Mercs/ and...? Looking for advice


beyeajus

 

Posted

Came up with an idea for a new MM, using a set I'd never really tried out before.

The problem is coming up with a secondary. My main MM is Bots/Traps, which I like, but /Traps a second time doesn't really appeal to me.

The concept is a Mercenary unit led by it's operator, who tends to sit back and support while the gunners do the work. So far I've chalked up a /FF build with the leadership and medicine pool that looks fairly decent, but I don't know wether any of the others would really work? I need something that can fit with a natural/tech augmented individual...

Here's the Merc/FF build so far, at any rate. Probably very bad, but hey ^^;
Advice much appreciated.


Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Soldiers

  • (A) Damage Increase IO
  • (3) Damage Increase IO
  • (5) Damage Increase IO
  • (9) Accuracy IO
  • (9) Accuracy IO
Level 1: Force Bolt
  • (A) Accuracy IO
Level 2: Deflection Shield
  • (A) Defense Buff IO
  • (3) Defense Buff IO
  • (7) Endurance Reduction IO
  • (50) Endurance Reduction IO
Level 4: Insulation Shield
  • (A) Defense Buff IO
  • (5) Defense Buff IO
  • (7) Endurance Reduction IO
  • (50) Endurance Reduction IO
Level 6: Equip Mercenary
  • (A) Endurance Reduction IO
Level 8: Swift
  • (A) Run Speed IO
Level 10: Maneuvers
  • (A) Defense Buff IO
  • (11) Defense Buff IO
  • (11) Defense Buff IO
  • (43) Endurance Reduction IO
  • (46) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 12: Spec Ops
  • (A) Damage Increase IO
  • (13) Damage Increase IO
  • (13) Damage Increase IO
  • (29) Accuracy IO
  • (34) Accuracy IO
  • (34) Defense Debuff IO
Level 14: Health
  • (A) Healing IO
  • (15) Healing IO
  • (15) Healing IO
Level 16: Personal Force Field
  • (A) Defense Buff IO
  • (17) Endurance Reduction IO
  • (17) Endurance Reduction IO
Level 18: Aid Other
  • (A) Healing IO
  • (19) Healing IO
  • (19) Healing IO
  • (40) Endurance Reduction IO
  • (48) Endurance Reduction IO
  • (50) Recharge Reduction IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Dispersion Bubble
  • (A) Defense Buff IO
  • (23) Defense Buff IO
  • (23) Defense Buff IO
  • (34) Endurance Reduction IO
  • (36) Endurance Reduction IO
  • (36) Endurance Reduction IO
Level 24: Aid Self
  • (A) Healing IO
  • (25) Healing IO
  • (25) Healing IO
  • (37) Endurance Reduction IO
  • (40) Endurance Reduction IO
  • (40) Recharge Reduction IO
Level 26: Commando
  • (A) Damage Increase IO
  • (27) Damage Increase IO
  • (27) Damage Increase IO
  • (33) Accuracy IO
  • (33) Accuracy IO
  • (33) Defense Debuff IO
Level 28: Assault
  • (A) Endurance Reduction IO
  • (29) Endurance Reduction IO
Level 30: Tactics
  • (A) To Hit Buff IO
  • (31) To Hit Buff IO
  • (31) To Hit Buff IO
  • (31) Endurance Reduction IO
  • (37) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 32: Tactical Upgrade
  • (A) Endurance Reduction IO
Level 35: Resuscitate
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 38: Vengeance
  • (A) Defense Buff IO
  • (39) Defense Buff IO
  • (39) To Hit Buff IO
  • (39) To Hit Buff IO
Level 41: Scorpion Shield
  • (A) Defense Buff IO
  • (42) Defense Buff IO
  • (42) Defense Buff IO
  • (42) Endurance Reduction IO
  • (43) Endurance Reduction IO
  • (43) Endurance Reduction IO
Level 44: Web Envelope
  • (A) Immobilisation Duration IO
  • (45) Immobilisation Duration IO
  • (45) Immobilisation Duration IO
  • (45) Accuracy IO
  • (46) Accuracy IO
  • (46) Endurance Reduction IO
Level 47: Power Boost
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Combat Jumping
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Supremacy



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Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Well, I know my Merc/STORM is a real terror, and she generally just hangs back, launching chaos attacks (Lightning Storm, Gale, and Tornado) and keeping O2 boost at the ready in case it gets ugly. The 'Mist is a real helper with its mass stealth, and it gives 15% cold, fire, and energy damage resist bonus. My fave is easily the Freezing Rain, nothing opens a fight like a nice wide resist/defense DEbuff, and in bodyguard mode .. they WILL all aim at YOU. Could say you invested in Dragon Skin Armor.

