Merc/pois build
Power Levels
Currently, all villain AT's only go up to L40. When the post-40 game is introduced in I7, you may want to hold out and see what the Patron Pools have.
Secondary Powers
You seem to have only taken four powers from your secondary. I'm not totally au fait with the Poison secondary, but from L1-L40 you've not had a single secondary power. This is likely to leave your build underpowered, compared to those taking secondaries in the L16-L30 range.
I hear Weaken and Envenom are very popular early on. Paralytic Poison and Noxious Gas being excellent L35/38 choices.
Fitness Pool
Do you really need this? Many Masterminds find they are able to not use this at all, and instead rely on henchmen for primary damage output which results in no endurance usage.
Primary Attacks
Do you really need to take all your primary attacks? Especially the AoE. These will just draw aggro onto yourself (especially as heavily slotted as you have them listed) which with your low HP's you can't ablate.
Slotting Suggestions
- Add a slot to Tactical Upgrade, Rchg Rdx, as it needs as much reduction as possible
- Remove slots from Maneuvers (the Def) as the defense bonus is far to low to be worth slotting for
- Add a slot to Tactics (ToHit) as it's best to squeeze as much out of this power as possible
- Reduce all slotting to three of the same type of enhancement only. The fourth will only grant a paltry 5% enhancement and is not worth it in most cases (poss. exception is your final henchman - slot out for damage)
Hope this helps, and gives you something to think about!
I agree with Zap on most things. Some more detailed advice:
Lose M30 Grenade - its like the AR one and its is absolutely useless. THe only thing it is good for is getting yourself killed.
Get Soldiers at lvl 1. These guys should be getting all the slots ASAP as at below 12 they are your main damage output. Drop the heal enhancers from them as only the medic can use heal and he seems to be the suicidal one as he has very short range weaponary and is the one to die first.
Pick either slug or burst at low level - I prefer slug to burst as it does more damage. Get either evenom or weaken at lvl 4 and the other at lvl 8.
Equip should be got ASAP that means lvl 6.
Lvl 10 is where you should pick up hover if your going for fly.
Spec Ops at lvl 12 is a must.
Lvl 14 for fly.
After that it becomes a matter of choice for which powers to take when. Just some points. I would get Commando and tactical upgrade as soon as possible. your secondary should be evenly mixed with pool powers as too many pool powers will leave you vulnerable and the choice of your secondary powers will really depend on if you team a lot as things like the elixa of life dont affect henchmen.
All the above points are from my experience as a mastermind with bots/ff. I have played a mercs poison upto lvl 6 to get a hang of all the different sets. Also I have had experience of the 3 attacks in the Merc primary personally as I have an AR/Dev blaster who has learnt mediocre AoE's mean death.
Thanks guys, I'm already 25 and I'm only planing for my first respec, so I wasn't really paying attention to the order I choose powers yet. However I'll keep in mind the advices about the attack powers. I'll most likely drop the granade but keep the other two. I think Soldiers can go for lvl2 since it's really no problem doing the tutorial with burst and I would like to have both burst and slug (but since I'm planing for respec it won't make a difference ).
I'll try to put together a "normal leveling" build just to see what you guys think.
Ok, here we go. What do you think of this build? Tried to take the most out of both prim and sec pools and I'm probably going for stealth for post-40. It's a respec build so no need to think about the order of choosing but I tried to do my best to bear that in mind too.
[/b]Name: respec
Level: 41
Archetype: Mastermind
Primary: Mercenaries
Secondary: Poison
---------------------------------------------
01) --> Burst==> Acc(1)Dmg(11)Rechg(23)
01) --> Alkaloid==> Heal(1)Heal(7)Heal(7)Heal(9)Rechg(9)Rechg(11)
02) --> Soldiers==> Acc(2)Acc(3)Dmg(3)Dmg(5)Dmg(5)
04) --> Slug==> Acc(4)Dmg(23)Rechg(40)
06) --> Equip Mercenary==> Rechg(6)Rechg(34)
08) --> Hover==> Fly(8)
10) --> Maneuvers==> EndRdx(10)EndRdx(31)
12) --> Spec Ops==> Acc(12)Acc(13)Dmg(13)Dmg(15)Dmg(15)
14) --> Fly==> Fly(14)Fly(37)Fly(37)Fly(39)EndRdx(39)EndRdx(39)
16) --> Envenom==> Acc(16)DefDeBuf(17)DefDeBuf(17)EndRdx(25)
18) --> Weaken==> Acc(18)TH_DeBuf(19)TH_DeBuf(19)EndRdx(34)
20) --> Neurotoxic Breath==> Acc(20)Slow(21)Slow(21)EndRdx(25)
22) --> Aid Other==> Heal(22)Heal(34)Heal(40)Heal(40)
24) --> Assault==> EndRdx(24)EndRdx(33)
26) --> Commando==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)Dmg(37)
28) --> Paralytic Poison==> Acc(28)Hold(31)Hold(31)
30) --> Tactics==> EndRdx(30)EndRdx(33)
32) --> Tactical Upgrade==> Rechg(32)Rechg(33)
35) --> Serum==> TH_Buf(35)DmgRes(36)Rechg(36)Rechg(36)
38) --> Elixir of Life==> Empty(38)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Dmg(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Hmm, a bit of slotting I'd change (remove from Fly, add to Tac Upg and Elixir, migrate a Heal or two in Aid Other into RchgRdx) but otherwise now looks solid to me.
