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Mercs/Cold Questions


Koda651

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Been struggling since the revamp of Mercs to pick a secondary to go with it.  After bouncing back and forth among /Traps, /Time, and /Nature, I'm now seriously considering /Cold.

 

Looking for input from anyone who has experience with this combo or just a /Cold MM in general.  Did you have issues with the lack of a heal, status immunity, or personal defenses?  Did you take the Medicine pool or hold out until 50 for the Rebirth Radial (forgoing Clarion)?  What level of content have you soloed on your /Cold MM?

 

I played a Bots/Traps back during the live days, but on Homecoming I've mostly stuck to sets with at least an AoE heal, so I think I'm in a rut.  MM community, please help me drag myself out of it!  Thanks.

 

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I've got a "thing" for Cold (Bots, Thugs, Necro, Demons all at 50, all t4s with Cold).

 

I've never had an issue with the lack of a heal and never take the Medicine pool.  It does behoove you to set up binds (or macros if you prefer) to feed green insps to your pets.  Status was never a problem because my MO is "Defense amplifier to 50 then clarion" when I want to solve that particular problem.  What can a /Cold MM solo?  Well, anythng.  I've not used one for 4/8 end game TFs, I just find those a slog solo, but GMs/AVs and the like, no problem.

 

Oddly enough, mere moments ago I was putzing around in Mids considering making a Merc/FF.  Once it was all done I noticed the resulting Mercs defense was so high I didn't need PB to soft-cap, which caused me to wonder if I should just make another Cold, since I had initially chosen FF for power boost.  I've some figgerin' to do...

 

Anyway, Cold = good for a MM.  Very goodl.

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@Hedgefund is on to something.  My Bots were soft capped by level 30 (level 37 now). With the new issue, healing has been the least of my worries. I respecced out of Heal Other with the recent changes and haven’t looked back. My biggest problem is figuring out what my character will do while the pets are doing their damage cycle. I solo exclusively with this character through missions fwiw. Excited to see how this further develops.

Edited by Nyghtmaire
Number are hard

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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2 hours ago, Koda651 said:

Been struggling since the revamp of Mercs to pick a secondary to go with it. 

 

If for whatever reason Cold doesn't work out, consider Elec.

 

I've been slowly working on leveling a Merc/Elec without a build plan and very limited IO set slotting. I did skip the heal without regrets but I planned to grab the absorb later.

 

Faraday Cage and the chain buffs really play to Mercs all being ranged and generally grouped. Empowering Circuit and Serum allow for nice spikes of burst damage.

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13 hours ago, twozerofoxtrot said:

 

If for whatever reason Cold doesn't work out, consider Elec.

 

I've been slowly working on leveling a Merc/Elec without a build plan and very limited IO set slotting. I did skip the heal without regrets but I planned to grab the absorb later.

 

Faraday Cage and the chain buffs really play to Mercs all being ranged and generally grouped. Empowering Circuit and Serum allow for nice spikes of burst damage.

In my opinion, next to Faraday Cage, Rejuvenating Circuit is the best support power for your Mercs/team.   You did yourself a disservice by skipping it.

 

With Insulating Circuit having a duration of 30 seconds, how do folks keep this buff on their Mercs?  Is it something that can be placed on Auto?  I skipped IC myself - when leveling, but am curious as to how folks keep this buff up.

 

 

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@Sir Myshkin posted a very interesting procced out build but i can't find it. I tend to team a lot on all my toons but i've never had issues when i got stuck soloing av's/gm's/tf's. Since page 5 i'm finding those sets that got the bump can handle +4/8 quite easily with some exceptions like the DA mobs that hammer them with dot's and slows.  Here's a pretty much standard 45% s/l build (i do love group fly on bots+mercs they really benefit from not having stuff be able to melee them) , if you have stupid amounts of inf throw 2 dsyncs provocation for the acc/rech in benumb and shuffle a slot. Still not sure mace is a good epic on mm's anymore i'm finding i have a lot better time of it with a res shield. As usual boost everything you can to +5, hit slots/enhances, set all relative levels to....

