SoA MM Killer Build for Arenas


Black_Marrow

 

Posted

I currently play a Crab Spider that I tank with. I like to brag alot that he is a TanCrab, with his softcapped defenses and good resists. He is... mostly. However, there has been one particular MM that has been getting on his nerves and I would like to see this MM get destroyed 1v1. He is a Thugs/Dark MM. I may be a Crab, but for a MM Killer Build, I'll go Bane or Crab or Huntsman or Hybrid, I dont much care. One thing to mention: Neither of us use travel powers, so the extent of travel can only be hurdle + Sprint + mental Training. Otherwise the build is open for whatever. I wouldn't know where to begin with MM killing, I've heard Knockback is a good tool to use, but I'm really not sure. Halp?

(Used the angry face to display Rage for this particular MM)


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

If the player behind the MM has half a brain you probably wont kill him ever.


 

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Quote:
Originally Posted by Musey View Post
If the player behind the MM has half a brain you probably wont kill him ever.
Agreed, very few builds can duel a thugs/poison,pain or dark (or soon thermal) successfully.


Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit

 

Posted

You'll need to wreck the bruiser and arsonist before they wreck you, then it's open season on the MM. He's the soft cap defense will get DR'd to shat when you start PvPing unless you turn DR off.

KB is viable but if he has -KB IO's your boned. You don't have enough KB mag in your attacks to really do anything to him.

I have an Arch/Fire/Elec Blaster that is my MM Killer atm...fun toon.


 

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And this is why I hate PvP. They normalize almost every class, but leave one on top. C'mon Castle, fix it! Don't make it worse!

Castle has nothing to do with this though. Perhaps if I just fight him with DR off I could punch through his defenses. I'll test this on a friend of mine before I take it to the MM in question though. Thanks for the heads up.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

The problem isn't you trying to kill a MM with a SoA, it's that you cut alot of your tools out by not allowing travel powers.

All any MM has to do is just turtle up with his pets and share damage with them. Since he's dark he could just heal spam while his pets auto target you.

In order to beat a MM in general you have to either;

1. Seperate the MM from his pets
2. Get the MM to attack you first and then do enough burst damage to take him out in 4-6 seconds.

Going toe to toe fite club style with a MM of even mediocre experience like that isn't very smart to say the least unless you have alot of high damage aoes. If he has hasten then chances are picking off his pets isn't much of an option.

That is why it is important to have several characters to pvp, because you never know what the situation will require. Saying that every AT should be on par solo with every other AT is what got pvp in the current situation. PVP has in the past and should be IMHO built around the team aspect and not lone rangers.

My suggestion is if you can build enough defense to make him miss his heal you can take him down.


 

Posted

You "can" beat this guy IF you know what you're doing. The mechanics of dark revolve around Darkest Night, Dark Servant, Tar Patch and Twilight Grasp. No matter how much defense you have his dark servant WILL most likely hit you with itsa own heal should it be slotted with enough accuracy, but the point I am attempt to make, is that you better pray he doesn't have Fluffy slotted for heal, Accuracy and Recharge.

The trick to fighting him is to stay out of the Tar Patch. You stay in it and you're dead. Try to keep your distance from the Mastermind flustering him to attempt to stay in Bodyguard Mode and in range of supremacy. Learn the range on Tar Patch, his heal, etc. Remember that your bomb is your greatest asset (or one of them) in this fight. It will keep taunt on the pets for a moment, and if you can apply the pressure with many other AoE moves such as Frenzy or Suppression you can make sure to pile on the AoE before the big bang.

You're going to be hard pressed to beat this guy, literally. My advice to you on Darkest Night is to make sure to slot a chance for hold proc into one or two of your attacks. That "should" help keep the toggle down for a good chunk of the fight.

Now for the REALLY bad news. If you duel this guy without Diminishing Returns you are screwed for a couple reasons, one of which being that ToHit debuffs will literally slaughter your AoE capabillities, and the other being that he can happily neuter your damage to almost horrifying levels. Your only chance is to fight this dude with DR on, which means you'd better figure out a slotting guide and defense stacking method to actually stand up to him.

Now I'm going to lay down some more issues, the first of which involves Shadows Fall. This power (if he has it slotted with resistance) will easily stack with double pet bonuses to provide his Thugs with about 44% resistance to Energy attacks, and I know without a doubt that a good portion of your moves are energy. The range on this power is particularly large as well which means you won't be seeing too many of the pets out of range of it.

As a Bane you have a 0% chance, and probably even a -10% chance if the dude knows how to utilize Dark Miasma. As a Huntsman? Even less than a bane.

Well, I should probably say you have a slight chance as a Crab, but you're going to need an ample amount of defense, a good knowledge and understanding of your AoE attacks and their synergy together, back-ups like heals or the spider pets as a distraction, a very well thought out plan, or a new AT entirely. Taking on a mastermind alone is very difficult if he's using one of the more powerful sets available to them.


