-
Posts
32 -
Joined
-
Im back from a long break lol...But the only 2 MMs Ive gotten to decent levels are
Robo/FField - Overkill on the defense
Ninja/Poison - I was able to solo an AV at low 24ish d00d! Ofc groups with henchmen will mean casualties
Mercs/Pain - My favorite! I can tank really really well with it o.o this was supposed to be /therm but then I got into a group and I immediately went "OH HELL NO D00D TOO MUCH BUFFING!" Not to mension Pain gives me a big regen bonus...
Things Id like to try
Thugs/Traps
Necro/Pain
Necro/Dark
Ninja/Traps -
I am now 42 on my Mercs/Pain MM and I havent had a problem at all. Ive been soloing +2/4 missions and its working quick and easy for me o.O For the most part at least.
I have provoke (to tank for my soldiers)
Then on my soldiers and spec ops, I have achilles heel -res along with touch of lady gray proc. I have a knock back damage IO on my commander too...
Its working great actually Ive been tanking/ taking the alpha strike for the teams I join and if Im focused, I rarely ever lose my mercs. Usually lose 1-2 on missions but sometimes I dont lose any. Ofc when wipes occur, I lose them all...
But yah!! You really need procs on them to bring their damage on par with the rest tbh... All of the soldiers attacks get a chance to proc -res and lady gray proc. All the spec ops ranged gun attakcs can proc lady gray... And most of the commandoes attacks give knockback o.o -
Quote:I went from boat to the place where caleb spawns and they never moved away from the boat. I just suicided and problem fixed lol.Just run or fly far enough away that they teleport to catch up, then after that, they should be following you. Or just get to the mission door and go in, they should be automatically re-summoned by the game as soon as you go inside.
I thought they had done this on purpose to cut down on MM pet traffic training across zones just to get to another mish, and creating lag.
Has anyone tried group tp though? -
The pet vs pet post from before was 1 minion vs 1 minion, 1 lieut vs 1 lieut, 1 boss vs 1 boss.
Dont remember the post much but is that the one you were looking for? It wont give an accurate representation on which is the toughest really.
But AFAIK bots and thugs are toughest if you take the bubbling and leadership into account. -
Erm..
I could try that but my mercs pretty much get 2-shotted sooo... x.x
Maybe a softcapped bots/traps,bots/ff,thugs/traps,thugs/ff,ninja/ff army umm..would fare better at it buuuutt...yah mine works off me holding the aggro for everything x.x -
On my ELA/Dark tank, I absolutely hate -tohit and -recharge. No I seriously hate them!!!!
I can take on Toxic Tarantula bosses as long as theres only one per group (Dark attacks blind them enough) but the thing that really hurts me is when I get my recharge killed. That ice AV on level 30-40ish safeguard missions totally kept killing me because my recharge died and I was the only one who could heal myself (with siphon life). -.-
So far aside from those, I havent really had problems. -
Quote:Exactly!A Primary set shouldn't be balanced around having Sets and Procs. I have two lvl 50 Merc/Poison and Merc/Storm. Merc/Storm is a lot better than /Poison IMO.
I find Merc's damage very low without procs. Procs are interesting way to make them deal more damage at the loss of other enhancements but I just don't think Merc should be balanced with procs. Merc should be balanced even without procs and sadly, Robots and Thugs are better than Merc at this point. Robot's defense is consistent and the two healing powers go off almost instantly. Assault Robot deal better aoe damage than Commando. Commando's cones are quite tricky. Spec-Ops have no aoe and their controls are on very long recharge. And what is the point of stealth in Spec-Ops? I still can't figure out.
I dont understand this at all either but I do agree that if there are no procs to be slotted, I would definitely NOT take mercenaries. I would go with something else entirely. Actually the only reason I chose Mercs was in fact because I saw that Soldiers and Spec ops have the ability to use lady grey and achilles heel very well. Nothing more, nothing less.
If I wasnt able to find that, I was going to settle for bots, demons, ninjas, or undead. -
Tested
My rogue MM was able to start patron arc -
Quote:As I said its fine when there are 5 - 8 enemies because I can provoke but when it gets more than that it becomes a problemThats a little strange, as i can hold aggro on Giant monsters and AVs 100% of the time, and i use basically only provoke, and my traps. Things is, the 'traps' are their own entity, so it doesn't multiply my attacks by any set amount.
I solo the Ghost of Scrapyard daily on liberty, and can hold aggro off not just my pets, by just about any non tanker/brute that joins in.
