Jump to content

Bot/Dark Build


Irzizz

Recommended Posts

Hey, I used to have a Bot/Dark that I ran on Live and have been trying to work it up again. Here is my current powerset plan, although I have no idea how to slot / enchance it effectively. A part of me thinks it seems a little too toggle heavy, but maybe not. I primarily do PVE content, usually solo although I've been playing with my family lately, which is why Teleport Target has become essential. Any tips, suggestions, ideas, alterations are welcome.

Kuat - Mastermind (Robotics - Dark Miasma).mbd

Link to comment
Share on other sites

The build is missing the Steadfast +3% def unique.


I recommend building for more +recharge just to get Tar Patch and Howling Twilight up as often as possible. More Luck of the Gambler +7.5% and split Superior Mark of Supremacy for multiple +10%. Five slot Howling Twilight with Absolute Amazement.


Numina/Regenerative Tissue are not very useful slotted in Maintenance Drone/Upgrade Robot. MD can trigger Numina's on itself but is unaffected by the +regen/rec. Protector Bots can trigger RT on themselves when they heal a target but would be more useful healing their bot-mate for a higher amount.


Theft of Essense proc is useful in Twilight Grasp if the build has endurance issues.


Overwhelming Force KD IO is great in Battle Drones. It gives all their attacks a chance to KD. Most of the Assault Bot's attacks knockback anyways. The Sudden Acceleration KB-KD IO would be a good replacement.


The +regen portion of Impervious Skin works on all pets if slotted in Equip Robot.


Protector Bots has a +13% def bubble (Unenhanced) to M/R/A and S/L/F/C/E/N (No Toxic or Psionic def). It lasts for 4 minutes and recasts it when it wears off. It's +def stat doesn't show on Mids' so your defense numbers are higher than they appear. The build may not even need Scorpion Shield. Without it, defense numbers will be around +25-30%. Add the Protector's +13, they will be at +38-43%. Add Darkest Night and/or Fearsome Stare, and the build will at equivalent softcap def.


Regardless the build will probably perform well if no changes are made. Good job, man.
 

  • Like 1
Link to comment
Share on other sites

11 hours ago, StrikerFox said:

Overwhelming Force KD IO is great in Battle Drones. It gives all their attacks a chance to KD. Most of the Assault Bot's attacks knockback anyways. The Sudden Acceleration KB-KD IO would be a good replacement.

 

Not bad advice, but MOST of the Robotic attacks now do Knockdown, not Knockback. I put the Soulbound Allegiance %BuildUp in the Battle Drones.

 

I haven't looked at the proposed build (sorry no MIDS) Here is my (page 5) Robotics/Traps build for reference:

 

Spoiler

 

Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery

------------
Level     1:    Battle Drones    
 (A) Superior Mark of Supremacy - Damage: Level 50
 (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50
 (*) Soulbound Allegiance - Chance for Build Up: Level 50
 (*) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
 (*) Sovereign Right – Accuracy/Damage: Level 50
 (*)  Sovereign Right - Resistance Bonus: Level 50

 

Level     1:    Caltrops    
 (A) Annihilation - Damage/RechargeTime: Level 50
 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (*) Ice Mistral’s Torment –Damage/Recharge: Level 50
 (*) Ice Mistral’s Torment –Accuracy/Damage/Endurance/Recharge: Level 50
 (*) Ice Mistral’s Torment - Chance for Damage(Cold): Level 50
 (*) Javelin Volley - Chance of Damage(Lethal): Level 50

 

Level 2:        Pulse Rifle Bursst
 (A) Sudden Acceleration - Knockback to Knockdown: Level 50
 (*) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
 (*) Sudden Acceleration - Knockback/Accuracy: Level 50
 (*) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
 (*) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
 (*) Sudden Acceleration - Knockback/Recharge: Level 50

 

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

 

Level  6:    Equip Robot    
 (A) Unbreakable Guard - Resistance: Level 50
 (*) Unbreakable Guard - +7.5% MaxHP: Level 50


Level 8:     Photon Grenade    
 (A) Annihilation - Accuracy/Damage: Level 50
 (*) Annihilation - Damage/RechargeTime: Level 50
 (*) Annihilation - Accuracy/Damage/Endurance: Level 50
 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (*) Annihilation - Chance for Res Debuff: Level 50
 (*) Annihilation - Accuracy/Damage/RechargeTime: Level 50