 

M30 nades ff+rech gets you perma hasten/benumb/heatloss:

 

 

Spoiler

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

MERCS COLD MACE: Level 50 Magic Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1:    Soldiers    
 (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
 (3) Superior Command of the Mastermind - Accuracy/Damage
 (3) Superior Command of the Mastermind - Damage/Endurance
 (5) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (5) Touch of Lady Grey - Chance for Negative Damage
 (7) Soulbound Allegiance - Chance for Build Up


Level 1:    Ice Shield    
 (A) Reactive Defenses - Defense
 (17) Reactive Defenses - Defense/Endurance
 (17) Reactive Defenses - Defense/RechargeTime


Level 2:    Burst    
 (A) Achilles' Heel - Chance for Res Debuff
 (9) Apocalypse - Chance of Damage(Negative)
 (13) Apocalypse - Damage/Endurance
 (13) Apocalypse - Recharge/Accuracy
 (15) Apocalypse - Damage/Recharge/Accuracy
 (15) Apocalypse - Damage


Level 4:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (47) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 6:    Equip Mercenary    
 (A) Unbreakable Guard - +Max HP
 (19) Unbreakable Guard - Resistance
 (19) Unbreakable Guard - RechargeTime/Resistance
 (48) Unbreakable Guard - Resistance/Endurance


Level 8:    M30 Grenade    
 (A) Positron's Blast - Accuracy/Damage/Endurance
 (21) Positron's Blast - Chance of Damage(Energy)
 (21) Annihilation - Chance for Res Debuff
 (23) Annihilation - Accuracy/Damage/Endurance
 (23) Force Feedback - Chance for +Recharge
 (25) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown


Level 10:    Glacial Shield    
 (A) Reactive Defenses - Defense/RechargeTime
 (25) Reactive Defenses - Defense
 (27) Reactive Defenses - Defense/Endurance


Level 12:    Spec Ops    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (27) Superior Mark of Supremacy - Damage/Endurance
 (29) Touch of Lady Grey - Chance for Negative Damage
 (29) Call to Arms - Defense Bonus Aura for Pets
 (31) Sovereign Right - Resistance Bonus
 (31) Sovereign Right - Accuracy/Damage


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (31) Shield Wall - +Res (Teleportation), +5% Res (All)
 (33) Shield Wall - Defense
 (33) Shield Wall - Defense/Endurance


Level 16:    Frostwork    
 (A) Preventive Medicine - Chance for +Absorb
 (34) Preventive Medicine - Heal/RechargeTime
 (48) Preventive Medicine - Heal/Endurance


Level 18:    Serum    
 (A) Recharge Reduction IO
 (34) Recharge Reduction IO


Level 20:    Arctic Fog    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (36) Reactive Defenses - Scaling Resist Damage
 (36) Reactive Defenses - Defense
 (36) Reactive Defenses - Defense/Endurance
 (37) Gladiator's Armor - TP Protection +3% Def (All)
 (37) Steadfast Protection - Resistance/+Def 3%


Level 22:    Snow Storm    
 (A) Endurance Reduction IO


Level 24:    Tactics    
 (A) Endurance Reduction IO
 (33) Rectified Reticle - To Hit Buff
 (34) Rectified Reticle - Increased Perception


Level 26:    Commando    
 (A) Superior Mark of Supremacy - Damage
 (37) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (39) Superior Mark of Supremacy - Accuracy/Endurance
 (39) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (39) Edict of the Master - Defense Bonus
 (40) Expedient Reinforcement - Resist Bonus Aura for Pets


Level 28:    Benumb    
 (A) Accuracy IO
 (40) Recharge Reduction IO
 (40) Recharge Reduction IO


Level 30:    Hasten    
 (A) Recharge Reduction IO
 (42) Recharge Reduction IO


Level 32:    Tactical Upgrade    
 (A) Red Fortune - Defense
 (42) Red Fortune - Defense/Endurance


