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GameAmp: Mercenaries

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Forum >> Archetype Discussion >> Mastermind >> Mercenaries

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Mercenaries 

It seems all the hype is on the Ninjas, Robots, and Zombies, witht he Mercs being left out.

Anyone played as a Merc, that could tell me about them?

It seems to me they are basically an Assault Blaster, trading out AE powers for pet Powers.

One of my main questions is about the Medic they get as the third pet from the first summon. Can that Medic heal players, or only the other pets?





10/21/05 11:53 Login to rate this user's post!
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Re: Mercenaries 

QUOTE
It seems all the hype is on the Ninjas, Robots, and Zombies, witht he Mercs being left out. 

Anyone played as a Merc, that could tell me about them? 

It seems to me they are basically an Assault Blaster, trading out AE powers for pet Powers.   

One of my main questions is about the Medic they get as the third pet from the first summon.  Can that Medic heal players, or only the other pets?



I only got to play for a few minutes but I like Mercs and I like my gun. I believe all can heal you except for the robots.

I got a level 2 Merc/Bubbler, and I think he will be god until they make the powerse magically nerfalicious.





10/21/05 12:08 Login to rate this user's post!
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Re: Mercenaries 

From what I am hearing from those on the EU server with the medics, yes they can heal everyone, but at the moment this is unconfirmed rumour and I have yet to get back in the game and actually speak to one who has a medic.

I will confirm and update as I hear more, and if anyone else does hear in the meantime PLEASE post it up!

Firespray!







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10/21/05 12:31 Login to rate this user's post!
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Re: Mercenaries 

Yeah, if the medics can heal, then I do think that Merc/Bubblers will be a force to be reckoned with.

Which of the other secondary power sets for the masterminds have decent healing potential? Force Fields seem a natural choice for the pet classes, but then again I don't know much about the other secondary power sets such as Poison.



10/21/05 12:51 Login to rate this user's post!
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Re: Mercenaries 

QUOTE
Yeah, if the medics can heal, then I do think that Merc/Bubblers will be a force to be reckoned with. 

Which of the other secondary power sets for the masterminds have decent healing potential?  Force Fields seem a natural choice for the pet classes, but then again I don't know much about the other secondary power sets such as Poison.


Just dark miasma and poison can heal as far as I know. . .

go here m8

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10/21/05 13:44 Login to rate this user's post!
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Re: Mercenaries 

QUOTE
QUOTE
Yeah, if the medics can heal, then I do think that Merc/Bubblers will be a force to be reckoned with. 

Which of the other secondary power sets for the masterminds have decent healing potential?  Force Fields seem a natural choice for the pet classes, but then again I don't know much about the other secondary power sets such as Poison.


Just dark miasma and poison can heal as far as I know. . .

go here m8

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Thanks, that link is rather helpful.



10/21/05 14:17 Login to rate this user's post!
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Re: Mercenaries 

The secondary set of Traps has a surprisingly good limited AoE heal for you and anyone in the immediate area.

Triage beacon will heal rather nicely according to the description
Triage beacon

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10/23/05 13:35 Login to rate this user's post!
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Re: Mercenaries 

I dont really like Triage Beacon because it only boosts your healing rate and if my pets are dying i need to get them an immediate heal and Triage Beacon hasnt really helped them out much.



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Re: Mercenaries 

I like ninja's or the name i like best the assisans's cool huh



11/22/05 18:54 Login to rate this user's post!
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Re: Mercenaries 

Ninjas are pretty cool because my highest MM (lvl 10) is ninja/dark and has been doing pretty well against most enemies but i am not sure if they get assassin's strike like the stalkers but the Jounin can get critical hits in when hidden or placated.



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Re: Mercenaries 

I've gotten my Merc/Force Fielder up to level 23, totally playing Solo. I do have trouble with Elite Bosses, but all in all she does well. Spinnerrette, the Scrapyarder Elite Boss, has kicked my ass several times. She uses Psi attacks and has Healing Aura, so it's kinda hard to keep her down. But I digress...

Mercs and Force Fields do go well together. The Mercs rarely get hit with the Insulation Shield, Deflection Shield and Dispersion Bubbles all operating with 3 Defense SOs in them. When they do get hit, the Medic does an OK job of healing a little damage. Don't rely on the Medic's abilities too much though, his healing is just the pool power "Aid Other" (I think), it doesn't heal a whole lot of damage unslotted (60 points at my level 23). Since I have Tactics now, I'm considering dropping 1 of my Accuracy Enhancements from the Soldiers power and adding a Heal SO, that will increase the Healing to about 80-ish.

The problem with Mercs is that they're like AR blasters. They're great at a range, but close up, they're very squishy. I'm not sure about the Commando, since I don't have him yet, but the Soldiers and Spec Ops guys are kinda squishy.



