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Robotics Kinetics Mastermind build help


TheSpoonMaestro

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I am a new players whose recently got his first 50 on my Robots/Kin Mastermind. I don't really know how to slot it.

 

What do I want on this character? I made a build, but it is a little directionless, and I have not bought it yet.  I also have no idea how to add incarnates once I get them. Suggestions?

 

 

Digital Spring.mxd

Edited by TheSpoonMaestro
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I am not a kin/bots player.  I did make some changes, to some slotting on your build.   I didn't redo any power picks because people usually have reasons for their picks and it reflects their plan of actions and how they want to play.     I did however remove some slots from powers where you had over-slotted for accuracy.   If you go in to the Options on Mids, and on the "Exemping & Base Values" and enter 39 into the "Base ToHit" box, then your accuracy on skills will reflect properly for fighting +4 mobs.  --    This build will leave you with 4 open slots, that you can put anywhere you want.  I changed the transfusion slotting to use Touch of the Nictus, that complete set basically does what you had slotted but with additional bonuses.   the thing that I would worry about is the accuracy on the pets. I'm not sure that its up high enough.  But then I am not sure what pet accuracy should actually be at to hit +4's.   I am a firm believer that pets need Accuracy especially the T1 and T2 pets as they are lower level.  Mathematically, i just don't know what the correct percentage is for T1,T2 and T3 pets.  I wish I did know.      Since your Kin,  I would suggest picking up an attack.  🙂  maybe drop Siphon Power and pick up the AOE attack 🙂  or 2 🙂  Its just two juicy with Damage Cap.

 

 

 

 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Heat Mastery

Hero Profile:
Level 1: Battle Drones

  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (3) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (3) Expedient Reinforcement - Accuracy/Damage
  • (5) Blood Mandate - Accuracy/Damage
  • (5) Sovereign Right - Resistance Bonus
  • (7) Sovereign Right - Accuracy/Damage

Level 1: Transfusion

  • (A) Touch of the Nictus - Healing/Absorb
  • (7) Touch of the Nictus - Healing/Absorb/Recharge
  • (9) Touch of the Nictus - Accuracy/Healing/Absorb
  • (9) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (11) Touch of the Nictus - Chance for Negative Energy Damage

Level 2: Siphon Power

  • (A) Accuracy IO
  • (13) Recharge Reduction IO

Level 4: Fly

  • (A) Flight Speed IO

Level 6: Equip Robot

  • (A) Endurance Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense/Recharge
  • (21) Luck of the Gambler - Endurance/Recharge
  • (21) Luck of the Gambler - Defense/Endurance/Recharge
  • (23) Kismet - Accuracy +6%
  • (23) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 10: Siphon Speed

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Tempered Readiness - Accuracy/Damage/Slow
  • (27) Tempered Readiness - Accuracy/Slow

Level 12: Protector Bots

  • (A) Edict of the Master - Defense Bonus
  • (27) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (29) Superior Command of the Mastermind - Accuracy/Damage
  • (29) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (31) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (31) Superior Command of the Mastermind - Damage/Endurance

Level 14: Maneuvers

  • (A) Reactive Defenses - Defense
  • (31) Reactive Defenses - Defense/Endurance
  • (33) Reactive Defenses - Endurance/RechargeTime
  • (33) Reactive Defenses - Defense/RechargeTime
  • (33) Reactive Defenses - Defense/Endurance/RechargeTime
  • (34) Reactive Defenses - Scaling Resist Damage

Level 16: Assault

  • (A) Endurance Reduction IO

Level 18: Tactics

  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (34) Adjusted Targeting - To Hit Buff

Level 20: Speed Boost

  • (A) Endurance Modification IO
  • (34) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (36) Winter's Gift - Slow Resistance (20%)

Level 22: Boxing

  • (A) Empty

Level 24: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Assault Bot

  • (A) Superior Mark of Supremacy - Damage
  • (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (36) Superior Mark of Supremacy - Accuracy/Damage
  • (37) Superior Mark of Supremacy - Accuracy/Endurance
  • (37) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (37) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

Level 28: Increase Density

  • (A) Steadfast Protection - Knockback Protection
  • (39) Steadfast Protection - Resistance/+Def 3%

Level 30: Tough

  • (A) Aegis - Psionic/Status Resistance
  • (39) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Aegis - Resistance/Endurance
  • (40) Aegis - Resistance/Endurance/Recharge
  • (40) Aegis - Resistance

Level 32: Upgrade Robot

  • (A) Endurance Reduction IO

Level 35: Transference

  • (A) Synapse's Shock - EndMod/Recharge
  • (40) Synapse's Shock - Damage/Recharge/Accuracy
  • (42) Synapse's Shock - EndMod/Increased Run Speed

