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Posts
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Typing on my phone can be a pain sometimes. I meant 3 almost 4. I know good and well when the game came out and I'm sorry but arguing the the it is alright the mercs haven't been fixed because it's only been 4 years is just dumb. About as dumb as criticizing meaningless and trivial point like you are doing.
And for the record, you are contributing even less to this thread then you think I am. -
Quote:Typo on my part. I meant post.I said nothing about the thread being out of place. I said your post was out of place in this thread.
Constructive ideas are far more likely to catch a dev's attention than vitriol and sarcasm.
To your other comment. These exact same ideas have been kicked around and suggested for the past three years. Nothing in this thread is a new thought and yet nothing has bees done about the Mercs glaring problems. Instead, the devs released yet another MM set that outshines everything except for Bots, and us Merc/ MM have been left to ponder why we have been neglected. I have not even seen a red name acknowledge the disparity.
Forgive me if my faith in the devs ever fixing these issues have dwindled over the past 4 (almost 5) years that Mercs have sucked. -
Quote:If you goal is specifically ranged def flip fearsome stare over to clouded instead of siphon and you'll be there.
tbh though I don't like a lot of the choices you made. I'd take all the pacing of the turtle out of tarpatch and make sure w/e you do it has max recharge. Take those extra slots and enhance the defense value of shadow fall. Ideally you can pretty much max out def and res on that aura and get the end cost down to something reasonable.
I'd pull those numi's out of twighlight, you need it to hit first off so it needs some acc. If you were rad/dark you might be able to get away with skimping on acc in it, but even then. Find 3 more slots for aim and complete the Guassian set.
Find 1 more slot for webcocoon and put 2 pieces of basilik in there.
Basing it on the powers you have chosen and the expensive IO's you have slotted I'd do something more like this: (I'd do it differently if it were my build, but like I said based on what you have shown). Personally I'd sacrifice Posi in Rain of Fire to make sure I get a lot more rech in it.
Click this DataLink to open the build!
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You can add a little more defense by forgoing the Speed/Endurance in Flight (I would personally go CJ/SJ but just my preference) and putting another slot in either Tough or Shadow Fall. With that slot pop in Gladiator's Armor +3Def (All).
This will put all of your defenses above 20% and S/L at 42%.
Another option it gives you is to drop Web Cacoon in place of Hasten without sacrificing a Soft Capped Ranged Def. -
Quote:Yes, drop serum ASAP.Mercs/Traps is my first MM I have ever really lvl'd and I am having a blast with it. But [Serum] while it is a great buff is frickin driving me nuts with the crazy long recharge time, 10 minutes unslotted is insane. I currently have 2 - rech reduction IO's slotted bringing it down to 6 mins and change and with hasten up it shaves a little more off. Honestly to me though the payoff doesn't seem to outweigh the cost. Would I be crazy to respec out of it? And if so what would be a good power to replace it with? I currently have all merc powers but burst.
As for what would be better in it's place? Just about anything. Nobody takes Serum because it is horrible. -
Quote:The post was directed AT the devs who have let Mercs sit and simmer since i6 when CoV was released. Th fact that mercs remains unchanged after 4 years is ridiculous.Considering no one has said "Nah, Mercs is fine, it doesn't need anything" in this thread, this post seems a bit out of place.
Most people in the MM community (and several outside it) fully admit that Mercs is lacking and needs some work. One of the nice things about this game is that the devs don't resort to the nerf-stick every time a problem is found. They're more likely to buff than nerf, in fact.
Sorry, but this thread is not out of place. -
Imagine if the Arsonist had just Flares and Fiery Embrace and the rest of his attacks were short range pistol attacks and an AoE grenade. One top of that, he uses Flares fairly regularly but only uses Fiery Embrace when out of battle.
This would be the rough equivalent of what we have with the Medic.
Now imagine that the Bruiser's recharge times for Foot Stomp was 4 minutes and KO Blow was 3 minutes.
Ahh, this is what we have with our Commando.
Imagine the Enforces only buffed with Leadership once a minute for like 10 seconds.
