Peg_on_Justice

Rookie
  • Posts

    61
  • Joined

  1. I'm going to be testing out moving slots from Soul Storm to Nightfall to improve the damage of that power. Soul Storm doesn't do enough damage to justify my slotting suggestion.

    I'll be doing this on the test server, and eventually will provide an update of slotting suggestions based on I9.

    In the meantime, you can take the Soul Tentacles and Soul Storm slotting suggestions as incorrect and move those 6 damage slots to where ever you feel they would do more good. I'm personally going to keep some of them for Attack Rate enhancements.
  2. At least you don't have Hot Feet as your level 38 secondary, like I do
  3. I've updated this guide to version 3. You can find the new guide here:


    Peg's Guide to Thugs/Dark - Version 3
  4. Peg’s Guide to the Thugs/Dark Controller - Version 3

    Peg made level 50 a few months back, and I forgot to come and update this guide. Let me start by saying that for the most part, the advice I gave originally worked beautifully, and I found the trip to 50 to be easy both solo and in a group. A Thug/Dark mastermind is in my opinion the most synergistic build in the game (and I have tried most of them at one time or another). Making it to 50 was actually sad, because I was going to miss playing Peg (I’m still trying to unlock Warshades).

    Section 1 – The Concept

    I call this the Thugs/Dark Controller, because it plays much more like a controller than a MM; albeit a controller with an insanely high alpha strike. There are several very useful sets of tactics to use with the build, which I detail in section 4. In general, however, you are going to ignore all the pistol powers in favor of the dark powers. You will then allow your thugs to deal all of the damage, while you control the flow of the fight.

    This build is designed for soloing, especially soloing missions where the difficulty is set to 4 or 5. I play at level 5 in order to maximize the mission bonus and the reward for killing bosses. I got tired of trying to find groups, or standing around for 30 minutes waiting for someone to sell a couple enhancements and fly in from 3 zones away. This build doesn’t need anyone to help, and I have no difficulty taking out purple bosses, including Family and Longbow bosses. I also have little difficulty with most AVs, with a couple exceptions. Most of the AVs can be taken down solo, although they may take some time. I did find that Ghostwidow, Valkerie and a few others were tough, requiring me to lower the difficulty. For the most part, the hard AVs have a combination of high hitpoints with mezz powers. This build has no mezz protection, and Psi defense is its biggest weakness.

    Having said that, this build is also very good with a team. You are a primary damage dealer for the team, along with a healer and controller of the mobs. The only real downside is that teammates with lower end graphics cards might have difficulties with all the bodies moving around. This is especially true if you have a team with several masterminds.

    Section 2 – The Build

    Peg is a level 50 Thug/Dark MM. Her epic powers are from the Ghostwidow pool (chosen to match the character concept, rather than power synergies). In my opinion, this build requires a respec to do it. When you respec, you will be not taking any of your personal pistol powers. I can’t see getting to medium levels without those powers, so I wouldn’t try to build this from scratch this way.

    Primary Powers

    Call Thugs – 3 thugs 2 levels below you, one of which is an arsonist (sort of a fire blaster). They aren’t your main fire power, but they are a good chunk of your team. They are also good for taking fire, though the arsonist is a little fragile. He is the one you will have to bring back the most.

    Slots – 4 slots: 1 Accuracy, 3 Damage (The accuracy might be optional, given the use of tactics, but of all your thugs, these guys have the most trouble hitting)

    Equip Thugs – This is the first of your two equip powers. All thugs get one of these cast on them, except the Bruiser. They last until a thug dies. The reason to not cast this on the Bruiser is that it eliminates his tendency to use knock back powers, breaking up the nice tight groups that you have under control.

    Slots – 1 slot: 1 Endurance reduction

    Call Enforcer – 2 thugs, 1 level below you. These are ranged specialists carrying Uzis, and they deal a lot of damage with a quick recycle time. They also have powers from the leadership pool, which you will be stacking with your own leadership pool selections.

    Slots – 6 slots: 3 Damage, 3 Tohit Buff (With the stacking of tactics between the enforcers and yourself, accuracy shouldn’t be needed)

    Call Bruiser – 1 Thug who looks like a brute, but plays more like a Troll Grovard. His alpha strike is a big rock that he throws that hits for about 150 points of damage, after all buffs and enhancements. He also does lots of knockbacks, stuns, and disorients.

    Slots – 3 slots: 3 Damage (Again, Tactics is the replacement for accuracy enhancements, you could also add hold, knockback distance or disorient duration enhancements, depending on the effect you want, if you are willing to sacrifice slots elsewhere)

    Upgrade Equipment – This is your second equip power, and is cast on all 6 thugs.

