Berzerker_NA

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  1. In that case, I am fresh out of excuses for my mercenaries addiction. Why? Why am I addicted to them?
  2. Quote:
    Originally Posted by Delta_Strider View Post
    The problem with Mercs is they do crappy damage, have lousy controls, and only have so-so resistances. They don't do -anything- definitively better than anyone else, on top of being outclassed in nearly every way by either Thugs or Robotics.
    On teams, they excel as debuffers. Target the toughest mob with your Tier 1 and Tier 2 pets and the scrappers/blasters will have no trouble bringing that guy down. Also if you've got a power that just needs to hit (like the heals in dark, or weaken in poison).

    In solo play, their amazing ability to hold aggro means you never have to go into body guard mode. (Apparently mobs really hate getting def debuffed.)

    In truth, though, I probably only enjoy playing them because it's so much more challenging/difficult to accomplish stuff. They're not indestructible like alot of pets can get to be.
  3. #3 and #5 depend on how long your battles are lasting, and how often you need to resummon pets (who cares if they're out of end after they die.) If your pet is running out of end, they're going to be dealing quite a lot less damage than if they have lots of end.

    I've been watching my Jounin do this. Certain pets seem to run out more than others.
  4. I'm playing a Mercs/Poison at level 29 now, and I just want to plan ahead a bit. It seems I have one power available that I can use either for Poison Trap, Paralytic Poison, M30 Grenade (Already have burst, but not slug), or Teleport Ally. I probably won't do Paralytic poison, since it has a really short duration of only 6.4 seconds, and a long recharge of 16 seconds so it can't be stacked. (By comparison, a controller's hold lasts 15 seconds and recharges in 8)

    Reading through what Poison Trap does, its only reliable effect seems to be a sleep effect. I'm thinking if I use that on a bunch of enemies, my commando or medic is just going to hit them with a big AOE and immediately wake them up anyway.

    So.... I guess that just leaves M30 Grenade and Teleport Ally as possibilities. Any thoughts?
  5. Why is there a new question when I go to log on about whether I agree to this big long contract? Does it say something now that it didn't use to say? Am I signing away my first born child to Crey corporation for experimental augmentation?
  6. That seems to make more sense. I actually asked because I'm playing a squishy /FF mastermind with 10 magnitude kb power, and all the destroyer bosses are resisting it. I figured Tank players would know more about how that works than anyone.

    Using power analyzer I saw that the boss had only 2 KB resist, but it was from "Integration", and I guess the power normally that also grants the 1000% resistance. So what you just said would explain it. No matter how much I enhance my Force Bolt, it will always be flagged as "resistable" and therefore incapable of pushing those guys down I guess.
  7. Does that mean you're totally immune to KB?
  8. Quote:
    Originally Posted by YoumuKonpaku View Post
    Mercs was my first MM back in I6, and I haven't played one since, so I was wondering (not that I'm going to play mercs again):

    All of the pets take achilles procs. How does that work? Does each pet place one debuff, or does it refresh? Will 6 pets potentially result in 6 achilles procs?

    If so, that could be a redeeming feature.
    No, unfortunately. A badguy can only have it on them once, no matter what. Even if separate players put it on them, I think.
  9. Or... you know, what would be even better would be if the arrows pointed both ways! Maybe magic could get +ToHit vs. Science, and +Damage vs. Tech, but suffers -DamageResistance vs. Science, and -Defense vs. Tech.

    That would be awesome.
  10. I have to say I'd be happy with just the basic arms, or even if they just added a few possibly-human arms to the Robotic selection. Even just a few of them would change my options dramatically, since I only have one option right now. (It's either banded robotic or she has to actually be a cyborg.) Well, I guess Banded + Witch gloves kind of adds another semi-option.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I have a problem with this in principle, in how you define who should have what effect against what. In various fiction, I've seen technology-based characters find themselves helpless before magic because... Well, it's magic, such as Darksiders, and I've seen technology-based characters suppress and overcome magic because it's "weak" to technology, such as in the world of Arcanum: Of Steamworks and Magick Obscura. I have, as a point of fact, a character called Mage-Killer Po, whose technological powers centre around tech shields to ward against magical effects and energy weapons designed to affect spirits and cut through magic barriers. By contrast, I have a technologist who wouldn't know magic from a parlour trick if you gave him a road map, yet owns his own R&D corporation.

    The chief problem I've always had with making Origins mean more is WHAT they should actually mean. I have never, for the life of the game, seen people agree on what even a single Origin means or represents with any sort of majority.
    Lets dial this into the fiction of COX of what kills what.



    Magic is dangerous to Science (In the Midnighters arcs they mention Rikti being vulnerable to it because their focus is science.)

    If we decide to extend that into a pattern (based on how DO's work, and starting with Magic being a science killer), then we'd get:

    Magic --> Science
    Science --> Natural
    Natural --> Mutation
    Mutation --> Technology
    Technology --> Magic

    Where the arrows denote what kills what. I don't know how well that stands up to the rest of the CoX world, though. Anyone else know? Or maybe the arrows should point the other way?
  12. Berzerker_NA

    Revamp Teleport

    Quote:
    Originally Posted by Ephemeris View Post
    Someone in my SG suggested this years ago on our SG boards, I thought it was a great idea so....