Woohoo, hello Spec Ops!
Lastly, Imagine Gang Wars only summons a group a Male Thug Cheerleaders who encouraged one of your Thugs for 60 seconds, making him highly resistant and do more damage. Unfortunately these male cheerleaders could only be summoned every 1000 seconds!
Boom Serum.
Yep, I say we leave Mercs the way they are and nerf the other sets down our level.
Make it happen Devs! -
Bots/Traps > All The Rest
If you re-roll to Bots/Traps from Bots/FF you won't miss a beat and you'll be wondering why Santa loves /Traps so much more than /FF. Seriously, Traps gives you the exact same protection PLUS Acid Mortar, Poison Trap, Triage Beacon, Seekers, Tip Mines, and Caltrops.
I would say Force Bolt > Web Grenade, but that is a personal preference and is so minor you'll never think twice.
Bots/Traps is THEE One Man Wrecking Crew.
Roll it, Play it, Love it, get frustrated later that nothing else you want to try will be as fun. -
Where are claws current ranking among the other stalker primaries? Still at the bottom I assume?
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Just recently returned from a 1 year hiatus of CoX. Around the time I left I remember hearing something about Claws getting a buff (a believe to it's DPS) but I left before implementation. I thought about dusting him off but first wanted to get a feel for what to expect.
I don't see many claws/ threads so i'm assuming it is still pretty unpopular? I do see a lot of Claws/Brutes, why the disparity? -
Quote:Re-coding pets to enable medic Rez power - Unrealistic.Or replace Serum with a TANK! Because we all know that the Tank, not the Commando, is considered a "One-Man Army" For the Tank's skills and what it does is another question. Like give the Tank a Resistance as powerful as Serum and the Tank lasts for 2 minutes like Gang War.
Also I've been hearing about how the Medic should get a rez ability. Yeah, the Devs are going to rewrite the Medics AI programming and the pets time limit to fading away JUST so the medic can rez them. HA! You guys are funny! Would be cool though...
Designing, creating, coding, balancing, and implementing a tank to replace Serum - within the realm of possibility.
Gotcha. -
Appreciate the thoughts from both of you.
Brophog, can you elaborate any on Ninja/Storm? How does it preform against large spawns solo? AV's? Late Bloomer or Early Riser?
These are the answers I'm looking to get about these 4 sets.
Thanks again. -
Just finishing off my Bots/Traps MM, still working on IO Set'ing him out, and I'm going to be looking for my next MM project. I typically run my MM's exculsively Solo, teaming occasionally with one of my Brothers toons, so I need something that can get the job done on it's own. Something that can walk into adversity and come out the other side alive (maybe banged up but living).
I am not a big fan of repeating sets which takes Bots, Mercs, Traps, and Dark of the table. (Though I would consider re-rolling dark if we get Demons with Going Rogue.) These are the pairings I'm considering:
Thugs/Thermal:
I have long wanted to make a Thermal controller but never got to it due to Cold, Radiation, Kinetics all getting my attention. Seems like Thermal would be a beautiful match for Thugs, keeping everything Alive (looking at you Arsonist), and keeping Forge on the Bruiser and the Arsonist. HE and MA should allow me to take on a good majority of AV's. With two Autohit Heals and Two Shields, Survivabilty should be pretty high. Great Damage/High Survivabilty = a LOT to like. However, worried about getting tired of constant buffing.
Zombie/Thermal:
For much of the same reasons listed above, two Forged Grave Knights seem tasty. Do the Zombies have higher base resistances than Thugs? Does that mixed with Oni's control and Zombies toxic damage make this comparable to what Thugs/Thermal is capable of? I guess is no, but please educate me if I'm wrong.
Ninja/Storm:
I have always wanted a Storm toon, but like Thermal have never got to it. I feel like there would be surprisingly good synergy with this build. The Defense of Ninja's and the -ToHit of Hurricane, not to mention the general chaos that Gale, Tornado, Freezing Rain and Lightning Storm can cause. My brother has gotten pretty good at corner herding with his Thugs/Storm MM. Is this set going to be to choatic to be efficient?
