Having trouble deciding on a new MM.


Bookkeeper_Jay

 

Posted

I have the primary picked out, I will go Necro. However, I'm unsure about a secondary.

My plans include PvP once the MM hits 50 but I'm really stuck on a secondary. I have been thinking about this for 2 days now heh.

I have a 37 Thugs/Pain MM and he is getting a bit stale. I've played /Dark in the past so I'd want something fresh.

Any opinions are welcome!


~ Roman


 

Posted

/Pain -> You won't die, but you won't really kill anyone either (anyone intelligent anyways)

/Storm -> The chaos machine capable of messing with heroes in many funderful (new word) ways. Plenty of debuffs and chaos tools.

/Poison -> You're the guy that can neuter any hero be it a defender or a tank. Got an annoying EMP or Regen? Slap some -heal on 'em and let 'em squirm. Major debuffs but nothing in the way of keeping yourself alive per-say.


 

Posted

I suggest checking out the relatively newish */thermal set, too. It has served me well in the early levels of my Necro/Thermal. Flaming Zombies are just fun, too.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Well, I decided to take /Storm as my secondary.

The only problem I have now is deciding on my primay heh.

I'm not sure if hurricane is good for Necro, because it would push the enemies away from my pets, who are a melee type.


 

Posted

I duo'd my Robots/Storm with my cousin's Necro/Storm. It was an unstoppable duo. It's dual focus you should remember. The necros will advance to the foes while you are free to round up, debuff, herd, and emasculate the toughest foes with your storm ensemble. You can provide support from behind your minions. Your hurricane doesn't automatically knockback as soon as the cane is in tohit debuff range. Likewise, your hurricane will debuff, the knockback prior to foes being in the repel range. It's fun to learn the nuances of hurricane. So you kiss with tohit debuff, kick with knockback, then shove anything you like as you wade into spawns.

In short, as you learn to control hurricane to bring down foes faster, the tohit debuff stacks and less damage is sustained by everybody. It's a very powerful build.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I was worried that after Hurricane would knock foes back the Zombies would spam ranged attacks, but I hope they would run towards the enemies.

Also, Life drain slotted is a 20% heal to you, beats Aid Self anyday heh.


 

Posted

It's not bad. Remember, you coordinate both parties, which is an enormous advantage.

What I do on my Ninja/Storm is to "deliver" mobs to them. I send them on a goto and gale/hurricane/herd their way. Pre-planning with the melee pets takes care of 95% of any potential AI problems.

My advice on the melee pets that really helps is to bind a goto command to an extra mouse button. That way it is point and click.

The hurricane advice above is great, and the easiest way to learn the power is with a MM, again because you're in full control. Just outside of hurricane range it will begin to debuff (right at about the edge of your steamy mist cloud). Think of it as a very delicate instrument, and treat it that way. If you want to really move mobs, that's what Gale is for. Hurricane works best with a little finesse. A lot of people treat the two powers the same, and therefore think Gale is useless, but that really couldn't be further from the truth. You should always use Hurricane with the lightest touch, remembering that mobs move directly away from the caster. Therefore, with Hurricane, they will move away from you in a fairly tight arc. With Gale, however, if you're far enough away from them they will move pretty straight from you, again because they are moving straight from the caster, and therefore in a predictable angle. It is therefore easier to move lots of enemies away from you, into a good clump with Gale than with Hurricane. Gale, however, operates with brunt force making it a poor tool for finesse, whereas Hurricane is perfect for finesse moves and nudging enemies around.

In time, you'll learn that even outdoor maps are at your beckon call. Drop freezing rain on a big spawn, throw down snowstom on the boss, and circle with Hurricane. You'll be amazed at how tightly you can get spawns. For this method, I like a little speed, but not necessarily superspeed. My stormies are about the only toons I take swift over hurdle with, because I like the speed of sprint+swift for this method.

Indoors, learn the "ping pong" method of handling tough bosses/EBs. Get them near the corner, or with practice even a wall with a protruding edge, and put them just at the edge of hurricane. Drop a Tornado behind you and let it push the enemy into the wall. They'll bounce up and down on Tornado while your Hurricane effectively pins everything in. With practice, you can get small spawns juggled in this fashion.

Storm takes practice in a sense that no other set really does, but it is amazingly rewarding when these and other methods are executed. With storm, don't think chaos, think containment. Most of your powers are AOE oriented, and the goal is really to utilize your awesome positioning tools to maximize that destruction, rather than having to resort to random chaos. Between the necro debuffs, hurricane, and a lot of slows and -recharge, very little will get much of a chance of hitting you.

It may be a tad slow to 16, and you may grow tired of using Gale as primary mitigation in the early levels, but by 20 you'll see that it was really worth the patience.


 

Posted

I agree entirely with what brophog02 posted. It's a crystal clear posting on the hurricane mastermind. I would also suggest teleportation as a travel power for combat tp positioning for quickly getting in place for timely gales and hurricanes.

On my necros, I like when they upchuck a few times on the way in to melee attacks because it diversifies the damage type. To me the zombies seem faster than when City of Villains was released.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Roman_ View Post
My plans include PvP once the MM hits 50 but I'm really stuck on a secondary. I have been thinking about this for 2 days now heh.


~ Roman
Heat Exhaustion is arguably the most potent PvP skill in the game. And now MMs get it. :-)