Level 10:    Hover    
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 12:    Protector Bots    
 (A) Superior Mark of Supremacy - Damage/Endurance: Level 50
 (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50
 (*) Defense Buff IO: Level 50+5
 (*) Edict of the Master: Defense Bonus: Level 40
 (*) Call to Arms: Defense Aura for Pets: Level 30
 (*) Call to Arms: Accuracy/Damage: Level 30

 

Level 14:    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
 (*) Annihilation - Chance for Res Debuff: Level 50
 (*) Achilles' Heel - Chance for Res Debuff: Level 20
 (*) Accuracy: Level 50+5

 

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 - Chance of Damage(Lethal): Level 50
 (*) Unbreakable Constraint Chance for Damage (Smashing): Level 50
 (*) Entomb: Chance for +Absorb: 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 - Recharge/Pet +AoE Defense Aura: Level 50
 (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50
 (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

 

Level 24:    Group Fly    
 (A) Winter's Gift - Slow Resistance (20%): Level 50

 

Level 26:    Upgrade Robot    
 (A) Healing IO: Level 50+5

 

Level 28:    Maneuvers    
 (A) HamiO:Cytoskeleton (Endurance / ToHit / Defense Buff): Level 53
 (*) Luck of the Gambler - Recharge Speed: Level 50

 

Level 30:    Tactics    
 (A) HamiO:Cytoskeleton (Endurance / ToHit / Defense Buff): Level 53
 (*) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 

Level 32:    Evasive Manuevers    

 (A) Shield Wall: Teleportation Protection, +Res (All): Level 50

 

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:    Mace Beam Volley    
 (A) Sudden Acceleration - Knockback to Knockdown: Level 50
 (*) Annihilation - Accuracy/Damage: Level 50
 (*) Annihilation - Damage/RechargeTime: Level 50
 (*) Annihilation - Accuracy/Damage/Endurance: Level 50
 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (*) Annihilation - Chance for Res Debuff: Level 50


Level 44:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%: Level 30
 (*) Aegis - Psionic/Status Resistance: Level 50
 (*) Unbreakable Guard - +Max HP: Level 50
 (*) Unbreakable Guard - Resistance: Level 50
 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 

Level 47:    Weave    
 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 49:    Grant Invisibility    
 (A) 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) Flight Speed IO: Level 50+5

 

Level 2:    Health    
 (A) Miracle - +Recovery: Level 40
 (*) Panacea - +Hit Points/Endurance: Level 50
 (*) Panacea - Heal: 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
 (*) EnduranceMod IO: Level50+5

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

 

 

/Traps has more skippable powers than /Dark Miasma IMO, so choices would have to be made.

 

The Traps secondary changes that come to mind immediately are:

 

Caltrops ->Tar Patch, slotted with only 2x 50+5Recharge IOs (saves 4 slots, but costs some set bonuses)

 

Acid Mortar -> Howling Twilight

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

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

 (*) Absolute Amazement - Stun/Recharge: Level 50+5

 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

 (*) Ragnarok - Accuracy/Recharge: Level 50+5

 (*) Ragnarok - Damage/Endurance: Level 50+5

 

Force Field Generator -> Darkest Night, with similar slotting (as a baseline)

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

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

 (*) Defense Buff IO: Level 50+5

 

EDIT: I overlooked that Darkest Night is a toggle, so it should get some Defense/Endurance slotting, certainly in that third slot.

 

Poison Trap seems like a simple swap to Petrifying Gaze, but I would replace it with Fearsome Stare, that will double as a type of AoE immob:

 (A) Cloud Senses - Chance for Negative Energy Damage: Level 30

 (*) Cloud Senses - Accuracy/Endurance/Recharge: Level 30

 (*) Cloud Senses - Accuracy/ToHitDebuff: Level 30

 (*) Cloud Senses - Accuracy/Recharge: Level 30

 (*) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50

 

Now: The new powers from /Dark Miasma that I would want are:

 