Level 38: Fulcrum Shift

  • (A) Accuracy IO
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense/Recharge
  • (43) Luck of the Gambler - Endurance/Recharge
  • (43) Luck of the Gambler - Defense/Endurance/Recharge
  • (45) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 44: Bonfire

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (45) Bombardment - Damage/Recharge
  • (46) Bombardment - Chance for Fire Damage
  • (46) Annihilation - Chance for Res Debuff
  • (46) Annihilation - Damage/RechargeTime
  • (47) Positron's Blast - Damage/Recharge

Level 47: Group Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (49) Luck of the Gambler - Defense/Endurance

Level 1: Supremacy


Level 1: Brawl

 

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These are super useful! I didn't realize I was over capping accuracy, that is good to know. The issue with adding accuracy to the pets is that I am already approaching the limit of how much I can add.

 

which Incarnates should I go for? Should I just go for musculature, or would It not add damage because of hitting the damage cap with Fulcrum shift? If I did something else, what should it be?

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I would still go for Musclature personally, as you might not be able to keep fulcrum up all the time, but Agility is also an attractive option for more of an overall boost. So really depends on what you want. Nothing wrong with getting a t3 in each and trying them out either, as you can swap them anytime you arent in combat. Different incarnates for different situations - solo vs team, radio missions vs raids, etc.

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I've played a Robot/Kin MM rather extensively now - the below build is obviously rather expensive, but it gives some idea of the sort of higher-end numbers and performance you can hit at endgame.

Some notable features include:
(i) "All positional defences for the MM at 40% or higher" (easily pushing beyond the 45%+ softcap permanently with a Barrier Incarnate). Personal Maximum HP also sits just over 1100, which means you're more likely to survive a lucky hit or three.
(ii) The build manages to fit in all the Resistance and Defence pet uniques, so as long as you're using Increase density (and you should be) the 'bots willl end up with 61.14% L/C/P, 65.04% S/E, 35% F/N/T Res, plus a fair amount of defence. All positional defences for the Battle Drones and Assault Bot are at 40% or higher. The Protector Bots are more difficult to Softcap since they each only get a single bubble, but they can push past 27%... so layering Hybrid Slot's Support Core Embodiment (+12%) with either Destiny Slot's Barrier Core Epiphany (+5%) or one of the Lore pet's buffs will softcap it.
(iii) Assault Bot, Protector Bot and Bonfire with the Knockback->Knockdown Procs. (You don't need one in the Battle Drones, since their only ability with Knockback is granted by "Equip Robot", which you should never be applying on them or the Assault Bot after you reach level 32). Fulcrum Shift + Bonfire + the Assault Bot's Missile Burn Patches is absolute devastation.
(iv) Perma-Hasten. Important for Bonfire.
(v) Personal attacks: Pulse Rifle Blast (Because you'll be at the damage cap most of the time, and you'll want something to chain with the Blackwand and/or Nemesis Staff for Single-Target damage). Fireball. (Just add Fulcrum shift. 'nuff said!)
(vi) Group Fly, because there are times when you don't want your henchmen to have to walk on the caltrops or wade through rikti gas... and because they have built-in Rocket boots and it's fun to use them occasionally.

The main weakness (as with most defence-heavy toons) is enemies with a lot of Defence and ToHit such as Nemesis... but it'll happily plow its way through a fire farm at +4/8, melting 2-3 groups of mobs at a time through a combination of Fulcrum Shift + Bonfire + Swarm Missiles Burn Patches; Fireball and the Void Radial Final Judgement explosion. It clears maps solo faster than most teams, even if you wait for your bots to get their bubbles up at the start instead of dropping a Barrier Incarnate buff on them.

Typical playstyle is "Let your bots buff up, then switch them to aggressive, chuck a Speed Boost and an Increase Density on them and run into melee range of a huge mob (you can GOTO your 'bots to the mob before you charge in if you're not feeling suicidal). Drop a Fulcrum Shift on yourself and your Assault Bot (followed by a Transfusion if needed) and then drop a Bonfire right as the Swarm missiles are going off. As everything starts bouncing up and down on the bonfire whilst burning to death; start pulling more mobs with fireballs until you and all of your bots are sitting at the aggro cap." It's shedloads of fun, and a very active (but rewarding) configuration for a Mastermind. Bot AI has improved dramatically in the past few patches - they're much better at staying where you put them these days and using their AoE laser spam instead of charging around meleeing random minions, which makes Fulcrum Shifting them absolutely wonderful.

