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Nature or Traps for Bots?


JnEricsonx

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My experience has been with Robots/Traps (also Robots/Dark). I have no experience with /Nature.

 

/Traps makes it relatively straightforward to take down (very) hard targets. After a certain point in the Robots MM career it becomes much less important to worry about healing the henchmen, this is typically once the henchmen level shift kicks in at -2 for the T1.

 

While leveling up my Robots/Traps I used the Medicine and Concealment pools in the early levels to keep the (small number) of henchmen alive and buffed, but I dropped Medicine during an early respec (once I had slots, and turned up the difficulty) and use Triage Beacon instead

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On 11/19/2021 at 8:59 AM, tidge said:

/Traps makes it relatively straightforward to take down (very) hard targets. After a certain point in the Robots MM career it becomes much less important to worry about healing the henchmen, this is typically once the henchmen level shift kicks in at -2 for the T1.

THIS, especially with the endurance cost reduction to resummoning. It becomes more sustainable endurance-wise to resummon rather than heal.

 

For nature, it is useful to think of it more as a control and buff set rather than a healing set. I have a Necro/Nature with a lot synergy; suspect it would go well with demons (but doesn’t everything?). While I’m sure it will work well with Bots - anything can be made to work, it would be hard to beat a similarly expensed bots/traps.

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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Traps is stationary so on a fast pace team you will be limited. 
But Bots is one of the Staple Secondary's for Tankermind builds. 

I have petless traps builds that do 4/8 setting.  That's how good Trap is.. 

I am not crazy about nature, the looks and such personally.  

But it is good for a moving team.

 

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