Could a be a General that stole tech from Crey, a weather controller. I imagine Crey wants it back! lol


Shigeru Miyamoto "A delayed game will eventually be good, a bad game is bad forever."

 

Posted

/Pain's good. The heals help keep your pets alive longer and the buffs and debuffs are excellent.


 

Posted

/TA is alot of fun with Mercs. It takes some thought in big battles, but you can lay down the debuffs so heavily that none of your foes will do anything bad to you anyways. I've always been impressed with this combo's performance. You can kick the fight out of just about anything.

I was on one horrible pug where the whole team wiped three times, except my Merc/TA MM who stood his ground and held his own until the team got back from the hospital.


Quote:
Originally Posted by eltonio View Post
This is over the top mental slavery.

 

Posted

Quote:
Originally Posted by Smurch View Post
/TA is alot of fun with Mercs. It takes some thought in big battles, but you can lay down the debuffs so heavily that none of your foes will do anything bad to you anyways. I've always been impressed with this combo's performance. You can kick the fight out of just about anything.

I was on one horrible pug where the whole team wiped three times, except my Merc/TA MM who stood his ground and held his own until the team got back from the hospital.
I just thought of a Merc/TA concept that could work...Hmmm
Thanks for the comments guys =]
This is still on the backburner until I can get my Corr up to 35 (She's based on a Nem officer, and I need both the rifle and the ITF armour gah )


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

If you don't care about concept, Merc/Storm is by far my most favorite MM followed by Necro/Pain.

With Pet uniques and aoe resistance from /storm, you can cover most of the resistance type except for Psionic.


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.

 

Posted

Well, this is my actual build and I used this build alot for TFs/SFs. This build can stand its ground pretty well against almost anything.
I've PvP'd with this build too but I only arena now since Psi's own the PvP Zones most of the time.


Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
CasshernX: Level 50 Science Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Power Pool: Leadership
Villain Profile:
------------
Level 1: Soldiers
(A) Healing IO: Level 50
(3) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(3) Blood Mandate - Accuracy: Level 50
(5) Blood Mandate - Damage: Level 50
(5) Achilles' Heel - Chance for Res Debuff: Level 20
(7) Touch of Lady Grey - Chance for Negative Damage: Level 50

Level 1: Force Bolt
(A) Force Feedback - Damage/Knockback: Level 50
(37) Force Feedback - Accuracy/Knockback: Level 50
(39) Force Feedback - Recharge/Knockback: Level 50
(40) Force Feedback - Recharge/Endurance: Level 50
(40) Force Feedback - Damage/Endurance/Knockback: Level 50
(40) Force Feedback - Chance for +Recharge: Level 50

Level 2: Deflection Shield
(A) Endurance Reduction
(39) Defense Buff
(39) Defense Buff

Level 4: Insulation Shield
(A) Endurance Reduction
(9) Defense Buff IO: Level 50
(37) Defense Buff IO: Level 50

Level 6: Equip Mercenary
(A) Endurance Reduction IO: Level 50
(7) Endurance Reduction IO: Level 50

Level 8: Hurdle
(A) Jumping
(9) Jumping IO: Level 50

Level 10: Aid Other
(A) Doctored Wounds - Heal/Endurance: Level 50
(11) Doctored Wounds - Endurance/Recharge: Level 50
(11) Doctored Wounds - Heal/Recharge: Level 50
(25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(31) Doctored Wounds - Heal: Level 50
(33) Doctored Wounds - Recharge: Level 50

Level 12: Spec Ops
(A) HamiO:Peroxisome Exposure
(13) HamiO:Endoplasm Exposure
(13) Dark Watcher's Despair - To Hit Debuff: Level 50
(15) Sovereign Right - Resistance Bonus: Level 50
(15) Edict of the Master - Defense Bonus: Level 40
(17) Touch of Lady Grey - Chance for Negative Damage: Level 50

Level 14: Health
(A) Healing
(17) Healing
(19) Healing

Level 16: Personal Force Field
(A) Endurance Reduction
(42) Defense Buff
(42) Defense Buff IO: Level 50
(42) Defense Buff IO: Level 50

Level 18: Serum
(A) Recharge Reduction IO: Level 50
(19) Aegis - Resistance/Endurance: Level 50
(21) Aegis - Resistance/Recharge: Level 50
(21) Aegis - Endurance/Recharge: Level 50
(23) Aegis - Resistance/Endurance/Recharge: Level 50
(25) Aegis - Psionic/Status Resistance: Level 50

Level 20: Dispersion Bubble
(A) Endurance Reduction
(31) Endurance Reduction
(43) Defense Buff
(43) Defense Buff IO: Level 50
(43) Defense Buff IO: Level 50
(45) Defense Buff

