best MM secondary for PvP


ClawsandEffect

 

Posted

Im working on a demon summoning build (me and the whole known universe). Im currently working on a /pain build, but a friend today made a great case for thermal (mmm... heat exhaustion... yummy)!

This makes me rethink the matter, and I'm led to... well... to my title question, I guess. What IS, all things being equal, the best MM secondary for PvP (both solo, and group)?

Thanks, as always, for the help.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

In my experience. Poison Hands Down is best for duels. For general zone pvp you cant go wrong with dark/pain/therm


 

Posted

Dark? Seriously? Wow! I remember, vaguely, the ol daysw hen dark was just unambiguously useless everywhere. But then, so were masterminds, at the time. *le shrug*

Between therm and pain, what do you think wins out?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

It depends on what you want to do as a MM.

Psn is the go to set for duels.

Pain is very survivable and makes for a great mobile base in zones.

Therm is a bit less survivable than Pain, but the debuffs can really help against single targets.

Traps is again a mini mobile base done differently.

Storm and TA are a good bit of disruption but it helps to have another MM with a heal around to keep your HP up.

FF I don't think is all that useful in zones atm.

In the arena, FF owns the lab map with the repel bubble, each secondary can bring something but due to lack of mobility its nice to have either a smaller map or a team that focuses around playing to the MM's strength on a larger map.


 

Posted

Quote:
Originally Posted by Valentyna View Post
Dark? Seriously? Wow! I remember, vaguely, the ol daysw hen dark was just unambiguously useless everywhere. But then, so were masterminds, at the time. *le shrug*

Between therm and pain, what do you think wins out?
My Thug/Dark got to 400 rep in no time. The debuffs + Fluffy = Win
Nothing will hit you with DN from yourself and Fluffy. and any melee chars that come near you will be hit by Tar Patch and Fluffies sick Chill of the Night. Fluffy also adds a second heal. And Fearsome Stare Rocks!

But to answer your question; I would prolly go pain b4 therm


 

Posted

Wow. The idea of a /dark pvp build blows my mind, LOL! Out of curiosity, why pain before therm? I know, I know, the anoying questions. I'm just trying to get a feel for how this build will play out. Out of curiosity, which of the THREE of them, would you say is best for zone PvP? The idea of a dark Miasma charater cleaning house in PvP just tickles me waaaaay too pink.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Quote:
Originally Posted by Valentyna View Post
Wow. The idea of a /dark pvp build blows my mind, LOL! Out of curiosity, why pain before therm? I know, I know, the anoying questions. I'm just trying to get a feel for how this build will play out. Out of curiosity, which of the THREE of them, would you say is best for zone PvP? The idea of a dark Miasma charater cleaning house in PvP just tickles me waaaaay too pink.
dark miasma is pretty survivable but it lacks any mobile debuffs and it cant handle high defense opponents. i have a fire/dark corr that i used to duel with, 680+ heals with powerboost+destroying people's accuracy was so fun(b/c of the stupid dr curves). as a mm you dont get access to aim or focused accuracy so you end up relying on just tactics alot of the time. if you decide to build a dark mm i would go with thugs for enforcers leadership or something that has -def from the pet attacks.


 

Posted

I don't have any experience playing any of them....but I can tell you which ones I hate to fight.

Thermal and Dark are the most annoying to me. Thermal is one of only 2 sets that can drain my regen scrapper enough to hurt me (the other is Cold, which isn't available to MMs). Kin can do it too, but they're usually dead before they can sap my end enough to stop me from killing them.

Dark can be a major pain if you are the only target for Fluffy to latch onto, if he's worried about someone else it's not so bad. Sucks for the person Fluffy is looking at though.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I don't have experience with /Pain, but I do have a Thug/Therm MM. I don't really duel with it, but I have fought some people before. The few duels I have had was versus a thug/poison, a few regen scrappers, a brute or a tank, and a plant/rad controller. I'm pretty sure I won all of them. Heat Exhaustion seals the deal when fighting melee toons that aren't elec armor.

In a zone environment, I can hold my own pretty well. It sucks having to buff each pet individually, but being able to buff others not on your team with forge and thaw AND give all my thugs slow protection is great. Once Scrappers and tanks know I'm a therm, they usually steer clear of me until they can spike me together.

So to sum it up, if you want great a great regen aura and the ability to easily buff your team/pets without being too annoyed, go /pain. If you want better buffs and Heat Exhaustion for the added annoyance of individual buffing, go therm.


 

Posted

Is the regen aura from pain really terribly good? It doesn't seemt o do much for me at ~23rd level. Even taking the sum of its effects on all my pets isn't that impressive. Is it higher in PvP perhaps, and Mi'd sjust doesn't show it?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Yes it's very good. A pain MM in PvP is basically unkillable, if built and played well.


 

Posted

Hmm. I suppose my real choice, then, is between more raw survivability with /pain, or... heat exhaustion. Tough choice, LOL!


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

i'd say therm with flurry tough and kick.


 

Posted

If i get fighting, I can'tg et teleportation for TP foe. Im not sure if thats a trade worht making. THough, Is uppsoe villains don't get Wedding Bands to top up their resistances (mmm... broken temp powers...!). Ill have to give that some thought.

For the record, other powersets would be speed, fitness, and leadership. I might not even take take TP for the sake fo taking jumping, though I suppose its not as critical to resist KB as a mastermind, as it is with other characters.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

P.S. I have decided t go with Therm. Pain seems like better in huge battles and team settings, and I just don' have a crew to run with. Ill build a bit more for dues, and let it carry over into support when in zones where possible.

Thanks,all of you, for hte advice.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Hmm! I will say I wish I'd read the fine print on Forge. 60 seconds seems like too long a recharge time, if you ask me!


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Its not so bad. 60 sec rech, cut to something like 33sec with enhancers and no set bonuses or hasten, it sticks around for 120sec, you can keep several people buffed without too much trouble.