Building an AV-Capable Mercs/Traps


BenRGamer

 

Posted

With alot of annoying work, I was able to reach the soft cap of almost all of the defenses available, I'm trying to make a build capable of soloing AVs. Here's what I got so far.

With a combination of IOs, FFG, Maneuvers, CJ, Weave, and Scorpion Shield, I've gotten up to 64% S/L. 56% Eng, 43% Neg, 36% Psi, 53% Fire/Cold, 45% Melee, 47% Ranged, and 57% AoE defense

Are there any tips anyone can give me when it comes to making up a build to solo AVs?

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Burst

  • (A) Decimation - Chance of Build Up
  • (40) Apocalypse - Chance of Damage(Negative)
  • (43) Gladiator's Javelin - Chance of Damage(Toxic)
Level 1: Web Grenade
  • (A) Gravitational Anchor - Chance for Hold
Level 2: Soldiers
  • (A) Blood Mandate - Accuracy
  • (3) Blood Mandate - Damage
  • (3) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Damage/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (7) Achilles' Heel - Chance for Res Debuff
Level 4: Caltrops
  • (A) Ragnarok - Chance for Knockdown
  • (7) Positron's Blast - Chance of Damage(Energy)
  • (42) Impeded Swiftness - Chance of Damage(Smashing)
Level 6: Equip Mercenary
  • (A) Endurance Reduction IO
Level 8: Triage Beacon
  • (A) Panacea - Heal
  • (9) Panacea - Heal/Endurance
  • (9) Panacea - Endurance/Recharge
  • (33) Panacea - Heal/Endurance/Recharge
  • (40) Panacea - Hea/Recharge
Level 10: Acid Mortar
  • (A) Exploited Vulnerability - Defense Debuff
  • (11) Exploited Vulnerability - Defense Debuff/Recharge
  • (11) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
  • (37) Recharge Reduction IO
  • (48) Achilles' Heel - Chance for Res Debuff
Level 12: Spec Ops
  • (A) Blood Mandate - Accuracy
  • (13) Blood Mandate - Damage
  • (13) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Damage/Endurance
  • (15) Blood Mandate - Accuracy/Damage/Endurance
  • (17) Achilles' Heel - Chance for Res Debuff
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Endurance
Level 18: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
Level 20: Poison Trap
  • (A) Lockdown - Accuracy/Hold
  • (21) Lockdown - Chance for +2 Mag Hold
  • (21) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (23) Lockdown - Accuracy/Recharge
  • (34) Lockdown - Recharge/Hold
  • (50) Lockdown - Endurance/Recharge/Hold
Level 22: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Provoke
  • (A) Mocking Beratement - Taunt
  • (25) Mocking Beratement - Taunt/Recharge
  • (25) Mocking Beratement - Taunt/Recharge/Range
  • (34) Mocking Beratement - Accuracy/Recharge
  • (34) Mocking Beratement - Taunt/Range
  • (39) Mocking Beratement - Recharge
Level 26: Commando
  • (A) Blood Mandate - Accuracy
  • (27) Blood Mandate - Damage
  • (27) Blood Mandate - Accuracy/Damage
  • (29) Blood Mandate - Damage/Endurance
  • (29) Blood Mandate - Accuracy/Endurance
  • (31) Blood Mandate - Accuracy/Damage/Endurance
Level 28: Seeker Drones
  • (A) Absolute Amazement - Endurance/Stun
  • (31) Absolute Amazement - Chance for ToHit Debuff
  • (31) Absolute Amazement - Stun/Recharge
  • (33) Absolute Amazement - Accuracy/Recharge
  • (33) Absolute Amazement - Accuracy/Stun/Recharge
Level 30: Boxing
  • (A) Empty
Level 32: Tactical Upgrade
  • (A) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Obliteration - Chance for Smashing Damage
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Recharge
Level 38: Tough
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Steadfast Protection - Resistance/+Def 3%
  • (39) Reactive Armor - Resistance
  • (40) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Endurance
  • (50) Reactive Armor - Resistance/Endurance
Level 41: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 47: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
Level 49: Assault
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 22.9% Defense(Fire)
  • 22.9% Defense(Cold)
  • 12.9% Defense(Energy)
  • 12.9% Defense(Negative)
  • 6% Defense(Psionic)
  • 15.4% Defense(Melee)
  • 17.9% Defense(Ranged)
  • 26.6% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(Held)
  • 27% Enhancement(Accuracy)
  • 67.5% Enhancement(RechargeTime)
  • 7.5% Enhancement(Range) (in PvP)
  • 5% FlySpeed
  • 72.3 HP (9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5% (in PvP)
  • MezResist(Held) 9.95% (in PvP)
  • MezResist(Immobilize) 6.1% (in PvP)
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 5% (in PvP)
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 5% (in PvP)
  • 13.5% (0.23 End/sec) Recovery
  • 50% (1.68 HP/sec) Regeneration
  • 1.58% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Blood Mandate
(Soldiers)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Panacea
(Triage Beacon)
  • 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
  • 10% (0.34 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
  • 12 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
  • 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
Exploited Vulnerability
(Acid Mortar)
  • 3% Enhancement(Accuracy)
  • 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
Blood Mandate
(Spec Ops)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.34 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Force Field Generator)
  • 10% (0.34 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 10% (0.34 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Lockdown
(Poison Trap)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
Mocking Beratement
(Provoke)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Commando)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Absolute Amazement
(Seeker Drones)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Obliteration
(Trip Mine)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gladiator's Armor
(Tough)
  • 3% Defense(All)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.34 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.34 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)


