????/Dark MM Decision


graystar_blaster

 

Posted

So, I've got this nice concept and build down for a /Dark MM. Problem is...I can't decide on the primary. I've narrowed it down to two choices:

Thugs/Dark (The Gold Standard)

or

Mercs/Dark (The Gold Concept)

Build-wise the two are about equal, with a few changes:

- If I go Mercs, I take Burst and the Grenade (or the -Def and KB respectively), supplementing my pets. If I go Thugs, I just take Empty Clips (for the KB again, excuse to throw in an FF proc)

- I've never played a Thugs to 32, only to about 22. I've done Mercs to 32, but it was a Mercs/Traps and I was new to MMs, which made Mercs frustrating.

- I skip Petrifying Gaze in both instances.

- Taking Mercs lets me slot the AH and LG Proc in my pets, but prevents me from using the Pet Recharge resist/defense IOs, Thugs lets me use my Soulbound Allegiance BU Proc and an AH, but only in the Enforcers, and Gang War lets me use the resist/defense IOs.


I'm just not sure what to go with. Are there people who have used both Thugs AND Mercs who can give me some advice?


 

Posted

I've played both to 50. It would be helpful to have a clearer idea of what you're wanting out of each of these characters (or what you generally prioritize for your characters overall) when giving advice, but here's some general compare/contrast comments:


Mercs was my first MM. It isn't the most popular, but if played well it is a solid primary. The Commando adds a huge boost in damage and the SpecOps throw out very good control and debuff. The Soldiers are okay, and the Medic will tend to run up and get himself killed but is useful when he's around. Aside from the Medic, most of the time your pets should be able to fight from range and survive most things. I would consider this the primary attraction for choosing Mercs over Thugs, especially at the low levels.

Thugs is higher damage, especially with the Arsonist in the mix, though he also tends to get himself killed quite a bit. Overall you're going to be resummoning more often with Thugs and the Bruiser is a melee combatant. You'll want to make an effort to keep him and your upgraded Enforcers alive for the damage and the buffs, and just resummon the bottom tier thugs as needed. Gang War is a powerful draw here as it is likely the best 'flavor' power out of any of the MM primaries (considerably more useful than Serum).

As always, my final advice is to play what you want and will enjoy. Thugs/Dark is likely the more powerful character here, but Mercs/Dark is certainly viable. I'd also recommend either picking up a hold in your ancillary/patron pools or else keeping Petrifying Gaze if you plan to run a lot of TFs (thinking specifically of the LGTF here). I can understand skipping it as it really is not a very good hold, but it is a hold nonetheless. You could always have it in a second build and switch over just when doing Lady Gray though, I suppose.


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Posted

I'd go with Thugs. Necro is actually quite good too, if you can put up with melee. You can get up a lot of pets with Necro/Dark, soul extraction is actually surprisingly powerful -- I like it quite a bit more than Gang War, even if its not quite as fun. My Necro/Dark has easily solo'd some pretty badass mobs. Using fear for control works excellent with that combination.

That said. Thugs are generally better than Mercs. Mercs spec ops let the set down hard, and they are never getting fixed. Spec ops control will not help you much in the field, they use the powers poorly. An awesome thing about Thugs is the Enforcers leadership is very powerful, and it'll work very nicely with the -ToHit from /Dark. Thats a good combo and it'll serve you well.


 

Posted

Thugs,dark soloed almost every gm in the game.

And t4 lore pets with dark servant and thugs is hilariously fun throw in a shiv or a mech and it full of win and waffles