anyone looking to be a real destroyer with their Masterminds. I am sure anyone walking into a group with any of these 2 builds and in Particular the Raterro build will make a VERY good impression when they see what you can do and how you can survive.

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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

The protector bots bubble you with a bubble so you don't have to be above 45%. 34% is good enough. Just wait for the bubble. And you only need the positionals or the typed, you don't need both. The only hole is for untyped damage but everyone has that problem.

Here's my build which I've been very happy with. I could always take provoke but I don't need it. I'm not soloing AVs, just tooling around at +2x6.

All the pets are softcapped with 2 prot bubbles each except the protector bots themselves.

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Posted

Quote:
The protector bots bubble you with a bubble so you don't have to be above 45%. 34% is good enough. Just wait for the bubble. And you only need the positionals or the typed, you don't need both. The only hole is for untyped damage but everyone has that problem.

Here's my build which I've been very happy with. I could always take provoke but I don't need it. I'm not soloing AVs, just tooling around at +2x6.

All the pets are softcapped with 2 prot bubbles each except the protector bots themselves.
Are 2 defense IOs in the protector bots capping you ?

Well as you can see there are more then one way to skin a cat. I won't lie though I am not fond of waiting for the protector bots to buff me or having to rely on them when I can obtain it pretty easy with Traps.

But regardless I will say if it gets you to cap.. Then that's all that matters to me.


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

1 bubble gives you 11% and the protector bots will only bubble you with one bubble. I'm not sure why they don't give you two.

I appreciate all the sharing, feedback and the different looks. I'm just providing an alternative and some feedback. I never say it's my way or no way because I know there are things I'm going to miss and there's always going to be a new slant on a build that I'll find intriguing and I'll adopt it or parts of it.

I've been a big fan of defense since I learned about softcaps a while ago. It allows you to do things in this game that weren't possible before without good inspiration use.

However I'd never neuter a build to get softcaps I don't need. Like I mentioned in the other thread ranged is typically good enough. If I have to drop powers I'd like to have to get s/l and other defenses softcapped I probably won't do it.

Regards,
Fitz


 

Posted

I've respecced into a "no travel power except Ninja Run" build on my Bot/Traps recently, which allowed me to pick up 'Challenge' and 'Seeker Drones' again. I honestly haven't noticed much extra bother navigating about, in fact it tends to be easier for my Henchmen to keep up with me now (or at least find a good pathing solution to follow me!). I'm finding even with infinite purchasable Jetpacks and the GVE jumppack I still rarely use them.

Concerning builds, I'm a big fan of Aid Other/Aid Self, capped Positional Defence and Mu Mastery (both for the Resist based armour and the AoE-Immobilise-with-Knockback-Resistance to prevent stuff getting bounced away from my Assault Bot's Burn Missile patches). The Battle Drones and Assault Bot are softcapped to everything too, although sadly since a Protector Bot can't bubble itself the two of them top out at just over 36% Defence.

I did trade some Global Recharge for Defense on my Bot/Traps (or should that be Bat/Tarps?) but all the major debuff powers are only a few seconds short of the 40-second "perma" cutoff: The -Regen from Poison Trap, for example lasts 40 seconds - Ditto for Seeker Drone's -Damage. Acid Mortar's debuff lasts for about 20 seconds after it expires, meaning with a 40-second recharge you can have 2 sets of -20% resistance up. Triage beacon is also effectively perma with just over a 90 second recharge time.

Concerning setup, I tend to run with "Half Bodyguard" for most normal missions - Everything on Follow, AssBot and ProtBots in Aggressive, BatDrones on Defensive. Standard "Attack" macro button tells AssBot and ProtBots to start firing, with the BatDrones staying in BG mode and helping out when the mobs start shooting back. Naturally there's a "Everyone shoot" macro button sitting in my tray too for when I'm feeling lazy, and I've all the henchmen individual commands such as pet_select goto/attack/follow/stay etc. bound to my numpad buttons.

A typical mob attack just sees Electric Fences immobilising a cluster of foes, with Web Grenade hitting any of them I missed (or stacking immob on bosses), then AssBot laying down a burn missile patch whilst I run in and toebomb the mob with caltrops (to slow them once immob wears off) and a Trip Mine (easy laying one of these down whilst under fire with capped defence). Usually only takes a second or two with all the Pew-Pew-Pew backing me up. For tougher mobs, I toebomb a Poison Gas Trap first.

