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Merc MM build advise


Lonewolf187

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Traps is good for them. It keeps mobs away using Caltrops, which works nicely with the cone AoEs that Mercs use.

They're below average in general... for ranged pets, Demons and Thugs do better damage AND are tougher. Mercs aren't especially bad, but when they're clearly behind two other ranged sets in both offense and defense, you play them because you want to run Mercs not because you want high performance.

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  • 8 months later
On 5/11/2020 at 12:31 PM, Lonewolf187 said:

What is a good secondary power set for a Merc MM? I havent seen any Merc MM's running around. Is there an issue with the Merc power set?

It's the worst MM set and in the running for worst powerset in the entire game.  The only useful advice is "roll literally anything else"

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White it's not a competitive set, any MM set is playable through all content. 

 

One of my first CoV characters (Crimson Commando, an Arachnos special forces) was a Mercs/Traps, long before IOs. I took it to 50 and had a good time. If you enjoy it, play it.

 

People swear by Fire/Kin Controllers so I tried it again, got to Incarnate Alpha, and let it go. I just didn't click with the sets. 

 

What you enjoy is what you will play. Not always what is the meta.

 

Try it, see for yourself. Coyote's suggestion for traps is my pick too.

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@Force Redux on Everlasting

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Gather the Shadows: A Dark Miasma Primer for Masterminds

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9 hours ago, ChromeFamily said:

I'm having the same question, I rolled a G I Joe type character for Merc/TA and I'm having issues making a build that gets the most out of this combination. Any suggestions on what to focus on and not to focus on?

 

Here is my build. I focused on shooting a lot of arrows, so that I grab most of the aggro and let Bodyguard mode protect me. Second part is to run Glue Arrow with high Slow, so that mobs come at you slowly through a hail of bullets. Traps is best because Caltrops bunches up the mobs for the cones, but I didn't want to run Mercs/Traps again, so the TA version is to use Slows.

 

So far the character went through the new Vahzilok arc blueside at pretty high difficulty (I think +1/x3 or x4) and did it pretty well, so it doesn't feel too weak. MMs do start strong pretty early, though, so I don't expect it to remain a great performer at high levels.

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 3.0.0.0
https://github.com/Reborn-Team/Hero-Designer

Click this DataLink to open the build!

Level 50 Mutation Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Soldiers -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), TchofLadG-%Dam(5), AchHee-ResDeb%(7)
Level 1: Entangling Arrow -- EnfOpr-Acc/EndRdx(A), EnfOpr-EndRdx/Immob(7), TraoftheH-Dam%(9), ImpSwf-Dam%(50)
Level 2: Flash Arrow -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(9), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-ToHitDeb/Rchg(11)
Level 4: Glue Arrow -- ImpSwf-Dam%(A), Slow-I(17), Slow-I(17)
Level 6: Equip Mercenary -- EndRdx-I(A)
Level 8: Maneuvers -- RedFrt-EndRdx(A), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(23)
Level 10: Ice Arrow -- Lck-Acc/EndRdx/Rchg/Hold(A), Lck-%Hold(23), ImpSwf-Dam%(25), NrnSht-Dam%(25), GhsWdwEmb-Dam%(27), UnbCns-Dam%(27)
Level 12: Spec Ops -- EdcoftheM-PetDef(A), CaltoArm-+Def(Pets)(29), HO:Nucle(29), SprMarofS-Acc/Dmg/EndRdx(31), SprMarofS-Dmg/EndRdx(31), SprMarofS-Acc/EndRdx(31)
Level 14: Boxing -- Empty(A)
Level 16: Poison Gas Arrow -- LthRps-Acc/EndRdx(A)
Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(33), StdPrt-ResKB(33)
Level 20: Acid Arrow -- Ann-ResDeb%(A), PstBls-Dam%(33), JvlVll-Dam%(34), ShlBrk-%Dam(34), TchofLadG-%Dam(34), Bmbdmt-+FireDmg(36)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(37)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37)
Level 26: Commando -- ExpRnf-+Res(Pets)(A), SvrRgh-PetResDam(39), HO:Nucle(39), SprMarofS-Dmg(39), SprMarofS-EndRdx/+Resist/+Regen(40), SprMarofS-Acc/Dmg(40)
Level 28: Disruption Arrow -- EndRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Tactical Upgrade -- EndRdx-I(A)
Level 35: Oil Slick Arrow -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), TmpRdn-EndRdx/Rchg/Slow(43)
Level 38: EMP Arrow -- Lck-%Hold(A), Lck-Acc/Hold(43), Lck-Acc/Rchg(45), Lck-Rchg/Hold(45), Lck-EndRdx/Rchg/Hold(45), Lck-Acc/EndRdx/Rchg/Hold(46)
Level 41: Web Envelope -- GrvAnc-Hold%(A), GrvAnc-Immob/EndRdx(46), DblAct-Stun%(50)
Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(48), LucoftheG-EndRdx/Rchg(48)
Level 47: Tactics -- HO:Cyto(A), HO:Cyto(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PwrTrns-+Heal(15)
Level 1: Commando
Level 26: Medic
Level 12: Spec Ops
Level 1: Soldier
------------

 

 

 

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Out of all my masterminds, mercs is my least favorite.  not much aoe, single target is also lacking, their controls are too random to be useful, the mixture of short range and long range attacks on the commando. 

