Post by Criswolf09 on Jul 7, 2022 9:48:34 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Automaton Archetype. So what does this hero do? The Automaton is a special archetype that needs to be unlocked to be available to play. In order to unlock it you need to reach level 40 with a hero for the first time in your account and doing so will grant you this archetype as well its unique powers, Rocket Punch and Binding Shot
Main Mechanics:
1. Charge Up Attacks: This archetype has many abilities of the Power Armor powerset that are not Weapon Systems making them optimal to play without worrying about energy costs.
2. Burn Through: This is a Particle and Crushing damage resistance debuff applied by the Chest Beam power, that reduces the previously stated resistances by 15% each for 15 seconds.
3. Rechargable Attacks: This hero has a number of abilities that will go in cooldown once used but this recharge is short for most of them, and this aspect of its gameplay is a core mechanic because it will activate the energy return of the power called Molecular Self Assembly.
Special Note: You can customize the weapon(s) of this hero in the Tailors around the world to match your character designs. In this special case is the wrist cannon of the powers Wrist Bolter and Tactical Missiles.
Archetypes Super Stats
1. Primary Stat: Ego
2. Secondary Stats: Intelligence and Constitution
Specialization Trees
1. Level 10: Ego
2. Level 20: Overseer
3. Level 30: Vindicator
Archetype Power Progression
1. Wrist Bolter
1. Power Gauntlet OR Tactical Missiles
6. Targeting Computer
8. Rocket Punch OR Binding Shot
11. Concentration
14. Particle Mine OR Mini Mines
17. Chest Beam
21. Energy Wave OR Cybernetic Tether
25. Molecular Self Assembly
30. Energy Shield OR Force Shield
35. Nanobot Swarm OR Unbreakable
40. Implosion Engine OR Orbital Cannon
Power Explanation
Level 1 - Wrist Bolter: This is our energy builder power that doesn't need to be ranked up in order to generate energy for us so I recommend leaving it at rank 1. The special advantage of this power is called Automated Assault which will transform this power into a Weapon System ability that takes the Hand Slot and will disable all of our other powers while it is active. When enhanced with this advantage, Wrist Bolter does not generate energy and this advantage costs only 1 advantage point.
Level 1 - Power Gauntlet OR Tactical Missiles: This is the first choice between two powers for this archetype.
1. Power Gauntlet: This power will deal Particle damage to a single target and will also Interrupt them with a scaling chance based on rank. The Interrupt effect will stop any attacks from the enemies and only works on foes of the following ranks: Henchemen, Villains, Master Villains and Enforcers, but enemies of the Super Villain, Lengendary, Cosmics or Onslaught Villains will not be affected by this. The special advantage of this power is called Downrage Disaster which will cause this power to deal bonus damage the further we are from the enemy but deal less damage the closer we are to them. It is important to note that this is the default power that will appear in your power tray when you create your Automaton hero, but if you wish to have Tactical Missiles instead, talk to a powerhouse trainer then choose the option Remove Powers and you will be presented with a choice between the two powers and choose the latter.
2. Tactical Missiles: This power will release a swarm of missiles to a single target and deal Crushing damage, as well have a chance to Knock down enemies if they are knock prone for example Henchmen, Villains, Master Villains or Enforcers, but Super Villains or higher ranked foes are not knock prone. The special advantage of this power is called Blast Radius which will make this power deal its base damage in a 10ft sphere around your primary target.
Level 6 - Targeting Computer: This is our Slotted Passive which will increase all our ranged Technology (the Technology tree is composed of Laser Sword, Archery, Munitions, Power Armor and Gadgeteering) damaging powers. Additionally the foes we damage with our attacks are tracked by the Locked On debuff which after 3 seconds, will cause us to gain 5% Critical Hit chance, 10% Critical Hit severity and a small amount of resistance to the enemies' attacks.
Level 8 - Rocket Punch OR Binding Shot: This is the second choice between two powers for this archetype.
1. Rocket Punch: This is a ranged area attack that will fire a rocket powered punch to the enemies having a chance of 12% - 50% (based on charge time) to Knock them back. The special advantage of this power is called Grasping Hand that will sub the knock back effect with a Root effect. Rooted targets are locked down and unable to move for a short time but can use their abilities to attack us.
2. Binding Shot: This is a crowd control power that will deal a moderate amount of Crushing damage and must be fully charged to Paralyze the enemies of Enforcer rank or lower. This power doesn't have any special advantage besides the generic Nailed to the Ground advantage which cancels any active Travel Powers present on the target.
