Bots/Traps Tactics and Build Questions (I might just suck at playing an MM)


Adeon Hawkwood

 

Posted

Hi All - So I have a few questions I hope you all can help me with.

First I'm sure I'm somehow not playing my MM correctly. Case in point I'm getting my a$$ handed to me by the Night Widow when I try to solo her on +1/4x (no AV) settings. The most recent attempt left me dead not by the Widow, but one of her spiders. It was a psionic hit for around 515 hp.

My goals (like most of the other posts I've read) are to solo AV/GM content and contribute to TF missions. I might not be a good enough MM player to solo AV/GM content, but I want to at least try. My typical "tough mob" tactic is to lay some traps, poison, acid mortar and caltrops, send in seekers which hopefully pulls the mob through my traps and into the poison at which points the bots attack. The caltrops should keep the easier folks from getting to close to the bots and I might also lay down bonfire to keep most baddies away as well until the tougher folks are dealt with, finally clean up the rest. For easier mobs I send in the seekers, after they go off run into the center of the mob and lay a poison at which time the bots engage and then do what ever else I feel like doing next. I'm sure there are glaring errors with my "tough mob" tactics. I play both in and out of BG mode but honestly I find it frustrating when the bots just sit there and don't attack because I'm not being hit even after provoking, this usually causes me to tell them to attack and then back to BG mode. Not really sure I'm utilizing BG mode correctly.

My current "low cost" build is below which I mostly copied from Plainguy (because starting a build from scratch gives me a headache and I liked his "soft capped without prot bubbles" idea) with a few recent changes. I'm over the defensive soft cap when fully bubbled, something around 52-57% on everything except Ranged (48%), Energy and Neg Energy (both 45%). Psionic is 31%. Lilbots and Assbot defenses are 46% for everything except Psionics which is 24%. My S/L resistances are sitting at 17% (not great).

With all that being said:
- What can I do to make my build better (increase damage, decrease power recharge time)?
- Should I be increasing my resistances or focus on defenses, can I do both?
- What IO's am I missing that would contribute to better procs, and where should they be put?
- Where could slots be better utilized?
- I'm currently playing hero but should I move to Villain to grab a better APP (Mu Mastery)?
- How can I change my tactics to solo higher level foes?

Assume money is no object (even though it is) as I would like to understand what my final build might look like even if I have to take a budgeted road to get there.

Thanks for your help!

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Group 9: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Heat 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) Edict of the Master - Defense Bonus
  • (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: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
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) Red Fortune - Defense/Endurance
  • (27) Red Fortune - Defense
  • (33) Red Fortune - Defense/Recharge
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Steadfast Protection - Knockback Protection
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense
  • (17) Red Fortune - Defense/Recharge
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) Unbreakable Constraint - Chance for Smashing Damage
  • (21) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (21) Neuronic Shutdown - Chance of Damage(Psionic)
  • (25) Lockdown - Chance for +2 Mag Hold
  • (23) Lockdown - Endurance/Recharge/Hold
  • (23) Lockdown - Recharge/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) Cloud Senses - ToHit Debuff
  • (29) Cloud Senses - Accuracy/ToHitDebuff
  • (29) Cloud Senses - Accuracy/Recharge
  • (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (31) Cloud Senses - Accuracy/Endurance/Recharge
  • (31) Cloud Senses - Chance for Negative Energy Damage
Level 30: Protector Bots
  • (A) Sovereign Right - Accuracy/Damage
  • (37) Sovereign Right - Damage/Endurance
  • (39) Sovereign Right - Accuracy/Endurance
  • (39) Defense Buff IO
  • (39) Defense Buff IO
  • (40) Sovereign Right - Resistance Bonus
Level 32: Assault Bot
  • (A) Blood Mandate - Accuracy
  • (33) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (34) Soulbound Allegiance - Chance for Build Up
  • (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: Bonfire
  • (A) Positron's Blast - Accuracy/Damage
Level 44: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Detonation - Accuracy/Damage
Level 47: Super Jump
  • (A) Unbounded Leap - +Stealth
Level 49: Rise of the Phoenix
  • (A) Performance Shifter - EndMod
------------
Level 1: Brawl
  • (A) Mako's Bite - Accuracy/Damage
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) Miracle - Heal/Endurance
  • (50) Miracle - Heal/Endurance/Recharge
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (40) Efficacy Adaptor - EndMod/Endurance
  • (46) Performance Shifter - EndMod


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Posted

Procs in pseudopets(caltrops, poison trap) and toggles can only go off every 10 seconds making them kind of a waste imo and mm attack powers are always a waste imo, grab attack temp powers as they aren't effected by AT modifiers but are still affected by damge buffs

I'll share my high end build with you it's probably one of the strongest ones you will find little is sacrificed for near perma posi soft cap def before barrier and it has layered protection in the form of 30+ SLE dmg res. All pets have perma soft cap except for protector bots