    Slots – 1 slot: 1 Attack rate reduction (This power is slow to cycle, and you need to use it 6 times when entering a mission. You might use an endurance here instead)

    Gang War – This brings in 10 additional thugs all wielding baseball bats. You can’t control them the way you do the other thugs. They will target the victim (usually I choose a boss) that was selected when you activated the power, then after it is dead, will attack anything else in range. After everything is dead, they all run up to you and stand around waiting to follow you somewhere else. Sometimes I will run through other mobs just to give them something else to attack before they go away. I find that they last long enough to take on two separate bosses, if the bosses are in nearby rooms. These guys are particularly useful for dealing with the Hero on mayhem missions.

    Slots – 5 slots: 3 Attack rate, 2 Accuracy (This power is useful to have around, especially with teams (if they can stand the frame rate hit), the accuracy enhancements are because they miss pretty often and are often not within range of your tactics power)

    Note that I have selected none of the pistol powers. You won’t need them; your thugs will do the work for you, while you sit back and watch.

    Secondary Powers

    This is your job. They are the firepower, you are controlling the battle. You can put that shiny pistol up on the mantle now; you won’t need it any longer.

    Twilight Grasp – This is your heal power, and the heal power for your thugs. It also has a debuff component for your victim. Generally, you will watch the health bars, select something that happens to still be alive, run to the thugs that need healing and cast this power. Hopefully, you will get the power off before the victim dies (danged efficient thuggies). With SO enhancements, this power will hit everything in your range for about 350 points of healing. Since the enemy alpha strike is usually no more than 100 or so, you can teleport in a minion to be your heal source. You target, teleport, hit the TG power then watch all the health bars jump to full while your victim keels over filled with 50 bullet holes.

    Slots – 6 slots: 2 Accuracy, 3 Heal, 1 Attack Rate

    Tar Patch – I used to be ambivalent toward tar patch, but now I am a big fan. For me the best part of this power is its ability to reduce the defense and damage resistance of everything in it. If there is something that is hard to hit, like an AV, tar patch will let your minions hit it and hit is harder. Often it can be the difference between being able to kill something, and having it regen health faster than you can deal damage.

    Slots – 6 slots: 3 Attack Rate increase, 3 Slow (With the attack rate enhancements, you can keep tar patch active almost continuously)

    Darkest Night – This is one of your 4 primary powers that you will use all the time. This will seriously debuff the attack ability of one enemy and all of the ones around him. You get to point and laugh at the silly boss as his bolts and rocks sail harmlessly over your head. The worst problem with this power is the target will die so fast that unless you put the insults on a macro, you will be still typing while he is lying on the ground as a corpse.

    Slots – 3 slots: 3 Tohit Debuff (Note that Darkest Night does use a lot of endurance while active. If you read the section on endurance management you will see that this isn’t a problem, but you might want to let your thugs do the work while you have this power turned on)

    Shadow Fall – After you buff your thugs, you are going to turn this power on and leave it on until the end of the mission. It is going to give you and your thugs three important benefits. You will be partially invisible, allowing you to get well within range to use your fear cone without being attacked. It will give you defensive buffs and it will give you damage reduction. Between Shadow Fall and the Supremacy MM power, you will see red hits of 150 barely move your green health bar. That is if they can hit you at all. One very important point on the damage reduction, this power is the only one you have that can mitigate Psi damage.

    Slots – 4 slots:1 Defense buff, 3 Damage reduction (I’ve been told that use of damage reduction here is a bad idea, but I disagree with that statement. First of all, defense is also provided by Maneuvers and your Enforcers. Second, Psi is the biggest weakness of this character, so maximizing the one mitigation you have against Psi is prudent)

    Fearsome Stare – This is your primary controller power. Use Shadow Fall to get close, then hit the mob with this fear cone. They will stand there as long as you need to put any additional debuffs on them you want. The only downside is that when your arsonist hits them with a fireball, they are all going to wake up and try to shoot back before going back into the fear stance. I find that I am usually casting this or Twilight Grasp during the battle to heal thugs or keep enemies under control. Also note that Fearsome Stare is particularly effective in PVP. It will almost always land, and your opponents will have to spam break frees to escape.

    Slots – 6 slots: 1 Accuracy, 2 Fear duration, 3 Attack rate

    Dark Servant – The DS gives you a 7th pet, but it isn’t permanent the way the thugs are. However, with three attack rate enhancements, you will be able to keep the DS up 95% of the time. This power is really great, and you will find that the DS is always augmenting your actions. You will do a heal, and he will to. You will go to put a hold on a boss and it will work, because the DS did it also. The powers available to the DS are numerous and all of them useful.

    Slots – 6 slots: 3 Attack Rate, 3 To Hit debuffs (The DS has an aura power, Chill of the Night, which lowers the accuracy of everything around it, similar to Darkest Night. Slotting to maximize its effectiveness is your best option, though hold duration, immobilization duration and heal are also available to you)

    Pool Powers

    Maneuvers (Leadership) – This power will provide defense buffs for you and your thugs, while they stay within range.

