Onlyasandwich Posted December 28, 2024 Posted December 28, 2024 (edited) Happy almost New Year, Masterminds! I just polished off my latest Dom (Mind/Martial is good times) and am ready to return to MM land. I think it's high time I try on Robotics for size, and Traps is a good candidate for secondary to try on some of the MM specific reworks it got earlier this year. I've run Traps on Defenders and Controllers, but haven't used it on this side of the fence. I noticed that quite a few powers in this combo incidentally throw some stun and KD into the mix. Nice! I doubled down on that just a little bit in this build. I figure with the frequency of this popping out from Photon Grenade, the various stuns my bots spew, and Seekers, Dark Pit might actually get some useful play! I know it's not the most amazing epic power compared to highly optimized choices, but it at least has a place in the plan. As always, I'd love your experienced review and perspective! My goals: Grab stunny things and make sure they are slotted well enough to hit +3's. Do lots of knockdown while I'm at it. Softcap my bots (pretty easy to do with pad room here). Stack defense where I can get easy bonuses for my own protection, but not specifically pursuing softcap. Secondary to this, stacking any old resists across the board. Pretty vague goals I know - most of this is just "choose good things and good bonuses." I'd love to hear your power choice and slotting input, but want to highlight a few elements I'd like to keep regardless: Dark Pit is here to stay. KD proc in Photon Grenade is fun! Stuns and KD are the name of the game here, and I get to participate in the fun directly. I want to keep Detonator to at least give it a go. Same for Seeker Drones. I know not everyone likes them, but I enjoy them, they are thematic, and they serve a good purpose in this build. If anything the mule for Pet uniques is helpful. Concerns: End consumption is not great! This is inevitable when going leadership alongside fighting pool with a secondary that doesn't offer end support. That being said, I'm not spamming expensive epic attacks, and have endredux in most of my expensive clickies. If you see an easy path to improve this, excellent to share! Slow resist. I usually like to pursue this more heavily. Perhaps less of an issue with all the defense going around. Still, would be great to free up a slot for the winter travel IO. Pet Slotting. Especially Assault bot - I know he's low on acc here. My logic is that perhaps Acid Mortar, tactics, and of course supremacy will be enough to bridge the gap where it counts. Do you think this is silly? I had him with more acc, but wanted to squeeze in the KB to KD proc. Is Missile Swarm that much of a bother without it? Perhaps I could drop the Overwhelming force if my fears are misplaced about how much the KB might disrupt. Other tricks to optimize Bot pet slotting. It looks like the Smashing proc is good value in Assault bot and Battle drones. Do you bother with additional Defense slotting in Protector Bots? A travel power would be nice. I don't really care that much these days unless theme demands it though. If I found Dark Pit truly and absolutely useless, I could definitely drop it, pick up a travel power, and use those slots to feed the issues above, though I'd lose the nice set purple bonuses. Triage beacon is another possible drop. It's decent, but in other Traps characters I almost always have something better to do. Upgrade Robot - do you bother to max out healing Enhancement? Looks like the heal is on a pretty long cooldown, so not worth big investment. If you see an easy path to softcap for an important vector (S/L, maybe ranged) without sacrificing the build's goals, that would be strong as well. Detonator. I understand it inherits the enhancement of the Pet you use it on. I don't see any updates that indicate this is no longer the case, but am I wrong? What is your experience with it post revamp? Soul Consumption. I'm already invested in the epic, and have a few potential swaps to grab it. It looks pretty useless given the gigantic recharge. Am I missing something? This seems like a real dud. Build: Mastermind (Robotics - Traps).mbd Pic: Spoiler Text: Spoiler Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: Robotics Secondary powerset: Traps Pool powerset (#1): Leaping Pool powerset (#2): Fighting Pool powerset (#3): Speed Pool powerset (#4): Leadership Ancillary powerset: Dark Mastery ────────────────────────────── Powers taken: Level 1: Battle Drones A: Superior Command of the Mastermind: Accuracy/Damage 45: Superior Command of