JayboH Posted November 3, 2022 Posted November 3, 2022 This combo sounds fun now with the new rebalanced Mercs and Force Field set. Keep them at a distance with Repulsion, debuff resist with Repulsion and Force Bomb, make them tougher with resistance and defense in the two training abilities, etc. Flint Eastwood
Meknomancer Posted November 3, 2022 Posted November 3, 2022 It was always fun, but with damping bubble now you kinda want to play in melee to debuff enemies with it, it applies - regen now which really helps vs tough target's. I run repulsion pretty much as i did force bub just took an end red out and replaced it with a sudden acc kb/kd and use it to shove stuff around before turning it off and running in to drop damping bub. Problem with this is you also want the mercs within it and they fare much better at ranged than they do in melee. Bit counter intuitive to run a ranged pet set into melee on purpose but bubbles+dispersion+serum and they just survive. Extra dps they do now is just icing on the cake.
Meknomancer Posted November 3, 2022 Posted November 3, 2022 Switched back to a couple end red in repulsion it doesnt seem to be affecting them in the way i want with a sudden acc in its just knocking single targets down for some reason and not pushing anything away.
JayboH Posted November 4, 2022 Author Posted November 4, 2022 Yeah I wouldn't use that either, just keep mobs away. There are benefits to Damping even if you don't debuff with it. Flint Eastwood
WumpusRat Posted November 5, 2022 Posted November 5, 2022 I'm leveling a merc/ff character right now. She's up to 23rd so far, and doing pretty well. My build with her on test was doing extremely well, running around killing groups of mobs on +2/8 without any trouble at all, though it was fairly slow simply because of the lack of high-damage aoe. I'd probably just run on like +1/6 or +0/8 or so to move along at a decent pace. With the full build, my mercs will be at around 43% melee def, 55% ranged def, 65% aoe def, 65% smash/lethal resist, and 30-40% to other resists. 1
JStacy337 Posted November 7, 2022 Posted November 7, 2022 Mine is sitting at L29 and has been one of the smoothest rides of MMs so far. Been trying to figure out how to incorporate Domino's powerset into the game for a bit and settled on this combo. Will say that it feels very strong, especially with the "Focus Fire"-effect from the attacks. Currently, I throw bubbles on them as needed, leave Dispersion & Repulsion up while in missions, and just go to town with the 3 attacks Medic still seems to eat all of the aggro, but that's what happens when you wear different clothing and the enemies can pick you out of a crowd Formerly Infinity, Currently Everlasting 50s: Necro/Kin MM, Ill/Storm 'Troller, Kin/EnA Stalker, NRG/EnA Sentinel, Grav/Elec Dom, Invuln/Staff Tanker, Mind/Dark 'Troller, Earth/Nature 'Troller, Merc/FF MM
JayboH Posted November 7, 2022 Author Posted November 7, 2022 On 11/5/2022 at 12:06 AM, WumpusRat said: I'm leveling a merc/ff character right now. She's up to 23rd so far, and doing pretty well. My build with her on test was doing extremely well, running around killing groups of mobs on +2/8 without any trouble at all, though it was fairly slow simply because of the lack of high-damage aoe. I'd probably just run on like +1/6 or +0/8 or so to move along at a decent pace. With the full build, my mercs will be at around 43% melee def, 55% ranged def, 65% aoe def, 65% smash/lethal resist, and 30-40% to other resists. Can you post the build? Flint Eastwood
WumpusRat Posted November 8, 2022 Posted November 8, 2022 (edited) 12 hours ago, JStacy337 said: Mine is sitting at L29 and has been one of the smoothest rides of MMs so far. Been trying to figure out how to incorporate Domino's powerset into the game for a bit and settled on this combo. Will say that it feels very strong, especially with the "Focus Fire"-effect from the attacks. Currently, I throw bubbles on them as needed, leave Dispersion & Repulsion up while in missions, and just go to town with the 3 attacks Medic still seems to eat all of the aggro, but that's what happens when you wear different clothing and the enemies can pick you out of a crowd After trying out the various attacks for the focus fire buff, I ended up dumping them and just took the new force bolt power instead. -15% resist in one shot feels more impactful than +3% damage per attack, and only costs me one power rather than 2-3. Plus slotting it with a KB-to-KD, I can use it to juggle mobs and keep them on their ass. Edited November 8, 2022 by WumpusRat 1