    Slots – 5 slots: 2 Endurance Reduction, 3 Defense Buff

    Assault (Leadership) – This power increases the damage done by you and your thugs.

    Slots – 2 slots: 2 Endurance Reduction (Unfortunately, damage enhancements are not an available option)

    Tactics (Leadership) – This power will increase the accuracy of you and your thugs. Note that this power stacks with the same power cast by your Enforcers.

    Slots – 5 slots: 2 Endurance reduction, 3 To Hit buff

    Teleport Foe (Teleport) – Target a single target and teleport it to a location of you choosing. This power will work on minions and white lieutenants. See Section 4 for an explanation of the tactics used with this power.

    Slots – 4 slots: 3 Attack Rate, 1 Accuracy (The attack rate enhancements are crucial in order to keep your rhythm going. You will almost always be ready to teleport the next foe after your thugs finish doing their thing.)

    Teleport (Teleport) – Select a location in the distance and teleport yourself to it. When you arrive you will hover for 2 seconds before falling. Base range for teleport is 100 yards. Using the bind included in Section 6, you can travel very quickly across the map, as long as your endurance holds out.

    Slots – 1 slot: 1 Endurance Reduction (Range enhancements are also good for this power, but I personally don’t feel like using the slots. You could reduce the slots for swift and hurdle to give this power extra range.)

    Recall Friend (Teleport) – Obviously useful power for teams. Good for getting those teammates to the mission door or getting their bodies out of harm’s way. In my current build, this power was selected as my level 49 power, because it doesn’t need many slots. You would probably want to take it earlier, then move it up the list during a respec. I use it last because I want to be able to fully slot Soul Storm.

    Slots – 1 slot: 1 Attack Rate (Endurance reduction is another possibility)

    Swift (Fitness) – Increases your run and fly speed, costing no endurance. I find that I rarely use travel powers while in a mission, so being able to run faster is good for getting through it quicker.

    Slots – 3 slots: 3 Run Speed (These slots are obvious ones to use elsewhere if moving faster isn’t a priority)

    Hurdle (Fitness) – Increases your jumping ability, costing no endurance. You thugs all have excellent jumping ability, so this power lets you get up onto balconies and ledges that they have no trouble reaching.

    Slots – 3 slots: 3 Jump (These slots are also obvious ones to use elsewhere if jumping isn’t that important to you)

    Stamina (Fitness) – What is there to say about the best power in the game? I don’t need to explain to you that this is a must have, you knew it already. See Section 3 for a discussion of endurance management in this build.

    Slots – 3 slots: 3 Endurance Gain

    Night Fall (Ghostwidow) – A cone attack power that does nice damage. I use this power as a damage dealer, since I don’t have pistol powers. It can help finish something off if I am outside without any thugs summoned. I originally took Dark Embrace, but never found that the additional damage reduction was all that useful for me. You have to take either this power or Dark Embrace to get to the rest of the pool.

    Slots – 1 slot: 1 Accuracy (If I had extra slots, I would probably want to put 3 damage in this power too)

    Soul Tentacles (Ghostwidow) – A very nice cone immobilize that does damage as well. You will find that you and your Dark Servant will both be immobilizing the mobs often, and between you will be able to keep everything locked down while your thugs kill them.

    Slots – 6 slots: 1 Accurance, 3 Damage, 2 Immobilize Duration

    Soul Storm (Ghostwidow) – I used petrifying gaze instead of this power through level 50. Gaze is a very good hold power with a faster activation time. It wasn’t until I was doing a safeguard mission with a group as a hero that I decided to put this back in my build. The villain we had to defeat was Ghostwidow, and she was using Soul Storm constantly. She would hit us with the hold, and each tick of damage was 200 points. The group shared 20 deaths on that mission, and only the fact that we had 2 healers with us allowed us to win. Now obviously, you will be doing more like 10 to 15 damage per tick, but there are a lot of uses for this power. It also has a very cool animation.

    Slots – 6 slots: 1 Accuracy, 3 Damage, 2 Hold Duration

    Using the three Ghostwidow powers along with tar patch, will bring you back into the picture as a damage dealer, after giving up your pistols. Keeping the mobs under control, and being damaged, will end large fights much faster.

    Powers not taken:
    A few notes on the powers I didn’t take, and why.

    Howling Twilight – A lot of people love HT, and if you mostly play in teams it is probably worth finding room in your build for it. HT will not rez your thugs, so it is only helpful on a team. Since I mostly solo, this power never made it on the priority list for me. So many good powers, so few selections.

    Petrifying Gaze – I love PG. In fact I didn’t drop PG until after I made it to 50. I don’t use it, because it is redundant with Soul Storm from the Ghost Widow pool. It has a shorter animation time over SS, so it is marginally better from that respect, but SS also does damage to your victim and has a cooler animation. Because your Dark Servant is also using PG, you will find yourself holding bosses all the time due to the stacking effect overcoming the bosses’ resistances.

