Defense Cap Traps build


Adeon Hawkwood

 

Posted

Let me preface this post with, this is not my build is great and your stinks. This is not me showing off.

Its a build which I use for many AT that have Traps accessible to them.

What can you do with this build ?

You can basically take the Trap powers and move that build over to any AT that has traps. Slot up your primary or secondary and with minor adjusting you can obtain defense soft cap with that build as well.

Is defense soft cap the end all be all ? No, many AT can obtain it but fail at other elements of the AT when trying to obtain defense soft cap. But there are some AT like the Mastermind that truly do benefit very well from the defense soft cap.

How do you know you have defense soft cap ?

If you open up MIDs click on "view totals" button to the right of where you picked which archetype you want to play. A new box will appear. That box has 3 other buttons. Survival, Misc Buffs and Status. You should click Survival to see the defense numbers.

Under Survival you should see 3 categories. Defense, Resistance and Health and Endurance.

You should be looking at the Defense Section.
Under Defense section you should see 7 types of damage listed

  • Smash
  • Lethal
  • Fire
  • Cold
  • Energy
  • Negative
  • Psionic
Usually refereed to as Typed damage and 3 other listed
  • Melee
  • Ranged
  • AOE
The last 3 are called Positional.

How it basically works is when someone attacks including NPC they do some sort of attack ( No, duh ) that is either ranged ( think gun ) or melee ( think sword ) or AOE ( think fireball ). Mids will tell you what damage each power does and what positional damage it does. I think everyone gets this and is self explanatory.

When a bad guy attacks the game will look at your defenses and it will take the GREATEST highest number based on that attack. So if you get hit with a ranged energy blast which does of course energy damage the game will look at both your energy defense and range defense and take the better number.

This post can explain why getting soft cap defense is good when possible and worthwhile.
http://dechskaison.blogspot.com/2011...important.html

I have copied out the part which explains the 45% defense cap numbers for those just wanting to get the gist of it. But without a doubt its a very, very good read and game breaking in many ways.

Quote:
Last scenario: 45% defense.

Here we are, the legendary soft cap. Elude defense levels, or the SR scrapper with great IO's.

Even level minions now only hit 5% of the time. Now, after thirteen attacks, it is still likely (51.3% to be exact) that you have dodged all of them. Series of five attacks: The chance of getting hit by two or more is only 2.3%, and that never happens.

Now a +2 boss shows up and you laugh. He only has a 7.8% chance to hit you, which works out so that he's only likely to have hit you by the ninth swing. This is why hitting the soft cap is important, only 10% more defense than the last case, and you're likely to dodge three times as many attacks. In a series of five attacks, it is only 5.2% likely that he has hit you two or more times.

Let's have some fun with the numbers. Imagine a +4 AV staring you down. With soft-capped defense, that AV has a surprisingly low 10.5% chance to hit you. "Wait a second," you say, "10.5% can't be right!" Believe me, it is. I'll get to why that is later, but for now, just take this in. With 45% defense, a +4 AV will only hit you one time in ten, which is less often than an even level minion will hit someone with 35% defense. Four levels and three rank increases don't compare to 10% of added defense. In-freaking-credible.

Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a minuscule 8.9% of the time. You can effectively tank a +4 AV.
So if your running at 0/8 no bosses and you add up the time it takes for even con minions to attack 13 times. I am pretty sure you can see that you can wipe them out before they get their 6th attack in with 2 trip mines. If you cannot kill even con minions with traps alone by the 13ths attack your doing something horribly wrong. I am not even considering your Pets into this equation.

Side note: Once the day comes that Pet AI is finally fixed it will make Robot Traps even more massive.

So now you understand that your looking for Defense numbers that say 45% or better.

If you look at the build you will see that Melee, Ranged and AOE are at 45% or better.

Another side note: If you look at Health and Endurance you will see your Regeneration ( which is health ) is at 500% range. That is pretty much in the range that Regeneration and WP players are working in. Granted theirs is higher in many cases, but remember your a mastermind.

The last 3 powers in the build I picked up because I was tired of failing LGTF because we either didn't have enough holds or strong enough holds or the player who could hold logged off. I had fireball and it was great for getting building up aggro. I might switch back to it as I just am not loving the holds that much. Regardless it has no effect on traps or me obtaining defense soft cap.

With this build I am running 0/8 and 1/8 missions with no issues. I could run 2/8 but I cannot pull several groups at a time as I do with lower settings. Basically what happens is I have too many mobs and I cannot hold all there aggro which causes them to attack my FFG. Further that lucky hit generator kicks in and forces a hit to occur. So when you have 20 to 30 mobs on you end up getting several hit against you. At a 2/8 setting it just is too crazy. I end up resummoning FFG more then I would like.

Final comment before the build. If you have better TRAP defense soft cap build by all means post it if you wish. Or if you reworked the build to make it better by all means post it if you wish. Ignore the levels of where the powers are picked I use the free form option when creating a build and just pick powers I want regardless of levels. I am looking at the numbers. As I level in game I pick the powers accordingly. So I do pick Assault bot at 26 and not level 32 persay.