WumpusRat Posted November 8, 2022 Posted November 8, 2022 8 hours ago, JayboH said: Can you post the build? Sure, I can post it when I get home tonight. 2
JStacy337 Posted November 8, 2022 Posted November 8, 2022 7 minutes ago, WumpusRat said: After trying out the various attacks for the focus fire buff, I ended up dumping them and just took the new force bolt power instead. -15% resist in one shot feels more impactful than +3% damage per attack, and only costs me one power rather than 2-3. Plus slotting it with a KB-to-KD, I can use it to juggle mobs and keep them on their ass. I will give that a look, thank you! Formerly Infinity, Currently Everlasting 50s: Necro/Kin MM, Ill/Storm 'Troller, Kin/EnA Stalker, NRG/EnA Sentinel, Grav/Elec Dom, Invuln/Staff Tanker, Mind/Dark 'Troller, Earth/Nature 'Troller, Merc/FF MM
WumpusRat Posted November 8, 2022 Posted November 8, 2022 (edited) 19 hours ago, JayboH said: Can you post the build? Okay, here's the build. I'll just type it up since mids is outdated (I don't think it's got the latest patch that changes power levels and such), so I'll just note down what's what. The order of power picks doesn't really matter all that much, and it's easy enough to swap out the travel power and the stealth/infil powers if you want something different. For the pets, I went with all 6 auras (2 per pet) and then 2 parts of each Sovereign Right and Blood Mandate, for the 2-part set bonuses. It's cheap, and does what I want (namely get their acc/dmg/end high enough -- they end up with 91% dmg, 69% acc/end (the soldiers have 90% end), which combined with tactics and supremacy makes their accuracy fine, and they don't blow through all their end too fast). Power (slots): Soldiers (6): Sov Right (res aura), Edict of the Master (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Spec Op (6): Mark of Sup (end/res aura), Cmd of Master (aoe def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Commando (6): Exped Reinf (res aura), Call to Arms (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Equip Merc (3): Steadfast Prot (res/def unique), Glad Armor (tp prot/def unique), Resist Serum (3): 3xRecharge Tactical Upgrade (3): Kismet Def/End, Def/End/Rech and Def/Rech for the 3-part bonus (recovery and smash/lethal resist) -- it's a low-level set, but you lose less than 1% defense, so it's not a big deal imo. Repulsion Bolt (4): Decimation Acc/End/Rech, Ruin Acc/End/Rech, Sudden Accel Kb-to-Kd, End Red (it's got a high end cost, so I wanted to get it down a lot plus some acc/rech) Deflection Shield (4): Gift of the Ancients Def/End, Def/Rech, Def, Def/Runspd Insulation Shield (4): Same as Def Shield Dispersion Bubble (6): Full set Red Fortune Repulsion Field (3): 3xEnd Red (such an insanely high end cost -- could have just gone with 2, but opted for 3 to save a little more end, and if you don't want to put lvl 50's in it) Damping Bubble (4): 3xRech, Gift of the Ancients Def/Runspd Health (3): Panacea unique, Numina unique, Miracle unique Stamina (3): 3xPerformance Shifter End, End/Acc, End proc (you could just opt for the proc and 2 EndMod IOs if you prefer or other sets, but I like the +move and health set bonuses) Medicine: Aid Other (4): Preventive Medicine Heal, Heal/End, Heal/Rech, Heal/Rech/End Medicine: Aid Self (4): Same as Other Medicine: Field Medic (1): Rech Leaping: Combat Jumping (1): Luck of the Gambler Def/Global rech Leaping: Super Jump (3): Full set Winter's Gift Leaping: Acrobatics (1): EndRed Leadership: Maneuvers (6): Full set Reactive Defenses Leadership: Assault (1): EndRed Leadership: Tactics (4): Gaussian's Fire-Control To-Hit, To-Hit/End, To-Hit/End/Rech, To-Hit/Rech Concealment: Stealth (2): Shield Wall (TP prot/Resist unique), Luck of the Gambler (Def/Global Rech unique) Concealment: Infiltration (2): Blessing of the Zephyr Move Spd, Move Spd/End -- for the little bit of ranged defense boost Mace Mastery: Scorpion Shield (6): Full set Red Fortune Notes: You don't really need the global recharge for this build, but I wanted it purely to drop the rech of Serum and Damping Bubble a little bit. Could easily shift those slots elsewhere though. Also, why all the +runspeed? I like to run fast. 