    Black Hole – I’ve never taken this power, because all of the guides said not to. On my hero, I phase shift as an emergency escape power. It never made sense to me why I would want to give my victims a chance to escape using a similar power. Maybe you can find a use for it, but I never could.

    Health – Note that I didn’t take this power from the Fitness pool. This is because I have a very effective heal power. Waiting for my health bar to regenerate has never been a problem.

    Section 3 – Endurance Management

    If you read other guides regarding the leadership pool, they will often recommend using 3 slots for endurance reduction on each of the leadership powers. I am not making that recommendation, because those slots are needed elsewhere. You have a lot of important tools at your disposal, and getting the slotting right is critical to maximizing your effectiveness.

    To prove this to the remaining doubters, let’s look at the math. You will be running 5 toggles constantly, Sprint, Shadow Fall, Maneuvers, Tactics and Assault. Upon occasion you will also be running Darkest Night. The following is the endurance use for each toggle, expressed in endurance points per second (EPS)

    Sprint = -.32
    Shadow Fall = - .48
    Maneuvers = -.40
    Tactics = -.40
    Assault = -.40
    Darkest Night = -.48

    We then modify the costs of the leadership with 2 single origin endurance reduction enhancements, reducing the cost of each 66% to -.143 EPS. Adding up the results, you will burn -1.2 EPS under most circumstances and -1.68 with Darkest Night active.

    From a recovery standpoint, you have your base recovery of 1.67 EPS. Stamina adds an extra base of .51 EPS. With 3 SOs that is increased 95.7% to 1.00 EPS. This means your base recovery will be 2.67 EPS.

    The end result is that you will have a recovery of 1.47 EPS while running your toggles, and .99 EPS with Darkest Night active. You should find it pretty easy to keep your endurance up under normal circumstances. At worst, you might need to watch your thugs operate a little more when Darkest Night is in use.

    Section 4 – Tactics, PVE

    Preparation
    The most annoying thing about playing a mastermind is calling your minions up. When you enter the mission you first turn off all your toggles to keep from running out of endurance. Then you need to use 3 powers to call thugs. You then need to use Equip Thugs 5 times (skipping your Bruiser) and Upgrade Equipment 6 times. You are going to turn on 4 toggles powers (Maneuvers, Assault, Tactics and Shadow Fall) plus your run power. Finally you will summon your Dark Servant. If you have an impatient team, you will either be catching up to them on the 2nd or 3rd mob, or coming in to clear the room so they can use their awakens.

    Tactic 1 – The Teleport
    This tactic is useful for clearing out minions. You want to use it to clear out a room that is tactically difficult, or to clear things out in preparation for taking on a boss or AV. This tactic can be used all the time if you want, since the recover time for teleport foe is very short if slotted correctly.

    Once you see a mob, you select a minion from the mob and teleport it right in front of you. Your thugs will alpha strike the minion and kill it in about 2 seconds. At about the same time your TP Foe power will be back up and you teleport the next minion in to be killed. Keep in mind that TP Foe will not cause agro if it misses and has a low probability of causing neighbor agro if it hits. This is a very safe tactic.

    An augmentation to this strategy is to drop your tar patch in front of you first, which makes it hard for fast moving minions (like wailers) to get away before your thugs kill it.

    Tactic 2 – The Heal
    A variation on Tactic 1 can be used for healing your team. Target the minion and summon it directly in front of you. Once you see the teleport animation start off in the distance, hit your Twilight Grasp power. You will heal your entire mob, as they kill the minion.

    Tactic 3 – The Boss/AV Assault
    One of your biggest strengths is your ability to take out bosses, especially lone ones. Gang war is your primary tool for dealing with a boss, since the additional 10 minions will surround the boss and keep it occupied. The best way to attack a boss is to get close to it using Shadow Fall, then activate Gang War. After Gang War, while the thugs are running up, activate Darkest Night. Finally, hit your All Attack command to get your 6 main thugs attacking the Boss. Finally, if the boss is being kept relatively stationary by your gang, drop a tar patch under him to allow higher damage on him. You can finish the fight by playing support. You can either heal your minions, or use your immobilize or hold powers on the Boss. Since you Dark Servant has also been using these powers, you will often get them to take effect on the Boss. You will find that purple bosses die very quickly.

    Tactic 4 – Fear Control
    Using your fear cone is a very effective way of dealing with larger groups, especially if they are well grouped. Again, Shadow Fall lets you get relatively close without triggering aggro. The easiest way to do this is target something in the center back of the group. Hit the Fearsome Stare power, then run toward the group. When you get within range, the power will activate and hit the whole group with the cone. At this point, you can either turn your thugs loose on the group, or try to have them take things out one by one using the All Attack command. Tar Patch and Darkest Night are both very effective additional powers to use. You will typically be standing in the middle of the group looking for targets to attack. Sometimes your thugs will switch targets before something is killed, you will occasionally have to order them to finish something off. Also some of them might be getting beat up badly and will need healing.