Thugs/Poison:
I have read Poison Pill's guide a couple times and I have seen all of the people who just love this build. I just can't get myself past how single target based the set seems to be and it worries me that I won't be able to handle the larger spawns going solo. Am I missing something? I could see this set being as strong of an AV slayer as my Bots/Traps, but is this set to team oriented? If somebody can convince me that I'll be just fine going solo, this set may just jump to the top of the list.
There you have it. Right now, I'm intrigued by all four sets pretty equally, with Thugs/Thermal probably getting the edge if I had a gun to my head and Thugs/Poison falling behind because of concerns as to its ability to Solo. Any advice of stories that anyone could share would be very helpful. I'd like to make a decision in the next couple of days and get rolling on my newest MM Powerhouse.
Thanks in Advance! -
Mercs/ has been gimpy since the release of CoV and yet I tried my hardest to endure through 50 lvl's because it fit my theme. He sits there at lvl 41 and I have decided he will continue to remain untouched until it gets a serious overhaul.
* If you can give Thugs a "corruptor" as the 3rd Tier 1 pet, why can't my Medic be more of a "defender"? Let him heal and support with very little offensive support. I always thought a Frostworks style Dull Pain would be perfect for a medic (most medics carry morphine and adrenaline shots).
* With the Spec Ops, we get controller esque pets who are left waiting for the their powers to recharge.
* The Commando is our big time Blaster, but all his best attacks recharge at a rate that you are lucky if they are used more than once a mission.
* Serum . . . just look at every other sets lvl 18 power and then proceed the cut your Merc MM's throat.
Unfortunately the chance of any of the Mercs 50 problems every getting fixed are slime to none. By hey, at least are Spec Ops don't debuff their own speed any more!
Devs Fixing Huge Problems FTW! -
I really appreciate the information but I'm confused. I'm just returning from a one year hiatus, so I don't know anything about boss farms, but before I left AoE was the king of farms and it seems like nothing could beat Elec/Shield/Mu. Can somebody explain why Ss gets the edge? Are we sayin that Elec would just be overboard on the AoE and that Ss has enouh for killing minions and lt's while having the single target thump to take down strong foes?
Thanks in advance! -
Quote:In my experience (lvl 41 Mercs/Dark and lvl 49 Bots/Traps) if you set them to Defensive Follow they return to you side immediately. If they are in Aggressive Mode and you tell them to Follow it seems to take several commands for them to listen.I agree, this is an annoyance. I have similar problems on my Mercs (the Medic insists on making himself the main target) and on my Thugs (Arsonists tend to run up close and get killed).
Really, for some time now, I've stopped playing my Masterminds, though the issue is largely the "Run Away" AI of the foes. My pets engage, one or two foes run away, and my bots chase them, aggroing everything on the map. The only thing I can do is hit Follow repeatedly until they obey (5 or 6 commands usually is necessary), and wait 5 minutes for the foes to come back.
I mean, my other characters still have to wait, but they don't have bots running around willy nilly aggroing everything in sight. -
Does this rival what SS/Shield is able to accomplish? Seems like Lightning Rod/Shield Charge would be a nasty combo. Then with the AoE goodness of TS, CI, JL and Ball Lightning not much would be left standing.
Thoughts?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), S'fstPrt-ResDam/Def+(9), ResDam-I(11), S'fstPrt-ResDam/EndRdx(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(15)
Level 4: True Grit -- RgnTis-Regen+(A), Mrcl-Rcvry+(15), Numna-Regen/Rcvry+(17), Numna-Heal(31), Mrcl-Heal(50), Numna-Heal/EndRdx(50)
Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(25), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(27)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Heal(29)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(34)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 28: Boxing -- Dmg-I(A)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), LkGmblr-Rchg+(46), LkGmblr-Def(50)
Level 32: Lightning Rod -- Oblit-Acc/Dmg/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(36), Sciroc-Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 38: Tough -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(40), TtmC'tng-ResDam/EndRdx(42)
Level 41: Electrifying Fences -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Thanks a lot Anshar. I'll use your build as the template for mine. I assume in the end game you fine without the Medicine Pool?