For AVs, I tend to use defensive GOTO to get pets just behind them and out of PBAoE range, then get in front of them with my MM, lay down a Triage Beacon and start spamming WebNade/Taunt/GasTrap/Mortar. Immob and taunt from range if they're toughies, only running in to toebomb a GasTrap. I tend to not bother using Seeker Drones much even versus AVs, and had respecced out of them for over a year. I've only bothered working them back into my current build for very tough encounters, or for when I'm not the one doing the tanking (rare). I do have Aid Self, but it's rare I need to use it. I'm forever "Aid Other"-ing in teams though, and throwing one to my henchies occasionally doesn't hurt, particularly whenever the random number generator is feeling unkind...

Naturally, the build I'm using could always be made better. You could swap out the Frankenslots in Trip Mine for a set of 5 Ragnaroks (No Proc) for a bit of extra +recharge, but if you're up for going down the "hyper-expensive" road then you could probably drop a Gladiator Armor Proc into Charged Armor and softcap your defence without as many trade-offs in other areas. Though given that the toon was built on a budget of only a few hundred million inf (plus a few merit rolls) and it can already solo GMs in reasonable comfort, let alone AVs, I really haven't found much point shelling out a further 4-5 billion inf on it. Maybe once GR hits and I can take it blueside... :-)


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Posted

Wow... nice responses

I play a bit on the aggressive side so I think having more outright defense is best for my needs. If I loose my Prot bots then I loose there buffs and there added defense. If you take a look at my current completed build I posted you can see this but that build lacks a bit of umph that I think I can correct with my newly planned build which I posted in full.

While playing my existing build which does not have any provoke or challenge powers I seem to be doing quite well so I don't know if I really need to add them into my newly constructed build. I'm still thinking upon that. I have the new build about 60% completed but I'll have to build up more funds to complete this build. In the meantime I'll be using my old build which is already fully completed.

I just picked up Ninja Run and gave it a go without using my Super Jump powers and using the Jet pack in case I needed to go Vertical and it seems to work out just fine. I think I can do without a normal travel power all together and save the power slots for something more useful.

I find that just using my Triage Beacon I can keep my bots in the healing field pretty easily just by hitting the bodyguard buttons now and then when they get to far away. This happens quite often so some of my bots do die but resummoning them gives me something to do. I don't know if I would use Aid Self but I may think about picking up Aid Other or perhaps Repair for a bit more healing power.

I normally run 100% Bodyguard and tend to lead the way. I use stealth in my current build and jump into a large group of mobs, drop Triage Beacon, Caltrops, Trip Mine and then anything else as needed while my Bots tear up the group. This tends to work well for my playstyle.

I do like Electric Fences and I have it in my old build. I thought about picking that up again but I went with the Shield instead. I may respec out of Shield later on and re-pick up the Electric Fences. But I want to give this a go first.

I'll take a look at your builds and see if I can improve upon my own. If I do decide to do something different I'll have to respec again and try to use the same IO's that I just bought and have not taken them into battle as yet.

Thanks again for all the responses


 

Posted

there are some pretty good builds here. ill check them out.


 

Posted

Just a quick question on your damage proc on tactics.

Its my understanding that procs (such as the one you have in the assault bot) only can go off when that attack (or robot) is used, and then only goes to the person (or bot) that does the attack.

So who gets or has a chance to get the buildup proc in tactics? .. just me or will that include my bots as well

Ty of any info


 

Posted

@Maelwys

I like the build, I do notice the defenses are in the 30s how are you finding the use of aid other and triage. I would imagine your getting a lot hits come in and I am wonder or trying to get a feel how that is working for you ?

Since your pets are more then likely out of Triage beacon range how is the regen on your pets ?

Basically I am wondering, because I am thinking if you received a couple of bad hits from a GM or a AV your pets would be getting wiped out.

Is healing you and the pets a big part of the chain of attack persay ?

Again trying to get a feel for your routine.

I honestly I made my tankermind build and he has been dormant for sometime. I did the +1 +8 and +2 +8 and I tried +3 +8. Doing +3 +8 were very slow runs which I was not much my style. Running +1 +8 Seems very much perfect and from some of the reading I have done people on these forums say there is no difference in the drop rates between +1 or +3.. I also did some solo runs without the pets on +1 +8 and it was doable as well. Basically I felt satisfied that the build was great for anything available for this game and it pulled more then its weight on a team. So I moved on to other experiments.

Ultimately I am going to do Raterro build which would make I think for one Ultimate super Mastermind.


