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Last Updated: 2009-11-22 03:00:03 UTC
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Merc/DM - Detailed guide for I6 |
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Written by System Crashes
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Intro
I
finally thought of something useful to do while I waited for the fix to
the Dec. 15/05 patch, which stopped me from playing for a few days .
My qualifications are that I have played a few toons in City of Heroes
to 50 or high 40's, a few 30's, and I did it all the honest way too (no
powerleveling) 
Please
note that this is not an exhaustive introduction to Masterminds, and
you may be better off reading a general guide first. I will do my best
to elaborate for the newcomer, but may leave some basic information out.
Also
note, that there are many routes to take in terms of pool powers. Some
swear by Leadership, some swear by Stamina, etc. I will only explain at
the end of this guide what I ended up taking, and why, so use that
information at your own discretion.
I also intend to fully
express my own opinions, but also will list opposing viewpoints, to be
fair. If I appear to be overly biased, please feel free to let me know 
My
Merc/Dark MM is now level 40, by the way, and I'd say I got there about
80% teamed with my VG buddies, and the other 20% solo.
Step 1 - Roll a Merc/DM
Mastermind
Out
of the four main Mastermind henchmen sets (as of December '05), Mercs
are the most "at a distance" set, and very seldom melee. This can be
both good and bad. However with Dark Miasma as a secondary, you can
prevent most mobs from getting into melee range in the first place. So
there is good synergy here. As well, the dark heal, Twilight Grasp, is
great for this situation, as it is a PBAoE heal (centered around
yourself). So if you stand with your Mercs, it works very well.
The
other nice thing about Mercs, is that since they stay close to you, at
range, the Supremecy effect you have as an inherent power helps almost
all of the time. Supremecy will give your Mercs a +25% dmg boost, and a
+10% accuracy buff. It's not enough to consider dropping slots, but it
is an added bonus. And you will need every little bonus you can get 
There
is a fundamental drawback to Mercs, though, due to the fact that until
lvl 32, they do primarily "lethal" damage. There are many different
damage types in City of Villains, such as smashing, energy, negative
energy, elemental (fire/cold), and psychic damage. Unfortunately for
Mercenaries, most higher level mobs have a fair amount of lethal damage
resistance. However this can be partially negated by tar patch from the
Dark set (see tar patch below).
There is another minor drawback
to Mercs, which may also be the same for other henchmen types, in that
they are wearing extremely flammable uniforms. In fact, I believe that
my guys pour gasoline over themselves before every battle. They also
wear tissue paper underwear, and have pockets full of flints and
matches.
This is a drag at the higher levels, when quite a few
mob types have fire-based attacks. Don't be surprised to occasionally
see your entire first tier of Mercs wiped out in a blink. Even worse,
as your guys are burning, they will try to run away, which includes
running FORWARD into other spawns. You should always be prepared to use
your macro/bind keys to hold them back when fighting mobs with fire,
because of this. Hence my strong recommendation that you pick up the
keypad bind guide before getting too far, as you will need those!
A
last point to keep aware of, is that you yourself will have the least
hit points out of any archetype. As well, you don't have any inherent
"status" protection (protection from stuns, holds, sleeps, etc.). So
you must play accordingly.
Otherwise, Mercs are both fun, and fairly sane to control for the most
part!
Primary Powers
Burst
This
gives you, the Mastermind, a little gun of your own. It's not a
showstopper by any means, but it does enhance the DPS (damage per
second) you do, as you can add to the damage your Mercs are doing. But
note, it has a long recharge time, isn't that accurate, and does little
damage. It is not worth putting a lot of slots into this power, as your
slots will have much greater effect elsewhere. My slotting is 1 acc, 1
dmg, and 1 recharge. I use it mostly for something to do when things
are going well 
Note:
burst gives a small (very small) defense debuff, similar to your basic
soldier attack. I highly recommend NOT slotting additional debuffs. See
Soldier info below.
Note 2: this, as well as the other attacks
in the primary power set, consume endurance. If you chose not to take
stamina, you should either skip the personal attacks completely, or
slot them for endurance reduction. See the power pool discussion
further below.
Soldiers
These
are your privates in your up-and-coming army. They have machine guns,
and until upgraded, fire small bursts of bullets at the enemy. And
after level 18, you get the third Soldier, which is a medic. How cool
is that? Well, see below.
After the first upgrade, the soldiers
will fire longer bursts, and after the second upgrade, will
occasionally have full auto. While the damage at that point will seem
pitiful (seeing lots of 1's above the mobs' heads), it does add up over
time.
Generally, at first their basic damage seems reasonable,
until they start dropping in level relative to yourself. This means
that after a while they will be -1 to you, and later on, -2. It is
essential to note that not only will their damage decrease, but their
accuracy. This is compounded by the fact that higher level mobs will
have fairly good defense as well. Due to this, I have my final slotting
as 3 x accuracy, and 3 x damage. They will not miss much this way. Some
Masterminds have only used two accuracy slots, but if you really want
to make sure they can hit almost anything, using 3 may be the best bet.
Watch your battle closely once you come up to a Rikti Drone, and you
can decide from there 
As
an alternative slotting, you could remove one acc enh, and put one or
more heal enh in it. This will give the medic slightly more healing
points. The reason I didn't bother doing this, is because the Dark
Miasma heal (Twilight Grasp)is huge in comparison to the very small
single target heal that the medic uses. Also, the medic will use the
heal at odd times, and sometimes not when you need him to. So is it
worth wasting a slot to increase it? Your choice. I don't think the
difference will be observable. It seemed more prudent to make sure they
are all hitting their target.