the Mastermind: Damage/Endurance 45: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge 46: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura 46: Soulbound Allegiance: Chance for Build Up 46: Explosive Strike: Chance for Smashing Damage Level 1: Caltrops A: Pacing of the Turtle: Range/Slow Level 2: Pulse Rifle Burst A: Superior Winter's Bite: Accuracy/Damage 3: Superior Winter's Bite: Accuracy/Damage/Endurance 3: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime 5: Gladiator's Javelin: Chance of Damage(Toxic) 43: Apocalypse: Chance of Damage(Negative) 43: Explosive Strike: Chance for Smashing Damage Level 4: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 34: Kismet: Accuracy +6% Level 6: Equip Robot A: Titanium Coating: Resistance/Endurance 7: Titanium Coating: Resistance/Recharge 7: Titanium Coating: Resistance 25: Titanium Coating: Resistance/Endurance/Recharge 43: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Photon Grenade A: Superior Frozen Blast: Accuracy/Damage 9: Superior Frozen Blast: Damage/Endurance 9: Positron's Blast: Chance of Damage(Energy) 11: Javelin Volley: Chance of Damage(Lethal) 42: Bombardment: Chance for Fire Damage 42: Ragnarok: Chance for Knockdown Level 10: Acid Mortar A: Analyze Weakness: Accuracy/Recharge 11: Analyze Weakness: Accuracy/Endurance/Recharge Level 12: Protector Bots A: Superior Mark of Supremacy: Accuracy/Damage/Endurance 13: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen 13: Superior Mark of Supremacy: Damage 15: Superior Mark of Supremacy: Accuracy/Endurance 40: Luck of the Gambler: Defense/Increased Global Recharge Speed 42: Luck of the Gambler: Defense Level 14: Triage Beacon A: Preventive Medicine: Heal 15: Preventive Medicine: Heal/Endurance Level 16: Force Field Generator A: Luck of the Gambler: Defense/Increased Global Recharge Speed 17: Shield Wall: Defense/Endurance 17: Shield Wall: Defense 40: Shield Wall: +Res (Teleportation), +5% Res (All) Level 18: Maintenance Drone A: Preventive Medicine: Heal 19: Preventive Medicine: Heal/Endurance Level 20: Poison Trap A: Superior Entomb: Accuracy/Hold/Endurance/Recharge 21: Superior Entomb: Accuracy/Hold 21: Superior Entomb: Recharge/Chance for +Absorb 36: Neuronic Shutdown: Chance of Damage(Psionic) 36: Ghost Widow's Embrace: Chance of Damage(Psionic) 37: Unbreakable Constraint: Chance for Smashing Damage Level 22: Assault Bot A: Superior Mark of Supremacy: Accuracy/Damage 23: Superior Mark of Supremacy: Damage/Endurance 23: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown 29: Expedient Reinforcement: Resist Bonus Aura for Pets 34: Call to Arms: Defense Bonus Aura for Pets 34: Explosive Strike: Chance for Smashing Damage Level 24: Seeker Drones A: Cloud Senses: Accuracy/ToHitDebuff 29: Edict of the Master: Defense Bonus 31: Sovereign Right: Resistance Bonus Level 26: Upgrade Robot A: Preventive Medicine: Heal 27: Preventive Medicine: Chance for +Absorb Level 28: Kick (Empty) Level 30: Detonator A: Invention: Recharge Reduction 31: Invention: Recharge Reduction 31: Sudden Acceleration: Knockback to Knockdown Level 32: Tough A: Aegis: Resistance/Endurance A: Aegis: Resistance/Recharge 33: Aegis: Resistance 33: Aegis: Psionic/Status Resistance 33: Steadfast Protection: Knockback Protection 39: Steadfast Protection: Resistance/+Def 3% Level 35: Hasten A: Invention: Recharge Reduction 36: Invention: Recharge Reduction Level 38: Murky Cloud A: Titanium Coating: Resistance/Endurance 39: Titanium Coating: Resistance A: Titanium Coating: Resistance/Recharge 39: Titanium Coating: Resistance/Endurance/Recharge Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed A: Invention: Endurance Reduction Level 44: Tactics A: Adjusted Targeting: To Hit Buff/Endurance Level 47: Dark Pit A: Absolute Amazement: Stun/Recharge A: Absolute Amazement: Stun/Recharge/Accuracy 48: Absolute Amazement: Recharge/Accuracy 48: Absolute Amazement: Stun/Endurance 48: Absolute Amazement: Chance for ToHit Debuff Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 50: Reactive Defenses: Defense 50: Reactive Defenses: Defense/Endurance 50: Reactive Defenses: Scaling Resist Damage ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance 19: Miracle: +Recovery 37: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 37: Performance Shifter: EndMod 40: Invention: Endurance Modification Edited December 28, 2024 by Onlyasandwich