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 plainguy View Post
@Maelwys

I like the build, I do notice the defenses are in the 30s how are you finding the use of aid other and triage. I would imagine your getting a lot hits come in and I am wonder or trying to get a feel how that is working for you ?
That's a quirk of Mids - Protector Bots grant a Defense Shield to you which buffs you by about ~11.8% to everything, and isn't counted in Mids (at least not by default).
The final numbers are an exactly 45.7% to Melee, Ranged and AoE Positions, plus 43.2% Damage Resistance to Smashing/Lethal/Energy.

Essentially only 5% of hits ever get through, and those that do are first reduced by Bodyguard Mode (6 Pets out in BG mode = 2/8 or only 25% damage from an attack is inflicted on the MM) and then by Resistance (43.2% to the most common types).

So (on average) assuming a series of twenty 1000-Damage "Smashing"-typed attacks, my MM could expect to be hit by only one of them, taking a grand total of 113.6 Damage whilst in full-blown BG mode.

And that's before you factor in the damage debuffs from the Protector Bot Seeker Drones and my own Seeker Drones, which in practice reduces the damage by at least a further 40%. And I've got both Triage Beacon and Aid Self to allow me to recover any health I actually lose (~21HP/sec regen, plus 305 HP every 19 seconds).

All things considered, it's considerably better than Tanker levels of mitigation.

Quote:
Since your pets are more then likely out of Triage beacon range how is the regen on your pets ?

Basically I am wondering, because I am thinking if you received a couple of bad hits from a GM or a AV your pets would be getting wiped out.

Is healing you and the pets a big part of the chain of attack persay ?

Again trying to get a feel for your routine.
I generally only use Aid Self when I'm lazy or hit by defence debuffs.

Triage Beacon's effect has a 40-foot Radius. Most PBAoE or AoE damage attacks only affect up to 20 feet away. Assuming I'm in melee range of an AV with my pets directly behind it, and toebombing Triage Beacon whenever it's up, that gives me 20 feet of "wiggle room" in which to make them GOTO and still stay completely safe.

In practice I generally place the critters about 25 -30 feet away, as this puts them just in range of "Aid Other". Again, purely for laziness sake... they very, very rarely go down unless I'm sloppy and forget where to stand.

In general mob-to-mob play I just make sure that my FFG is nearby and run in to toebomb a Trip Mine. Or use electrifying fences and just let my Assault Bot's Burn Missiles melt the spawn for me. Ah, decisions, decisions... :-D


 

Posted

Quote:
Originally Posted by zoggster View Post
Just a quick question on your damage proc on tactics.

Its my understanding that procs (such as the one you have in the assault bot) only can go off when that attack (or robot) is used, and then only goes to the person (or bot) that does the attack.

So who gets or has a chance to get the buildup proc in tactics? .. just me or will that include my bots as well

Ty of any info
Just the player.
It's essentially only there for the 6-piece set bonus.


 

Posted

I use to run Provoke / Aid Self build , found I didn't really need it so switched to Maneuvers / Aid other.

This build the Bot's are soft capped with 2 IO's in Protector's ( 22.4%), Call to Arms (5%), Force Field ( 15.7% ) and Maneuvers ( 4.13%),

I am running around 43% with a single Bubble and Force Field

Villain Plan by Mids' Villain Designer 1.803
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: Speed
Power Pool: Fitness
Power Pool: Medicine
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/Dmg/EndRdx(3), BldM'dt-Dmg(7), SvgnRt-PetResDam(7), EdctM'r-PetDef(23)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(34)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Acid Mortar -- Acc-I(A), RechRdx-I(11), RechRdx-I(11), Achilles-ResDeb%(33), LdyGrey-%Dam(34), Posi-Dam%(40)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg(15), DefBuff-I(15), DefBuff-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 18: Hurdle -- Jump-I(A)
Level 20: Poison Trap -- NrncSD-Dam%(A), G'Wdw-Dam%(21), Lock-%Hold(33), RechRdx-I(43), RechRdx-I(46)
Level 22: Health -- Numna-Regen/Rcvry+(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg(29), S'bndAl-Dmg/EndRdx(29), S'bndAl-Build%(31)
Level 28: Seeker Drones -- Acc-I(A), RechRdx-I(31)
Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(46)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 38: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(42), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(43)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Range-I(50)
Level 47: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run


 

Posted

Ninja Run will likely be alot more acceptable as a travel power alternative when Hurdle/Swift become inherent.