Robotics - Dark Miasma vs. Traps


Adeon Hawkwood

 

Posted

I know, I know. This has been asked before. But, I'm posting this because people in those threads end up just posting their own builds and saying 'copy this', while not really providing much information or true insight.

I'm not going to post a build until I can finalize what I want. I know I can soft cap both easily enough.

Dark Miasma and Traps both have a concept synergy for what I'm going for. When I can't decide by concept, the only alternative is power and gameplay. This is what I'm here for.

I am curious about the synergy between the two sets, and what extra add-ons each set needs to be able to not irritate the hell out of you. I know Robotics, at 32, has this amazing habit of sending stuff flying. Dark Miasma and Traps both seem to hate this.

I know one solution for Traps is to take Teleport, to move your traps around. A question for this is: how needed and useful is this? Is it better than Hasten, to put up traps sooner, and to knock down Pet cooldowns for when they go splat? With no proper healing, I can see Traps as to having to re-summon a bit more often, thus Hasten has it's appeal.

The other alternative to make 'bots less annoying is to go Mu Mastery, as an example, and using Fences to Anti-Knockback them.

Dark Miasma is getting Twilight Grasp's radius extended to the normal values, which is glorious. This, alone, has be excited. But one power generally isnt enough, in most cases.

So, to not make this long and drawn out;

What are the synergic bonuses, and notes, for Dark Miasma and Traps, to Robotics?

Which is better overall for 'tankerminding' aspects, for when the call is needed to perform as such (or if you just want to show off)?

Which allows more stupid hilarious fun in +X, xX?

Heck, which yields more excitement period?

And what are the team-note-worthy additions both bring? Because Masterminds, in most scenarios, are selfish little jerkfaces.

I like being loved~


 

Posted

Bots/Traps Synergy:

  • Protector Bots summon Seeker Drones, which stack with your own Seeker Drones for good crowd control and Damage De-buff.
  • Protector Bots buff the other Robots and yourself wth Force Shields, which stack with Force Field Generator for increased Defense.
  • Caltrops and Poison Trap are an effective way to keep mobs together for the Assault Bot's Incendiary Swarm Missiles, as well as other AoEs used by your Robots.
  • Assault Bot's Plasma Blast Regen De-buff stacks with Poison Trap's De-buff.
  • Triage Beacon is a notable survivability boost to yourself, which can help when fighting AVs/Heroes.

That's all I can think of off the top of my head.


 

Posted

Bots/Dark synergy:

  • Assault Bot's Plasma Blasts do -Regen, which stacks very nicely with the -Regen from Twilight Grasp and Howling Twilight for soloing AVs and GMs (GMs are honestly kind of a joke as long as you can keep the damage up on them, though this can be made difficult if they do a lot of running around on varied terrain and across buildings, Jurassik )
  • -ToHit stacks with the Defense from your Protector Bot's Force Field bubbles, and you've got several good sources of it (Darkest Night, Fearsome Stare, Twilight Grasp; also see point after this)
  • Shadow Fall also has some Defense to stack with the ProtBot's bubbles
  • Dark Servant is a 7th pet, with extra -ToHit and control effects which complement some of your other Dark Miasma powers
  • This is somewhat less specific for Bots, but since they're attacking at range (*coughideallycouch*), you can keep them by your side for handy healing via Twilight Grasp, which can often bring all 6 of them back from the brink of defeat (and it's getting a radius buff next issue!).
As far as teaming goes, Howling Twilight is a terrific power on teams, especially for those unfortunate circumstances when you have a semi-team wipe (it obviously won't help for a full team wipe as you are too dead to use it). Did your Tank and two Scrappers just faceplant in front of Battle Maiden? Jump in there really quick, hit HT, and tada! Living meleers. (Okay, that was a bad example, the blue patches would probably re-kill them before they could fully get back on their feet. Not Howling Twilight's fault!)

With the right set bonuses, Bots/Dark should allow for Tankerminding, although I confess I haven't experimented with this too much beyond soloing an AV or two, along with a small handful of GMs. (So far: Babbage, Adamastor, Kraken, Paladin. As I alluded to before, Jurassik was problematic due to the architecture of Crey's Folly; I had him down to half HP before things went south. I also once tried the Ghost of Scrapyard but with all the debuffs he's gonna run around a lot and probably get droned. I am not stupid enough to try Caleb, and Lusca was a disaster.)