🙂 Concealment is completely optional, as is whatever movement power you want to take. I opted for Leaping with this build because I like the protection CJ + Acro gives me, though you could easily replace Acrobatics with a -KB/KD IO in another power. My personal defenses end up with 30% ranged/melee/aoe def, 45% to smash/lethal/energy. I was a bit off on the aoe def the pets had -- I think I might have been thinking of a different /FF MM I had made. But it's still high enough to pass soft cap by a lot. Edited November 8, 2022 by WumpusRat 2
JayboH Posted November 16, 2022 Author Posted November 16, 2022 On 11/8/2022 at 6:03 AM, WumpusRat said: Okay, here's the build. I'll just type it up since mids is outdated (I don't think it's got the latest patch that changes power levels and such), so I'll just note down what's what. The order of power picks doesn't really matter all that much, and it's easy enough to swap out the travel power and the stealth/infil powers if you want something different. For the pets, I went with all 6 auras (2 per pet) and then 2 parts of each Sovereign Right and Blood Mandate, for the 2-part set bonuses. It's cheap, and does what I want (namely get their acc/dmg/end high enough -- they end up with 91% dmg, 69% acc/end (the soldiers have 90% end), which combined with tactics and supremacy makes their accuracy fine, and they don't blow through all their end too fast). Power (slots): Soldiers (6): Sov Right (res aura), Edict of the Master (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Spec Op (6): Mark of Sup (end/res aura), Cmd of Master (aoe def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Commando (6): Exped Reinf (res aura), Call to Arms (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Equip Merc (3): Steadfast Prot (res/def unique), Glad Armor (tp prot/def unique), Resist Serum (3): 3xRecharge Tactical Upgrade (3): Kismet Def/End, Def/End/Rech and Def/Rech for the 3-part bonus (recovery and smash/lethal resist) -- it's a low-level set, but you lose less than 1% defense, so it's not a big deal imo. Repulsion Bolt (4): Decimation Acc/End/Rech, Ruin Acc/End/Rech, Sudden Accel Kb-to-Kd, End Red (it's got a high end cost, so I wanted to get it down a lot plus some acc/rech) Deflection Shield (4): Gift of the Ancients Def/End, Def/Rech, Def, Def/Runspd Insulation Shield (4): Same as Def Shield Dispersion Bubble (6): Full set Red Fortune Repulsion Field (3): 3xEnd Red (such an insanely high end cost -- could have just gone with 2, but opted for 3 to save a little more end, and if you don't want to put lvl 50's in it) Damping Bubble (4): 3xRech, Gift of the Ancients Def/Runspd Health (3): Panacea unique, Numina unique, Miracle unique Stamina (3): 3xPerformance Shifter End, End/Acc, End proc (you could just opt for the proc and 2 EndMod IOs if you prefer or other sets, but I like the +move and health set bonuses) Medicine: Aid Other (4): Preventive Medicine Heal, Heal/End, Heal/Rech, Heal/Rech/End Medicine: Aid Self (4): Same as Other Medicine: Field Medic (1): Rech Leaping: Combat Jumping (1): Luck of the Gambler Def/Global rech Leaping: Super Jump (3): Full set Winter's Gift Leaping: Acrobatics (1): EndRed Leadership: Maneuvers (6): Full set Reactive Defenses Leadership: Assault (1): EndRed Leadership: Tactics (4): Gaussian's Fire-Control To-Hit, To-Hit/End, To-Hit/End/Rech, To-Hit/Rech Concealment: Stealth (2): Shield Wall (TP prot/Resist unique), Luck of the Gambler (Def/Global Rech unique) Concealment: Infiltration (2): Blessing of the Zephyr Move Spd, Move Spd/End -- for the little bit of ranged defense boost Mace Mastery: Scorpion Shield (6): Full set Red Fortune Notes: You don't really need the global recharge for this build, but I wanted it purely to drop the rech of Serum and Damping Bubble a little bit. Could easily shift those slots elsewhere though. Also, why all the +runspeed? I like to run fast. 