Level 35:    Sleet    
 (A) Achilles' Heel - Chance for Res Debuff
 (42) Annihilation - Chance for Res Debuff
 (43) Annihilation - Accuracy/Damage/Endurance/RechargeTime
 (43) Touch of Lady Grey - Chance for Negative Damage
 (43) Touch of Lady Grey - Recharge/Endurance


Level 38:    Heat Loss    
 (A) Preemptive Optimization - EndMod/Endurance/Recharge
 (45) Preemptive Optimization - EndMod/Accuracy/Recharge
 (45) Preemptive Optimization - EndMod/Accuracy/Endurance
 (45) Preemptive Optimization - EndMod/Recharge
 (46) Preemptive Optimization - EndMod/Endurance
 (46) Preemptive Optimization - Accuracy/Recharge


Level 41:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (46) Kismet - Accuracy +6%


Level 44:    Evasive Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 47:    Group Fly    
 (A) Soaring - Endurance
 (47) Soaring - Endurance/FlySpeed


Level 49:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (49) Luck of the Gambler - Defense
 (49) Luck of the Gambler - Defense/Endurance


Level 1:    Supremacy    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (7) Miracle - +Recovery
 (9) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Power Transfer - Chance to Heal Self
 (11) Power Transfer - EndMod
 (11) Performance Shifter - Chance for +End


Level 4:    Afterburner    
Level 50:    Intuition Radial Paragon    
Level 1:    Soldier    
Level 26:    Commando    
Level 1:    Medic    
Level 12:    Spec Ops    
------------

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Edited by Meknomancer
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6 hours ago, bellona100 said:

In my opinion, next to Faraday Cage, Rejuvenating Circuit is the best support power for your Mercs/team. 

 

I'm curious about your opinion, would you care to elaborate?

 

I'm not taking my MM/Elec very seriously, but thus far I haven't had much use for a team heal.  I expect Insulating Circuit, when slotted, to have an effective recharge of 10 seconds. Less at 50 with all the bells and whistles pushing down recharge. This seems like more than enough to me.

 

So I'm left genuinely wondering how Rejuvenating Circuit is justifying it's place on my power tray.

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5 hours ago, twozerofoxtrot said:

I'm not taking my MM/Elec very seriously, but thus far I haven't had much use for a team heal.

 

Honestly this wouldn't be very surprising if you're not pushing the Merc side of things very aggressively and letting the Medic do a lot of the heavy lifting. The upgrades to the way the Medic functions in the Merc set now is overall far better than before and has a much better head on its shoulders in terms of being able to effectively heal the squad so long as it stays alive, and if you're actively keeping them wrapped in Faraday Cage and Insulating Circuit, then this is a no-brainer in why you'll hardly be touching Rejuvenating. If you team at all I wouldn't give the power up, it'll still have value there and won't require much slotting to be effective (just two slots will be enough to get your most bang out of it).

 

12 hours ago, bellona100 said:

With Insulating Circuit having a duration of 30 seconds, how do folks keep this buff on their Mercs?

 

Watch the pet window. Insulating pads Absorb shields and you can see that little gray line overlap the green health bar. The primary target gets the biggest kick and it trickles down as it chains, the duration of the shield is 30/s, but the recharge is super fast so you can treat it like a dual layer to res/healing. With Mercs having a Medic on the team this is also a nice way to add support without double-dosing responsibility (see above).

 

12 hours ago, Meknomancer said:

posted a very interesting procced out build but i can't find it.

 

This the one you were looking for?

 

Spoiler

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The Mercs are Softcap to Ranged/AoE and Resistance levels are somewhere around 70%ish, Serum caps them and trickles down. Spirit Ward is for the Medic to pad it for protection, Frostwork on the Commando and Spec Ops while in Bodyguard nearly triples the effective HP available to get hit through. M30 is to help fuel Serum (Mids, at least mine, don't think its been correct yet, is wrong on the recharge) and keep it closer to perma, and Burst adds ST -Res and a secondary attack with the best bonus value for +Dam to the Mercs when spamming it for added value; plus proc'd out it's actually a decent attack.