***THIS POST HAS BEEN EDITED***



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Re: Mercenaries 

Mercs are pretty cool. I have a Merc blaster, and I had one in Beta. At level 15, he was pretty decent. The Spec Ops guys DEFINATELY have the coolest entrance for a minion. As stated above, they're great at range, but not so good in melee. The gun that comes with the Mercs set is pretty darn good too, much better than the Pulse Rifle that comes with the Robots.

For secondary, Poison and the Dark set are the ones for healing, however the Medics in the Mercs set heal, and there's a Repair power in the Robotics set that only works on the bots and takes a while to recharge as well.



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Re: Mercenaries 

Just to let you all know, I threw 1 healing *DO* into the Soldiers set and my Medic heals for 80 points a pop, now. I replaced a DO Accuracy that I had in there.

God money is tight in this game.



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Re: Mercenaries 

I actually like Mercs because i have a Merc/FF and it is actually a very good combo as stated in previous posts he may replace my Ninja/Dark but i havent made a decision.They all have different strengths but I like how Mercenaries usually stay next to me and kill unlike Ninjas who are hard to heal because they go all over the place.So Mercenaries have several buff like the 2 that give your henchmen more powers but it also has a thing called Serum in the Mercenaries powerset that enhances defense,damage and accuracy so this should help alot up in the 30s.



11/22/05 23:56 Login to rate this user's post!
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Re: Mercenaries 

Mercenaries are the best ranged attackers in the Mastermind group. The Medic does heal all players. Traps works very well, and I use Triage Beacon all the time.

Triage Beacon recharges in 2 minutes, and lasts for about 1 minute, so do not use it as a 'heal', but instead as a fighting spot. If you are with others, pick the spot where combat will be heaviest, and run in and place it then back out. If you are soloing, tell your soldiers to 'Go To' and place your Triage Beacon there. Then start the fight. It is great if placed early - before you truly need it.

Consider the Triage Beacon to be like a vaccine - use it before you need it and it will work - use it after it's too late and it's nearly useless.

Arcane.



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Emerald Sword - Scrapper (Broadsword/Regeneration) - Level 34

General Tasker - Mastermind (Mercenaries/Traps) - Level 30

Global Name: Arcane
11/23/05 09:15 Login to rate this user's post!
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Re: Mercenaries 

Ah ok now i get it thanks.



11/23/05 09:50 Login to rate this user's post!
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Re: Mercenaries 

Oh, I meant to comment on how 'useful' Serum is. It only recharges once every 10 minutes or so. It is a good power when it works, but that is so infrequent that I hardly ever used it - I respec'd it out and will not miss it. Also, since you are going to use it on your Commando (may as well improve your best guy), be aware that when it runs out, he will be completely out of endurance and of no use for a minute or so. I suggest avoiding it, no matter how good it is when it does work.
Arcane.



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11/23/05 10:21 Login to rate this user's post!
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Re: Mercenaries 

Lvl 16 Merc/TA here and the Trick arrow secondary seems to be a decent bonus to the troops range as glue arrow keeps the enemy at range longer and flash arrow makes it harder for them to hit me.





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Re: Mercenaries 

QUOTE
Oh, I meant to comment on how 'useful' Serum is.  It only recharges once every 10 minutes or so.  It is a good power when it works, but that is so infrequent that I hardly ever used it - I respec'd it out and will not miss it.  Also, since you are going to use it on your Commando (may as well improve your best guy), be aware that when it runs out, he will be completely out of endurance and of no use for a minute or so.  I suggest avoiding it, no matter how good it is when it does work.
Arcane.


I would have thought it would have been more useful but I will take your word for it and not get it.



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Re: Mercenaries 

Yay something else I can comment on :)

I have a 22 Merc/Bubble.

I have a issue with the medic only because he has to get too close to actually attack. I end up having to bring up the individual pet commands and put him on passive or defense. His heals are also kinda slow. I tend to sit and scream at my monitor for him to heal and he's busy running in the middle of baddies popping off shots.

The fact that he doesn't heal himself and me being a FF secondary doesn't help much either cause if he's low it's always comes down to the wire. Who will get the last shots off. Fun but frustrating. If he dies I usually wait for another soldier to croak b4 I resummon only because id'd be a waste to resummon and soon as the medic shows up the other 2 fall over. Ther I go babbling again... Work is boring. Take it easy all..




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Re: Mercenaries 

You can always throw a Respite at him if he starts getting low on HP. If you drag an inspiration over a pet and drop it on them, they use it. I tend to save my respites for him and my rages for the commando.



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Re: Mercenaries 

I have the Robot/Poison powersets & the Alkaloid Heal was the first & only power in the poison set I took till lvl 28.

