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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Training Room |
UNKNOWN |
Last Updated: 2009-11-21 09:00:03 UTC
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Mercenary/Traps MM PvE Guide v1.0 |
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Written by Predator-D
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Predator-D’s
Mercenary/Traps MM PvE Guide v1.0
Things
to keep in mind:
- Mercs 99% Ranged attack
(SpecOps will occasionally head into Melee for a rifle butt).
- Your
Henchmen are your best attack powers. I have only one of the three
available non-pet attack powers (Slug) and my play style does not
dictate the need for any more. You may find it easier to take both
Burst and Slug early, then respect one out as you get more pets. Two
attack power do help in the earlier non-SpecOps and non-Commando level.
Once you get your second SpecOps henchman and especially once you get
Commando, you may find you only need one or none of your own attacks.
- Acid
Mortar, Force Field Generator and Caltrops are your best friends. Use
them, love them, talk nice to them and give them gifts. Traps is a
great secondary, but you have to use it!

- Focus
your fire. At times you can just let your Henchmen go wild, but
you’ll
want to keep all of your henchmen focused on one foe at a time starting
with the foe that can hurt you the most.
- Up your
difficulty. I usually keep my difficulty on Malicious and sometimes
Vicious. I know some that use Ruthless and Relentless. Villainous is
just too easy for the MM sets… If you are new to the MM
line, you pack
quite a punch PvE.
Mercenaries
and Traps Detailed Overview
Mercenaries
(primary set)
- Burst
(1):
Quickly fires a Burst of rounds at a single target at very long range.
Damage is average, but the fire rate is fast. Can also reduce the
target's defense. Damage: Moderate(DoT BI:3.00), Recharge: Fast (4)
Slotting:
1 ACC, 3 DMG
*NOTES:
Burst
is the first of three attack powers your Mercenaries MM will get. With
excellent range (90) and recharge time as well as moderate (low side)
damage, it’s a good all-around attack power.
- Soldiers
(1):
Calls forth one to three Mercenary Soldiers (depending on your level)
to do your bidding. The third Soldier you gain will be a Medic. All
Soldiers use Sub Machine Guns, but these can be upgraded. You may only
have 3 Soldiers under your control at any given time. If you attempt to
call Soldiers, you can only replace the ones you have lost in battle.
If you already have three, the power will fail. Recharge: Very Long (90)
Power Progression:
Levels 1-5, 1 Soldier (your level); Levels 6-17, 2 Soldiers (-1 your
level); 18+, 2 Soldiers and 1 Medic (-2 your level).
Inherent Powers:
Soldier Burst (Soldiers); Medic Burst and Heal Other (Medic)
Equip Mercenary:
Heavy Burst (Soldiers and Medic)
Tactical Upgrade:
Auto Fire (Soldiers); Stimulant (Medic)
Slotting:
I
suggest at lest 2 +ACC. The rest is really up to you. You can see in my
planned build below how I slot them. Some MM’s put 3 +ACC in,
but with
tactics and supremacy you really only need 2. Once you have Commando,
you can slot for healing, but I found with 2 ACC, 3 DMG and 1 HEAL, it
makes for a well rounded tier.
*NOTES:
These guys are your
meat shields. While you do miss them when they die, they do not dish
out near the damage of SpecOps or Commando. The Medic will heal your
henchmen and you, but not always when you need it, and he tends be the
first one to die. The Medic’s range is also shorter than the
other
soldiers.
- Slug
(2): Fires a single Slug at a
targeted foe. Firing a single Slug is slower than firing a Burst, but
deals more damage is longer range, and can knock down foes. Damage:
High, Recharge: Moderate (8)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
Slug
is my favorite attack power in the Merc line. If you are going to
choose one attack, this one is it. It does have twice the recharge as
Burst, but it has more punch with knockback. With two recharges
reductions, the timer drops to 6 seconds and is up when you need it! I
suggest taking this if you are only going with one attack.
- Equip
Mercenary (6):
Equip your Mercenary Henchmen with more advanced munitions and
weaponry. This power permanently bestows new weapons and abilities to
one Mercenary Henchman. The powers gained are unique and dependant upon
the target Mercenary Henchman. This power only works on your Mercenary
Henchmen and you can only Equip any given Mercenary Henchman once.
Recharge: Slow (12)
Slotting:
1 END, 2 Recharge
*NOTES:
Take
this as soon as it’s available. This is your first of two
upgrade
powers and comes along at level six when you get your second tier one
henchman. See the henchmen powers for what you get with this upgrade,
and if you are building an attackless MM, this is where the pain ends! 