I should probably also point out that my view is it's much better to avoid damage entirely via Defence instead of reducing it via Damage Resistance - so I'd never bother taking "Tough" on a MM. Between Fulcrum Shift, Siphon Speed and Siphon Power my enemies' damage output should be getting severely reduced anyway; but if I really need to reduce incoming damage for some reason then I can always switch a few pets (Battle Drones for preference) to bodyguard mode and start spamming Transfusion; and on occasions where I really get in over my head I can superspeed away... ...or use Rise of the Phoenix and THEN superspeed away... 😉

For Incarnates:
Alpha Slot = Agility Core Paragon. Defence, Recharge and EndMod --> all of these are useful for you. You will never need Musculature - in regular content you will constantly be at the damage cap via twin-stacked Fulcrum Shifts; and against powerful single-targets you should be spamming Siphon Power. I would however still recommend slotting powers for damage, because you rarely lose anything by doing so; and it's useful against AVs.
Destiny Slot = Clarion Core is useful for mezzing enemies, otherwise Barrier Core (it's an invincibility button. Use it right before diving into the middle of a huge mob for optimum Fulcrums!)

Judgement = Void Radial. PBAoEs are lovely with you being in melee range for Fulcrum Shifts anyway; plus the 30s damage debuff can be very useful combined with Siphon Power + Fulcrum against AVs/GMs.
Hybrid = Support Core Embodiment. +12% to pets? Complete no-brainer.
Interface = Degenerative. Radial Flawless gives slightly better performance than the Core Flawless for most content. -MaxHP is by far the best debuff available.
Lore = pick whatever you like. My personal favourite is the Warworks Radial Superior Ally - the Battle Orb gives a constant +5% Defence and has a heal that doesn't rely on accuracy, and the Victoria brings very nice Single Target damage, which Robots/ normally lacks. Plus they're mechanical; so it's both useful and thematic.
 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Heat Mastery

Hero Profile:
Level 1: Battle Drones

  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Accuracy/Damage/Endurance
  • (3) Blood Mandate - Damage
  • (7) Call to Arms - Defense Bonus Aura for Pets
  • (9) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (21) Edict of the Master - Defense Bonus

Level 1: Transfusion

  • (A) Touch of the Nictus - Healing/Absorb/Recharge
  • (7) Touch of the Nictus - Accuracy/Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (17) Miracle - Heal
  • (21) Miracle - +Recovery

Level 2: Siphon Power

  • (A) Accuracy IO
  • (19) Recharge Reduction IO

Level 4: Pulse Rifle Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (23) Thunderstrike - Accuracy/Damage/Endurance
  • (25) Thunderstrike - Damage/Endurance/Recharge

Level 6: Equip Robot

  • (A) Endurance Reduction IO

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (46) Luck of the Gambler - Defense

Level 10: Siphon Speed

  • (A) Accuracy IO
  • (19) Recharge Reduction IO

Level 12: Protector Bots

  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Damage/Endurance
  • (13) Blood Mandate - Damage
  • (15) Defense Buff IO
  • (15) Defense Buff IO
  • (17) Sudden Acceleration - Knockback to Knockdown

Level 14: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 16: Increase Density

  • (A) Unbreakable Guard - Resistance
  • (33) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - RechargeTime/Resistance
  • (37) Unbreakable Guard - +Max HP
  • (37) Steadfast Protection - Resistance/+Def 3%
  • (43) Gladiator's Armor - TP Protection +3% Def (All)

Level 18: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 20: Speed Boost

  • (A) Winter's Gift - Slow Resistance (20%)

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge

Level 24: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 26: Assault Bot

  • (A) Superior Mark of Supremacy - Damage
  • (27) Superior Mark of Supremacy - Accuracy/Damage
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (29) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (31) Sovereign Right - Resistance Bonus
  • (34) Sudden Acceleration - Knockback to Knockdown

Level 28: Hasten

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 30: Super Speed

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 32: Upgrade Robot

  • (A) Endurance Reduction IO

Level 35: Bonfire

  • (A) Overwhelming Force - Endurance/Recharge
  • (36) Overwhelming Force - Damage/Endurance/Recharge
  • (36) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (37) Ragnarok - Damage/Recharge
  • (45) Annihilation - Chance for Res Debuff

Level 38: Fulcrum Shift

  • (A) Accuracy IO
  • (39) Accuracy IO

Level 41: Fire Ball

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (42) Superior Frozen Blast - Damage/Endurance
  • (42) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (42) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (43) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (43) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 44: Transference

  • (A) Performance Shifter - EndMod/Recharge
  • (45) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - EndMod/Accuracy

Level 47: Rise of the Phoenix

  • (A) Superior Avalanche - Accuracy/Damage
  • (48) Superior Avalanche - Damage/Endurance
  • (48) Superior Avalanche - Accuracy/Damage/Endurance
  • (48) Superior Avalanche - Accuracy/Damage/Recharge
  • (50) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (50) Superior Avalanche - Recharge/Chance for Knockdown

Level 49: Group Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 1: Supremacy 


Level 1: Brawl

Edited by Maelwys
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I see a lot of recommendation for Bonfire, but I want to offer a counter-proposal. I have one MM that uses Heat Mastery (Thugs/) and another (Robots/) that does not.