Villain Plan by Mids' Villain Designer 1.90
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: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Battle Drones
  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Endurance
  • (19) Blood Mandate - Accuracy/Damage/Endurance
  • (19) Blood Mandate - Accuracy
  • (25) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (3) Enfeebled Operation - Accuracy/Endurance
  • (3) Enfeebled Operation - Endurance/Immobilize
  • (5) Enfeebled Operation - Immobilize/Range
  • (5) Enfeebled Operation - Accuracy/Immobilize
  • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (7) Impeded Swiftness - Chance of Damage(Smashing)
  • (9) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
Level 4: Triage Beacon
  • (A) Doctored Wounds - Heal/Recharge
  • (9) Miracle - Heal/Recharge
  • (11) Harmonized Healing - Heal/Recharge
  • (27) Regenerative Tissue - Heal/Recharge
Level 6: Boxing
  • (A) Accuracy IO
Level 8: Hasten
  • (A) Recharge Reduction IO
Level 10: Acid Mortar
  • (A) Shield Breaker - Defense Debuff
  • (11) Shield Breaker - Accuracy/Defense Debuff
  • (13) Shield Breaker - Accuracy/Recharge
  • (13) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (46) Shield Breaker - Accuracy/Endurance/Recharge
  • (46) Shield Breaker - Chance for Lethal Damage
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Steadfast Protection - Knockback Protection
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
Level 18: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 20: Poison Trap
  • (A) Lockdown - Accuracy/Hold
  • (21) Lockdown - Accuracy/Recharge
  • (21) Lockdown - Recharge/Hold
  • (23) Lockdown - Endurance/Recharge/Hold
  • (23) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (25) Lockdown - Chance for +2 Mag Hold
Level 22: Weave
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 24: Provoke
  • (A) Perfect Zinger - Taunt
  • (43) Perfect Zinger - Taunt/Recharge
  • (43) Perfect Zinger - Taunt/Recharge/Range
  • (45) Perfect Zinger - Accuracy/Recharge
  • (48) Perfect Zinger - Taunt/Range
  • (48) Perfect Zinger - Chance for Psi Damage
Level 26: Equip Robot
  • (A) Endurance Reduction IO
Level 28: Seeker Drones
  • (A) Stupefy - Accuracy/Recharge
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Stun/Range
  • (31) Stupefy - Accuracy/Stun/Recharge
  • (31) Stupefy - Chance of Knockback
Level 30: Protector Bots
  • (A) Sovereign Right - Accuracy/Damage
  • (37) Sovereign Right - Damage/Endurance
  • (39) Sovereign Right - Accuracy/Endurance
  • (39) Sovereign Right - Accuracy/Damage/Endurance
  • (39) Sovereign Right - Accuracy
  • (40) Sovereign Right - Resistance Bonus
Level 32: Assault Bot
  • (A) Blood Mandate - Accuracy
  • (33) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Damage
Level 35: Trip Mine
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 38: Upgrade Robot
  • (A) Endurance Reduction IO
Level 41: Dark Embrace
  • (A) Resist Damage IO
Level 44: Soul Tentacles
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (50) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (50) Trap of the Hunter - Accuracy/Recharge
Level 47: Super Speed
  • (A) Celerity - +Stealth
Level 49: Soul Storm
  • (A) Essence of Curare - Accuracy/Hold
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Healing IO
  • (50) Healing IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (40) Performance Shifter - EndMod
  • (46) Endurance Modification IO



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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

Pretty cool of you to create a drag & drop template for people - also cool that it's actually made for real play, not just min/maxing. (Notably, Caltrops is 6 slotted entirely for damage/control and is not contributing towards getting defense capped while still being a great tool.)

That said, the same character with non-set enhancements is only looking at ~26% defense. Is this purely a money-out-the-wazoo build? With those enhancements, could you pretty much grab any primary or secondary that gives a DEF buff or two, add Weave, and get similar numbers?

(These questions aren't rhetorical - I'm learning as fast as I can, but I am currently capped at level 14 until my order of Good vs Evil ships. Makes it a bit harder to grasp what happens at high levels.)


 

Posted

It is not an out of the wazoo build, but some of the IO's are expensive. Some Gaussian are harder to get thus more expensive. The Luck of the Gambler recharge bonus IO is another one as is one or two of the Shield Breaker IO's.

What I would do is for now replace the Luck of the Gambler IOs with whatever IO can fit in as long as it is providing Defense Bonuses.

As you level once Tip missions become available I would suggest doing them ASAP each day.

Here is how Tip Missions work. You can only hold 3 Tip Missions on you at the time of this posting. You can only do 5 Tip Missions every 20 hours. You get them randomly as you do other missions until you obtained 3 missions. To me I notice the higher the difficulty setting the quicker you get them or chance of getting them.

What I do is once I have my 3 missions I run the missions on the lowest setting but the highest possible number of mobs so I will run with the missions on a difficulty setting of -1/4 to 0/6 or anything in between. I will clear each mission until I get another tip mission. Usually if you run on some higher settings you will get other Tip Missions to pop as your doing one. Once I have done 3 Tip missions and I am able to back fill the last 2 missions I need for my 5 a day allotment I then kick the setting all the way down to -1/1 and get them done quick.

I usually keep a radio mission that I can do and kick it up to 1/8 to pick up new Tip Missions the next day.

Of course you can save your Tip missions if you get a group and alternate missions so you can have a few available to you for the next day.

End result once you have done 10 of these missions which should take 2 days because of timer. You will get a morality mission. Run this mission on low setting. Once your done you will see a purple flash and get a hero / villain merit. With these merits you accumulate you can buy Inventions. But be smart it cost 2 of these merits to buy a luck of the gambler +recharge that goes for 100 million on the market and it cost 2 of these merits to buy a particular shield breaker invention that cost 30 million on the market. Common sense says buy the recharge IO sell it and buy the 2 less expensive IOs you need.

Nutshell your gonna need 2 Morality Merits for anything expensive.

