Originally Posted by Lord_Azazel
ive been playing my Merc/DM master for 30 months now, after reading all these issues that the mercs are the weakest i have to admit not once have i had issues bar serum which i dont use cause its bloody useless and not worth a power slot, i have a 50 crab spider and a 40+ widow with random alts, the spider i actually retired and will be sendin everything to my mm come later today, ive tryed ninjas robots, thugs but i keep going back to mercs, weither its a personal preference or not even with the new demon sums, i will be making one but theres no AT in this game will make me pick a new main character to play as, its not been the best of times to get him to 50 but its been worth it and i still has as much fun as i did when i first picked the AT
|
I "think" I want Mercs/??
if the Mercs mm needs fixing since its apparent that many ppl say its the weakest then id like to see the pets being boosted and also serum by god it needs boosting cause the demon's version is so much better but it also helps by puttin in the right IO's to get the best effect from them, in bodyguard mode thier leathal and with the addition of the dark servant it makes it harder for the mobs but nothing beats the sound of yr own mini army empting every magazine they load into thier assault rifles
*Union* Dark lord of mercs and cookies!
@EU Great Cthulhu
I agree completly. They only thing I can say about those who HATE Mercs is that they are the type who want to blame everyone on In Game Stat Numbers. IMO In Game Stat numbers are worthless.
|
That said, I agree it shouldn't all be about min-maxing. It's a game, and having fun is the goal. For example, I have several blasters and I know that my AR blaster isn't as effective a killing machine as my Fire blaster. But AR was and is incredibly fun to play for me. The ride all the way to 50 was great.
For some people, min-maxing IS what fun is all about, and for them the game becomes all about the numbers. That's cool. But I think for most of us the numbers are only one aspect, taken in concert with aesthetics of a powerset, concept, etc. If you want to be a camo-wearing leader of a squad of fearless soldiers, Demon Summoning just ain't gonna do it for you.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
I just had a dumb idea to address Mercs.
You see...the most bada$$ mercenaries in the cox universe are Malta.
So I'm just sayin.....
tier 2 pets: Maltaesque Gunslingers
tier 3 pet: Maltaesque Zeus Class Titan
Dumb I know, but n00bs can dream.....can't they.
So... what can I expect from my lowbie Mercs/Poison?
When I started him, I thought the Spec Ops stealth could work well with the tier 9 from Poison. Does this hold any truth?
So... what can I expect from my lowbie Mercs/Poison?
When I started him, I thought the Spec Ops stealth could work well with the tier 9 from Poison. Does this hold any truth? |
Also, no the spec ops stealth is largely wasted because they like to do things like use a flashbang or webnade.
Here is what typically happens as your alpha:
Big group of enemies all tightly clumped, tell the boys to attack:
Medic and one soldier start charging into melee. Second soldier shoots. You start seeing ticks of damage that are lower and slower than ice rain from a defender.
One spec ops begins to trigger his 2.5 second-animating snipe. Second fires webnade.
Commando opens with M-30 doing low damage but scattering the enemy. Webnade hits pinning them in their scattered location. Commando charges up and fires off LRM and flamethrower at ONE ENEMY ONLY.
Soldier and medic are dead, but did manage to get in one melee attack each. Spec op finishes his snipe and fires a flashbang that gets one enemy because the commando scattered them.
Your third soldier is still plugging away doing ticks of 5 damage at level 50 with 101% enhanced damage and Assault wondering why the rest of the team isn't helping.
The commando runs away from the still living enemy he's lit on fire and stands looking at the one that got hit with the flashbang. Not attacking, just standing there.
Finally both of your spec ops use their machine guns together. They get confused at this and stand still doing nothing.
The commando finally attacks by unloading full auto catching, if you're lucky, two enemies.
Your third soldier finally manages to down his target and starts in on another. 5. 5. 5. 5. 5. 5.
Now stealthed again the spec ops repeat their actions, one sniping the other launching a webnade.
------
Honestly. This is pretty much what you can expect. I've never seen such idiocy from any other pet AI. The Bruiser at his worst was better than the Mercs.
In my experience the poeple who like mercs tend to be good at controlling their pets. The better you are at directing them the more you will get out of mercs. If you're still learning control, or like me just don't have the reflexes for it, then Mercs may not be the set for you.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
But what if I play around with pet controls? I could send the Spec Ops in on defensive or passive mode, so he doesn't attack anything that can't see him.
Another question: If I set the medic to "passive", will he still heal his teammtes or not do anything at all?
Merc/Traps Merc/TA, merc/storm, and merc/dark all quite synergistic IMHO. Merc/Dark being quite survivable. Your mileage and insanity may vary though.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
But what if I play around with pet controls? I could send the Spec Ops in on defensive or passive mode, so he doesn't attack anything that can't see him.
Another question: If I set the medic to "passive", will he still heal his teammtes or not do anything at all? |
On my mercs dark, if I laid down a tar patch, teleport foe into the tar patch and tell all 6 of my boys to attack, it takes 3 to 5 seconds to drop an even con minion. In that time the commando has used at least 2 AoEs, and the spec ops have used at least two controls and one snipe. And at least one soldier is in melee instead of shooting.