- M30
Grenade (8):
Launches a Grenade at long range from beneath the barrel of your
Assault Rifle. This explosion affects all within the blast radius, and
can knock them back. Damage: Moderate, Recharge: Slow (16)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
There
isn’t much to say about M30. The last thing that I want as a
MM is lots
of agro, and M30 is an agro magnet. The damage is so-so, and the
recharge is pretty long. I suggest skipping this one.
- Spec
Ops (12):
You can enlist one to two highly skilled Spec Ops Mercenary (depending
on your level). Spec Ops weapons are highly accurate and long ranged,
and they are adept in may different tactical weapons. Like all
Henchmen, Spec Ops can be equipped with even deadlier munitions. You
may only have 2 Spec Ops under your control at any given time. If you
attempt to summon more Spec Ops, you can only replace the ones you have
lost in battle. If you already have two, the power will fail. Recharge:
Very Long (90)
Power Progression:
Levels 12-23, 1 SpecOps (your level); Level 24+, 2 SpecOps (-1 your
level)
Inherent Powers:
SpecOps Burst, SpecOps Heavy Burst and Web Grenade (immobilize)
Equip Mercenary:
Rifle Butt (disorient) and Flash-bang (disorient) Buckshot
Tactical Upgrade:
SpecOps Snipe, Teargas (hold), Hand Grenade
and Stealth (broken right now)
Slotting:
1 ACC, 3 DMG and 2 Disorient
*NOTES:
These
boys are a welcome addition to your team. They come ready with Web
Grenade and 2 single target attacks. Since you already have EM, they
also get Flash-bang and Rifle Butt. Both are great minor crowd control
and will help mitigate some damage. I love matching minions run up to
my henchmen only to be greeted by the butt of my SpecOps rifle! Once
you have TU, they get Teargas and a Sniper shot. Both are very handy as
well. Your SpecOps have the highest survivability of all your henchmen.
- Serum
(18):
You can use a special Serum to turn one Mercenary into a virtually
Unstoppable killing machine for a short time. Once the Mercenary is
injected with this Serum, his Damage, Accuracy, Endurance Recovery, and
Damage Resistance to all damage except Psionics, will be greatly
increased. The target Mercenary will also be virtually immune to
controlling effects including Disorient, Sleep, Hold, Immobilize and
Knockback. After the Serum wears off, the Mercenary will be exhausted
and drained of all Endurance for a while. Recharge: Very Long (1000)
Slotting:
3 Recharge
*NOTES:
This
is one of those love it or hate it powers. I don’t care for
it in my
play-style, but other swear by it. What turned me off was the short
duration and loooooooooong recharge, but when activate the power does
as advertised. Good for finishing off elite bosses, AV’s or
when you
need to get the heck out of Dodge.
- Commando
(26):
Enlists one highly trained Commando. The Commando is a seasoned
professional who favors heavy assault weapons. He is simply a one may
army that can leave a wake of destruction in his path. In addition to
standard Soldier resistance, the Commandos experience also makes him
resistant to Fear and his rugged advanced training makes him slightly
resistant to Fire, Cold and Toxic Damage. You may only have 1 Commando
under your control at any given time. If you attempt to summon another
Commando, the power will fail. Recharge: Very Long (90)
Power Progression:
Level 26+, 1 Commando (your level)
Inherent Powers:
Burst and Slug
Equip Mercenary:
Full Auto (cone)
Tactical Upgrade:
LRM Launcher, M30 Grenade (AoE) and Flamethrower (cone)
Slotting:
1 ACC, 3 Damage
*NOTES:
This
is the guy you’ve been waiting for. He’s got more
hit points and does
more damage than you do. He come in on a parachute and looks the part.
If you take serum, this is the guy to hit with it when the fit hits the
shan. Pop him with some purple and red pills in big fights and he
won’t
let you down. In extended fights you may notice that he goes thru some
end, but that’s in extreme cases!
- Tactical
Upgrade (32):
Permanently Upgrade the most advanced tactical weapons and gears to one
Mercenary Henchman. The Tactically Upgraded Mercenary will gain powers,
weapons and munitions. The powers gained are unique and dependant upon
the target Mercenary Henchman that is upgraded. This power only works
on your Mercenary Henchmen and you can only Tactically Upgrade any
given Mercenary Henchman once. Recharge: Very Slow (60)
Slotting:
3 Recharge
*NOTES:
This
is the upgrade you have been waiting for. Auto Fire, Stimulant, Snipe,
Tear-gas, Flamethrower, M30 Grenade and LRM Missile are all in here!
