Predator-Ds Mercenary/Traps MM PvE Guide v1.0
Awesome Guide currently lvl 4 lovin it!!
Nice guide, you missed out a few of the upgraded henches powers, such as Buckshot on the COmmando with Equip as well as a couple of other things, but nice stuff otherwise; I was going to start mine this weekend or next week, you beat me to it though! Maybe I'll make a little write-up on Detonator though
Doh... buckshot.. Can't believe I forgot buckshot. Thanks for the catch!
If there is anything else I missed please post it here and I'll incorporate it into the next version of the guide. I already need to make one correction on Supremacy. It's actually a 25% ACC and DMG buff as tested by other players...
Nice guide, just one question....are you sure that you get the 2nd specops at 18?
I have a level 20 merc MM/Traps and still only get a single specops.
Delvac emp/rad defender, liberty
Daemonic dark/dark defender, liberty
Rocky Rhodes stone tanker, liberty
Atherizok eng blaster, liberty
Nice catch... that is incorrect... Second SpecOps comes at 24... Medic comes at 18...
Also.... With Tactical Upgrade, The Medic gets Hand Grenade along with Stimulate.
Thanks for the update, had me wondering if i was bugged or not
Delvac emp/rad defender, liberty
Daemonic dark/dark defender, liberty
Rocky Rhodes stone tanker, liberty
Atherizok eng blaster, liberty
I have heard the devs recently upgraded triage beacon quite a bit. Is there any truth to that?
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...
Great guide exactly what i was looking for i just have a question, 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. I picked caltrops also instead of the beacon because everyone was telling me it isnt that great and you have to wait until late game to make it kinda useful with SOs
While I cannot speak for Predator-D, me and him have discussed at length the usefulness of each of the powers in the MM primary. When it comes to burst and slug, While I hate to recommend that you restart, it would be worse for you to invest more time in a power that has little utility in my book.
So my recommendation would be to start a new guy (keep the one you already have) and take slug and see what you think for yourself. In my opinion, slug's higher damage, longer recharge and knockback potential are all good things for a mastermind. Knockback works as minor crowd control. Higher damage makes those that you shoot just that much closer to death that much quicker and the longer recharge actually allows you to spend more time coordinating your minions and less time distracted with fighting. Your purpose is to make your guys as effective as possible so I say take your high damage when you can and spend the rest of your time organizing your minions/pets.
You haven't gimped yourself by choosing Burst over Slug. Both are decent attacks and Burst will help you more (early game) since it has a faster recharge. Once you are able to 6-slot Slug and drop 2 RCHG in there, it rocks...
Before my level 21 respec (actually did it at level 28), I had both Burst and Slug. Having both early realyl helps and I actually suggest taking both. Just stay away from M30 Grenade. The last thing you want is to take agro .
Once you hit level 22 and get up on SO's, you can respec one of them out and put some recharge SO's in the other. I prefer Slug over Burst for two reasons. One being that it has a decent knockback and the other being it does quite a bit more damage. With two recharges in slug, it's up when you need it. Once you get into your late 20's you'll be doing a lot of pet management and trap drops. By the time you are ready to attack, your boys will have gone thru most of the foes.
The -DEF that Burst gives is not really all that noticable and Acid Mortar does -DEF MUCH better and much more often!
Triage seems to suck when used outside of combat, but I love it in fights that could go either way. My experiences with it are wholly anecdotal and perceived, but watching my troops hp regen from red to yellow to green with the medic tapping the seriously wounded guys to keep them from going over the edge makes me happy I took the power. Acid Mortar... I dunno. I have fun with it but don't much notice a difference in fights either way. Not going to ditch it either way, if for no other reason than its another nifty gadget and I enjoy having it for just that reason.
I'm (about 1 box away from) 31 right now and looking forward to all the toys from TU at 32. I might respec, but to drop the Fitness powers I have and either grab Slug or another leadership power. Otherwise Mercs/Traps MM has been a PVE powerhouse for me as well thus far, solo my missions on Vicious and love it.
Since Trip Mine is interruptable, would it make sense to slot an interrupt reducer instead of one of the recharges to make it better for use toe bombing? I would guess that for setting up pulls, the recharge would be better and for toe bombing an interrupt reducer would be better.
Trip Mine:
Not really sure on that one. It's worth a test to see if one or two interrupts help in combat. I don know that it's best used as a TP Foe pull trap or Stealthed drop in a group.