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Interesting so far! Not enough to make a firm decision yet, but both seem to have merit to consider so far.

Miasma's reliance on both a cone and an anchor to help hit their magical "Soft Cap", for the pets, is a little tricky... but hum. The assistance of one of the best heals in the game is alluring.

Still, I just can't decide...


 

Posted

Also another little (major) fact is that TG is getting buffed (finally normalized?) to a full 20' radius for MMs. (finally!)


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

The only real issue that kills dark miasma as an MM power is the ity-bitty radius on twilight grasp and that's getting fixed. Can't wait for it as it's impossible to count the number of times the minion that I'm trying to heal runs away from me right as I root for the animation.

The early levels can be very difficult for this reason but by the time you hit 24 most any set should be rolling right along. One thing to keep in mind is that your protector bots will be healing most damage that slips through the softcap. Dark does have some much more potent debuffs, particularly in howling twilight but traps is a much more solo friendly set


 

Posted

That's great, Dechs! What aspects of Traps allowed that?


 

Posted

Sorry, OP, you can NOT teleport the traps around. I think it used to be allowed but it was a minor nerf.

Traps vs. Dark is a good debate. Both traps and dark are rather stationary in their approach. Traps don't move and tar patch is stationary. Both sets benefit from higher recharge. Dark, if you go spiritual alpha slotting can benefit from recharge, stun, and heal. For traps, not so much on stun (some stun, but not a major feature) and even less heal benefit.

The big issue to decide is how the tohit debuff from multiple sources compares to the forcefield generator which is a pet that follows you, although sometimes it DOES lag. This issue and the bigger regen debuff in poison gas trap (for AV fights) are the two deciding issues in my opinion.


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

Awww :<

Well, I suppose the FFG's major issue is in faster-paced teams. I have noticed it lag behind when I played Traps in other styles, before. Since Dark's is a toggle, although obviously weaker, it doesn't have that issue flat-out.

Traps does have the better -Regen, but Dark's does have the advantage of being usable at range, and against an AV, has a few other (although resisted), effects.

Ugh. It's too hard to really decide! The Spirituality remark is a good one, but Dark is rather endurance hungry as it is. Hrm.

It seems both sets have great synergy ._.


 

Posted

Quote:
Originally Posted by Reppu View Post
That's great, Dechs! What aspects of Traps allowed that?
When a Mastermind decides to tank, he's relying on bodyguard mode. I'm sure you're familiar with it, but I'll do a quick rehash anyway. In BG mode, when you take damage, instead, you take 1/4 of that damage and the rest is spread out amongst your henchmen.

BG mode fails when there's AoE to hit the pets, because now they take the full damage from the AoE as well as a full share of damage from the AoE attack itself. This is avoidable, by telling your henchmen to "Goto" an area nearby (still in BG range, but outside of AoE range).

The problem here is that the henchmen will need healed occasionally, as their HP pool is pretty small. A /dark miasma MM can dive into the group, fire his heal, and get back out, but it is a little risky. Traps allows you to drop a Triage Beacon between your henchmen and yourself. Both will benefit from the +regen, but the safe distance is maintained.

Also, traps is easier to softcap with +defense. Dark has ungodly amounts of -tohit, but that gets resisted by 85% for an AV. Bots/Dark is obscenely strong; I have no doubts. I feel, though, that /traps is a bit stronger, especially against hard targets like AVs. Also, Web Grenade.


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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I see! And what does Web Grenade bring to the kit that makes it that noteworthy? Sorry for the questions, but each comment makes me curious!


 

Posted

Quote:
Originally Posted by Reppu View Post
I see! And what does Web Grenade bring to the kit that makes it that noteworthy? Sorry for the questions, but each comment makes me curious!
Big targets like AVs and GMs run away pretty often. Web Grenade can be stacked very easily. /Dark Miasma would have to rely on A/PPPs for that kind of immobilization.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Right, right. Okay, that's something to really consider, to keep things in range of your toys.

Okay then, in terms of A/PPP, what works well with Traps? Since soft capping is hardly a challenge, I'm guessing a +Resistance pool?


 

Posted

Another thing, webnade keeping enemies out of melee range (where they tend to do the most damage) is worth noting as well.