    I'd like to see a change to the last power in teleportation (and flight for that matter). I'd like to see the last power be a toggle that when used in conjunction with tp, would be a team tp. When used with the recall friend, would be a team recall. When used with tp foe, would be a small radius/max 5 target tp foe.

    The flight powers could be a group hover, group fly and a cone melee/small pbaoe for air superiority when the last power was toggled and used with hover, fly and air superiority respectively.

    Endurance usages could be based on targets transported or hit.

    A decline all/always ask/accept all option in the menu for group fly/tp type powers would be nice to have if we don't already do.
    Dear Zeus! That would be awesome.

    Quote:
    Originally Posted by Samuel_Tow View Post


    Flying past enemies works just as well, and both Hover and Flight keep you out of Caltrops patches. I'll grant you immobilization effects, but as long as we're talking anecdotes, all the characters concerned that I own have immobilization protection. And while run speed debuffs are a bummer, they don't affect flight speed or jump speed and Super Speed tends to have enough buff to negate them anyway. Not in massed Caltrops patches, obviously, but nothing is perfect.
    Depends on if you're trying to stealth. Porting past a group of baddies bunched up in the middle of a crowded hallway means you never were close to them, so you never were in their perception range.


    Quote:
    And again, if you like Teleport, you don't have to justify it to me. I'm not going to come to your computer and take the power from you. But I still don't believe it deserves that cost.
    The main advantage I think they're trying to account for is that it has instant recharge. No amount of slowing or -rech you will ever impede your ability to move quickly. Really nice against those Tsoo Tatooed guys, and ice throwers.

    It's not a convenient power, but it has huge tactical advantages in a combat situation, which need to be offset. The idea is to ensure that if you abuse it, you'll end crash and die.
  13. Yeah. I think it's a good set for people that have already played other MM's. It's not very forgiving if you screw up like some of them are.

    On teams: I think the best use is to have them focus fire on the boss, to def debuff him so your blasters/scraps can kill him easily.

    Solo: Just be ready for a long, slow ride to level 26, and keep the difficulty low till you've got the Commando, or you'll be waiting...waiting...waiting.... for each mob to drop. (Which means a lot less XP per hour than if you simply dropped the difficulty and killed them faster.)
  14. I always find something has to give, so I tend to skip my tier 1 henchmen on a /ff build. On a team, I'm not going to maintain shields well enough to keep those guys alive anyway. Either that, or maybe I just like the challenge.

    Also, I'm sometimes too lazy to actually put bubbles on everyone, so I just focus on keeping the tank(s) and brute(s) perma-buffed. Always fun to take a guy who's at 30% and push him over the top.
  15. You might consider taking the AOE immobilize, since your team's physical location is crucial to their defense. If a thug strays too far from the enforcers, they lose like 20% defense. I'm assuming the Hami-O on the enforcers is to enhance their defense bonus, right?

    I don't see the point in taking maneuvers yourself on a build like this, though. It's a drop in the bucket, and you can already have your thugs running well over the defense soft cap. You'll do much better to take Assault and get the damage bonus to kill foes faster.

    Using /FF, you've got:

    16% defense from Shields
    +10% defense from Dispersion Bubble
    +10% defense from the two Pet Procs (5% each)
    +20% defense from your Enforcers' Maneuvers powers

    That's 56%, and those are conservative numbers. You could probably get a few more percentage points out of it using the best defense enhancements. Why add the Maneuvers pool power to that? It's like maybe 2.5% more.
  16. Quote:
    Originally Posted by Dirges View Post
    Not true, mercs are almost always attacking, their first attack is almost rechaged by the time it finishes animating, so there is no struggle to have attacks ready. Now on the long timer controls, even with full slotting they were still to random to be relyed on, and were usually wasted, just more often.

    It's definitely against their them, but when you play them right, Mercs is all about just going with the flow and not trying to plan everything. In reality, Thugs should have been Mercs, and Mercs should have been Thugs. Then we would all feel better about it.

    Quote:
    Originally Posted by Toony View Post
    Isn't soverign right a normal pet IO? Not Recharge intensive pets.
    Oh yeah. My mistake. Expedient Reinforcemetn: Resist Bonus Aura, and Call to Arms: Defence Bonus Aura are the ones that can't be slotted to mercs unless the toon is a /Storm.

    Quote:
    Originally Posted by ShadowsBetween View Post
    *Edit* I forgot Serum. This power is widely regarded as being the worst of all the Mastermind "Level 18" utility powers, and some people consider it to simply be one of the worst powers in the entire game. It's a single target pet-only buff on a hideously long timer (I think only the Patron Pets have longer base recharge) and it crashes the pet's endurance when it expires. And the buffs it grants aren't even particularly impressive to begin with. (Especially compared to Extract Soul, Living Hellfire, and Gang War.)
    Serum has its uses.