    Tactic 5 – Alpha Strike Attraction
    Another popular tactic is to purposely run into the middle of a group to receive the mobs alpha strike. You will need your thugs in Follow mode in order for supremacy to work and distribute the damage among the group. You thugs will attack anything that attacked you, and will quickly thin out the mob. Tar Patch, Twilight Grasp, Darkest Night and your immobilize power are all useful in this situation.

    Tactic 6 – Free for All
    For those times you are just feeling lazy, there is the free for all. Target something up ahead and tell your thugs to All Attack. Once they finish the target off, they are in aggressive mode and will attack anything nearby. You can sit back and watch the fun, but plan to have to resummon your arsonist. He tends to die often when you do this.

    Tactic 7 – Sacrifice
    Finally, there will be times that you are in a situation that you can’t handle. Your best method of escaping is to tell your thugs to attack, then run away. You can watch their health bars drop as they get killed, until they are all gone. Often they will kill a few others before they are killed. Now you can resummon and enter the fray slowly, usually using something like TP Foe to thin out the mob.

    Section 5 – Tactics, PVP

    If your main purpose in COV is to PVP, then you probably want to look elsewhere. A mastermind is not the best archetype for PVP. The thug/dark MM in particular is problematic. As I mentioned before, you have no Mezz protection, and little Psi protection. Most of your mob’s augmentations are on toggles, which are going to drop as soon as a brute of controller lands a stun on you. Finally, your best damage protection is Supremacy, which becomes inactive the moment you put your thugs in aggressive mode to attack an opponent. Having given all the warnings, there are a few things you can do to improve your chances, and a few situation where you will do quite well.

    First of all, when you enter the PVP map, you first priority is to summon your pets. Get them all active as fast as possible and get them in a defensive stance near you. This allows the damage you take to be spread among all of you thugs instead of just taken by you. Remember, if you die, all your thugs die and all the time you spent getting them buffed is wasted.

    Always, always, always carry at least 12 break frees. You are going to get stunned a lot. If you want to escape, you are going to need a break free.

    Once you have the thugs up, you can try to get them buffed, if you have time. Put your tar patch down at your feet and try put upgrade equipment on your bruiser and enforcers first. You probably won’t have time for more than that.

    Keeping your level 1 minions near you in defensive mode is your best defense. Let the bruiser and enforcers to the work, while the others keep your supremacy active.

    Fearsome Stare is your best attack. It will hit a lot, and don’t let the fact that people aren’t cowering in fear bother you. They are spamming break frees to escape you, you need to keep attacking with it, until they run out.

    Twilight Grasp is a great power to use, especially when enhanced with accuracy. It will bring you back from the brink of death many times.

    In a team situation, especially a base raid, you will be very effective. Keeping near the rest of your team will allow you to use your dark powers to greatest effect. Once you land Darkest Night on their top damage dealer, you can keep spamming Twilight Grasp to heal your team, while letting your thugs attack targets of opportunity.

    If you can manage to get your entire mob up and fully buffed with all toggles active, then you will be a PVP force to be reckoned with. The best tactic for your foes to use at that point is to summon you away from your mob. If that happens, use a break free and run back to your mob as fast as possible. If you can manage to land a fear before you run, then back at your mob you can drop a tar patch and summon them to you, returning the favor.

    Section 6 – Macros and Binds

    There are a number of binds that I find to be critical to making this build work. All of these are from the available bind guides. Here are the ones that I think make a difference:

    RBUTTON "+forward$$+mouse_look"

    This allows me to move using the mouse only. Hold down the right mouse button to run forward, while steering by moving the mouse left and right.

    ALT+RBUTTON "-mouse_look"

    If I need to look at something on the user interface that requires a right click, this lets me hold down the Alt key and get there.

    CTRL+LBUTTON "powexec_name Teleport"

    Point your mouse way out into the distance and hold down the control key. Then you keep hitting the left mouse button to do a maximum distance teleport. With range enhancement I travel 150 feet with each click and can get there faster than the other travel powers, usually.

    SHIFT+LBUTTON "local Summoning $target $$powexec_name Teleport Foe"

    Target an enemy. Hold down the shift key and hit the left mouse button. Your selected target will teleport right in front of you and your thugs will alpha strike it. Watch for the white aura in the distance to know you succeeded, then you can either hit your key for “All Attack” or your key for Twilight Grasp, depending on if you want to use if for a group heal or not.

    Q "target_custom_next mypet"

    This allows the Q key to be used to target the thugs in order. I use this mostly when summoning and equipping them. Hit Q, hit the keys for the 2 equip powers, rinse and repeat 5 times.

    Section 7 – Conclusion

    So there you have it. My humble opinion on the best way to build and play a thug/dark mastermind. I’m not going to pretend that it is the only way to do it, but if you try it, you will find the build to be very satisfying and effective.
  5. Thugs/Dark Villian:

    Lay down a tar patch, TP the foe into the patch, laugh while watching your thugs riddle it with bullet holes for 2 seconds.
  6. Thanks for the comment.

