Jump to content

Recommended Posts

Posted

Attached is a necro / traps build to consider. It's built to survive toe-bombing big spawns and most AVs with poison trap and trip mine, and to do so quite safely once T4 barrier and T4 support hybrid are in place. That may or may not be appealing to you. But, hopefully there are some interesting ideas here to consider nonetheless.

 

As some general thoughts, traps really loves recharge to have its toys available more often. Also, the panacea proc in triage beacon apparently provides health and endurance to both the mastermind and all allies (including pets and teammates). 

 

 

Screenshot (102).png

Trapped in Twilight - Mastermind (Necromancy - Traps - Soul Mastery).mbd

Posted

In spoilers is the /Traps slotting of a different Mastermind (primary) of my own:

 

Spoiler

Level     1:            Caltrops              

 (A) Annihilation - Damage/RechargeTime

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

 (*) Ice Mistral’s Torment - Damage/Recharge

 (*) Ice Mistral’s Torment - Accuracy/Damage/Endurance/Recharge

 (*) Ice Mistral’s Torment - Chance for Damage(Cold)

 (*) Javelin Volley - Chance of Damage(Lethal)

 

Level 14:              Acid Mortar       

 (A) Undermined Defenses - Defense Debuff

 (*) Undermined Defenses - Defense Debuff/Recharge

 (*) Undermined Defenses - Recharge/Endurance

 (*) Undermined Defenses - Recharge

 (*) Annihilation - Chance for Res Debuff

 (*) Accuracy: Level 50+5

 

Level 16:              Force Field Generator   

 (A) Luck of the Gambler - Recharge Speed

 (*) Luck of the Gambler - Defense

 (*) Defense Buff IO: Level 50+5

 

Level 20:              Poison Trap       

 (A) Gladiator's Net - Accuracy/Hold: Level 50+5

 (*) Gladiator's Net - Accuracy/Recharge: Level 50

 (*) Gladiator's Net - Chance of Damage(Lethal)

 (*) Unbreakable Constraint Chance for Damage (Smashing): Level 50

 (*) Superior Entomb: Chance for +Absorb: Level 50

 

 

 

The main advantage of Traps is IMO that it can be easy to skip a lot of powers, allowing picks from the Leadership pool. I don't need Detonator for damage, nor do I need Triage Beacon... but I suspect that Mercs might benefit from both. I'm not a huge fan of "set in place" powers, but Caltrops bring AoE control and Acid Mortar will pick targets. Poison Trap is a very potent power, but it also has to be within ~12 feet of a target, so it gets placed at the feet of enemies more than it gets dropped in advance.

 

I tried to make Seeker Drones work, but they simply aren't worth the investment (as a pick, or for slots) IMO.

 

Posted
7 hours ago, Derek Icelord said:

Looking for advice on a Mercenaries/Traps Mastermind. I haven't played Mercs since live, and feel a bit lost. Attached is a build I threw together.

Mastermind (Mercenaries - Traps).mbd 41.82 kB · 3 downloads

 

Very old build. I'd drop fighting pool now for M3O Nade and Trip Mine and change the pet slotting. But this is a pretty safe to play build with roughly 45% to melee/ranged/aoe and 75% s/l resists and 50% slow res.

MERCS TRAPS - Mastermind (Mercenaries - Traps).mbd

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...