Poison_Pill

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  1. After talking to Technician Naylor he agreed to send me back in time to an alternate reality of the Justce Universe. Back to the point where I met Kalinda for the first time. Endowed with the wisdom I have already achieved I was able reach a threat level of ten in four hours.

    I would highly suggest to changing your Notoriety to Vicious at or right before L6. After you complete the "Eliminate the Infected" mission you should be near L6 and you are very close to fateweaver to change your Notoriety at that point. Just do the missions and very little street sweeping is necessary. With two thugs, weaken and envenom you can now take down equal level bosses without a problem. Go to Port Oaks and start your newspaper career of defeating bosses and stealing items.

    Poison Pill
  2. Poison_Pill

    Full IO Sets

    [ QUOTE ]
    [ QUOTE ]
    Some of them DO suck though, like the Slow powers one. Most of my Slow powers need 3 recharge reduceers to be viable, and the Slow sets all include 3 or 4 +slow effects and only 1 +rech effect. I don't need +slow effects when I'm hitting someone with 5 different slow powers. What I need are +recharge so that my good powers are up more than once every 10 minutes.

    [/ QUOTE ]

    Bear in mind that some of these issues will be addressed during the testing period. Perhaps not the exact issues you mention above, and perhaps the extent of changes may not be what you hope for, but there will be changes before any of this goes to a live server.

    [/ QUOTE ]

    Hey _Castle_,

    I know this may be premature, but looking on the IO enhancement info in Paragon.wiki I noticed there are no IO's for debuffs. Is this just due to incomplete data, or is this the case? Also, staying with the slow theme all of the examples (Curtail Speed, Impeded Swiftness, Pacing of the Turtle, Tempered Readiness ) have a damage component. Does this mean I will be able to slot a damage IO into Neurotoxic Breath?

    Poison Pill
  3. Poison_Pill

    Drops II

    [ QUOTE ]
    Now I hear you guys... you all seem to dislike the Story Arc aspect of this system. I've had some discussions with the team yesterday about what we could do instead, and still keep the flavor of the four pool system, because having the extra three pools allows us to not only reward risk/reward, but time/reward as well. Takes longer to do a Task Force? Here's a nice bonus you can't get anywhere else. Finish the Respec trial, but already have all your Respecs? Here's a nice reward that carries with it some good inherent value.

    [/ QUOTE ]

    Doctor Brainstorm,

    Here's the solution that will settle the disgruntled masses about missed story-arcs or missed contacts. In the invention system there needs to be a temp that can be invented for a self-mal/Flashback. The self-mal would last 1-2 game hours. The self-mal would let you talk to conacts and get story arcs. Not sure of the game mechanics but I could see that new contacts might be difficult. Anyway, a self-mal would allow you to talk to lower level contact and get new missions. The self-contact would have a hard time limit meaning the player would have to wait for the power to fade. .

    What do you think?

    Note: Flashback was not mentioned yet in this thread when I started writing this.

    Poison Pill
  4. [ QUOTE ]
    very good guide, and great breakdown of the powers. a friend of mine pvps heavily with his thugs/poison, and his build is pretty similar to what you described in your pvp blurb. he took tp foe+tp and hasten+ss (hasten is a big help in getting thugs equipped quickly, and getting the portions of the debuffs that do stack, stacked quickly). he also skipped antidote in favor of stimulant for added fear protection, and to unlock aid self. he also has quite a few HOs from the LRSF slotted, which helps since most powers have many aspects worth slotting. something creative he did was to slot a membrane and cytoskeleton into his enforcers to lessen the end cost and reduce the rech of the power itself (which slotting a recharge isn't an option, so the membrane is extremely nice there) and also, into his thugs because of the HO bug, something that buffs tohit, will also buff a tohit debuff aspect...if that makes any sense at all.

    again, great guide overall, and since you mention running the LRSF with it, you might think about adding ideal, HO slotting in the future. i hate to sound nitpicky, but there are a few gramatical mistakes as well, but all in all, 5 stars for sure, one of the better guides i've read .

    [/ QUOTE ]

    Thanks Selah.

    I have two Lysosomes in my enforcers now to take advantage of the buff/debuff bugs. Was your friend able to verify that the Membranes do indeed affect the enforcer's attack rate and not the summoning rate? I also have two Peroxisomes in my bruiser which are great. Once I get some more HO's I'll add an addendum with the Holy Grail to HO slotting your thug/poison. Although I know pretty much how I am going to slot them now.