    When I was at 27 I was doing the same thing. I had all the pistol powers and was standing there as a 7th thug. It was when I hit 32 and took black hole that I realized that I needed to respec and did some real research into the dark power set to see what the possibilities were. I had only taken heal and shadow fall before.

    But I took the plunge to see how it would work out letting my thugs do all the work while I did all the support, and was amazed by the results. This is by no means the only way to play a Thug/Dark MM, but it is a very viable way to do it.

    Yesterday was a good example of how this build/playstyle works. There is a spot in St. Martial with a high spawn rate of dense groups for freakshow, generally about 10 a group. I run into the group and toss a fear into the center. This leaves maybe 4 still fighting and they hit me. Surpremacy spreads the damage out and my Dark Servant usually heals us all immediately. My next move is the lay down the tar patch at my feet, then I stand and turn around looking for targets that need attention. If a Lt is being ignored, I will stun it and direct my minions to kill it. I also watch their health and either use an inspiration on them or stand next to them and use the dark heal power. Through all this my health barely moves, even though I am in the middle of this huge mob. It is a pretty cool feeling. Since they are freakshow, the only real problem is having to turn toggles back on if they land a sleep on me. This method works even when there are 5 Lts and a Boss in the spawn.

    Anyway, there are lots of ways to play this character set. This is the one that works for me.

    BTW, the bruiser gets really really good once you have the 2nd upgrade. If you've ever been hit by a rock from an Ogre, you know what he is able to do.
  7. Thought I had posted this. Saw a couple links to Thug/Dark guides and I think mine is more useful than 2 of the 3. I explain the option of not taking pistol powers (which seems to confuse a lot of folks). Updated yesterday, enjoy.

    Peg's Thugs/Dark Guide
  8. A couple updates as I progress. Up to level 41 now and just took the first Ghost Widow power pool.

    1) I took the first comment above to heart and have been trying to play more aggressively. It works well up to a point, but my thugs (especially the arsonist) are fragile enough that groups that are too large or spaces that are too open tend to get them killed. I balance by thining out some of the minions until the group is managable.

    2) I've started droping tar patch in front of me and summoning into the patch. This is particularly useful for things that like to run, like wailers. It also makes it harder for longbow flamethrowers to get off an alpha strike.

    3) I've switched to invincible for my missions. Bigger bosses and more xp for mission completion seem to be yeilding higher returns.

    4) I have Dark Servant 6 slotted now, with 3 for recharge rate. The other 3 are for hold, immobilize and to-hit debuff. I'm able to keep DS active almost all of the time now, and something seems to always be held by it, waiting for the thugs to kill it. I find DS seems to be a good healer too, and often heals thugs while I'm still looking for the injured one.

    5) I took the Ghost Widow defense buff. Not sure yet how well it works, but it does use a good bit of endurance. I've just slotted it with an endurance reducer and will probably put all 3 of the next slots into it for 2 more end reduction and a defense buff.

    6) Based on the other post above I switched Shadow Fall to 3 defense buffs and 1 damage resist. I might drop one slot on SF if I respec.
  9. I appreciate all of the guides that people have taken the time to write. Digging through those guides has given me many ideas that I have incorporated in my characters, and also steered me away from choices I shouldn’t make. In the holiday spirit of giving something back, I thought I would post a guide to the build for my thugs mastermind, since she is proving to be so successful.

    I call this the Thugs/Dark Controller.

    I don’t call it a mastermind, because it plays much more like a controller than a MM. Albeit a controller with an insanely high alpha strike capability. The play for this build is to choose a specific target to kill, while keeping that target and the rest of the mob out of the action.

    This build is designed for soloing, especially soloing missions where the difficulty is set to 4 or 5. I generally play at level 4 because extra minions are better than more bosses, for me. Yeah, it is pathetic, but my friends list is empty. I got tired of trying to find groups, or standing around for 30 minutes waiting for someone to sell a couple enhancements and fly in from 3 zones away. This build doesn’t need anyone to help, and I have no difficulty taking out purple bosses, including Family and Longbow bosses.

    The Strategy

    The basic concept is pretty simple. You enter into a mission and call in all your thugs. You buff them, then turn on Assault, Tactics and Shadow Fall, then head into the mission.

    Once you see a mob, you select a minion from the mob and teleport it right in front of you. Your thugs will alpha strike the minion and kill it in about 2 seconds. At about the same time your TP Foe power will be back up and you teleport the next minion in to be killed.

    When all of the minions have been killed, you can now go for the lieutenants and bosses. Move forward and toss your fear cone at the remaining group. Now that they are all standing around quaking in fear, you lay down a Tar Patch to keep them from running off. Finally, you cast Darkest Night on the one of the group, who you will try to save for last (he isn’t going to last long in any case). Now that the lts/bosses are under your control and debuffed, select a target and tell your thugs to kill it. Sit back, wait for it to die, select the next target and tell them to kill that one. Rinse and repeat.

