Alrighty, my first Guide. This if my personal suggestions for Thug/Dark Miasma Masterminds. This is, of course, my entirely subjective analysis of Thugs/Dark Misama, and others may feel differently about my choices. I definitely encourage people to take my guide as a mere starting point and customize to fit YOUR needs. This guide is written in water
So I will provide an overview of the primary, secondary, as well as power pool suggestions, and around what level I recommend taking them, and suggested slotting for enhancements. And then my own tips for playing this AT
SECTION 1: Choosing your powers
SECTION 2: Tips on playing the mastermind
THUG PRIMARY
Pistols
Roughly a 2x brawl attack at distance. Slow activation time considering any attack you take should be a purely defensive action. Its damage, without any great effect. Forget it as far as Im concerned.
Call Thugs
These guys are your boyz, this should be the first power you take. They are your offence and defense at the same time. Youre most important power in the early game, and a staple in the late game. Its American Express, dont leave home without your boyz.
Slotting Suggestions: 1 Accuracy, 3 Damage, 2 Defense Debuff, 1 Knockback
Dual Wield
If you plan on taking an attack, and I recommend you have at least one attack as a purely last ditch defensive action, this should be it. Take it early, level 2 if you can because the going will be slow until you get more thugs. This is roughly 2.5 brawl at range with the added bonus of knockback. The knockback is the reason I recommend this power. When the mobs are closing in on you, or running away, knockback is just what you need to give your pets the extra seconds they need to get the job done. You dont want damage, you want knockback. Your pets are your damage
Slotting Suggestions: 1 Accuracy, 2 Knockback
Equip Thugs
Just plain great. Give your thugs more power, more damage, faster
This is what its about. Gives your Thugs a second pistol attack. Gives your arsonist (3rd thug) a firebreath attack that can scourge. Gives your enforcers dual machine pistols with a great cone on them, and upgrades their leadership abilities. Gives your Bruiser Hand Clap and knockout blow. Now doubt, you need this power as ASAP.
Slotting Suggestions: 1 Recharge, 1 End Reduction
Empty Clips
Its Dual Wield, but in a cone arc of fire. Youve got your one attack already, let your boyz do their job. Skip this.
Call Enforcer
Oh yeah, now youre starting to look like youre running a gang. These guys have natural leadership power pool abilities. They increase the accuracy and defense of your boyz. They have a great cone attack and provide some great stacking debuffs with your thugs. No doubt, you take Enforcers your first opportunity.
Slotting Suggestions: 1 Accuracy, 1 To Hit Buff, 2 Damage, 1 Defense Buff, 1 Defense Debuff
Gang War
Once youve got Gang War, you own any boss you come across. A single opponent doesnt stand a chance. If youve seen gang war in action you know what Im talking about. Has a very long recharge time on it so you want to save this just for the bosses, elite bosses, Heroes, etc
Slotting Suggestions: 1 Recharge, 1 Accuracy, 2 Damage
Call Bruiser
With the addition of your bruiser, your gang will be complete. Theres no doubt, this man is a tank armed with some really big guns. He generates fury, just like a brute so in a rampage the damage enemies will start dropping like flies. Take him when you can. My one suggestion is to avoid using Equip Thugs on him. Why? Because of the hand clap attack. It completely contradicts the arc of fire that your enforcers have and ruins the compliments of the Dark Miasma secondary that relies on debuffing groups of enemies in an area. If you Equip your Bruiser, be prepaired to never tar patch or Darkest Night, Fearsome Star
One Hand Clap will nullify the usefulness of your secondary by spreading out all the mobs.
Slotting Suggestions: 1 Accuracy, 3 Damage, 1 Disorient Duration
Upgrade Equipment
By the time this becomes available to you, you are an unstoppable force. Do you need this power? No. At this point, youre a very well rounded offensive machine. Whether or not you want this is much like Dual Wield, its entirely up to you as far as Im concerned.
Recommended Slotting: 1 End Reduction.
