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Posted

See Title.  Trying to figure out where to put slots, what powers are necessary, which are needed and which are nice to have.  I am currently Mu Mastery, SJ, Hasten and Leadership for secondary power sets.  I'm also 44, so I still have two power selections left. 

 

I'm not interested in a min/maxed, proc heavy build, just one I could easily play solo or in a group and not have to think about what I'm doing too much.  I play this game as a way to mindlessly relax after a hard work day.

Posted

Here is my level 50 build (sorry no MIDS) with three sets of henchmen. I have a "One Big Robot" build as well.

 

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While leveling, I had different power choices and slottings (mostly to control Endurance costs).

Posted
  On 2/10/2023 at 7:49 AM, Czerno Alpha said:

See Title.  Trying to figure out where to put slots, what powers are necessary, which are needed and which are nice to have.  I am currently Mu Mastery, SJ, Hasten and Leadership for secondary power sets.  I'm also 44, so I still have two power selections left. 

 

I'm not interested in a min/maxed, proc heavy build, just one I could easily play solo or in a group and not have to think about what I'm doing too much.  I play this game as a way to mindlessly relax after a hard work day.

Expand  

 

I am well aware that Hasten can lead to having three Acid Mortars simultaneously, but honestly I consider it to be a bad power pick for Robotics/Traps (particularly) and for MMs in general. MMs have a high Endurance cost for using their powers, so using them more frequently isn't exactly a good thing, even considering the eventual Endurance cost of Hasten.

 

The move of the -Regen into the MM attacks does mean that for some fights the MM will need to use its attacks, so those attacks should have Accuracy and Endurance slotting.

Posted

Due to the way the forums work its getting hard to find stuff by searching, so many good builds get pushed down to page 20+ as everyone logs on and asks for necro/x build etc. i end up copying builds and saving them in mids then forget who posted the so i can't give credit where its due (theres are not mine) Its possible it was @Arbegla and @Bionic_Flea, i do remember Flea posted one of the first i saw but that was probably over 3 years ago so it won't be updated for page 5 but either way they are both good starting points and have great def/resists

 

 

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  • Thanks 1
Posted

I would probably build something like this. It should be softcap to everything with the Protector Bot's shields. Or possibly go with less damage resistance to take Bonfire and Fire Ball. Is Team TP and Group Fly still frowned upon? I wouldn't mind using TTP if it can drag Mortars/Beacons around or use the death-from-above, Group Fly tactic.

 

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Posted
  On 2/13/2023 at 8:18 PM, Meknomancer said:

@StrikerFoxwhy did you skip the poison trap, its the main source of -regen for av/gm/pylon killing, i don't think there's anything else comes close to it in any other powerset and its great mob control?

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More or less my own playstyle. I usually team and rarely ever enter melee. Luring targets to the Poison Trap just seems like a waste of time for me, especially when the team is moving quickly. I did put Trip Mine in there, more because I like the immediate damage it would produce when detonated. 

Posted
  On 2/14/2023 at 3:06 AM, StrikerFox said:

 

More or less my own playstyle. I usually team and rarely ever enter melee. Luring targets to the Poison Trap just seems like a waste of time for me, especially when the team is moving quickly. I did put Trip Mine in there, more because I like the immediate damage it would produce when detonated. 

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Fair enough, just seemed odd leaving it out, its the first traps build i've ever seen that skipped it, i always considered PT and AM to be the top 2 picks in traps. But you have to melee for mortar don't you? If your in the mob, poison trap buys you the time to drop the mortars.

Posted
  On 2/14/2023 at 1:36 PM, Meknomancer said:

Fair enough, just seemed odd leaving it out, its the first traps build i've ever seen that skipped it, i always considered PT and AM to be the top 2 picks in traps. But you have to melee for mortar don't you? If your in the mob, poison trap buys you the time to drop the mortars.

Expand  

 

AM is dropped at your feet and it launches TAoE acid grenades. It works in melee but it's not melee. Can tell by the IO sets that can be slot be slotted in it. I consider PT a nice to have but not really essential. FFG is way more important. Triage Beacon with Panacea proc to pump out more heals/end for everyone in range. Seeker Drones isn't great but I like that it follows the MM.

Posted

 

  On 2/14/2023 at 2:19 PM, StrikerFox said:

 

AM is dropped at your feet and it launches TAoE acid grenades. It works in melee but it's not melee. Can tell by the IO sets that can be slot be slotted in it. I consider PT a nice to have but not really essential. FFG is way more important. Triage Beacon with Panacea proc to pump out more heals/end for everyone in range. Seeker Drones isn't great but I like that it follows the MM.

Expand  

 

 

 

How close to they need to be? , i know it says ranged and mm's get different sets to slot but mids doesn't show anything to indicate how close. been running traps mm's for as long as they've been out and i have 5 on HC but i never even looked at stuff like that, always just ran into the mobs centre, hit poison trap-acid mortar.

Posted

With my traps characters I find it's a perfect opportunity to work in fold space to the build and teleport everyone onto the traps I have set. Maybe that's just my playstyle when on a traps character but it works well.