I'm told though from a Merc/Traps
user that with two heal enhancements, the medic heals very well, and I
suppose that with Traps it is necessary due to not having a great heal
in the secondary.
Please take note: in the enhancement
descriptions for these soldiers, it also mentions that you can enhance
them for defense debuffs. This also applies to burst. It sounds
tempting, doesn't it?
Unfortunately, the numbers are so
pitifully low on that base effect, that adding slots for that is a
waste, in my opinion. As a general rule, in both games (CoV and CoH),
anything that is listed as a "secondary" effect in a power description
is going to only have a very minor effect. I have not seen numbers, but
suspect the def debuff amount is less than 3%! So even with four of
your men shooting at the same target, it will only be 12% total.
Wasting slots to bring that to 14% is, well, silly. There are better
things begging for your slots, that will give you much more bang for
your slotbuck!
Slug
This
fires a shot out of your own gun. It does somewhat better damage than
burst, has a slight chance of knockback, and has a recharge that is on
par with burst as well. So if you end up with extra slots, you should
put them in slug, and not in Burst. Again, it can increase your overall
damage per second, as you will be the seventh Merc, essentially.
Alternatively,
I'm told that putting knockback enhancements instead of other types can
even knockback bosses, which can give you a few seconds as they try to
get back on their feet. However it doesn't have a 100% chance of doing
that. I have not tried this myself. The base knockback seems to be 25%
or less on even conned foes, from my own observation.
I only
took this after I filled out the rest of my primaries and secondaries.
You could take it earlier, though, as it is fun! I currently have it
slotted with 1 x acc, 2 x dmg, 1 x recharge.
Note again, just as
with Burst, this attack will chew through your endurance. If you are
looking for a build that does not include stamina, you may want to skip
your personal attacks, or make sure you've slotted for endurance
reduction.
Equip Mercenary
This
is your first upgrade. You use it to upgrade all your Mercs, not just
the soldiers. It gives the soldiers longer bursts, as well as providing
the spec ops and commando you get in later levels with fancier weapons
(stun grenades, etc.). This power recharges relatively fast with just a
single recharge. It doesn't use that much endurance for a single
upgrade, but if your play style is getting your Mercs killed often, you
could opt for an endurance reduction slot as well. This author has not,
due to having taken the fitness->stamina route. It would also
arguably be a waste of a slot, if it's something you only do (usually)
at the very start of a mission. Again, most players report to have this
single slotted with recharge reduction.
M30 Grenade
So
far it appears that not many players have taken this. I do not have
first hand experience with it. My view is that there are so many powers
to chose from in Merc/DM, that another attack power for yourself is
probably less beneficial than a power that all your Mercs and teammates
could benefit from.
As well, the grenade is a great tool for
getting a lot of aggro on yourself. Considering you have less hitpoints
than any other character type in either CoV or CoH, I'd suggest against
getting the aggro. Also the damage isn't stellar. However, one player
reports that using it with knockback enhancements gives pretty good
effect, either by stopping the enemy from advancing, or buying you a
few moments to cast other powers. It also looks fun!
Spec Ops
Once
you get your first spec op, you will begin to see what the Mercs are
capable of as a group. First, they have web grenades (as well as their
normal guns, ofcourse). These stop the enemies from moving, but not
from shooting at you. It can keep them away from melee range, though,
so it's still a plus. And after you upgrade these guys once, they will
also use flash (stun) grenades. They are also capable of rifle-butting
the mob in the head, which produces a brief disorient effect. This
means that your men will occasionally melee, by the way. So if you want
them to stay at range, always make sure when you start, your guys have
line of site to the enemy (see strategy below).
As for slotting,
again, the same rules apply. They will end up eventually as -1 to you,
so accuracy enhancements are very important. I currently have 2 x acc,
and 3 x dmg.
Note again, that I have not bothered enhancing
any of their secondary effects (such as hold or disorient durations).
The reason? Those durations are very short anyway, so increasing a
disorient from 5 seconds to 6 seconds is harly worth wasting a slot
over. Same with the accuracy debuff, it's a very small effect (just
think of it as a hidden little bonus).
The flashbang grenades
also have a -perception effect, but that can't be enhanced. But you may
be able to use it to your advantage (i.e. wait for one to go off,
before running in and healing your favourite brute, etc.).
Commando
Not
exactly Rambo, but this Commando is pretty powerful, and has possibly
the best entrance of any henchmen in the entire game. He parachutes in!
How neat is that?
He has a lot of weapons as well (once
upgraded), including a flame thrower and rocket launcher! The flame
thrower is important for you, as for once, you will be doing something
other than purely lethal damage. In later levels, due to lethal
resistance, this may be almost the only damage you are doing! But note
that this guy has to be a bit closer than normal in order to use it
(see strategy below for more info).
You can think of this guy as
a boss type, and in fact he will have more hitpoints than you. He can
take some damage as well, much better than your soldiers. And because
he will be at the same level as you, will be doing at least half of all
your damage.
One thing to note, is that this guy *can* run out
of endurance, unlike your other mercs. It may be worth considering
putting the last slot in this guy for endurance reduction. This will
affect *him*, it will not make spawning him take less endurance. I'm
considering doing this.
My slots right now are 2 x acc, 3 x dmg.
Serum
This
is a hotly debated power. It turns the affected mercenary (typically
used on your commando) into a mini tank! So what is there to debate?
Well,
first and foremost, it has a terribly long recharge time. I believe
it's 14 minutes, reduceable to 7 with 3 recharge enhacements. It also
does not last very long (one single minute), which typically isn't long
enough to fight a big foe. As well, once the serum wears off, the merc
loses ALL endurance, and becomes weak again. So if he still has the
aggro, he will get wiped pretty quickly. However, this is an excellet
"oh fudge!!!" power. I was saved a couple/few times with this.