Level 11 - Concentration: This is our toggle form that will grant us stacks of Concentration which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we fully charge or maintain a ranged power or attack a foe for more than 25 feet away. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Ego or Intelligence stat, whichever is higher. In this archetype case is Ego. Also increases our energy costs by 10%.
Level 14 - Particle Mine OR Mini Mines: This is the third choice between two powers for this archetype.
1. Particle Mine: This power will spawn a cybernetic mine that will detonate when foes are near us within 180 seconds blasting enemies with Particle Damage. Has a 15 second cooldown and Critically Hit. The special advantage of this power is called Ejector Module which will make the mine blast away foes knocking them back.
2. Mini Mines: This power will toss a cluster of floating mines around you and knock down enemies, dealing Crushing damage to all affected targets and I also forgot to mention that this ability can not score a Critical Hit like Particle Mine. This power has the following special advantages:
a. Wall of Fire: which will double the amount of mines tossed into two clusters, but will reduce the damage of the power by 40%.
b. Stim Pack: which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
c. Dizzying Impact: which will apply Disorient to all targets near the mini mines, reducing their damage by 15% and movement speed by 25% for 12 seconds.
Level 17 - Chest Beam: This power will deal a huge amount of Particle damage to foes within 50ft in a 2ft cylinder, Knock them back, as well affect all targets with the Burn Through debuff. The special advantage of this power is called Point Blank Blast which will cause Chest Beam to deal 50% more damage to foes near us, this distance caps at 10ft.
Level 21 - Energy Wave OR Cybernetic Tether: This is the fourth choice between two powers for this archetype.
1. Energy Wave: This power will deal Particle damage to all foes and Repel them a moderate distance, but when charged for at least 50% the power will knock them back (knock distance scales with Ego and Strength stat) and this power has a 25 ft sphere making it a player based area of effect ability, as well having a cooldown of 15 seconds. This power has the following specil advantages.
a. Hardened Particle Matrix: which will apply a short time shield on our hero depending the number of targets caught in the blast. The base amount of absorption points per target hit is 900.
b. Reverse Polarity: which will make this power Knock towards our hero the enemies instead of knocking them back.
c. Recharge: which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
2. Cybernetic Tether: This power comes from the Laser Sword powerset and will deal Particle damage to a foe and pull them towards our hero within a distance of 25ft. Has a 46% - 100% chance to apply a stack of Plasma Burn, which deals Particle damage over time once every second for 16 seconds, and stacks up to 5 times and also this ability has a recharge of 10 seconds. This power has the following special advantages:
a. Recharge: which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
b. Burn Bright: Fully charging this power will add 10 seconds onto the duration of any Plasma Burn affecting the target. This cannot exceed the original duration of Plasma Burn.
c. Radiate: which will apply the eponymous debuff to the target, causing them to have stacks of Plasma Burn with a 25% chance every 2 seconds for 10 seconds.
d. Download: which will grant our hero the Download buff reducing the energy cost of all Technology powers. The Technology powersets are Munitions, Power Armor, Laser Sword, Gadgeteering and Archery for 12 seconds.
Level 25 - Molecular Self-Assembly : This power is our energy unlock that will generate energy over time everytime a power finishes recharging. The energy return of this power scales with our Intelligence and Recovery stats.
Level 30 - Energy Shield OR Force Shield: This is the fifth choice between two powers for this archetype.
1. Energy Shield: This is one of our block replacer powers that can be maintained to reduce incoming damage from foes' attacks. The feature of this block is that it has a better overall damage resistance than most block powers. Energy Shield will generate energy based on the damage taken and our Recovery stat, but given the Automaton is locked in Ranged Damage Role, this energy return works at 50% of its capacity. The special advantages of this power are the following:
a. Laser Knight: while Energy Shield is slotted our hero gains 33% resistance to all damage and 33% resistance to Knock effects everytime we perform a melee attack for 2 seconds, but melee attacks deal 10% less damage. This advantage costs 3 points. I don't recommend getting it because the Automaton has only Ranged attacks.
b. Phalanx Defense System: while Energy Shield is slotted our hero gains 33% resistance to all damage and 33% resistance to Knock effects everytime we use a Weapon System Slot (Chest, Shoulder or Hand Slots). I don't recommend getting it because the Power Armor powers of this archetype are not Weapon Systems.
2. Force Shield: This is one of our block replacer powers that can be maintained to reduce incoming damage from foes' attacks. The feature of this block power is that generates more energy from incoming attacks. Force Shield will generate energy based on the damage taken and our Recovery stat, but given the Automaton is locked in Ranged Damage Role, this energy return works at 50% of its capacity. This power has a special advantage called Force Sheathe which will apply a lingering block effect for 8 seconds and will also generate energy from incoming attacks, however this one cost 3 advantage points.