With my new ninja MM, I usually can't get a single power of my own off before the minion is dead. This is because all the attacks from all 6 of my ninjas are doing damage. The merc attacks are mostly doing dot damage and all the other MM attacks are doing burst damage.
If you are willing to live with this, and if you are ok with controlling your boys tightly all the time, then mercs does work. I got mine to 50. It was really frustrating, but it works. I did go merc/darka nd that was a bit too fiddly for me. Should have been /FF or something less active in the secondary so I could spend more attention controlling my boys. But that's just me, for 99% of the MM player base Merc/Dark is a great combo if you are willing to suck it up on the mercs. I agree with RiverOcean on the /TA and /Traps, but I think /Storm you'd really want to be careful with the knock. The commando is bad enough on his own.
And as I said, those who are skilled and good with their pets do get pretty decent performance out of mercs. However, in 100% of cases you will get more performance out of thugs (for instance). The only reasons to go mercs is for the challenge or for the flavor.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Well, the concept I have for him is pretty solid: Commander Toxicant, a member of a militia of mutant supremacists who want to exert power over the "lesser evolved". Every one of his mercs has their own minor mutant powers, which aren't really enough to be useful in combat and become full-fledged villains, but that hasn't stopped them from considering themselves superior enough to humans to take up arms.
I was actually mostly worried about the Poison set when I started, since single-target debuffs are mostly useless against regular foes, and the other tools seem less than ideal for supporting his henchmen. Now this thread has made me fear that his primary will also be painful and I'd like to know what I'm getting into.
Is there really any reason you can't do thugs/poison with that concept? Just because they're a militia doesn't mean they have to dress paramilitary.
And the Bruiser and Enforcers fit your concept much better than the spec ops and commando since the bruiser uses some Super Strength attacks and the enforcers have team buffs giving them the minor powers you mention. The commando and spec ops just have guns.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I do not know why people have exagerate the problems with mercs. Yeah their timers need some work, serum needs to be reworked, and some other smaller fixes, but they are not as bad as some people are saying.
The knockback is still better then bots, the AI using aoes are no worst then any other MM set, and their damage is not near as bad as people are saying. They do have the weakest damage, it is just not as bad as some are saying. I remember someone tested damage on vault doors a few years back, and they found that mercs did about the same damage as bots without the burn patches.
I also find a lot of the medics problem is people fighting at range. Being Traps I find my medic charges in less then my bots and thugs. But my Merc/trap fights at a much closer range, so my medic isn't having to run up from the pack.
I will end with saying, is being the weakest member of the strongest group all that bad. After all there are a lot of sets much weaker then mercs.
Dirges
Well, the concept I have for him is pretty solid: Commander Toxicant, a member of a militia of mutant supremacists who want to exert power over the "lesser evolved". Every one of his mercs has their own minor mutant powers, which aren't really enough to be useful in combat and become full-fledged villains, but that hasn't stopped them from considering themselves superior enough to humans to take up arms.
|
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
Thugs/Poison is really the way to go with this concept...IMHO. Noxious Gas on the Bruiser alone is worth it. I don't think you'll get as much mileage out of poison with Mercs. I actually have a Thugs/FF who is a similar concept. He's a mutant with FF powers. His henchman all have minor mutant abilities.
|
But I already did Thugs up to level 50, and the flavour would really be a lot different. There must be uniforms.
|
I tried a lady grey proc and it helped a little bit, but the achilles heel was a huge improvement.
But it is a shame you don't think thugs will work for your concept, I really think you'd have more fun that way.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I must be doing it wrong because my Merc/Traps MM seems to kick tremendous *** everywhere he goes. I get at least half the kills in teams. I'm hardly ever in danger of getting hurt. I can solo or team easily but while there's there's enough tactical flexibility I don't get bored to tears (see: Robot/FF MM), I don't even have to micromanage much at all unless I want to.
My build tends to focus more on my MM as a damage dealer and an active participant in things. He wades into a fight with Air Superiority, Sands of Mu and the heavy rifle attack. Things bounce. Most of my mercs stick close and don't wander off so they benefit from Superiority (though, yes, I do get wandering medic syndrome sometimes but if he dies I just summon him back, big woop), medic heals, bubble defense, and my own Aid Other.
Taken as a group we're tough as nails.
But, you ask, what about crowd control via Spec Ops and those pesky timers? Just as with everything else. Don't sweat it too much. They're a bonus. I tend to look on them mainly as ways to disrupt an alpha or an ambush, not a way to micromanage an entire encounter with anal retentive, Controller-like, precision. While things are stumbling around or getting tangled up in Spec Ops web grenades I'm setting up my traps on the fly.
The hell with prep time. I don't need no stinkin' prep time aside from what my Spec Ops boys buy for me. I just run into the thick of things and start setting up the fieldworks.