 

That said, Dark > Thermal > FF > Sonic were the best times I had with Mercs.  The ability to floor enemy -tohit stacking with the +Def IOs, frankenslotting shadowfall for max resist and def, maneauvers backing all that up.  with the +Resist IOs stacking with Darkest Nights -dmg. mercs were able to survive the hits that got through.  While Tar Patch sounds like the salvation of keeping enemies at a range.. things get through only to get in the Dark Servants gigantic -20% tohit aura.

 

Use and slot Fearsome Stare for -tohit

Alternate with Darkest Night to always have some kinda -tohit

 

Thermal was ok, stacking resists, heals, forge on soldiers+commando

Sonic was ok.  Used Dispersion and Repulsion (with KB to KD) on the Medic and sent it into melee

FF was ok.  bubble up, attack, try to work in maneuvers ASAP.  In groups it was pretty much fire and forget mode.  Firing alongside pets, focusing down bosses.  Rolling dots all the time

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You run a Merc because you want a challenge. Until it makes you punch yourself in the head and say why did I do this.

 

I'm still defiantly running a Merc/Poison.

 

 

I have started wearing a helmet.

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It's probably not far off to say that Mercs are one of the worst powersets in the game, but CoH is hardly difficult enough that those sorts of tier listings really matter for group content. Most people don't even ask what your powersets are anymore, and even if they did it's more likely that they'd care about your secondary as an MM than your primary.

 

MM pets are essentially just DoTs you can name. You deploy them and usually most of your time in combat is spent on your support powerset. As far as Mercs, the only ones that would strike me as specifically suboptimal are those that what your pets to be in melee range constantly, so things like Kinetics will probably be less intuitive*. Trick Arrow can be nice because Disruption Arrow/Oil Slick elevates your overall damage considerably, although these come relatively late in the leveling process as a secondary. Sets that have a little bit of everything in terms of utility like Traps and Dark are good as well, because Mercs are missing a little bit of everything.

*I'm curious to try out Fold Space and see how impactful it could be. Fold Space/Fulcrum Shift sounds compelling?

Edited by fireawayx
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Pretty much old advice here but it really works. 

 

You want the Achilles' Heel -resistance proc and Touch of Lady Grey Negative Energy Damage proc slotted in Special Ops and Soldiers. Their ranged attacks frequently trigger them and it's even better now that they don't run into melee anymore. Place an Explosive Strike proc in the Commando when you can afford too.  Any of the pet IO sets (including the AT MM sets) help Mercs out a lot, when you can afford to slot them in.  But the most important in the beginning are the Achilles' Heel & Touch of Lady Gray proc, I've found them quite effective and it was pretty standard advice back on live. 

 

Ooops this thread is a serious necro.. but oh well ... 

 

Edited by tjknight
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I mean, I'm having fun with my Merc/EA.  They tend to stay in the Faraday cage pretty well and don't seem to die but I'm really only playing at +1/2 right now.  I figured I could use it to solo or play on a team to provide some additional healing, to-hit buffage, and endo recovery.

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Mercs/Storm is my favorite MM on Homecoming so far. Not the strongest but definitely the most fun. That's comparing it to Thugs/Time, Necro/Dark, Beast/TA, Bots/Traps and Demons/Thermal. That's not necessarily saying Mercs is great, more of a testament to how good Storm is.

 

Storm is godly vs enemies with little to no KB protection, which seems like 90% of the game. Gale with Sudden Acceleration/Force Feedback procs is the backbone of the build. Knockdown targets as quick as they can get up. Freezing Rain, Tornado and Lightning Storm to pile on the damage. Constant debuffs from Achilles' and Annihilation helps the Merc's proc damage.

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12 hours ago, CirqueDuNoir said:

I mean, I'm having fun with my Merc/EA.  They tend to stay in the Faraday cage pretty well and don't seem to die but I'm really only playing at +1/2 right now.  I figured I could use it to solo or play on a team to provide some additional healing, to-hit buffage, and endo recovery.

Yup. I like my Merc/Nature for the same reasons. 

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  • 2 weeks later

I played a lot of mm's on live but the only one i continued playing to the end was mercs/traps probably because it lets you feel a little like an assault rifle blaster with just a couple of badly slotted personal attacks it was just fun. Here on HC i've rerolled it along with a mercs/nature and an attempt at a mercs/ff with group fly. The fix to mm pets that prevent them running in suicidaly to melee makes a big difference now its a lot easier to play a mercs mm and just hang back and watch them pew pew stuff so any secondary like ff/storm that keeps enemies out of melee range makes them fun again. I thought the mercs/traps would be my goto again as it was on live but so far the most fun i've had is with nature secondary watching enemies run in get entangled i can drop the heal patches and hop back and cone heal the pets and throw out immobs. Damage is still awful mercs definitely need some love but theres nothing to stop you having fun with them. And i'd still take them over ninjas any day, i've made 2 ninja mm and just like live i didn't enjoy them 1 bit.

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