Acid Mortar:
It's effects are noticable for me, but that may just be perseptive. What I can tell you about it is it's agro draw. Very nice in those situations where you have about 6-10 foes coming in on you. It will usually take the agro as long as the foes have not been attacked by you or your henchies yet. It can also take a pounding.
Supremacy: *UPDATE*
It was jsut poseted in the MM forum that Supremacy has been confirmed to have a 25% +Damage Buff and a 10% ToHit Buff. Remember that TH_Buffs are added to on to your ACC % (ex: 75% chance to hit + 10% = 85% chance to hit). Smae thing goes for Tactics. It's a TH_Buff as well. Between tactics and supremacy you can obtain a 25% TH_buff which will cap you on even con minions. You will still want to slot 2-3 ACC in soldiers and possibly 2 in SpecOps if you have trouble hitting.
My mistake - interrupt time reduction can't be slotted in Trip Mine.
You may want to re-think your statement about Aid Other/Aid Self...I have a tank who (when in the thick of lots of DoT and AoE) uses Aid Other to heal people who are taking lots of dmg (SR Scrappers and the like). I have also found that I am able to complete the animation and the heal while burning.
The interrupt must be miniscule...the only thing I've EVER had it interrupted by was Burst, which is one of the fastest DoT attacks in the game.
My Merc/Traps is up to 36, and while everyone has their own playstyle, I would still /strongly/ recommend considering the Medicine pool.
Beyond the utility of healing your pets (3 Heal SOs will bring a Tier 1 soldier almost to full), Aid Other is also incredibly useful for healing /teammates/. Your Medic may heal your own soldiers (infrequently, and also not for very much, since his heal is based on /his/ hp, and he has few), but he will not heal your teammates. Since you are not generally fighting much, healing your teammates for a fairly appreciable amount is never a waste of time. I have saved more than one teammate with Aid Other.
Aid Self is also good to have, it's saved my bacon a few times, and it never hurts to be able to heal yourself. 2 interrupt reducers and it's next to impossible to interrupt.
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Very nice post PredatorD.
Just a few points I want to mention:
1. I would put another slot in Commando and slot it with EndRed. The level 32 upgrade really makes him drain his endurance fast.
2. Instead of Trip Mine I went with Resuscitate as my lvl 35 power. I find it handy to have a rezz power available instead of relying on awakens all the time. I know what Trip Mine can do from my Fire/Dev blaster and probably going to take it later. (I know that I can not use it on myself nor on my henchman)
3. The medicine pool is a very good pool power for a mastermind. The main drawback however is that both heal powers are interruptible.
Heal Other slotted with 3 RechRed and 3 Heal heals will heal quite a bit. Heal Self has saved my life already a couple of times, I would also recommend to slot it with 3 RechRed and 3 Heal. It also keeps my inspiration tray from stocking up to much on greens. The medic just does not heal reliable enough to depend on him.
4. So far I do only have 1 EndRed in all my toggle powers and doing fine. But I plan to slot them with a second EndRed when I can spare them.
5. Web Grenade, is a very versatile and good power. I use it to lock down bosses so that I can put my traps down right beside him. I recommend to slot it with at least 1 RechRed and 1 EndRed. When you spam your Web Grenade it will drain your endurance pretty fast. Along with the Web Grenades that your Spec Ops have it should be possible to lock down bosses for good. Web Grenade + Caltrops works wonders
6. Caltrops are very good to keep melee npc's away from your henchman. Just throw them down in front of your henchman and you will have a npc free zone. I recommend slotting this power with 2 RechRed and 1-3 Slow.
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 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.
[/ 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 its 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 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.
[/ 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.
[ 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
[ 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.
A couple general comments from my personal experience:
I agree with the above poster who said that the Triage Beacon can definitely be useful in certain situations. Using the goto command I can keep my pets in a fairly tight group and drop the beacon in the middle for tough fights. I don't need it every fight, but when the boys have taken a nasty beating from that Freedom Corps Flamethrower, it can certainly make a difference in the overall battle. It is not a huge heal, and there are disadvantages such as not being able to drag it around with you (I'd love to see it go mobile like the FF beacon!). But on many occasions it has saved my boys from the brink of death and at the very least it can reduce down-time between battles. It also is useful on teams when I drop it in the back line with the corruptors and dominators to help avoid some of their inherent squishiness. Yeah, I could dismiss and recall the heavilly damaged pets, but if I've already dropped TU on them I'm always hesitant to dismiss lightly due to the long rech time. Also, if you happen to be on a team with someone else with TB, two or more of them running at the same time can provide a very generous health boost for tough battles.
