Taste the Rainbow! Merc/TA Guide
Merc (minion, lieu, boss)
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/bind numpad1 "bind numpad4 petcompow sold agg$$bind numpad5 petcompow sold def$$bind numpad6 petcompow sold pass$$bind numpad7 petcompow sold att$$bind numpad8 petcompow sold fol$$bind numpad9 petcompow sold goto"
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/bind numpad2 "bind numpad4 petcompow spec agg$$bind numpad5 petcompow spec def$$bind numpad6 petcompow spec pass$$bind numpad7 petcompow spec att$$bind numpad8 petcompow spec fol$$bind numpad9 petcompow spec goto"
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/bind numpad3 "bind numpad4 petcompow comm agg$$bind numpad5 petcompow comm def$$bind numpad6 petcompow comm pass$$bind numpad7 petcompow comm att$$bind numpad8 petcompow comm fol$$bind numpad9 petcompow comm goto"
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Its hard in the beginning, but youll eventually get used to using these binds. Practice makes perfect.
*Guide from Sandolaphs Mastermind Numeric Keyboard Controls
[u]Recruiting:[u]
1. Use the Find Members Function- This can be very useful since you can see who is looking for a team.
2. Look for appropriate levels- This means if you are level 35 dont try to invite level 43s or level 30s, try to look for characters 1-2 level lower to 1-2 levels higher. This is to make sure EVERYONE gets good experience with the least amount of death because everyone can contribute.
3. Send Tells- Some people may have just quit a bad team and therefore arent listed as Looking for Team but are willing to team. When you talk to them inform them of what you are doing and what level enemies you are fighting. People like leaders that have a plan in mind.
4. Dont be afraid of the Kick button- Its there for a reason! If there is a teammate that refuses to wait and engages group prematurely or brings groups back to team feel free to kick them, because even a lackeyed level 10 could be more beneficial. Any behavior that is repeated and could cause your team to wipe is grounds for a good boot.
5. Look for the most team friendly characters first- Look for corrupters first because they can be a huge asset to your team. Second I look for dominators because the added controls are really beneficial to your squishy pets. Stalkers also are capable of being team friendly believe it or not especially spines as long as they know what they are doing.
6. Balance Team- Make sure you have someone that can nullify the alpha through some means. In the earlier levels and on teams with a few people on it you can tank yourself. It is impossible to have too many buffers if you have someone to nullify alpha strikes.
7. Balance Lackeys- NEVER have half of the team lackeyed. Lackeys can be quite a liability in bank missions and jail missions since if they are separated they lose a lot of potential. Also, you would end up having to leave the lackey if a mentor leaves.
8. Control your team- Do not tolerate insubordination, itll lead others to disregard the things that you say also, but make sure that you listen to suggestions since you dont know everything.
OK! Now that we finally got all of that out of the way we can move onto the powers.
Lets begin with the Mercenary primary and some facts about MMs.
Inherent-
[u]Supremacy[u]
+20% Damage +10% ToHit to all henchmen within a 60 foot radius
AKA KEEP AN EYE ON YOU PETS AT ALL TIME!!!
This is easier for the ranged sets Robots and Mercenaries because they do not need to move around much to attack their enemies.
[u]Bodyguard Mode[u]
This turns your MM into a tank and it will be nearly impossible to be killed with all six pets and full health. You must have pets in defensive follow or defensive go to in order for this to work.
To determine how much damage you will take is easy, just follow this very simple formula:
(Damage/(Pets+2))x2
Example: A Blaster attacks you with Sniper Rifle and hits you for 153.48 points of damage! You take 38.62 damage!
(153.48/(6+2))x2= 38.62
Your pets will take half of the damage that you take each, so they all would be hit for 19.31 damage. Have you figured out how this could be detrimental yet? Well if you are hit with an AoE attack such as Buckshot your pets will take more damage than a sniper rifle that was aimed at you. This will lead to you hating things like Demolitionist and other AoE users.
There is another inherent that you can get when you are picking your origin. These are actually [u]VERY IMPORTANT[u] later on when you have to light oil slick. Your only two options for inherent powers are Taser Dart and Apprentice Charm since they both do energy damage which can light oil slick (or fire damage).
[u]Slotting[u]
There are 2 main types of enhancements that characters use. Single origin enhancement and invention origin enhancements. I believe in slotting like Im 50 so that I do not have to do any respect trials and pass up a few million just to correct something I couldve avoided easily during earlier levels. I believe it is wasteful to 3 slot Invention Origin enhancements and Ill show you why.
Level 50 IO enhancement: 42.4% enhancement
2 Level 50 IO enhancement: 83.32% enhancement with ED, 84.8% without
3 Level 50 IO enhancement: 99.08% enhancement with ED, 127.2% without
127.2%-99.08%=28.12% wasted
Thats an awful lot, it could easily be put to more use in other powers, so only 3 slot powers that are of the utmost importance (Hasten, EMP arrow possibly, and serum in which up to 45s of the recharge will be knocked off).
[u]Mercenaries[u]
Overview: Decent AoE damage, decent ST damage, decent controls, and decent debuffs/buffs.
Burst:
Acc: 1.05 Rech: 4s
Dam: 4 x 8.6 L End: 6.5
Side Effects: -7.5% Defense
Comments: NO! First rule of the MM bible is [u]Thou shalt not take personal attacks or thou shall be known as mentally retarded.[u] Besides a big reason to go Merc/TA is that you can go staminaless and personal attacks have a high end use per second making it so that you will end up needing stamina.
Rating: 0/5
Soldiers:
Rech: 60s End: 19.5
Comments: Take it, as soon as its available (level 1). They will add a great amount of damage from 1-50 and contribute the most to bodyguard mode. At level 1 you can get your first Soldier, at level 6 you get your second soldier, at level 18 you get a specialized soldier called a medic.
Slotting: 2-3 Accuracy, 2-3 Damage, (Important IO Options: 1 Achilles Heel: Chance for Resistance Debuff, 1 Lady Grey: Chance for Negative Energy Damage)
Rating: 5/5
Slug:
Acc: 1.05 Rech: 8s
Dam: 50.16 L End: 10.66
Side Effects: 25% chance for 1.246 Knockback
Comments: Did you not hear me the first time?!? NO! NO NO NO NO [u]NO[u]!!!!! It does do more damage though.
Rating: 0.1/5
Equip Mercenaries:
Rng: 50ft End: 16.25
Comments: You need this power, it will increase the power of any of your henchmen for the duration of their life. It takes up a lot of endurance later.
Slotting: 1-2 Endurance IO Running out of endurance in the beginning of a mission while setting up will only increase set up time annoying teammates.
Rating: 5/5
M30 Grenade:
Acc: 1.05 Rech: 16s
Dam: 9.18 S 18.35 L End: 18.98
Side Effects: 3.323 Knockback
Comments: *cough* As if you dont know what Im going to say. This power is slightly better than the others though because of the amount of enemies you will be attacking in 8 man teams.
Rating: 1/5
Spec Ops:
Rech: 90s End: 19.5
Comments: Meh, these are the least important pets in my opinion they are required though because they add boss level controls and debuffs.
Slotting: 3 Accuracy/Mez Hamidon Enhancements, 2-3 Damage IOs. (Important IO Option: 1 Sovereign Right: +Resistance Aura). These are pretty hard to slot so focus on accuracy and damage when you arent in Hamidon enhancement levels.
