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Reconstruction: Maximilian Largo (Bots/FF)
Reconstruction: Maximilian Largo (Bots/FF)
#1
So, after the latest stint in AE, I realized that, as effective as Largo was as a walking buff generator, I could probably do somewhat better. Also, that I was
sick of Teleport as a travel power, but that's another story.

So I didn't take a chisel to his build. I took a chainsaw, swapping out power choices and generally exploiting set bonuses to attempt to address the main
points of weakness in his current build.

The points I'm looking to address here are:

1. Endurance. MMs may not NEED endurance, but I've finally gotten sick of not having it, so this build is meant to allow me to do stuff while running all
my toggles, etc. etc.

2. Boring Invincible Gameplay. Largo's gameplay style is very much "sit there and buff the bots while they kill everything", and while that's
fine, I felt I could adjust it so that I can actually do something WHILE buffing the bots and the bots are killing everything. This ties into #1 above.

3. Synchronization. This is mostly the reason I dropped the GW Patron toggle in exchange for the ranged cone. Defense is Largo's stock and trade, so an
attack focused on To Hit Debuff would benefit him and everyone around him.

Admittedly, this build dropped Resuscitate, the Teleport pool entirely, and Vengeance, so Largo's now a much more solo-centric build as compared to Clank.
While he still has utility (Aid Other, the shields), he doesn't have powers that don't really benefit him if he's not teamed at present.

Anyway, tl;dr, here's the build.

Villain Plan by Mids' Villain Designer 1.601

http://www.cohplanner.com/


Click this DataLink to open the build!


Maximilian Largo: Level 50 Technology Mastermind

Primary Power Set: Robotics

Secondary Power Set: Force Field

Power Pool: Leadership

Power Pool: Flight

Power Pool: Medicine

Power Pool: Fitness

Ancillary Pool: Soul Mastery

Villain Profile:

Level 1: Battle Drones
  • (A) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage
  • (9) Blood Mandate - Accuracy/Damage/Endurance
  • (11) Blood Mandate - Damage
  • (34) Sovereign Right - Resistance Bonus
Level 1: Force Bolt
  • (A) Devastation - Chance of Hold
  • (39) Devastation - Accuracy/Damage
  • (39) Thunderstrike - Accuracy/Damage
  • (40) Thunderstrike - Accuracy/Damage/Recharge
  • (42) Entropic Chaos - Chance of Heal Self
Level 2: Deflection Shield
  • (A) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Defense/Endurance
  • (5) Gift of the Ancients - Defense
  • (13) Gift of the Ancients - Defense/Endurance
  • (37) Gift of the Ancients - Run Speed +7.5%
Level 4: Insulation Shield
  • (A) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Defense/Endurance
  • (7) Gift of the Ancients - Defense
  • (15) Gift of the Ancients - Defense/Endurance
  • (40) Luck of the Gambler - Recharge Speed
Level 6: Equip Robot
  • (A) Endurance Reduction IO
  • (9) Endurance Reduction IO
Level 8: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense/Recharge
  • (37) Luck of the Gambler - Endurance/Recharge
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
Level 10: Hover
  • (A) Defense Buff IO
Level 12: Protector Bots
  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Accuracy
  • (29) Blood Mandate - Damage/Endurance
  • (29) Blood Mandate - Damage
  • (33) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Personal Force Field
  • (A) Defense Buff IO
  • (17) Defense Buff IO
  • (17) Defense Buff IO
Level 18: Aid Other
  • (A) Miracle - Heal
  • (19) Miracle - Heal/Recharge
  • (19) Miracle - Heal/Endurance/Recharge
  • (25) Miracle - Endurance/Recharge
  • (46) Miracle - Heal/Endurance
Level 20: Dispersion Bubble
  • (A) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Kismet - Accuracy +6%
  • (23) Kismet - Defense/Endurance
  • (43) Luck of the Gambler - Defense/Endurance/Recharge
Level 22: Aid Self
  • (A) Doctored Wounds - Heal/Endurance
  • (23) Doctored Wounds - Heal
  • (25) Doctored Wounds - Heal/Recharge
  • (42) Doctored Wounds - Endurance/Recharge
  • (46) Doctored Wounds - Heal/Endurance/Recharge
Level 24: Swift
  • (A) Flight Speed IO
Level 26: Assault Bot
  • (A) Blood Mandate - Accuracy/Damage
  • (27) Blood Mandate - Damage/Endurance
  • (27) Blood Mandate - Accuracy/Damage/Endurance
  • (31) Blood Mandate - Damage
  • (33) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy
Level 28: Health
  • (A) Miracle - +Recovery
  • (43) Miracle - Heal/Endurance
  • (43) Miracle - Heal
Level 30: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (31) Efficacy Adaptor - EndMod/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy
  • (46) Performance Shifter - Chance for +End
Level 32: Upgrade Robot
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
Level 35: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 38: Force Bubble
  • (A) Endurance Reduction IO
  • (39) Endurance Reduction IO
Level 41: Assault
  • (A) Endurance Reduction IO
  • (42) Endurance Reduction IO
Level 44: Night Fall
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (45) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (45) Dark Watcher's Despair - Chance for Recharge Slow
Level 47: Soul Tentacles
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (48) Trap of the Hunter - Immobilize/Accuracy
  • (48) Trap of the Hunter - Endurance/Immobilize
  • (48) Trap of the Hunter - Accuracy/Endurance
Level 49: Soul Storm
  • (A) Ghost Widow's Embrace - Accuracy/Recharge
  • (50) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (50) Ghost Widow's Embrace - Accuracy/Endurance
  • (50) Ghost Widow's Embrace - Endurance/Hold
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy

| Copy & Paste this data into Mids' Hero Designer to view the build |

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---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."
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#2
I haven't dropped this build into mids yet, but if you want to do more during battle I would recommend Pulse Rifle Burst.

Decent damage, good knock back, and available at low levels. Heck chaining that with force bolt and Nemmi Staff means you can keep most threats on their ass
while the bots fill them with lazery goodness.

I would drop one of the leadership powers to make room for it. (my preference: Assault, hurting things shouldn't be a problem with your slotting)

I'm tempted to bitch about the minor bonuses Blood mandate gives, and how you can get more regen by frankenslotting, but I guess regen's not a problem
for you.

It also seems like all of your active combat abilities come at the tail end of the power choices, if you are exemplared down, what are you going to do?

If I remember to, I'll try and put this through the ringer tomorrow

Don't feel bad that this is a solo-oriented build, Clank is a jack of all trades (ok, maybe a queen with all the slotting I've got going on) and a
master at none.

You don't need to spread yourself as thin. Focusing on hurting things in combat, and not walking such a razors edge of endurance, is a good thing.
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
Reply
 
#3
Quote: sweno wrote:

I haven't dropped this build into mids yet, but if you want to do more during battle I would recommend Pulse Rifle Burst.

Decent damage, good knock back, and available at low levels. Heck chaining that with force bolt and Nemmi Staff means you can keep most threats on their ass
while the bots fill them with lazery goodness.

I would drop one of the leadership powers to make room for it. (my preference: Assault, hurting things shouldn't be a problem with your slotting)
I might take this, honestly. Assault is mostly there because, at the time, I had nothing better to really select at that point, and the bonuses
add up. I might finangle this concept, see if I can fit in some slots on PRB to make it workable. I actually had an excess of slots on a few powers(notice how
many five slotted ones I've got, fer'ex), so that might not be too hard. Don't have the Nemmy staff yet, but it's only a matter of time.

Quote: I'm tempted to bitch about the minor bonuses Blood mandate gives, and how you can get more regen by frankenslotting, but I guess regen's not a
problem for you.
Not really, but mainly because with the added endurance, as well as recharge bonuses, I can generally find time to heal myself whenever I need it,
and if they burst damage more than that, I'm likely dead on my feet before the salvo ends. :lol

Quote: It also seems like all of your active combat abilities come at the tail end of the power choices, if you are exemplared down, what are you going to do?
Part of this is that Largo is already 50. The build itself changes little(aside from travel power selection) in the early stages, because
that's a point where I probably *will* be hiding behind the bots as much as possible. But since I tend to play Largo at higher levels a bit more than I do
lower ones(due to a surfeit of redside lowbies), the late game active combat works well for that. If someone can tell the difference between me having an ally
on auto-follow and me at the keyboard behind it during a Reichs fight, I'll consider it a success.

Quote: Don't feel bad that this is a solo-oriented build, Clank is a jack of all trades (ok, maybe a queen with all the slotting I've got going on) and a
master at none.

You don't need to spread yourself as thin. Focusing on hurting things in combat, and not walking such a razors edge of endurance, is a good thing.
I actually don't, due to the fact that whenever Largo's on, someone else usually has a rez and a better one than Resuscitation. Vengeance
is a mixed bag, and Detention field (while funny) is kind of more likely to irritate our user group than be beneficial. I still recall DFing a Longbow Warden
to concentrate on Numina only to find I'd misread the chat and we were trying to take the Warden out first....whoops. :lol: The only power I'm really
going to miss is Recall Friend, if only because PFF is excellent for "TankerStealth" deep penetrations on maps, but I'll deal with that as it
comes. Honestly, the rebuild's been a long bit overdue, and a quick combat test of it satisfied me quite a bit. Now the problem is just financing the thing
in a redside market. :lol
---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."
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