The other thing I disagreed with slightly was the offhand dismissal of poison trap. IMHO this is an incredibly important and useful power. The hold duration is relatively short but it has a chance to hold/choke/puke every tick and when the hold does hit it is an incredibly high magnitude. I have made elite bosses and AVs puke with a well timed toe bomb, and it works wonders on large groups of mobs running through the green misty cloud. Damage prevention is always better than damage healing, and when the mobs are choking and puking they aren't hitting me and my boys. With 1-2 rech it is up and ready for almost every battle, and I use and abuse it regularly. I never got around to picking up caltrops but I intend to when I do my respec and drop one of my two attacks. Caltrops+Poison trap= mob pain and a very messy floor.
"Don't unravel them-- your ears were meant to be that way."
-Steve Aylett
Yeah. Poison Trap's one of the best traps abilities out there, since it's a GUARANTEED mag 2 hold to start out with everything it pops on and chance of further holds on anything that remains in the cloud, which you can help along with caltrops. Also, making things vomit is fun.
Oh, and don't forget the pretty nasty slow, -regen and -recharge debuffs on it. They help a LOT.
I concentrate soley on debuff. ED Enhancement Distribution, not the other one Bob Dole has, works excellent. I only play MM's and trap are usually my forte. My current set is lvl 33 Merc/Traps. All my mercs are set to a balanced 5 slots. Depending on the attributes they are mostly set for debuff and the trap side. Your mercs sport several trapping goodies and if SLOTTED right the effects are thru the roof.
My specops are SO ACC, SO HOLD, SO IMMOB, SO DEF DEBUFF, SO TO HIT DEBUFF. When the grenades go flying, all hell breaks loose. Additionally since the upgrades are usually DMG or TRAP form, I make the final upgrade so that it recharges instantly this can save ur butt in a pinch when recalling the commando or spec ops.
My only beef is AV missions shred your team in one hit. I think the pets need to be treated more like actual players, and certainly added enemies. I usually solo, so imagine entering a building as one but calling 6 of your buddies to come help. Its a walk in the park. I dont want the difficulty in color to go up, just more villains. The debuffs are like magic with your pets so why arent the defenses? The Bubble machine aha shield generator is a joke. Why not replace it with a quiet version of the targeting drone? God knows the soldiers miss alot.
Predator-Ds Mercenary/Traps MM PvE Guide v1.0
<ul type="square">Things to keep in mind:[*]Mercs 99% Ranged attack (SpecOps will occasionally head into Melee for a rifle butt).[*]Your Henchmen are your best attack powers. 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.[*]Acid Mortar, Force Field Generator and Caltrops are your best friends. Use them, love them, talk nice to them and give them gifts. Traps is a great secondary, but you have to use it! [*]Focus your fire. At times you can just let your Henchmen go wild, but youll want to keep all of your henchmen focused on one foe at a time starting with the foe that can hurt you the most.[*]Up your difficulty. I usually keep my difficulty on Malicious and sometimes Vicious. I know some that use Ruthless and Relentless. Villainous is just too easy for the MM sets If you are new to the MM line, you pack quite a punch PvE.[/list]
Mercenaries and Traps Detailed Overview
<ul type="square">Mercenaries (primary set)[*]Burst (1): Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT BI:3.00), Recharge: Fast (4)
Slotting:
1 ACC, 3 DMG
*NOTES:
Burst is the first of three attack powers your Mercenaries MM will get. With excellent range (90) and recharge time as well as moderate (low side) damage, its a good all-around attack power.[*]Soldiers (1): Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All Soldiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long (90)
Power Progression:
Levels 1-5, 1 Soldier (your level); Levels 6-17, 2 Soldiers (-1 your level); 18+, 2 Soldiers and 1 Medic (-2 your level).
Inherent Powers:
Soldier Burst (Soldiers); Medic Burst and Heal Other (Medic)
Equip Mercenary:
Heavy Burst (Soldiers and Medic)
Tactical Upgrade:
Auto Fire (Soldiers); Stimulant (Medic)
Slotting:
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.
