i19 Bot/Dark Tankermind Build


Maelwys

 

Posted

I've been toying with a couple of builds for my current tankermind. 1st build has the Glad tp/def unique, and the 2nd is without. I was aiming for getting as much softcapping across most of the defences, and maintain a reasonable amount of +rech and +recov.

With Glad Unique:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Scene: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(11), SipInsght-Acc/Rchg(13), SipInsght-ToHitDeb/EndRdx/Rchg(13), SipInsght-Acc/EndRdx/Rchg(15)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(50)
Level 10: Howling Twilight -- Amaze-Stun/Rchg(A), Amaze-Acc/Rchg(19)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(19), SvgnRt-Acc/Dmg/EndRdx(21), SvgnRt-PetResDam(21), DefBuff-I(23), DefBuff-I(23)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(29), LkGmblr-Rchg+(29)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(31)
Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(33), SipInsght-%ToHit(34)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Assault Bot -- HO:Nucle(A), S'bndAl-Dmg/Rchg(37), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Acc/Rchg(37), S'bndAl-Build%(39), EdctM'r-PetDef(39)
Level 28: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
Level 30: Petrifying Gaze -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/EndRdx/Rchg(43)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-Psi/Status(43), S'fstPrt-ResDam/Def+(45), GA-3defTpProc(45)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Thunder Strike -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48), EndMod-I(50)



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Without Glad Unique:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Scene: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(7), BldM'dt-Acc/Dmg/EndRdx(11), BldM'dt-Acc(15), BldM'dt-Dmg(23)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(34)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(5), SipInsght-Acc/Rchg(5), SipInsght-ToHitDeb/EndRdx/Rchg(9), SipInsght-Acc/EndRdx/Rchg(25), SipInsght-%ToHit(34)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(34)
Level 10: Howling Twilight -- Amaze-Stun/Rchg(A), Amaze-Acc/Rchg(21)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), SvgnRt-Acc/Dmg/EndRdx(13), SvgnRt-PetResDam(15), DefBuff-I(19), DefBuff-I(23)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(25), LkGmblr-Rchg+(31)
Level 18: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(50)
Level 20: Assault -- EndRdx-I(A)
Level 22: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(48)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(50)
Level 26: Assault Bot -- HO:Nucle(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(27), S'bndAl-Acc/Rchg(29), S'bndAl-Build%(31), EdctM'r-PetDef(31)
Level 28: Petrifying Gaze -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(46)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(42)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(39)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-Psi/Status(43), S'fstPrt-ResDam/Def+(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(48), Enf'dOp-Immob/Rng(48)
Level 47: Thunder Strike -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(50)



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http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

I usually run with a Bot/Traps Tankermind, but I have a Bot/Dark too that I respecced fairly recently. I suppose Tankermind could work on a /Dark if you're very careful with positioning, though you'll be missing any real form of Mez protection so one unlucky hit will lower your defenses as well as drop your offensive Toggles.

Build looks pretty solid at first glance, about the only things I pick up on are your Protector Bots are slightly underslotted for Endurance Reduction, The Assault Bot gains nothing from the Purple Damage Proc due to long animation times and your Dark Servant is underslotted for ToHit Debuffs (it's really, REALLY good at inflicting large amounts of -ToHit).

I really don't think you need anywhere near softcapped Defense on a /Dark. About 25% positional Defence is far easier to get without gimping your build, especially with a Protector Bot bubble... and at that point one instance of Darkest Night slotted for ToHit Debuffs will put foes at the ToHit floor (assuming no resistance to ToHit debuffs... and in those cases you still have a further ~17.5% you can apply from Fearsome Stare, plus loads more from Dark Servant and even more from spamming Twilight Grasp... you can throw out around 45% constant -ToHit and Fluffy another 60%. Even taking into account an Archvillain's 85% Debuff Resistances, that's still around 16% -ToHit getting applied...)

If you really don't want to rely on -ToHit, I still wouldn't bother slotting for any Melee positional Defence. You'll have Hover, Tar Patch and Electrifying Fences to keep foes away from you, meaning only attacks flagged as Ranged or AoE will be hitting you.