Posted (edited)

I second the above - I tried an alt build at some point with Fold Space + Trip Mines and it's really fun to mess around with, but it's another alley

 

Personally mostly play Bots/Traps because i'm a boring nerd. Still using pre-rework build ingame but here's an updated version i'll respec into someday when not lazy

 

- This is not a primary damage dealer - but meant robust for shenanigans and when things go wrong

- Probably boring by most people standards and useless for speed/clear ;-(  (arguably like all MM builds)

 

Pros:

 - Group Fly

 - 2 set attacks for -400% Regen, nearing standard AV cap with daggers

 - High T1/T2 pet Accuracy/EndRed

 - High T2 Bubble Defense and utility

 - Good HP pool (for MM standards)

 - High Trap Rech (but no Hasten)

 - Some baseline personal resist

 

Cons:

 - No fun quirks. I take P2W bat and swing it at enemies instead

 - No funny attacks and proc cones, it's all boring standard ones

 - No Maintenance Drone

 - No Musculature or heavy damage means

 - Low uptime Force Feedback, no Hasten

 - T3 relies on Soulbound proc for ToHit, and has low accuracy without Nerve (This needs proper testing)

 - Endurance unbalanced if spamming eg. Photon Grenade

 - Less procs due to heavy inverstment in power stats, HP bonuses, and Defense

 

Can interchange Panacea/Numina between Triage Beacon & Health

 

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Edited by Fira
Posted
  On 2/14/2023 at 4:42 PM, Meknomancer said:

How close to they need to be? , i know it says ranged and mm's get different sets to slot but mids doesn't show anything to indicate how close. been running traps mm's for as long as they've been out and i have 5 on HC but i never even looked at stuff like that, always just ran into the mobs centre, hit poison trap-acid mortar.

Expand  

 

AM range is about a 50' radius. Tested in RWZ VS dummies. Just by comparing the max distance AM will launch grenades at dummies VS Supremacy range. Supremacy has a 60' radius, AM's range is slightly less than that. If I stand right behind the counter/barricade, Supremacy shuts off for my bot (Bot is positioned right beside the Rikti dummy). If I drop AM further back than where it is in the screenshot, it won't fire.

 

image.thumb.png.fe3ea1502dde537a6522c8a9cbe2bcf6.png

  • Thanks 1
Posted

I would definitely not skip poison trap. Its the best -regen power in the game, hands down, (-1000%), yes its melee range, but you can run in, drop poison trap, and run out and go back to ranged without any issue. Its literally the sole reason to be a /traps. The next best -regen power in the game is only -500%, so you're literally doing twice the debuff power, and it can be made perma, as the cloud lasts for quite some time, and ticks every 10 seconds.

 

Yes, MMs have an endurance problem, but its only an extra 25% endurance compared to the other support ATs, and you can compensate for it with enough +recovery, +end, and endurance discount set bonuses.

 

Here is my build, though I just put tempered readiness in web grenade for the additional recovery, max end, and recharge.

 

https://www.midsreborn.com/builds/download.php?uc=1744&c=731&a=1462&f=HEX&dc=78DA7D94C94F535114C6BF371464A80CA50C8532141104A95445B7CAB491268C826E48298FDA0468D342228E2B978E7F8EC101C5A889EE8CBA3031312AA232A8B870554FDE79275E9AE04BDAFB7BDF39F7BBE7DE9EDEF0F99EC2972FFA4F402BEE9E89A4D313E1487ADE4ACDC6E7A65CE1482C1E3500B84FA626ADD84CA47E2012B33A7349F1FD4B9B185E989D4DCC0587129389F97834ED55425D0BD3D3C19154249946E1402231131C4EA4A2566A319F5F929635C57ABF1549C6E76245F23265A5D2E7E2495F6F321E0D2A86E105A7C0C54AAAA2853E775DF4A5419E0CBD8E9840C8443EC605DEEB80DF44213E08FC861DDA8B358266138B26D42743AF197A28C11E8A770CA53C5CA0244D59DAD47044B76D4B7194A10C9D02C718CA719CE14E1360A8851BB84E63C084891B02371972708B610F6E0B5C639B25DAB04BB1D15CD836EC480EFE305CA43A73D53A73516338C5F8192A512B50C7E04303C3259A9DA7CECE836ED8A7E883C9500397C03255E531518B559E7D9FCA2B5077598051FE556A715A608CA11E6704B67507BC9A0D8DD4746EC5066EBCE394CB34A5485DA0081BBC74033605B6047E3034E2A7C02F86075467896A53822F92B2C6B00F5F05BE097C67D88F75862B548D476923C38365D349591178C4D08C270C0F696DAFBAB6172B86A4083C633880E7025DBA03DD0C57C9AD42B1312AF091DBBD159F043E0BAC322CD3DA55EAC156D1AEB837E8C8ABD548B5FC182514F12B11DD2F9183E8331C38C5E0A1DC3AD5A50E9D3452E32C5142402D3780904C3ECCD08E72CDAEB2DDDE184180EC9A54BB26B471B9F7684A8BDAA62D18D41D97218643181618111875FEB0E4DBA6FAB651B37003936F502D3388577C7421BC167823F096A18CEC3A54BB0E39A170D63D93A9C912E05C3CFDBBE803A67ADD91AEB1BE9EBFF31E94FC8D5DF4CD2C5D73749D87ADFF879FB6D2E5A56EE331096E5518238390629019CF16CE660B83D9424F6BD661F591E055855E120A54E12FC2E10A40

Posted

I wouldn't worry about a "kiting" on a Robotics/Traps build. I'm pretty sure the build I posted has (with no Incarnates)

 

MM: Positional Defenses of 50%+ for Melee/Ranged, 54%+ for AoE

Henchmen: 46%+ Melee/Ranged, 61%+ AoE

 

Posted

I wouldn't kite on a MM anyways, its too hard to get the pets to cooperate with the mob AI. I do occasionally do corner pulls, abusing bodyguard mode, but its not really kiting, so much as smacking a mob, or waiting for a group of ambushes around a corner.

 

on a bot/traps MM, you should be near the softcap, if not even near the incarnate softcap just from FFG and the protector bot bubble. Once you add in 6 Seeker Drones all doing -tohit, (4 from the protector bot, two from the MM) you can really hit some insane levels of mitigation.

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