*NOTES:
These guys are your meat shields. While you do miss them when they die, they do not dish out near the damage of SpecOps or Commando. The Medic will heal your henchmen and you, but not always when you need it, and he tends be the first one to die. The Medics range is also shorter than the other soldiers.[*]Slug (2): Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage is longer range, and can knock down foes. Damage: High, Recharge: Moderate (8)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
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.[*]Equip Mercenary (6): Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip any given Mercenary Henchman once. Recharge: Slow (12)
Slotting:
1 END, 2 Recharge
*NOTES:
Take this as soon as its available. This is your first of two upgrade powers and comes along at level six when you get your second tier one henchman. See the henchmen powers for what you get with this upgrade, and if you are building an attackless MM, this is where the pain ends! [*]M30 Grenade (8): Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Damage: Moderate, Recharge: Slow (16)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
There isnt much to say about M30. The last thing that I want as a MM is lots of agro, and M30 is an agro magnet. The damage is so-so, and the recharge is pretty long. I suggest skipping this one.[*]Spec Ops (12): You can enlist one to two highly skilled Spec Ops Mercenary (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in may different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long (90)
Power Progression:
Levels 12-23, 1 SpecOps (your level); Level 18+, 2 SpecOps (-1 your level)
Inherent Powers:
SpecOps Burst, SpecOps Heavy Burst and Web Grenade (immobilize)
Equip Mercenary:
Rifle Butt (disorient) and Flash-bang (disorient)
Tactical Upgrade:
SpecOps Snipe, Teargas (hold) and Stealth (broken right now)
Slotting:
1 ACC, 3 DMG and 2 Disorient
*NOTES:
These boys are a welcome addition to your team. They come ready with Web Grenade and 2 single target attacks. Since you already have EM, they also get Flash-bang and Rifle Butt. Both are great minor crowd control and will help mitigate some damage. I love matching minions run up to my henchmen only to be greeted by the butt of my SpecOps rifle! Once you have TU, they get Teargas and a Sniper shot. Both are very handy as well. Your SpecOps have the highest survivability of all your henchmen.[*]Serum (18): You can use a special Serum to turn one Mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, Accuracy, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. After the Serum wears off, the Mercenary will be exhausted and drained of all Endurance for a while. Recharge: Very Long (1000)
Slotting:
3 Recharge
*NOTES:
This is one of those love it or hate it powers. I dont care for it in my play-style, but other swear by it. What turned me off was the short duration and loooooooooong recharge, but when activate the power does as advertised. Good for finishing off elite bosses, AVs or when you need to get the heck out of Dodge.[*]Commando (26): Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one may army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Recharge: Very Long (90)
Power Progression:
Level 26+, 1 Commando (your level)
Inherent Powers:
Burst and Slug
Equip Mercenary:
Full Auto (cone)
Tactical Upgrade:
LRM Launcher, M30 Grenade (AoE) and Flamethrower (cone)
Slotting:
1 ACC, 3 Damage
*NOTES:
This is the guy youve been waiting for. Hes got more hit points and does more damage than you do. He come in on a parachute and looks the part. If you take serum, this is the guy to hit with it when the fit hits the shan. Pop him with some purple and red pills in big fights and he wont let you down. In extended fights you may notice that he goes thru some end, but thats in extreme cases![*]Tactical Upgrade (32): Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactically Upgraded Mercenary will gain powers, weapons and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is upgraded. This power only works on your Mercenary Henchmen and you can only Tactically Upgrade any given Mercenary Henchman once. Recharge: Very Slow (60)
Slotting:
3 Recharge
*NOTES:
This is the upgrade you have been waiting for. Auto Fire, Stimulant, Snipe, Tear-gas, Flamethrower, M30 Grenade and LRM Missile are all in here! While it has a longer recharge than Equip Merc, if you equip your commando first, then Equip everyone else, TU will recharge by the time you finish and you can hit one of your SpecOps before heading out. Just keep an eye on it and within 5-10 minutes your can have the whole team with TU up.[/list]
<ul type="square">Traps (secondary set)
The Traps secondary for MMs is all about using tools to de-buff and damage foes, as well as helping control the fight and protecting you, your henchmen and your team. Having a little bit of everything for just about any occasion makes it one of the best MM secondary sets. With traps, you will play an active part in the fight while still being able to keep good track of your henchmen. [*]Web Grenade (1): Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Fast (4)