Rating: 4/5
Serum:
Rech: FOREVER aka 1,000s End: 13
Side Effects: +7.5% Damage/ToHit; +52.5% Res; -Mez
Comments: Alas, you get the crappiest level 18 power ever. BUT it is important as an Oh SH!T power since 8 man teams can have an awful lot of them, and the henchmen can take a huge amount of punishment with it up. The bad part is its incredibly long recharge (16.6mins) AND henchmen crashes making him useless for 15 seconds after if not given a catch a breath inspiration afterwards.
Slotting: 2 Resistance IOs, 2-3 Recharge IOs (Important IO Options: Aegis: Psi/Status Res, Impervious Skin: Status Res, Steadfast Protection: Kb Protection) This way even if your henchmen gets resistance debuffed he can still be at the resistance cap.
Rating: 3/5
Commando:
Rech: 120s End: 19.5
Comments: He is AWESOME, he is the tank/blaster of your troop. Get him, you will have no 2nd thoughts. He can light your oil slick with flamethrower if needed.
Slotting: 2 Damage IOs, 2 Accuracy IOs, 2 Endurance IOs (Important IO Options: 4 acc/dam/end IOs from MM sets, Explosive Strike: Chance for Smashing, Force Feedback: Chance for +Recharge ((untested!))) He has a lot of KB attacks that are AoE so that the proc could contribute a nice amount of damage.
Rating: 5/5
Tactical Upgrade:
Rech: 10s End: 22.75
Comments: Makes all of your henchmen stronger by granting new abilities and makes your end bar go away faster than a Twinkie at a fat camp!
Slotting: 2 End, 1 Recharge This is to keep a smooth upgrading experience and since you dont have stamina youll need to keep your end usage low.
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[u]Trick Arrow[u]
Overview: Nice damage later on, great AoE debuffs, great control.
Entangling Arrow:
Rech: 4s End: 6.5
Acc: 1.2 Rng: 80ft
Side Effects: -100 KB/KU; Fly/-Jump; 17.88 Mag 3 Immob
Comments: Excellent power. It keeps enemies (even AVs) from punching your pets in the face and from running. Almost all enemies do more damage in melee than at range (even yours, but not enough to trade for survivability).
Slotting: 1 Accuracy IO, 2 Immob duration IO (later on) This is so that you can eventually stack immobs on AVs instead of just skirting them with glue arrow. No useful set IOs or uniques. Just slot up your pets first.
Rating: 4/5
Flash Arrow:
Rng: 80ft Acc: Auto-hit
Rech: 15s End: 9.75
Side Effects: -Perception, -3.75% ToHit
Comments: Its better than slug. And it is useful for stealthing around with or without pets.
Slotting: 0-1 Rech (Important IO Options: Dark Watchers Despair: Chance for Rech) Pretty good unslotted, spend these slots on your pet.
Rating: 3/5
Glue Arrow:
Rng: 60ft Acc: Auto-hit
Rech: 60s End: 9.5
Side Effects: -20% Recharge, -Fly/Jump/Run
Comments: Excellent Power. This is what keeps enemies from getting from you and protects your pets from vicious melee attacks.
Slotting: 2 Recharge IO (Important IO Options: Pacing of the Turtle: Chance for Recharge Slow) This is so that it is up every spawn.
Rating: 5/5
Ice Arrow:
Rng: 80ft Acc: 1
Rech: 18s End: 10.66
Side Effects: 9.536 Mag 3 Hold, -KB/SPD
Comments: Very nice power, it takes out the nasty enemies in the spawn such as tsoo sorcerers, sappers, and demolitionist, and if used after Spec Opss Tear Gas it can hold even an EB.
Slotting: 1 Accuracy IO, 2 Hold IO, 2 Recharge IO
Rating: 5/5
Poison Gas Arrow:
Rng: 70ft Acc: Auto-hit
Rech: 45s End: 13
Side Effects: 7.152s Mag 2 Sleep (50% Chance), -15% Damage
Comments: Awesome power, it splits the alpha strike in half giving you time to heal and makes the return weaker. This is how you will be able to tank on teams.
Slotting: 2 Recharge IO (Important IO Options: Call of the Sandman: Chance to Heal Self) This is so that it is up as often as possible and with the proc (very cheap, but unreliable) you can have an uninterruptible heal in addition to medic and aid self.
Rating: 5/5
Acid Arrow:
Rng: 80ft Acc: 1
Rech: 20s End: 9.75
Side Effects: -15% Resistance
Comments: Awesome power also. It reduces the resistance of the target causing them to take more damage. It also has a DoT to show that the power has hit. It can be good for soaking up any left over aggro.
Slotting: 1 Accuracy IO, 2 Recharge IO It has a small radius so youll need to repeatedly apply it to a group to debuff them all.
Rating: 5/5
Disruption Arrow:
Rng: 70ft Acc: Auto-hit
Rech: 60s End: 18.2
Side Effects: -15% Resistance
Comments: This is a nice complement to Acid Arrow and together you can drop enemy resistance by 30% making them much more vulnerable. The arrow doesnt need a target and can be placed anywhere (yes anywhere).
Slotting: 2 Recharge
Rating: 5/5
[u]THE OIL SLICK[u]
Um
yep this power deserves its own section. It is usually seen as a very bad power, but in the hands of a merc/TA MM it can become quite an asset. Let me show you some numbers first:
Rng: 70 Acc: Auto-hit Rech: 180s End: 19.5 Dmg: 83.5 unenhanced
Side Effects: -25% Defense, KD, -Jump/-Run SPD, Avoid
This will do a heck of a lot of damage and control. It is the best power in the set without doubt. Enemies will be getting shot at while falling down and burning and trying to run away. Doesnt this just scream villainy? The problem that people have with it, is that pets are afraid of the fire of the Oil Slick. Trust me, I would too, no matter how much my master told me it is safe. It doesnt affect mercenaries though because their pets are ranged and can simply shoot into the oil slick. You will want this power up as often as possible and for it to do the most damage possible, so slot it for 2 damage and 2 recharge. You can light the oil slick (a target named oil slick will appear in the middle of the huge 25ft radius oil slick) with a fire attack or energy attack. Think of it like an ice slick with hotfeet and quicksand on. It can be fun to summon it and let other players just attack it. I would rate it a 6/5.
EMP Arrow:
Rng: 70ft Acc: 1
End: 29.25 Rch: 300s
Side Effects: 17.88 Mag 3 Hold, 50% Chance for 17.88 Mag 1 Hold, -50% Endurance to Enemy, -1,000% Recovery to Self for 15s, 50.16 Damage to Robotic Enemies, -1,000% Regeneration to Target for 15s.
Comments: This power is really good. It is the best hold available in the game (well if you count EMP Pulse as being the same power). It will neutralize any Lieutenant and below in the spawn, and it has a 50% chance to affect bosses. The bosses that you dont get can simply be held by Ice Arrow. This way you can tank the spawn quite easily since they never get a chance to shoot back. Sometimes this is not the best power to use first in a spawn since you wont have any recovery. You could always just use a catch a breath inspiration though. It can also give you a nice head start in an AV battle with its huge but short regeneration.