While it has a longer recharge than Equip Merc, if you equip your
commando first, then Equip everyone else, TU will recharge by the time
you finish and you can hit one of your SpecOps before heading out. Just
keep an eye on it and within 5-10 minutes your can have the whole team
with TU up.
Traps
(secondary set)
The
Traps secondary for MM’s is all about using tools to de-buff
and damage
foes, as well as helping control the fight and protecting you, your
henchmen and your team. Having a little bit of everything for just
about any occasion makes it one of the best MM secondary sets. With
traps, you will play an active part in the fight while still being able
to keep good track of your henchmen.
- Web
Grenade (1):
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky
substance that can Immobilize most targets. This non-lethal device
deals no damage and does not prevent targets from attacking, although
their attack rate is Slowed. The Web can bring down flying entities and
halts jumping. Recharge: Fast (4)
Slotting:
1 ACC
*NOTES:
No
choice on this one, but it has it’s uses. You can keep a boss
immobilized once you have SpecOps, and you can root foes on Caltrops.
- Caltrops
(2):
You toss a handful of Caltrops at a targeted location and spread the
tiny metal spikes over a large area. Any enemy that passes over the
Caltrops will be forced to move at a slower rate. They will also take
some trivial lethal damage over time. Damage: Minor (DoT), Recharge:
Slow (45)
Slotting:
1 Recharge
*NOTES:
I
skipped caltrops until my respect and then put it in. Most of us have
used caltrops in CoH so I don’t feel the need to go into
detail. Just
pick them up and start throwing them down.
- Triage
Beacon (4):
You can plant a Triage Beacon into the ground. The Beacon is immobile,
but it emits a powerful healing aura. The Regeneration Rate of you, or
your allies, will be greatly increased as long as you are near the
Triage Beacon. The Beacon is invulnerable. Recharge: Very Long (200)
Slotting:
3 Heal, 3 Recharge
*NOTES:
I
have tried this TB a couple of times and I have to say I am not
impressed. It has a 60 second duration and will not get your from 1-HP
to Full in that time left unslotted. You also cannot target it, so
dragging it around with Recall Friend is out too. To make this one
useful you’ll need 6 slots in it and even then,
it’s not all that
great. If you team up with other /Traps MM’s or Corrupters
who also
have TB, then it may be more useful, but by itself it’s not
all that
impressive.
- Acid
Mortar (10): You can place a
small
Mortar on the ground. If an enemy passes nearby, the Mortar will fire
an Acid grenade at the target. The grenade will explodes in a small
shower of acid on impact. This acid eats through armor, causing minor
damage over time. It reduces the target's Defense as well as his Damage
Resistance. The mortar will last up to 60 seconds and will fire up to
10 grenades. It can be destroyed by your foes. Damage: Minor(DoT),
Recharge: Slow (90)
Slotting:
1 ACC, 2 Recharge, 1 END
*NOTES:
Get
it, Love it, Live it…. I cannot say enough good things about
this
power. The base debuffs are really good and it will also take agro. Its
one tough little mortar, and you can drag this bad boy around using
recall friend. There are two cons to Acid Mortar. One; the activation
animation is pretty long. Two; you cannot deploy unless on the ground
or hovering just over the ground, however, if you are hovering, it
negates the animation.
- Force
Field Generator (16):
You can build a Force Field Generator Drone. The Drone will generate a
Dispersion Bubble that gives all nearby allies increased Defense
against all attacks including Psionic. The Dispersion Bubble also
protects allies from Immobilization, Disorient, and Hold effects. The
Drone will follow you and can be buffed and healed or even destroyed
like any friendly entity. However, the Drone is not a Henchman and
cannot be given commands. You can only ever have one Force Field
Generator. Recharge: Very Slow (15)
Slotting:
1 DEF, 1 END
*NOTES:
Get
it, Love it, Live it…. Like Acid Mortar, I cannot say enough
good
things about this power. The defense bonus (7.5% base) is ok, but the
status protection is the best part of this one. The reason for the END
reduce is for recasting. I usually recast after every two fights. It
has a 4 minute duration and a 15 second recharge, so it’s
always ready!
- Poison
Trap (20):
You can build a Poison Gas Trap on the ground. Any foes that pass near
the Poison Trap will cause it to detonate and release its toxic vapors.