But yah single targets are a lot easier with provoke spam and provoke -> revolver combo -> random mace craftable to hold aggro from brutes -
Its not as useful anymore BUT it does get its use from keeping the debuff up and when they are targeting different enemies.
Also since you can red your accuracy and damage out with 4 slots, you can t slot spec ops and get away with it. You can just remove achilles heel completely if your build is slot hungry but aside from that, theres really no harm in placing it in spec ops.
And the debuff lasts 10 seconds or 20 iirc. -
@Brakner
Ok im very confused as to what you did with the slotting...As in...VERY confused o.O
Ive never built a Demon MM but it seems like youre going for extreme amounts of recharge~ but...the only reason id think you would want that is for hell on earth (because hasten + 90ish% recharge on world of pain keeps it perma and anguishing cry will only have around 15 secs downtime or so)
Or maybe you would need it for pain bringer but then again painbringer on tank and you wont need soothe. Also with hasten, you can most likely get away with not slotting soothe as much and increasing share pains heal by 1 more enhancement.
No tactics is very weird as well o.O I think you should replace one of your leaderships with tactics.
Also, since you do seem to be trying to get recharge and defense from sets, you could have just gotten conduit of pain. You have no atttacks and the only thing that is affected by your accuracy is anguishing cry. Conduit is hasten on a much lower timer as long as you let someone die.
Overall Im very confused by the build o.o
@OP
1. I think you should move one of the defense/resistance auras away from summon demonlings to max out their accuracy and damage more.
2. I highly suggest increasing nullify pain to 6 slots and maxing out heal,end, and rech. This is because you will be using this a whole lot.
3. I never agreed with having this many slots in soothe. I usually vote to frankenslotting it with heal/end but it seems you are going with recharge as well. I would still vote reducing those slots in soothe and share pain (Its usually better to just put 2 heal IOs there when you have hasten because 3 stacks of share pain would kill your regen and bring it down to 75% regen or so)
4. if you lose demons kind of often, you really should put 2 slots on the 2 summon buffs...
5. As the others have said, dont use heal enhancements on summon demons because it will cause them to heal when the other demons are at a lower health
6. Attacks are ok since the -res is quite useful.
7. With such a long recharge on hell on earth, I highly suggest switching dam/end to acc/dam/rech.
8. I highly suggest removing the recharge set piece there to get more heal.
9. Crack whip is ok but Youll really need tactics if you wanna hit +2s better.
10. I was told that Ice Demon burns through endurance so just switch the plain Damage IO into a Dam/End piece from blood mandate.
11. Switch the level 50 Resist IO to a level 50 Resist/Recharge to bring the CD down to 90.3 seconds.
12. Again with the over slotted maneuvers x.x I highly suggest rethinking that and scattering the slots around to other powers such as fire blast, the pet buffs, and world of pain(tohit buffs), anguishing cry.
13. I do not think anguishing cry has enough slots...i suggest adding another for more recharge.
14. Painbringer. You only need 1 endmod/recharge to make the blaster/defender/corruptor nukes not kill their recov. That is more than enough. Just fill the rest with heals. Can be argued that you wont need it but hey! Its 90 seconds of not healing the tank.
15. IF youre not going to slot fire blast you might as well get bonfire. -
Quote:Ohhh thanks for the force feedback suggestion o.o never thought of thaat!Sticking a Lady Gray in the Soldiers and Spec Ops is a good idea, but sticking an Achilles Heel in both is not. The proc does not stack, no matter where it comes from, so having it in more than one power is kind of a waste. My understanding is that when the Achilles proc goes off, it grants the target an auto power that gives -20% resist, and it can only have one copy of this power at a time. I'd just give one to the Soldiers and use the slot on Spec Ops for something else.
Don't forget that the Commando can also take procs. I suggest the Force Feedback: Chance for Smashing proc, because it can go off from Slug, Buckshot, and M30 Grenade. Between the three, it'll get more use than another Lady Gray would, which would only have a chance to go off from Burst.
And absolutely right, theres no need to put it onthe spec ops and definitely not the commando (only has 1 attack that gives -def irrc) .
Now Im off to buy a force feedback proc for the commando! (Atm my commando only has 2 acc, 2 dam, 2 dam/end enhancements lol. -
Quote:Well without taking procs into consideration then yes they are quite a lot weaker especially since their powers do the 2nd least damage (genins hit weaker but they recharge faster and smashing is less resisted) and they do lethal damage (which I find very odd)I see your point, but I wasn't talking about including IO sets.
Also, I find those 2 procs to be very important because unlike other MM summons, the 2 main attacks that spec ops use, all the soldiers attacks except brawl, all the medics attacks except grenade all have a chance to proc it.