While
serum is active, it gives your merc incredible boosts to health and
endurance, as well as other effects. You can also give your merc blues
(Catch a Breath) to counteract the 0 endurance he will have when it
wears off.
I currently have this power default slotted with a
single recharge reducer. I use it infrequently enough that it is there
when I need it most. Note that some players are opting to skip this
power entirely.
Tactical Upgrade
Now,
this is your big level 32 power. And it really puts a shine on things.
It has a very slow recharge, but once your men are all upgraded with
both upgrades, they will finally be the personal army you've always
wanted. It gives your soldiers full auto. And, the spec ops and
commando get more weapons as well, and all of your guys will have a
more rounded attack chain.
Another important tip: once you
tactically upgrade your medic, he will cast "stimulant" on your guys.
This is a minor "break free" type of power, similar to the old CoH
"clear mind" power. It is fairly short in duration, but don't be
surprised to see at least two or three of your men with it applied to
them at any time. This helps them from getting held, stunned, or
otherwise messed with. Extremely useful. At times, your medic may even
cast it on you!
Now, there are many complaints in the forums
about the long recharge time with tactical upgrade. So, here is what I
do (note, I have the speed -> hasten power):
First, spawn
your men. I always start with the commando first, as he takes the
longest to get his wits together. Also, in case of an ambush at the
mission entrance, I would rather have him fighting than my soldiers.
Once
the last of my mercs are spawned, I hit hasten, and then use the
tactical upgrade on the commando first. I then proceed to use the
normal "equip mercenary" upgrade on the lot of them (which will go very
fast with hasten running). By the time they are upgraded, the tactical
upgrade becomes available again, so I upgrade my medic. I now have two
of the men fully upgraded.
At this point, hasten is still
running, so if I'm soloing (and don't have teammates waiting for me),
I'll wait a bit and use tactical upgrade on at least one of the spec
ops.
I then start the mish, but as soon as tactical upgrade
comes up again, use it to upgrade the rest of the guys. I find that
before I've even finished my second mob, I've pretty much upgraded them
all. Now, they are rocking!
I currently have 2x recharge
reduction in it. If you don't have haste, and are impatient, you may
want to consider using 3, escpecially if you find you are respawning
your Mercs often.
Dark
Miasma Secondary
Twilight Grasp
This
is the best (or second best) heal in the entire game, in terms of
healing hit points. However, it does have a very small radius of
effect, and also requires you to hit a mob successfully. For this very
reason, you must slot a lot of accuracy enhancements in it, or else you
will find it won't be hitting. And it will be missing typically when
you are fighting +2 or higher enemies, just when you'll need it the
most. It's a negative-negative effect.
Twilight grasp also
provides small but measureable -acc and -dmg debuffs on the enemy as
well, but probably not a large enough component to use slots for,
especially considering all the other slots you want to use in this
power. The debuffs are estimated to be in the 10-15% range, and last
quite a few seconds. So not a huge amount, but a nice bonus. If you are
running Darkest Night and Tarpatch, spamming this heal will just add
more -acc, so at times I use it even when no healing is required.
Another
note, is that this heal can actually generate aggro, so you must be
wise when using it. As well, Dark Miasma does not have any inherent
status protection (mezzes, stuns, etc.), so you can't stand right next
to a brute on your team and just heal him, without danger. Since the
higher level mobs have AoE powers, you may be examining floor tiles a
lot. You're best bet will be a heal-and-run tactic.
Slotting
this power is partly preference, however if you want to work by the
numbers, after a point it is better to slot with recharge reducers than
heal enhancers. Healing much more often is sometimes better then having
it heal just a bit more, but much less frequently. This is especially
true in large groups, if you are trying to maintain the upfront Brutes
and stalkers, as well as other support toons *and* your mercs. Note
that your friends and teammates may annoyingly keep running out of
range while you are trying to heal them, so again, having it available
quickly can be a huge bonus. The overall total amount you can heal over
time goes up *dramatically* with recharge reducers.
My current
slotting is 2 x acc, 2 x heal, and 2 x recharge reducers. With this, I
very seldom miss, and have it available very often. With 2 x heal, I
can fix my mercs quite well, as well as other support archetypes.
Note,
if you are going with a build without stamina, drop one recharge
reducer for an endurance reducer. It normally takes 15 endurance points
per heal. A single endurance reducer will drop that to 11, so that's
quite a saving. Alternatively, if you are in a small group, you can
drop a recharge for another heal slot, as it's all good 
Tar Patch
This
is, along with Twilight Grasp, are the gems in the DM set. Tar patch
not only slows down any mob trying to run through it, but also lowers
their resistance to damage somewhat (estimated at 20%). Sadly, you
cannot enhance the resistance lowering effect.
First thing to
note, is that it has a slow recharge, so if you want it available
often, you will have to 3-slot it with recharge reducers. Also, putting
one or two slow enhancements will make it even more effective, though
note that there is a "cap" on how much slow you can hit a mob with. I
don't know the cap, but currently have it with 2 slow enhancers, and
that's pretty darned slow. I suspect even 1 slow would be just as good.
Note
that some mobs are resistant to the patch, and will run right through
it as though it wasn't there. But it is incredibly useful for the most
part, and due to the resistance debuff, can help your mercs a great
deal. You will see that defeating mobs while they are on the patch is
faster than without it! In other words, more taste, and less filling 
Tar
patch is an excellent tool for "pulling". If you get one of your mercs
to shoot a foe, and then tell your merc to go hide around the corner
(thus breaking "line of site" with the mob), you can lay a patch down
just before the corner, and this will cause the enemy to get held up
while you mow them down.
