Build Ideas for a Mercs/Poison MM?
Is this just a really bad combo?
I wouldn't call it a bad combo at all. Maybe not the most potent of the MM combos, but I had no trouble getting mine to 50. The debuffs in Poison are great for taking down bosses/EBs. I took Serum, but agree that it is at best highly situational, and easily skipable.
I took Assault for the damage boost and Tactics for the acc and perception boosts. Took Provoke and found it VERY handy in going with a Tankermind approach. So much so that I kept giving it slots I had budgeted for other things (eh, who cares about upgrade endurances anyway). I took Slug just to have an occasional means to attack (besides the vet powers) and as a mule for the Force Feedback set.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
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Doctor Plumbum: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Poison
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Soldiers -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg/EndRdx(3), LdyGrey-DefDeb/Rchg(7), LdyGrey-%Dam(9), BldM'dt-Acc/Dmg(11), BldM'dt-Dmg(11)
Level 1: Alkaloid -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(3), Mrcl-Heal/Rchg(5), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal(19), Mrcl-Rcvry+(21)
Level 2: Slug -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(5), FrcFbk-Rchg/KB(40), FrcFbk-Dmg/EndRdx/KB(42), FrcFbk-Rchg/EndRdx(42), FrcFbk-Rechg%(42)
Level 4: Envenom -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(7), ShldBrk-Acc/DefDeb(19), ShldBrk-DefDeb(25), ShldBrk-Acc/Rchg(33), ShldBrk-%Dam(33)
Level 6: Equip Mercenary -- EndRdx-I(A), EndRdx-I(40)
Level 8: Weaken -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(9), Cloud-ToHitDeb(29), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(34), Cloud-%Dam(34)
Level 10: Teleport Foe -- Range-I(A)
Level 12: Spec Ops -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39)
Level 16: Hurdle -- Jump-I(A)
Level 18: Neurotoxic Breath -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(25)
Level 20: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 26: Commando -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(31), BldM'dt-Dmg(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-Build%(36)
Level 32: Tactical Upgrade -- EndRdx-I(A), EndRdx-I(40)
Level 35: Provoke -- Zinger-Dam%(A), Zinger-Acc/Rchg(39), Zinger-Taunt/Rchg(39)
Level 38: Serum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), Rec'dRet-Pcptn(45)
Level 41: Noxious Gas -- EndRdx-I(A)
Level 44: Web Envelope -- DblAc-Stun%(A), DblAc-Acc/Rchg(45), DblAc-Acc/Immob/Rchg(46), DblAc-Acc/EndRdx(46), DblAc-Rchg/Immob(46)
Level 47: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Web Cocoon -- BasGaze-Slow%(A), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
/Poison has some special debuffs, no doubt but the usage is limited. It is hard to put Noxious Gas on Commando when he uses range or when the target is running. I tried to goto him to start the fight.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
My vote would go to /Traps or /TA so that you can stack tons of -Res with the Achilles Heel proc in your pets.
QR
Weatherby_Goode - "Heck, Carrion Creepers negates the knockdown from Carrion Creepers."
It's not bad, but merc/TA, merc/storm, and merc/dark are far better at everything IMO. MAYBE Poison is better at AV's than storm...but not the rest of pve.
It's not bad, but merc/TA, merc/storm, and merc/dark are far better at everything IMO. MAYBE Poison is better at AV's than storm...but not the rest of pve.
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I once tried to level a Ninja/Poison. Much to my current amazement I got him to level 41. Sure, in a team, taking down AVs/EBs is a doddle, heck...my duo partner and I duo'd Ghost of Scrappy at lvl 28 on similar Masterminds.
However, it was as squishy as anything. It drove me insane! My Necro/Dark however, was just part of a successful MoRSF attempt. She's amazing. As someone earlier gestured towards, MM sets really can be like Night and Day from one another. My advice is to try one combination and see if you've got the tolerance for it. I chickened out and went for another combination, and have never looked back since
So we have a Mercs/Poison and Necro/PD in a level pact together. I think I have things figured out with the Necro/PD, but we are trying to figure what the best way to go with the Mercs/Poison. I know the attacks and serum are no goes, but is there other stuff that should be avoided?