System_Failure

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  1. [ QUOTE ]
    ... right now im only lv6 but i chose burst instead of slug should i restart and use slug instead? I use to love burst on my AR blaster cus it looks/sound cool the dmg was decent and the def debuff seem like it helped. If slug will be better then i will restart, please try to let me know before i continue further.

    [/ QUOTE ]

    Burst does more DPS.

    I'd take it over Slug anyway.

    No need to restart your character over that.
  2. [ QUOTE ]
    I tested it at level 30 a few weeks back and that's what my testing is based on. I wasn't all that impressed, and feel it needs 6 slots (3 heal, 3 rchg) to be really useful...

    [/ QUOTE ]

    100% agree. 3 rech, 3 heal.

    however, if you do decided to go that route, it can make long fights in big groups a little easier.

    a good power, sort of, but too situational for my taste
  3. 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.



    [ QUOTE ]

    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.


    [/ QUOTE ]

    ...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.



    [ QUOTE ]

    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.


    [/ QUOTE ]

    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.



    [ QUOTE ]

    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 MM’s 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.


    [/ QUOTE ]

    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.



    [ QUOTE ]
    Equip Mercenary

    [/ QUOTE ]

    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.



    [ QUOTE ]
    Maneuvers (MM = 2.75% Def).: With it’s low defensive (~2.75% base) numbers and lack of status protection makes it just about useless.

    [/ QUOTE ]

    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.


    [ QUOTE ]
    Some MM’s won’t 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.

    [/ QUOTE ]

    agreed.

    Besides Medicine pool or recasting dead pets, you can also drag green inspirations to them to heal them too.



    [ QUOTE ]
    My Build thru 40 (currently 32)

    [/ QUOTE ]

    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.
  4. System_Failure

    stupid badge

    [ QUOTE ]
    First of all, your question would probably be better addressed in the Player Questions forum.

    [/ QUOTE ]

    My bad. I thought was in the right place. Sorry.

    [ QUOTE ]
    Second of all, you're probably not going to get much of a positive response to a post titled "stupid badge." Why couldn't you have gone with something a little less trollish, like "is the lackey badge bugged?" or "problem getting lackey badge"? It is with some degree of reservation that I'm posting a response at all to your question, but since I'm just such a nice guy...

    [/ QUOTE ]

    Sorry again - I didn't mean to sound "trollish" like "oh this is badge is so stupid" - I meant something more like "it's a silly thing to worry about really"

    its a "tone" thing that I didn't communicate well - I'll give it more thought next time.

    [ QUOTE ]
    Third of all, admonishments aside, I think these badges are now rigged so that you have to actually be doing something to earn them. (How exactly the game defines doing something, I don't know, and it's highly unlikely the devs will ever say.) Simply standing around inside a mission instance won't cut it. I've gotten that badge without a problem after having several lackeys and working on missions. In fact, I got one as soon as a week or so ago.

    [/ QUOTE ]

    ya - that's prolly true - again, it's no big deal - just a curiousity thing.

    I think I have a total of like 11 badges or something. Collecting badges is really really not something that I care about for the most part.

    And I really am not concerned to manipulate anyone or anything... I just happend to notice that we had nearly made it to the badge, and thought "what's to stop us from just hanging around for 2 more hours?" - well, now I have my answer.

    I really don't care about it that much, seriously. It's just a stupid badge.
  5. System_Failure

    stupid badge

    After LK'ing a friend of mine almost all day, I noticed that I'm 75% towards getting the "Drill Instructor" badge for helping other villains.

    So, we decided to stay logged in for a few hours inside a mission once it was complete in order to finish the badge.

    However, after coming back many hours later the badge progress hadn't moved even a little.

    Is this a bug? Anyone wanna guess as to how this badge actually works?

    I've heard other stories similar to this about other people who LK someone for 10 or more hours and get no badge.

  6. I think what is frustrating to most people is:

    IF you fail, you will likely fail at the very END of the mission.


    Once a person has spent more than an hour getting to the final wave, it's hard to accept.
  7. some blaster sets up mines, and INSISTS that you "drag" the mobs over there.

    everyone stands too close to the tank in a grenade-happy 5th column mission. then every decides the tank must suck at drawing aggro because everyone died.