Slotting: 2 Accuracy, 2 Recharge, 2 Hold
Rating: 5/5
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[u]Power Pools[u]
Concealment:
..Stealth- What do you need this for? There are better powers such as superspeed that increases your speed while giving stealth or flash arrow which has a debuff to help all teammates. Also, the endurance drain is not healthy for a staminaless trick arrowist. Rating: 3/5; Slotting: 2 Endurance Reduction; Notable IOs: (Luck of the Gambler: Chance for +Recharge)
..Grant Invisibility- See stealth. This is also heavy on end with such a short duration. Spec Ops already have stealth if you were taking it for thematic reasons. The defense bonus isnt worth it. Rating: 0/5; Slotting: 0-2 Defense IOs; Notable IOs: (Luck of the Gambler: Chance for +Recharge)
..Invisibility- High endurance cost, enemies can see you when your pets attack. You cant control your pets while invisible or attack the enemies with your debuffs, therefore this power should not be taken. Rating: 0/5; Slotting: 2 Endurance Reduction, 0-2 Defense IOs; Notable IOs: (Luck of the Gambler: Chance for +Recharge)
...Phase Shift- This is an Oh *****! power which you dont need. To get it you need to go through two other bad powers, it has a high end cost and very long activation time. The activation time isnt as bad on an MM though because you can tell when youll need it by your pets declining health bars. Rating: 1/5; Slotting: 0-2 Recharge/Endurance Reduction coward.
Fighting:
..Boxing- You are setting a horrible example for your soldiers, if you want them to stay at range, then you stay at range yourself! Besides this attack does pitiful damage on a mastermind and does not have any reliable side effects. It also takes up a large portion of time that could be spent debuffing. Rating: 0/5; Slotting: 1 Accuracy
..Kick- See boxing. Also, the kick looks weird and people will mock you, reminding you of your childhood years. Rating: 0/5; Slotting: 1 Accuracy
..Tough- Youre already tough! You dont need no girly power pool toggle to help you! You have BG mode. This power also uses a lot of endurance which is bad for reasons repeated repeatedly. This is only good if the enemy is focusing on you, so good luck out damaging your pets. You could take provoke, but it is very time consuming due to its short duration. Not to mention its useless against anything not using smashing or lethal. Rating: 3/5; Slotting: 2 End Reduction, 2 Resistance; Notable IOs: ( Aegis: Psi/Status Resistance, Impervious Skin: Status Resistance, Steadfast: +KB protection)
.Weave- Surprisingly this is worse than tough. It grants a low amount of defense to all for a high endurance cost. You will still get shot, every time. Most of the time due to the plethora of defense debuffs youll end up with negative defense even with it on. Not even good for a Tankermind Merc/TA MM. Rating: 0/5; Slotting: 2 End Reduction IOs, 0-2 Defense IOs; Notable IOs: (Luck of the Gambler: Chance for +Recharge)
Fitness:
.Swift- Makes you run and little faster. Take this if you are taking hover and fly. Rating: 2/5; Slotting: 0-2 Fly/Run IOs
.Hurdle- Makes you jump higher and faster. When used with combat jumping it can give great maneuverability and serve as a temporary travel power. Take this if you are taking Super jump or Super speed. Rating: 2/5; Slotting: 0-2 Jump IOs
.Health- It increases regeneration a little. Rating: 1/5; Slotting: 0-1 Heal IO; Notable IOs: ((Numinas Covalence: +Recovery/Regeneration, Miracle: +Recovery)
.Stamina- It increases endurance recovery a lot, you will need this power if you havent been listening and taking all the toggles and personal attacks you can find. Rating: 4/5; Slotting: 2 End Mod IOs; Notable IOs: (Performance Shifter: Chance for +End)
Flight:
.Hover- Small defense bonus and small endurance cost. Slow movement speed, but you wont need to move with your ranged attacks. Easily countered in pvp, helpful in pve when trying to avoid land based attacks. Rating: 3/5; Slotting: 0-1 End Reduction, 2 Fly IOs; Notable IOs: (Freebird: +Stealth IO)
.Air Superiority- Keeps an enemy on his back while delivering the damage of a little over a blasters brawl. Best melee attack outside of veteran rewards if you decide to get it. Rating: 3/5; Slotting: 1 Accuracy, 0-2 Damage; Notable IOs: (Force Feedback: Chance for +Recharge)
.Fly- Large endurance cost, most maneuverable in CoV. It suppresses to hover speed when attacking. Easily countered in pvp. Overall good for plain ol travel. Rating: 3/5; Slotting: 0-2 End Reduction, 0-2 Fly IOs; Notable IOs: (Freebird: +Stealth IO)
.Group Fly- Um
youll need stamina and a tray full of blues for running this whopping 2 end per second toggle. This is pretty much an attack on every teammate around you. You can debuff their tohit by 25% and can slow them and make it impossible to activate some of their powers. Awesome sauce! But seriously, if you use this while on my team, Ill consider it a hostile act in order to try to get the team killed and proceed to the kick button. Rating: -3/5; Slotting: 2 Endurance Reduction
Leadership:
.Manuevers- Not worth it. High endurance cost, only a small increase in defense which stacks with nothing you have unless you are trying to build a tankermind with scorpion shield, hover, combat jumping, weave, and provoke (not possible
). You will still be hit often. Rating: .1/5; Slotting: 2 End Reduction IOs; Notable IOs: (Luck of the Gambler: +Recharge)
.Assualt- This is a good power, alas you wont have the endurance to run it unless you get some endurance recovery bonuses from IOs and 2 slot with endurance IOs. It gives resistance to taunt and placate which is about as useless as that one IO, what IO you say? Exactly
(Commanding Presence: Taunt/Placate Resist) Rating: 4/5; Slotting: 2 End Reduction IOs
.Tactics- This power is a good power also, but the endurance is also killer. 2 slot with endurance reduction IOs. It gives you protection to confuse, a very deadly mez to an MM, and fear. It also increases your perceptions allowing you to see stealth foes in pvp depending on range and stealth level. Keep in mind that your pets can attack stealth foes even if you cant see them. And powers like your debuffs still affect them if they are caught in the radius. Rating: 4/5; Slotting: 2 End Reduction IOs, 0-2 ToHit Buff IOs
..Vengeance- This is the reason to invite that stalker to your team. You get a huge defense bonus, a nice damage buff, tohit buff, and mez protection. This powerset overall is better than any of the PPPs. It will not work on pets, but only dead teammates, it has a long recharge but can be made to come up more often with and only with global recharge bonuses (from sets, hasten, speed boost, or accelerate metabolism). They also tossed a minor heal in to top it all off. Rating: 5/5; Slotting: 2 Defense IOs, 0-2 ToHit Buff IOs
Leaping:
Jump Kick- See Air Superiority, but much worse since it isnt a reliable means of damage, damage mitigation, and is a worse time consumer. You do this stupid looking leap also. Rating: 0/5; Slotting: 1 Accuracy IO; Notable IOs: (Force Feedback: Chance for +Recharge)
Combat Jumping- Small defense, negligible endurance cost, +jump height, and immobilization protection. Its nice for a pre-travel power. It cant be turned on at the same time as Super Jump so you cant exactly run away from enemies very fast if they are using immobilizes. Rating: 3/5; Slotting: 0-1 Jump IO; Notable IOs: (Unbounded Leap: +Stealth, Luck of the Gambler: +Recharge)
.Super Jump- High endurance cost. Easy to use, good maneuverability. Difficult to counter. Rating: 5/5; Slotting: 2 End Reductions; Notable IOs: (Unbounded Leap: +Stealth)
.Acrobatics: High endurance cost, minor hold protection, insane levels of knockback protection and resistance. Great hold resistance. Rating: 4/5; Slotting: 2 End Reduction IOs.
