Annoying thing about MM secondaries...


blackdragon_EU

 

Posted

Why is it I can't find anything to go with Mercaneries?

Poison? Doesn't go with the character idea, same with Dark Miasma. Force Field, doesn't go with the character idea either. Trick Arrow does, but why would he carry a bow and a gun around, why not just get the gun made to fire munitions with the effects. Traps, only four that fit are Web Grenade, Caltrops, Trip Mine and the final power, Demolitions or something.

The new Thug powerset, that won't have any secondary to really synergise with either.


 

Posted

You sure you can't crowbar the mortar and the drones into your character concept? They are damn useful powers


 

Posted

Triage Beacon is also a sound investment for later levels; and for yourself.


 

Posted

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Poison? Doesn't go with the character idea, same with Dark Miasma. Force Field, doesn't go with the character idea either. Trick Arrow does, but why would he carry a bow and a gun around, why not just get the gun made to fire munitions with the effects. Traps, only four that fit are Web Grenade, Caltrops, Trip Mine and the final power, Demolitions or something.

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Detonator. It's crud. Avoid it.

This has been an announcement from the Society againt naff level 38 powers...


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

The worst thing I ever tried to do with CoX was create a character concept then try and pick the powers to suit, as they'll never fit in!

Instead I now try and pick the powers, then create the concept to suit!

Which means...

Poison? Genetically engineered super-soldier crossed with the DNA from the Mercy Isle Snakes. Next!

Force Field? High-tech Commander with forcefield emitter for protecting his troops.

Trick Arrow? Take no primary attacks, and have him as a renegade member of Manticore's Wyvern group - having gathered some of his own troops.

Dark Miasma? Evil mage, mind-controlling soldiers to do his bidding.

Traps? Technician working for Arachnos testing new technology, been assigned his own unit.


 

Posted

Traps are probably as close as you can get... most of those are pretty militaristic, anyway.

You're righ about Mercs lacking an obvious secondary, though, especially compared to the other 3. Robots obviously go with Forcefields, Ninjas with Trick Arrow, and Zombies will work with Dark Miasma or Poison, depending on whether they're the Vahzilok or Banished Pantheon variation...

So I guess Mercs ends up with Traps pretty much by exclusion, anyway. Besides, they were added together.


 

Posted

Actually, robots goes with traps fairly well.


Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

I have a robots/traps mastermind, and it fit's my concept brilliantly.

Although my concept does come from the White Wolf game, 'Mage'.

My character is a rogue man in white, and has the ability to call upon the Technocracy technology that he stole while climbing his way up the ranks. The nice things with that concept is that the Technocracy can do pretty much anything as they combine magic and technology to create 'mundane' items, like robots, healing devices and such like.

I always find it's easier to create a character with the powers you want, and then create a concept and story arc aorund that, rather than try to fit a concept into a 'limited'* game.

*By limited, I mean that the game doesn't have the same freedon that your imagination does. You are limited by the options presented to you, thus use your tolls first and then work aorund the problem using a limitless resource... your imagination!!

Regardless though... have fun!!


 

Posted

[ QUOTE ]
The worst thing I ever tried to do with CoX was create a character concept then try and pick the powers to suit, as they'll never fit in!

Instead I now try and pick the powers, then create the concept to suit!

Which means...

Poison? Genetically engineered super-soldier crossed with the DNA from the Mercy Isle Snakes. Next!

Force Field? High-tech Commander with forcefield emitter for protecting his troops.

Trick Arrow? Take no primary attacks, and have him as a renegade member of Manticore's Wyvern group - having gathered some of his own troops.

Dark Miasma? Evil mage, mind-controlling soldiers to do his bidding.

Traps? Technician working for Arachnos testing new technology, been assigned his own unit.

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I agree with this post, it's waay better to match the powers to a storyline and not your costume, and besides later on you can change your costume or even get more than one in Cap Au Diable.


 

Posted

My MM Blackwar is a kinda evil Nick Fury, but he dresses in a black suit, looks great.

His background is that he was ex-Military and commanded great respect from his men.

I really struggled to find a suitable secondary and in the end went with Force Field partially because I'd never used it before, but had plenty of experience of it from teaming in CoH and wanted to see what it was really like - it also seems like a natural choice for an MM being so team orientated.

After a reroll, I opted to make him a mutant and decided that his mutant powers manifested well into adulthood and in a Jean Grey/Phoenix stylee, he had suppressed them most of his life, but now they are really growing.

I've decided his powers are basically telekinesis, so I've taken flight also (very useful for a squishy MM to get around with when you have no henchmen summoned).

And although I've only taken one personal attack, the gun looks fantastic and it means I always have enough endurance to bubble my minions or team mates mid fight and to use Aid Other (which also fits in well with a "norm" type character).


 

Posted

[ QUOTE ]
I have a robots/traps mastermind, and it fit's my concept brilliantly.

Although my concept does come from the White Wolf game, 'Mage'.

My character is a rogue man in white, and has the ability to call upon the Technocracy technology that he stole while climbing his way up the ranks. The nice things with that concept is that the Technocracy can do pretty much anything as they combine magic and technology to create 'mundane' items, like robots, healing devices and such like.


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Interesting.. My Robot/traps MM is a Son of Ether.....
Just waiting for Power customisation so i can make them steamtech..


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

cool, I have the same power pools, well, the robots/traps anyway, still thinking of a storyline for it though.


 

Posted

[ QUOTE ]
[ QUOTE ]
I have a robots/traps mastermind, and it fit's my concept brilliantly.

Although my concept does come from the White Wolf game, 'Mage'.

My character is a rogue man in white, and has the ability to call upon the Technocracy technology that he stole while climbing his way up the ranks. The nice things with that concept is that the Technocracy can do pretty much anything as they combine magic and technology to create 'mundane' items, like robots, healing devices and such like.


[/ QUOTE ]

Interesting.. My Robot/traps MM is a Son of Ether.....
Just waiting for Power customisation so i can make them steamtech..


[/ QUOTE ]

Mine's just a Malkavian with Dementation