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2 hours ago, Sir Myshkin said:

If you team at all I wouldn't give the power up, it'll still have value there and won't require much slotting to be effective

 

Hmmm then if I get around to actually making a build for it in Mids I'll see if I have space for the power. 

 

But I rarely heal in any teams I run support in. 

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22 hours ago, Sir Myshkin said:

This the one you were looking for?

 

  Reveal hidden contents

 

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The Mercs are Softcap to Ranged/AoE and Resistance levels are somewhere around 70%ish, Serum caps them and trickles down. Spirit Ward is for the Medic to pad it for protection, Frostwork on the Commando and Spec Ops while in Bodyguard nearly triples the effective HP available to get hit through. M30 is to help fuel Serum (Mids, at least mine, don't think its been correct yet, is wrong on the recharge) and keep it closer to perma, and Burst adds ST -Res and a secondary attack with the best bonus value for +Dam to the Mercs when spamming it for added value; plus proc'd out it's actually a decent attack.

Thanks for responding to my question about the power Insulating Circuit.

 

From reading your description about the Merc/Cold build you provided, I can see what you're trying to do with the character.  It's amazing how a few sentences accompanying a build can explain so much.  I like how you used Force Feedback in the power M30 Grenade.  I found this clever how you achieved greater +Rech by spamming the power.

 

I took the build you posted and updated, upgraded, and unfucked it.  The updated build should be easier to play all-around.

 

I removed Mystic Flight, Enflame, Rune of Protection, and Soul Storm.  To be brief:  Mystic Flight is a sloppy way to travel, Enflame is an ineffective power, RoP is not needed with my updated build, and Soul Storm has a slow recharge.  I also added ACC to several powers so that they actually hit the intended targets.   This is very important.  I also +5'ed many enhancements and reworked Commando.  You'll see that several stats are improved and Endurance usage from toggles is greatly reduced so that the attacks can be used.

 

The cost of doing all this is that I removed some +Resistance from the actual MM, and 10% Resistance from the henchmen.

Merc.Cold-Sir Myshkin.mxd

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On 1/21/2023 at 11:47 PM, bellona100 said:

I took the build you posted and updated, upgraded, and un------- it.  The updated build should be easier to play all-around.

 

I removed Mystic Flight, Enflame, Rune of Protection, and Soul Storm.  To be brief:  Mystic Flight is a sloppy way to travel, Enflame is an ineffective power, RoP is not needed with my updated build, and Soul Storm has a slow recharge.  I also added ACC to several powers so that they actually hit the intended targets.   This is very important.  I also +5'ed many enhancements and reworked Commando.  You'll see that several stats are improved and Endurance usage from toggles is greatly reduced so that the attacks can be used.

 

I don't think you understand what the build actually does, nor the power selection choices. You were a bit too brazen in assuming what you were doing "fixed" anything, when in fact you robbed from global accuracy, destroyed the base resistances, took away the only means of mez protection, and improved absolutely nothing in the process.

 

You need to go back to the drawing board on Enflame. With multiple procs the power has a chance of hitting against not only the entity that it started on, but those it spreads to. This is a great power to hit an EB or AV with and let them soak bonus damage up and spread it around. For spawn hopping drop it on the Commando and he'll spread the proc-happy fire around. Am I saying this should be in every MM build? No, but this is a build that has a lot of excess room and ability to multiply damage potential making Enflame a perfect choice here.

 

And your "rework" of the Commando weakened him by forcing in an unnecessary defense proc when the Mercs were already at 45% AoE, you also stole his BU Proc and stole the Spec Ops Neg Proc which lowers both of their holistic DPS. The Damage procs only trigger in the powers that they associate with, not every ability in the pet arsenal. The commando only has on ability that gets -Def, the Spec ops have several.