Level 35 - Nanobot Swarm OR Unbreakable: This is the sixth choice between two powers for this archetype.
1. Nanobot Swarm: This is a cooldown reduction power that will substract a certain amount of seconds to any power that is currently recharging and has a recharge of 2 minutes. The special advantage of this power is called Rejuvenating Injectors that causes activating this power grant us a heal over time effect.
2. Unbrekable: This is a an Active Defense that will grant our hero a damage absorption shield that periodically refresh a part of its absorption based on damage taken however this effect will be reduced based on the current damage we are dealing with our attacks. The special advantage of this power is called Unchained which will apply a large amount of Break Free damage to any holds or disable affecting our hero, a stack of hold resistance and a stack of knock resistance.
Level 40 - Implosion Engine OR Orbital Cannon: This is the final choice between two powers for this archetype.
1. Implosion Engine: This power is the shared Ultimate power of all Technology powersets, that will throw a gravity device that sucks all enemies up to a maximum of 10 targets as well snaring them for the duration of the existance of the Implosion Engine and will deal Crushing damage over time. The special advantage of this power is called Inverse Polarization Field that will cause this power to Knock back all targets when it expires (Knock distance scaling with our Ego stat).
2. Orbital Cannon: This power will mark a 15ft area of the ground with a targeting laser and when its lights align after 4.5 seconds the targets will take massive Particle damage, and this power has a 15 seconds cooldown as well apply a stack of Plasma Burn, dealing Particle damage over time and stacks up to 5 times. The special advantage of this power is called Anvil of Dawn which will cause the laser beam of this power to continue dealing a modest amount of damage for 9 seconds and each hit now has a 40% chance to apply stacks of Plasma Burn.
Build Examples
1. Advanced Robot Recommended for PVE
Level 1: Wrist Bolter
Level 1: Power Gauntlet
Level 6: Targeting Computer (Rank 2, Rank 3)
Level 8: Rocket Punch (Rank 2, Grasping Hand)
Level 11: Concentration
Level 14: Particle Mine (Rank 2, Ejector Module)
Level 17: Chest Beam (Rank 2, Point Blank Blast)
Level 21: Energy Wave (Hardened Particle Matrix, Recharge)
Level 25: Molecular Self-Assembly
Level 30: Force Shield (Rank 2, Force Sheathe)
Level 35: Unbreakable (Rank 2, Rank 3)
Level 40: Orbital Cannon (Rank 2, Anvil of Dawn)
2. Tactical Mastermind Recomended for PVE
Level 1: Wrist Bolter
Level 1: Tactical Missiles (Rank 2, Blast Radius)
Level 6: Targeting Computer (Rank 2, Rank 3)
Level 8: Binding Shot
Level 11: Concentration
Level 14: Mini Mines (Wall of Fire, Stim Pack)
Level 17: Chest Beam (Rank 2, Point Blank Blast)
Level 21: Cybernetic Tether (Radiate, Download)
Level 25: Molecular Self-Assembly
Level 30: Energy Shield (Rank 2, Rank 3)
Level 35: Nanobot Swarm (Rank 2, Rejuvinating Injectors)
Level 40: Implosion Engine (Rank 2, Inverse Polarization Field)
3. Perfect Targeting Recomended for PVP
Level 1: Wrist Bolter
Level 1: Power Gauntlet (Break Through)
Level 6: Targeting Computer (Rank 2, Rank 3)
Level 8: Binding Shot (Nailed to the Ground)
Level 11: Concentration
Level 14: Particle Mine (Rank 2, Ejector Module)
Level 17: Chest Beam (Rank 2, Point Blank Blast)
Level 21: Cybernetic Tether (Radiate, Download)
Level 25: Molecular Self-Assembly
Level 30: Force Shield (Rank 2, Rank 3)
Level 35: Unbreakable (Rank 2, Unchained)
Level 40: Implosion Engine (Rank 2, Inverse Polarization Field)
Specializations for all Builds
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Overseer: Ruthless (3/3)
Overseer: Impact (2/2)
Overseer: Trapped (3/3)
Overseer: Conservation (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Ego Mastery (1/1)
Talents for all builds
Level 7: Healthy Mind (Con: 5, Int: 5)
Level 12: Ascetic (Con: 5, Ego: 5)
Level 15: Academics (Int: 5, Ego: 5)
Level 20: Worldly (Ego: 5, Rec: 5)
Level 25: Negotiator (Int: 5, Rec: 5)
Level 30: Quick Recovery (Con: 5, Rec: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Ego Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Intelligence Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Ego Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Intelligence Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!