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

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

  • (A) Sovereign Right - Resistance Bonus
  • (3) Blood Mandate - Damage
  • (3) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Accuracy/Endurance
  • (7) Edict of the Master - Defense Bonus
Level 1: Web Grenade
  • (A) Trap of the Hunter - Chance of Damage(Lethal)
Level 2: Caltrops
  • (A) Positron's Blast - Chance of Damage(Energy)
Level 4: Triage Beacon
  • (A) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Endurance/Recharge
  • (11) Doctored Wounds - Recharge
  • (11) Doctored Wounds - Heal
Level 6: Equip Robot
  • (A) Endurance Reduction IO
Level 8: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Recharge Speed
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff
  • (15) Touch of Lady Grey - Chance for Negative Damage
  • (15) Positron's Blast - Chance of Damage(Energy)
  • (17) Javelin Volley - Chance of Damage(Lethal)
  • (17) Ragnarok - Accuracy/Damage/Recharge
  • (19) Ragnarok - Accuracy/Recharge
Level 12: Protector Bots
  • (A) Soulbound Allegiance - Damage
  • (19) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (21) Soulbound Allegiance - Accuracy/Recharge
  • (21) HamiO:Membrane Exposure
  • (23) HamiO:Membrane Exposure
  • (50) HamiO:Membrane Exposure
Level 14: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
Level 18: Aid Other
  • (A) Doctored Wounds - Heal/Endurance
  • (31) Doctored Wounds - Endurance/Recharge
  • (31) Doctored Wounds - Heal
  • (31) Doctored Wounds - Recharge
  • (33) Doctored Wounds - Heal/Recharge
Level 20: Poison Trap
  • (A) Unbreakable Constraint - Accuracy/Recharge
  • (33) Unbreakable Constraint - Hold/Recharge
  • (33) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (34) Lockdown - Chance for +2 Mag Hold
  • (34) Unbreakable Constraint - Endurance/Hold
  • (34) Unbreakable Constraint - Chance for Smashing Damage
Level 22: Teleport Foe
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 26: Assault Bot
  • (A) Soulbound Allegiance - Chance for Build Up
  • (36) Soulbound Allegiance - Damage/Endurance
  • (36) Explosive Strike - Chance for Smashing Damage
  • (36) Soulbound Allegiance - Damage/Recharge
  • (37) Blood Mandate - Accuracy/Damage/Endurance
  • (37) Blood Mandate - Accuracy/Endurance
Level 28: Seeker Drones
  • (A) Siphon Insight - ToHit Debuff
  • (37) Siphon Insight - Accuracy/ToHit Debuff
  • (39) Siphon Insight - Accuracy/Recharge
  • (39) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (39) Siphon Insight - Accuracy/Endurance/Recharge
Level 30: Team Teleport
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (40) Jaunt - Endurance/Range
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
Level 35: Provoke
  • (A) Perfect Zinger - Chance for Psi Damage
  • (40) Perfect Zinger - Taunt/Recharge
  • (42) Perfect Zinger - Taunt/Recharge/Range
  • (42) Perfect Zinger - Taunt
Level 38: Aid Self
  • (A) Miracle - Heal/Recharge
  • (42) Miracle - Heal/Endurance
  • (43) Miracle - Heal/Endurance/Recharge
Level 41: Charged Armor
  • (A) Gladiator's Armor - Recharge/Resist
  • (43) Gladiator's Armor - TP Protection +3% Def (All)
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - End/Resist
  • (45) Aegis - Psionic/Status Resistance
  • (45) Impervium Armor - Resistance/Endurance
Level 44: Electrifying Fences
  • (A) Gravitational Anchor - Chance for Hold
  • (46) Gravitational Anchor - Immobilize/Recharge
  • (46) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (46) Gravitational Anchor - Accuracy/Recharge
  • (48) Gravitational Anchor - Immobilize/Endurance
Level 47: Electric Shackles
  • (A) Gladiator's Net - Accuracy/Recharge
  • (48) Gladiator's Net - Recharge/Hold
  • (48) Gladiator's Net - Endurance/Recharge/Hold
  • (50) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
  • (50) Gladiator's Net - Accuracy/Hold
Level 49: Challenge
  • (A) Perfect Zinger - Chance for Psi Damage
Level 50: Musculature Radial Paragon
Level 0: Call to Justice
Level 50: Warworks Total Core Improved Ally
Level 50: Void Radial Final Judgement
Level 50: Barrier Core Epiphany
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl
  • (A) Hecatomb - Chance of Damage(Negative)
  • (7) Mako's Bite - Chance of Damage(Lethal)
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End


Mind you My slotting takes my Musc Alpha into account


 

Posted

Thanks for sharing your build. In Mids all of your def and res show as -9999 or -1000, not sure why.