Level 22: Stamina
(A) Endurance Modification IO: Level 50
(23) Endurance Modification
(33) Endurance Modification

Level 24: Aid Self
(A) Healing IO: Level 50
(34) Healing IO: Level 50
(34) Healing IO: Level 50
(36) Recharge Reduction
(36) Healing
(37) Endurance Reduction

Level 26: Commando
(A) Sovereign Right - Accuracy/Damage: Level 50
(27) Sovereign Right - Damage/Endurance: Level 50
(27) Sovereign Right - Accuracy/Endurance: Level 50
(29) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(29) Soulbound Allegiance - Chance for Build Up: Level 50
(31) Damage Increase IO: Level 50

Level 28: Resuscitate
(A) Recharge Reduction IO: Level 50
(33) Endurance Reduction
(34) Endurance Reduction

Level 30: Hasten
(A) Recharge Reduction IO: Level 50

Level 32: Super Speed
(A) Endurance Reduction
(46) Celerity - RunSpeed: Level 50

Level 35: Tactical Upgrade
(A) Endurance Reduction IO: Level 50
(36) Endurance Reduction IO: Level 50

Level 38: Force Bubble
(A) Endurance Reduction
(48) Endurance Reduction
(50) Endurance Reduction

Level 41: Maneuvers
(A) Endurance Reduction
(45) Defense Buff
(46) Karma - Knockback Protection: Level 30

Level 44: Assault
(A) Endurance Reduction
(45) Endurance Reduction
(46) Endurance Reduction

Level 47: Tactics
(A) Endurance Reduction
(48) To Hit Buff
(48) Rectified Reticle - Increased Perception: Level 20

Level 49: Vengeance
(A) Healing
(50) To Hit Buff
(50) Defense Buff

------------
Level 1: Brawl
(A) Pounding Slugfest - Disorient Bonus: Level 30

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Supremacy
------------
Set Bonus Totals:
2.5% DamageBuff(Smashing)
2.5% DamageBuff(Lethal)
2.5% DamageBuff(Fire)
2.5% DamageBuff(Cold)
2.5% DamageBuff(Energy)
2.5% DamageBuff(Negative)
2.5% DamageBuff(Toxic)
2.5% DamageBuff(Psionic)
5% Defense
8.13% Defense(Fire)
8.13% Defense(Cold)
8.75% Defense(AoE)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
5% FlySpeed
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.75%
MezResist(Sleep) 2.75%
MezResist(Stun) 2.75%
MezResist(Terrorized) 4.95%
20% Perception
1.5% (0.03 End/sec) Recovery
10% (0.34 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
11.3% Resistance(Fire)
11.3% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
11.3% Resistance(Toxic)
14.3% Resistance(Psionic)
10% RunSpeed
2.5% XPDebtProtection

------------
Set Bonuses:
Blood Mandate
(Soldiers)
1.5% (0.03 End/sec) Recovery
1.88% Defense(Fire,Cold), 0.94% Defense(AoE)

Force Feedback
(Force Bolt)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
MezResist(Terrorized) 2.75%
10% (0.34 HP/sec) Regeneration
2.5% DamageBuff(All)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

Doctored Wounds
(Aid Other)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
1.26% Resistance(Toxic,Psionic)

Sovereign Right
(Spec Ops)
10% Resistance(All)

Edict of the Master
(Spec Ops)
5% Defense

Aegis
(Serum)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
2.5% XPDebtProtection
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
3% Resistance(Psionic)

Sovereign Right
(Commando)
MezResist(Sleep) 2.75%
MezResist(Confused) 2.75%
MezResist(Stun) 2.75%

Karma
(Maneuvers)
Knockback Protection (Mag -4)

Rectified Reticle
(Tactics)
20% Perception


 

Posted

I'm fairly new to MMs so pardon my ignorance, but I didn't think the damage procs and Achilles Heal -res proc worked with the pet attacks.

If it does, does the chance to fire go off every time a pet fires an attack (after 10 second wait)?


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Procs in pets go off every time they fire a power, as long as that power can take the proc.

For example the achilles heel proc goes in -def attacks, so only the pet attacks with a -def component have a chance to trigger it. But there is no 10 second wait, it will always have a chance to proc on every -def attack.

Damage procs will have a chance to go off in any power that causes damage, hold procs in any power with a chance for hold etc.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Whatever you do, don't bother with /poison. I have a lvl 46 merc/poison mm that I'm disappointed with and am in the process of stripping him down for a deletion....might try again with /storm.


 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
Whatever you do, don't bother with /poison. I have a lvl 46 merc/poison mm that I'm disappointed with and am in the process of stripping him down for a deletion....might try again with /storm.
Try Merc/Storm and you'll never go back to your Merc/Poison! Trust me!