 

Hasten is 100% unwarranted here. It only adds marginal reductions (in seconds) to two powers in the build. FF+Rech backed M30 leverages far more than you realize and is all that is needed.

 

Everyone can play how they choose, that's on them, but don't think you're going to make a better build than the Mad King on premise. My Mercs/Cold wasn't designed to be a "General Play" build (and frankly I don't see the auto-inclusion of Teleport and SS/Hasten into a build making it that either) when I focused on the Sorcery Pool and Soul Mastery. The character I built it for is a fanatical witch conscripted into military covert-ops whom manifests soldiers into existence based on her favorite sci-fi shows; and it works perfectly.

 

Edit, For historical purposes, this is where the Spec Ops sit (-3.48 for Stealth bonus):

image.png.2596a56ba737943bc4935dc1237a9bba.png

Edited by Sir Myshkin
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19 hours ago, Sir Myshkin said:

And your "rework" of the Commando weakened him by forcing in an unnecessary defense proc when the Mercs were already at 45% AoE, you also stole his BU Proc and stole the Spec Ops Neg Proc which lowers both of their holistic DPS. The Damage procs only trigger in the powers that they associate with, not every ability in the pet arsenal. The commando only has on ability that gets -Def, the Spec ops have several.

Sir Myshkin, no need to thank me.  I try my best to help out the newer players to the class.

 

Now, addressing the quote above.  You're going to want to redo your math on the AoE Def of the Mercs.  That Superior Command +AoE Def goes wonderfully with the overall Defensive nature of the build.  Good catch on the Lady Grey not being the best choice of damage procs for Commando.  In my updated rework of your build, I placed it back in Spec Ops.  This placement came at the cost of removing more +Res from the henchmen.  So, in total, I removed 20% Res from the henchmen.  Usually, I would balk at this much Resistance, but considering how much +Def the build has and the availability of Serum - I think the henchmen will be just fine.  Its gonna be awesome though having Soulbound Allegiance firing off and the Lady Grey proc'ing for the Spec Ops!  Damn, that makes me feel good.

 

So, when do you plan on resecing into this rework of mine?  I think you'll see some big improvement in your gameplay.

Merc.Cold-Sir Myshkin.mxd

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On 1/24/2023 at 12:58 PM, bellona100 said:

I try my best to help out the newer players to the class.

 

The Office Michael Scott GIF - The Office Michael Scott Leaving - Discover  & Share GIFs

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Wondering if Power Boost does anything useful for Sleet?  Or Mercs?   I have a single power selection available in build, and it has to be a one-slot wonder.  Vengeance is usually the one that comes to mind with a 7.5% LOTG dropped into it as a mule.  But since I went with Scorpion Shield I have PowerBoost looking at me there for a lvl 49 pick.  I had Snow Storm but threw it out on a respec as with the single slot it was pretty useless.

 

EDIT:
 

I may have answered my own question.  Since PB doesn't work with any power that applies +/-RES in any way, it won't work with Sleet or either of the ice shields.  Presumably, it doesn't work on Benumb either.

 

Then again, I can't trust MIDS.  Per MIDS (newest build) Powerboost will boost Arctic Fog's +DEF, Scorpion Shields +DEF, Maneuvers, CJ, Hover, etc.  But I have several /Time MM's and looking at Combat Attributes, Powerboost does NOT improve Scorpion Shield's +DEF at all, presumably because it also has +RES to Toxic, thus negating any ability to boost any part of that power.  So presumably, Arctic Fog, Serum, Scorp Shield, etc etc in a Mercs/Cold won't have -any- impact from Powerboost across the powerset, other than +DEF only powers like Hover, Maneuvers, CJ, etc.  

 

Looks like even as a one-slot wonder, it's lacking.  Maybe as an alpha booster but that's not much of a bonus.


Looks like Vengeance it is then.