 

My experience with Bonfire on my Mastermid is that it is not nearly as effective as it is on my Dominator (even leveraging a lot of the same tricks). I would encourage you to do some testing replacing Bonfire with Photon Grenade (from the MM Robotics primary), and slotting with 5xAnnihilation (include the %Res debuff) and the Overwhelming Force KB->KD piece. I am well aware of the theory of operation to try to keep enemies grouped for the Robots' AoE... I'm just offering an alternative to laying down a fixed patch/pseudopet and offering a straightforward attack. The primary attack should have better %proc chances (than the pseudopet) and it will let you shift attention around the battlefield faster.

 

I take the attack late in my build (level 30) I use the Photon Grenade attack to draw more enemies to the fight and/or debuff/control them. It's not meant to be dealing that much damage on its own; I like the Endurance bonuses from 5xAnnihilation, but you could always go the %damage route in it if you feel like you want to deal more damage yourself.  Keep the -Res and KB->KD, and %Fire, %Energy, %Lethal and then go for a 2-piece set bonus from one of the proc sets... presumably boosting Accuracy (if necessary) and Endurance cost (important for MMs).

 

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I actually tested a bunch of the Bot/ Personal Attacks (including Photon Grenade) a few months ago on my Bot/Kin - PG's not bad, but it's fairly low-radius (15ft compared to Bonfire's 25ft) and the most it'll be firing off is about once every 7 seconds. The inherent stun is only a few seconds long and a paltry Mag 2; and the KD->KB proc by itself doesn't guarantee a bounce, so it'll never be a particularly reliable means of negating a mob's incoming damage (which is honestly the main point of Bonfire for me as a /Kin - even SoftCapped I definitely find that I need some extra damage mitigation when I'm running at +4/8. The fact that it keeps the foes nicely bunched up for Fulcrums and Burn Missile Spam is icing...)

Admittedly when I tried PG it was whilst I was trying to pick a personal attack power, rather than as a contest between it and bonfire. I slotted it up as "-res debuff" with 5x Stupefy plus the -res proc... but I eventually gave up and reverted to Pulse Rifle Blast instead, since I found I lacked ST damage more than AoE damage. That said, OFFENSIVELY it's a miles better option than Bonfire - so it'd probably raise your clear speed a bit if your choice is between those two abilities? That -res proc will be doing most of the work though, since the damage by itself is rather pants (a quick glance at MIDs suggests it's the region of ~120 fully Fulcrum-Shifted...)

((Perhaps worth pointing out that my PPM Calculator says Photon Grenade + 5x Annihilation and the OF KD->KB IO has a 20.66% chance to proc for the KB->KD IO, and a 24.79% chance for the -res to kick in. Compare that with Bonfire's pretty-much-100% chance of KD, and a ~13.11% chance for -res!)) 😃

Edited by Maelwys
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I could be wrong, but I am of the belief that %proc for things like Bonfire only trigger during the initial cast.

 

Full disclosure: My Robotics MM is Robotics/Traps, so I have the Annihilation %-Res piece in multiple powers (to increase duration if it lands) as well as other mechanisms for applying -Resistance.

 

The KB is a part of every tick of Bonfire, and so the OF piece is always turning it into KD.

 

The following is my rough math on Photon Grenade, (I believe that Overwhelming Force %KD is a straight 20% chance per hit target)

 

I may have old numbers, but my inputs for Photon Grenade are:

Recharge: 16s

Cast time:  2.112s

Radius: 15

Arc: 360

 

With no recharge slotted (i.e. "proc-monstering"):

%-Res (Annihilation, 3 PPM): 40% per hit target

%Energy (Positron, 3.5 PPM): 49% per hit target

%Fire (Bombardment, 3.5 PPM): 49% per hit target

%Lethal (PVP Javelin, 3.5 PPM): 49% per hit target

%-ToHit (Superior Absolute Amazement, 4.5 PPM): 63% per hit target (-7.5% for 15 sec!!)