Darkest Night
This
is an auto-hit "anchor" power, that debuffs enemy accuracy and damage.
It is called an anchor power because once you cast it on an enemy, that
enemy will negatively affect all enemies around, in a fairly big
radius, as long as the enemy is not killed and you leave it running.
This
power is a must have for large teams, as far as I'm concerned. Even
with a modest -acc, it affects a large number of foes at once, and can
dramatically affect the outcome of a battle. Any brutes on your team
will appreciate this power as well, as it effectively adds to their
moderately high defense. It has a very visible impact on their health,
and hence the rest of the team!
Picking a good target for this
power is tricky, as you obviously want the affected baddy to stay
alive! Many people pick bosses for this debuff. Once he/she/it is
defeated, the debuff disappears, and you will have to wait for this
power to recharge before casting it again. You may want to instruct
your teammates on how to recognize which mob is carrying the debuff, so
they can avoid killing it if possible. But it's not a very obvious
effect - if you already have tarpatch laid down, it's tough to tell
which baddy has the debuff on it!
Now, a couple of things to
note. First, while it is running, it will consume endurance. So if you
chose not to take stamina (or even if you do), at least one slot should
be used for endurance reduction. With no stamina, you may want two.
Secondly,
the debuff effect isn't huge. It's moderate. I haven't seen numbers,
but I recall something to the order of 20%. Someone else mentioned it
was only 15%. However, this is still large enough to consider triple
slotting with accuracy debuff enhancements. If the base is 15%, you can
get this up to near 30%, which isn't stellar, but can make a really big
difference in a large protracted battle. And if you are teaming with
another Dark Miasma player, it stacks, watch out bad guys!
One
caution here, is it can actually get your team wiped if you aren't
careful. If you are fighting a mob like Sky Raiders, and cast this
power on a porter who promptly teleports away into another spawn, the
debuff will aggro this other group as well. So make sure you don't cast
it on a teleporting foe, or keep an eye on him, and make sure you turn
off Darkest Night if you see him run away.
My slotting on this is currently 1 x endreduc, and 3 x accdebuff. You
can't enhance the -dmg debuff though.
Shadow Fall
This
is stealth+buff for you and your team. It gives *partial* stealth. It
cannot be run with some other stealth powers, however it will stack
with anyone else running group stealth of a kind. Some mobs can see
through this level of stealth, but it is often pretty handy. It will
allow you in most cases to avoid running into a mob "just around the
corner", and getting wiped.
Shadowfall does stack with the
stealth you get from Super Speed, so until you attack (or get
"supressed") you will be nearly invisible if you run both at the same
time.
As an added bonus, Shadowfall has both damage resistance
and defense. And, the resistance is for fear, energy, negative energy,
and psychic damage! It's probably the only group buff in the whole game
with some Psi protection. This will likely be very important once the
level cap in CoV is raised to 50, as in CoH, the route to 50 is full of
mobs with Psi attacks.
As for slotting, please take NOTE! The
defense buff is extremely low, and not worth slotting. It is less than
3%! The resistance buff on the other hand, is a fair bit better, at 15%
(last I heard). So this is *may* be worth slotting. However, you can
only buff this with three dmg resistance enhancements max., before "ED"
kicks in, so the best you can get is around 24%. This will help over
time, and be extremely helpful to brutes and stalkers, as it will stack
with their resistances (at least we hope). Even better, if you have
another /DM person running it.
It does use a lot of endurance as
well, so you will have to slot for that. If you don't have stamina, you
may want at least two slots with endurance reducers.
My current slotting is 1 x endreduc, 3 x dmg resist.
Howling Twilight
This
is likely the best resurection power in the game. It can actually rez
more than one teammate if they are close together, and gives them full
health and endurance as well. However, you cannot raise your mercs from
the dead, and, it requires a foe to hit for it to work. If there are no
badguys left, and you have a defeated teammate, you are out of luck. As
well, you must be very close to your teammate(s), so having TP friend
could be a plus.
It does also have a secondary effect, in that
it will stun the mob(s) you hit in a cone-direction with this power.
Not for a long time, and not bosses, but enough to perhaps get away, or
to get your teammates back on their feet.
And to add a "by the
way" here, this power can be used at any time, as a short duration
stun. You don't have to be rezzing teammates to use it.
(Edit: I
finally picked up this power on another build, and noticed it does not
allow for accuracy enhancements. From this I assume it is an auto-hit.
Anyone know?)
Fearsome Stare
Now
this power is wonderful. It has an abysmal -20% acc penalty, but it's
worth it's weight in gold, regardless. It is a cone fear power! In
other words, it shoots invisible fear rays out in a cone expanding in
front of you. And with a single range enhancement, covers a fair bit of
area. It has a small added bonus of debuffing enemy accuracy (estimated
at 10%).
Some notes for this power: first, while a mob is
feared, they will tremble and not be able to take action for a fairly
long time, UNLESS they are attacked. When this happens though, they are
still somewhat immobilized. They will still shoot every now and then,
but won't run into melee range.
So as long as your teammates do
not use an area-of-effect (AoE) damage power, they are effectively out
of the picture, until you have time to clean them up. If someone uses
an AoE damage power that damages them, as noted, they will occasionally
fire back. Overall, for large teams, this is an incredibly useful
power. Even if they are firing back, and you have darkest night running
as well, the extra 10% -acc helps, so it isn't wasted.
Other
notes are, that this will get you aggro. How is this possible you ask?