Slotting:
1 ACC
*NOTES:
No choice on this one, but it has its uses. You can keep a boss immobilized once you have SpecOps, and you can root foes on Caltrops.[*]Caltrops (2): You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that passes over the Caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time. Damage: Minor (DoT), Recharge: Slow (45)
Slotting:
1 Recharge
*NOTES:
I skipped caltrops until my respect and then put it in. Most of us have used caltrops in CoH so I dont feel the need to go into detail. Just pick them up and start throwing them down.[*]Triage Beacon (4): You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: Very Long (200)
Slotting:
3 Heal, 3 Recharge
*NOTES:
I have tried this TB a couple of times and I have to say I am not impressed. It has a 60 second duration and will not get your from 1-HP to Full in that time left unslotted. You also cannot target it, so dragging it around with Recall Friend is out too. To make this one useful youll need 6 slots in it and even then, its not all that great. If you team up with other /Traps MMs or Corrupters who also have TB, then it may be more useful, but by itself its not all that impressive.[*]Acid Mortar (10): You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: Slow (90)
Slotting:
1 ACC, 2 Recharge, 1 END
*NOTES:
Get it, Love it, Live it . I cannot say enough good things about this power. The base debuffs are really good and it will also take agro. Its one tough little mortar, and you can drag this bad boy around using recall friend. There are two cons to Acid Mortar. One; the activation animation is pretty long. Two; you cannot deploy unless on the ground or hovering just over the ground, however, if you are hovering, it negates the animation.[*]Force Field Generator (16): You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: Very Slow (15)
Slotting:
1 DEF, 1 END
*NOTES:
Get it, Love it, Live it . Like Acid Mortar, I cannot say enough good things about this power. The defense bonus (7.5% base) is ok, but the status protection is the best part of this one. The reason for the END reduce is for recasting. I usually recast after every two fights. It has a 4 minute duration and a 15 second recharge, so its always ready![*]Poison Trap (20): You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long (90)
Slotting:
(I have only tested poison trap for a short period. I have no slotting recommendations)
*NOTES:
Poison trap is another one of the love it or hate it powers in traps. While it has its uses, I felt like I would not use it enough to justify taking it. Its effects are interesting, but there were other powers that I would rather have. Your choice, but I suggest using it on the test server to see if your play style can use it.[*]Seeker Drones (28): You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Long (90)
Slotting:
1 ACC, 2 Recharge, 1 END
*NOTES:
I love Seeker Drones. They dont do much damage and only have a chance to disorient, but they do a great job taking the initial agro and drop ACC, DMG and Perception of the affected foes. Im still not quite sure if the impact is AoE or target only, but either way is fine. They are not really pets and the AI is dumb as a rock, but cast them in the middle of a group of foes and they do their thing.[*]Trip Mine (35): You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slow (20)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
If you never used it in CoH, you have probably seen it used or fallen victim to a stack of them in PvP. I suggest taking this one, especially if you are taking TP Foe. You should also be able to toe bomb during fights, since you have little or no agro. It is interruptible, so just be aware![*]Detonator (38): A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: Very Long (200)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
I have not used this one yet, but I can see the beauty in it. I plan on taking this one as well as grant inviso to do suicide runs. [/list]
MM Orientated Power Pools
<ul type="square">Leadership
Leadership is a good PP for MMs. Some players take some dont. Since MMs have Supremacy as an inherent power (+15% DMG & ACC), leadership becomes even more attractive. [*]Maneuvers (MM = 2.75% Def): With its low defensive (~2.75% base) numbers and lack of status protection makes it just about useless.[*]Assault (MM = 10% DMG): If you want to unlock Tactics, Assault is the way to go. While it only provides a 10% DMG bonus to base damage, its better than Maneuvers and it also provides resistance to Taunt and Placate. I usually only run assault while teaming with others that have it. 10% adds up with multiple buffs, and Assault stacks with Supremacy.[*]Tactics (MM = 10% TH_Buff; ~16% w/3 SO TH_Buff): This is the one you are after. 12.5% TH Buff (15.6% with 3 SOs) as well +Perception to find those pesky Longbow Spec Ops and Resistance to confuse and fear. This stacks with Supremacy as well.[*]Vengeance: Cannot be used on Pets/Henchmen, so you decide. [/list]<ul type="square">Medicine