 

With recharge slotted from 5xAnnihilation in Photon Grenade (45% recharge?)

%-Res (Annihilation, 3 PPM): 30% per hit target

%Energy (Positron, 3.5 PPM): 36% per hit target

%Fire (Bombardment, 3.5 PPM): 36% per hit target

%Lethal (PVP Javelin, 3.5 PPM): 36% per hit target

%-ToHit (Superior Absolute Amazement, 4.5 PPM): 45% per hit target (-7.5% for 15 sec!!)

 

As I wrote, the added damage from %procs isn't really my cuppa, and I should explicitly state that Magnitude 2 controls offer no appeal to me. If I was really trying to skimp on slots, I would probably go with Photon Grenade slotted as:

  1. Annihilation %-Res
  2. Annihilation: Acc/Dam/End (to get extra MaxEnd bonus)
  3. Overwhelming Force KB->KD (for the lulz)
  4. Finally, either an Endurance IO, or a Javelin Volley piece with Accuracy and Endurance boosted to 50+5.
  5. Possibly the Absolute Amazement -ToHit piece to help out the T1 Henchmen.
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7 hours ago, tidge said:

I could be wrong, but I am of the belief that %proc for things like Bonfire only trigger during the initial cast.


That's a common misconception about pseudopets such as Bonfire.

Procs tend to either apply to either the owner of a power (e.g. buff procs), or to the "target" of a power (e.g. damage procs). And unfortunately after a psuedopet is summoned, its ongoing affects are produced by powers belonging to the psuedopet, rather than by powers belonging to the player. This means that any "owner affecting" procs (such as the Force Feedback +Rech proc) will only affect you on the initial summoning of Bonfire. (The way the powers within Bonfire are coded is visible here - note that there's an entity called bonfire that in turn uses an autohit damaging power called bonfire - this "sub power" is what actually deals damage to mobs!)

However target-affecting procs definitely still apply - the problem is that they won't show up in your combat log, because they don't affect YOUR powers but those of the pseudoet... so it's difficult to tell when they activate.  The jury's still out on exactly how often these are able to kick in (some say it's every 2 second tick, others claim there's a lockout period of 10 seconds).

However I did a quick + dirty test this evening in a PVP Zone (Warburg). I had my Bot/Kin MM repeatedly spam bonfire on another toon (my second account's EM/Rad Scrapper) whilst the target toon had their "Real Numbers" display showing their current Smashing Resistance value, so that I could see in realtime whenever the -Res proc kicked in.
I only activated Bonfire 20 times to get a very rough feel for it; but out of those 20 casts I observed 11 instances where the proc kicked in; and only 2 of those were at the very start of the casting of bonfire. On one of those tests I even observed the -res proc kicking in twice in a row back-to-back during the same casting of Bonfire (first at the very start, and then again immediately after the first effect expired, so about 10 seconds in!). Another time when the proc kicked in it was at the very end of bonfire's duration, and the -res effect remained for 5-6 seconds after bonfire expired.
If we assume that Psuedopets allow a Proc check every 10 seconds, then that works out roughly on par with what I'd expect from my Kin's ~13.11% chance of the proc activating in their Bonfire. (e.g. 20x casts of Bonfire with 5x chances to proc over their duration, so 100 chances to proc total. 11 Procs observed = 11/100 = 11% Proc activation)
 

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Full disclosure: My Robotics MM is Robotics/Traps, so I have the Annihilation %-Res piece in multiple powers (to increase duration if it lands) as well as other mechanisms for applying -Resistance.


I imagine that's why Photon Grenade is performing better for you - I had a Bot/Dark and a Bot/Traps back on live, and Bot/Traps was my main for rather a long time. To the extent that back when I first rolled my Bot/Kin I really expected that I'd miss Trip Mine and Poison Trap so much that I'd give up and reroll it...
I know that /Traps has a ridiculous amount of Crowd Control and survivability compared to a /Kin; so I suspect that aspect of Bonfire is probably wasted for you?

On my Bot/Kin, I'll sometimes take a while to kill an AV, but large mobs just melt - so my problem is never "killing things faster" but "trying to keep my henchmen alive" (mainly the protector bots) whilst they're standing in the middle of an immense crowd of mobs that are all +4 to me. Bonfire is the main thing that allows that toon to pull half the map and keep its 'bots alive long enough for everything to start burning. At least between Incarnate Buffs.

If I'm being perfectly honest, I'd not miss the -res much (if at all) if I dropped Bonfire, but that 25ft radius constant guaranteed knockdown is a total lifesaver.

Edited by Maelwys
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