I would buy cheap stuff when you can. Example the Pet Inventions I listed are always cheap, not many use them for anything. So you can get 3 sets anytime you want for the most part.

Side Note: You might want to keep the setting high for the next day as you need to try to get a Morality mission. The Morality mission usually drops on the last Tip mission, but I in the past I had low setting and it didn't drop I had to run a radio mission and it dropped. I don't know if the Morality mission is suppose to drop automatically or its a random drop.

As your leveling until you reach defense cap your game play is pretty much the same as all other masterminds regardless of what they pick. You will either be sending in your pets in against tough targets that cause you problems. Example Longbow nullifier shoots an AOE Defense Debuff which will crush your defenses. You will notice instantly how fast you die or how much damage you will take causing to run off and regrp. So playing against Longbow as I leveled I would quickly target the Longbow Nullifiers first and send the pets in against them. Some times what I would do is make the pets say to the left side and then move to the right side of a hallway. I would then aggro the Longbow nullifier to force him to shoot this debuff and then move back to the other side out of the AOE. Otherwise what your going to do is move in close enough to force the bad guys to attack you after popping a purple inspiration and eating a green to help heal up the damage while your pets respond to the attack. This way you save your pets from getting killed and hope your defenses and body guard mode are enough to keep you alive.


I have a Robot FF at 50 and you would think having Force Field it offers better protection and such. Sadly it does not even with myself at defense cap and my Robots at Defense cap. My Robot Traps can run circles around the Force Field toon because it has so much more to offer beyond defenses. I am starting to learn that the Force Field toon is more about really standing in the back and keeping tabs on your pets. It really is more controlling the pets and reacting to the fight.

If you wanted you could move this over to a Defender and do this all yourself without the pets. I have a Traps Assault Rifle Defender which is GREAT. In many senses it much better because I don't have to deal with the pets. I might have gone with something other then AR but I just wanted the look of the gun. I also have a Sonic Traps Corruptor as well and I am working on a Archery Traps Corruptor atm.

Traps is just that good.

Once you get one toon to 50 at defense cap you can now do whatever you want. You can pretend your a team of 8 and solo as a full team. You can run AE mission for tickets. It really, really does make this game totally different and much more fun, at least 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

I just want to mention, to anyone that is using this as a template, that the bots buff you with one shield, which isn't reflected in Mids (though I think it can be configured to do so, I don't know).

So all those Defense numbers shown in Mids are shy 7.5% (since Prot Bots didn't have their def enhanced). Personally I think a bots/trapper is well served by 1-2 Def IOs in Prot Bots and 5% def pet IO. The resistance IO is nice too. Slotting up the prot bots would give the opportunity to redirect ~10% Def bonuses to other attributes, such as recharge (primarily) and HP (secondarily).


Global = Hedgefund (or some derivation thereof)

 

Posted

Thanks for all the info!

Deacon, I did the build in Mids and it appeared to break 45% when I dropped bots completely and tried switching it to Demon. Or are you talking about reaching 45% even against +1 mobs or LTs or something?


 

Posted

What I am saying is that Mids does not reflect the bubble the Protector Bots buff you with.

So whatever Mids says, add 7.5% due to the prot bot bubble. If you enhanced the prot bot bubble by slotting some +Def enhancements in the prot bots, then that 7.5% increases appropriately.

So in this example with positionals of 45% (or whatever it was), then actual defense is 52.5%. If you have 0% defense, the prot bot would get you to 7.5%.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
I just want to mention, to anyone that is using this as a template, that the bots buff you with one shield, which isn't reflected in Mids (though I think it can be configured to do so, I don't know).

So all those Defense numbers shown in Mids are shy 7.5% (since Prot Bots didn't have their def enhanced). Personally I think a bots/trapper is well served by 1-2 Def IOs in Prot Bots and 5% def pet IO. The resistance IO is nice too. Slotting up the prot bots would give the opportunity to redirect ~10% Def bonuses to other attributes, such as recharge (primarily) and HP (secondarily).
Everyone has a an idea

To me I like having the extra cushion.

Being defense capped without the pets allows me to do things when I cannot get the pets out. Example BSF last mish where the ambush just makes summoning pets impossible or just general speed runs with other missions. Another example would be LGTF, last mission stealthing and speeding to the end. Popping one purple and SS with Stealth IO allows me make it to the end of the mission without the need to worry about FFG.

Nutshell I want to be able to survive if I can't get the pets out. Even if its a slower fight I want to be able to survive until I can find the opportunity to resummon my pets.

But I agree with your comment. You could squeak out a bit more in other areas if you relied on pets bubbles to get you to the cap along with FFG.

It's all about play style.


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

Here's some play style - summon the prot bots only, release one of them, it will bubble you, release it. Total time, 5-10 seconds for a 4 minute buff. Whatever works for you though, as you say, playstyle, etc.


Global = Hedgefund (or some derivation thereof)

 

Posted

If you take the Chill Epic Pool or the Mace Villain Epic, you can bump your S/L defense up to 55% which would free up some slots maybe to put elsewhere you may think your lacking.

I will be back later with a build.

Btw...I didn't think this was possible. Thanks so much to bringing this to light plainguy!


Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

Here are the defensive totals:
Smashing: 59.7%
Lethal: 59.7%
Fire: 45.8%
Cold: 45.8%
Energy: 55.2%
Negative: 42.9%
Psionic: 34.2%
Melee: 44.8%
Ranged: 47%
AoE: 51.7%

As you can see there is a lot of stuff way past the soft cap so even if you don't have your Protector bots out you will still be good to go. However, if you think it's a waste I'm sure you can play around with the pet sets to get it lower.