Well, good luck to you, and if you need any more advice just PM me.


 

Posted

This is for a RP battle, and swapping toons for it or rolling a new one isnt an option, sadly. My defense is beyond softcapped, so I should do fine, in theory, without DR. I will agree on those -ToHit effects though. I'd need to spike him as fast as possible. Perhaps not attacking and waiing for my Gaussians chance for buildup proc to go of, then attacking Him directly, popping Aim as soon as the Proc's buildup effect ends. Thats at least 16 Seconds or so of straight out attacks. Not sure if that would be enough though. I'll test this out right away.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

Go with a crab build with lots of +recharge +HP +resistance +dmg and as many pets as you can get. The MM can get out 6 pets, while you can get out 5 (almost perma). These pets will mess with the MMs BG mode and therefor his pets will usually not open fire on you. Take this opportunity to use burst damage and take down his henchmen one at a time. Once the MM is out of henchmen or there's only one or two henchmen left, Use a high Knock back attack on the MM and quickly finish him off with burst damage.

If you ever find yourself in trouble, back off turn on invisiability, and use aidself. Remember, when the moment is critical pop about 4-8 reds (when the MM is low on henchmen.)

If you play right the MM has no real way of killing you.


 

Posted

Get a travel power (Arena kiosks sell temps if thats any good), stay out of heal range and use a few good single targets to get his pets to low HP. Now if you manage to get them all low on hp and he can't get a good heal off, round off with a few good AoE's then single target the MM as the pets are dieing.

If I am remembering correctly, fluffy has a -20 to -40% resistance to energy attacks, which is good due to your own attacks havin energy damage, poppin the fluffy would be a good move if he throws it out, as it has its own heal which can hurt.

Ideally throw a range enhancement or two into your single target attacks so that you can out range him. A /darks true weakness is the stationary and huddle oriented type of powers he has available, if you can get the ranged advantage on him and he can't move as fast as you, you can pick him off handily. Don't expect more then 1-2 deaths though.

Another thing is to choose a good map, cargo and the big open eden? maps are good as having the pets break LoS with him means he's weak and easily beat. Don't get cought in a cage or troll cave map with him.


 

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this is a great read. i have a bots/traps MM with scorpion mastery could he be an elite pvp mastermind ? some were mentioned but not my combo. i also made a bots/pain today getting him to 23 advice would be appreciated.


 

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Bots/pain will be more survivable in most situations. Bots/traps may help your team out more but is much harder to use.


 

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i just wish my bots/traps defense wasn't so pathetically nerfed or else i would rock in pvp i used to have about 45 % def. to all no its about 17 %


 

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wow 7 on 1 that sounds like one tough MM


 

Posted

Quote:
Originally Posted by Black_Marrow View Post
I once saw a Bots/Traps take on 7 heroes from one of justice servers highest ranked SGs in Warburg and win.
Before or after issue 13?


 

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Quote:
Originally Posted by Bookkeeper_Jay View Post
Before or after issue 13?
yeah that actually is important he could have had wicked defense


 

Posted

thought of a great way to kill the MM get TP foe and then waste him while his pets aren't around. seems like easiest way


 

Posted

Quote:
Originally Posted by Black_Marrow View Post
I currently play a Crab Spider that I tank with. I like to brag alot that he is a TanCrab, with his softcapped defenses and good resists. He is... mostly. However, there has been one particular MM that has been getting on his nerves and I would like to see this MM get destroyed 1v1. He is a Thugs/Dark MM. I may be a Crab, but for a MM Killer Build, I'll go Bane or Crab or Huntsman or Hybrid, I dont much care. One thing to mention: Neither of us use travel powers, so the extent of travel can only be hurdle + Sprint + mental Training. Otherwise the build is open for whatever. I wouldn't know where to begin with MM killing, I've heard Knockback is a good tool to use, but I'm really not sure. Halp?

(Used the angry face to display Rage for this particular MM)

Pick a big map and TP him far away from his pets and see if you can't kill him before the pets get in BG range.

Thats about all you can do with a Crab next to droning him in a zone.


 

Posted

I was actually just about to ask a similiar question when I saw this thread. I am trying to think of what would be a good MM Killer period. More specifically what hero or villain would be most effective against thugs/pois and thugs/dark. I was thinking about beating them at thier own game with the same powersets, but am not sure. Any builds out there that would wreck through them?


 

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You could always add in Teleport Foe and use it to pull him away from his pets, and its not a travel power per say. I find it helpful for this sort of thing.


 

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Working on an alternate build with more options.

Got to test with my original build and learned some interesting tactics. Venom Grenade + Aim + Frenzy killed most of the pets and left the MM to resummon or run away (with DR off). Taunting the pets and pulling them away, then doubling back around terrain helped me get in some good hits on the MM itself. It takes alot of time for this to work, and its based on my softcapped defense. Although, I need to hit him hardand fast and run or all of his thugs attacks will start hitting and dragging my defense down.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!