To them, Lady grey gives around +15-20% damage then add another achilles heel proc then they get really buffed. BUT that doesnt even put them to lead with the damage they do. It only puts them to a more 'balanced' damage potential thats comparable to the rest of the primaries -
How on earth do you guys hold aggro?
My Merc/Pain MM is now level 34 (thankfully) and Im soloing +2,x4 missions and I can never increase the number of players because taunt can no longer keep aggro from all of the enemies. I can push to x5 but I occasionally have problems with that so I toned it down.
So...How do I keep aggro aside from provoke? Should I get the M40 grenade? I thought about getting that (especially after reading that taunt actually gives a giant bonus to threat for attacks you do to tauntedenemies) but then I thought it would be bad because Id be scattering big groups around more.
I planned on taking Soul Mastery for the 2 cone attacks it would give me along with maybe oppressive gloom(not sure about that) OR Mu Mastery for 3 aoes but longer recharge on 2 of them (also electric fences stops kb which would allow me to take the m30 grenade)
So what do you guys think I should do? And also is there some magical aggro getting ability I have that I havent thought of?
Also! Is it true that if I use grant invisibility on my mercs, their threat level will be reduced?
Edit :
This is my build plan that I will respec to at 50
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Soldiers -- BriL'shp-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), SvgnRt-Acc/Dmg(3), BldM'dt-Acc/Dmg(5), LdyGrey-%Dam(5), Achilles-ResDeb%(7)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(7), H'zdH-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), RgnTis-Heal/EndRdx/Rchg(11)
Level 2: Burst -- Ruin-Acc/Dmg/Rchg(A), LdyGrey-%Dam(11), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(13), Ruin-Dmg/Rchg(15)
Level 4: Share Pain -- Heal-I(A), Heal-I(17)
Level 6: Equip Mercenary -- EndRdx-I(A), EndRdx-I(17)
Level 8: Hurdle -- Empty(A)
Level 10: Soothe -- H'zdH-Heal/EndRdx(A), Dct'dW-Heal/EndRdx(15)
Level 12: Spec Ops -- BriL'shp-Acc/Dmg(A), SvgnRt-Acc/Dmg(19), BldM'dt-Acc/Dmg(19), EdctM'r-Acc/Dmg(21), EdctM'r-PetDef(21), LdyGrey-%Dam(23)
Level 14: Health -- Empty(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(46)
Level 18: M30 Grenade -- KinCrsh-Rechg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(23), Posi-Acc/Dmg/EndRdx(37), Det'tn-Dmg/Rchg(43), Posi-Dmg/Rchg(43)
Level 20: Suppress Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), H'zdH-Heal/EndRdx(27)
Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(27), GSFC-ToHit/EndRdx(29), EndRdx-I(29)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
Level 26: Commando -- SvgnRt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc/Dmg(31), BriL'shp-Acc/Dmg/EndRdx(33), SvgnRt-PetResDam(33), ExStrk-Dam%(33)
Level 28: Provoke -- Mocking-Taunt/Rchg(A), Zinger-Acc/Rchg(34), Mocking-Acc/Rchg(34), Zinger-Taunt/Rchg(34), Zinger-Taunt(36), Zinger-Dam%(36)
Level 30: World of Pain -- RctvArm-ResDam(A), RechRdx-I(31), RctvArm-ResDam/Rchg(36), TtmC'tng-ResDam/Rchg(37)
Level 32: Tactical Upgrade -- EndRdx-I(A), EndRdx-I(37)
Level 35: Anguishing Cry -- RechRdx-I(A), RechRdx-I(39), AnWeak-Acc/Rchg(39), Acc-I(39)
Level 38: Painbringer -- Efficacy-EndMod/Rchg(A), H'zdH-Heal/Rchg(40), Dct'dW-Heal/Rchg(40), Numna-Heal/Rchg(40)
Level 41: Static Discharge -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg(42), Posi-Dam%(42), Posi-Dmg/Rchg(42), AirB'st-Dmg/Rchg(43), Efficacy-Acc/Rchg(50)
Level 44: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), AirB'st-Dmg/Rchg(46), RechRdx-I(46)
Level 47: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50), RechRdx-I(50)
Level 49: Enforced Morale -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run -
Erm..Im going to get flamed for this but if you ONLY want the VEATs then...
Get a Brute and do level 4 boss AE map...I think it was RIP or Cage Consortium who have the level 1-4 boss.
But if you really want a mastermind and you plan to use it after anyways then...