I also have the Incarnate Nerve Radial Boost on, so be aware if you want a different incarnate, your defense will go down a bit.

I don't know, but I have heard, that the game will recognize the 44.8% as 45% but again I would need someone to verify that.

The only thing I don't like about this build is the lack of attacks which I have rectified with my next build.





Villain Plan by Mids' Villain Designer 1.93
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: Leadership
Power Pool: Leaping
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
  • (7) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Gravitational Anchor - Immobilize
  • (9) Gravitational Anchor - Immobilize/Recharge
  • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (34) Gravitational Anchor - Accuracy/Recharge
  • (34) Gravitational Anchor - Immobilize/Endurance
Level 2: Caltrops
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (42) Impeded Swiftness - Chance of Damage(Smashing)
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Heal/Recharge
  • (50) Numina's Convalescence - Heal
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Boxing
  • (A) Hecatomb - Damage
  • (43) Hecatomb - Damage/Recharge
  • (43) Hecatomb - Accuracy/Damage/Recharge
  • (46) Hecatomb - Accuracy/Recharge
  • (50) Hecatomb - Damage/Endurance
Level 10: Acid Mortar
  • (A) Shield Breaker - Defense Debuff
  • (11) Shield Breaker - Accuracy/Defense Debuff
  • (11) Shield Breaker - Accuracy/Recharge
  • (19) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (19) Shield Breaker - Accuracy/Endurance/Recharge
  • (21) Shield Breaker - Chance for Lethal Damage
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Endurance
  • (13) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Blood Mandate - Accuracy
  • (17) Blood Mandate - Damage
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
Level 16: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Steadfast Protection - Knockback Protection
Level 18: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Karma - Knockback Protection
Level 22: Super Jump
  • (A) Jumping IO
Level 24: Poison Trap
  • (A) Lockdown - Accuracy/Hold
  • (31) Lockdown - Accuracy/Recharge
  • (31) Lockdown - Recharge/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (33) Lockdown - Chance for +2 Mag Hold
Level 26: Assault Bot
  • (A) Sovereign Right - Accuracy/Damage
  • (27) Sovereign Right - Damage/Endurance
  • (27) Sovereign Right - Accuracy/Endurance
  • (29) Sovereign Right - Accuracy/Damage/Endurance
  • (29) Sovereign Right - Accuracy
  • (31) Sovereign Right - Resistance Bonus
Level 28: Photon Grenade
  • (A) Ragnarok - Accuracy/Recharge
  • (37) Ragnarok - Damage
  • (39) Ragnarok - Damage/Recharge
  • (40) Ragnarok - Accuracy/Damage/Recharge
  • (40) Ragnarok - Damage/Endurance
Level 30: Seeker Drones
  • (A) Absolute Amazement - Stun
  • (40) Absolute Amazement - Stun/Recharge
  • (42) Absolute Amazement - Accuracy/Stun/Recharge
  • (42) Absolute Amazement - Accuracy/Recharge
  • (43) Absolute Amazement - Endurance/Stun
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Eradication - Damage
  • (36) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge
  • (37) Eradication - Chance for Energy Damage
Level 38: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
Level 44: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (45) Enfeebled Operation - Endurance/Immobilize
  • (45) Enfeebled Operation - Accuracy/Endurance
  • (45) Enfeebled Operation - Immobilize/Range
  • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (46) Enfeebled Operation - Accuracy/Immobilize
Level 47: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 49: Hasten
  • (A) Recharge Reduction IO
Level 50: Nerve Partial Radial Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (9) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (7) Performance Shifter - EndMod
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 10.19% Defense(Smashing)
  • 10.19% Defense(Lethal)
  • 14.56% Defense(Fire)
  • 14.56% Defense(Cold)
  • 11.75% Defense(Energy)
  • 11.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.63% Defense(Melee)
  • 15.81% Defense(Ranged)
  • 20.5% Defense(AoE)
  • 1.8% Max End
  • 71% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 81.25% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 5% FlySpeed
  • 45.18 HP (5.626%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 8.55%
  • MezResist(Terrorized) 2.5%
  • 23% (0.384 End/sec) Recovery
  • 42% (1.408 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 20.08% Resistance(Fire)
  • 20.08% Resistance(Cold)
  • 10% Resistance(Energy)
  • 11.88% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed
  • 2% XPDebtProtection



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Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

Here are the defensive totals:
Smashing: 46.7%
Lethal: 46.7%
Fire: 45.8%
Cold: 45.8%
Energy: 43%
Negative: 43%
Psionic: 34.3%
Melee: 45.2%
Ranged: 47%
AoE: 51.7%

I like this one a little bit better for the amount of battlefield control you have with Thunderstrike and EM Pulse.

With Thunderstrike I have it at a 12 second recharge and a 13 second stun but if you wanted it as a damage power, that option is available. It's a 7.5 second mag 3 stun without enhancers.

In addition you got Static Discharge for another damage dealing power, albeit of the cone variety. With your army getting the attention, you have time to line up your shots though, every 4 seconds.

I also like that the defensive numbers aren't so over the softcap.
You have all three positional defenses capped and 4 out of the 7 typed defenses as well with 2 of the 3 only 2% off which your Prot Bots should take care of, when they are out.