🙂 Concealment is completely optional, as is whatever movement power you want to take. I opted for Leaping with this build because I like the protection CJ + Acro gives me, though you could easily replace Acrobatics with a -KB/KD IO in another power. My personal defenses end up with 30% ranged/melee/aoe def, 45% to smash/lethal/energy. I was a bit off on the aoe def the pets had -- I think I might have been thinking of a different /FF MM I had made. But it's still high enough to pass soft cap by a lot. Once I get him up there I will likely follow this. Commando is the only one I notice REALLY needs a ton of end cost. He has a bunch of 15 endurance cost abilities and some of the sets just aren't enough. Would be cool to see you upload some footage of this build. I'm at lev 34 at the moment. Flint Eastwood
WumpusRat Posted November 16, 2022 Posted November 16, 2022 3 hours ago, JayboH said: Once I get him up there I will likely follow this. Commando is the only one I notice REALLY needs a ton of end cost. He has a bunch of 15 endurance cost abilities and some of the sets just aren't enough. Would be cool to see you upload some footage of this build. I'm at lev 34 at the moment. She's sitting at 43 at the moment. I've kind of paused leveling her because of the animation bug with summoning and tactical upgrade. It's not a huge deal for the majority of the time, but when it DOES matter it's hugely impactful, and can cause a rapid cascade failure in your pets until you die. I was talking to one of the devs about it, and he's looking into it, now that we know where the bug actually lies and what might be causing it (or at least, what 'corrects' it momentarily). So fingers crossed that it can be corrected fairly easily.
JStacy337 Posted November 16, 2022 Posted November 16, 2022 Just hit 36 with mine last night (solo leveling) after doing the Freak-Lok and Black Scorpion Patron unlock chains. Have been following your build fairly closely and it's been amazing. Considering putting the Gaussian's "Chance for Build-Up" proc in Tactics to see if the random boost helps them any. For your slotting, do End Reducers slotted in affect just when you summon the minions, or when they use their abilities? Always been unclear of that bit 1 Formerly Infinity, Currently Everlasting 50s: Necro/Kin MM, Ill/Storm 'Troller, Kin/EnA Stalker, NRG/EnA Sentinel, Grav/Elec Dom, Invuln/Staff Tanker, Mind/Dark 'Troller, Earth/Nature 'Troller, Merc/FF MM
evetsleep Posted November 16, 2022 Posted November 16, 2022 1 hour ago, JStacy337 said: Just hit 36 with mine last night (solo leveling) after doing the Freak-Lok and Black Scorpion Patron unlock chains. Have been following your build fairly closely and it's been amazing. Considering putting the Gaussian's "Chance for Build-Up" proc in Tactics to see if the random boost helps them any. For your slotting, do End Reducers slotted in affect just when you summon the minions, or when they use their abilities? Always been unclear of that bit Pretty sure (but happy to be wrong) that the Gaussian's proc applies to you and not the pets. It's why some folks will put it in Thugs enforcers as a way to give them a little boost (not worth it IMHO). 1