DARK MIASMA
Twilight Grasp
This Area of Effect Heal is reason enough to invest in this secondary. For the most part your team will be staying in a tight nit group (if youre controlling your pets properly), and, properly slotted, this is the primary thing you will be doing while youre boyz are killing everything left right and center. Expect to get the healing badges pretty early.
Recommended Slotting: Without Stamina (1 Accuracy, 1 End Reduction, 1 To Hit Debuff, 3 Heals) With Stamina (1 Accuracy, 2 To Hit Debuff, 3 Heals).
Tar Patch
This should be your level 4 power. This is a great debuffing and defensive power. It slows the movement speed and recharge rate of anyone in the area of effect, as well as bringing down low level fliers. Also, mobs caught in the area of effect take more damage from attacks. Considering your Smashing/Lethal attacks are the most resisted damage type in the game, this alone is reason enough to take it. Foes take about 27% more damage in the field of effect than they would otherwise (adds up in the late game).
Recommended Slotting: 1 Recharge, 3 Slow
Darkest Night
This toggle power is used on a mob. Its an auto-hit, and the targeted mob and any other mob caught in the area of effect get wonderful To Hit DeBuffs and Damage Debuffs. This power is definitely worth taking. Your guys dont have the best resists or defenses, so adding this only helps your survivability. I took this at level 8.
Recommended Slotting: 1 End Reduction, 3 To Hit Debuff
Howling Twilight
Im not really too keen on any power designed to revive my teammate, or pets. If my team worked better together, no one would have died to begin with, and I can just resummon my pets. I didnt take this power. Others may take it
up to you.
Shadow Fall
This is a late game power, I didnt take until 32. But it does help out with your squishy thugs. Since your thugs prefer ranged, this will help their ranged defense as well as provide some nice damage resists.
Recommended Slotting: 1 End Reduction, 2 Defense, 3 Damage Resist
Fearsome Stare
If you follow my schedule this power is yours at 35, when youre running into lots of debuffing, and high damage mobs. The cone fear is your friend. Take it, love it.
Recommended Slotting: 1 Accuracy, 3 Fear Duration, 2 To Hit Debuff
Petrifying Gaze
I skipped this power. I dont need a single target hold, thats what gang war does for you, and it damages at the same time. Skip this. Youve got better powers to take.
Black Hole
This is an entirely emergency power. Its highly situational, and as far as Im concerned a waste of a needed power. Skip this unless you find yourself dieing a lot and could use a few seconds to help you out.
Dark Servant
Oh yeah
a pocket controller. By now, youre completely unstoppable
take the Dark Servant and glide through all that more easily. Because the servant is unpredictable. Slotting is completely up to you. I chose to slot evenly across all aspects of its capabilities rather than focus in one spot.
Suggested Slotting: 1 Accuracy, 1 Heal, 2 Immobilize duration, 1 Hold, 1 To Hit Debuff
POWER POOL SUGGESTIONS
LEADERSHIP
First and foremost, this power pool was made for you. Taking this pool, plus Shadow Fall will most likely require you to take Stamina however in order to keep up with the heals youll need to be spamming on your weak pets, but the extra buffs far outweigh the stamina costs as far as Im concerned.
Maneuvers
Three slotted defense, plus one End Reduction will give you roughly 3% situational defense, plus an additional 3% defense to all damage types except toxic. 6% defense is not much, but so worth it when you add up your enforcers and shadow fall. Trust me.
Assault
Adds an additional 11% damage to your team, on top of all your damage enhancements. Youve breached the 100% damage mark on all your guys. Way to go! Slot and End Reducer and be done with it.
Tactics
Needed
so needed. 3 slotting tactics gives you and additional 14% accuracy to your team. This along with your enforcers slotted with additional to hit buffs and youll never miss
ever! Plus the addition perception is excellent for seeing those pesky PPD Ghosts in Mayhem Missions.
Vengeance
Not needed. There are better powers to get.
