Traps Acid Mortar slotting question


Cheetatron

 

Posted

Is it better to slot for def debuff or dmg procs? Even slotting for 100% enhancement(with help from the Musc Alpha) won't double it's original 20% debuff to 40% but I guess 36% is good enough on the other hand I have plenty of accuracy and all my Bots benefit from 20% +tohit in this super duper dream build I'm very close to completely slotting out.

What I'm not sure about is whether or not the procs I slot into AM are limited by that 1 chance ever 10 secs rule, on that note is the assault bot also hampered by that rule?

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Liege Cheetatron X: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Teleportation
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- SvgnRt-PetResDam(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(5), BldM'dt-Acc/EndRdx(5), EdctM'r-PetDef(7)
Level 1: Web Grenade -- EndRdx-I(A)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(7)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Rchg(11), Dct'dW-Heal(11)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(13)
Level 10: Acid Mortar -- Achilles-ResDeb%(A), LdyGrey-%Dam(15), LdyGrey-DefDeb/Rchg(15), LdyGrey-DefDeb(17), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(19)
Level 12: Protector Bots -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(19), S'bndAl-Acc/Rchg(21), HO:Cyto(21), HO:Cyto(23), HO:Cyto(23)
Level 14: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(25), GSFC-Build%(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-ToHit/Rchg(27), GSFC-ToHit(29)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 18: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(33)
Level 20: Poison Trap -- UbrkCons-Acc/Rchg(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(34), Lock-%Hold(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(36)
Level 22: Teleport Foe -- Zephyr-ResKB(A)
Level 24: Teleport -- Zephyr-ResKB(A)
Level 26: Assault Bot -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(36), ExStrk-Dam%(36), S'bndAl-Dmg/Rchg(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40)
Level 30: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Jnt-EndRdx/Rng(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Provoke -- Zinger-Dam%(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Taunt(42)
Level 38: Aid Self -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx(43), Mrcl-Heal/EndRdx/Rchg(43)
Level 41: Charged Armor -- GA-RechRes(A), GA-3defTpProc(43), S'fstPrt-ResDam/Def+(45), GA-End/Res(45), Aegis-Psi/Status(45), ImpArm-ResDam/EndRdx(46)
Level 44: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(46), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48)
Level 47: Electric Shackles -- GladNet-Acc/Rchg(A), GladNet-Rchg/Hold(48), GladNet-EndRdx/Rchg/Hold(50), GladNet-Acc/EndRdx/Rchg/Hold(50), GladNet-Acc/Hold(50)
Level 49: Assault -- EndRdx-I(A)
Level 50: Musculature Radial Paragon
Level 0: Call to Justice
Level 50: Reactive Partial Radial Conversion
Level 50: Warworks Total Core Improved Ally
Level 50: Void Radial Final Judgement
Level 50: Barrier Core Epiphany
------------
Level 1: Brawl -- Hectmb-Dam%(A)
Level 1: Sprint -- Run-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 -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)


 

Posted

Generally I would slot Acid mortar with recharge and some accuracy, and the -res proc. Other then that I would save slots if possible. Slotting for -def is kinda pointless IMO. I generally 4 slot, Acc/Rech, Acc/End/Rech, Rech, and -res. Gives good ACC, near cap recharge and the proc.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Is it better to slot for def debuff or dmg procs? Even slotting for 100% enhancement(with help from the Musc Alpha) won't double it's original 20% debuff to 40% but I guess 36% is good enough on the other hand I have plenty of accuracy and all my Bots benefit from 20% +tohit in this super duper dream build I'm very close to completely slotting out.

What I'm not sure about is whether or not the procs I slot into AM are limited by that 1 chance ever 10 secs rule, on that note is the assault bot also hampered by that rule?
Mine is slotted with the Achilles' Heel -res proc, Shield breaker chance for lethal proc, Apoc, chance for neg proc, Devestation chance for hold, and a recharge.

You cant slot the devestation proc in the mm, so would swtich it to a recharge probably.

The idea is to get recharge down on it so you can drop more of them. Two out is ridiculous. It is limited by the 10 second rule, but is out for 60 seconds.


 

Posted

^Thx

Quote:
Originally Posted by SinisterDirge View Post
Mine is slotted with the Achilles' Heel -res proc, Shield breaker chance for lethal proc, Apoc, chance for neg proc, Devestation chance for hold, and a recharge.

You cant slot the devestation proc in the mm, so would switch it to a recharge probably.

The idea is to get recharge down on it so you can drop more of them. Two out is ridiculous. It is limited by the 10 second rule, but is out for 60 seconds.
If I have 2 out at once does the -res inherent to the power stack with itself? As in AM -20 res + AM -20 res = -40 res + AH proc = -60 res(before res debuff resistance)?