WumpusRat Posted November 16, 2022 Posted November 16, 2022 7 hours ago, JStacy337 said: Just hit 36 with mine last night (solo leveling) after doing the Freak-Lok and Black Scorpion Patron unlock chains. Have been following your build fairly closely and it's been amazing. Considering putting the Gaussian's "Chance for Build-Up" proc in Tactics to see if the random boost helps them any. For your slotting, do End Reducers slotted in affect just when you summon the minions, or when they use their abilities? Always been unclear of that bit The chance for build up will only affect you, not your pets, sadly. Otherwise it would be pretty nice. The random nature of it tends to make me avoid putting it into pets as well, since they won't save their big attacks for when it pops up. End reduction in pets affects how much endurance they spend on attacks, yeah. Just to double-check it (since someone in another thread doubted it worked), I took a completely unslotted build out to the RWZ and had the soldiers attack a target dummy. They burned through their end bar in about 50 seconds. Then I threw 3 end reductions in the power, and repeated the test. Their end never dropped below 95%, even after twice the amount of time constantly firing. 3
JayboH Posted November 17, 2022 Author Posted November 17, 2022 16 hours ago, JStacy337 said: Just hit 36 with mine last night (solo leveling) after doing the Freak-Lok and Black Scorpion Patron unlock chains. Have been following your build fairly closely and it's been amazing. Considering putting the Gaussian's "Chance for Build-Up" proc in Tactics to see if the random boost helps them any. For your slotting, do End Reducers slotted in affect just when you summon the minions, or when they use their abilities? Always been unclear of that bit The purple proc will give them build up, so try that instead. Yes end reduction in pets makes them use less endurance. Summoning endurance isn't an issue anymore thankfully. 1 Flint Eastwood
JayboH Posted December 5, 2022 Author Posted December 5, 2022 I think I am at 39. I've been soloing radios for the most part on double xp instead of farming him up the fast way. Council can be a bit of a pain and Circle is worse - they both have plenty of -def and in Circle's case they cast Quicksand which covers a pretty decent area that I have to micromanage around. You can't really facetank when that happens. I only have generic IOs in most stuff and only the pets have sets currently. I'll respec when I get him to 50. Flint Eastwood
JayboH Posted January 26, 2023 Author Posted January 26, 2023 Finally got to 50. I notice my Mids isn't updated either, I can't put resist in Equip. Hmm... Flint Eastwood
JayboH Posted January 31, 2023 Author Posted January 31, 2023 On 11/8/2022 at 6:03 AM, WumpusRat said: Okay, here's the build. I'll just type it up since mids is outdated (I don't think it's got the latest patch that changes power levels and such), so I'll just note down what's what. The order of power picks doesn't really matter all that much, and it's easy enough to swap out the travel power and the stealth/infil powers if you want something different. For the pets, I went with all 6 auras (2 per pet) and then 2 parts of each Sovereign Right and Blood Mandate, for the 2-part set bonuses. It's cheap, and does what I want (namely get their acc/dmg/end high enough -- they end up with 91% dmg, 69% acc/end (the soldiers have 90% end), which combined with tactics and supremacy makes their accuracy fine, and they don't blow through all their end too fast). Power (slots): Soldiers (6): Sov Right (res aura), Edict of the Master (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Spec Op (6): Mark of Sup (end/res aura), Cmd of Master (aoe def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Commando (6): Exped Reinf (res aura), Call to Arms (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Equip Merc (3): Steadfast Prot (res/def unique), Glad Armor (tp prot/def unique), Resist Serum (3): 3xRecharge Tactical Upgrade (3): Kismet Def/End, Def/End/Rech and Def/Rech for the 3-part bonus (recovery and smash/lethal resist) -- it's a low-level set, but you lose less than 1% defense, so it's not a big deal imo. Repulsion Bolt (4): Decimation Acc/End/Rech, Ruin Acc/End/Rech, Sudden Accel Kb-to-Kd, End Red (it's got a high end cost, so I wanted to get it down a lot plus some acc/rech) Deflection Shield (4): Gift of the Ancients Def/End, Def/Rech, Def, Def/Runspd Insulation Shield (4): Same as Def Shield Dispersion Bubble (6): Full set Red Fortune Repulsion Field (3): 3xEnd