    The way I play my mercs, the Commando almost always draws the lion's share of aggro, so if it looks like the team is about to wipe or something, I just drop serum on him and tell him to make the biggest, toughest, enemies mad at him as best he can.

    But, I have a weird play style. I never use body guard mode.
  17. I should be more clear about what I'm saying about the AI. As near as I can tell, it makes decisions on a pure damage basis. So, if the enemy boss is equally aggroed at 2 henchmen, one with 48 hp left, and the other with 100 hp left, and it's next attack would deal 50 points,..... apparently the AI will prefer to hit the guy with 100 hp, so as not to waste any damage. Nevermind that dealing 50 hp to the already damaged one would kill him off. No. The AI refuses to waste those 2 hp.

    This means, the big trick to keeping all your henchmen alive is to make sure each individual enemy is either aggroed to all of them, or none of them.
  18. The advantage with single targeting them all on the same enemy, as far as I've noticed, is that the enemy AI isn't too smart about finishing a single target out of the group off. It will hit one of my henchmen with a solid attack, bring him down to 1/4 of his normal health, then immediately turn and attack another one while the first guy is still standing.

    And, by the time the enemy's attention focuses back on that first guy, I'll probably have healed him already.
  19. Quote:
    Originally Posted by Residentx_EU View Post

    4. What are differences between these enhancements:

    Edict of the Master: Defence Bonus
    Call to Arms: Defence Bonus Aura

    Sovereign Right: Resistance Bonus
    Expedient Reinforcemetn: Resist Bonus Aura
    The only way to slot Soveriegn Right or Expedient Reinforcement is if you have Storm Summoning as your secondary and you choose the Tornado power. They can't be slotted to any of the mercenary powers.

    Other than that, I'm pretty sure they are identical.
  20. Quote:
    Originally Posted by KaarsAerinstar View Post
    6.) Power Pool Customization.
    I sent this petition in the day you announced power customization. I’m not asking for much. I just want Hasten and SS to change color. If I attached a poll to this thread asking: Should the devs allow you to change Hasten/SS’s color? Just a hip shot here, but I’d say 99% yes, 1% tard. I think you’ve hinted at it, but haven’t yet implemented it. I suggested this a year ago, and since this is a dumping ground for stuff that you’ll ignore anyway, why not suggest it again.
    I just want them to give us a kick that looks as cool as Maelstrom's kick. I've always been disappointed in the Fighting Pool kick, and it looks like whoever designed Maelstrom agreed with me about that...... except he/she didn't agree enough to give that awesomeness to the rest of our character concepts. Only his/her own character concept.
  21. That's not a bad strategy, but I were going to focus on damage I'd play as a Blaster or Scrapper or Brute. Why take an AT that deals sub par damage like the MM, and try to out kill the killers?

    I usually send my guys in a concentrated strike after a lieutenant or something, just to keep them busy, and then sit back and play healer for the rest of the team. If I'm having to heal a single ally too much, then I tell my boys to redirect onto whatever bad guy is damaging that teammate so much. But, for the most part, my henchmen are like neglected children most of the time.

    edit: note: This is stark contrast to how I play when I'm soloing.
  22. Let's just admit to ourselves that defense and damage resistance are big "no no"'s. That still leaves damage, ToHit, travel speed, regeneration and maybe.... endurance recovery. Adding origin based debuff or mez resistance wouldn't be too bad either.

    If we did do damage resist or defense, it should be based on just one kind of defense/resistance. Ie. Natural resists psionic. Mutant resists toxic, .... etc.
  23. I might recommend taking mace mastery instead of soul mastery, because the immobilize power includes fly protection. Hovering enemies are a big weakness for your Genin and Jounin because the game doesn't have mechanics for pets to jump and attack in the air. Also, power up is kind of awesome when you use it with your bubbles. If you're quick about it, you can enhance 6 total bubbles to super boost 3 people.
  24. You just have to get past the idea of them being predictable. They're not. You never know when the tear gas will arrive, or the medic will finally decide it's time to help out, so you've just got to be on your toes and adjust your strategies as the situation evolves. Sometimes I'm all ready to start dropping purples,or run for it (did I mention they hold aggro off of you really well?) and all of a sudden I see two booms go off and the enemies are all standing there flickering. If you're really committed, then you'll start to get a sense of the timing. I can kind of feel when it's time to start healing the second most damaged pet, because my medic is surely going to help the most damaged one, and I'm tired of healing them just a second too late.


    If you really like feeling in control of the situation, then you will hate this set. If you're like me and you like a little chaos to keep you on your toes, this is quite possibly the funnest of all the MM sets. It's like opening presents on X-mas day. You just never quite know what you're going to get.
  25. Berzerker_NA

    Thugs/FF

    It's an awesome build, but a real pain in the ****, because you've got to constantly keep your enforcers near everyone at all times in order to maintain the softcapped def. If your bruiser runs out in front (like he loves to do), he dies. If the bad guys turn and run (which they almost always do after swinging and missing a few times), you've got to reign your guys in real quick so they don't get killed off.

    Gotta admit, that personal FF is really nice, though. Got me out of a lot of jams.