First MM build (ever)
Origon doesnt really mater, its more preference of the player, has no real impact with game mechanics.
my personal fav build is robotics/traps
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New to game but I would like you r opinions on MM buids (from the word GO).
Science
Mutation
Magic
Tech
Natural
along with
Mercenaries
Necromancy
Ninjas
Robotics
Problem is I do not have time to try them all out (thats obvious) but I woulod like a good starter on my toon so would appreciate any and all advise from those who have a good build or from those who whis they had chosen someting else.
Thanks in advance
[/ QUOTE ]Robo/dark for damage, necro/dark for survivability, the rest only if you like the consept.
I prefere devices/traps just because of stalkers, in PVP in arena i never lost a fight to a stalker because of the traps i laid down and they walked over trying to get that AS on me.
I love my Necro/Dark. When AV/heroes still spawned on solo heroic missions he was able to solo every one he met
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
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Robo/dark for damage, necro/dark for survivability, the rest only if you like the consept.
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I fail to see how necro/dark is for survivability when you can have force field
My MM is ninja/ff and after i played it for a while i wanted to see how the other sets are, and tbh i was completely disappointed in how other pets fare compared to ninja. So i'd say ninja with either dark, ff or if you like concept : trick arrow or poison. On a side note if you take a secondary that doesn't have a heal you should take the medicine power pool.
ninja/ff FTW
sept with sneaky scrappers in BB lol
Defiant's GoEH/MILITIS METUS
robo/FF for the win! Stompy, noisey, lasery, firey, missiley, cylony fun!
Forcefield has lots of nice tricks, as well as the superb dispersion bubble that protects you from immob, stuns and holds
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
Ive gone for Mercs/ff, ff provide a great deal of protection also works well in pvp.
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Robo/dark for damage, necro/dark for survivability, the rest only if you like the consept.
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I fail to see how necro/dark is for survivability when you can have force field
[/ QUOTE ]Dark is the ultimate secondary for everything beats others both defensively and offensively. (Darkest night and shadow fall alone are better than bubbles, and there's 7 more powers in the set )
And necromancery as primary because of the control from the henches, and ToHit debuff from attacks.
ok im not gonna tell you whats good because it's personal prefferance, however i can tell you a lil about each type so here goes;
Primary
Mercenaries - excel in range are very poor up close (though im not sure about the final merc), they don't fare well against flame throwers, so attack them 1st .
Necromoncy - they seem to be average at both range and melee, the 2nd type prefare melee and the final one seems to prefare ranged.
Ninja's - these are like martial arts stalkers with lightning reflexes and no stealth, mediocer range and excel in melee, very hard to be hit though in large groups of mobs will take a fare bit of damage.
Robotics - these are very good at ranged attacks and have many moves with knockback effects so they don't often get up close, unfortunatly when they do they can hit hard but are stupidly slow.
Secondary
Dark Miasma - this gets an AoE heal straight from the word go, so you can keep ur pets and urself healed. you also get a few good debuffs and an AoE rez said to be "the best rez in the game" early on. Dark Miasma is the ONLY secondary to give a 7th pet that has 6 moves including an acc debuff and an AoE heal of about 250-300 though this pet cannot be controled by the mm and has a 5min cooldown
Force Field - this power focuses on buffing your pets and any team mates, it give very good resistance to almost all types of dmg, no debuffs but does have probably the best personal defence buff in the game at 56% resistence to ALL, with 3 so's in defence buff so's this would add up to about 110% lol.
Poisons - this will be short as there not much to say... superb debuffs the best debuff mm's can get, and also the most powerful heal, downside? the heal is single person and you cannot use it on yourself
Traps - i don't know i great deal about traps tbh, is has a heal which at base means u regen HP twice as fast as normal for 60secs, is has a lot of dmg moves in it from what i know and a few slow target moves too, only one debuff move and the end move in it blows up your pets :s
Trick Arrow - defuffs and holds your thing, this is where trick arrow excels and it really has a lot of each lol, the debufs are very good though not quite as powerful as poisons debuffs, downsides are no heal and the majority of the debufs only reduce 1 thing, i.e just dmg or just acc ect.
Hope this helps, if anyone knows something i left out please post it.
I use a necro/dark mm
Once in a fight, with all debuffs on a single target, with fully buffed pets, the chance that the target will actually hit you is very low(unless in pvp they pop yellows) and the tar patch from dark is a dream, also forms a great anti-AS shield for you and team mates. but if youre going to pvp, be carefull if u pick necro/dark, u can debuff a target till its acc is so low its like having PFF lols, but its only 1 target, if some1 else comes from a different direction, they cause a big problem, and u cant tell your DS to debuff him.
as for pve, the 1st tier pets are Very squishie, but are nice meat shields and the AoE dmg, aint too shabby, but what the necro set lacks is AoE attacks, so its slower than bots or mercs at PvE, but the lvl 32 upgrade gives the lich PG and FS which tbh is awsome, and gives the grave knights a scarppper-like chance to hit random crits which destroys single targets in no time at all.
Overall the necro/dark is an awsome acc debuff, which mean u and your pets have nice survivability towards highier lvls, and is nice for single target dmg, but pathetic at AoE.
Thats the ups and downs for a necro/dark set IMO. Hope that helps a bit
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Dark is the ultimate secondary for everything beats others both defensively and offensively. (Darkest night and shadow fall alone are better than bubbles, and there's 7 more powers in the set )
And necromancery as primary because of the control from the henches, and ToHit debuff from attacks.
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Dark better defensivly? PFF alone is reason enough to take the FF set, but on top of that you have dispersion bubble, force bubble (amazing!) detention field, force bolt. One of the little bubbles protects from end drain, super handy for facing the spec ops at 40+
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
Personally i cant speak highly enought of DM as a secondary. i play a Zombie/DM mastermind and he is a Debuff machine. Darkest Night, Tar Patch plus the defuffs the the Lich provides (after lvl 32) and then the added debuffs of Dark Servent (lvl 38) turns you into a debuff monster. if you slot your Zombies and Grave Knights with a few damage SOs you can quite easily solo enemies at +2/+3 with out even facing any real problems. the heal and the rez that you get is also very good, the only downside being that the heal needs to hit in order to heal (bung 3 ACC enhances on there and you should be ok though).
DM as a secondary all the way for me, just my opionion though
New to game but I would like you r opinions on MM buids (from the word GO).
Science
Mutation
Magic
Tech
Natural
along with
Mercenaries
Necromancy
Ninjas
Robotics
Problem is I do not have time to try them all out (thats obvious) but I woulod like a good starter on my toon so would appreciate any and all advise from those who have a good build or from those who whis they had chosen someting else.
Thanks in advance