    Some bosses and AVs have lots of hit points or other powers that make them difficult, such as the Family gravity controller bosses. This is where Gang War and Dark Servant come into play. You bring these 11 additional pets into the mix to keep the boss with too many targets to deal with. This leaves your main 6 thugs with the time needed to knock it off. I have just added Petrifying Gaze into the build and expect it to help with the bosses, but I don’t know how it will play yet.

    I find at level 38 that I can run a single standard newspaper mission in about 15-20 minutes, taking my time to go slow and take out all of the enemies in the mission.

    The Build

    Peg is a level 38 Thug/Dark MM. Her last 4 powers will likely be 3 from the Ghost Widow pool and one from leadership. Some of the slotting is not complete, and I’ll explain what I think I am going to do when discussing those powers.

    In my opinion, this build requires a respec to do it. When you respec, you will be not taking any of your personal pistol powers. I can’t see getting to level 28 without those powers, so I wouldn’t try to build this from scratch this way.

    Primary Powers

    Call Thugs – 3 thugs 2 levels below you, one of which is an arsonist (sort of a fire blaster). They aren’t your main fire power, but they are a good chunk of your team. They are also good for taking fire, though the arsonist is a little fragile. He is the one you will have to bring back the most.

    Slots – 4 slots: 1 Accuracy, 3 Damage

    Equip Thugs – This is the first of your two equip powers. All 6 thugs get one of these cast on them. They last until a thug dies.

    Slots – 1 slot: 1 Endurance reduction

    Call Enforcer – 2 thugs, 1 level below you. These are ranged specialists carrying Uzis, and they deal a lot of damage with a quick recycle time. They also have powers from the leadership pool, which you will be stacking with your own leadership pool selections.

    Slots – 6 slots: 1 Accuracy, 3 Damage, 1 Defense Debuff, 1 Tohit Buff

    Call Bruiser – 1 Thug who looks like a brute, but plays more like a Troll Grovard. His alpha strike is a big rock that he throws that hits for about 150 points of damage, after all buffs and enhancements. He also does lots of knockbacks, stuns, and disorients.

    Slots – 5 slots: 1 Accuracy, 3 Damage, 1 Hold Duration (you could also chose knockback distance or disorient duration, depending on the effect you want)

    Upgrade Equipment – This is your second equip power, and is cast on all 6 thugs.

    Slots – 1 slot: 1 Endurance reduction (You might use an attack rate here instead, since waiting for the recharge while buffing your thugs can be slow)

    Gang War – This brings in 10 additional thugs all wielding baseball bats. You can’t control them the way you do the other thugs. They will target the victim (usually I choose a boss) that was selected when you activated the power, then after it is dead, will attack anything else in range. After everything is dead, they all run up to you and stand around waiting to follow you somewhere else. Sometimes I will run through other mobs just to give them something else to attack before they go away. I find that they last long enough to take on two separate bosses usually, if the bosses are in nearby rooms from each other. These guys are particularly useful for dealing with the Hero on mayhem missions. I usually run out of time, because I never get the time bonus for escaping jail after the hero defeats me.

    Slots – 1 slot: 1 Attack rate (If I have extra slots later I will likely add an Accuracy and 3 Damage, but since I use this power usually at the end of the mission only, it isn’t a high priority)

    Note that I have selected none of the pistol powers. You won’t need them, your thugs will do the work for you, while you sit back and watch.

    Secondary Powers

    This is your job. They are the firepower, you are controlling the battle. You can put that shiny pistol up on the mantle now, you won’t need it any longer.

    Twilight Grasp – This is your heal power, and the heal power for your thugs. Generally, you will watch the health bars, select something that happens to still be alive, run to the thugs that need healing and cast this power. Hopefully, you will get the power off before the victim dies (danged efficient thuggies). With enhancements at level 38, this power will hit everything in your range for about 350 points of healing. Since the enemy alpha strike is usually no more than 100 or so, you can teleport in a minion to be your heal source. You target, teleport, hit the TG power then watch all the health bars jump to full while your victim keels over filled with 50 bullet holes.

    Slots – 4 slots: 1 Accuracy, 3 Heal

    Tar Patch – This is a power I use a bit, but would prefer to get a different power. However with this build you have no choice but to take Tar Patch or one of the pistol powers. Since you don’t want a pistol, Tar Patch it is. It is a reasonably good power, but I find that victims either die so fast as to not really need it, or they run out of the patch eventually. If I get a chance to respec again, I might change the enhancement load to enhance slow.

