I want to respec but... (Merc/Poison MM)


Dark_Seraphim

 

Posted

What are the powers that are useless in the Merc and Poison trees?

And what extra pool powers i must have to make a good PVE MM(Solo and Team)?


 

Posted

no posts yet? come on guys i really would like to hear some opinions here on what i need and what i won't for the MM i have right now.


 

Posted

I only know the Merc set so I cant comment on poison.
I think most of the merc set is pretty good. Your attacks are optional. Some people dont like Serum but I find it great for though fights. As for slotting, 6 slot your henchmen and other powers often use (exept the upgrades)


 

Posted

Poison:

Get all but the Neurotoxic Breath and the Antidote... Antidote you could take (and lately I've begun to think that it would be good to have!) as in most teams, I'm actually the healer... BUT anyways... most of poison skills are great, but the Neurotoxic Breath is able to be ignored.


 

Posted

think indeed for mercs neurotoxic breath is the least feasible of the poison powers, yet it of course still is a useful power. Antitode.. well I'd keep it if you tend to team alot. If you tend to solo I'd suggest you leave this one out.
I dont have mercs (robo/poison) so cant comment much on the mercs.

PS, bout neurotoxic breath, I love it on my robo/poison cause slowed enemies + incendiary missiles... poor enemies :P


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

One more thing you could leave out... Poison trap... At 35 my pets have so much AoE attacks that it would be a total waste...


 

Posted

The merc set:
Like in all other mastermind sets, the pet powers themselves, and the equip/train powers, are *must have* powers. The things you can consider skipping on are serum, and the attack powers.. I tend to find the attack powers less useful than various 'tactical' powers.

Poison: I speak with little expereience on this set. It should complement the mercs fairly well, but what is useful or not..