IO'ing My Mercs/Traps


GGG247

 

Posted

I have a Mercs/Traps who's at level 34 and has been a lot of fun to play, thanks to a combination of good concept/name/theme. However, I haven't done any IO's on him yet. I put together the following plan, focused on defense and s/l resistance.

I'd like some feedback on the build and any advice that can make it better. This alt isn't made of money, so I'm trying to keep the price to a "reasonable" level.

Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Adventure Team Joe: Level 50 Technology Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Soldiers -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(7), BldM'dt-Dmg(21)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(43), TotHntr-Immob/Acc(43), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(45)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(34)
Level 4: Caltrops -- RechRdx(A), RechRdx(9), CtlSpd-Rng/Slow(46), CtlSpd-Dmg/Slow(46), CtlSpd-Acc/Slow(46), CtlSpd-EndRdx/Rchg/Slow(48)
Level 6: Equip Mercenary -- EndRdx(A)
Level 8: Triage Beacon -- RechRdx(A), RechRdx(19), Heal(23), RechRdx(33), Heal(34)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(23), ShldBrk-%Dam(33)
Level 12: Spec Ops -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(31)
Level 14: Fly -- Flight(A)
Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17)
Level 18: Maneuvers -- EndRdx(A), DefBuff(25), DefBuff(34), DefBuff(39)
Level 20: Poison Trap -- RechRdx(A), RechRdx(21), Hold(25), RechRdx(33), Hold(39)
Level 22: Tactics -- EndRdx(A)
Level 24: Combat Jumping -- DefBuff(A)
Level 26: Commando -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(43)
Level 30: Boxing -- Acc(A)
Level 32: Tactical Upgrade -- EndRdx(A)
Level 35: Trip Mine -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(37)
Level 38: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 41: Weave -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(42)
Level 44: Bile Spray -- Acc(A), Acc(45)
Level 47: Shark Skin -- RctvArm-EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(31), EndMod(40)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5.313% Defense(Smashing)
  • 5.313% Defense(Lethal)
  • 13.44% Defense(Fire)
  • 13.44% Defense(Cold)
  • 13.75% Defense(Energy)
  • 13.75% Defense(Negative)
  • 5% Defense(Melee)
  • 20% Defense(Ranged)
  • 18.44% Defense(AoE)
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(RunSpeed)
  • 6.25% Enhancement(RechargeTime)
  • 2% Enhancement(FlySpeed)
  • 27% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 2% Enhancement(JumpSpeed)
  • 30.12 HP (3.751%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 5.25%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 9.1%
  • MezResist(Terrorized) 2.5%
  • 11.5% (0.192 End/sec) Recovery
  • 0.945% Resistance(Fire)
  • 0.945% Resistance(Cold)
------------
Set Bonuses:
Blood Mandate
(Soldiers)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Trap of the Hunter
(Web Grenade)
  • 5% Enhancement(Immobilize)
  • 15.06 HP (1.875%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
Thunderstrike
(Slug)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Curtail Speed
(Caltrops)
  • MezResist(Immobilize) 1.1%
  • 2% Enhancement(Slow)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Shield Breaker
(Acid Mortar)
  • 2.5% (0.042 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
  • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
Blood Mandate
(Spec Ops)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Blood Mandate
(Commando)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Stupefy
(Seeker Drones)
  • 2.5% (0.042 End/sec) Recovery
  • 15.06 HP (1.875%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
Multi Strike
(Trip Mine)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Reactive Armor
(Shark Skin)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

Posted

Thats a bit of a trick actually. I loaded it up into mids and I see that your using blood mandate to get the Ranged and AoE positionals. Which is a very good idea. But... it makes for rather below average mercs.

You kinda have to pick and choose a bit here unfortunately. You really want a Achilles Heel Proc and Touch of Lady Grey Proc in the Soldiers to boost their damage... its nice if you can fit them into Spec Ops but its less critical.. the Commando works best with an Explosive strike since he has lots of knockback type attacks.

Also, I notice you don't have either the Edict of the Master or the Sovereign Right unique's in the build... you should, they are a permanent +5 Def and +10 Res. Thats a good deal.

I think you'll have to do some moderate re-tooling to really optimize the build. I did notice you manage to bring up some good resistances too though, and that helps a lot. Remember that 5-10% of attacks get through any defense with usual content, and at least double that in Incarnate content. Some of those attacks can hurt!