Robotics/thermal for best damage output?


Candlestick

 

Posted

I'd like to get most damage out of them thats possible and I was wondering if thermal was the way to go.

I dont really care if I can solo av's or not. I like to solo sometimes but I find it really fun to be in big groups(provided everyone knows what theyre doing). And I find its easier to get the defeat badges in the big groups.

Plan to mix in Leadership pool for the assault and tactics. Is maneuvers worth it?

I assume slotting 3 damage and 3 acc is best if I want em pumping out the pew pew?

Thanks for any advice. Im messing with mid's hero planner but I dont have much experience with it. But hopefully Ill have it down after a little time.


 

Posted

I'm not sure about Bots/Thermal for the most damage, but I know that after level 32 bots can dish out alot.

I think /Traps could be better for damage as it gets some nice stuff such as Acid Mortar for -def and -res (Also a -res proc if you can get it), and Force Field Generator for getting enough defence to be able to focus on other things such as getting things into the middle of AoEs and placing more Mortars/Mines/Poison Traps.

Maneuvers should be good as it goes ontop of the bubbles the Protector Bots put on you and your pets.

I'm thinking something along the lines of 2 acc, 2 dam and 2 end redux would make a good start perhaps moving to 2 acc, 3 dam, 1 end redux on your T1 and 1 acc, 3 dam and 2 end redux after tactics.

Just my 2 inf


 

Posted

Thermal is not the best set for damage dealing. You don't get your debuffs till late game, and one of them is single target.
It's a good set, and your pets are extremely tough and hard to kill, but its not the fastest.

If you are going for damage dealing, you want the debuff sets. Dark, Traps and Storm are the three best for dealing large amounts of damage. All three work fantastic with Bots.


 

Posted

Melt Armor is a good RES/DEF debuff... but it's not amazing, and it doesn't compare to debuff sets.

Forge is great, noticeable damage increase, lets you slot less for accuracy, but ... It doesn't compare fully to debuffing the hell of out enemies.

Heat Exhaustion isn't fair to single out for being single target, though. It's the kind of debuff you really only need to use on the big guys.

Now... Thermal is great for survival, and it is welcome to most teams (please don't take thermal if you can't stand shielding each ally twice every 4 minutes), but it isn't the best for pure destruction.


 

Posted

I decided on Bots/Traps.

Two questions.

Would hover be the best travel power?

And is hasten worth grabbing?


 

Posted

Hover is a crap travel power... but it leads onto fly which is nice, it doesn't really matter what you use for travelling as long as you want it.

Hasten is nice as it allows all the longer recharging things to be ready for the next fights quicker, it's not a must have but it is very nice.


 

Posted

Sorry I mean't to say fly. lol

I thought about not taking a travel power at all and using temps and ninja run. Will play around and see how it goes. Also want to try the tankermind approach. Basically keep bodyguard mode going, using provoke and using my caltrops,and web grenade to keep em mad at me. Throw out my beacon when things look like they may be getting ugly.


 

Posted

I have a bots/force field and a bots/traps I prefer my bots/ traps. I use hover for both. It gives you a bit of extra defense, keeps you away from melee attacks and allows you to see a great deal more of the action.


 

Posted

Quote:
Originally Posted by Hockeypuckhead View Post
Sorry I mean't to say fly. lol
Fly in my opinion is the worst travel power for pets... Because it's slow and a straight line, they follow behind you on the ground, getting attacked by everything.

The other travel powers are fast enough that they tend to just despawn/respawn at your new location; they can't keep up.

Bots/Traps is a good way to go since you want to tankermind, though. Between FFG and Protector Bot bubbles you really get a good start on softcapping defense.


 

Posted

Quote:
Originally Posted by Monstrofo View Post
Fly in my opinion is the worst travel power for pets... Because it's slow and a straight line, they follow behind you on the ground, getting attacked by everything.

The other travel powers are fast enough that they tend to just despawn/respawn at your new location; they can't keep up.
With the increased fly speed that came with GR I've found that on my flying DS/Therm that they generally can teleport often enough to not get attacked by things on the ground. Incidentally the sound that is made by my demons teleporting have made various people wet themselves and fall off their chairs...

In the end travel powers are taste with some people going combat jumping and using Ninja Run to squeeze out some defence and extra power picks.


 

Posted

I have a bot/trap at 38, web grenade/caltrops/acid mortar is a good set up for your bots to destroy pretty much anything. Poison trap is great too but it sucks having to run into melee range to set it. There should be a poison grenade.


I was relieved of my previous position for telling the truth. Now I make my living translating the lies of other men.
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Posted

I use a stealth IO in a prestige sprint and super speed on my Traps/AR defender to get full invis for sneaking into mobs and dropping poison gas trap. Works like a charm! Give it a try if you are having issues with alpha strikes. You can also use seeker drones to absorb the alpha and dash in to the group to drop poison gas trap.