Villain Plan by Mids' Villain Designer 1.93
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: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Charge 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) Gravitational Anchor - Immobilize
  • (9) Gravitational Anchor - Immobilize/Recharge
  • (23) Gravitational Anchor - Immobilize/Endurance
  • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (34) Gravitational Anchor - Accuracy/Recharge
Level 2: Caltrops
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (39) Pacing of the Turtle - Accuracy/Slow
  • (46) Pacing of the Turtle - Endurance/Recharge/Slow
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Heal/Recharge
  • (50) Numina's Convalescence - Heal
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Endurance/Recharge
Level 10: Acid Mortar
  • (A) Shield Breaker - Defense Debuff
  • (11) Shield Breaker - Accuracy/Defense Debuff
  • (11) Shield Breaker - Accuracy/Recharge
  • (19) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (19) Shield Breaker - Accuracy/Endurance/Recharge
  • (21) Shield Breaker - Chance for Lethal Damage
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Endurance
  • (13) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Blood Mandate - Accuracy
  • (17) Blood Mandate - Damage
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
Level 16: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Steadfast Protection - Knockback Protection
Level 18: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Karma - Knockback Protection
Level 22: Super Jump
  • (A) Jumping IO
Level 24: Poison Trap
  • (A) Lockdown - Accuracy/Hold
  • (31) Lockdown - Accuracy/Recharge
  • (31) Lockdown - Recharge/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (33) Lockdown - Chance for +2 Mag Hold
Level 26: Assault Bot
  • (A) Sovereign Right - Accuracy/Damage
  • (27) Sovereign Right - Damage/Endurance
  • (27) Sovereign Right - Accuracy/Endurance
  • (29) Sovereign Right - Accuracy/Damage/Endurance
  • (29) Sovereign Right - Accuracy
  • (31) Sovereign Right - Resistance Bonus
Level 28: Tactics
  • (A) Rectified Reticle - To Hit Buff
  • (39) Rectified Reticle - To Hit Buff/Recharge
Level 30: Seeker Drones
  • (A) Siphon Insight - Chance for +ToHit
  • (34) Siphon Insight - ToHit Debuff
  • (37) Siphon Insight - Accuracy/ToHit Debuff
  • (40) Siphon Insight - Accuracy/Recharge
  • (42) Siphon Insight - ToHit Debuff/Endurance/Recharge
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Eradication - Damage
  • (36) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge
  • (37) Eradication - Chance for Energy Damage
Level 38: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense
  • (40) Red Fortune - Defense
Level 41: Static Discharge
  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Endurance
Level 44: Thunder Strike
  • (A) Stupefy - Accuracy/Recharge
  • (45) Stupefy - Endurance/Stun
  • (45) Stupefy - Accuracy/Endurance
  • (45) Stupefy - Stun/Range
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 47: EM Pulse
  • (A) Absolute Amazement - Stun
  • (48) Absolute Amazement - Stun/Recharge
  • (48) Absolute Amazement - Accuracy/Stun/Recharge
  • (50) Absolute Amazement - Accuracy/Recharge
  • (50) Absolute Amazement - Endurance/Stun
Level 49: Hasten
  • (A) Recharge Reduction IO
Level 50: Nerve Partial Radial Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (9) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (7) Performance Shifter - EndMod
------------
Set Bonus Totals:
  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 15.5% Defense(Smashing)
  • 15.5% Defense(Lethal)
  • 14.56% Defense(Fire)
  • 14.56% Defense(Cold)
  • 11.75% Defense(Energy)
  • 11.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.94% Defense(Melee)
  • 15.81% Defense(Ranged)
  • 20.5% Defense(AoE)
  • 1.8% Max End
  • 66.25% Enhancement(RechargeTime)
  • 65% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 3% Enhancement(Stun)
  • 9% FlySpeed
  • 63.25 HP (7.877%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 8%
  • MezResist(Stun) 8.55%
  • MezResist(Terrorized) 2.5%
  • 21.5% (0.359 End/sec) Recovery
  • 42% (1.408 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 17.56% Resistance(Fire)
  • 17.56% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 9% RunSpeed
  • 4% XPDebtProtection



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Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

Hehe, my build is a bit different, but i went a pure recharge route (with spirtual alpha boost) i can probably do everything plainguys build can do, especially with the debuffs from /traps added to the mix, but my build is an inf out the rear end kinda build. i think i've sank about 15 billion into her since she was level 1..

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Arbegla 2.0: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(37), SvgnRt-PetResDam(37), EdctM'r-PetDef(37)
Level 1: Web Grenade -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34)
Level 2: Pulse Rifle Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
Level 4: Triage Beacon -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(5), Panac-Heal/EndRedux(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal(7)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Acid Mortar -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), Achilles-ResDeb%(33)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Enzym(19), HO:Enzym(19), HO:Enzym(33)
Level 14: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(15), Zephyr-ResKB(15)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17)
Level 18: Repair -- RechRdx-I(A)
Level 20: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(23)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Caltrops -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(27)
Level 26: Assault Bot -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Build%(33), S'bndAl-Acc/Rchg(40), S'bndAl-Dmg/EndRdx(40)
Level 28: Seeker Drones -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(29), DarkWD-ToHitDeb(31), Amaze-Acc/Rchg(31), Amaze-Acc/Stun/Rchg(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), SW-ResDam/Re TP(36), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
Level 41: Charged Armor -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(42), S'fstPrt-ResDam/Def+(43)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(50), Zinger-Acc/Rchg(50), Zinger-Dam%(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(39), Mrcl-Heal(43), Mrcl-Rcvry+(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46)


 

Posted

Is repair worth taking in bot/traps now?


 

Posted

Quote:
Originally Posted by icemanstryketh View Post
Is repair worth taking in bot/traps now?
Honestly I'd say it's up to you. I have it and find it very useful but there are compelling arguments in favor or either not bothering with a heal at all or taking Heal Other instead. At the end of the day it cones down to what works best for you.