 

Posted

Anyone?


 

Posted

If going for typed defense instead of positional, I think Eradication is better than Obliteration.
Similarly I'd rather run Basilisk's Gaze at 4 slots than Lockdown at 6 so you can end up slotting Poison Gas Trap for max Recharge... it's a cornerstone of AV soloing.

Also, no need for all of the LotG, the build will do fine and be a lot cheaper without them.

If you can free a power, maybe Assault, to take Burst and 3-slot Thunderstrike, that's a pretty slot-effective Negative Energy defense.


 

Posted

...I have burst. It's the first power I took. The reason I put Lockdown in there is that it gives Ranged/Negative defense as well as Fire/Cold defense.

Also, the reason I'm including LotG now is that they're supposed to be alot easier to get via alignment merits. I believe the wiki says they cost 2 alignment merits a piece and on the forums here I've heard it's possible to get one every 2 days if you work at it.

Though I think I will try that with Thunderstrike.

...

And it worked, I took two slots off of Poison Trap and put Basilisk's Gaze in there, and put the two slots in Burst and put Thunderstrike in there (While still keeping Chance for Build Up and Chance for Negative Damage) I hit the defense cap for Negative, too. I'm unfortunately about 9% away from the softcap on Psi, but I think that'll be alright as I've got Softcapped Range/AoE/Melee defense, too.


 

Posted

What type of AV/Hero are you going to face? I hope he is not doing psionic damage! :P


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

Me too =P I was thinking the ability to tankermind through the majority of general AVs (Psionic AVs notwithstanding)


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Me too =P I was thinking the ability to tankermind through the majority of general AVs (Psionic AVs notwithstanding)
Some AVs are a lot easier than others. You should find that deals mostly lethal/smashing to take advantage of your soldier's innate resistance.

Other than that, I think I may want to take Aid Self just because you don't have any reliable way to heal yourself.


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, I won't be able to do that without completely dropping an entire power pool.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Well, I won't be able to do that without completely dropping an entire power pool.
I would drop Super Jump tool. On villain side, you can buy temp fly at lvl 10 and if you have ninja run, you really don't need super jump. You can make up the loss of Combat Jump defense with a decent Aid Self and Aid Other too.

In fact, all my MM/Trap take Aid Other. MM using Aid Other is the best because your pets are still attacking and you can afford spending 3s to provide a decent heal.


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

Don't have Ninja Run. And I really really, would like to not have to go visit the Black Market/Invention Center every half hour of flight.