    Slots – 3 slots: 3 Attack Rate increase (This is done because some of the Dark guides recommended doing this to allow it to be recast when it expires. Trouble is that the battle is long over before then. Using these slots elsewhere might be a better choice)

    Darkest Night – This is one of your 4 primary powers that you will use all the time. This will seriously debuff the attack ability of one enemy and all of the ones around him. You get to point and laugh at the silly boss as his bolts and rocks sail harmlessly over your head. The worst problem with this power is the target will die so fast that unless you put the insults on a macro, you will be still typing while he is lying on the ground as a corpse.

    Slots – 5 slots: 3 Tohit Debuff, 2 Endurance reduction

    Shadow Fall – After you buff your thugs, you are going to turn this power on and leave it on until the end of the mission. It is going to give you and your thugs three important benefits. You will be partially invisible, allowing you to get well within range to use your fear cone without being attacked. It will give you defensive buffs and it will give you damage reduction. Between Shadow Fall and the Supremacy MM power, you will see red hits of 150 barely move your green health bar. That is if they can hit you at all.

    Slots – 6 slots: 2 Endurance reduction, 2 Defense buff, 2 Damage reduction

    Fearsome Stare – This is your primary controller power. Use Shadow Fall to get close, then hit the mob with this fear cone. They will stand there as long as you need to put any additional debuffs on them you want. The only downside is that when your arsonist hits them with a fireball, they are all going to wake up and try to shoot back before going back into the fear stance. I find that I am usually casting this or Twilight Grasp during the battle to heal thugs or keep enemies under control.

    Slots – 6 slots: 1 Accuracy, 2 Fear duration, 3 Attack rate

    Petrifying gaze – This is a power I just picked up and am not sure how it will play yet. I originally had chosen Howling Twilight, but since I am soloing (and HT doesn’t work for pets) I never used it. I am going to try to use it when I have more than one Lt to deal with. I will petrify one of them and let the thugs kill the other one.

    Slots – 1 slot (so far): 1 Attack rate (Hold duration will probably not be needed here, but I might add an Accuracy buff)

    Dark Servant – The DS gives you a 7th pet, but it isn’t permanent the way the thugs are. I tend to not bother with it unless I have a difficult situation at the end of a mission. Then I will use DS along with Gang War to increase the mayhem.

    Slots – 1 slot (so far): 1 Attack rate (Lots of choices here for additional enhancements)

    Pool Powers

    Leadership – I use both assault and tactics to increase accuracy and damage. Both are 3 slotted with endurance reduction to allow me to keep them running all the time. I might add the defense power under leadership, if I don’t take all 4 of the Ghost Widow pool powers. I might also add a couple more slots to tactics and put Tohit buffs into them. Not that my thugs and I miss too often as it is. Note that Tactics stacks with the Tactics that your enforcers cast. You will see very very few of those white “Miss” messages floating over heads.

    Teleport – TP isn’t my favorite travel power, but TP Foe is needed for this build. TP is given 3 slots with 2 range enhancements and an endurance reduction. TP Foe gets 5 slots with 1 Accuracy, 1 Range, and 3 Attack rates. The attack rate enhancements are crucial in order to keep your rhythm going. You will almost always be ready to teleport the next foe after your thugs finish doing their thing.

    Fitness – I have the swift with a single slot for Run speed, Health with 2 slots for Heal, and Stamina with 2 slots for Endurance modification. I tend to not use travel powers in a mission, so having swift helps a lot. You also don’t want to be getting to far out in front of your thugs.

    Macros and Binds

    There are a number of binds that I find to be critical to making this build work. All of these are from the available bind guides. Here are the ones that I think make a difference:

    RBUTTON "+forward$$+mouse_look"

    This allows me to move using the mouse only. Hold down the right mouse button to run forward, while steering by moving the mouse left and right.

    ALT+RBUTTON "-mouse_look"

    If I need to look at something on the user interface that requires a right click, this lets me hold down the Alt key and get there.

    CTRL+LBUTTON "powexec_name Teleport"

    Point your mouse way out into the distance and hold down the control key. Then you keep hitting the left mouse button to do a maximum distance teleport. With range enhancement I travel 150 feet with each click and can get there faster than the other travel powers, usually.

    SHIFT+LBUTTON "local Summoning $target $$powexec_name Teleport Foe"

    Target an enemy. Hold down the shift key and hit the left mouse button. Your selected target will teleport right in front of you and your thugs will alpha strike it. Watch for the white aura in the distance to know you succeeded, then you can either hit your key for “All Attack” or your key for Twilight Grasp, depending on if you want to use if for a group heal or not.

    Q "target_custom_next mypet"

    This allows the Q key to be used to target the thugs in order. I use this mostly when summoning and equipping them. Hit Q, hit the keys for the 2 equip powers, rinse and repeat 5 times.

    So that is it, so far this build has worked wonderfully, and it’s been awhile since I’ve incurred debt. If you want to ask questions, please look me up. I play Peg on the Justice server, trying slowly to push my way up to get my first level 50. God I hope the Warshades can be unlocked by villains *grin*.