Medicine:
.Aid other- Very vital since sometimes medic will die or simply be busy boxing with that wailer over in the corner. It adds a lot to early level survivability. Rating: 5/5; Slotting: 2 Heal/Recharge IOs; Notable IOs: (Numinas Covalence: +Recovery/Regeneration, Miracle: +Recovery)
Stimulant- Havent tried it yet, but I think it may cause medic to begin to stimulant you more often if the others are already covered which would make the power very good. It gives protection from many forms of mezzes. Rating: ?/5; Slotting: 0-1 End Reduction IOs, 0-1 Recharge IOs
.Aid Self- This is a nice handy power to have when you first absorb the alpha strike. It allows you to regenerate your health right back and gives you a nice amount of disorient protection. Watch out for Damage over Time (DoT) attacks which will interrupt it and possibly cause your death. Rating: 4/5; Slotting: 2 Heal/Recharge IOs; Notable IOs: ( Numinas Covalence: +Recovery/Regeneration, Miracle: +Recovery)
.Resuscitate- Large LARGE endurance cost, very long recharge, interruptible, only restores all of their health, none of their endurance. Overall I think its a good power for teams and increases exp/min since they dont have to travel all the way back from the hospital. Rating: 3/5; Slotting: 1-2 Recharge IOs.
Presence:
.Challenge- A very short duration ST taunt. Requires an accuracy check. Takes up time that could be spent doing other things. You shouldnt be trying to tank because you have no natural mez protection and your heal would be interruptible with no defenses. Rating: 0/5; Slotting: 1 Accuracy, 2 Taunt Duration; (Notable IOs: Triumphant Insult: Chance to Disorient, Perfect Zinger: Chance for Psi Damage)
..Provoke- A very short duration AoE taunt that requires an accuracy check. A benefit of these taunts is that they dont use any endurance so you wont have to worry about that. Same problems as Challenge. Rating: 0/5; Slotting: 1 Accuracy, 2 Taunt Duration; (Notable IOs: Triumphant Insult: Chance to Disorient, Perfect Zinger: Chance for Psi Damage)
..Intimidate- High endurance, high recharge, short duration fear. Fears allow the enemies to still fight back occasionally when attacked. You have a much better single target control in your secondary called Ice Arrow. Take that instead. Rating: 0/5; Slotting: 1 Accuracy, 2 Fear Duration, 2 Recharge IOs; (Notable IOs: Glimpse of the Abyss: Chance for Psi Damage, Unspeakable Terror: Disorient Bonus)
..Invoke Panic- High endurance, low accuracy, low duration, high recharge PBAoE fear. Same drawbacks as intimidate. Rating: 0/5; Slotting: 2 Accuracy, 2 Fear Duration, 2 Recharge IOs.
Speed:
Flurry- Low damage, fast recharge, long animation time attack with a chance for disorient. It takes up too much time for so little benefits. Brawl and flurry can reach near the same amount of damage per second so if you are considering this, take brawl instead because its better. Rating: 0/5; Slotting: 1 Accuracy, 2 Damage, 0-2 Recharge
..Hasten- *Drools* Makes all your long recharging powers come up faster allowing you to deal with multiple spawns at a time (you cant stack a lot of the arrows). Long recharge, but it has its own recharge bonus effecting its recharge. Slight endurance crash at the end which can be annoying, but manageable. Rating: 5/5; Slotting: 2-3 Recharge IOs
..Super Speed- NO VERTICAL MOVEMENT, so I suggest you keep those temp travel powers from banks or go back and do the bank mission in Oroboros for it. It gives you complete stealth when combined with flash arrow and the second fastest movement in a straight line. Also, its good when inside missions for movement unlike other types. Rating: 3.5/5; Slotting: 0-2 End reduction IOs; (Notable IOs: Celerity: +Stealth)
.Whirlwind- Turns you into the Tasmanian kitty. You harmlessly fling things around while draining your own endurance like crazy. It destroys the potential of anything that uses AoEs if used incorrectly. I suggest not picking it up since you can already keep enemies out of melee and pretty much in one spot. Its good for costume changes, but thats about it. Rating: -1/5; Slotting: 2 Endurance Reduction IOs.
Teleportation:
..Recall Friend- Teleports person or pet to your location if they get stuck. Pets normally get stuck when going up ladders, but other than that I rarely see it. Also, getting stuck is easily fixable, you have to lead the soldier out because they have the mental capacity of a 2 year old when it comes to making paths, but can work their way around a gun. Rating: 4/5; Slotting: 1 End Reduction IO.
.Teleport Foe: High Endurance and cannot affect some enemies if they are too high of level or status (purple bosses, elite bosses, archvillains). There is no real reason to use this power. Your spec ops can snipe as a pull. Rating: 1/5; Slotting: 1-2 Accuracy
.Teleport- Fastest travel power if no obstacles or lag. It can be very hard to use. If you want to use it I suggest making a bind: /bind lshift+lclick powexecname Teleport. This way you can simply hold shift and click where you want to teleport. It works like a charm though you still have to put a lot of effort into tping places. Rating: 3.5/5; Slotting: 2 End Reduction IOs (cant run out of end before you go in a mission and summon) 0-2 Range IOs; (Notable IOs: Time & Space Manipulation: +Stealth)
.Team Teleport- High Endurance and pets can fall out if they are high in the sky. Its hard to use with lag. Its not that useful though unless you like pvping in zones. In zones your pets can get left behind, but you can keep them with you if you have this. Rating: 3/5; Slotting: 2 End Reduction IOs, 2 Range IOs.
[u]Player Versus Environment (PvE) Strategies[u]
Remember how I told you that Merc/TA would perform great in pve? Well I wasnt lying. Many of the time you can become a balancing factor in a team by being able to tank, provide control, do great damage, and debuff. This is one of the best combinations for PvE due specifically to its AoE debuffs, ranged pets, and AoE attacks.
AoE Debuffs- With AoE debuffs such as glue arrow, disruption arrow, acid arrow, flash arrow, poison gas arrow, oil slick arrow, flash bang and tear gas from spec ops, and emp arrow all can keep up the same amount of effectiveness on a single target as 16 targets due to the AoE cap. This allows you to team with large amounts of people and contribute a very large amount.
Ranged Pets- Ranged pets are much less likely to die in teams because there are usually brutes willing to soak up agro and take AoEs that can devastate melee pets. Also, enemies in City of Villains do less damage at ranged than in melee, because in melee they can use ranged attacks and melee attacks. Also, ranged pets do not get in the way of brutes and are less likely to agro surrounding spawns by chasing because they can simply shoot the person to death from 80+ feet away. One downside to ranged pets though is the fact that they are more likely to clog doorways since they dont need to move from the door to attack in certain situations. This can be easily overcome by simply learning controls for your pets.
Tanking/Absorbing Alpha- In order to tank, you must stay in Body Guard Mode, first you will want to flash arrow a group so they dont attack before you are ready. Then you will want to use the power Poison Gas Arrow in order to effectively divide the return fire in half and decrease the amount of damage taken. After your soldiers begin attacking you can use acid arrow if safe enough. Other methods of absorbing alpha would simply be to lead off with EMP arrow which can hold bosses and you will have no return fire. If you use Oil Slick arrow many enemies will not be able to respond because they will be slipping. Feel free to use inspirations for yourself if you find yourself in over your head with the enemies. My order of tanking strategies from best to worst would be:
1. Flash Arrow then EMP Arrow
2. Flash Arrow then PGA then Oil Slick
3. Flash Arrow then Oil Slick
As you probably noticed I placed Flash arrow in the beginning of all of the tanking strategies because if they are flashed they will have a delayed response and it allows you to position yourself and your attacks better. Every little bit helps and can mean the difference between life and death.
