JnEricsonx Posted November 18, 2021 Posted November 18, 2021 I have concepts for both-but I'm only looking to do one for the foreseeable future. I like the FFG and Acid Mortar, but Nature has a nice mix of heals and buffs as well, and a couple debuffs too.
The_Warpact Posted November 18, 2021 Posted November 18, 2021 I like /Traps personally, easy to cap def, nice debuffs, minimum investment to get recharge to have multiple mortars. I like /Nature on fenders more. https://www.twitch.tv/boomie373 The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.
tidge Posted November 19, 2021 Posted November 19, 2021 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 1
Nyghtmaire Posted November 20, 2021 Posted November 20, 2021 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.
plainguy Posted November 21, 2021 Posted November 21, 2021 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. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/
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