Red (such an insanely high end cost -- could have just gone with 2, but opted for 3 to save a little more end, and if you don't want to put lvl 50's in it) Damping Bubble (4): 3xRech, Gift of the Ancients Def/Runspd Health (3): Panacea unique, Numina unique, Miracle unique Stamina (3): 3xPerformance Shifter End, End/Acc, End proc (you could just opt for the proc and 2 EndMod IOs if you prefer or other sets, but I like the +move and health set bonuses) Medicine: Aid Other (4): Preventive Medicine Heal, Heal/End, Heal/Rech, Heal/Rech/End Medicine: Aid Self (4): Same as Other Medicine: Field Medic (1): Rech Leaping: Combat Jumping (1): Luck of the Gambler Def/Global rech Leaping: Super Jump (3): Full set Winter's Gift Leaping: Acrobatics (1): EndRed Leadership: Maneuvers (6): Full set Reactive Defenses Leadership: Assault (1): EndRed Leadership: Tactics (4): Gaussian's Fire-Control To-Hit, To-Hit/End, To-Hit/End/Rech, To-Hit/Rech Concealment: Stealth (2): Shield Wall (TP prot/Resist unique), Luck of the Gambler (Def/Global Rech unique) Concealment: Infiltration (2): Blessing of the Zephyr Move Spd, Move Spd/End -- for the little bit of ranged defense boost Mace Mastery: Scorpion Shield (6): Full set Red Fortune Notes: You don't really need the global recharge for this build, but I wanted it purely to drop the rech of Serum and Damping Bubble a little bit. Could easily shift those slots elsewhere though. Also, why all the +runspeed? I like to run fast. 🙂 Concealment is completely optional, as is whatever movement power you want to take. I opted for Leaping with this build because I like the protection CJ + Acro gives me, though you could easily replace Acrobatics with a -KB/KD IO in another power. My personal defenses end up with 30% ranged/melee/aoe def, 45% to smash/lethal/energy. I was a bit off on the aoe def the pets had -- I think I might have been thinking of a different /FF MM I had made. But it's still high enough to pass soft cap by a lot. Fighting pool? Flint Eastwood
JayboH Posted January 31, 2023 Author Posted January 31, 2023 On 11/8/2022 at 6:03 AM, WumpusRat said: Okay, here's the build. I'll just type it up since mids is outdated (I don't think it's got the latest patch that changes power levels and such), so I'll just note down what's what. The order of power picks doesn't really matter all that much, and it's easy enough to swap out the travel power and the stealth/infil powers if you want something different. For the pets, I went with all 6 auras (2 per pet) and then 2 parts of each Sovereign Right and Blood Mandate, for the 2-part set bonuses. It's cheap, and does what I want (namely get their acc/dmg/end high enough -- they end up with 91% dmg, 69% acc/end (the soldiers have 90% end), which combined with tactics and supremacy makes their accuracy fine, and they don't blow through all their end too fast). Power (slots): Soldiers (6): Sov Right (res aura), Edict of the Master (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Spec Op (6): Mark of Sup (end/res aura), Cmd of Master (aoe def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Commando (6): Exped Reinf (res aura), Call to Arms (def aura), Sov Acc/Dmg/End, Sov Dmg/End, Blood Acc/Dmg/End, Blood Acc/Dmg Equip Merc (3): Steadfast Prot (res/def unique), Glad Armor (tp prot/def unique), Resist Serum (3): 3xRecharge Tactical Upgrade (3): Kismet Def/End, Def/End/Rech and Def/Rech for the 3-part bonus (recovery and smash/lethal resist) -- it's a low-level set, but you lose less than 1% defense, so it's not a big deal imo. Repulsion Bolt (4): Decimation Acc/End/Rech, Ruin Acc/End/Rech, Sudden Accel Kb-to-Kd, End Red (it's got a high end cost, so I wanted to get it down a lot plus some acc/rech) Deflection Shield (4): Gift of the Ancients Def/End, Def/Rech, Def, Def/Runspd Insulation Shield (4): Same as Def Shield Dispersion Bubble (6): Full set Red Fortune Repulsion Field (3): 3xEnd Red (such an insanely high end cost -- could have just gone with 2, but opted for 3 to save a little more end, and if you don't want to put lvl 50's in it) Damping Bubble (4): 