The poison is a very noxious gas, and any foes in the affected area may
start to choke or even vomit. Affected Foes Regeneration rate will be
reduced as well. The trap is almost impossible to detect, but it is
fragile and may be set off by an enemy's explosion. Even if destroyed,
the Trap will detonate. Recharge: Long (90)
Slotting:
(I have only tested poison trap for a short period. I have no slotting
recommendations)
*NOTES:
Poison
trap is another one of the love it or hate it powers in traps. While it
has it’s uses, I felt like I would not use it enough to
justify taking
it. It’s effects are interesting, but there were other powers
that I
would rather have. Your choice, but I suggest using it on the test
server to see if your play style can use it.
- Seeker
Drones (28):
You create two Seeker Drones. These Seeker Drones will follow you until
they detect an enemy and then they will zero in on their targets and
detonate on impact. The small explosive flash of energy does only minor
damage, but the concussion can weaken foes. Affected targets will have
reduced Damage, Accuracy and Perception and may even be disoriented for
a short while. You can only ever have Two Seeker Drones out at one time
and they can be destroyed by your foes. Recharge: Long (90)
Slotting:
1 ACC, 2 Recharge, 1 END
*NOTES:
I
love Seeker Drones. They don’t do much damage and only have a
chance to
disorient, but they do a great job taking the initial agro and drop
ACC, DMG and Perception of the affected foes. I’m still not
quite sure
if the impact is AoE or target only, but either way is fine. They are
not really pets and the AI is dumb as a rock, but cast them in the
middle of a group of foes and they do their thing.
- Trip
Mine (35):
You can place a Trip Mine on the ground. Any foes that pass near the
Trip Mine will cause it to explode, severely damaging all nearby foes
and sending them flying. The Trip Mine is almost impossible to detect,
but it is fragile and may be set off by an enemy's explosion. Even if
destroyed, the Trip Mine will detonate. Setting a mine is delicate
work, and if you are interrupted, you will fail. Damage: Superior,
Recharge: Slow (20)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
If
you never used it in CoH, you have probably seen it used or fallen
victim to a stack of them in PvP. I suggest taking this one, especially
if you are taking TP Foe. You should also be able to toe bomb during
fights, since you have little or no agro. It is interruptible, so just
be aware!
- Detonator
(38): A good Mastermind means
always plans ahead, but a great one knows when to make a strategic
sacrifice. You have equipped all your Henchmen with explosives. When
the time is right, select a Henchman and set off the Detonator. Undead
and Robots are easily rigged and will blow up instantly, devastating
nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will
try to place the explosive on the ground and get away. But you know...
the fuse is short. Recharge: Very Long (200)
Slotting:
1 ACC, 3 DMG and 2 Recharge
*NOTES:
I
have not used this one yet, but I can see the beauty in it. I plan on
taking this one as well as grant inviso to do suicide runs. 
MM
Orientated Power Pools
Leadership
Leadership
is a good PP for MM’s. Some players take some
don’t. Since MM’s have
Supremacy as an inherent power (+15% DMG & ACC), leadership
becomes
even more attractive.
- Maneuvers (MM = 2.75% Def):
With it’s
low defensive (~2.75% base) numbers and lack of status protection makes
it just about useless.
- Assault (MM = 10% DMG): If
you want
to unlock Tactics, Assault is the way to go. While it only provides a
10% DMG bonus to base damage, it’s better than Maneuvers and
it also
provides resistance to Taunt and Placate. I usually only run assault
while teaming with others that have it. 10% adds up with multiple
buffs, and Assault stacks with Supremacy.
- Tactics (MM = 10%
TH_Buff; ~16% w/3 SO TH_Buff): This is the one you are after. 12.5% TH
Buff (15.6% with 3 SO’s) as well +Perception to find those
pesky
Longbow Spec Ops and Resistance to confuse and fear. This stacks with
Supremacy as well.
- Vengeance: Cannot be used on
Pets/Henchmen, so you decide.

Medicine
Some
MM’s won’t live without it, some never touch it. I
never have nor will
I take the medicine pool. Mostly because I have no desire to sit there
and heal my henchmen, and the Medic does a decent job healing everyone
up between fights. I find it easier and less frustrating to just recast
pets as they die.
- Heal Other: Being
interruptible it’s not 100%
reliable in a fight especially later in the game once AoE attacks
become pretty standard. Remember you do get a medic at level 18 and he
will heal you, your pets and your teammates. The medic is not all that
reliable though. I have not seen a need for it in my play since
it’s
just as easy to recast pets if they die, and they will die!
- Stimulant:
With FFG you get decent status protection and it’s hard to
tell if your
pets are held a lot of the time. You Medic will also get this power
once you have Tactical Upgrade.