Basically, the accuracy on this power has a large penatly, so even with
THREE accuracy enhancements, it will still miss a some of the mobs,
even if they are the same level as you. So I would not recommend
opening with this, unless you have no choice or are soloing small
spawns. Also, it takes a long time to recharge.
Although this
power is actually quite useful right out of the box, my current
slotting is 2 x acc, 1 x recharge reduction, 1 x range, and 2 x fear
duration. At least the mobs that are affected will be affected for
quite some time. I tried 3 x acc, but it didn't make that much of a
difference. This was cut and pasted from a post from Kong_Fuu:
Quote:
Fearsome stare has IIRC the standard 20% accuracy penalty for being an
AoE control power.
Let see what happens against regular mobs:
( 75% to-hit base - 20% penalty ) * 2.0 (~3xAcc SOs) == 110% final
to-hit, capped at 95%. Not to shabby.
Now lets look at attacking +3s:
(
75% to-hit base - 20% penalty - 24% level penalty ) * 2.0 == 62% final
to-hit. you miss 1/3 of the mobs. If the mobs have inherent defense
buffs or you've been hit with an accuracy debuff this gets way worse in
a hurry too. Even a modest 10% def buff on your target will drop your
accuracy to 42%
So there you have it. It's still a great power though.
Petrifying Gaze
This
is a single target hold, which in a single application will hold a
minion. It will not stack with fearsome stare, as that is a fear, and
this is a hold power. Which also implies that you cannot hold a boss
with a single application of it. Apparently can hold a boss with it if
you 6 slot this power and apply it twice successfully, but it won't
last very long. Or happen to use it at the same time that your Dark
Servant uses his. The suggested slotting was 2x acc, 2x recharge, and
2x hold duration.
I have not taken this power simply because
there were so many other choices, and Fearsome Stare does such a good
job, I typically don't have to hold one last mob. Also, your spec ops
and commando have a fair amount of crowd control as well, so it is
arguably not that necessary. It also takes quite a few slots, it seems,
before it's very useful. I apologize for not having more first-hand
knowlege of this power.
Black Hole
This
power will make a small group of foes intangible for a time. This has
good and bad points. The good, obviously, is that they will be unable
to shoot/buff/debuff you. The bad? You can't shoot at them, either, and
you have no control over when this hold finally lets go. So if you are
with a fast moving team, you may get complaints, because there will be
a few foes standing there that you can't finish off. It does have uses
though.
Unfortunately I do not have experience with this power,
first hand. My guess is that, just like any other hold, you would
typically want at least 2x acc for slotting.
Dark Servant
This
is a must-have (or very wanted), for most people. It is another pet!
And although it suffers from the poorer artificial intelligence that
all of the older City of Heroes pets have (such as lack of control over
it), it is still very useful (with a few caveats, see further).
This
pet has the following whizbangs: it holds, heals, debuffs, and best of
all, you can walk through it (or stand inside it!). This is quite
useful if you are getting overwhelmed at melee range. Just stand inside
it, and let it hold the closest mobs. It may even heal you and whoever
is standing around it at the time.
The main problem is that this
pet is NOT permanent. It has a short lifespan, and a long recharge.
However, I'm told that with 3 x recharge reducers, you can almost
respawn it after the previous one dies. However, this is also an
advantage at times! He has a lot of hitpoints, so you can cast it near
a mob as well as an opening move. Even if it dies (which isn't that
often), it is still useful, because when you respawn it you don't have
to upgrade it like your mercs 
There
is one other problem with it, in that it has a very short trigger
range. In fact, much shorter than the Mercs' range. So if you are
fighting at range, and the mobs aren't coming at you to melee, you may
find your Dark Servant just standing around, picking his nose. I know
you can't see him picking, but I just know that's what he's doing. So
you must either get close first, or spawn him right near a mob. Or,
like me, just keep him there with you incase things get rough. In many
cases you will have foes overrun your position, in which case he's
great!
Slotting this guy is limited, due to it's short duration
(as mentioned). Plus, he needs accuracy. So I currently have mine
slotted with 3 x recharge, 2 x acc, and 1 x heal. With that slotting,
if I don't hit hasten it's only down for about 15 seconds or so, and it
seldom misses it's target!
Power
Pools (Ancillary Powers)
There
is currently a lot of debate over the merits of the leadership pool
(assault, tactics, maneuvers, and vengeance), as well as fitness
(swift, health, hurdle, stamina). I will present my thoughts on both of
these sets.
Leadership
My
personal choice was to skip the leadership pool for the following
reasons: the buffs are very small, and it takes a fair bit of endurance
to run (these are toggle powers). However, it cannot be stressed enough
that if you are playing with other Masterminds or other teammates that
also have Leadership, they will all add together. As well, you should
have at least one person on your team with tactics, as some higher
level foes will try to blind you! Tactics will negate this effect, with
it's +perception.
These powers can also provide with some much
missing status resistance, too, like confuse, taunt, and placate, which
would be beneficial for Player v Player, and even a bit during the
regular game (although the times you will need this doing regular
missions is only occasional). The status resistance here is low
magnitude though, so don't expect to become a tank!
I currently
am the only Mastermind in my regular evening group, so I didn't bother
going this route. These just have too small an effect to make them
worth while on their own. I also don't do Player v Player (PvP), so
could skip the leadership -> tactics power (this apparently lets
you
see *some* stealthied players once they get close). So I didn't really
need it.
Note that the buffs are very, very small, as mentioned:
Maneuvers
gives barely 2.5% defense. This is a joke, actually, as a single luck
inspiration gives you ten times that much, and even that doesn't help
at times. This power should be dropped from the game, in my opinion.
