Advice on a Mercs/traps build and Mercs in general


Paladiamors

 

Posted

I just finished the build of my first MM today and I had a few questions...

  • If I slot a chance for recharge slow in Spec Ops, do both of the soldiers have a chance to stack two of them on the same target?
  • Is detonator good for mercs?
  • Should I get gravitic or reactive for interface?
  • and finally, how good can the Medic's healing abilities get?
Here is the build I made.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Charge Mastery
Villain Profile:

Level 1: Soldiers
  • (A) Sovereign Right - Resistance Bonus: Level 50
  • (5) Sovereign Right - Accuracy/Damage: Level 50
  • (5) Blood Mandate - Accuracy/Damage: Level 50
  • (7) Sovereign Right - Accuracy/Damage/Endurance: Level 50
  • (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (9) Blood Mandate - Damage: Level 50
Level 1: Web Grenade
  • (A) Gravitational Anchor - Chance for Hold: Level 50
  • (3) Gravitational Anchor - Immobilize: Level 50
  • (3) Gravitational Anchor - Immobilize/Endurance: Level 50
Level 2: Slug
  • (A) Endurance Reduction IO: Level 50
  • (50) Damage Increase IO: Level 50
Level 4: Caltrops
  • (A) Ragnarok - Accuracy/Recharge: Level 50
  • (13) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (13) Ragnarok - Chance for Knockdown: Level 50
  • (15) Ragnarok - Damage/Recharge: Level 50
  • (15) Ragnarok - Damage/Endurance: Level 50
  • (17) Ragnarok - Damage: Level 50
Level 6: Equip Mercenary
  • (A) Endurance Reduction IO: Level 50
Level 8: Hover
  • (A) Defense Buff IO: Level 50
Level 10: Fly
  • (A) Endurance Reduction IO: Level 50
Level 12: Triage Beacon
  • (A) Numina's Convalescence - Heal: Level 50
  • (17) Doctored Wounds - Heal: Level 50
  • (19) Numina's Convalescence - Heal/Recharge: Level 50
  • (19) Doctored Wounds - Heal/Recharge: Level 50
  • (21) Doctored Wounds - Recharge: Level 50
  • (21) Panacea - +Hit Points/Endurance: Level 50
Level 14: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20
  • (23) Undermined Defenses - Recharge: Level 50
  • (23) Undermined Defenses - Defense Debuff/Recharge: Level 50
  • (25) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
  • (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
  • (27) Touch of Lady Grey - Recharge/Endurance: Level 50
Level 16: Spec Ops
  • (A) Edict of the Master - Defense Bonus: Level 40
  • (27) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (29) Blood Mandate - Accuracy/Damage: Level 50
  • (29) Sovereign Right - Accuracy/Damage: Level 50
  • (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (31) Sovereign Right - Accuracy/Damage/Endurance: Level 50
Level 18: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
Level 20: Aid Other
  • (A) Doctored Wounds - Heal/Recharge: Level 50
  • (33) Doctored Wounds - Heal: Level 50
  • (34) Doctored Wounds - Recharge: Level 50
  • (34) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (34) Doctored Wounds - Heal/Endurance: Level 50
  • (36) Numina's Convalescence - Heal/Recharge: Level 50
Level 22: Stimulant
  • (A) Recharge Reduction IO: Level 50
Level 24: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (33) Red Fortune - Defense/Endurance: Level 50
  • (36) Red Fortune - Endurance: Level 50
  • (36) Red Fortune - Defense: Level 50
  • (37) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (50) Red Fortune - Endurance/Recharge: Level 50
Level 26: Assault
  • (A) Endurance Reduction IO: Level 50
Level 28: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (37) Adjusted Targeting - To Hit Buff: Level 50
Level 30: Commando
  • (A) Soulbound Allegiance - Damage/Endurance: Level 50
  • (37) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (39) Soulbound Allegiance - Chance for Build Up: Level 50
  • (39) Sovereign Right - Accuracy/Damage: Level 50
  • (39) Sovereign Right - Accuracy/Damage/Endurance: Level 50
  • (40) Sovereign Right - Accuracy/Endurance: Level 50
Level 32: Tactical Upgrade
  • (A) Endurance Reduction IO: Level 50
Level 35: Poison Trap
  • (A) Unbreakable Constraint - Hold: Level 50
  • (40) Unbreakable Constraint - Hold/Recharge: Level 50
  • (40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
  • (42) Unbreakable Constraint - Endurance/Hold: Level 50
  • (42) Unbreakable Constraint - Accuracy/Recharge: Level 50
  • (42) Lockdown - Chance for +2 Mag Hold: Level 50
Level 38: Seeker Drones
  • (A) Absolute Amazement - Stun: Level 50
  • (43) Absolute Amazement - Stun/Recharge: Level 50
  • (43) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (43) Absolute Amazement - Accuracy/Recharge: Level 50
  • (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
  • (45) Stupefy - Chance of Knockback: Level 50
Level 41: Trip Mine
  • (A) Armageddon - Damage: Level 50
  • (45) Armageddon - Damage/Recharge: Level 50
  • (46) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (46) Armageddon - Damage/Endurance: Level 50
  • (46) Armageddon - Chance for Fire Damage: Level 50
Level 44: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (48) Recharge Reduction IO: Level 50
Level 47: Electric Shackles
  • (A) Basilisk's Gaze - Recharge/Hold: Level 30
  • (48) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (48) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 50: Musculature Core Paragon
Level 50: Gravitic Core Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Pyronic Radial Final Judgement
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy

Level 2: Rest
  • (A) Empty
Level 4: Ninja Run

Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Healing IO: Level 50
  • (9) Numina's Convalescence - Heal: Level 50
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (11) Performance Shifter - Chance for +End: Level 50
  • (11) Performance Shifter - EndMod: Level 50


 

Posted

I can't answer all of these, but I can tell you that the medics healing abilities are mediocre at best. It heals for a decent amount, but it's cooldown is twenty seconds. It's good for being a grunt, but you won't be relying on it. I still love it, tho'.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Its a Traps build search the forum for a defense cap trap build. It will probably be robot traps. Swap out robots and put in your pets.

Or just do a search for my name I posted in many of the defense cap build threads here in the past. You will then find several builds to choose from.

Since I do not know if Mercs offer any sort of defense bonuses like the Protector Robot ( gives out a bubble for 7.5% defense increase which can be enhanced ) your will need to use something along the lines of what I do and that is build my robot traps to be capped without the aid of that bubble.

This should be the build. I copied and pasted from a message I sent someone. So lets see if it works.

As I mentioned import it and swap robots for Mercs and look at the numbers. Then tweak what you want.

Layout is odd but it should still work

Don't take Detonator, I just tried it out and placed a damage SO in it and seen no change in damage. I placed a recharge SO and it seemed a bit faster on recharge just by looking at the stats and just eyeballing it. You can't enhance the damage only the recharge I think. So unless you need it for a set bonus pick something else. Even with an IO or SO recharge it was still to long to find of value to blow up a pet and then resummon and rebuff that pet. And the damage also depends on the pet type. I was blowing up my Tier 3 pet and was getting 330 to 350 damage wise.

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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives