I good guide, but clearly you and I have different playstyles.
So, with respect, I'd like to add some counter-points for people to think about.
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I have only one of the three available non-pet attack powers (Slug) and my play style does not dictate the need for any more. You may find it easier to take both Burst and Slug early, then respect one out as you get more pets. Two attack power do help in the earlier non-SpecOps and non-Commando level. Once you get your second SpecOps henchman and especially once you get Commando, you may find you only need one or none of your own attacks.
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...I disagree with only taking 1 attack power.
Mercs/Traps can CHEW thru minions FAST...
So I find that it suits a "run-and-gun" playstyle better, IMO, than setting up in a stationary location for more than a few seconds.
For maximum DPS, I take ALL the "mobile" attacks: Burst, Slug, Grenade, WebG, Caltrops, seekers etc.
Why set a trap when you'll be leaving the area a few seconds after you got there?
But that's just me.
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Slug is my favorite attack power in the Merc line. If you are going to choose one attack, this one is it. It does have twice the recharge as Burst, but it has more punch with knockback. With two recharges reductions, the timer drops to 6 seconds and is up when you need it! I suggest taking this if you are only going with one attack.
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If you only take 1 attack, choose Burst over Slug.
Even though is does less damage each shot, Burst it does MORE damge in DPS and DPE over time since it recharges faster and takes less endurance.
Put the same 2 recharge reducers in Burst instead of Slug, and you'll get more damage per second over time.
another great reason is: Burst debuffs the targets defense.
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I suggest at lest 2 +ACC. The rest is really up to you. You can see in my planned build below how I slot them. Some MMs put 3 +ACC in, but with tactics and supremacy you really only need 2. Once you have Commando, you can slot for healing, but I found with 2 ACC, 3 DMG and 1 HEAL, it makes for a well rounded tier.
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Don't forget all your henchmen's attacks debuff the target's defense... accuracy is rarely a problem.
Even 2 +ACC can be overkill, especially if tactics has some extra tohit slots.
3 slots in tactics verses an extra acc in EACH attack and henchmen is a pretty good trade.
I got with 1 accuracy enhancer and do missions on relentless and I don't have a problem with missing.
but that's just my experience. your milage may vary.
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Equip Mercenary
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If you want an all-ranged (no melee) group, then apply the upgrade to soliders and commando, but do NOT give the 1st upgrade to your spec ops.
Then, Spec Ops guys wont run up to the mobs to riflebutt them. Which helps keep your group close together for your inherent or leadership pools.
the only thing you lose that way is their "flash bang" special, which does no damage so you're not really loosing anything to skip the upgrade on spec ops guys.
just something to consider.
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Maneuvers (MM = 2.75% Def).: With its low defensive (~2.75% base) numbers and lack of status protection makes it just about useless.
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less useful is not the same as useless.
with 3 defense enhancers, and FF generator (also enhanced), you can acheive a 16.0% defense bonus (4.3% + 11.7%) to all damage types...
that's a fairly significant defense # for a non-brute... and EVERYONE in the team gets that 16.0%.... that's pretty damn nice.
I'd consider taking and slotting manuevers if I were you.
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Some MMs wont live without Medicine, some never touch it. I never have nor will I take the medicine pool. Mostly because I have no desire to sit there and heal my henchmen, and the Medic does a decent job healing everyone up between fights. I find it easier and less frustrating to just recast pets as they die.
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agreed.
Besides Medicine pool or recasting dead pets, you can also drag green inspirations to them to heal them too.
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My Build thru 40 (currently 32)
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It's a fine build, really. It's what mine started out like also.
Personally, however, I respec'd into a more "Run & Gun" approach, focusing on DAMAGE without being stationary...
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Mastermind
Primary: Mercenaries
Secondary: Traps
---------------------------------------------
01) --> Burst==> Acc(1)Dmg(3)Dmg(3)Dmg(5)Rechg(5)
01) --> Web Grenade==> Acc(1)Immob(7)Immob(7)
02) --> Soldiers==> Acc(2)Dmg(9)Dmg(9)Dmg(11)
04) --> Slug==> Acc(4)Dmg(11)Dmg(13)Dmg(13)Rechg(15)
06) --> Equip Mercenary==> Rechg(6)
08) --> Caltrops==> Rechg(8)
10) --> Teleport Foe==> Acc(10)Rechg(15)Rechg(17)
12) --> Spec Ops==> Acc(12)Dmg(17)Dmg(19)Dmg(19)
14) --> Teleport==> EndRdx(14)
16) --> Force Field Generator==> DefBuf(16)DefBuf(21)DefBuf(21)
18) --> Swift==> Run(18)
20) --> Health==> Heal(20)Heal(23)Heal(23)
22) --> Stamina==> EndMod(22)EndMod(25)EndMod(25)
24) --> Maneuvers==> EndRdx(24)DefBuf(27)DefBuf(27)DefBuf(29)
26) --> Commando==> Acc(26)Dmg(29)Dmg(31)Dmg(31)
28) --> Tactics==> EndRdx(28)TH_Buf(31)TH_Buf(33)
30) --> Assault==> EndRdx(30)
32) --> Tactical Upgrade==> Rechg(32)Rechg(33)Rechg(33)
35) --> M30 Grenade==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(37)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Supremacy==> Empty(1)
---------------------------------------------
Notice the Fitness pool - kinda necessary with 3 leadership toggles and 3 personal attack powers.
But MAN! the damage your capable of is nice... burns thru missions fast, hence the lack of stationary traps in this build.