Wimbochismo Posted December 28, 2024 Posted December 28, 2024 I just recently made a Bots/Cold and he's at 40 right now. I also managed to hit some pretty good numbers on his build. Probably one of the more interesting benefits with Bots is that the shield from Protector's hits the MM as well. They give 1 application of the shield that does 13 defense baseline to all but toxic/psi. I have just a 50+5 defense in the Protector's on my build. At lvl 40 with a lvl 30 defense IO, the shield is providing ~15.75 defense. This means that the MM themselves only need to hit 32 defense to be at softcap, less if Protector's are slotted for defense. To that end you may be able to adjust defense downwards in your build to achieve some of your other build goals. I didn't bother with more than 1 slot in Upgrade Robot. The heal is okayish but most of your healing comes from Maintenance Drone. So long as pets don't get 1 shot, Drone is pretty solid to keep them up. The only other consideration I can think of is endurance management in the pets. Before I got Heat Loss I noticed that my pets were just burning through their end. With nothing in Traps, it might be something to think about. The only one that seems especially low is Assault Bot coming in at 33.13% end adjustment. 1
Onlyasandwich Posted December 29, 2024 Author Posted December 29, 2024 (edited) 2 hours ago, Wimbochismo said: shield from Protector's hits the MM as well Silly me, and thank you! I should have known this, given that this is how it works for Demons as well with their resist shield. That makes a huge difference, and puts me over softcap for personal defense already as well, with some room to move things as you noted. Perfect! I've sorted out my Pet slotting deficiencies. I did decide to drop the lotg in favor of a +5 defense IO in Protector bots. With the lotg I'm 2% shy of softcap for them - a fairly important 2% to preserve. Traps has enough tricks to pull out at a given moment that juicing recharge at all costs isn't the biggest deal anyhow. Now that brings me to Triage Beacon vs Soul Consumption (if it's worth a damn - doesn't look like it is) or something else (maybe a travel power?). Does anyone actually get mileage out of Triage on their robots? I always want to like it more than I do, but it never really ends up feeling worth the cast on my Defenders and Controllers. Maybe more impactful if soloing on a MM.\ Also occurred to me that my Acc was a little suboptimal on Battle Drones, and I really don't need the Sup Command Ato Pet Unique for the extra 15% aoe defense. Swappy do, problem solved. Maybe worth swapping back for incarnate stuff though - we'll see. Current reworked build: Mastermind (Robotics - Traps).mbd Picture: Spoiler Text: Spoiler Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: Robotics Secondary powerset: Traps Pool powerset (#1): Leaping Pool powerset (#2): Fighting Pool powerset (#3): Speed Pool powerset (#4): Leadership Ancillary powerset: Dark Mastery ────────────────────────────── Powers taken: Level 1: Battle Drones A: Superior Command of the Mastermind: Accuracy/Damage 45: Superior Command of the Mastermind: Damage/Endurance 45: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge 46: Superior Command of the Mastermind: Accuracy/Damage/Recharge 46: Soulbound Allegiance: Chance for Build Up 46: Explosive Strike: Chance for Smashing Damage Level 1: Caltrops A: Pacing of the Turtle: Range/Slow Level 2: Pulse Rifle Burst A: Superior Winter's Bite: Accuracy/Damage 3: Superior Winter's Bite: Accuracy/Damage/Endurance 3: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime 5: Gladiator's Javelin: Chance of Damage(Toxic) 43: Apocalypse: Chance of Damage(Negative) 43: Explosive Strike: Chance for Smashing Damage Level 4: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 34: Kismet: Accuracy +6% 50: Winter's Gift: Slow Resistance (20%) Level 6: Equip Robot A: Titanium Coating: Resistance/Endurance 7: Titanium Coating: Resistance/Recharge 7: Titanium Coating: Resistance 25: Titanium Coating: Resistance/Endurance/Recharge 43: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Photon Grenade A: Superior Frozen Blast: Accuracy/Damage 9: Superior Frozen Blast: Damage/Endurance 9: Positron's Blast: Chance of Damage(Energy) 11: Javelin Volley: Chance of Damage(Lethal) 42: Bombardment: Chance for Fire Damage 42: Ragnarok: Chance for Knockdown Level 10: Acid Mortar A: Analyze Weakness: Accuracy/Recharge 11: Analyze Weakness: Accuracy/Endurance/Recharge Level 12: Protector Bots A: Superior Mark of Supremacy: Accuracy/Damage/Endurance 13: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen 13: Superior Mark of Supremacy: Damage/Endurance 15: Expedient Reinforcement: Accuracy/Damage 40: Expedient Reinforcement: Resist Bonus Aura for Pets 42: Invention: Defense Buff