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Posted

One of the niche MM builds that I experimented with prior to page 5 was running a Mastermind with only one henchman on my Robotics/Traps. This was... problematic... prior to page 5, for many reasons:

  • The "big hench" wasn't available until level 26
  • (for Robotics, certainly) the damage output was... inferior.

 

Besides power availability at lower levels and improved damage output, the Robotics revamp offered a few other neat tricks like:

  • Maintenance Drone (The MM doesn't have to cast Repair, or stand still and rely on Triage Beacon)
  • Some new opportunities for Enhancement Mule slotting

 

Some thoughts on the build philosophy:

 

This is a level 50 build. I don't recommend trying to level up with it!

 

I wanted to have three personal attacks as soon as possible, with an emphasis on AoE %damage from procs (to overcome the MM damage scale). I don't mind using P2W attacks, but they also scale! I settled on:

  • Weaken Resolve (@6)
  • Photon Burst (@8)
  • Wall of Force (@14)

 

I wanted Wall Of Force as a cone AoE which meant 2 picks from the Force of Will pool. I didn't quite have the slots for Project Will, and I didn't quite like its %proc rates and the faster cycling power is a higher burn through Endurance than I would prefer. I didn't have the slots for Pulse Rifle Blast either, which is why Web Grenade is still in this build. Pre-page 5, I would take AoE attacks (Primary, Epic) starting in the 30s... I found this to help a lot with defeat times at x8 (mainly by drawing aggro, but also controls and debuffs)... so fitting some into the build earlier was an easy choice for me.

 

The Battle Drones and Protector Bots are simply mules for enhancement sets, including Global Accuracy and Global Recharge... both key for %proc builds. It is possible to get more defense by summoning Protector Bots and despawning them after the shield up, but that seemed like too much work and would compromise on getting other powers I want earlier in the build. I don't mind having ancillary bots joining me, so Maintenance Drone, Force Field Generator and Seeker Drones are all part of the build. IMO the build would be crippled without the FFG.

 

The Page 5 shift in the levels of power availability mean that Kick/Tough/Weave had to be delayed, which is dangerous for squishies. Maneuvers is trying to provide some coverage early. The lack of T1, T2 henchmen also means Tankerminding is not really as possible. Acid Mortar has to take a lot of the aggro! I knew that Photon Grenade was going to be one of my attacks, but an alternate melee-based build could skip the Force of Will pool, sacrifice Photon Grenade, and lean into the Fighting pool for attacks.

 

I've done some experimenting with the build at the level of the first SSA arc (and solo ToT at that level) and I am satisfied with it. I have a lot more testing to try, plans include:

  • Aaron Thiery's Atlas Park arc (no robot available)
  • Montague's introductory Midnighter's Club arc (will be @50, with Rikti mezzers and 'protect item' objectives)

 

The build does burn through Endurance a LOT faster than my main build does. There are two main factors:

  1. The MM is much more active with casting attacks
  2. The build has far less slotting for Global Endurance discounts and +MaxEnd

 

(1) should be obvious, (2) is much more subtle... it is a direct consequence of slotting attacks with %proc instead of a larger suite of Annihilation or Sudden Acceleration enhancements in the attacks.

 

I should also note that I didn't lean as hard into %-Resistance with this build as I did with the main build, except for the 2-piece Annihilation set. With the MM carrying more of the burden for damage (here %damage) I wanted to see damage numbers more than I wanted to see colored triangles... plus, without as large a "force" I felt the force-multiplier of -Res was not going to offer as high a return on the slots.

 

Apologies in advance for formatting, the build is documented in plain text. I think I got the level choices and enhancement slots correct.

 

Spoiler

Primary Power Set: Robotics

Secondary Power Set: Traps

Power Pool: Force of Will

Power Pool: Fighting

Power Pool: Leadership

Ancillary Pool: Mace Mastery

 

------------

Level 1: Battle Drones   

 (A) Superior Mark of Supremacy - Damage: Level 50

 (*) Superior Mark of Supremacy - Accuracy/Damage: Level 50

 (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

 (*) Call to Arms - Defense Bonus Aura for Pets: Level 30

 (*) Edict of the Master - Defense Bonus: Level 40

 (*) Sovereign Right - Resistance Bonus: Level 50

 

Level 1: Caltrops              

 (A) Annihilation - Accuracy/Damage/RechargeTime: Level 50

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Bombardment - Chance of Damage(Fire): Level 50

 (*) Positron's Blast - Chance of Damage(Energy): Level 50

 (*) Javelin Volley - Chance of Damage(Lethal): Level 50

 (*) Ice Mistral’s Torment - Chance for Damage(Cold): Level 50

 

Level 2: Web Grenade  

 (A) HamiO:Endoplasm Exposure:50 (Acc/Mez)

 

Level 4: Mighty Leap      

 (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

 

Level 6: Weaken Resolve             

(A) HamiO: Lysosome Exposure (Acc/Def Debuff/ToHit Debuff)

(*) Shield Breaker - Chance for Lethal Damage: Level 30

(*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 

Level 8: Photon Grenade             

(A) Annihilation - Accuracy/Damage/Recharge/Endurance: Level 50

(*) Annihilation - Chance for Res Debuff: Level 50

(*) Javelin Volley - Chance of Damage(Lethal): Level 50

(*) Bombardment  - Chance of Damage(Fire): Level 50

(*)Positron's Blast - Chance of Damage(Energy): Level 50

(*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

 

Level 10:              Acid Mortar       

 (A) Undermined Defenses - Defense Debuff: Level 50

 (*) Undermined Defenses - Defense Debuff/Recharge: Level 50

 (*) Undermined Defenses - Recharge/Endurance: Level 50

 (*) Undermined Defenses - Recharge: Level 50

 (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 (*) Achilles' Heel - Chance for Res Debuff: Level 20