At lvl 31 I have it 6 slotted with 4 training heals & 2 SO Attack rate reducers so that as of now I can hit a 140+ heal every 2-3 seconds. Works great on the bots, specialy when takeing down bosses, just sic the bots on em & if I don't attack & draw agro myself I just stay behind the bots & heal them while they do the work. Can hardly wait toafford to trade out those training enhances with SO's.

In a pinch I can heal team mates also. It has a good range & I can hit my bots from 50+ feet. The only downside is I can't heal myself & the protector bots will bubble me, but won't heal me. If the boss takes any notice of me it will ignore the bots & concentrate on me and thats when I get a lesson in just how squishy I really am.



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Re: Mercenaries 

Yeah I know about the inspirations. I guess I was speaking of the situations when you have been thru a long difficult mission, where he is getting pummeled and dumping the inspirations will eventually cause you to run out. Then it gets frustrating.



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Re: Mercenaries 

Gotta give a rave and a WooT to the merc set, I love CoV, with the new look and attitude, but, the powersets are nothing fabulous to me, just shuffle of CoH and missing powersets that should be there....BUT!! I rolled a Merc MM last monday night and have had a total blast (no pun intended) with her! I tried the zombies, they're retard...they're dead...I tried the robots, eeeww, a little better but, not very fast...I tried the ninjas, aaarrrggghhh!, totally annoying to me! (Don't jump in and flame me, I have a short attention span on certain things and I really did like them all for different reasons, but, just couldn't keep with them)

Now the mercs! Those guys are bad boys from the start! I started slotting them with damage enhance and slowly added range and acc. These guys are a mini-team beyond compare! Last night, I dinged 14 and shortly afterward my SG mates asked me to join them on some high level mishes, they were 38's so it was a big jump for me to lackey up. When I summoned my mercs, I had the 2 soldiers, the medic and 2 spec ops (I was so excited! I forgot I got the 2 extra guys when I bumped up)

It was a team of 4...1 dom, 1 corrup and 2 merc mms! The other MM had all her mercs so basically we had a team of 13 fighters!! We rocked like you wouldn't believe...and yes the medics can heal the whole group, although the medics chew end really quick healing in heated battles.

We went up against 4 AVs and did about 5 extra mishes...I'm now 18.5 and loving it! CoV is now brand new to me all over again!

My question is...When do I get my medic and 2nd spec ops guy? I want them NOW!!!

Ok, manic rave is off for now...thank you for your kind attention.



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Re: Mercenaries 

You'll get the medic at 18 and the second Spec Ops guy at 24.

I have Soldiers slotted with 3 Damage, 2 Accuracies and 1 Heal SO. The medic does great with his heals and they all hit extremely well with Tactics running.



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Re: Mercenaries 

I don't know if you guys really want to try this, but the soldiers have defense debuffs w/ their attacks. I have a MM friend that's lvl 32 and has 3 def debuff SO's in their attacks and lets just say their primary attack goes from 8's, to 12's, to 15's just by attacking. You don't need the extra damage, if you debuff their defense. You'll be able to hit them easier and harder. Think about slotting powers for the secondaries sometimes, you might get more of a bonus then you think.




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Re: Mercenaries 

Debuffing defense shouldn't affect how much damage you do per-hit, it should just affect how often you and your allies hit. Slotting for Accuracy will do just as well, particularly with the Issue 6 Enhancement changes (more people slot for Accuracy now). Slotting for Defense Debuff will help everyone targetting what you're shooting at, however, so if others haven't slotted for accuracy as well as you have, it will help them hit better.

Unless there was a change to defense debuff and I just wasn't aware of it.



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Re: Mercenaries 

maybe it's different attacks with different base damages that are happening, but I've watched my friend play and it seemed that the damage numbers were going up by a certain percentage when the combat tab is selected. 7.84 to 11.34 with the same attack I thought...they're always rounded up so you can never fully tell what damage is being done unless you click the combat tab beside the global tab...

*shrugs*




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RE: Mercenaries 

this may have already been said but yes the do heal about everyone. they use aid other on you and your minions have yet to see him heal any other players. but bots dont bubble any other players besides you but they do bubble other peoples minions when they feel up to it. lol merc and robot mm team are really nice. best team up of 2 mms i have seen is robot/dark mm and me a merc/traps mm. things usely cant get in close enough to kill my men.



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RE: Mercenaries 

QUOTE
It seems all the hype is on the Ninjas, Robots, and Zombies, witht he Mercs being left out. 

Anyone played as a Merc, that could tell me about them? 

It seems to me they are basically an Assault Blaster, trading out AE powers for pet Powers.   

One of my main questions is about the Medic they get as the third pet from the first summon.  Can that Medic heal players, or only the other pets?


im a MM merc/poison and the medic only heals me and my pets
he has never healed anyone else. the medic also does well as a shooter. especially with the upgrades



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