 

Posted

This is what I plan on changing to come issue 19.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fairly Decent Guy: Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones

  • (A) Blood Mandate - Accuracy
  • (3) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (5) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (7) Blood Mandate - Damage
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Accuracy/Healing
  • (33) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (33) Healing IO
  • (33) Accuracy IO
  • (34) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
Level 2: Tar Patch
  • (A) Slow IO
  • (43) Slow IO
  • (43) Recharge Reduction IO
Level 4: Darkest Night
  • (A) Siphon Insight - ToHit Debuff
  • (19) Siphon Insight - Accuracy/ToHit Debuff
  • (19) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (21) Siphon Insight - Accuracy/Endurance/Recharge
  • (21) Siphon Insight - Chance for +ToHit
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance
  • (11) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 10: Howling Twilight
  • (A) Stupefy - Accuracy/Recharge
  • (37) Stupefy - Accuracy/Stun/Recharge
  • (40) Stupefy - Endurance/Stun
  • (43) HamiO:Endoplasm Exposure
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy
  • (13) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (17) Blood Mandate - Damage
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Boxing
  • (A) Accuracy IO
Level 18: Repair
  • (A) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - EndMod/Accuracy
  • (37) Endurance Modification IO
Level 20: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) HamiO:Ribosome Exposure
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Gift of the Ancients - Defense
  • (31) Gift of the Ancients - Defense/Endurance
Level 24: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Gift of the Ancients - Defense
  • (31) Gift of the Ancients - Defense/Endurance
Level 26: Assault Bot
  • (A) Blood Mandate - Accuracy
  • (27) Blood Mandate - Accuracy/Damage
  • (27) Blood Mandate - Damage/Endurance
  • (29) Blood Mandate - Accuracy/Endurance
  • (29) Blood Mandate - Accuracy/Damage/Endurance
  • (31) Blood Mandate - Damage
Level 28: Petrifying Gaze
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
Level 30: Acrobatics
  • (A) Endurance Reduction IO
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Provoke
  • (A) Accuracy IO
  • (36) Accuracy IO
Level 38: Dark Servant
  • (A) HamiO:Endoplasm Exposure
  • (39) HamiO:Endoplasm Exposure
  • (39) HamiO:Endoplasm Exposure
  • (39) HamiO:Golgi Exposure
  • (40) HamiO:Golgi Exposure
  • (40) HamiO:Enzyme Exposure
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Gift of the Ancients - Defense
  • (42) Gift of the Ancients - Defense/Endurance
Level 44: Web Envelope
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (45) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (45) Trap of the Hunter - Immobilize/Accuracy
  • (45) Trap of the Hunter - Chance of Damage(Lethal)
Level 47: Web Cocoon
  • (A) Lockdown - Accuracy/Hold
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (50) Lockdown - Chance for +2 Mag Hold
Level 49: Shadow Fall
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (17) Kinetic Combat - Knockdown Bonus
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Numina's Convalescence - Heal
  • (46) Miracle - +Recovery
  • (48) Miracle - Heal
  • (50) Miracle - Heal/Endurance
Level 1: Stamina
  • (A) Performance Shifter - EndMod
  • (46) Performance Shifter - EndMod/Accuracy
  • (48) Performance Shifter - EndMod/Recharge
  • (48) Performance Shifter - Chance for +End



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Posted

thanks for the review Maelwys

Just to note, these builds are just slight alterations of my current setup, pet slotting hasn't changed at all.

I've not really had any major issues with the Prot Bots running out of endurance, even during fairly lengthy fights or against endurance drainers (sappers/carnies).

I was in 2 minds on how to slot Fluffy; whether to go for Dark Watcher or Clouded Senses - ended up going the latter. I wasn't really sure whether DW would perfom as well seeing as it wasn't an accurate -tohit.... Thoughts? - using DW would be better end, pet rech and -tohit, at a loss of a small amount of global end and rech.

As for the dmg proc in Assbot, thats the 1st I've read that its not a benefit - most threads claim assbot is the best to slot it in, and that's what I stuck with - although I haven't spent any time on extensive dmg testing to notice if its doing its job or not.