 

Posted

Yeah, I did "money is no object" builds.
I am actually in the process of building something a little more kinder and gentler on your wallet.

Looking forward to your input plainguy.


Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.

Here is the slightly modified new build. I posted about Oppressive Gloom figure I would restate it here.

1. Oppressive Gloom with Poison Traps and Lockdown Proc is Massive. The best way to explain it is I am not getting hit anymore. They are either puking, Puking in an electric bubble or swaying side to side. I am getting hit more from Range attacks, but if you look at the NPC AI system they eventually come into melee range or just break line of sight and you fixed your range problems. Oppressive Gloom is affected by Bodyguard mode, so you will notice everyone is getting 1 point of damage when a mob comes into melee range. Without the Pets I was taking 15 points of damage. Without any decent amount of regen, like what Triage Beacon provides it is notable.

2. I took out 1 IO from Caltrops the pacing of turtle -recharge proc and placed it into Triage Beacon and further Upgraded those IOs for some better regen numbers. I believe I lost 3 seconds on the recharge so it went from 62 seconds to 65 seconds. So I have 25 seconds of double Triage Beacon now instead. I never really needed double Triage Beacon, but it is helpful in AV fights. re-looking back at Caltrops I figured out I can take out another IO and move it over to Stamina and get the same regen bonus but even get more regen then the older build. I would be going from 3 slotted Caltrops and a regen rate of 2.78 to 2 slotted caltrops and a regen rate of 2.88.

I really didn't have much of an issue with endurance but it just does not make sense not to do it. I and wondering if I should replace that energy damage proc with the pacing turtle proc again. I am also considering just 1 slotting Caltrops with the Rag proc and putting yet another Numina or Miracle +recovery IO in Health. I might do the another Numina which will increase my hit points a bit and regen as well.

First build is my current

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This build is with the Caltrops changes which I do believe is better overall

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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

@ EternalWho
Again it goes to show you there is always one way to skin a cat. Here is my issue which maybe someone else might be able to chime in and agree or say it is not an issue.

Your missing Provoke. Your at defense cap but you have nothing to make the bad guys look at you instead of your pets. I would suggest working provoke into your build. Will you survive probably without a doubt. I think with the screwy pet AI though you will be wasting time trying to redirect and stopping your pets from going in crazy directions. With Provoke your controlling the bad guys not your pets.

Another thing I notice and this is really a personal feel or issue for you.

When I look at someones build. The first thing I do is click view totals and look at defenses, endurance, regen. and then look at the recharge of certain powers like Trip mine and Triage Beacon. Then finally I look at the over all slotting of powers and such.

So here is my issue. Your spending TONS more INF to obtain what I have with less. But your still lacking in areas like recharge for Triage Beacon total overall regen for yourself. In other word if your looking at my build with those cheap or I should say not so expensive IOs compared to purples IOs and I am beating you out in recharge and recovery then your doing something wrong persay. I shouldn't be beating you in anything with the amount of purple you have in the build.

@ Arbegla
I don't know if your protector bots will offer you the defense cap. Even if they give you 15% defenses your going to be short it appears to me, well at least in AOE or Cold Type damage. Again I don't even know how much your protector bot pets are dishing out. Further I notice you have your Incarnate slotted.

So again I think you also fall into so much purple but not benefiting from it. If you look at my build I have no accolades or Incarnates slotted so this is pure toon. If I added in my accolades and Incarnate my numbers would be way higher.

Pull up my build and your build side by side. You will see my T3 pet is out damaging and out hitting your pet. On top my Tactics is offering greater numbers which means my T1 pets will be hitting more as well. Which does not count there base ACC and DPS is higher then your T1 pets. Your protector bots with the Hami out do mine, but I can see why your slotting them to get the defense numbers your lacking from their bubbles.

General statement about Robot Traps
Look the biggest powers in Traps that might benefit from high recharge is Trip Mine and Triage Beacon. Beyond these 2 powers what is the big deal if your FFG can respawn in 5 seconds and mine is in 7. Now I know some will say hey 2 seconds matters. If literally 2 seconds matters that much for FFG then you were in a bad position to begin with. If you look at the base numbers for traps the ONLY 2 powers that are not perma is Triage Beacon and Acid Mortor. Everything else is.

Traps requires some recharge like many other sets but I do not feel it requires the recharge that purple sets might offer. I could understand if Traps had a bunch of powers that were long on recharge but it does not. Standard IOing for defenses will offer you more then enough recharge you need. On the flip side if you can replace a set or few IOs to gain a benefit without decreasing your defenses by all means do so. But I wouldn't be working towards what Purples can I put in here and then figure the rest out. This is why Purple Pet IOs offer nothing to Traps. It only offers regeneration. As you already seen I have more regeneration without purple then others do with purples.

Between Defenses and Bodyguard mode those are the 2 things that are key to keeping you alive. Bodyguard mode offers something like 75% resistance numbers ? Heck, forget 75% resistance, let us say 50% resistance. Who has Defense Cap and and 50% resistance ? I get the whole we have the lowest hit points. But who also has 500% Regeneration also. Out of all the low hit point ATs only those that have some healing type powers can compare, but that is reactive and requires you to forgo an attack to healing, but they only offer the regeneration part not the defense cap. The only AT that can compare are those AT that are actually Traps build as well. So we are talking Trap Defenders and Trap Corruptors.

If my low Hit Points were such an issue I have no clue why I survive more then most on a TF or a mission. Get what I am saying ? I'm more then positive that those in my position or that have defense cap toons understand and relate.