Some MMs wont live without it, 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.[*]Heal Other: Being interruptible its not 100% reliable in a fight especially later in the game once AoE attacks become pretty standard. Remember you do get a medic at level 18 and he will heal you, your pets and your teammates. The medic is not all that reliable though. I have not seen a need for it in my play since its just as easy to recast pets if they die, and they will die![*]Stimulant: With FFG you get decent status protection and its hard to tell if your pets are held a lot of the time. You Medic will also get this power once you have Tactical Upgrade.[*]Heal Self: With the reduction of Rests recharge and the presence of the Medic, This is one of those that you can skip.[*]Resuscitate: Cannot be used on Pets/Henchmen[/list]<ul type="square">Teleportation[*]Recall Friend: As always it a good teaming power. I have found that it comes in very handy as a MM. I use it to pull my pets out of harms way, free a stuck pet or pull them to me if they fall down the pits in some of our favorite cavern missions. Its also helpful for pulling along and repositioning Acid Mortar. I recommend this power.[*]Teleport Foe: Very handy pulling power. As a MM, you have insta-firepower at your disposal. Being able to pick groups apart is very handy in tough missions or grabbing foes in not so pet friendly locations. I highly recommend this power.[*]Team Teleport: Works relatively well to TP your pets around, but its short range makes it a poor choice for moving across zones.[/list]<ul type="square">Flight[*]Group Fly: Works relatively well with pets. My testing did yield some raining pet effects, but if you are careful, GF may work for you.[/list]<ul type="square">Concealment[*]Grant Invisibility: Good for reducing the amount of accidental agro as well as in combo with Detonator.[/list]Other Power Pools
<ul type="square">[*]Leaping: I started with Flight, but dropped it in favor of Leaping on respect. Leaping is my favorite travel power, but it has no MM benefits apart for being a really cool travel power.[*]Fitness: Fitness is by no means necessary for this build, but as always, it never hurts. With END reduces in certain powers, you really dont need Stamina. I have not had it on my build thru 32, and do not need it. MMs have the luxury of being able to stand back and let the pets do all the work. [*]Fighting: Since you are not engaging in Melee combat and your Pets will be taking most of the agro, the fighting pool is not much help. Of course you could try and be the first MasterScrapper! :P[*]Presence: Once again, your pets are your shield and you are super squishy. You really dont want the agro. Let your pets die so you can get away![*]Speed: While hasten is good for helping push powers and super speed is a decent enough travel power. Hasten will not effect your pet casting recharge times and the END hit is not welcome without fitness. Also the lack of vertical travel in SS really hits hard in CoV. I suggest staying away from Speed, but that is your call.[/list]
My Build thru 40 (currently 32):
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Going Commando
Level: thru 40 (32 currently)
Archetype: Mastermind
Primary: Mercenaries
Secondary: Traps
---------------------------------------------
01) --> Soldiers==> Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(11)Heal(11)
01) --> Web Grenade==> Acc(1)
02) --> Slug==> Acc(2)Dmg(5)Dmg(7)Dmg(7)Rechg(9)Rechg(9)
04) --> Caltrops==> Rechg(4)Slow(40)
06) --> Equip Mercenary==> Rechg(6)EndRdx(17)Rechg(31)
08) --> Combat Jumping==> Jump(8)
10) --> Acid Mortar==> Acc(10)Rechg(19)Rechg(19)EndRdx(21)
12) --> Spec Ops==> Acc(12)Dmg(13)Dmg(13)Dmg(15)DisDur(15)DisDur(17)
14) --> Super Jump==> Jump(14)Jump(25)
16) --> Force Field Generator==> DefBuf(16)EndRdx(34)
18) --> Assault==> EndRdx(18)EndRdx(37)
20) --> Tactics==> EndRdx(20)TH_Buf(21)TH_Buf(23)TH_Buf(23)EndRdx(34)
22) --> Recall Friend==> EndRdx(22)
24) --> Teleport Foe==> Acc(24)Rechg(25)Rechg(34)EndRdx(37)
26) --> Commando==> Dmg(26)Dmg(27)Dmg(27)Acc(29)
28) --> Seeker Drones==> Acc(28)Rechg(29)Rechg(31)EndRdx(31)
30) --> Grant Invisibility==> EndRdx(30)
32) --> Tactical Upgrade==> Rechg(32)Rechg(33)Rechg(33)EndRdx(33)
35) --> Trip Mine==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(37)
38) --> Detonator==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
---------------------------------------------
01) --> Power Quick==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Other Useful MM Guides
<ul type="square">[*] Mastermind Notes V2.1 (Red_Zero) [*] Khaiba's Mastermind Numeric Keypad Pet Controls (Sandolphan) [*] The Incomplete and Unofficial Guide To /bind (Curveball) [/list]
CREDITS
<ul type="square">[*]All stats and numbers taken from CoH_CoV Character Builder[/b][*]In-Game Power Descriptions from Mastermind Notes v.2.1[/b], by Red_Zero[*] The Cult of the Evil Munkah [/b] (The Funky Monkeys) on Pinnacle[*]SolLuminous for all the help and review! [/list]