Defensewise, I've found it very handy to be able to still hold my own even when the bubbles run out or pets die - so the extra defense its a sort of fail safe to counter the varying pet bugs


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Quote:
Originally Posted by Scene_EU View Post
As for the dmg proc in Assbot, thats the 1st I've read that its not a benefit - most threads claim assbot is the best to slot it in, and that's what I stuck with - although I haven't spent any time on extensive dmg testing to notice if its doing its job or not.
I'll try and explain:

It has a 17% chance of granting 64% Damage and 32% ToHit for 5.25 Seconds
Good so far.

However, in order to trigger the proc, your pet needs to use an attack.
At the point immediately after the attack starts, the proc has a chance to activate.

The 5.25 seconds Damage/ToHit buff duration starts counting down immediately after the start of the attack. However the damage and tohit buff is NOT applied to this first queued attack, as they were not active at the point that attack was activiated, only immediately afterwards.

The NEXT attack used by your pet gets the full buff, assuming that the start of that attack falls start within the 5.25 second buff window.

This means that if your pet uses attacks with long-activation times and long recharge times, then it is very unlikely that it will manage to finish animating the first attack and queue another attack all within that 5.25 second window. Also since pets are now no longer affected by any form of recharge buff, it makes it even more unlikely for pets possessing attacks with long recharge times to be able to get any use from the buff.



--- Assault Bot Attacks ---

Smash (Melee Single Target)
Cast Time: 2.67 seconds, Recharge Time: 16 seconds

Plasma Blast (Ranged Single Target, 30% KB chance)
Cast Time: 2 seconds, Recharge Time: 4 seconds

Dual Plasma Blast (Ranged Single Target, 30% KB chance)
Cast Time: 4 seconds, Recharge Time: 25 seconds

Flamethrower: (Melee AoE Cone)
Cast Time: 6.33 seconds, Recharge Time: 10 seconds

Swarm Missiles (Ranged Targetted AoE, 40% KB chance)
Cast Time: 2.67 seconds, Recharge Time: 16 seconds

Incendiary Swarm Missiles (Ranged Targetted AoE, "Burn" patches)
Cast Time: 2.67 seconds, Recharge Time: 16 seconds

----------------------------

Looking at the above, under the best possible conditions your Assault bot is only ever going to get one attack boosted by the buff, as the only attack with a cast time less than half the buff duration (2.625 seconds) is Plasma Blast. And that's not even accounting for Arcanatime.

You can completely forget about getting any buff if Flamethrower triggers it, as it's impossible to get any benefit - 6.33 second cast time > 5.25 second duration. Ditto for Smash if your bot is stuck in "melee" mode as it'll not recharge fast enough.

Plasma Blast, Dual Plasma Blast, Incendiary Swarm Missiles and Swarm Missles look to be able to trigger it, leaving a window of 1-3 seconds for another attack to go off and gain benefit from the buff. Under best possible conditions you could probably get one of the first three to trigger the buff, followed by Swarm Missiles which will get full benefit from it as it inflicts front-loaded AoE damage.

Note that if Incendiary Swarm Missiles recieves the buff, it'll get little or no benefit. Most of the damage in this attack comes from burn patches (which will technically inherit the buff, but in practice it'll have expired by the time they're "deployed").

In practice, I've found that it's very rare for a Assault bot to chain two of it's fast-activation, big damage attacks back to back. it usually gets stuck in "Plasma Blast" mode or "Flamethrower" mode, cycling only a few of its attacks over and over with gaps of several seconds between them. If you're very lucky it might fire off two missile swarms back to back without a plasma blast in between them to knock its target out of the way.

Honestly, it works out better to just throw a "Chance for smashing damage" proc in your Assault Bot from the Knockback sets, as they'll fire off on the same attacks you'd have the possiblility of getting buffed from the Soulbound proc (Plasma Blast, Dual Plasma Blast and Swarm Missiles) but inflict more damage when it goes off and have a far higher chance for successful activation...