 

Level 12:              Equip Robot      

 (A) Unbreakable Guard - Resistance: Level 50

 (*) Unbreakable Guard - +7.5% MaxHP: Level 50

 

Level 14:              Wall of Force     

 (A) D-Sync Guidance:50 (Accuracy/Range)

 (*) HamiO Centriole Exposure:50 (Damage/ Range)

 (*) Bombardment - Chance of Damage(Fire): Level 50

 (*) Positron's Blast - Chance of Damage(Energy): Level 50

 (*) Javelin Volley - Chance of Damage(Lethal): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 16:              Force Field Generator   

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Luck of the Gambler - Defense: Level 50

 (*) Defense Buff IO: Level 50+5

 

Level 18:              Maintenance Drone

 (A) Preventive Medicine - Heal: Level 50

 (*) Preventive Medicine - Heal/Endurance: Level 50

 (*) Preventive Medicine - Endurance/RechargeTime: Level 50

 (*) Preventive Medicine - Heal/RechargeTime: Level 50

 (*) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50

 (*) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 20:              Poison Trap       

 (A) Gladiator's Net - Accuracy/Hold: Level 50+5

 (*) Gladiator's Net - Accuracy/Recharge: Level 50

 (*) Gladiator's Net - Recharge/Hold: Level 50

 (*) Gladiator's Net - Endurance/Recharge/Hold: Level 50

 (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50

 (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

 

Level 22:              Assault Bot        

 (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

 (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

 (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

 (*) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50

 (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

 (*) Soulbound Allegiance - Chance for Build Up: Level 50

 

Level 24:              Maneuvers        

 (A) Shield Wall - Defense: Level 50+5

 (*) Shield Wall – Defense/Endurance Level 50+5

 (*) Shield Wall - Teleportation Protection / +Resistance (All): Level 50

 (*) Luck of the Gambler - Recharge Speed: Level 50

 

Level 26:              Upgrade Robot

 (A) Endurance Reduction IO: Level 50+5

 

Level 28:              Seeker Drones 

 (A) Absolute Amazement - Stun: Level 50

 (*) Absolute Amazement - Stun/Recharge: Level 50

 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50

 (*) Absolute Amazement - Accuracy/Recharge: Level 50

 (*) Absolute Amazement - Endurance/Stun: Level 50

 (*) Javelin Volley - Chance of Damage(Lethal): Level 50

 

Level 30:              Tactics  

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 (*) HamiO:Cytoskeleton Exposure: 50 (End / ToHit / Def)

 

Level 32:              Assault

 (A) Endurance Reduction IO: Level 50+5

 

Level 35:              Scorpion Shield

 (A) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 

Level 38:              Kick       

 (A) Force Feedback - Chance for +Recharge

 

Level 41:              Tough  

 (A) Steadfast Protection - Resistance/+Def 3%: Level 30

 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 (*) Gladiator's Armor - Resistance / Endurance Reduction: Level 50+5

 

Level 44:              Weave 

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 47:              Unleash Potential           

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 49:              Protector Bots  

 (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

 (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

 (*) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50

 (*) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50

 (*) Luck of the Gambler - Recharge Speed: Level 50

 

------------

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Sprint   

 (A) Unbounded Leap - +Stealth: Level 50

 

Level 1: Supremacy        

 

Level 2: Rest      

 (A) Interrupt Reduction IO: Level 50+5

 

Level 4: Athletic Run      

 

Level 2: Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2: Health  

 (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50

 (*) Panacea - +Hit Points/Endurance: Level 50

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 

------------

 

 

 

 

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Posted

Here is a followup on a few scattered hours of play. The TLDR version is: This is a tedious way to play, but it is not as bad as it was previous to page 5. I did have a level boost from Alpha, where applicable.

 

The Aaron Thiery arc (even level, x1) wasn't that bad, but the recharge times on attacks, and having no henchmen summoned (by choice, even though the Battle Drones power was picked as a mule at Level 1) made this drag.

 

The SSA1 arc in Skyway City (even level x1) was not record-setting, but it wasn't as bad as I had feared. I never had a Mastermind complete this as quickly as other characters, so this build was an improvement over previous 'all bot builds'. An interesting note of comparison, when I played the arc (page 5) with all bots, I had 3 Battle Drones, 1 Protector Bot and 1 Assault Bot.

 

The Level 50 Rikti Negotiator Arc (+1, x1) was very typical for a non-DPS character. I had no problems at all with any spawns.

 

I ran a lvl 50 Tip missions against DE at +1x8... I had no trouble but defeat times were slow... but not nearly as bad as pre-page 5. They really did not offer much of a challenge. The Assault Bot is roughly 30% defense (without any incarnates)  except for AoE which is about 45%. My defenses are lower, but with Acid Mortar as an opening "attack" to start aggro I kept defensive posture the entire time.

 

I really can't recommend this style of play (only the Tier 3 henchman) unless you want to have a weird old-school sense of trudging through missions as a "duo". It would be perfectly usable for role-play. The %damage in the attacks helps a LOT, but it is nothing compared to applying -Res/-Def as an AoE and allowing henchemen to clean up.

 

Having playing only even-level content, I don't think tactics is making that much of a difference for this build with the even-level henchman. As slotted, it is only adding 7.5% (no Hami-O, just Endurance Reduction) bringing the big guy to 92.5% ToHit. The power helps the MM a bit, but I wasn't really paying attention. I'll have to run higher level settings to see how the build does and how important the power is.

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