Robotics/TA question


Deacon_NA

 

Posted

I am interested in making this combination as my first Mastermind, I just have one small question before I do that will make or break this choice:

Will my robots be able to light Oil Slick Arrow consistently when I fire it?


 

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If energy attacks ignite it? Then yup, since nearly everything bots do is energy based. Like, literally every non-melee attack except for three on the assault bot...and they deal AoE fire or smashing/fire damage.


"I have something to say! It's better to burn out then to fade away!"

 

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From Wiki:

"Note: Any amount of Fire or Energy damage will ignite the slick. Other damage types have no effect. The oil slick can be targeted by the player or his allies, to make it easier to ignite deliberately."


 

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I will confirm, all robots have energy attacks that can target and ignite the oilslick. The Assault bot has two AoE fire attacks. The little drones at level 32 have a cone full-auto laser blast that lights everything up

Edit: I mentioned those powers since they require no extra 'aiming'


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.

 

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Robots are tough but they are also pretty slow compared to other sets. If you get bored with them I would recommend Thugs or Demons.


 

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Thank you all for the replies, this makes me want to try this out even more.

Also, to Klaw, I read somewhere that Robotics are purely range, which is what I want from my pets, that's why I decided on them.


 

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Quote:
Originally Posted by TheBoost View Post
Thank you all for the replies, this makes me want to try this out even more.

Also, to Klaw, I read somewhere that Robotics are purely range, which is what I want from my pets, that's why I decided on them.
While, yes, they are ranged, the MM pet AI currently wants the pets to run into melee range of opponents for no reason after a few ranged attacks. This happens even if they have no melee attacks...

Back in Issue 11, I had a Thugs/FF MM. During this time, I want to say that the Pet AI was golden. Anytime I wanted to attack a spawn, I only had to order my pets to attack when they were in range to use their AoEs (didn't need BG mode) and they would use their cone attacks (punks and enforcers) immediately EVERY TIME. Now? They usually start with running into melee range to use a single target range attack or something. Or my arsonist runs into melee range to punch the biggest foe in the face right before tossing a fire bomb in the group.

Robots are no better. While fighting KoA, I tell my bots "No, stay there while the caltrops are on the ground, you will go nuts if you run into melee range!" What do they do? They run right in there and do nothing but try and get away all the while being killed by the DoT and the KoA.

All I can say is I would be playing my MMs more if they did something about this.


 

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Yeah all pets now ignore your commands and charge in when their range attacks are down. You have to be an active player and quick on the buffs/debuffs these days.


 

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Thanks for the replies all.

As a follow up, how is Trick Arrow when it comes to debuffs? What, in your opinions, would be the top Mastermind debuff sets?


 

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I have a bot/ta that I believe to be one the game's "hidden gems". He's just an engine of destruction with the -res, an OSA that always lights and bots (post 32) being bots.

I highly recommend this combo, but (and there's a "but") it ain't the smoothest ride to 50 you can have as a MM. TA doesn't offer a lot for minion protection, fortunately the bots are moderately self-sufficient.

As for how it ranks for debuffs? Unfortunately for an all debuff set, not as high as you might like. Better debuffers (in no particular order) are Dark, Traps, Time and Storm. I haven't played with new Poison (only old, ST oriented Poison) so I can't make a valid current comparison. Even Thermal will be a better debuffer than TA for AV fights.


Global = Hedgefund (or some derivation thereof)

 

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Quote:
Originally Posted by SimonSayz View Post
Back in Issue 11, I had a Thugs/FF MM. During this time, I want to say that the Pet AI was golden. Anytime I wanted to attack a spawn, I only had to order my pets to attack when they were in range to use their AoEs (didn't need BG mode) and they would use their cone attacks (punks and enforcers) immediately EVERY TIME. Now? They usually start with running into melee range to use a single target range attack or something. Or my arsonist runs into melee range to punch the biggest foe in the face right before tossing a fire bomb in the group.

Robots are no better. While fighting KoA, I tell my bots "No, stay there while the caltrops are on the ground, you will go nuts if you run into melee range!" What do they do? They run right in there and do nothing but try and get away all the while being killed by the DoT and the KoA.

All I can say is I would be playing my MMs more if they did something about this.
As a Zombie and Ninja player, I disagree. Back then, my pets would never close into use their most powerful attacks, their melee. They would sit back and vomit or throw stars without trying to hack them to pieces or kick them in the face. I still have awful memories of using that auto-crit hide on my Jounin only to have them waste it on a dart. Sure, it still happens from time to time now, but it is much rarer than before.

Quote:
Originally Posted by TheBoost View Post
Thanks for the replies all.

As a follow up, how is Trick Arrow when it comes to debuffs? What, in your opinions, would be the top Mastermind debuff sets?
Trick Arrow suffers from very low debuff values due to a Mastermind's debuff mod. I personally am leveling a Zombie/Sonic to replace my Zombie/TA. Although with Bots you might have an easier time since they're not as fragile as the Zombies and the lack of damage mitigation in TA may not be as pronounced.