Fighting Multiple Groups of Enemies-
There is a level where you have more than enough power to be able to take on multiple groups of enemies due to your powerful arrows. Lets say you are on a map that has 2 groups close together:
Option 1: Play it safe, flash arrow both mobs, engage one at a time.
Option 2: Eat a few inspirations if you think its needed. Use poison gas arrow on first group, then follow up with glue arrow and disruption. On second group use EMP arrow, then oil slick. Light the oil slick and go back to fighting the first group by applying holds and acid arrows. Your team has about 32.8 seconds at level 50 to kill or at least seriously bruise the first group. Then after the 33 seconds are up the others will begin to attack you. Glue arrow and poison gas arrow them, then lay down a disruption arrow. Most of the minions will be near dead from the oil slick alone so you shouldnt have much difficulty wiping them out. Hold the lieutenants and immobilize any meleers. Then just let the soldiers take care of the rest. If you are worried about the commando dying, just apply serum and itll take much more to take him down if you/medic are healing him.
Mez Happy Groups-
Medic doesnt like to stimulate you, hed prefer to do it to the spec ops, commando, and occasionally another soldier. In order to get him to give you mez protection you have to get mezzed and still be mezzed when his stimulant is recharged. In order to do this, youll need some timing. First wait until you see medic use stimulant on one of your pets again, then wait about 6 seconds or so, then attack, this way when you get mezzed, medic will have his stimulant recharged shortly. Other options would be to simply mez the mezzers first with ice arrow or EMP arrow or have spec ops lead off with flash bang to disorient them.
Preferences-
Enemy groups that I like to fight would be (best to worst): Council, Consortium Guard, Luddites, Freakshow, Trolls, Clockwork, Arachnos (low level), Longbow, Nemesis, Hellion, Circle of Thorns, Crey, Devouring Earth, Tsoo, Malta, Arachnos (high level), Banished Pantheon, Vahzilok, Lost (low levels), Wailers, Scrapyarders, and Carnies.
Mercenaries/Trick Arrow performs best against groups that do lethal damage/smashing damage, mainly melee with no slow resistance, and arent very mez heavy. Merc/TA performs worst against AoE fire throwers as you will see, things that do VERY heavy damage on large teams (wailers), and thats about it.
[u]Player Versus Player (PvP)[u]
Anything that is defense based will be quickly defenseless in the face of a merc/TA and its 75% defense debuff capability and high inherent accuracy. Also, due to incredible slows, range, auto-hit powers, and recharge it makes a melee AT with mostly defense the easiest target for a merc/TA. These targets include energy armor, super reflexes, and ninjitsu, invulnerability, and ice to a lesser degree. In order to stay alive in arena matches youll need time to set up so I suggest bringing a ton of inspirations just for the first 60 seconds that it will take you to fully set up. You wont need much changing from a PvE to PvP build since it performs well (not the best) at both.
Blasters- They deal high amounts of damage in single target and AoE, in order for you to deafeat one it would be best to get them from moving around too much and mezzed so they can only attack with a few of their attacks. Their AoEs can annihilate you quite easily, in order to prevent this you must move around while still keeping your pets within body guard mode. Be wary of fire blasters since they have damage over time attacks that can and will most likely interrupt your aid self. Every once in a while I see AR/dev ganking blasters or just regular tp foe blasters that WILL kill you if you dont immediately hold them while your pets catch up (dev blasters will kill you no matter what if they are good). You really only have to watch out for them in zones because in arena your pets usually arent far behind. Ice arrow ftw. When blasters have epic powers they can put a dent in your plans. Hibernate WILL make it so that the blaster will regenerate to full health no matter what you try to do, so you have to kill them before it recharges. Luckily it has a high recharge giving you plenty of time. If they try to run with low health just order spec ops and commando to attack them, if they are out of normal range theyll get 3 simultaneous high damage snipes to the back of their cowardly skulls. (for PFF see trollers)
Controllers- You must attack first and attack hard. Bring break frees to compensate for your lack of mez protection. If they are a bubbler or sonic you can use Poison Gas arrow to cut off their toggles. Its autohit so it doesnt matter if they are in Personal Force Field with 20 lucks on or not. Its only a 50% chance to sleep so you could just wait for about 15 seconds until it comes up again to try again. Dont waste time buying accuracies. Confuses eliminates your control over your pets and so do holds, you can get quite a few pool powers to give you some limited mez protection. Combat jumping has immobilize protection so you can move around, Acrobatics has minor hold protection, but major hold resistance so the holds wont last long. Tactics will lower the duration of confuses of illusion and mind controllers possibly the most dangerous type of controller. Your pets are resistant to confusion, fear, and placate luckily. These will be your hardest opponents if played right.
Defenders- They cant deal much damage, but they can debuff you quite badly. In order to defeat things like rads you have to have your pets go out of the radius of the debuffs and try to cut off toggles (rad and storm) with poison gas arrow or emp/ice arrow. Be careful though because you cant heal if you have toggles on you. You can use EMP arrow to halt the regeneration of an empath allowing you to kill him/her. They can bring quite a lot to pvp so try to take them out first.
Scrappers- Kite! Kite! Kite! Why melee a melee AT when you dont have to? Most dont have resistance to slows so lay down them oil slicks and glue arrows. Always try to have your debuffs in between the enemy and you. Do not let an invuln or willpower scrapper use you, move your pets around. Spines can be quite dangerous due to their AoEs, and so can claws, not to mention your pets have no kb protection. If its a regen or a wp trying to use your pets, use EMP arrow to get a lead on him/her, itll cut their regen from 1,450%ish regen to 450%.
Tankers- Mostly same strategy as Scrappers, kite well young one or you will surely perish. Watch out for hibernoobs. Fire/fire and other types of tanks can put out impressive amounts of AoE damage so move around and slow them.
Peacebringers/Warshades- Sorry, not much experience for me here.
Brutes- This requires MUCH more kiting than any other AT. They will build insane amounts of fury from all of the attacks that you and your pets are doing so you must really be careful and not let them touch you or your pets.
Corrupters- Watch out for AoEs and turn off togglers. Try to get them from moving around too much. They can really help a pvp team so kill them first.
Dominators- Another hard AT to fight, because your pets can be manipulated into fighting their pets or your own pets with confuses. You WILL be mezzed most of the time, but your slows can keep them out of permadom and away from you. They can do great single target and AoE damage and control.
Masterminds- Set up, trust me the other MM is doing that too so no need to go over there and look wasting your time. Fighting MMs is like fighting in PvE basically, you have great AoEs that can mess up their BG mode. Oil slick can nearly kill an MM all by itself, there is one problem though that I will talk about later. For force fielders and darks cut off their toggles. Keep ninjas away from you if possible, zombies will pretty much melee you no matter what because they have incredible slow resistance. Just light an oil slick underneath your feet to keep them at bay. Lich is incredibly annoying, but focus on the MM. Robots can light the oil slick themselves so you might want to see if there is a way to take advantage of that.
Stalkers- Mainly single target killers, good thing you arent a single target, stalkers should be very easy to kill with a well slotted acid arrow since they will not be going back into hide once out. Its a 20 second damage over time leaving you a 30 second window to hit them once to keep them out of BG mode. Try to move around so its harder to land an assassins strike on you (unresistable) or a fling spines or shockwave from hidden status.
Oil Slick and PvP- It can be incredibly useful even if it doesnt light, you will have difficulty lighting it in pvp if you do not have mu mastery as a patron pool. The only thing that can light it in PvP is commando so you want to pay attention to his attack sequence so you can have him light it underneath someones feet.
