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DimensionRuler
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| Suggestions on Merc/Trap's build |
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I'm at level 31 and I'm interested in hearing what you guys have to say about my current build and what I should get at higher levels. He is a Natural Merc/Trap MM and I'd like to stay as themed as possible.
Soldiers: Damage x2, Defense Debuff x2, Heal, Accuracy
Burst
Equip Mercenary
Spec Ops: Accuracy Debuff x2, Immobile x2, Damage, Accuracy
Commando: Damage x3, Accuracy x2, Endurance
Slug
Web Grenade
Triage Beacon: Recharge x2 Heal x2
Force Field Generator: Defense Buff x3
Air Superiority
Fly
Maneuvers: Endurance x2 Dafense Buff x2
Assault: Endurance x2
Tactics: Endurance x2, Tohit Buffs x2
Aid Other: REcharge, Heal x2
Aid Self: Recharge, Heal
Swift
I obviously plan on getting Health, Stamina, and Tactical Upgrade when I can.
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| 02/21/07 19:24 |
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Shock Trooper 0083
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Joined: 12/15/2005
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| RE: Suggestions on Merc/Trap's build |
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drop burst and slug for health and stamina
Hand of Blood Lvl X Spines/Regen Stalker...Triumph
Mystic Entity lvl 24 Katana/Regen Scrapper...Champion
Panzer Faust Lvl 23 SS/Energy Brute (retired)...Protector
Arbiter Darkwind Lvl 33 Thugs/Dark MM (retired)...Protector
Thanks to Mimori for the great sig
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| 02/22/07 16:42 |
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geemann
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| RE: Suggestions on Merc/Trap's build |
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You will not need Fitness (I don't, I made it to 50 without either) you won't need attacks, and you had better be ready for a long hard training to good moves.
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| 02/22/07 16:56 |
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Mzzkc
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| RE: Suggestions on Merc/Trap's build |
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| QUOTE | | drop burst and slug for health and stamina |
I'll agree with that. While you don't necessarily [i]need[i/] stamina, whenever you're running leadership, and you don't plan on getting the maximum discount (end-wise), stamina is a good idea. You can't go wrong with stamina as it'll help you out no matter what. But, honestly, you have two attacks in there that are really just wastes of slots. Burst and Slug are attacks. Masterminds don't attack, they let their minions attack. I've said it before, any MM who deludes themselves into thinking they'll make a bigger difference using their gimped attacks instead of buffing, de-buffing or healing is seriously missing the point.
***THIS POST HAS BEEN EDITED***
Silence is golden. Duct tape is silver.
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| 02/22/07 17:17 |
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DimensionRuler
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| RE: Suggestions on Merc/Trap's build |
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And I have NEVER Agreed with that one bit. My Spec Ops are debuffing Attack; my soldiers debuffing defense; leadership is buffing Attack, Defense, and Accuracy; there isn't much for me to actually DO Buff/Debuff wise.
Merc/Trap doesn't have alot of Buff/Debuff powers, my Medic does a great job healing and I do alot of the healing myself still, but I find myself just sitting there doing nothing most of the time because THERE ISN"T ANY POWERS FOR DEBUFFING/BUFFING in a Merc/Trap setup. I use that time to deal the damage I CAN DEAL. Lets not forget that Burst does Debuff Defense and slotted with an SO slug can do just as much damage as the Spec Ops do, I've witnessed it myself (I've done like 40 with slug against a Red Boss in PvE).
Besides, I have to keep either Burst or Slug cause I have to choice another power before I can access a Power Pool, so its either Burst, Slug, or Caltrups (and I don't like Caltrups).
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| 02/22/07 18:23 |
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Urrelles
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| RE: Suggestions on Merc/Trap's build |
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DimensionRuler is right. A trap MM doesnt do much as I've stated in an earlier post. I spend most of my time just sitting back doing nothing but waiting to use my trap on a group of enemies or dropping a mortar by a strong mob.
If he plans to be active having those attacks will help. My current Merc/ Trap MM is setup to be a passive robot that helps the mercs. she has no attacks and, trust me, she does very little in ocmbat. But I like her theme of being a passive Microsoft Servantbot helping the wrong team.
As to answer the question. I found Serum USELESS. When I was in a boss fight and needed my pets to stay alive, I found serum did very little to help.
Seeker drones, are almost worthless to me. I dont see the benefit. If I didnt have Spec Ops with me, maybe they would be good.
I hate Caltrops too (I hate its mecanics more). But, it is very helpful when fighting melee enemies. If you have a melee boss on your soldiers, drop the caltrops at their feet and the enemy will run away from the affected area resulting in your soldiers staying alive longer.
Gas trap fully buffed with slow and stun power is awesome.
Healing triangle with full heal is another powerful ability.
I've generally ofund that most of the skills below lvl 30 are the most useful while the one above lvl 30 are icing on the cake. I have a feeling Trip Mine will be good but Im one level from having it. For mercs Im unsure how well the remote detonator will be.
***THIS POST HAS BEEN EDITED***
Mute II - Controler - The Silent Microsoft bot
Blind Liberty - MM - Hacked Microsoft bot. Now the pets are in charge.
Gressnor Blackhorn - Tanker/Brute - trash talking fighter
Tiara Blackhorn - MM - Creepy warhammer quoting zombie pets
Snickers - MM - Dancing, partying, robot pets
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| 04/29/07 01:24 |
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