Between those 1 out of 20 hits that get in and then those hits that do are reduced by personal resistance then after that it is even further watered down by bodyguard mode. And then finally Triage Beacon is there to heal that back up before the next hits come in. I am not even discussing the stuff that will prevent attacks like Oppressive gloom and Poison Traps.

As I always mention my build is a working build. It is NOT some fantasy if I had money what I would make build. If I am telling you I am doing 4/8 ( based on mobs of course ). Then trust me I am doing that. I'm not here to make my interwebs ego big or bigger. I'm really an average joe who reads up on what other smarter players are posting EG Dech. Those are the smart guys, not me. My claim if anything is working and reworking and reworking this build.

What I love about traps is you can port this part of the build over to anything and pretty much have the same results with another AT. I have a Traps AR Defender which does the same thing. I'm working on DP Traps Corruptor and finally I have a slow working Semi Petless ( last pet only demon ) Demon Traps MM which will be defense capped without pets. It is more of a RP build that I might port over to Virtue.

Finally stop and really just take the time to look at the builds here on the Mastermind forums. They are all the same... Pretty much every Traps looks like another traps. Every Force Field toon has Aid other and Aid self. Your not gonna deviate from the norm and figure out some magic set that some one before you didn't think of.

The big difference here if anything is that players have figured out they do not need masterminds, they can do with another toon what a mastermind toon can do. Mastermind toons are a pain for several reasons as in blocking view, getting in the way, hated on cave missions, pulling unwanted aggro, Pet AI stinks, just about don't have a clue about the game and less about masterminds. Similar to the Tank that has no clue about defense cap and charges into a fight then dies.

I love my Robot Traps but my Traps Defender or Sonic Traps Corruptor both can do the same without the pet hassle. Trust me I know the only thing getting me teams with my Robot Traps is that I broadcast "T4 Def Cap Traps". It just shows ( or gives the impression to ) players I understand the game a bit more then the guy that just broadcast robot trap mm..

Sorry for being a wind bag..


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
@ Arbegla
I don't know if your protector bots will offer you the defense cap. Even if they give you 15% defenses your going to be short it appears to me, well at least in AOE or Cold Type damage. Again I don't even know how much your protector bot pets are dishing out. Further I notice you have your Incarnate slotted.

So again I think you also fall into so much purple but not benefiting from it. If you look at my build I have no accolades or Incarnates slotted so this is pure toon. If I added in my accolades and Incarnate my numbers would be way higher.

Pull up my build and your build side by side. You will see my T3 pet is out damaging and out hitting your pet. On top my Tactics is offering greater numbers which means my T1 pets will be hitting more as well. Which does not count there base ACC and DPS is higher then your T1 pets. Your protector bots with the Hami out do mine, but I can see why your slotting them to get the defense numbers your lacking from their bubbles.
I'm pretty sure we've already rehashed the pros and cons of our two different builds, and it boiled down to difference of play style.

Basically, all my powers recharge faster then yours, i have more recovery then you, both on actual recovery, and on EPS after toggles (even factoring in your t4 cardiac boost) and i have about 55 more hp then you (even after accolades) What your build has over mine is a natural defense cap, but mine debuffs much better then yours (especially with the higher recharge, as all of /traps powers stack on themselves, due to them being different entities)

Take for example your acid mortar. Yours, with hasten, recharges in 33.45 seconds, enough to double stack for a total of (31.62*2=62.24% -def) and 40% -resistance.

Mine with hasten, recharges in 24.78 seconds, enough to triple stack (acid mortar lasts for 60 seconds, so you need under 30 seconds to triple stack) and mine has the -res proc which fires off constantly in the acid mortar for a total of (29.39*3=88.17% -def, and 80% -res counting the proc, which is easily perma. -60% without)

Triage beacon is in about the same boat, yours recharges in 65.29 seconds, and gives 301.66% regen, mine recharges in 55.67 seconds, and gives 331.71% regen. Mine being double stacked for about 10 seconds longer then yours, which can really help out for bodyguard mode.

Your seeker drones recharge in 35.76 seconds, which is barely perma as the duration is 40 seconds, and they do 5% -tohit each, where mine recharges in 23.86 seconds, double stacking for about 15 seconds (due to cast time) doing -7.597% -tohit each. Due to the ability to double stack them, I can effectively softcap myself using my seeker drones.

Heck, your hasten recharges in 176.54 secs, while mine recharges in 135.18 seconds.

There is more to /traps then trip mine and triage beacon. Acid mortar allows you to debuff more effectively then a /rad both in -def and in -resistance, and seeker drones allows you to almost match them in -tohit values as well. (for reference, my /rad controller can debuff def to a maximum of 33.25%, tohit to a max of 42.36%, and resistance to a max of 22.5% (42.5% with a -res proc, which i have) So already my /traps is doing almost triple the -def values (yours is about double) about 75% the -tohit values (-30.388% after 4 seeker drones, where yours is -10% so you have about 25% the -tohit values) and about double the -resistance values (yours is about on par with what a /rad with a -res proc can bring)

Softcap is great and wonderful and all, especially on a tankermind, but if your neglecting your debuffs to get it then what are you really bringing to the table? The ability to toe bomb trip mines? There's a blaster/corr/scrapper/brute on the team, and they can kill much faster then your trip mine. You can stealth? Well, so can that stalker or just about anyone with a stealth IO and SS.