Assault,
for Masterminds, gives 12% damage boost, however it is only on the BASE
damage, not the total enhanced damage. It's basically not much better
than a single training or DO dmg enhancement. In other words, once you
have 3 SO slots added to your Mercs for damage, this only buffs them 6%
in total. So do you really want to suck all that endurance for a 6%
increase? And consume power choices? Up to you. Assault also gives very
minor resistance to placate.
Tactics can help, but due to ED,
can only be buffed a small amount. It affects overall accuracy
differently than acc enhancements though, so it can still worthwhile.
If you slot your Soldiers with 3 acc enhancements, and your Spec Ops
with 2, I don't think you need tactics at all, but your findings may
vary. If you want to try dropping some acc enhancements, consider the
following, but note the estimated buff from 3 slotted tactics is 7.5%.
The accuracy equation for CoH/CoV is as follows:
Modified
Hit Chance = (Base Hit Chance + To Hit Buffs – To Hit Debuffs
– Targets
Defence) * (Base Acc for the attack + Acc Enh Value)
Based on level of foe your henchmen are fighting, use the following
numbers for Base to Hit:
0s=75
+1s=68
+2s=61
+3s=55
+4s=48
+5s=41
+6s=34
They
key here is that the first term in the equation, base hit chance, goes
down badly with levels. So a mob that is +3 to you (or worse, +5 to
your minions) has a very low base hit chance. The +7% or so from
tactics is added to that *before* any accuracy bonus is multiplied. So
it can really help. Don't forget supremacy is added to this, so your
total to hit buffs can be upwards of +17%. So for foes that are +5
levels to your soldiers, you have: (41% + 17% - (tohitdebuffs) - foe
defense) * (1 + acc). The 17% really helps.
However, according
to a forum poster named BlackestNight, who has a Bot/FF guide, it is
still worth 3 slotting your first tier henchmen with acc enhancements,
if you are fighting foes +2 to yourself or higher. Regardless of
tactics. Also note that any defense the foes have will subtract
directly from the entire calculation ofcourse (tohitbuffs as well as
acc). So even with 3 slotted acc, supremacy, and tactics, +2 Sky
Raiders with bubbles will present quite a challenge.
Last note,
again, on tactics. It can be exceptionally useful for fighting high
level arachnos mobs. They will blind you multiple times per battle, and
the only way to see (and target!!) them is by running tactics, or by
chewing yellow inspirations like there's no tomorrow. It really helps
here. It also helps a bit in PvP, in that you can see a hidden stalker.
You can't however see a hidden stalker that also has stealth 
Now,
Vengeance can be very useful, but you cannot use it on a fallen merc.
Only another actual defeated teammate. You must be close for it to
work, but it does provide an excellent buff for you and your team, if
you do decide to get it. You become extremely hard to hit!
Fitness Pool ->
Stamina
/PERSONAL OPINION MODE ON
This
is an ongoing (and neverending) debate in the forums, and you can
choose either way. I personally can't imagine not having it, but I'm
now trying a build that won't have it, so we'll see.
The *most*
important element of the discussions appears to be that if you take any
of the personal attacks from the primary set (burst, slug, M30
grenade), you will run out of stamina quickly. If you skip these
entirely, and only play as a support player, you can likely get away
without stamina. As long as you slot your powers for endurance
reduction, that is! This is the crux of all the debates.
As for
myself, I could probably have done without it while soloing, even using
the odd attack or two. However, I play at least 90% of the time in a
moderate to large group, and since most people like playing on the
higher game settings, it can be pretty ferocious. Even with stamina
one-slotted, I still run out of endurance at times. It is especially
noticeable if you lose your mercs during battle (which can happen
frequently with some enemy groups), and have to respawn them.
You
can chose to play your MM fairly inactively. If don't cast heals very
often, don't run debuffs all the time, keep your pets out of the way,
and avoid the ambushes from the rear that so often happens in the +30
game, you can avoid taking the fitness pool. After all, it takes three
whole powers to get to stamina.
For rough numbers on base
endurance useage, not including casting heals, fearsome stare, etc., I
quote KingHippo from the forums:
Quote:
You recover 1.667 End a tick.
With Shadowfall and Darkest Night at base you'd recover 1.149 End a
tick.
With Shadowfall, Darkest Night, Assault, Tactics, all at base you'd
recover -0.287 End a tick. In other words, losing End.
With
all 4 slotted w/ 1 End Rec +3 SO AND an extra SO in Darkest Night you'd
be back at 0.338 End a tick. This is the set up I run.
(All these numbers assume NO SPRINT else subtract an additional 0.321
End a tick)
As
for myself, I have still managed to get virtually all the primary and
secondary powers I wanted anyway, so for me, the cost of getting
stamina was not huge. Further, I only left the default slot with
stamina, so didn't waste any additional slots in it, and further,
didn't waste many slots in the rest of my powers for endurance
reduction, either. So, here it is: you lose power choices, but make up
some of that in spare slots!
Note that the other prerequisite
powers aren't terrible. Swift is quite nice, and health gives you very
little downtime between battles. Health also provides you with weak
status protection (sleep, and a couple of others?). Some others swear
by hurdle, which I've never taken. It's not a superjump, but gives you
more air control when jumping.
/PERSONAL OPINION MODE OFF
Hasten
This dramatically increases the recharge rate of ALL of your powers.
All of them! Did I mention it affects all your powers? 
It
is the same as adding a full two SO recharge reducers in everyting.
Although since the release of I6 and "ED" (enhancement diversification
<cough>), you cannot have "perma hasten", I still find it
inredibly useful. I don't have it on autofire, though.