- Heal Self: With the
reduction of Rest’s recharge and the presence of the Medic,
This is one of those that you can skip.
- Resuscitate: Cannot be used
on Pets/Henchmen
Teleportation
- Recall
Friend: As always it a good teaming power. I have found that it comes
in very handy as a MM. I use it to pull my pets out of harms way, free
a stuck pet or pull them to me if they fall down the pits in some of
our favorite cavern missions. It’s also helpful for pulling
along and
repositioning Acid Mortar. I recommend this power.
- Teleport
Foe: Very handy pulling power. As a MM, you have insta-firepower at
your disposal. Being able to pick groups apart is very handy in tough
missions or grabbing foes in not so pet friendly locations. I highly
recommend this power.
- Team Teleport: Works
relatively well
to TP your pets around, but it’s short range makes it a poor
choice for
moving across zones.
Flight
- Group
Fly: Works relatively well with pets. My testing did yield some
“raining pet” effects, but if you are careful, GF
may work for you.
Concealment
- Grant Invisibility: Good for
reducing the amount of accidental agro as well as in combo with
Detonator.
Other
Power Pools
- Leaping:
I started with Flight, but dropped it in favor of Leaping on respect.
Leaping is my favorite travel power, but it has no MM benefits apart
for being a really cool travel power.
- Fitness: Fitness is
by no means necessary for this build, but as always, it never hurts.
With END reduces in certain powers, you really don’t need
Stamina. I
have not had it on my build thru 32, and do not need it. MM’s
have the
luxury of being able to stand back and let the pets do all the work.

- Fighting:
Since you are not engaging in Melee combat and your Pets will be taking
most of the agro, the fighting pool is not much help. Of course you
could try and be the first MasterScrapper! :P
- Presence:
Once again, your pets are your shield and you are super squishy. You
really don’t want the agro. Let your pets die so you can get
away!
- Speed:
While hasten is good for helping push powers and super speed is a
decent enough travel power. Hasten will not effect your pet casting
recharge times and the END hit is not welcome without fitness. Also the
lack of vertical travel in SS really hits hard in CoV. I suggest
staying away from Speed, but that is your call.
My Build thru 40 (currently 32):
---------------------------------------------
Exported
from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Going Commando
Level: thru 40 (32 currently)
Archetype: Mastermind
Primary: Mercenaries
Secondary: Traps
---------------------------------------------
01) --> Soldiers==> Acc(1)
Acc(3)
Dmg(3)
Dmg(5)
Dmg(11)
Heal(11)
01) --> Web Grenade==> Acc(1)
02) --> Slug==> Acc(2)
Dmg(5)
Dmg(7)
Dmg(7)
Rechg(9)
Rechg(9)
04) --> Caltrops==> Rechg(4)
Slow(40)
06) --> Equip Mercenary==> Rechg(6)
EndRdx(17)
Rechg(31)
08) --> Combat Jumping==> Jump(8)
10) --> Acid Mortar==> Acc(10)
Rechg(19)
Rechg(19)
EndRdx(21)
12) --> Spec Ops==> Acc(12)
Dmg(13)
Dmg(13)
Dmg(15)
DisDur(15)
DisDur(17)
14) --> Super Jump==> Jump(14)
Jump(25)
16) --> Force Field Generator==> DefBuf(16)
EndRdx(34)
18) --> Assault==> EndRdx(18)
EndRdx(37)
20) --> Tactics==> EndRdx(20)
TH_Buf(21)
TH_Buf(23)
TH_Buf(23)
EndRdx(34)
22) --> Recall Friend==> EndRdx(22)
24) --> Teleport Foe==> Acc(24)
Rechg(25)
Rechg(34)
EndRdx(37)
26) --> Commando==> Dmg(26)
Dmg(27)
Dmg(27)
Acc(29)
28) --> Seeker Drones==> Acc(28)
Rechg(29)
Rechg(31)
EndRdx(31)
30) --> Grant Invisibility==> EndRdx(30)
32) --> Tactical Upgrade==> Rechg(32)
Rechg(33)
Rechg(33)
EndRdx(33)
35) --> Trip Mine==> Acc(35)
Dmg(36)
Dmg(36)
Dmg(36)
Rechg(37)
38) --> Detonator==> Acc(38)
Dmg(39)
Dmg(39)
Dmg(39)
Rechg(40)
Rechg(40)
---------------------------------------------
01) --> Power Quick==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Other
Useful MM Guides
CREDITS
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