3xRech, Gift of the Ancients Def/Runspd Health (3): Panacea unique, Numina unique, Miracle unique Stamina (3): 3xPerformance Shifter End, End/Acc, End proc (you could just opt for the proc and 2 EndMod IOs if you prefer or other sets, but I like the +move and health set bonuses) Medicine: Aid Other (4): Preventive Medicine Heal, Heal/End, Heal/Rech, Heal/Rech/End Medicine: Aid Self (4): Same as Other Medicine: Field Medic (1): Rech Leaping: Combat Jumping (1): Luck of the Gambler Def/Global rech Leaping: Super Jump (3): Full set Winter's Gift Leaping: Acrobatics (1): EndRed Leadership: Maneuvers (6): Full set Reactive Defenses Leadership: Assault (1): EndRed Leadership: Tactics (4): Gaussian's Fire-Control To-Hit, To-Hit/End, To-Hit/End/Rech, To-Hit/Rech Concealment: Stealth (2): Shield Wall (TP prot/Resist unique), Luck of the Gambler (Def/Global Rech unique) Concealment: Infiltration (2): Blessing of the Zephyr Move Spd, Move Spd/End -- for the little bit of ranged defense boost Mace Mastery: Scorpion Shield (6): Full set Red Fortune Notes: You don't really need the global recharge for this build, but I wanted it purely to drop the rech of Serum and Damping Bubble a little bit. Could easily shift those slots elsewhere though. Also, why all the +runspeed? I like to run fast. 🙂 Concealment is completely optional, as is whatever movement power you want to take. I opted for Leaping with this build because I like the protection CJ + Acro gives me, though you could easily replace Acrobatics with a -KB/KD IO in another power. My personal defenses end up with 30% ranged/melee/aoe def, 45% to smash/lethal/energy. I was a bit off on the aoe def the pets had -- I think I might have been thinking of a different /FF MM I had made. But it's still high enough to pass soft cap by a lot. Slightly modified, prob could be a bunch better. This is with the absolute latest mids This Villain build was built using Mids Reborn 3.4.7https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology MastermindPrimary Power Set: MercenariesSecondary Power Set: Force FieldPower Pool: LeapingPower Pool: LeadershipPower Pool: MedicinePower Pool: FightingAncillary Pool: Mace Mastery Villain Profile:Level 1: Soldiers (A) Sovereign Right - Accuracy/Damage/Endurance (3) Sovereign Right - Damage/Endurance (3) Blood Mandate - Accuracy/Damage/Endurance (5) Blood Mandate - Accuracy/Damage (5) Edict of the Master - Defense Bonus (7) Sovereign Right - Resistance Bonus Level 1: Repulsion Bolt (A) Decimation - Accuracy/Endurance/Recharge (9) Ruin - Accuracy/Endurance/Recharge (11) Sudden Acceleration - Knockback to Knockdown (11) Endurance Reduction IO Level 2: Deflection Shield (A) Gift of the Ancients - Defense/Endurance (17) Gift of the Ancients - Defense/Recharge (21) Gift of the Ancients - Defense (21) Gift of the Ancients - Defense/Increased Run Speed Level 4: Insulation Shield (A) Gift of the Ancients - Defense/Endurance (29) Gift of the Ancients - Defense/Recharge (31) Gift of the Ancients - Defense (31) Gift of the Ancients - Defense/Increased Run Speed Level 6: Equip Mercenary (A) Steadfast Protection - Resistance/+Def 3% (7) Gladiator's Armor - TP Protection +3% Def (All) (9) Resist Damage IO Level 8: Super Jump (A) EmptyLevel 10: Combat Jumping (A) Karma - Knockback ProtectionLevel 12: Spec Ops (A) Sovereign Right - Accuracy/Damage/Endurance (13) Sovereign Right - Damage/Endurance (13) Blood Mandate - Accuracy/Damage/Endurance (15) Blood Mandate - Accuracy/Damage (15) Expedient Reinforcement - Resist Bonus Aura for Pets (17) Call to Arms - Defense Bonus Aura for Pets Level 14: Maneuvers (A) Reactive Defenses - Defense (42) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Endurance/RechargeTime (43) Reactive Defenses - Defense/RechargeTime (43) Reactive Defenses - Defense/Endurance/RechargeTime (43) Reactive Defenses - Scaling Resist Damage Level 16: Assault (A) Endurance Reduction IOLevel 18: Serum (A) Recharge Reduction IO (19) Recharge Reduction IO (19) Recharge Reduction IO Level 20: Dispersion Bubble (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (33) Red