Level 14: Triage Beacon A: Preventive Medicine: Heal 15: Preventive Medicine: Heal/Endurance Level 16: Force Field Generator A: Luck of the Gambler: Defense/Increased Global Recharge Speed 17: Shield Wall: Defense/Endurance 17: Shield Wall: Defense 27: Shield Wall: Defense/Endurance/Recharge 40: Shield Wall: +Res (Teleportation), +5% Res (All) Level 18: Maintenance Drone A: Preventive Medicine: Heal 19: Preventive Medicine: Heal/Endurance Level 20: Poison Trap A: Superior Entomb: Accuracy/Hold/Endurance/Recharge 21: Superior Entomb: Accuracy/Hold 21: Superior Entomb: Recharge/Chance for +Absorb 36: Neuronic Shutdown: Chance of Damage(Psionic) 36: Ghost Widow's Embrace: Chance of Damage(Psionic) 37: Unbreakable Constraint: Chance for Smashing Damage Level 22: Assault Bot A: Superior Mark of Supremacy: Accuracy/Damage 23: Superior Mark of Supremacy: Accuracy/Endurance 23: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown 29: Call to Arms: Damage/Endurance 34: Call to Arms: Defense Bonus Aura for Pets 34: Explosive Strike: Chance for Smashing Damage Level 24: Seeker Drones A: Cloud Senses: Accuracy/ToHitDebuff 29: Edict of the Master: Defense Bonus 31: Sovereign Right: Resistance Bonus Level 26: Upgrade Robot A: Preventive Medicine: Chance for +Absorb Level 28: Kick (Empty) Level 30: Detonator A: Invention: Recharge Reduction 31: Invention: Recharge Reduction 31: Sudden Acceleration: Knockback to Knockdown Level 32: Tough A: Aegis: Resistance/Endurance A: Aegis: Resistance/Recharge 33: Aegis: Resistance 33: Aegis: Psionic/Status Resistance 33: Steadfast Protection: Knockback Protection 39: Steadfast Protection: Resistance/+Def 3% Level 35: Hasten A: Invention: Recharge Reduction 36: Invention: Recharge Reduction Level 38: Murky Cloud A: Titanium Coating: Resistance/Endurance 39: Titanium Coating: Resistance A: Titanium Coating: Resistance/Recharge 39: Titanium Coating: Resistance/Endurance/Recharge Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed A: Invention: Endurance Reduction Level 44: Tactics A: Adjusted Targeting: To Hit Buff/Endurance Level 47: Dark Pit A: Absolute Amazement: Stun/Recharge A: Absolute Amazement: Stun/Recharge/Accuracy 48: Absolute Amazement: Recharge/Accuracy 48: Absolute Amazement: Stun/Endurance 48: Absolute Amazement: Chance for ToHit Debuff Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 50: Reactive Defenses: Defense/Endurance 50: Reactive Defenses: Scaling Resist Damage ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance 19: Miracle: +Recovery 37: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 37: Performance Shifter: EndMod 40: Invention: Endurance Modification Edited December 29, 2024 by Onlyasandwich 1
Maelwys Posted December 29, 2024 Posted December 29, 2024 (edited) Drones are pretty self sustainable, but the Protector Bots and AssBot both guzzle endurance like it's going out of fashion. Triage Beacon can help here if you stick a Panacea Proc in it, especially whenever you have multiple copies of it out. With procced Triage Beacon plus softcapped bots the maintenance drone can comfortably handle top up healing without you needing to dip into the medicine pool. Don't bother slotting Upgrade Robot, just stick a Preventive Medicine unique in its default slot... but *do* slot Equip Robot for +Res. Drones really need ED capped Accuracy to reliability hit +3 enemies (since these are +5 to the drones) even with Supremacy and slotted Tactics. The Acid Mortar can help make up for this vs a tough Single Target but not vs hordes of mooks. To figure out what your henchmens' hit rate will be in Mids you'll need to unslot any Accuracy Set Bonuses (and Kismet if applicable) then raise your enemy level slider to +5 (Drones) and +4 (Protector Bots) instead of the usual +3 baseline. Regarding KB>KD, yes, you'll want to stick a convertor in the AssBot otherwise its Swarm Missiles become very annoying as it punts stuff out of its own Burn Patches let alone /Traps other placeables... however thankfully none of the other pets require one any more. The Explosive Strike Damage proc adds a fair bit to the Drones' ST damage and the AssBot's AOE damage. The Soulbound Allegiance Proc can go in either, although personally I prefer the Drones. ...but I have to ask: why Dark Pit over Thunder Strike or Oppressive Gloom? It's not as if being in melee range is going to be much of an issue with softcapped defense and BG mode, and you'll already likely be toebombing TripMine and Poison Trap... and picking Mu Mastery would also let you slot Electrifying Fences with both the Energy Manipulator and Debilitative Action procs. Edited December 29, 2024 by Maelwys 1