Dark Servant

 (A) Cloud Senses - Chance for Negative Energy Damage: Level 30
 (*) Cloud Senses - Accuracy/ToHitDebuff: Level 30
 (*) Cloud Senses - ToHit Debuff: Level 30
 (*) Cloud Senses - Accuracy/Recharge: Level 30

 

Twlight Grasp

 (A) Theft of Essence - Chance for +Endurance: Level 30

 (*) Touch of the Nictus - Chance for Negative Energy Damage: Level 50

 (*) Touch of the Nictus - Accuracy/Healing: Level 50

 (*) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50

 

Normally I only include the %+Endurance while leveling, but MMs can burn Endurance at a rather high clip. I want to note that the Robotics new Maintenance Drone is absolutely fine for the henchmen, so skipping this Dark power would seem odd, but I think for the Robotics Primary it is justifiable (sorry teammates!)

 

Petrifying Gaze

 (A) Gladiator's Net - Accuracy/Hold: Level 50+5
 (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5
 (*) Gladiator's Net - Chance of Damage(Lethal): Level 50
 (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50
 (*) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50
 (*) Neuronic Shutdown - Chance of Damage(Psionic): Level 30

 

The important differences between the /Traps Poison Trap and the /Dark Petrifying Gaze are that Poison Trap is AoE and provides -Regen, making it IMO superior for almost all content. I am not sure I would dedicate as many slots to this power (on Dark) in a final build. I would probably want it for solo play.

 

To fit three new powers in the build, my initial thoughts on what to probably sacrifice:

 

Mace Beam Volley (even though it gives up a %-Resistance chance). Rather than give this up...

 

....I would probably have to NOT go into the Flight travel pool, giving up Hover, Fly, Group Fly, Evasive Manuevers, and using either Infiltration (Concealment pool) as my travel power, or... knowing myself... I might just make these choices (not saying what level to take them, just the power swaps)

 

Hover -> Mighty Leap (Experimentation)

Fly -> Twilight Grasp

Group Fly -> Dark Servant

Evasive Maneuvers -> Weaken Resolve (Experimentation)

Mace Bean Volley -> Wall of Force (Experimentation)

 

I have found a key to success with Robots is the application of -Regen (for hard targets) and -Resistance (for both large spawns and single hard targets). Tar Patch will go a long way to cover the -Resistance, yet I would still try to work the same %-resistance piece (I use Annihilation in ranged damage AoE) to help the henchmen stack damage. The experimentation pool helps with this. I also like the AoE cone of Wall of Force to keep aggro on the user (here, Mastermind). I also appreciate that Wall of Force can be taken at a much lower level than an Epic attack!

 

The single-target Hold is not considered for the reasons I outline above. Again, about me: on a Mastermind I don't think I would be able to leverage the single-target attack to as great an effect as I would by picking a different power. If you are down to a single target, I imagine it is better to debuff it for the henchmen than try to control (or even %damage) it myself.

 

Edited by tidge
small comment on Darkest Night forgotten
Link to comment
Share on other sites

Bah, I should go back and edit the post above, but this is more of general comment:

 

I usually don't recommend to try to put %damage pieces in Mastermind attacks, unless:

  • They are part of a set that will be slotted anyway
  • They are AoE

Masterminds have a terrible damage scale, so the %damage will improve the damage output of (only) the Mastermind... but it is IMO far better to improve the DPS of the Henchmen (and Pets). When looking at my proposed slotting for Howling Twilight, I think I would recommend swapping out the Positron's %damage piece for the Annihilation %-resistance. The +MaxEnd from Annihilation is something I consider valuable enough, I might swap out the other %damage piece for another Annihilation piece for some more Endurance and or Recharge improvements.

Link to comment
Share on other sites

  • 2 weeks later

Thanks for all the feedback. I've been working on the suggestions and spent some time reworking the build a bit, only to accidentally save something else over it lol. I think I remember what I had changed though so here is the updated build for review. I've still think I may need to cut some of the toggles, or at least get better at recognizing when some aren't needed, but I've got him to 47 currently and its working pretty well. I don't have a lot of the enhancements yet but slowly building to them one at a time. Again any and all feedback is welcome.

 

 

 

Kuat2 - Mastermind (Robotics - Dark Miasma).mbd

Edited by Irzizz
Attachment
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...