I use it
for two reasons. First, after I spawn all my mercs at the start of a
mish, and before starting to upgrade them, I hit hasten. This lets me
set them up in record time, and typically by the time all my teammates
have arrived, I've already got all my mercs upgrade to the first level,
and my commando, medic, and potentially one spec op upgraded to the
second level. Then while we start the mish, I can upgrade the rest to
the second level on the fly. Typically before we even hit the second or
third group of foes, I've got my entire army upgraded. Hasten does last
a good 90 seconds!
The second reason I use it, is for battle.
Some powers such as fearsome stare and tarpatch have long recharge
times. There are many battles that are so ferocious that I need to use
them again, or typically I can see that the next mob is so close, that
I'm *going* to need them again really soon. So I hit hasten after using
them the first time. Additionally, Twilight Grasp, the main heal, will
also come up very quickly, as will all the spawning and upgrade powers,
should you lose any mercs along the way.
The nice thing about
hasten is that it is a first tier power in it's set, meaning that you
can pick it up right away, with no prerequisites! I currently have
hasten slotted 3 x reduced recharge.
Travel Powers
Now,
as a Mastermind, even your choice of travel power may affect how you
play. The main reason, ofcourse, is that your henchmen do not gain
benefit from your first travel power. Just because you get "fly",
doesn't mean your mercs will be able to fly, too. For that you would
have to pick the last tier power, group fly. Similarly with the
teleport travel power, you would have to get group teleport as well.
All
of the travel powers have prerequisite and final powers that may be of
extra use (for example Superspeed gives you some added stealth when not
suppressed), but I'll just discuss the ones that have group travel
options here.
There many advantages and disadvantages to the
"group" travel powers that you should be aware of. And since the
debates are still ongoing, I will try only to summarize them here. Note
that I did not take either of the group travel powers. If you can avoid
those horrible CoT dungeon/temples with a lot of Portals, it should not
be too bad if you skip these entirely. They can be very handy though,
especially with Player v Player (so I'm told).
Group Fly
I
have not tried it, but have read all the debates. It is a much slower
version than fly, and has some other drawbacks. For one, it will affect
all allies near you, not just your mercs, and some people will chew you
out for that. Also, whoever it affects (including your mercs) must
remain close to you, or they will fall out of the sky like a
roadrunner/cayote cartoon .
There
are some tricks to using it, though. One technique is to first set
yourself in follow mode, to follow one of your mercs. Then hit your
"goto" macro, instructing the mercs to move to a spot in the sky. As
they start flying, you will be following them, and thus will stay in
range for the power to stay in effect.
Another technique
reported in the forums, is to use a similar macro to one that people
use for using teleport as a main travel power. And that is to set
something like your control key + the left mouse key to set your mercs
to "goto" a spot, meanwhile, you set yourself with auto-fly (by hitting
the autorun key). As you fly, just keep hitting ctrl+lmouse button, and
you will effectively keep telling your mercs to move in the exact same
direction you are currently flying in. Apparently you only have to
click the mouse once every few seconds or so, for this to work. Sounds
reasonable.
Group Teleport
I
have never used teleport as a travel power. I tried it many times, but
never got the hang of it. It is tricky, but I have seen people use it.
If you have it, the next power in that pool is group teleport. Note
that group teleport will not teleport mercrs or teammates TO you, but
will move your whole group to a spot of your choosing.
Like
group fly, group teleport suffers from the fact that your teammates
have no way to avoid it. They cannot refuse it, as they can with "TP
Friend", so it can be viewed as annoying. It also takes a few moments
to activate, so I'm not sure how useful this is as an "ohoh" power.
However, as with group fly, it could be useful for those large CoT
caves. You can move all of your mercs this way.
Note that one of
the prerequisites of Group Teleport is TP Foe. That can be very useful,
both in Player v Player, as well as regular missions. You can TP an
enemy to the exact point you want them to be. Once there, you can hold
them with a hold power, or just let your Mercs go to town. This power
does need an accuracy check in order to work, so you might want one or
two acc enhancers in it. Otherwise, you don't need any further slots.
Note that I don't think you can TP a boss, or at least not regularly.
One
last note about Teleport, is that even with TP self, if you put range
enhancements in it and can teleport far away, your mercs will decide
they are also too far from you, and automatically TP to your location.
This can be handy for Player v Player too.
Medicine
Medicine
pool powers would be of secondary value only, for a /Dark mastermind.
The heal from Twilight Grasp not only is more powerful, but also is an
area heal. However, if you are focusing entirely on support, this pool
can help a bit. Don't expect much though. If you are hoping to stay
back from the main action, and have a brute you need to heal, you may
find the heal doesn't do much. Brutes not only have a lot more
hitpoints than you, but also have extra points they can add when
needed. It can be useful though, and the heal may just be enough to
help you keep your men alive if you missed them with Twilight Grasp.
Stimulant
is probably more useful than the heal, to provide some status
protection, but it is fairly short in duration (one minute perhaps, at
best). If you have teammates getting held a lot, this can help.
Leaping
I
have never taken Super Jump as a travel power, however one of the
prerequisite powers, combat jump, as well as the final power,
acrobatics, gives you some status protection against the more common
effects in the game (holds, stuns, knockback as well perhaps). These
are toggle powers though, and take endurance to run.
The reason
most people take acrobatics is for knockback resistance, however other
powers also give this, like Hover, from the flight pool. The other
effects are low magnitude protection only.
