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Cr3ss3nt's guide to Mercenaries/Traps MM

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Author: Cr3ss3nt
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7 Comments
Cr3ss3nt’s Guide to Merc/Traps MM

Level 1: Call Soldiers and Web Grenade
Slot Soldiers with Accuracy
Slot Web Grenade with Accuracy
Since were a low level we need to worry about it hitting more than missing and doing more. Also, another tip, until I get DO’s I don’t worry about really slotting, I just use a level 1 enhancement to marker what I am going to DO into that power.

Level 2: Caltrops
Slot with Speed Reduction
This power is important, especially at low levels to keep the enemies away from your “Tissue with a Gun” they call a mercenary.

Level 4: Triage Beacon
Slot with Recharge
This power is really nice for mercenaries, ESPECIALLY since they are all ranged and will be standing near you most of the time.

Level 6: Equip Mercenary
Slot with Recharge
Yeah uhm…. If you don’t get this power, your not a MM.

Level 8: Combat Jumping
Slot with Jump
Super Jump is my favorite travel power but you can also replace with another Travel power.

Level 10: Acid Mortar
Slot with Damage
This is a good power to keep the aggro.

Level 12: Spec Ops
Slot with Damage
These guys are very high accurate so we can do Damage first.

Level 14: Super Jump
Slot with Jump
Travel power, can also be replaced with another.

Level 16: Force Field Generator
Slot with Defense Buff
Very good lil’ drone that gives you force fields and follows you around.

Level 18: Aid Other
Slot with Recharge
Yes, your medic gets heal also, but this is a nice power to help with your team and help your medic out.

Level 20: Assault
Slot with Damage Buff
Leadership is a really good set to help out your teammates and pets.

Level 22: Tactics
Slot with Accuracy Buff
Last leadership power were getting but it really, really helps with your pets and teammates.

Level 24: Poison Trap
Slot with DeBuff
This little explosive can be really useful when killing big mobs.

Level 26: Commando
Slot with Accuracy
I love this guy; he looks really cool and does a ton of damage.

There, I brought you all the way up to 26!!! Enjoy the build!

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User Comments
  D-Beam on 09/25/06 14:46

cool, but i dont understand why you dont get any attacks for your self

its pretty usefull to get your minions out of trouble. but the rest its awsome A+.

  Professor Crackpot on 09/27/06 18:14

Yeah, what D-Beam said, you should get one attack power for yourself (I vote burst or slug). Otherwise it seems like a nice guide

  D-Beam on 09/28/06 19:42

it will save you and your buddy. and 1 more question why did you get SJ??? i like fly first and second is SJ

  Professor Crackpot on 10/13/06 00:56

I myself don't really think that SJ is the best power for an MM (because of the ones you have to take earlier like Combat Jumping and Jump Kick). I always stick with Teleport on MMs, mostly because you can do the "Circle of Death" tactic with Teleport Foe, and Recall Friend whenever one of your pets gets stuck, which seems to happen a lot.

  GageEndal on 10/15/06 11:01

I strongly agree with this build for a good reason. The attacks that they give Masterminds are useless. They do somewhere around 10-20 damage and take far too much endurance that you an be using on Leadership skills or Superjump/Superspeed (to get you out of there).

I'm working on a Thug/Tech build right now and as soon as I get up to level 40 I will write out a guide of my own to explain why I chose each skill. I will also mention that you want weapons until the first respec. After that you don't need them or they will seriously slow you down.

  Elza Gallchobhar on 06/08/08 13:11

I always take SJ for MMs 'cause that's what the pets have. It's safer to have pets around you when travelling.

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