For A/PPPs, actually, I went with Chill Mastery. It made softcapping to S/L trival (so I could focus set bonuses to other positions), gave me room for another LotG +recharge, and opened up the most broken power available to Masterminds: Hoarfrost. Big heal and +HP when you have a +regen power is ridiculous.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Is the +HP/Real really worth more than the huge resistances? Hum...


 

Posted

Quote:
Originally Posted by Reppu View Post
Is the +HP/Real really worth more than the huge resistances? Hum...
I look at it this way: I've already got 75% resist from bodyguard. At this point, I need a larger HP pool to get more use out of the regen.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Reppu View Post
Is the +HP/Real really worth more than the huge resistances? Hum...
It depends on your personal style. I softcapped to positional defense and picked up Mu Mastery on my Bots/Traps which was partly a stylistic choice (electrical flames fit better with the Tech theme than Ice would) but I find it works well enough.

The value of a resistance shield on an MM goes two ways. The plus side is that it it reduces damage taken before the "resistance" of bodyguard is factored in (so your pets need less healing). On the other hand effective resistance through BG mode is already very good so it doesn't make as large a difference to your personal survivability as the emergency heal/+HP does (for example in the example Dechs referenced I would probably have had to use inspirations to get my health up whereas he just hit Hoarfrost). Additionally it's important to remember that Resistances are not universal, Charged Armor is probably the most useful since it provides S/L/E which are the most common damage types.

The other upside is that a very large portion of my personal defense comes from outside sources (specifically Protector Bots and FFG) so in an Ambush situation I'm not as tough as him. I suspect I also spent more on my build since I ended up using Enzyme Exposures to boost my defense (although I don't know exactly what he has).

What it really comes down to is personal preference. There are a number of good ways to play Bots/Traps so it's more about what works for you and what you're willing to spend.


 

Posted

Hrnnn. This is a lot to consider, but traps is definitely showing it's appeal. Still, blah. I'd normally work this out with "Concept", but it works with both!

As for Hoarfrost, as nice as it is, Frozen Armor is hideous :<


 

Posted

I'd like to mentions that I found /dark to be A LOT easier to lvl up combared to traps as you get all of your big powers right ayway (1, 2, 4). Where as you dont seeker drones until 28. Just something to mention if you suck at lvling up toons like i do.


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Posted

Traps in most ways will outperform /dark, until level 38. Then, I have a hard time saying which is better because of the arrival of your bestest pal ever, the mightiest non-mastermind pet of them all, the Dark Servant. Dark Servant heals, currently with a much wider radius than the mastermind (changes are coming). Dark Servant has a WHOPPING 30% base PbAoE tohit debuff aura. Dark Servant has controls not available to the mastermind in tenebrous tentacles. Everything the Dark Servant uses has a tohit component except for the hold. Speaking of which, holding foes of all magnitudes is increased using Dark Servant's petrifying gaze with your pet gaze with additional hold from patron powers.

What does traps get at level 38? Time bomb.


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

Quote:
Originally Posted by Psylenz View Post
What does traps get at level 38? Time bomb.
Incorrect, we get Detonator.

If a pet is going to die, might as well blow it up for some nasty AoE damage.

The real bonus to Detonator is that it doesn't require accuracy or damage slotting, as the power will be affected by the damage/accuracy slotting of the pet you activate it on. Slap one endurance reduction or one recharge reduction in it and call it a day, save your slots for other powers.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Incorrect, we get Detonator.

If a pet is going to die, might as well blow it up for some nasty AoE damage.

The real bonus to Detonator is that it doesn't require accuracy or damage slotting, as the power will be affected by the damage/accuracy slotting of the pet you activate it on. Slap one endurance reduction or one recharge reduction in it and call it a day, save your slots for other powers.
oh yes, quite right, was thinking of the Defender version. Indeed, detonator is FAR superior to time bomb.

edit: say, you know they COULD give that power to defenders/corruptors for the ever squishy blaster teammate - kind of like a prescient fallout power. HA.


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

i like traps just for the mez protection.


 

Posted

My bots/traps hit 41(I think, maybe 42) last night and has quickly become my favorite solo toon. The final robot upgrade, it is amazing how much difference it makes.

I never knew about the slotting on detonator though...I'm going to have to redo my planned build now.