Onlyasandwich Posted December 29, 2024 Author Posted December 29, 2024 (edited) 4 hours ago, Maelwys said: Dark Pit over Thunder Strike Funsies is the answer. The option to apply the stun quickly at range without repositioning is also nice. Additionally, I like the resist spread on murky cloud for this build. It would probably be more optimal to go dark embrace/ogloom and rework my set bonuses to back off on s/l. I may spin that up in mids and see how I like it for comparison. Edited December 29, 2024 by Onlyasandwich 1
Maelwys Posted December 29, 2024 Posted December 29, 2024 37 minutes ago, Onlyasandwich said: I may spin that up in mids and see how I like it for comparison. A quick eyeball shows Mu Elec Fences with a >30% and >20% chance for the two aforementioned stun procs to kick in, so that may be worth testing too providing you can put up with the S/L/E res armor! 1
tidge Posted December 29, 2024 Posted December 29, 2024 Prior to the Robotics revamp, I used to slot the henchmen for Knockdown. Now I don't bother. I do have knockdown in Pulse Rifle Burst and Mace Beam Volley. Things don't fall down quite as often, but things are still flopping about quite a bit. I tried to make Seeker Drones work, because I *like* stuns, but I found the power to be a bad fit for *whatever* strategy I was pursuing. Knockdowns, AoE Immobilizes, AoE debuffs, AoE Slows... these were all IMO more reliable than the Stun. I don't need the -ToHit. I don't need the power to mule any set pieces, see below. My henchmen slotting: Spoiler 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 (*) Sovereign Right – Accuracy/Damage (*) Sovereign Right - Resistance Bonus Level 6: Equip Robot (A) Unbreakable Guard - Resistance (*) Unbreakable Guard - +7.5% MaxHP Level 12: Protector Bots (A) Superior Mark of Supremacy - Damage/Endurance: Level 50 (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50 (*) Hami-O Defense/Endurance (53 or 50+5) (*) Edict of the Master: Defense Bonus (*) Call to Arms: Defense Aura for Pets (*) Call to Arms: Accuracy/Damage 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 26: Upgrade Robot (A) Healing IO: Level 50+5 With this slotting, I see no endurance issues in any of the tiers. I don't do anything fancy to try to replenish the robots' health or endurance except for Maintenance Drone; it has 6xPreventive Medicine. Obvious level 50 is needed for this slotting, but it is what it is. I know there are advocates for the %BuildUp in the T3, or for KB->KD, or for %damage... my experience is that for the content I play, I can split targets using the MM itself with either the T3 or all the T1, leaving the other tier with the T2s, and the two groups finish off their hard targets in roughly the same amount of time. The one compromise I'd make, if Seeker Drones is going to be used to hold any of the pet global uniques, might be to replace the T1 Expedient Reinforcement with Explosive Strike's %Smashing and (depending on other slotting) swap the T2 Edict of the Master for a Luck of the Gambler Defense/Global Recharge piece. My own build is incredibly tight, so I'd have to sacrifice something to get even 1 more slot for Seeker Drones. 1
Uun Posted December 29, 2024 Posted December 29, 2024 19 hours ago, Onlyasandwich said: Detonator. I understand it inherits the enhancement of the Pet you use it on. I don't see any updates that indicate this is no longer the case, but am I wrong? What is your experience with it post revamp? I tested this pretty extensively when the change when through. Detonator still inherits the enhancements of the henchman you target. Damage is also affected by the rank of the henchman (due to purple patch and the level shifts), so T3 > T2 > T1. Used on a T2 or T3 henchman, Detonator puts out more damage than a blaster T9. Although the power accepts damage and accuracy enhancements (as well as Ranged AoE and Knockback sets), they do NOTHING. Note, this is reported incorrectly in game on the enhancement screen as well as in Mid's. The only thing you need to slot in Detonator is 2x recharge IOs. 1 Uuniverse
tidge Posted December 29, 2024 Posted December 29, 2024 38 minutes ago, Uun said: I tested this pretty extensively when the change when through. Detonator still inherits the enhancements of the henchman you target. Damage is also affected by the rank of the henchman (due to purple patch and the level shifts), so T3 > T2 > T1. Is there a difference (in Detonator damage) if you have boosted a henchmen (or other pet) with a red inspiration active prior to Detonation?