[u]Patron Power Pools[u]
Generic Patron- This is the format of the patron pools with powers in no particular order:
AoE Immob
AoE Attack
Shield
Hold
Leviathan Mastery- I will never take this due to the no respecing rule and I see no reason why I would want to take it.
Mace Mastery- My patron of choice
.twice. I like defense because it prevents nasty side effects that go along with attacks by avoiding them all together. Also, the AoE immob does not prevent kbing allowing some mitigation from my different pet attacks and oil slick. It also does speed which is nice along with fly. Web Cocoon allows me to stack holds all by myself to hold even bosses. This can be quite useful when mitigating damage or trying to hold someone in pvp. It comes with a large speed/-fly also. Im not taking the attack due to the very low damage and high endurance cost.
Mu Mastery- This is also a good choice of patron since it can light oil slick. But thats the only advantage it has on Mace Mastery, it does light end drain and has resistance as damage mitigation (resistance is better in pvp). Overall its slightly better than mace in pvp and slightly worse in pve. The hold is a shorter duration, the immob is shorter range, but it has a slightly better shield.
Soul Mastery- No reason in particular to take this. Slight accuracy and lower endurance cost.
[u]Merc Videos/Pictures[u]
Various pictures of what the Mercs look like.
http://boards.cityofvillains.com/showfla...part=4&vc=1
Here are the specific links from the post (not mine):
Soldier
Medic
Spec Ops
Commando
These videos will give you a sample of the single target damage of mercenaries compared to bots at level 30 and at level 32.
Level 30 All Bots vs. All Mercs
http://www.youtube.com/watch?v=G8nw6...eature=related
Level 32 All Bots vs. All Mercs
http://www.youtube.com/watch?v=joDcR3NbfuA
Other Videos can be found here:
RoofTop's Tests
Also you can just search the internet for Mercenaries and you can find many other videos.
[u]Other Useful Guides/Websites[u]
Mastermind Guides
Paragon Wiki
City of Data
<a href="www.honourableunited.org.uk/mhd.php" target="_blank">Midhero's</a>
Dont Ask, Dont Tell
My "Simple IO" Build. It contains only a few rares.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Mr. Rainbows TA: Level 50 Mutation Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Soldiers <ul type="square">[*] (A) Accuracy IO[*] (3) Accuracy IO[*] (3) Damage Increase IO[*] (5) Damage Increase IO[*] (7) Touch of Lady Grey - Chance for Negative Damage[*] (7) Achilles' Heel - Chance for Res Debuff[/list]Level 1: Entangling Arrow <ul type="square">[*] (A) Accuracy IO[*] (23) Immobilisation Duration IO[*] (34) Immobilisation Duration IO[/list]Level 2: Flash Arrow <ul type="square">[*] (A) Accuracy IO[*] (33) Recharge Reduction IO[*] (40) Recharge Reduction IO[*] (43) Dark Watcher's Despair - Chance for Recharge Slow[/list]Level 4: Glue Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (5) Recharge Reduction IO[*] (23) Pacing of the Turtle - Chance of -Recharge[/list]Level 6: Equip Mercenary <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 8: Aid Other <ul type="square">[*] (A) Healing IO[*] (9) Healing IO[*] (9) Recharge Reduction IO[*] (19) Recharge Reduction IO[*] (46) Numina's Convalescence - +Regeneration/+Recovery[*] (48) Miracle - +Recovery[/list]Level 10: Ice Arrow <ul type="square">[*] (A) Accuracy IO[*] (11) Hold Duration IO[*] (11) Hold Duration IO[*] (17) Recharge Reduction IO[*] (19) Recharge Reduction IO[/list]Level 12: Spec Ops <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (13) HamiO:Endoplasm Exposure[*] (13) HamiO:Endoplasm Exposure[*] (15) Damage Increase IO[*] (21) Damage Increase IO[*] (21) Sovereign Right - Resistance Bonus[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 16: Poison Gas Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 18: Aid Self <ul type="square">[*] (A) Recharge Reduction IO[*] (36) Recharge Reduction IO[*] (37) Healing IO[*] (40) Healing IO[/list]Level 20: Acid Arrow <ul type="square">[*] (A) Accuracy IO[*] (25) Recharge Reduction IO[*] (25) Recharge Reduction IO[/list]Level 22: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[*] (37) Endurance Reduction IO[/list]Level 24: Resuscitate <ul type="square">[*] (A) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 26: Commando <ul type="square">[*] (A) Accuracy IO[*] (27) Accuracy IO[*] (27) Damage Increase IO[*] (34) Damage Increase IO[*] (34) Endurance Reduction IO[*] (42) Endurance Reduction IO[/list]Level 28: Disruption Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 30: Serum <ul type="square">[*] (A) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (31) Resist Damage IO[*] (31) Resist Damage IO[/list]Level 32: Tactical Upgrade <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Endurance Reduction IO[*] (33) Endurance Reduction IO[/list]Level 35: Oil Slick Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (36) Recharge Reduction IO[*] (36) Damage Increase IO[*] (37) Damage Increase IO[/list]Level 38: EMP Arrow <ul type="square">[*] (A) Accuracy IO[*] (39) Hold Duration IO[*] (39) Hold Duration IO[*] (39) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 41: Web Envelope <ul type="square">[*] (A) Accuracy IO[*] (42) Accuracy IO[*] (42) Recharge Reduction IO[*] (43) Immobilisation Duration IO[*] (43) Immobilisation Duration IO[/list]Level 44: Scorpion Shield <ul type="square">[*] (A) Defense Buff IO[*] (45) Defense Buff IO[*] (45) Endurance Reduction IO[*] (46) Endurance Reduction IO[*] (46) Luck of the Gambler - Recharge Speed[*] (50) Karma - Knockback Protection[/list]Level 47: Web Cocoon <ul type="square">[*] (A) Accuracy IO[*] (48) Hold Duration IO[*] (48) Hold Duration IO[*] (50) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 49: Stimulant <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+7.5% Enhancement(RechargeTime)[*]+Knockback (Mag -4)[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]
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</pre><hr />
Pretty decent guide. I have a 31 merc/TA that I have been playing over the last week or so, mostly in sirens.
Its beastly. Glue is probably the ultimate soft-immob, totally shutting down any hero team without slow res. Right now im sitting at around 250 rep or so, though srsly, lol rep.
Though there are a few things I disagree with in your guide. Phase is amazing, I would take it as soon as possible. Stealth + stealth IO lets you sneak around, and grant invis lets your pets go around without drawing NPC aggro.