Fortune - Endurance/Recharge (33) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense (34) Red Fortune - Endurance Level 22: Commando (A) Sovereign Right - Accuracy/Damage/Endurance (23) Sovereign Right - Damage/Endurance (23) Blood Mandate - Accuracy/Damage/Endurance (25) Blood Mandate - Accuracy/Damage (25) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (27) Expedient Reinforcement - Endurance/Damage/Recharge Level 24: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 26: Tactical Upgrade (A) Kismet - Defense/Endurance (27) Kismet - Defense/Recharge (29) Kismet - Defense/Endurance/Recharge Level 28: Repulsion Field (A) Endurance Reduction IO (34) Endurance Reduction IO (34) Endurance Reduction IO Level 30: Damping Bubble (A) Recharge Reduction IO (36) Recharge Reduction IO (36) Recharge Reduction IO (36) Gift of the Ancients - Defense/Increased Run Speed Level 32: Aid Other (A) Preventive Medicine - Heal (39) Preventive Medicine - Heal/Endurance (39) Preventive Medicine - Heal/RechargeTime (40) Preventive Medicine - Heal/RechargeTime/Endurance Level 35: Aid Self (A) Preventive Medicine - Heal (40) Preventive Medicine - Heal/Endurance (40) Preventive Medicine - Heal/RechargeTime (42) Preventive Medicine - Heal/RechargeTime/Endurance Level 38: Field Medic (A) Recharge Reduction IOLevel 41: Scorpion Shield (A) Red Fortune - Defense/Endurance (46) Red Fortune - Defense/Recharge (46) Red Fortune - Endurance/Recharge (46) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Defense (48) Red Fortune - Endurance Level 44: Boxing (A) EmptyLevel 47: Tough (A) Unbreakable Guard - Resistance (48) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 49: Weave (A) Red Fortune - Defense (50) Red Fortune - Defense/Endurance (50) Red Fortune - Defense/Endurance/Recharge Level 1: Supremacy Level 1: Brawl Flint Eastwood
bellona100 Posted February 1, 2023 Posted February 1, 2023 JayboH, good Looord what a Tanky build! I couldn't help myself, I tinkered with your build. I increased the global recharge and got Serum down to a 79 second recharge. 317/4=79 seconds. I wanted Serum up as much as possible to get the +Res, +DMG, +Recovery, etc. With Serum's +Res for the Mercs, even with the fade effect, I was able to remove the two +Res Uniques. This move allowed for a couple damage procs in Soldiers. I also threw a Soulbound Allegiance in Spec Ops for even more damage output. I like how you chose Aid Self for your build. I reworked the power in my build to make it even more useful. My math has the henchmen Def at: ~47% Typed, and ~43% AoE. That sound right to you? Merc.FF-JayboH.mxd
JayboH Posted February 1, 2023 Author Posted February 1, 2023 6 hours ago, bellona100 said: JayboH, good Looord what a Tanky build! I couldn't help myself, I tinkered with your build. I increased the global recharge and got Serum down to a 79 second recharge. 317/4=79 seconds. I wanted Serum up as much as possible to get the +Res, +DMG, +Recovery, etc. With Serum's +Res for the Mercs, even with the fade effect, I was able to remove the two +Res Uniques. This move allowed for a couple damage procs in Soldiers. I also threw a Soulbound Allegiance in Spec Ops for even more damage output. I like how you chose Aid Self for your build. I reworked the power in my build to make it even more useful. My math has the henchmen Def at: ~47% Typed, and ~43% AoE. That sound right to you? Merc.FF-JayboH.mxd 4.97 kB · 1 download It's WumpusRat's build slightly modified. Endurance could prob use a little work, no? How does it feel? I haven't built it yet, I was hoping to get feedback. Flint Eastwood
Meknomancer Posted February 1, 2023 Posted February 1, 2023 Henchmen Def stats: Dispersion bub, maneuvres, power boosted bubbles Henchmen Res stats: Serum and pet uniques
JayboH Posted February 2, 2023 Author Posted February 2, 2023 16 hours ago, Meknomancer said: Henchmen Def stats: Dispersion bub, maneuvres, power boosted bubbles Henchmen Res stats: Serum and pet uniques Is that the posted build or your own? Flint Eastwood
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now