PvE (Player v Environment)
Strategies
There
are a lot of ways to play, as a Merc/DM Mastermind. I would highly
recommend to anyone to get the mastermind guides that explain how to
set your numpad up for keybinds. They allow much more flexibility in
tactics than your basic three clickikes that came pre-installed in your
powertray. At the very least, if you don't want to do this, you can
also use the advanced pet controls, and drag various settings buttons
into your tray from that window. Either way, the more control you have,
the better off you will be. Guaranteed.
I typically still use the basic "attack all/aggressive" button often,
but still make use of the finer binds to do other things.
Two
general notes, here. It can be more efficient to keep your mercs
focused on one target at a time, especially on higher level foes. It is
better to reduce three foes to two, quickly, than have all three foes
firing at you for longer 
Also,
if you can see a foe that your mercs cannot (for example around a
corner), and tell your mercs to attack, they will NOT run to where you
are standing first, and then fire. They will run around the corner
closest to the foe. Their "AI" tells them to take the shortest possible
route. That means they can run right into the thick of a mob (very
bad). It is better to tell them to goto a spot where they will have
line of site first, and then tell them to fire. That way they won't
have to move. Very important.
As for specific fighting tactics,
one of the most obvious one, since you have the benefit of tar patch,
is to pull the baddies to where you want them. As well, mercs work well
at range, so this is very useful.
The first and foremost rule of
"pulling", is that to be effective, you must break line of site with
the enemy. This cannot be stressed enough. Most mobs have ranged
attacks, so if you simply hit them and run back a ways, many will just
stand there and fire at you or your mercs! This is clearly of no
advantage, and is often a failing of many players.
The key here
is to simply get out of the way. Whether you use one of your mercs to
pull, or do it yourself, after the first shot, get around a corner or a
large crate or something. That forces the baddies to give up trying to
fire from a distance, and they will come running. So if you lay a tar
patch down just before they can round the corner, they will get stuck
there, and won't be able to hit the puller who is hiding around the
corner.
Now, since you yourself have fewer hitpoints than any
other toon in the game, I would recommend using your mercs to pull, as
they are more easily replaced than yourself. However, beware of using
your commando, as at times he likes to get a little bit too close to
the enemy before doing anything. He will sometimes surprise you with a
long distance LRM rocket attack, but you cannot predict which attack he
will use for a pull. In any case, you will need the "goto" command, and
luckily you can queue the goto while the merc is setting up to fire.
It's fairly rapid, which frees you up as soon as he starts moving to
lay your patch.
Another tactic involves getting close, and just
letting them have it. Since you probably have shadowfall, you can get
fairly close to most mobs before they spot you. The advantages to
getting somewhat closer, are that the full auto from your soldiers will
affect more mobs, and as a bonus, your commando may use his flame
thrower.
The problem is starting the fight. If you do it
yourself, you will get all the aggro, and it may be too much. It takes
time to lay a tar patch and hit fearsome stare. What I do is spread the
aggro out. I pick a target in the middle of the mob, and tell my mercs
to attack all. Since it takes them a couple of seconds to pull their
guns out, it allows me to start the tarpatch animation. Once the fight
starts, I hit fearsome stare, which takes many minions out of the batte
entirely. This is effective for many battles.
As for darkest
night, I have not had much luck with using this to start a fight with.
The amount of accuracy debuff it gives is not enough to prevent you
from getting hit. You don't get hit as often, for sure, but it doesn't
take much to get you to a point where you are tasting floor tiles,
either. I typically use this only after tar patch and fearsome stare.
Note that you can put darkest night on a feared enemy, and ignore him
while he trembles. He can't fight you, and will be debuffing all his
buddies at the same time.
A last note concerns your medic. For
some reason, his gun has a shorter range than the other mercs, so if
instructed to attack, he will typically run closer to the enemies than
you may like. As well, while he's attacking, he won't be healing. You
may want to set up a keybind to instruct your medic to follow you in
defensive mode, due to this. He will be able to heal a bit more that
way, and perhaps not die quite so much.
Player v Player (PvP)
Strategies
As
a mastermind, I found there are too many disadvantages when playing
against other players to make it worth my time and effort. As a result,
I do not have first hand experience. I suggest searching the mastermind
forum for more information, as some players are claiming to have some
success in this area. I am compiling some notes from other posters,
however:
Twilight Grasp, is too slow to rely on. In that time,
you can be two-shotted by most blasters. You must carry health
inspirations as a result.
Tar patch is great, against grounded
foes. It does have a -fly, but they have to be very close to the ground
for it to take effect. There are tricks to using this as well, since
things like water will hide the tar patch (loud hints here ).
As
for the Darkest Night anchor, it has been suggested that you pick
wisely, and perhaps pick a hero that is creating large buffs or
debuffs, like hurricane or dispersion bubble. As a second choice, a
tank is good too, as they will probably live longer and hence debuff
his entire team.
Shadowfall is a must. Stealth is an absolute
necessity in PvP I'm told. Howling twilight is great against flying
opponents, as it drops toggles (such as fly).
The holds/fears
(Fearsome Stare, Petrifying Gaze) may be of little use. A single break
free will break a player out of these, and give them immunity for a
time. It was noted by one player in the forums that fearsome stare can
actually be quite useful as an opening move.
Leadership ->
Tactics may also be a must, as everyone in the PvP zones will have
stealth. Tactics can help you see some of them, depending on what level
of stealths they have applied.
One last note, is that Teleport,
the travel power, can be useful. Apparently you can TP while
immobilized. As well, if you put range enhancements in it, as mentioned
earlier, and TP far enough away, your Mercs will auto-tp to you as well.
Personal Note
If you find anything here to be in error, or would like to add
something, please let me know!
Also,
thanks to all the players that replied to the draft version I posted,
as they all listed excellent points. I have incoporated them all!
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