FITNESS
If youve taken the Leadership power pool, youll probably want this to get stamina. Summoning all your pets, plus equipping them, and then all your toggles, can be a huge drain, and slow down the game for you and your team. Having stamina can only help you out.
Swift, or Leaping?
Its up to you. Personally, I find leaping to be more usefully for me, but its all up to you.
Health
Will all the heals youll be spamming, you dont really need this for anything other than its sleep protection. Take it, 3 slot it if you want, or not.
Stamina
The goal of this Power Pool. 3 slot it, and you wont even have to slow down after youve summoned all your pets, with all your toggles on, after teleporting across the zone.
Travel Power
Its all up to you. I took Flight, just so I could have Air Superiority. Its a great control power to use against the early bosses before you get your gang war. Slot it for 1 Accuracy, and maybe a Recharge.
SECTION 2: Tips on playing the mastermind
If youve taken all, or most of my suggestions, theres some subtle playing changes youll need to make in order to maximize your offensive, and defensive capabilities.
First things, first. Learn the abilities of your gang, and how they can compliment each other, or work against each other.
My best recommendation is to never, ever using the Equip Thugs ability on your Bruiser. One hand clap can ruin the best laid offensive plans by spreading out the tightly packed mob and leave you running around, trying to clean up the mess.
Your enforcers have a cone attack. The hand clap works against that.
Your Tar Patch is an area of effect. The hand clap works against that.
Your Darkest Night is an area of effect. The hand clap works against that.
One hand clap will make your 2 simultaneaous cone attacks, and 2 AoE powers have minimal effect. So to reiterate, do not equip your bruiser.
Second tip. Leadership and you!
Youve taken Maneuvers, Assault, and Tactics. Your equipped enforcers have maneuvers and tactics too. All the leadership powers have an effective range of 60 feet. Shadow Fall has an effective range of 40 feet. That leaves you to successfully control your henchman to always be within 40 feet of you, and each other in order to obtain maximum effectiveness of defensive and offensive output. Dont forget about your supremacy range too!
Your bruiser has a tendency to run off, into melee. Your enforcers and thugs prefer range until someone shoots them, then they want vengeance and run into melee. Youre squishy, you want to stay away from melee. How to keep everyone together? Two things
you need a bind for target closest target, and you need a shortcut to the defensive follow command, which puts all your pets in bodyguard mode, effectively making you invincible as long as youre healing everyone.
Heres what you need to do. Youve come across a large spawn. You can send your bruiser in, but hell be out of youre Supremacy, Leadership range, as well as your enforcers Leadership range. You need your pets in bodyguard mode and the tactic is this. Run into the middle of the mob. Youll draw an alpha strike from the mob. But that wont matter. Actual damage will be minimal assuming you were the primary target of all the attacks, and you didnt run so fast your pets couldnt stay within supremacy range. You Twilight grasp the weakest enemy, healing everyone to full, drop a Tar Patch right on top of you. Now the entire mob isnt going anywhere, and theyve been debuffed. Leave your pets in bodyguard mode for a few seconds because youre still the primary target after dropping the tar patch. You pets will attack whomever attacked you, drawing agro off you. Now is the time to focus your attacks. Choose your closest target, and send all pets to attack. You target someone else with a Twilight Grasp, keeping you and your closely nit pets healthy, while further debuffing someones accuracy. No point in Twilight Grasping the target your pets are currently attacking, itll be dead soon. Debuff someone else who can actually do some damage to you.
As the mob thins, your bruiser will wander out of heal range. Thats okay, hes tough. Just make sure you dont let his hps drop below half. If you see hes dropping and your thugs and enforcers are cool, run into melee with him and give him a Twilight Grasp. Or drag a heal inspiration from your tray onto him. If you find your thugs and enforcers are spreading out of your heal range, click the defensive follow command. Everyone comes back to body guard you. Maneuver your group closer to the enemy again. Dont worry about taking damage because youre body guarded.
Well thats it. Enjoy!