Pseudonym1

Apprentice
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  1. Well, if it's possible, it might be a good idea to give the Super Jump and Flight powers an alternate animation with Jet/Jump Packs.

    Also, it might be cool to give Teleport the option to use the new Praetorian teleport animations instead of the default.
  2. Not to mention that, if you manage to pick up both the Tactical Training and Leadership skills, which alot of people seem to suggest doing, your pets would be buffed to a high degree as well.
  3. A quick build idea I've been working on. Some thoughts, please.

    I didn't put any travel powers in there, but from what I've found, with Ninja Run and a slotted sprint/hurdle/mental training... I really didn't need one.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- Dmg-I(A), Dmg-I(3), Stpfy-Acc/Rchg(11), Stpfy-EndRdx/Stun(34), Stpfy-KB%(43)
    Level 1: Bane Spider Armor Upgrade -- Aegis-Psi/Status(A), ImpArm-ResPsi(27)
    Level 2: Mace Beam -- EndRdx-I(A), Acc-I(3), Dmg-I(11), Dmg-I(36), Decim-Build%(40)
    Level 4: Combat Training: Offensive -- Acc-I(A), Acc-I(5)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), GSFC-Build%(46)
    Level 8: Hurdle -- Jump-I(A), Jump-I(9), Jump-I(9)
    Level 10: Tactical Training: Maneuvers -- EndRdx-I(A), EndRdx-I(43)
    Level 12: Poisonous Ray -- Achilles-ResDeb%(A), RechRdx-I(13), Acc-I(13), EndRdx-I(36), DefDeb-I(37)
    Level 14: Pulverize -- Dmg-I(A), Dmg-I(15), Acc-I(15), EndRdx-I(34), KntkC'bat-Knock%(37)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17), Panac-Heal/+End(33)
    Level 18: Shatter -- Dmg-I(A), Dmg-I(19), EndRdx-I(19), Acc-I(33), P'ngS'Fest-Stun%(37)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21), EndMod-I(31)
    Level 22: Mental Training -- Run-I(A), Run-I(23), Run-I(23)
    Level 24: Cloaking Device -- GftotA-Run+(A), EndRdx-I(25), EndRdx-I(25)
    Level 26: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(27)
    Level 28: Surveillance -- Achilles-ResDeb%(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Placate -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Assault -- EndRdx-I(A), EndRdx-I(34)
    Level 35: Crowd Control -- EndRdx-I(A), Dmg-I(43), Dmg-I(46), Acc-I(46)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
    Level 41: Mace Blast -- Dmg-I(A), Dmg-I(42), EndRdx-I(42), Acc-I(42)
    Level 44: Shatter Armor -- Dmg-I(A), Dmg-I(45), Acc-I(45), EndRdx-I(45)
    Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), C'Arms-+Def(Pets)(50)
    Level 49: Tactical Training: Leadership -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), Run-I(5), Run-I(33), Clrty-Stlth(36)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------
  4. As I said before, it would make a nice contrast to the Thugs power, which summons up more pets.
  5. As I've said before, the best way to handle Serum is to have it turned into a lesser boost that boosts all of your existing pets without as much of a crash, as a nice contrast to the Thugs/Demon ability which can summon more.
  6. Pseudonym1

    MM farmer

    Depends. Bots/FF can take anything out, with a little time, and thus is probably the best bet so you can farm anything.
  7. A non-joke one, as an addition to the previous mind control selection, an illusion set, similar to the illusion controller it could deal slightly greater than average damage, but with a large percentage of it being spectral and therefore temporary. The level 18 power could easily be a Confuse/Mass Confuse, too.
  8. I named mine Spectre Zero, complete with white/black arachnos armor (in place of the usual purple or red on Bane spiders) and an evil albino look when in other costumes.
  9. Let's see...

    Imaginary, unlimited pets for no endurance, but they do no damage and only you can see them.
  10. Due to their unique varieties of Manuvers/Assault/Tactics, the Soldiers of Arachnos is most likely the best duo to an MM, especially if they decide to pick up the original Assault/Tactics as well. though you can't really go wrong.
  11. That was my suggestion =P Like I said, it would make a nice contrast to the Thugs 'Gang War,' powering up your existing minions rather than calling in more.
  12. Eh, the reason they're not hopping all over each other to 'fix mercenaries' is that, well, it doesn't need fixing. It may not be all that strong in relation to other MM Primaries, but it's still head and shoulders above other ATs builds.
  13. Pseudonym1

    Mercs/????

    I don't think almost any MM is particularly 'painful' to level.
  14. This isn't specifically firsthand experience for Ninja/FF (I had a Mercs/FF char) but I'll tell you this:

    The early game is going to be difficult, Ninjas are fairly squishy, and FF doesn't offer a heal, take Aid Other your second available opportunity (the first oppertunity is, of course, the first upgrade)

    As well as the above, do not waste any ability slots early. That is, no attacks other than Force Bolt, you want to be able to pick up a shield to help make them slightly less squishy.

    Going on from the above, Force Bolt is good. Use it often, it's good control in the form of consistent KB, it might not be perfect since Ninja's seem to be at least partially Melee, but if you can box someone into a corner or against a wall, it's great.
  15. Eh, I'm thinking maybe make the upgrades give the Mercs a couple of attacks that do that. Either some ammo changing abilities similar to Dual Pistols or just an 'Armor Piercing' bit that ignores lethal resistance for 40% of the damage.

    Edit: Or, just give them a move similar to the Piercing Rounds move in Dual Pistols, which, according to the wiki, debuffs and lowers resistance against Lethal damage, would fit right in with the set with all the debuffs SpecOps have.

    Keep Serum, like I said, it would make a better contrasting power to Punk's gang war if it simply turned up the power of the pets you have. Damage/Accuracy/Recharge Buff on all of the pets, followed by an endurance crash on the MM itself.
  16. You know, now that I think about it, Arachnos Soldier could be the best partner to the MM, with their unique versions of Manuvers, Assault, and Tactics, combined with the default versions
  17. MMs are tanks themselves when played correctly, but you really can't go wrong. Even both of you as MMs would be very good.
  18. Meh, I figure the Serum could do with a change similar to the upgrade changes. It would make a nice contrast between thugs, which uses it's extra power to call up an additional army, whereas serum could be changed to be a damage/defense/recharge buff on all of your pets, followed by some kind of crash, either for all of your pets or for you. Quality over quantity, as it were.