Remember though, that the fourth SO of any one type in a power is almost a waste (so long as they are green).
I know but might as well cap the fly. It is still the slowest power and I read it somewhere that four SO for speed just make the flight speed CAP (tell me please if they changed that). Since the issue that puts in lvl50 for villains isn't very far, I would slot those powers later. Elixir doesn't work on hench and I solo a lot and if I happen to team, then there is always a more capable healer than me. I only chose that to have something in the unlikely event that I might get into a team without other rezzer, but wouldn't get everything on it. But...should I remove one Heal slot from Alkaloid and put it on Aid Other recharge?
for Aid other Ideal slotting is 2 heal, 2 interupt and 2 rechrage. if you can only spare 4 slote gp 1 heal, 1 interrupt and 2 recharge. Interrupts means you can use in combat and the recharge mean that you can heal more than one henchmen when you start getting in trouble. Heals are a luxory as with 1 heal SO I heal about 60% of first tier henchmans health in one go.
Hm, sounds good. I was thinking about interrupt, but since my henchmen do the fighting, I might have time to finish before I take damage. But if you think it really is important, then I might do that.
I would like to have some "professional" opinion on this build. I have never really got it to high levels so I'm not really into this "1337powerslotting" thing.
[/b]Name: Colonel Hmuda
Level: 50
Archetype: Mastermind
Primary: Mercenaries
Secondary: Poison
---------------------------------------------
01) --> Burst==> Acc(1)Dmg(3)Dmg(3)Dmg(13)EndRdx(46)
01) --> Alkaloid==> Heal(1)Heal(5)Heal(5)Heal(7)Rechg(7)Rechg(9)
02) --> Soldiers==> Acc(2)Acc(9)Dmg(11)Dmg(11)Dmg(40)Heal(50)
04) --> Slug==> Acc(4)Dmg(13)Dmg(15)Dmg(15)EndRdx(46)
06) --> Hover==> Fly(6)
08) --> Swift==> Run(8)
10) --> Equip Mercenary==> Rechg(10)Rechg(17)
12) --> M30 Grenade==> Acc(12)Dmg(17)Dmg(19)Dmg(19)EndRdx(46)
14) --> Fly==> Fly(14)Fly(21)Fly(21)Fly(23)EndRdx(23)EndRdx(25)
16) --> Health==> Heal(16)Heal(25)Heal(29)Heal(45)
18) --> Spec Ops==> Acc(18)Acc(29)Dmg(31)Dmg(31)Dmg(40)
20) --> Stamina==> EndMod(20)EndMod(27)EndMod(27)EndMod(45)
22) --> Maneuvers==> DefBuf(22)DefBuf(31)EndRdx(33)EndRdx(33)
24) --> Assault==> EndRdx(24)EndRdx(33)
26) --> Tactics==> TH_Buf(26)TH_Buf(34)EndRdx(34)EndRdx(34)
28) --> Aid Other==> Heal(28)Heal(36)Heal(36)Heal(36)Rechg(37)Rechg(37)
30) --> Serum==> DmgRes(30)TH_Buf(37)
32) --> Commando==> Acc(32)Acc(39)Dmg(39)Dmg(39)Dmg(40)
35) --> Tactical Upgrade==> Rechg(35)Rechg(42)
38) --> Hurdle==> Jump(38)
41) --> Paralytic Poison==> Acc(41)Acc(42)EndRdx(42)Hold(43)Hold(43)Rechg(43)
44) --> Elixir of Life==> DmgRes(44)DmgRes(45)
47) --> Weaken==> Acc(47)EndRdx(48)Rechg(48)TH_DeBuf(48)
49) --> Group Fly==> EndRdx(49)Fly(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Dmg(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------