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Edit, posted wrong build. Replace Maneuvers with 3slotted Aid Self (3 Heal/Rech IO's) and took TP Foe in the 49th slot.
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Loving to Toon. This is what I'm looking at for the end-game build. Thoughts? Cost?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Frank the Tank Maker: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), ExStrk-Dam%(7)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(11), TotHntr-EndRdx/Immob(40), TotHntr-Acc/Immob/Rchg(43)
Level 2: Caltrops -- P'ngTtl-Dmg/Slow(A), P'ngTtl-Rng/Slow(7), P'ngTtl-EndRdx/Rchg/Slow(9), P'ngTtl--Rchg%(9), Posi-Dam%(11), ImpSwft-Dam%(34)
Level 4: Triage Beacon -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(21), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 10: Acid Mortar -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(34), LdyGrey-DefDeb/Rchg/EndRdx(34), LdyGrey-%Dam(37), Achilles-ResDeb%(37)
Level 12: Protector Bots -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(13), SvgnRt-Acc/Dmg(13), SvgnRt-Dmg/EndRdx(15), SvgnRt-Acc/Dmg/EndRdx(15), SvgnRt-Acc(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(19), LkGmblr-Rchg+(37)
Level 18: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21)
Level 20: Poison Trap -- UbrkCons-Hold/Rchg(A), Lock-Rchg/Hold(43), UbrkCons-Acc/Hold/Rchg(46), G'Wdw-Dam%(50), NrncSD-Dam%(50), UbrkCons-Dam%(50)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A), Heal-I(25), Heal-I(25)
Level 26: Assault Bot -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(27), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(29), S'bndAl-Dmg/EndRdx(29), S'bndAl-Build%(31)
Level 28: Seeker Drones -- SipInsght-Acc/ToHitDeb(A), SipInsght-ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(46)
Level 30: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Trip Mine -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(36), AirB'st-Dmg/Rchg(36), JavVoll-Dam/Rech(36)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(39), LkGmblr-Def/EndRdx(43)
Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(42)
Level 44: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(46)
Level 47: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48)
Level 49: [Empty] -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Jump(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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I like the -ToHit and OG from Soul, but more attracted to the Shield and -KB from Mu.
I'm torn. Please educate me. -
Appreciate the advice from both of you. I wasn't trying to complain about not getting a response immediately. Just making a observation that after 1 year away from the game, participations seems to have dropped of a bit.
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Wow, this forum is really dying. I remember a time when a post asking for help would have about 10 responses within an hour. Now 24 hours without any advice what-so-ever.
Looks like CoX is on its last leg. : ( -
Brother and I have a concept for a Dark/Dark Brute/Corrupter that we are running with, but I'm kind of confused on how to best approach my Brutes build. Most of my experience comes with Corruptors (with 1 lvl 50 SS/ELA Brute).
First question is about the Endurance Issues associated with Dark. Debating whether I should go with CJ over CoD and also what to do about CoF and Death Shroud. With the Corruptor throwing our Fearsome Stare, I'm not sure why I would need CoF and don't know if OG should be taken in its place of if I should just skip them both all together.
Second, is there anything that is considered a "must have" from the Pool Sets, other than my Travel and Fitness pool that is. Fighting, Leadership, Medicine?
Any advice will be helpful. Just keep in mind that this will be almost 95% duo (as with most of our toons).
Thanks in Advance. -
Sorry but the day that my SS/Elec Brute has Conserve Power instead of Power Sink, and Has Grant Invis, Invis, and NEEDS Phase Shift and Demonic Auro to survive is the day I cancel my subscription to this game. I can hit ever single mob I walk up to with Power Sink to fill my bar up from the last mob. And if you can't kill you mob on a single bar of endurance, than there are further problems with your build.
You basically tried to fit Primaries into to pre-slotted builds that include Electric Armor, Fitness, and Invisibility.
If anything, this is a guide to hating Electric Armor. Good effort I suppose, but I wouldn't recommend anyone sue these guides in making their **/Elec Brutes.