Here is my planned build
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Soldiers <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (5) HamiO:Nucleolus Exposure[*] (7) HamiO:Nucleolus Exposure[*] (7) Touch of Lady Grey - Chance for Negative Damage: Level 39[*] (9) Sovereign Right - Resistance Bonus: Level 39[*] (9) Achilles' Heel - Chance for Res Debuff: Level 20[/list]Level 1: Entangling Arrow <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge: Level 39[*] (43) Enfeebled Operation - Accuracy/Endurance: Level 39[*] (45) Enfeebled Operation - Endurance/Immobilize: Level 39[*] (45) Enfeebled Operation - Immobilize/Range: Level 39[*] (45) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 39[*] (46) HamiO:Endoplasm Exposure[/list]Level 2: Flash Arrow <ul type="square">[*] (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 39[*] (3) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 39[*] (3) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 39[*] (5) Dark Watcher's Despair - Recharge/Endurance: Level 39[/list]Level 4: Glue Arrow <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (11) Recharge Reduction IO: Level 40[*] (11) Recharge Reduction IO: Level 40[*] (13) Range IO: Level 40[*] (13) Slow IO: Level 40[*] (15) Slow IO: Level 40[/list]Level 6: Equip Mercenary <ul type="square">[*] (A) Endurance Reduction IO: Level 40[/list]Level 8: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 39[/list]Level 10: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (25) Recharge Reduction IO: Level 40[*] (27) Recharge Reduction IO: Level 40[/list]Level 12: Spec Ops <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (15) HamiO:Nucleolus Exposure[*] (17) HamiO:Endoplasm Exposure[*] (17) HamiO:Peroxisome Exposure[*] (19) HamiO:Peroxisome Exposure[*] (19) Soulbound Allegiance - Chance for Build Up: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) HamiO:Microfilament Exposure[*] (31) HamiO:Microfilament Exposure[*] (33) Unbounded Leap - +Stealth: Level 39[/list]Level 16: Stealth <ul type="square">[*] (A) Endurance Reduction IO: Level 40[*] (48) Endurance Reduction IO: Level 40[*] (50) Luck of the Gambler - Recharge Speed: Level 39[/list]Level 18: Grant Invisibility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 39[/list]Level 20: Acid Arrow <ul type="square">[*] (A) Accuracy IO: Level 40[*] (21) Accuracy IO: Level 40[*] (21) Undermined Defenses - Recharge/Endurance: Level 39[*] (23) Undermined Defenses - Defense Debuff: Level 39[*] (23) Undermined Defenses - Recharge: Level 39[*] (25) Achilles' Heel - Chance for Res Debuff: Level 20[/list]Level 22: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO: Level 40[*] (50) Endurance Reduction IO: Level 40[/list]Level 24: Phase Shift <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (43) Recharge Reduction IO: Level 40[*] (43) Recharge Reduction IO: Level 40[/list]Level 26: Commando <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (27) HamiO:Nucleolus Exposure[*] (29) HamiO:Nucleolus Exposure[*] (29) Force Feedback - Chance for +Recharge: Level 39[*] (31) Endurance Reduction IO: Level 20[*] (31) Touch of Lady Grey - Chance for Negative Damage: Level 39[/list]Level 28: Aid Other <ul type="square">[*] (A) Doctored Wounds - Heal: Level 39[*] (37) Doctored Wounds - Recharge: Level 39[*] (40) Doctored Wounds - Heal/Endurance: Level 39[*] (42) Doctored Wounds - Heal/Recharge: Level 39[*] (42) Doctored Wounds - Heal/Endurance/Recharge: Level 39[*] (42) Miracle - +Recovery: Level 39[/list]Level 30: Aid Self <ul type="square">[*] (A) Doctored Wounds - Heal: Level 39[*] (33) Doctored Wounds - Recharge: Level 39[*] (33) Doctored Wounds - Heal/Recharge: Level 39[*] (34) Doctored Wounds - Heal/Endurance: Level 39[*] (34) Doctored Wounds - Heal/Endurance/Recharge: Level 39[*] (34) Interrupt Reduction IO: Level 40[/list]Level 32: Tactical Upgrade <ul type="square">[*] (A) Endurance Reduction IO: Level 40[/list]Level 35: Oil Slick Arrow <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 39[*] (36) Positron's Blast - Damage/Recharge: Level 39[*] (36) Positron's Blast - Damage/Range: Level 39[*] (36) Positron's Blast - Damage/Endurance: Level 39[*] (37) Positron's Blast - Accuracy/Damage/Endurance: Level 39[*] (37) Recharge Reduction IO: Level 40[/list]Level 38: EMP Arrow <ul type="square">[*] (A) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 39[*] (39) Efficacy Adaptor - Accuracy/Recharge: Level 39[*] (39) Efficacy Adaptor - EndMod/Recharge: Level 39[*] (39) Efficacy Adaptor - EndMod: Level 39[*] (40) Efficacy Adaptor - EndMod/Accuracy: Level 39[*] (40) Efficacy Adaptor - EndMod/Endurance: Level 39[/list]Level 41: Charged Armor <ul type="square">[*] (A) Impervious Skin - Resistance/Recharge: Level 30[*] (46) Impervious Skin - Endurance/Recharge: Level 30[*] (46) Impervious Skin - Resistance/Endurance: Level 30[*] (48) Impervious Skin - Resistance/Endurance/Recharge: Level 30[*] (48) Impervious Skin - Status Resistance: Level 30[/list]Level 44: Disruption Arrow <ul type="square">[*] (A) Recharge Reduction IO: Level 40[/list]Level 47: Electrifying Fences <ul type="square">[*] (A) Accuracy IO: Level 40[/list]Level 49: Super Speed <ul type="square">[*] (A) HamiO:Microfilament Exposure[*] (50) HamiO:Microfilament Exposure[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Nice guide
Can I borrow some money?
Build Change: Just took out dark watcher's despair from flash arrow, and added explosive strike: +smashing damage to commando.
can i get some feed back about this build?
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Medicine
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Soldiers <ul type="square">[*] (A) Accuracy[*] (3) Accuracy[*] (3) Damage Increase[*] (5) Damage Increase[*] (5) Damage Increase[*] (7) Healing[/list]Level 1: Entangling Arrow <ul type="square">[*] (A) Accuracy[*] (9) Accuracy[*] (43) Immobilisation Duration[/list]Level 2: Flash Arrow <ul type="square">[*] (A) Accuracy[*] (7) Accuracy[*] (33) To Hit Debuff[*] (33) To Hit Debuff[*] (50) To Hit Debuff[*] (50) Recharge Reduction[/list]Level 4: Glue Arrow <ul type="square">[*] (A) Slow[*] (9) Slow[/list]Level 6: Equip Mercenary <ul type="square">[*] (A) Recharge Reduction[/list]Level 8: Hover <ul type="square">[*] (A) Flight Speed[/list]Level 10: Ice Arrow <ul type="square">[*] (A) Accuracy[*] (11) Accuracy[*] (11) Slow[*] (23) Slow[*] (23) Slow[*] (34) Recharge Reduction[/list]Level 12: Spec Ops <ul type="square">[*] (A) Accuracy[*] (13) Accuracy[*] (13) Damage Increase[*] (15) Damage Increase[*] (15) Damage Increase[*] (17) Damage Increase[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed[/list]Level 16: Poison Gas Arrow <ul type="square">[*] (A) Sleep Duration[*] (17) Sleep Duration[*] (40) Recharge Reduction[/list]Level 18: Aid Other <ul type="square">[*] (A) Recharge Reduction[*] (19) Recharge Reduction[*] (19) Recharge Reduction[*] (34) Healing[*] (46) Healing[*] (46) Healing[/list]Level 20: Acid Arrow <ul type="square">[*] (A) Accuracy[*] (21) Accuracy[*] (21) Defense Debuff[*] (45) Defense Debuff[*] (45) Defense Debuff[*] (46) Recharge Reduction[/list]Level 22: Recall Friend <ul type="square">[*] (A) Recharge Reduction[/list]Level 24: Stealth <ul type="square">[*] (A) Endurance Reduction[*] (25) Endurance Reduction[*] (25) Endurance Reduction[/list]Level 26: Commando <ul type="square">[*] (A) Accuracy[*] (27) Accuracy[*] (27) Damage Increase[*] (29) Damage Increase[*] (29) Damage Increase[*] (31) Damage Increase[/list]Level 28: Disruption Arrow <ul type="square">[*] (A) Recharge Reduction[*] (34) Recharge Reduction[*] (37) Recharge Reduction[/list]Level 30: Grant Invisibility <ul type="square">[*] (A) Defense Buff[*] (31) Defense Buff[*] (31) Endurance Reduction[/list]Level 32: Tactical Upgrade <ul type="square">[*] (A) Recharge Reduction[*] (33) Endurance Reduction[/list]Level 35: Oil Slick Arrow <ul type="square">[*] (A) Recharge Reduction[*] (36) Recharge Reduction[*] (36) Damage Increase[*] (36) Damage Increase[*] (37) Damage Increase[*] (37) Slow[/list]Level 38: EMP Arrow <ul type="square">[*] (A) Accuracy[*] (39) Accuracy[*] (39) Endurance Modification[*] (39) Endurance Modification[*] (40) Hold Duration[*] (40) Hold Duration[/list]Level 41: Scorpion Shield <ul type="square">[*] (A) Defense Buff[*] (42) Defense Buff[*] (42) Defense Buff[*] (42) Endurance Reduction[*] (43) Endurance Reduction[*] (43) Endurance Reduction[/list]Level 44: Web Envelope <ul type="square">[*] (A) Accuracy[*] (45) Accuracy[/list]Level 47: Web Cocoon <ul type="square">[*] (A) Accuracy[*] (48) Accuracy[*] (48) Hold Duration[*] (48) Hold Duration[/list]Level 49: Stimulant <ul type="square">[*] (A) Recharge Reduction[*] (50) Endurance Reduction[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy
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</pre><hr />
Knowledge is power.