While my build doesn't quite hit the softcap yours does as my protector bots provide 12.26% def to everything, putting me at about 42.5% def to lethal/smash/energ/neg, i am softcapping my pets, where as you pets aren't softcapped at all do to only getting 15% def from the protector bots, 4.047% from maneuvers, and 15.05% from FFG, putting them at 34.047 def, where mine have 24.52% def from the protectors, 3.784% from maneuvers, 15.42% from FFG, and 5% from the +def aura, for a total of 48.724% def so i feel the higher debuff values, both in sheer numbers, and in ability to double and even triple stack and soft capped pets far out weigh your slightly higher def values (with your protector bots, and -tohit values your at 64.4% def (effectively) where I'm at 72.948% def, (effectively). I say effectively, because the -tohit values can be resisted, and they have to hit, but with all the -def going around, plus tactics (yours is only .66% better, due to the t4 spiritual boost i have giving me additional +tohit) and actually slotting for accuracy its a pretty safe assumption they will hit and deal their debuff values.

So while i do admit to just throwing inf at my build for the sake of throwing inf at it, I've thought out ever single inf I've spent, and achieved multiple goals, instead of being a 1 trick pony.

Quote:
Originally Posted by plainguy
General statement about Robot Traps
Look the biggest powers in Traps that might benefit from high recharge is Trip Mine and Triage Beacon. Beyond these 2 powers what is the big deal if your FFG can respawn in 5 seconds and mine is in 7. Now I know some will say hey 2 seconds matters. If literally 2 seconds matters that much for FFG then you were in a bad position to begin with. If you look at the base numbers for traps the ONLY 2 powers that are not perma is Triage Beacon and Acid Mortor. Everything else is.
Base values for seeker drones is 90 seconds, the debuff only lasts for 40 seconds (the pets themselves last for 120, so i can see where you can get confused on that) Poison trap recharges at base for 90 seconds, the debuff only lasts 30 seconds. The device lasts for 260s so again, i can see the confusion. Caltrops is perma right out of the box, but nothing else is that /traps offers. You need quite a bit of recharge to get the debuffs values perma.


 

Posted

Quote:
Originally Posted by plainguy View Post
EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.

Here is the slightly modified new build. I posted about Oppressive Gloom figure I would restate it here.

1. Oppressive Gloom with Poison Traps and Lockdown Proc is Massive. The best way to explain it is I am not getting hit anymore. They are either puking, Puking in an electric bubble or swaying side to side. I am getting hit more from Range attacks, but if you look at the NPC AI system they eventually come into melee range or just break line of sight and you fixed your range problems. Oppressive Gloom is affected by Bodyguard mode, so you will notice everyone is getting 1 point of damage when a mob comes into melee range. Without the Pets I was taking 15 points of damage. Without any decent amount of regen, like what Triage Beacon provides it is notable.

2. I took out 1 IO from Caltrops the pacing of turtle -recharge proc and placed it into Triage Beacon and further Upgraded those IOs for some better regen numbers. I believe I lost 3 seconds on the recharge so it went from 62 seconds to 65 seconds. So I have 25 seconds of double Triage Beacon now instead. I never really needed double Triage Beacon, but it is helpful in AV fights. re-looking back at Caltrops I figured out I can take out another IO and move it over to Stamina and get the same regen bonus but even get more regen then the older build. I would be going from 3 slotted Caltrops and a regen rate of 2.78 to 2 slotted caltrops and a regen rate of 2.88.

I really didn't have much of an issue with endurance but it just does not make sense not to do it. I and wondering if I should replace that energy damage proc with the pacing turtle proc again. I am also considering just 1 slotting Caltrops with the Rag proc and putting yet another Numina or Miracle +recovery IO in Health. I might do the another Numina which will increase my hit points a bit and regen as well.

First build is my current

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This build is with the Caltrops changes which I do believe is better overall

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Thanks Plain I'm going to respec to your oneslot Trops build when I hit 50 today. I can't wait to see how Oppressive Gloom does!

One question though.

Musculature and not Spiritual? Explain please?

P.S. Looking forward to seeing your rebuttal to Arbegla. I've been on the fence as far as recharge-based vs. high defense


 

Posted

i'm pretty sure plain is using Cardiac as he said that its the one that reduces endurance.


 

Posted

Quote:
Originally Posted by Arbegla View Post
i'm pretty sure plain is using Cardiac as he said that its the one that reduces endurance.
Nope.

Quote:
Originally Posted by Plainguy
EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.


 

Posted

Quote:
Originally Posted by icemanstryketh View Post
Nope.
Read what you just quoted...

Quote:
Originally Posted by Plainguy
...Either way it is the one that offers endurance redux.
Which is the cardiac boost


 

Posted

Quote:
Originally Posted by Arbegla View Post
Read what you just quoted...



Which is the cardiac boost
Actually, Musculature Radial Paragon offers End Mod which can be construed as Endurance Reduction when the net endurance loss is in fact reduced. Since it wasn't the question of whether it was Cardiac or Musculature and rather the Question of which tier it is, we can safely assume he meant Tier 4 Musculature. Otherwise why would he have clearly said MUSCULATURE.

We can get deeper into the reading comprehension aspects of the post, if you like. I enjoy it.


 

Posted

Endurance modification on a bot/traps would literally translate to about a .12 EPS gain, where the endurance reduction would actually translate to a .35 EPS gain, as well as benefit the resummoning process, and help with the endurance cost of the various /traps abilities. Pretty sure he meant end redux, as thats what he actually typed out.

That is of course, using mids, and just swapping out the different incarnate boosts via his build, which i still have open. Other builds, such as a /rad or /kin would benefit more from endurance modification, instead of endurance reduction (though only marginally)

Of course, we'll know for sure once he responds.