Onlyasandwich Posted December 29, 2024 Author Posted December 29, 2024 (edited) 1 hour ago, tidge said: Is there a difference (in Detonator damage) if you have boosted a henchmen (or other pet) with a red inspiration active prior to Detonation? I think I ran across the thread where @Uun explored this when I was making the build. Someone tested this and found that the Detonator didn't inherit any damage buffs fed to the exploding minion. To Uun - you mentioned Knockback sets do nothing. Does this mean KB to KD is also pointless? Still very respectable damage for a MM attack, though inconvenient conditions with a long cooldown. I took @Maelwys's suggestion of Panacea in Triage. We'll see how it works out in practice. It saves a slot as well! The downside is that I have to throw down triage if I want to benefit form Panacea, and historically throwing down triage doesn't feel awesome. Perhaps the proc will make it feel better! I also rejiggered things with Mu Mastery, and not really sure what I like best. Advantages: S/L resist is capped, and Energy is a bit better. Better end sustain. Re-prioritizing my S/L bonuses and pursuing other resists hit some incidental end gains. Electric fences is thematic, and it's really useful to immobilize groups. Just having it to rotate in as an actual attack adds some decent damage over time. Also tossed in the -res proc from annihilation, which is nice. Disadvantages: Overall resist spread took a big hit. F/C isn't as big a deal ultimately, though I feel the loss of NE. Probably an even trade in practice given the value of S/L. Less reliable, and shorter stun in Fences. Still - comes out to roughly 55% chance of stun with both procs accounted for, and I can cycle it more quickly. If I weren't feeling extra stunny, damage procs are probably the better choice overall here. Not really sure what I like best! I think I'm leaning towards the Mu build, if only for theme. Edit Including my final version now, accounting for @Uun's confirmation about KD proc not working in Detonator. Build: Mastermind (Robotics - Traps) mu version.mbd Picture: Spoiler Text: Spoiler Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: RoboticsSecondary powerset: TrapsPool powerset (#1): LeapingPool powerset (#2): FightingPool powerset (#3): SpeedPool powerset (#4): LeadershipAncillary powerset: Mu Mastery ────────────────────────────── Powers taken: Level 1: Battle Drones A: Superior Command of the Mastermind: Accuracy/Damage45: Superior Command of the Mastermind: Damage/Endurance45: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge46: Superior Command of the Mastermind: Accuracy/Damage/Recharge46: Soulbound Allegiance: Chance for Build Up46: Explosive Strike: Chance for Smashing Damage Level 1: Caltrops A: Superior Frozen Blast: Damage/Endurance31: Superior Frozen Blast: Recharge/Chance for Immobilize Level 2: Pulse Rifle Burst A: Superior Winter's Bite: Accuracy/Damage3: Superior Winter's Bite: Accuracy/Damage/Endurance3: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime5: Gladiator's Javelin: Chance of Damage(Toxic)43: Apocalypse: Chance of Damage(Negative)43: Explosive Strike: Chance for Smashing Damage Level 4: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Kismet: Accuracy +6%50: Winter's Gift: Slow Resistance (20%) Level 6: Equip Robot A: Unbreakable Guard: Resistance7: Unbreakable Guard: Resistance/Endurance7: Unbreakable Guard: RechargeTime/Resistance33: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Photon Grenade A: Superior Frozen Blast: Accuracy/Damage9: Superior Frozen Blast: Accuracy/Damage/Endurance9: Positron's Blast: Chance of Damage(Energy)11: Javelin Volley: Chance of Damage(Lethal)42: Bombardment: Chance for Fire Damage42: Ragnarok: Chance for Knockdown Level 10: Acid Mortar A: Analyze Weakness: Accuracy/Recharge11: Analyze Weakness: Accuracy/Endurance/Recharge15: Analyze Weakness: Defense Debuff/Endurance/Recharge Level 12: Protector Bots A: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen13: Superior Mark of Supremacy: Damage/Endurance15: Expedient Reinforcement: Accuracy/Damage40: Expedient Reinforcement: Resist Bonus Aura for Pets42: Invention: Defense Buff Level 14: Triage Beacon A: Panacea: +Hit Points/Endurance Level 16: Force Field Generator A: Luck of the Gambler: Defense/Increased Global Recharge Speed17: Shield Wall: Defense/Endurance17: Shield Wall: Defense27: Shield Wall: Defense/Endurance/Recharge40: Shield Wall: +Res (Teleportation), +5% Res (All) Level 18: Maintenance Drone A: Preventive Medicine: Heal19: Preventive Medicine: Heal/Endurance Level 20: Poison Trap A: Superior Entomb: Accuracy/Hold/Endurance/Recharge21: Superior Entomb: Accuracy/Hold21: Superior Entomb: Recharge/Chance for +Absorb36: Neuronic Shutdown: Chance of Damage(Psionic)36: Ghost Widow's Embrace: Chance of Damage(Psionic)37: Unbreakable Constraint: Chance for Smashing Damage Level 22: Assault Bot A: Superior Mark of Supremacy: Accuracy/Damage23: Superior Mark of Supremacy: Accuracy/Endurance23: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown29: Call to Arms: Damage/Endurance34: Call to Arms: Defense Bonus Aura for Pets34: Explosive Strike: Chance for Smashing Damage Level 24: Seeker Drones A: Cloud Senses: Accuracy/ToHitDebuff25: Cloud Senses: Accuracy/Endurance/Recharge29: Cloud Senses: ToHit Debuff/Endurance/Recharge31: Cloud Senses: Accuracy/Recharge37: Edict of the Master: Defense Bonus43: Sovereign Right: Resistance Bonus Level 26: Upgrade Robot A: Preventive Medicine: Chance for +Absorb Level 28: Kick (Empty) Level 30: Detonator A: Invention: Recharge Reduction31: Invention: Recharge Reduction Level 32: Tough A: Unbreakable Guard: ResistanceA: Unbreakable Guard: Resistance/Endurance33: Unbreakable Guard: +Max HP Level 35: Hasten A: Invention: Recharge Reduction36: Invention: Recharge Reduction Level 38: Charged Armor A: Unbreakable Guard: Resistance39: Unbreakable Guard: Resistance/EnduranceA: Unbreakable Guard: Resistance/Endurance/RechargeTime39: Steadfast Protection: Resistance/+Def 3%39: Steadfast Protection: Knockback Protection Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Invention: Endurance Reduction Level 44: Tactics A: Adjusted Targeting: To Hit Buff/Endurance Level 47: Electrifying Fences A: Annihilation: Accuracy/DamageA: Annihilation: Accuracy/Damage/Endurance48: Annihilation: Chance for Res Debuff48: Bombardment: Chance for Fire Damage48: Positron's Blast: Chance of Damage(Energy)50: Trap of the Hunter: Chance of Damage(Lethal) Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Reactive Defenses: Defense/Endurance51: Reactive Defenses: Scaling Resist Damage ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery19: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End37: Performance Shifter: EndMod40: Invention: Endurance Modification Mastermind (Robotics - Traps) mu version.mbd Edited December 29, 2024 by Onlyasandwich 1
Uun Posted December 29, 2024 Posted December 29, 2024 1 hour ago, tidge said: Is there a difference (in Detonator damage) if you have boosted a henchmen (or other pet) with a red inspiration active prior to Detonation? Just checked this. Inspirations do nothing nor do other damage buffs (i.e., Assault). 33 minutes ago, Onlyasandwich said: To Uun - you mentioned Knockback sets do nothing. Does this mean KB to KD is also pointless? I was referring to the damage and accuracy. Just checked kb>kd and it doesn't seem to do anything either. 1 Uuniverse
Onlyasandwich Posted December 30, 2024 Author Posted December 30, 2024 I keep fiddling with this build and finding little optimizations. Found some more slow resist and F/C resist without sacrificing anything. Decided the 40% chance to stun is good enough in Fences - the 2 PPM from energy manip just isn't worth it vs a damage proc. I know Detonator doesn't benefit from actual damage/acc slotting, but here I was able to mule out some good bonuses from Ragnarok for only 1 more slot invested and keep recharged maxed. One step closer to perfection! Build: Mastermind (Robotics - Traps) mu version.mbd Picture: (add 15 defense for the buff from bots). Spoiler Text: Spoiler Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: RoboticsSecondary powerset: TrapsPool powerset (#1): LeapingPool powerset (#2): FightingPool powerset (#3): SpeedPool powerset (#4): LeadershipAncillary powerset: Mu Mastery ────────────────────────────── Powers taken: Level 1: Battle Drones A: Superior Command of the Mastermind: Accuracy/Damage45: Superior Command of the Mastermind: Damage/Endurance45: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge46: Superior Command of the Mastermind: Accuracy/Damage/Recharge46: Soulbound Allegiance: Chance for Build Up46: Explosive Strike: Chance for Smashing Damage Level 1: Caltrops A: Pacing of the Turtle: Range/Slow Level 2: Pulse Rifle Burst A: Superior Winter's Bite: Accuracy/Damage3: Superior Winter's Bite: Accuracy/Damage/Endurance3: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime5: Gladiator's Javelin: Chance of Damage(Toxic)43: Apocalypse: Chance of Damage(Negative)43: Explosive Strike: Chance for Smashing Damage Level 4: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Kismet: Accuracy +6%50: Winter's Gift: Slow Resistance (20%) Level 6: Equip Robot A: Unbreakable Guard: Resistance7: Unbreakable Guard: Resistance/Endurance7: Unbreakable Guard: RechargeTime/Resistance33: Gladiator's Armor: TP Protection +3% Def (All) Level 8: Photon Grenade A: Superior Frozen Blast: Accuracy/Damage9: Superior Frozen Blast: Accuracy/Damage/Endurance9: Positron's Blast: Chance of Damage(Energy)11: Javelin Volley: Chance of Damage(Lethal)42: Bombardment: Chance for Fire Damage42: Ragnarok: Chance for Knockdown Level 10: Acid Mortar A: Superior Frozen Blast: Accuracy/Damage/Recharge11: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime15: Superior Frozen Blast: Recharge/Chance for Immobilize Level 12: Protector Bots A: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen13: Superior Mark of Supremacy: Damage/Endurance15: Expedient Reinforcement: Accuracy/Damage40: Expedient Reinforcement: Resist Bonus Aura for Pets42: Invention: Defense Buff Level 14: Triage Beacon A: Panacea: +Hit Points/Endurance Level 16: Force Field Generator A: Luck of the Gambler: Defense/Increased Global Recharge Speed17: Shield Wall: Defense/Endurance17: Shield Wall: Defense27: Shield Wall: Defense/Endurance/Recharge40: Shield Wall: +Res (Teleportation), +5% Res (All) Level 18: Maintenance Drone A: Preventive Medicine: Heal19: Preventive Medicine: Heal/Endurance Level 20: Poison Trap A: Superior Entomb: Accuracy/Hold/Endurance/Recharge21: Superior Entomb: Accuracy/Hold21: Superior Entomb: Recharge/Chance for +Absorb36: Neuronic Shutdown: Chance of Damage(Psionic)36: Ghost Widow's Embrace: Chance of Damage(Psionic)37: Unbreakable Constraint: Chance for Smashing Damage Level 22: Assault Bot A: Superior Mark of Supremacy: Accuracy/Damage23: Superior Mark of Supremacy: Accuracy/Endurance23: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown29: Call to Arms: Damage/Endurance34: Call to Arms: Defense Bonus Aura for Pets34: Explosive Strike: Chance for Smashing Damage Level 24: Seeker Drones A: Cloud Senses: Accuracy/ToHitDebuff25: Cloud Senses: Accuracy/Endurance/Recharge29: Cloud Senses: ToHit Debuff/Endurance/Recharge31: Cloud Senses: Accuracy/Recharge37: Edict of the Master: Defense Bonus43: Sovereign Right: Resistance Bonus Level 26: Upgrade Robot A: Preventive Medicine: Chance for +Absorb Level 28: Boxing (Empty) Level 30: Detonator A: Ragnarok: Damage/Recharge31: Ragnarok: Recharge/Accuracy31: Ragnarok: Damage/Recharge/Accuracy Level 32: Tough A: Unbreakable Guard: ResistanceA: Unbreakable Guard: Resistance/Endurance33: Unbreakable Guard: +Max HP Level 35: Hasten A: Invention: Recharge Reduction36: Invention: Recharge Reduction Level 38: Charged Armor A: Unbreakable Guard: Resistance39: Unbreakable Guard: Resistance/EnduranceA: Unbreakable Guard: Resistance/Endurance/RechargeTime39: Steadfast Protection: Resistance/+Def 3%39: Steadfast Protection: Knockback Protection Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Invention: Endurance Reduction Level 44: Tactics A: Adjusted Targeting: To Hit Buff/Endurance Level 47: Electrifying Fences A: Annihilation: Accuracy/DamageA: Annihilation: Accuracy/Damage/Endurance48: Annihilation: Chance for Res Debuff48: Bombardment: Chance for Fire Damage48: Positron's Blast: Chance of Damage(Energy)50: Debilitative Action: Disorient Bonus Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Reactive Defenses: Defense/Endurance51: Reactive Defenses: Scaling Resist Damage ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint A: Celerity: +Stealth Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery19: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End37: Performance Shifter: EndMod40: Invention: Endurance Modification
Onlyasandwich Posted December 31, 2024 Author Posted December 31, 2024 @Maelwys I have to say, the Panacea in Triage is indeed well worth it. Those Protectors suck down end like no tomorrow, and I see it making a very noticeable impact. 1
Maelwys Posted December 31, 2024 Posted December 31, 2024 3 hours ago, Onlyasandwich said: @Maelwys I have to say, the Panacea in Triage is indeed well worth it. Those Protectors suck down end like no tomorrow, and I see it making a very noticeable impact. You should be able to double or even triple it if you slot Triage for recharge, as last I checked you can have multiple Triage Beacons out (Disclaimer: I haven't played around much on a Bot/Traps since the i27p5 changes, but I regularly use a Panacea Proc in Spirit Ward on my /Cold and /FF toons as well as in Spirit Tree on my Plant Dominator!) but yeah it's one of those weird edge cases where the actual activation rate of the proc is considerably higher than the radius of the power suggests on paper. Pseudopet shenanigans! 1
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