Best MM Secondaries??
/dark /traps /pain
Poison, Therm, Storm (on a team as we have demonstrated)
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Poison. It debuffs nearly every aspect of your enemy's power/abilities. It's that great.
Now, Pain Domination is sturdy as hell, but it gives you very little offensive boost. Therm gives you a good mixture of buff, heal, and debuff. Storm can be very rewarding, but it's more difficult to learn.
Forcefield is pretty horrible as defense means very little in PvP nowadays. Traps is pretty bad, too, because its debuffs require you to stay in one spot. Dark Miasma is fun and all, but it isn't reliable enough. TA can be fun and it's good disruption, so that's an option.
I suggest Poison or Thermal.
dUmb's MM teams in the league that just ended consisted of usually two Storm MMs (if we ran a third MM it was a TA).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
/Storm seems powerful but can it compare to Poison?
CIGAL's poison mm teams would have been better if people didn't suck and die whenever they got tabbed through.
also.. thermal is ****. mm modifiers make it crappy as hell.
tbh, if you can make a bad mm you should probably stick to pve.
Duel me.
I will work on my sig pic more when I have time.
poison is seriously unrivaled.
storm is a situational set; works best in a dUmb in lab map situation.
We ran a Thugs/TA in those matches where we ran TAs (basically the maps where we ran out Storm team but were going to be playing on a random map) because they're more survivable than a Corr/Fender/Troller and because they add extra targeting disruption. We were toying with the idea of a Thugs/FF in place of one of the Storms on the lab map simply because there are a lot of corners to push people into. I'd agree that a good /Nrg Dom is better than a bubbler in most cases but there are some reasons I'd still want a bubbler (cage, if they're a Troller, or the repel if we're on a small map).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Thugs/Trick Arrow.
To me your secondary depends on how you wanna play the mm as to which is best.
FF seems to underperform a lot from what I have seen and dark isnt amazing either other than the fear and another pet since a darkest night can be detoggled and your heal is accuracy based and short range, plus dark pit debuff doesnt stick if they move outside of it where as other target based ones do.
Poison is great for debuffing, two -res powers (gas and single target one) will kick up your pets damage a fair bit and it also has -damage and -heal, its pretty much a sure thing for a decent played mm 1v1, in teams though that single target debuff just isnt enough really. 1v1 this is my choice everytime though.
Storm is very nice, tornado and lightning storm act like two more controlling type pets, freezing rain is a 30s debuff as long as you hit them with it plus steamy mist isnt a bad fire/cold/energy resist boost either plus is helps with stealth. This is the one I'd pick for zones and team pvp.
Fire is pretty much a buffers/drainers choice now defence is screwed. Has some heals and buffs, but main powers are thaw, forge, heat exhaustion and melt armor, all near the end. Thaw helps if you fight area controlling types although as of late those are rare. Forge is nice to put on your last pet, and heat exhaustion can kill your opponents endurence recovery permenantly if they havent got resists to it and there arent that many that do. Melt armor is a long recharge for what it does compared to other sets, but nevertheless its still a good power. If you want to play defencive this would be the choice.
Traps are fairly hard to play for any player in pvp, particularly in zones since they require you not to move a fair bit for them to be of use. web grenade, caltrops (for stalkers), acid mortar, ffg, poison trap and seekers are good though. Yes thats a majority of the set but its still fairly hard to play compared to others. Detonator is still bugged from what i hear with the damage. Personally wouldnt recommend the set but people have pvped well with it.
Trick arrow i still dont rate, other than entangling arrow it seems kinda bad to me since its the controller/disruption type set. When your disruption powers only last a couple of seconds to me it kinda makes them pointless other than to knock off toggles, plus you have two -res powers, each half as powerful as other ones from other sets. So basically you have to hit acid arrow, and hope they wander into disruption arrow to get the same -res as other sets. EMP arrow is horrible as well. Would avoid this set for pvp, would be good for pve though.
Pain is one of the better ones for secondary. Heals, buffs and debuffs, it pretty much has everything you need except stealth. Share pain is the only power id miss out in the set to pvp with. Having fought a few pain mm's before I can say there a pain in the butt to kill off when there slotted for regen unless you have -regen powers even then they still have a regular heal for them and there pets. Controller types can handle them pretty easily as well but other than that there solid to play. Id use this if you like playing a healer in team situations, other than that a lot of noob pvpers tend to turn on the pain when they get killed and blame them for not healing them enough. Its irritating but I guess thats what comes with freedumb pvp.
poison works much better in a fiteclub match than it does teaming. If poison were ported to corrs I'd be singing a different tune, but currently I'd choose TA over poison on MMs, hell I'd choose TA over poison in a MM vs MM match too.
|
so much bad info.
soooo bad.
bringing a poison to a team match is like bringing 3 cold corruptors. gtfo.
HAHAHAHAHAHAHA
so much bad info. soooo bad. bringing a poison to a team match is like bringing 3 cold corruptors. gtfo. |
I'll wait for poison to be ported to corrs before I consider it in any teaming scenerio.
MMs don't have the maneuverability cold corrs have. Minute your MM is out of BG he's going to be lolreked.