 

Posted

Quote:
Originally Posted by BIGTOY View Post
Thanks for sharing your build. In Mids all of your def and res show as -9999 or -1000, not sure why.
I'm seeing that now too... must be a bug in the latest mids


 

Posted

Quote:
Originally Posted by Cheetatron View Post
I'm seeing that now too... must be a bug in the latest mids
I built your build from scratch. Do I have it correct, you are running 40+ res to S/L/E and roughly 25-30 def before the prot bubble? Is having higher res to S/L/E better than soft capping your positional def? I read a thread on this a while back, can't find it now, but I remember there were many opinions on this... something like def reduces your chance to be hit and res reduces the damage you take once hit (if I have that correct). Can I ask why you went the route you did (I also have no idea how the incarnate stuff affects this)?


 

Posted

Is Rest toggled on?


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by BIGTOY View Post
I built your build from scratch. Do I have it correct, you are running 40+ res to S/L/E and roughly 25-30 def before the prot bubble? Is having higher res to S/L/E better than soft capping your positional def? I read a thread on this a while back, can't find it now, but I remember there were many opinions on this... something like def reduces your chance to be hit and res reduces the damage you take once hit (if I have that correct). Can I ask why you went the route you did (I also have no idea how the incarnate stuff affects this)?
Not getting hit is better than reducing damage taken. Put them together, though, and you're golden. Plus, you also have 'resistance' in the form of BG mode, which you should be leveraging with the use of Provoke.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
Is Rest toggled on?
Yes, that was it, thanks!


 

Posted

Quote:
Originally Posted by Infini View Post
Not getting hit is better than reducing damage taken. Put them together, though, and you're golden. Plus, you also have 'resistance' in the form of BG mode, which you should be leveraging with the use of Provoke.
I generally advise taking some attacks alongside Provoke. Provoke on it's own generates very little threat. It's enough to get enemies to waste their alpha on you but if you want to reliably hold the attention of a boss or AV you really want to deal some damage.

Quote:
Originally Posted by BIGTOY View Post
I built your build from scratch. Do I have it correct, you are running 40+ res to S/L/E and roughly 25-30 def before the prot bubble? Is having higher res to S/L/E better than soft capping your positional def? I read a thread on this a while back, can't find it now, but I remember there were many opinions on this... something like def reduces your chance to be hit and res reduces the damage you take once hit (if I have that correct). Can I ask why you went the route you did (I also have no idea how the incarnate stuff affects this)?
Well one thing to keep in mind is that the Protector pots give you 7.5% defense and if you slot them (as Cheetatron) did they give you about 11.5% which puts him a little of 40%. For the last 5% he took the Barrier Destiny which provides a minimum defense bonus of 5% (it provides higher for 60 seconds and then 5% for the next 60 seconds and recharges in 120 seconds so it's effectively a permanent 5% defense bonus worst case).

I took a similar approach with my Bots/Traps. I am soft capped with the Protector Bots shields although I slightly higher for my defense from set bonuses so I could use the Rebirth Destiny instead of Barrier.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Adeon Hawkwood MK3: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(5), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(7), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A), Enf'dOp-EndRdx/Immob(48)
Level 2: Pulse Rifle Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(31)
Level 4: Triage Beacon -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(40), Panac-Heal/EndRedux/Rchg(40), Panac-Heal(42), RechRdx-I(50)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Acid Mortar -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(11), UndDef-DefDeb/Rchg(25), UndDef-DefDeb/Rchg/EndRdx(29)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), Heal-I(15), HO:Enzym(15), HO:Enzym(19)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(34)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(50)
Level 18: Photon Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(23)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 22: Repair -- RechRdx-I(A), RechRdx-I(23)
Level 24: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37), Mocking-Rchg(39)
Level 26: Assault Bot -- HO:Nucle(A), HO:Nucle(33), S'bndAl-Dmg/EndRdx(33), S'bndAl-Build%(33), EdctM'r-PetDef(34)
Level 28: Seeker Drones -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(46), Amaze-Acc/Rchg(48)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(39)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(42), HO:Ribo(43), HO:Ribo(50)
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: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
Level 50: Pyronic Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Seers Total Core Improved Ally
Level 50: Rebirth Radial Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(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), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A)



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Posted

[QUOTE=Adeon Hawkwood;3762150]Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), Heal-I(15), HO:Enzym(15), HO:Enzym(19)

Correct me if I am wrong, but isn't a heal in the protector bots usually advised against as the larger heal makes for some wonky timing from the pet scripts?

Here is my build. I dont take provoke though.

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Posted

Quote:
Originally Posted by SinisterDirge View Post
Correct me if I am wrong, but isn't a heal in the protector bots usually advised against as the larger heal makes for some wonky timing from the pet scripts?
I've heard that but not seen it myself. The Protector Bots seem to use their heals pretty effectively even with an extra Heal enhancement. I don't know if they changed the pet AI for heals or if a single heal still falls into the "sweet spot" but it seems to work for me.

I think it might actually be that they changed the AI. I also have a Demons MM and the Ember Demon seems to be perfectly content throwing off heals to "top up" the demons even if they don't need the full heal.