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Posted

For /Traps I wouldn't take Hover/Fly because you have to be near the ground to use the traps, which negates the biggest advantage of Hover mostly, and sometimes means faffing about having to move to use your powers. I would tend to stick to Combat Jumping and Super Jump, CJ gets the in combat mobility but you are always able to drop a trap since you are always on the ground.


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Posted

Quote:
Originally Posted by metalhead300 View Post
I have a bot/trap at 38, web grenade/caltrops/acid mortar is a good set up for your bots to destroy pretty much anything. Poison trap is great too but it sucks having to run into melee range to set it. There should be a poison grenade.
The Soldiers of Arachnos get a venom grenade. Wouldn't it be nice if they shared with their mastermind friends?

Temp powers of Stun grenades and hand grenades are very handy, too.


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

 

Posted

Bots are great damage dealers, once you get your assault bot and the second upgrade you just tear through things, for slotting the bots I usually use blood mandates as they are cheap, have decent bonuses and give good acc/dam/end. I don't have any /traps toons so I'm not sure about the power selections but I would probably do it like this.

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Posted

Quote:
Originally Posted by Psylenz View Post
The Soldiers of Arachnos get a venom grenade. Wouldn't it be nice if they shared with their mastermind friends?

Temp powers of Stun grenades and hand grenades are very handy, too.
Yes I love the venom grenade for soldiers, it would be very handy for the MM (IMO)because I personally dont like having to send mine into the battle to set the trap. Caltrops and the web grenade help but theyre not always so reliable.


I was relieved of my previous position for telling the truth. Now I make my living translating the lies of other men.
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Posted

Quote:
Originally Posted by metalhead300 View Post
Yes I love the venom grenade for soldiers, it would be very handy for the MM (IMO)because I personally dont like having to send mine into the battle to set the trap. Caltrops and the web grenade help but theyre not always so reliable.
Venom grenade and poison trap are nothing alike, Poison trap is our -regen and hold power, venom grenade is a AoE -res and toxic damage power.

Traps already has -res in acid mortar, they aren't going to double it up with another one. Poison Trap is about making it so your enemy doesn't fight back or the debuff an AVs or GMs -regen. You don't need to place it every spawn. If you want to take an alpha or reduce incoming damage, use seeker drones instead.


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Posted

I don't like Hover/Fly for traps. You have to be on the ground to lay traps, and can't do that when hovering.

I personally like Superspeed for Traps, so you can SS in, with a stealth IO, and drop your traps right in the enemies face.


 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Venom grenade and poison trap are nothing alike, Poison trap is our -regen and hold power, venom grenade is a AoE -res and toxic damage power.

Traps already has -res in acid mortar, they aren't going to double it up with another one. Poison Trap is about making it so your enemy doesn't fight back or the debuff an AVs or GMs -regen. You don't need to place it every spawn. If you want to take an alpha or reduce incoming damage, use seeker drones instead.
Sorry I was thinking mechanics, not so much the debuff values.


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

 

Posted

Awesom ideas!

Thanks alot folks. Ive been using temp flying raptor(if I remember the name) for travel that I get from bank missions. The Acid Mortar has been badass.

Enjoying this toon so far.


 

Posted

My bots love running in melee....arent they supposed to be ranged?

They will literally run up to the mob and then shoot them and get beatdown in seconds if its an orange mob.

This kind of annoying and I was wondering if there was a way to get past this?

I tried looking up macros but all I see are bind guides and it feels like Im trying to read chinese.


 

Posted

Quote:
Originally Posted by Hockeypuckhead View Post
My bots love running in melee....arent they supposed to be ranged?

They will literally run up to the mob and then shoot them and get beatdown in seconds if its an orange mob.

This kind of annoying and I was wondering if there was a way to get past this?

I tried looking up macros but all I see are bind guides and it feels like Im trying to read chinese.
No way to fix this currently... It comes from back when all pets stood at range and used only their ranged attacks, but this annoyed Ninja and Necromancy Masterminds so they changed it so pets would try and get into melee... This unfortunatly annoys Thugs, Bots, Demon and Mercenries Masterminds...

Though after you get your Force Field Generator and Poison Gas Trap you can effectively run in with your bots in bodyguard mode, lay down your Poison Trap and then decimate the group while everything is sat safely under your Force Field Generator.


 

Posted

Best damage is likely going to be /dark, /traps. or /storm. All have -res powers that are up fairly often. Dark doesn't have a lot of other damage enhancing powers, but tar patch is really nice, and it's got a bunch of other great powers. /storm has Freezing rain, which is great -res and -def, plus gets some damage powers endgame. /traps has acid mortar, and trip mine for more damage, plus FF gen stacks with Bot's def really well.


 

Posted

Would power boost from mace mastery affect my poisonous trap?