I'll wait for poison to be ported to corrs before I consider it in any teaming scenerio. |
the squishiness of mm's is highly overstated. get a res armor. you're full of bad info.
err, not really.. i spent most of my time on a mm out of bg mode. i only got into bg mode after seeing spike to-hit rolls on me.i died once in about 10 matches playing a poison.
the squishiness of mm's is highly overstated. get a res armor. you're full of bad info. |
what teams have you pvped that have failed to spike your MM out of BG? Really like to know.
|
we practiced that team mostly against SMD.
then used the team against -divine's team of bad.
and in i10-i12, i played poison against every vill ladder team. there's a reason you never saw cold corrs post-i12 launch. poison's debuff more and debuff better. colds were used before that because of their spike damage potential; that is now non-existent when you posit blasters, doms and stalkers as options.
post-i12 the only time ujl ever ran a cold and a cold was ever seen in a vill ladder match was when we wanted to farm mm pets and had a storm that wanted frostworks.
MMs don't have the maneuverability cold corrs have. Minute your MM is out of BG he's going to be lolreked.
I'll wait for poison to be ported to corrs before I consider it in any teaming scenerio. |
Get 1200 HP, pay attention to where your pets are on the map, how far away you are from them, watch for psi Icon's because most times? you have a good 2 or 3 seconds to be moving yourself back into BG mode before the spike ever gets there. Also noting when other spikes are taking place you can definitely venture out of BG mode to disrupt/debuff people with Psn or whatever your secondary is.
Playing it safe I've found MM's to still be a bit more mobile than even I expected them. Just on that AT more than about any other you can't really afford to get that tunnel vision about whatever you are doing.
As for best secondaries, Storm, Psn, and maybe Pain depending on what you want to use them for.
we practiced that team mostly against SMD.
then used the team against -divine's team of bad. and in i10-i12, i played poison against every vill ladder team. there's a reason you never saw cold corrs post-i12 launch. poison's debuff more and debuff better. colds were used before that because of their spike damage potential; that is now non-existent when you posit blasters, doms and stalkers as options. post-i12 the only time ujl ever ran a cold and a cold was ever seen in a vill ladder match was when we wanted to farm mm pets and had a storm that wanted frostworks. |
sure;
it's a live build, done on a budget, so it could be a lot better.
it's also extremely team-centric; i would never build something like this if it was meant to do anything other than run the line-ups we were playing with.
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1407;718;1436;HEX;|
|78DA9D94C94F137114C7DF745A4AA1A5ADB50B65DFA1D581D E4412592541A982B84|
|58DA4422963E89430AD114DD43F002F1EF4E4D9B8DC5DF062 8C51F81B34F1A01E4C|
|8C462FDEEA5B7E08C49B13F87EE6F7E6FDDEF69B69FAEA981 7E0D6206881D1A58C6|
|DCFA6337631BB9237AD79573A9333E7C00D00D16DEBEC4C29 9F2F58C6C9C552CE8E|
|ECB08F9416168CA9826917ACE084B5985DC95A4563EBC63B5 5282C19E366D1CADA7|
|6152F6696B3D9F920DF4E58574CDBBC642E99C555F19CCC66 964D2B173FBC6CCE19|
|3B92A44BAAC0D51896D583FFAF5DA0AEB20BAE3B0052E0B82 6B8C970DE107C0542C|
|53746CEF97797138E6A646A9E64B4A405C718EDC7198BE8AE A924DA2B8C1782960D|
|0EDBB6C96877E8000DD0AE333AE39CC4C45DBADAA53F67BF8 A678CCAA782758657D|
|CBDFD08A70E6FB02369AA0CAE16A91A0FC1AD89C9DDCDA656 3479C4CBE149B2A96A|
|17DE628C6A95BD7A9413D58C300243026924218349C860DA3 0AC4F7669BEF7B26B4|
|0EA72E323BF14E1F29F96991D417441E204AFF64FF0AA779A 57A9715EBDC33282AA|
|8CE00F0EB8E7BBE02723F68BD1F8C141A36BFEC8A8C45C21C 9E50CDD6187BDB705F|
|71891BB8CD41AC387EE615575F83750844898ABF0E393A87A 1215534C1C36B0B05A|
|5558ED210E131F140C33EA3F033550FF89D1F58511C178756 AEC7512AF51E235CAB|
|4026E5AC85135C8496C62A626656A9203CDE3ABD1AADEBFD6 119D273F2A1866740D|
|09C6180574EF50593B2468E72EBC44B76E9997DE6D70593D0 9415210D3A8AECB182|
|8A99A4E3EE427FB1E0B1E091EC8513E1148F428F664A8E886 C66DF6EA02693AE590|
|A344BF3EF59AF6F5F0D6FAED0F0DFFF082C97F2C53DB5F176 86C496FFB943D01F60|
|471FEAFEB05FEC44906CF7415DECDA0C0299233B43C4B728E E43CD92E905C249925|
|29AF7BB78AF11FA0BAFA490E920C9084B13E58234F377D6ED 5245E121F490D899F2|
|44012228993DC2729FF012035FE60|
|-------------------------------------------------------------------|
do u hit consistantly with no +acc in that build?
Weather, Feel free to contact me in game at @Clue
I run a Thug/Traps (Alto) in Siren's Call from time to time. The way I play my MM is setting up traps and using TP foe. Sometimes I'll just web the target send in pets and hover over to finish the kill. You will need to make some binds or macros for your pets.
If you like this style of play it can be tons of fun & it can get boring once all the heroes leave the zone They just get tired of getting TP'd into my traps. Now be careful, once you start TPing them they will log off and get their TPer and do the same to you
Hey! I really wanted your opinion(s) on which Mastermind secondary is the best for PvP. I'm PvP at mostly Sirens.