I have a strange interest in Merc that my very first MM is Merc/Poison. I thought he was sort of under-performing as at that time, my friend was using Robot/Dark. I was very jealous of that burning Missle, Tar Patch combo.

Then after /Storm got introduced to MM, I chose Merc again.. don't know why. I actually started as Necro/Storm but I don't like Hurrican pushing mobs away from my melee undead.

Man, Merc/Storm is almost perfect for Merc. All ranged.. provide Fire, Ice and Energy resistance that Merc don't have. You basically have all the resistance except for Psionic.

And did I mention that Tornado can take BOTH Pet and Pet Recharge sets? LOL That is ridiculous. I put 4 pet uniques in Tornado.. oh baby.

I put two procs in Soldier and Spec-Op and Commando has knockback smashing proc as he still has several attacks that can trigger proc damage.

Merc/Storm >>> Merc/Poison. In fact, I find /poison very very underperforming. Sure, it has two good single target debuffs... but a lot of time, I would take Freezing Rain > Poison Debuffs. Freezing Rain's debuff value is based on "pet" value so your MM's FR debuff is the same as Corruptor's value.


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.

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Procs in pets go off every time they fire a power, as long as that power can take the proc.

For example the achilles heel proc goes in -def attacks, so only the pet attacks with a -def component have a chance to trigger it. But there is no 10 second wait, it will always have a chance to proc on every -def attack.

Damage procs will have a chance to go off in any power that causes damage, hold procs in any power with a chance for hold etc.
This is correct.

And also, AH proc DOES NOT stack from your pets and even from yourself. I've tested this 1.5 year ago. Not sure if things have changed (I doubt it). You can take Burst to increase the chance of AH proc appearing but it's really overkill if you already have it in both Soldier and Spec-op.

PS: AH Proc does STACK in Acid Mortar because AM is a temporary pet that actually disappears after 60s. If your recharge is fast enough, you can set two AMs out easily and get two AH proc + your own AH proc. (although I haven't tested this lately so things may have changed)


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.

 

Posted

Quote:
Originally Posted by Jibikao View Post
Try Merc/Storm and you'll never go back to your Merc/Poison! Trust me!

I have a strange interest in Merc that my very first MM is Merc/Poison. I thought he was sort of under-performing as at that time, my friend was using Robot/Dark. I was very jealous of that burning Missle, Tar Patch combo.

Then after /Storm got introduced to MM, I chose Merc again.. don't know why. I actually started as Necro/Storm but I don't like Hurrican pushing mobs away from my melee undead.

Man, Merc/Storm is almost perfect for Merc. All ranged.. provide Fire, Ice and Energy resistance that Merc don't have. You basically have all the resistance except for Psionic.

And did I mention that Tornado can take BOTH Pet and Pet Recharge sets? LOL That is ridiculous. I put 4 pet uniques in Tornado.. oh baby.

I put two procs in Soldier and Spec-Op and Commando has knockback smashing proc as he still has several attacks that can trigger proc damage.

Merc/Storm >>> Merc/Poison. In fact, I find /poison very very underperforming. Sure, it has two good single target debuffs... but a lot of time, I would take Freezing Rain > Poison Debuffs. Freezing Rain's debuff value is based on "pet" value so your MM's FR debuff is the same as Corruptor's value.

Holy crap that's win! Soon as I get my Thugs/traps to 30 or so I'll try that!


 

Posted

My highest villain is a lvl 33 Merc/FF. I went with a somewhat similar concept, but it can be trying at times. While /FF provides good survivability to the troops, the lack of debuffs can really be felt. Bubbles + Knockback + All Ranged Damage keep your crew in tip-top shape.

I haven't played him much lately, but have been considering rerolling the character once dual pistols arrives. Perhaps if I picked up the primary attacks it wouldn't be too bad, but as is, spamming Force Bolt and re-bubbling every 4 minutes gets pretty boring. I love the concept, but even I have my limits of fun versus effectiveness.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

That's exactly why I always go with Pain, dark, and traps. Haven't tried out storm yet, but I like having to think all the time like a leader.


 

Posted

I was quite disappionted with mercenary alltogether because on my merc/dark I was killing Luminary, by the time I killed Luminary, I had died 2 times, my Commando died 2 times, my Spec Ops twices each, and lost 7 Soldiers.

But..... that was at lvl 31, after that at lvl 32 I got irritated that alot of the powers had a heaps long recharge. Like LRM missile was on a 4 minute timer and you hardely EVER see tear gas, web grenade on spec ops is on a 30 sec timer, and why did they give an aggromatic hand grenade to the medic, the medic should just heal!