Need a Build for Mercenary / Storm


MechaCrash

 

Posted

Anyone have a good build out there to post. I have made level 23 but feel like I am hitting a point where i need to be more focused on slotting. Thanks in advance


 

Posted

Here's mine. I don't know if it's actually good, but I like to think it's workable. I'm also sure it could be made better, but that would require the expenditure of far more resources and attention than I'm willing to give it.

Before I begin, I should note that this build will be obsolete come I19, due to inherent Stamina. I'm not entirely sure what extra stuff I'll grab but I'm sure I can think of something. Also note that I have the 60 month accolade, so I skipped Hover to get Fly. If you're looking at the build in Mids, make sure you turn off Hurricane in the Totals tab, because the recharge numbers it shows otherwise assumes the +recharge proc is active.

There's some random thoughts after the build.

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

Click this DataLink to open the build!

Sturm Zauberer: Level 48 Magic Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Soldiers -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg(3), Dmg-I(5), Achilles-ResDeb%(5), LdyGrey-%Dam(7)
Level 1: Gale -- Acc-I(A), Acc-I(7)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Equip Mercenary -- EndRdx-I(A)
Level 8: Fly -- Flight-I(A)
Level 10: Steamy Mist -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(13), ResDam-I(15)
Level 12: Spec Ops -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(15), Dmg-I(17), Dmg-I(17), SvgnRt-PetResDam(19), LdyGrey-%Dam(19)
Level 14: Swift -- Run-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), UndDef-Rchg/EndRdx(21), UndDef-Rchg(21), EndRdx-I(23)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(25)
Level 22: Hurricane -- EndRdx-I(A), EndRdx-I(25), ToHitDeb-I(27), FrcFbk-Rechg%(27)
Level 24: Assault -- EndRdx-I(A)
Level 26: Commando -- Acc-I(A), Dmg-I(29), EdctM'r-Acc/Dmg(29), EdctM'r-Dmg(31), EdctM'r-PetDef(31), ExStrk-Dam%(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 30: Tactics -- ToHit-I(A), GSFC-ToHit(34), GSFC-ToHit/EndRdx(36), EndRdx-I(36)
Level 32: Tactical Upgrade -- EndRdx-I(A)
Level 35: Tornado -- C'Arms-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), Dmg-I(37), RechRdx-I(37), ExRmnt-+Res(Pets)(37), C'Arms-+Def(Pets)(39)
Level 38: Lightning Storm -- Dev'n-Dmg/Rchg(A), Thundr-Dmg/Rchg(39), Decim-Dmg/Rchg(39), Ruin-Dmg/Rchg(40), Dev'n-Hold%(40), ExStrk-Dam%(40)
Level 41: Static Discharge -- Empty(A)
Level 44: Charged Armor -- Empty(A)
Level 47: Electric Shackles -- Empty(A)
Level 49: Electrifying Fences -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run



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1: The build isn't really complete. I'm still noodling around with exactly which stuff from the Mu Mastery pool I'll be taking. Sub in whatever ancillary or patron pool makes you happy.

2: Serum sucks. The recharge is huge, the damage and accuracy boosts minor, and the resist bonus would be nice if you could actually make sure the guy you boosted is the one being punched in the face. Don't bother with it.

3: I could probably take Maneuvers instead of Assault, but I like more damage. It's why I stuck those procs in all my goons.

4: Speaking of procs, the reason I put the Achilles -Res in my Soldiers is because between the three of them, the only attack that doesn't have a chance to set it off is the hand grenade of your Medic. You should be able to spread the -res around this way, or if it's a single tough target, it's sure to get debuffed and stay debuffed.

5: The Explosive Strike in the Commando could be swapped out for another Lady Gray. I chose the Strike because two attacks on eight second timers should go off about as often as a single attack on a four second timer, plus the two attacks are AOE.

6: Tornado is slotted to be used as a damage power, but don't underestimate its use as control. Your goons all have guns, so knockback doesn't really matter. Go ahead and throw enemies around, because an enemy on its back is an enemy that isn't attacking. But save that for emergencies on a team with melee dudes or dudes that benefit from clustered enemies (Kinetics, Radiation, that sort of thing).

Hopefully this is useful as a starting point, if nothing else.