Power corrupts.
Study Hard. Be evil.
If you have build questions, post them in the mastermind section since that's where I am most often. Also, oil slick no longer scares other pets.
[u]Merc/TA and ITF Tips[u]
Ok, so a few minutes ago I got done doing my 4th ITF run (1 was w/ my plant/thorn dom) and I'd like to share some info that merc/TA and similar playing characters (bot/TAs) might find useful also.
Tip 1: Romans like to gather around melee characters. Wait until they have all gathered before trying to slow them, then release w/ the AoEs. Otherwise you might end up w/ too much aggro and the enemies will spread out. The taunt from the auras only last so long, so they should get back into the aura as quickly as possible.
Tip 2: Oil Slick can be used before enemies arrive! This way if enemies arrive, they'll be slowed down by the oil slick and glue arrow (which you placed on the oil slick target) and group together for a nice barbeque. You can add disruption arrow on top if you want. This is for when you know ambushes are coming (crystal explosions).
Tip 3: There are too many Romans! Tired of trying to click through all those Romans to try to click on Oil Slick to light it? Well then try this macro: /macro OSA "targetcustomnext Oil Slick Arrow$$powexecname Apprentice Charm". I use apprentice charm to light mine, but you can substitute it for w/e you light OSA with. (please tell me you don't only use commando).
Tip 4: Hold Surgeons. They heal and are annoying. Use Ice Arrow.
Tip 5: Flash Arrow Patrols. It can get very hetic if you allow too many patrols to attack you at once. 2-3 is fine, but 4 and even the awesomeness of merc/TA might fail.
Tip 6: When you have to attack Romulus and need to seperate him from his healers use Oil Slick Arrow! The nicti are afraid of Oil Slick Arrow and will fly off while you keep Romulus immobed in the oil! This also does tremendous damage to the nicti (lesser bound) and Romulus and it'll make it easier to kill them off.
Tip 7: BG mode often or you will be (what appears to be) 1 shotted by a minotaur because you stepped in a fire patch.
[u]Tankerminding[u]
Use goto to get your pets out of AoE range, then taunt (I recommend picking up provoke or challenge). This way you can handle the damage and protect your pets from harm. This is very effective against very hard single targets like AVs or EBs. Medic can provide you with mez protection if you get mezzed so don't worry too much about that. Gunslinger bosses piss me off. Even tankermind won't help. Use your holds and disorients from spec ops and ice arrow+PPP hold can keep him from tping away.
I just started lvling up a merc/ta and I'm 35 now. Somethings you should add are
recharge IOs - everyone of the soilders attacks have a -def, 2/3 of the medics and spec ops have -def also. and the commando has a lot of knockback attacks. undermind defense recharge, and recharge/end should be slotted in mercs and spec ops because it raise their damage output real good. And the commando should atleast have force feedback recharge/end. Not only it helps fix his end problem, but gives him recharge also. Also, thats the only "safe" recharge IO for knockback. If you want more recharge, u will have to either get the proc or a knockback/recharge IO. The knockback/recharge makes you up the mag of his attacks which can be annoying... but the 100% recharge proc would have to be up 1/5 of the time to equal the kb/recharge, which it doesn't. Plus it only procs when you are in battle and the commando has a lot of LONG recharge attacks which could use the recharge help outside of battle as well.
2nd, merc/ta can go gimp with the acc slotting. with tactics and supremacy + the -def debuff from acid arrow + -def from merc attacks. you can hit +4 mobs easy with just slotting 40% acc in the tier 1 pets. You could even go less than that if you plan to solo alot and focus fire with your pets
[ QUOTE ]
2nd, merc/ta can go gimp with the acc slotting. with tactics and supremacy + the -def debuff from acid arrow + -def from merc attacks. you can hit +4 mobs easy with just slotting 40% acc in the tier 1 pets. You could even go less than that if you plan to solo alot and focus fire with your pets
[/ QUOTE ]
Also 25% -Def in OSA, which is auto-hit.
[u]TASTE THE RAINBOW [u]
Is the battle cry of my Merc/TA MM whenever we wade fearlessly into a sea of metallic death known as Freakshow. I made Mr. Rainbows my level (see sig) MM originally as a merc/ff, but the damage was quite hideous and he couldnt really do much but help himself and his soldiers survive. So I decided to make an MM that would be much more effective on teams in mitigation, damage, and control while still being awesome solo and in pvp. The concept of Mr. Rainbow was based around the Dont Ask, Dont Tell policy of the U.S. Army, but I wont bore you with the detail, Google it yourself.
There are some things that need to be noted before we begin. Mercs are the lowest damage primary out there, their controls are on ridiculously long recharges, and they have AR. What did you think that 6 AR users are somehow better than an AR/ blaster? If you are looking for a primary/secondary that will be completely easy for you to play without even having to use some of that gray matter in your head I suggest that you roll a Robot/Force Field Mastermind.
Eh? Youre still here I see. Happy to know you havent been discouraged by the multitudes of insults associated with merc/TA. Well, yes they are gimp, but provide an awesome synergy that makes them one of the best combinations that Ive seen.
There are certain play styles that fit best with a Merc/TA MM. Merc/TAs potential grows EXPONENTIALLY when you increase the amounts of enemies by increasing the amount of teammates. Thus, we will first go through basic techniques for recruiting teammates. You will want to team with 8 people at all times.
In order to not completely piss off your teammates you will need to know a little about pet control binds. You can simply copy and paste these boxes into your chat box (stopping at the periods) and then you use the number pad located on the right of your keyboard (different on most laptops and other types of computers).
Controls-
0-Prepares all Mercenaries for Commands
1-Prepares Soldiers for Commands
2-Prepares Spec Ops for Commands
3-Prepares Commando for Commands
4-Commands Selected Soldiers to become Aggressive
5-Commands Selected Soldiers to become Defensive
6-Commands Selected Soldiers to become Passive
7-Commands Selected Soldiers to Attack Target
8-Commands Selected Soldiers to Follow
9-Commands Selected Soldiers to Go To a Position
All Pets
[ QUOTE ]
/bind numpad0 "bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto"
[/ QUOTE ]