One guy mentioned Spec Ops sniper shots and I think that bears repeating. If you don't want to just rush in on some group tell one of your Spec Ops guys to shoot. Between their stealth and the range on those rifles there's a decent chance you'll get a clean pull. If there's a particular Lt. or Boss that is a particular threat, just "Go To" your stealthed Spec Ops operators next to him and then tell him to "Attack My Target". Odds are the target'll get a riflebutt in the face or some other equally inconvenient disability.
If it's a boss that's perceptive you might want to lob a smoke grenade (temporary power) over there to help your guys out.
Is the Commando stupid? Sure. But hell with it. Don't sweat the details. Just let him do his thing. He's basically your tank (to the extent you're not) and most of the AoE damage he does serves to pull aggro onto him as much or more than it's intended to do serious damage.
Just keep healing him when he's low, assuming you did take Aid Other, and he'll keep doing his job. Heck, throw some damage inspirations his way too.
So between Commando's tanking, Spec Ops somewhat random crowd control and taking a more active combatant approach to pool and primary powers for your MM, Mercs can be very effective in a variety of situations with quite a bit of flexibility.
Is it the best Mastermind Primary? That answer will always depend on what you're trying to do. If the answer is "everything, all of the time" I'd say it's damn close.
If you're really going mercs, then get an achilles heel into your soldiers ASAP. Before level 20 if you can. Another into the commando is helpful, but the one in the soldiers is extremely important. Nothing else will make such a big difference.
I tried a lady grey proc and it helped a little bit, but the achilles heel was a huge improvement. But it is a shame you don't think thugs will work for your concept, I really think you'd have more fun that way. |
My Thugs/Pain MM was my first villain after I started playing a year ago, and he was amazingly fun to play, both because of his powers and his concept: Princess Stereotype and his Merry Loveslaves. The thugs have become ingrained to that concept for me, which was very goofy, and I couldn't really look at them with a straight face while playing another character. Not after having run up to level 50 with two enforcers called Jimmy Limpwrist and Sissy McQueen. The tier 1 thugs look too adolescent and inexperienced to be making a serious claim to world domination, anyway.
Just remember except for your Commando's flamethrower you're looking at virtually 100% lethal damage. The most commonly resisted and the highest resisted damage type in the game. You will come to despise robots and freaks who can show up with 50-75% resist to your minions. That Achilles heel will reduce the impact of enemy resistance, and in the few cases where the enemy has none, it is still a damage boost.
the nice thing is almost all your dudes attacks have a -def component so you don't need to worry about accuracy as much in longer fights.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I must be doing it wrong because my Merc/Traps MM seems to kick tremendous *** everywhere he goes.
|
Is it the best Mastermind Primary? That answer will always depend on what you're trying to do. If the answer is "everything, all of the time" I'd say it's damn close. |
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Mercs/TA I have found to be very fun. I love the debuffs that I get from the Merc and TA and being able to reduce resistance in more than one way helps with the lethal damage from the Mercs.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
They need to work on the recharge time on Mercs...but other than that they are awesomesauce. I don't know about you guys but Out of all the other MM sets opening up with Mercs is my favorite part of the set. They just SHUTDOWN a mob with their Alpha...but after that things get kinda....normal. I always love it when my mercs Alpha though, it reminds me of the 4th of July.
They need to work on the recharge time on Mercs...but other than that they are awesomesauce. I don't know about you guys but Out of all the other MM sets opening up with Mercs is my favorite part of the set. They just SHUTDOWN a mob with their Alpha...but after that things get kinda....normal. I always love it when my mercs Alpha though, it reminds me of the 4th of July.
|
I know I'll get flamed for this, but Mercs has been my favorite MM primary before the introduction of Demons. In my opinion there is at least one reason to take Mercs over others, and that is that they are a ranged set that doesn't make the enemies run away.
Thugs and Bots both cause a ridiculous amount of enemy scatter due to fear effects in burn patches and such, and it drives me up the wall. Knockback I can sort of handle, and with the right secondary (Storm, for instance) I can even make it work in my favor. But the fear flag on area damage powers is just a ... bad word... to deal with, and I find my henchies go running off after runners and draw aggro from nearby spawns entirely too much.
And I don't really like melee pets. So Mercs have been my favorite. My Mercs/Storm is amazing, and my Mercs/Pain is ok.
I'd actually argue that Mercs is the best synergistic fit with /Storm of all the primaries.
I know I'll get flamed for this, but Mercs has been my favorite MM primary before the introduction of Demons. In my opinion there is at least one reason to take Mercs over others, and that is that they are a ranged set that doesn't make the enemies run away.
Thugs and Bots both cause a ridiculous amount of enemy scatter due to fear effects in burn patches and such, and it drives me up the wall. Knockback I can sort of handle, and with the right secondary (Storm, for instance) I can even make it work in my favor. But the fear flag on area damage powers is just a ... bad word... to deal with, and I find my henchies go running off after runners and draw aggro from nearby spawns entirely too much. And I don't really like melee pets. So Mercs have been my favorite. My Mercs/Storm is amazing, and my Mercs/Pain is ok. I'd actually argue that Mercs is the best synergistic fit with /Storm of all the primaries. |
Merc and Demons seem to be the only Primaries from the Mastermind AT I can actually lvl to 50 w/o wanting to delete lol.