Thugs isnt really a good choice for 1-20...none of them are really o.o The best choice would be ninjas because genins just pwn that much (4 attacks by level 6, all recharges in 8 seconds or less) while the rest usually only have 2-3 attacks by level 6 with longer recharge rates. I highly suggest not making a toon for rushing with your friend because brutes are the fastest soloing AT from 1-22. No seriously, fury is THAT awesome at low levels and him killing fast will be enough for you. Your main job would most likely be to keep him alive.
Just to give you an idea of the speed, you can get your brute from 1-22 in around 12 hours of gameplay while level pacted and the brute is doing all the work. o.o ofc this is killing level 4 boss filled ae maps but hey o.o -
Quote:Ok I just have to say...My Merc MM outdamages my thugs and bots mm. Why? Because of achilles heel and lady grey proc o.o.Mercs do have a bit less DPS than thugs or bots, but I don't mind that in itself because the medic comes in handy. What bites about the set is that it is alone among MM primaries without any real support powers in its tier 2 or 3 pets.
Lady grey actually does more damage than most of the soldiers attacks so its fairly safe to say it adds 20% damage for them then add the achilles heel proc too and they become very strong. I added lady grey proc and -resistance on spec ops as well and that pretty much perma's the -res proc (it stayed on barracuda av till it died and only faded for a fraction of a second)
Also, because its all DoTs, the 2nd damage tick after it procs start getting their damage increased. -
Vote goes to sonic as well. Idk why though...Sonic pwns!
-
Mine does fine
Yes the mercs arent that strong but I have Achilles heel - res and Lady Grey Negative Energy proc on soldiers and spec ops that make them hit much harder
Remember~ all the attacks they use often (aside from the friggin melee ones) give -def @_@ and the lady grey proc pretty much doubles their damage when it works!
Thats the main reason I made my mercs MM....The procs! -
Share Pain -
Extremely useful at low levels since you can spend more time blasting (WITH BUFF!) and less time healing the tank. Also, Low level + soothe = end burning.
I find that I never had to use sooth with nullify pain 6 slotted and soothe 2 slotted with heals and 1 rech (It heals for a ton)
Conduit of Pain -
... ok...ok ...I SAID OK! I admit it...I let people die sometimes just so I can get conduit buff x.x dont hate! The buff is absetively awesome!
Painbringer -
I get this with 2 end/rech and 2 heal/rech and 1 heal enhancement. Tank taking a beating? use it to keep him full!
Blaster wanna nuke? Use this to keep him full!
Inferno -
As someone said World of pain + Red + aim = What will you heal? everythings dead o.o -
*sigh*
PAinbringer with 1 rech/endmod = over +1000% recov
Blaster nukes that kill end recov and end = -1000% recov.
Got that?
Right...
1k cuts as example
Stalker = 143 damage
scrapper = 161 damage
brute = 98.47 famage
Who would get the most benefit from +40% damage if you look at those numbers? And I rarely if ever use the +To Hit as a measuring tool for who to buff...I mean by 28 they probably have accuracies settled out o.o and if not, tactics would be enough for most unless its +3s or +4s o.o
Also, theres no way youre going to reach the 500% damage cap on scrappers unless like...well say 100% from enh 100% from build up...the rest can only probably be filled by a fulcrum shift.
And dont get me started with blasters...their aoe has a much much higher *target*cap and can be useda lot more often o.O
Looking at their damage and to hit...Well to hit yes itll be increased...
But damage? I really doubt itd make as big of a difference as when its used on other offensive ATs
Edit :
Aside from the higher cap, it is actually less useful unless the brute is in dire need of +To Hit in which I would say "Slot more accuracy please" -
Use incendiary ammo and your damage will go high. Ive always wanted to make a DP but idk why I always end up not making one x.x Bored of AR and ive remade my archer many times now because I keep switching secondaries at lv l12 ish
-
Because brutes have fury o.o +40% damage to them wont be as much as +40% damage to a corruptor...or stalker or blaster (which is who I use it on as much as I can)
Just like how I use painbringer with an endmod/recharge IO on blasters who have nukes and tell them its safe to use nuke and it wont kill their recovery(except for when the tank needs it more. )
-
Why do corruptors always seem to use this power on brutes?
I tend to use on other ATs more like stalkers, blasters, scrappers, etc.
But never a brute o.o -
I pretty much melt EBs very fast on my Nin/poi. @25 and the double-> triple stacked -20% res from achilles heel and the bonus negative energy damage from jounin make a BIG difference. Srsly.
Edit :
Just killed a lvl 25 barracuda AV and lost 2 genins in the process