Edited by Crysis
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There are miscellaneous aspects of Cold that PB will impact, but you have to think outside of yourself and remember you’re there to make the Mercs work, not yourself. You’re just “the man behind the curtain.” Also keep in mind that PB is short duration so you want it to impact clicks and things with long duration; unless you’re somehow making it perma it’s unrealistic to think about it boosting toggles.

 

Having said that, PB directly boosts both of Cold’s shields by a decent amount, and they’re good for 2:00 a pop. It also impacts things like slows, -Def, -ToHit, so component aspects of things like Sleet will get bumped if you wanted; oh and heal effects so Frostworks. It could definitely give you a little added edge and make up some more ground to bring up Melee defense for the Mercs by including PB boosted shields… 

 

or you could just wait for a team mate to die and Vengeance!

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32 minutes ago, Sir Myshkin said:

There are miscellaneous aspects of Cold that PB will impact, but you have to think outside of yourself and remember you’re there to make the Mercs work, not yourself. You’re just “the man behind the curtain.” Also keep in mind that PB is short duration so you want it to impact clicks and things with long duration; unless you’re somehow making it perma it’s unrealistic to think about it boosting toggles.

 

Having said that, PB directly boosts both of Cold’s shields by a decent amount, and they’re good for 2:00 a pop. It also impacts things like slows, -Def, -ToHit, so component aspects of things like Sleet will get bumped if you wanted; oh and heal effects so Frostworks. It could definitely give you a little added edge and make up some more ground to bring up Melee defense for the Mercs by including PB boosted shields… 

 

or you could just wait for a team mate to die and Vengeance!

 

Cold's Shields used to not be affected by PowerBoost at all.  When did this change?  Something about them being both +DEF and +RES and Powerboost being coded to ignore anything that's got +/- Res in the power?

 

That was my original intent but have read on here that most of Cold's powerset doesn't work with PowerBoost.

 

 

 

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@StrikerFox that's what I thought.

 

So on Cold, all the powers that have any kind of +/- RES basically are unaffected.  Both ice shields, Sleet, Arctic Fog and Heat Loss.

 

Basically, for /Cold, you are.....

 

....are ya ready kids?  Wait for it......

 

OUT IN THE COLD

 

 

hahahahaha

 

 

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7 hours ago, StrikerFox said:

Beta, and defense values for Glacial and Ice Shields are the same with or without PB. 


Hmm interesting well then. 

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  • 3 weeks later
On 2/1/2023 at 4:50 AM, Sir Myshkin said:


Hmm interesting well then. 

 

So at 50 with most Incarnates T4'd now, there's a couple of comments I wanted to make in this thread.

 

First, for anyone on the fence about Mercs, I -hated- the old Mercs.  The new changes are really an amazing transformation for an absolutely under-performing primary of old.  I wouldn't list them as top tier...that still goes to Demons and Thugs....but I'd definitely say they aren't far behind.  They cluster together nicely in a little murder ball now and ARE SO SHOOTY.  PEW PEW PEW PPPPPPAH-PEWWWWW.  Just an amazingly fun set to play now.

 

As for the builds posted, here's what I did.

 

I more or less followed @Meknomancer 's build above for levels 1-50.  It gives you super sturdy Mercs and the MM also has really good defenses.  It works fine even after 50 but that's where I have to tip my hat, as always, to Sir Myshkin.

 