I have this crazy idea but in terms of dmg procs wouldn't I get more mileage out of adding slots to brawl for more dmg procs? 6 chances for all dmg procs doesn't get me all that excited on the other hand I have brawl on auto anyways and can probably fit it in 4 times every 10 secs(accounting for other powers being used in that window)


 

Posted

the -res from am does stack.


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Posted

The -res from the mortar stacks, but not from the Archilles proc, as it actually give the target an unstackable -res temporary power. 50% -res is pretty consistaintly attainable though. It would stack with the fury of the glad proc as that counts as a different temp power. You can probably slot that in trip mine if you were so inclined. I wouldnt be, but you may.

As for damage procs, I really like to slot them in high recharge aoe powers for the most part. I would rather have 1 proc hit 6 mobs than 2 procs hit one.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
I have this crazy idea but in terms of dmg procs wouldn't I get more mileage out of adding slots to brawl for more dmg procs?
It depends on whether your focus is single-target damage or AoE. Brawl will only proc against your target. Procs in AM will roll against every mob hit.

Edit: Also I slot accuracy in my AM. It's been a while since I looked at the entries for it on CoD, but if I'm remembering correctly it has base (1.0) accuracy. I don't know if any effects are auto-hit or not but presumably it needs accuracy to hit reliably.


 

Posted

Quote:
Originally Posted by ultrawatt View Post
the -res from am does stack.
Thx

Quote:
Originally Posted by SinisterDirge View Post
As for damage procs, I really like to slot them in high recharge aoe powers for the most part. I would rather have 1 proc hit 6 mobs than 2 procs hit one.
Quote:
Originally Posted by Supernumiphone View Post
It depends on whether your focus is single-target damage or AoE. Brawl will only proc against your target. Procs in AM will roll against every mob hit.
Every 10 seconds

It's a unique quandary since most people don't bother with brawl while I have mine on auto. It's case by case whether the AOE aspect makes up for the once every 10 second limit. I'm not sure if it does here, it certainly won't when the spawn is down to just 1 hard target.
I'm thinking bots might be AOE strong enough that cramming dmg procs into aoe powers limited by the 10 sec rule might not contribute a lot, but what do I know I'm not a number cruncher. If henchmen have the same limit I think i'll remove the proc from my assbot first

Quote:
Edit: Also I slot accuracy in my AM. It's been a while since I looked at the entries for it on CoD, but if I'm remembering correctly it has base (1.0) accuracy. I don't know if any effects are auto-hit or not but presumably it needs accuracy to hit reliably.
my build utilizes close to 60% accuracy in AM + at least 10% tohit bonus from tactics so I'm good there


 

Posted

I usually shoot for the Ach Heel proc, and recharge. I have the Dev proc since mine are Corr and Defenders. But having more than one out in long fights is great. The damage procs are okay, but I'd rather have more than one out, or be able to drop one every mob.


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Posted

Quote:
Originally Posted by Cheetatron View Post
Every 10 seconds

It's a unique quandary since most people don't bother with brawl while I have mine on auto. It's case by case whether the AOE aspect makes up for the once every 10 second limit.
Sometimes I have reason to auto brawl on one of my melee toons. When I get into a combat environment without taking it off auto, I find that there is something off. Mostly its the fact that I know a power is ready to fire, but I need to wait for brawl to complete its activation. It is not game breaking by any stretch, but the toon doesnt run as smooth with brawl on.

Now my traps toon is a fire corr, so my play experience is vastly different than your mm, but there is never a situation I am in, where I would use brawl over any of my other powers. There is always a different trap to drop down that will serve me better.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Every 10 seconds

It's a unique quandary since most people don't bother with brawl while I have mine on auto. It's case by case whether the AOE aspect makes up for the once every 10 second limit. I'm not sure if it does here, it certainly won't when the spawn is down to just 1 hard target.
You seem to be confused about this 10 second rule. Acid mortar gets a chance to fire its procs for every shot it makes.

The only time the 10 second rule applies is in aura powers like Radiation Infection, Caltrops, or Death Shroud.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
You seem to be confused about this 10 second rule. Acid mortar gets a chance to fire its procs for every shot it makes.

The only time the 10 second rule applies is in aura powers like Radiation Infection, Caltrops, or Death Shroud.
Thats my fault. Thanks for the info and the correction.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
You seem to be confused about this 10 second rule. Acid mortar gets a chance to fire its procs for every shot it makes.

The only time the 10 second rule applies is in aura powers like Radiation Infection, Caltrops, or Death Shroud.
I thought pet dmg powers and pets were treated the same way since that is not the case I think I will go ahead and slot it up with procs again

Thanks for the help everyone