If you LIKE Mek's build up until you get Destiny Barrier T4...you gonna LOVE @Sir Myshkin 's build.  For someone who really doesn't understand the concept of synergistic powers (ahem...as we've seen by at least one clueless wonder in this thread) you'll be looking at that build and saying "Oh hey, you underslotted this or that, let me fix that."  But the beauty of the build is that once you've achieved Destiny Barrier Core Epiphany, you really can go all out on DPS instead.  That, plus Hybrid Control with Soul Mastery pool, is just overwhelmingly powerful against all but the foes resistant to the Mercs firepower....and even then, with enough procs, you'll still do well.  I'm not sure I'd enjoy the build for leveling given my playstyle, but post Barrier....it's just all out powerful and a lot of fun.  I'd still say my Thugs/Storm and Demon/Storm likely put out more damage overall...but this is a really sturdy, fun and did I mention SHOOTY-MCSHOOTSALOT build?  Oh and the Enflame trick?  OMGWTFBBQ why didn't I do this before?  That alone adds a significantly noticeable level of damage all by itself.  Coupled with lots of -RES coming from Sleet and Benumb's -Regen, soloing my way through AV's and GM's isn't even all that hard.  Really amazing use of an otherwise "meh" power.

 

PS - to reiterate what I said earlier.  Don't go Powerboost kids.  Literally does absolutely nothing for either Mercs or Cold.  I can't even see it working with Frostworks.  

 

Thanks to both of you.  What a fun ride and what a massive redemption to a formerly despised (by me at least) primary!

Edited by Crysis
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  • 3 months later
On 1/31/2023 at 9:19 PM, Crysis said:

@StrikerFox that's what I thought.

 

So on Cold, all the powers that have any kind of +/- RES basically are unaffected.  Both ice shields, Sleet, Arctic Fog and Heat Loss.

 

Basically, for /Cold, you are.....

 

....are ya ready kids?  Wait for it......

 

OUT IN THE COLD

 

 

hahahahaha

 

 

Cold shoulder FTW 

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  • 2 months later
On 1/21/2023 at 7:08 AM, Sir Myshkin said:

 

(snap)

 

  Hide contents

 

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		|-------------------------------------------------------------------|

 

 

The Mercs are Softcap to Ranged/AoE and Resistance levels are somewhere around 70%ish, Serum caps them and trickles down. Spirit Ward is for the Medic to pad it for protection, Frostwork on the Commando and Spec Ops while in Bodyguard nearly triples the effective HP available to get hit through. M30 is to help fuel Serum (Mids, at least mine, don't think its been correct yet, is wrong on the recharge) and keep it closer to perma, and Burst adds ST -Res and a secondary attack with the best bonus value for +Dam to the Mercs when spamming it for added value; plus proc'd out it's actually a decent attack.

 

 

Can you tell me what you put in Equip Mercenary and Tactical Upgrade? It doesn't import those properly. Just shows two empty slots on each.

 

I've learned quite a lot from your choices. At first glance my reaction was also a "wtf, why those invarnates? 59,62% accuracy what is he smoking?

 

I think Stamina could use another EndMod but I'm just addicted to endurance maybe.

 

I will say there a "upgrades" one can make, like Cytoskeletons in Tactics, but those are basically just "invest more inf if you want"

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On 8/16/2023 at 4:03 AM, Raikao said:

Can you tell me what you put in Equip Mercenary and Tactical Upgrade? It doesn't import those properly. Just shows two empty slots on each.

 

At the time there existed a bug in Mids that didn't have the correct slotting options, that's why it's never been there. Equip is the Steadfast 3% and a 50 Res IO, Tactical is LotG 7.5% and LotG Def IO.

 

On 8/16/2023 at 4:03 AM, Raikao said:

I think Stamina could use another EndMod but I'm just addicted to endurance maybe.

 

Not all of the uniques and procs get accounted for in the totals compared to what you'll net experience in-game. This setup is always higher than it appears; you also don't have to worry with Heat Loss available too, that'll be an easy bar-fill on each cycle.

 

On 8/16/2023 at 4:03 AM, Raikao said:

I will say there a "upgrades" one can make, like Cytoskeletons in Tactics, but those are basically just "invest more inf if you want"

 

Spot on. Personally I tend not to waste the Inf for a smidgen of grace in most cases, but two level 50 ToHit/End IO's boosted to +5 are going to be pretty close to the same as just a pair of base 50 Cyto's, the only benefit of going the Cyto route is to +3, and that's just excessive Inf sinking to chase .5%

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