    Poison Pill
  5. This thread is for posting Guide or FAQ links for Masterminds. Please create your guides in the Player Guides forum (since posts in that section do not roll off) and link the thread here. Also, do not post your guide in this thread. Contact the Mastermind Official Guide Post Editor with the link to add.

    For non-Mastermind guides, check the master list of all Guides in the Guide to Guides.

    Failing any clear identifier from the poster the original post date vs. Issue release will be used (I1: 6/30/04, I2: 9/17/04, I3: 1/5/05, I4: 5/5/05, I5: 9/1/05, I6: 10/28/05) - e.g., if it was posted in March/05, it is an I3 Guide.

    MASTERMIND

    GENERAL
    <ul type="square">
    Mastermind Notes v.3.0, by Red_Zero [I7]

    Guide to the Modern Mastermind v2.0, by MZ (UK) [I6]

    Mastermind Reference Build Guide v1.0, by MZ (UK) [I6]

    Bodyguard Mode for N00bs, Haidou (UK) [I7]

    The Ultimate Master Mind Guide!, by Mageman [I6]

    MasterMind Guide, by Mech_of_Death [I6][/list]BINDS
    <ul type="square">
    Sandolphan's Mastermind Numeric Keypad Pet Controls [I8]

    Modern Mastermind Control System v2.0, by MZ (UK) [I6]

    The Incomplete and Unofficial Guide To /bind, by Curveball

    Duck's Mastermind Pet Name-Coding Guide, by Duck_LOrange

    Comprehensive Guides to Emotes

    CityBinder[/list]MERCENARIES
    <ul type="square">
    Predator-D’s Mercenary/Traps MM PvE Guide v1.0 [I6]

    Merc/DM - Detailed guide for I6, by System Crashes[I6]

    Mercenaries/Trick Arrow, by Seril [I7]

    Guide to Mercs/Traps (Ares23) [I6] [/list]NECROMANCY
    <ul type="square">
    Lichloved, a Definitive guide to Necromancy and Forcefields [I6]

    Necromancy/Dark Miasma Guide, by Dark Avalon [I6]

    Necromancy/Dark Miasma Guide, by ThePacster [I6]

    Necromancy/Dark Miasma Guide, by Geek_Boy [I6]

    Undead Love: A Necro/Dark Love Story [I6]

    Necromancy Cookbook, by Don_Uvas [I7]

    I Feel Sick! A Necromancy/Poison Mastermind Guide (Ren_Karalchin) [I6] [/list]NINJAS
    <ul type="square">
    Ninjas and Dark Miasma Guide, by Brev [I7]

    Ninja/Trick Arrow Guide, by Haustrum [I7]

    Ninja/Poison Guide, by EvilRyu [I7][/list]ROBOTICS
    <ul type="square">
    R_M's Robotics/Dark Miasma Mastermind Guide, v1.0 [I7]

    Power and Tactics Guide to Bot/Dark v2, by Sapph [I6]

    Guide for the Stylish Robotics/Traps Mastermind, by Techsupport [I6]

    Guide to Robotics/Forcefield, Dr_E_Genius (UK) [I6]

    Malicious Mechanon Mastermind Manual (Bot/FF), by Mr. Malice [I6]

    Robotics/Force Field Mastermind Guide, by Fel Ghost [I6]

    Ultimate Bots/FF Guide, by BlackestNight [I6]

    The Evil Librarian's Guide to the Robot/Traps, by Entropic_Shift [I6]

    Robots and Traps: A MM's guide to PvP, by Doctor_Gravity [I6][/list]THUGS
    <ul type="square">
    Thug/Poison Guide, by Poison Pill

    Guide to Thug Life (Thug/Dark), by McBean [I7]

    Guide to the Thugs/Dark Controller, Peg_on_Justice [I7]

    Thug Guide, by Cuppa_Sin [I7]

    Thugs/Dark Miasma Guide, by Arami_Tama [I7][/list]SECONDARIES
    <ul type="square">
    Guide to Poison Secondary, by Michel Frost [I6][/list]
  6. Faq's
    Powers
    <ul type="square">[*]Poison[*]Thugs[/list]Strategy
    Builds
    ---------------------

    Welcome to Poison Pill's thug/poison guide. This guide is to return the help I have received and help people not make the same mistakes I made. This guide is based on my experience from total noob to an established Level 50 thug/poison having done all of the strike forces, 6 of 7 Accolades, and over 200 badges. What I have in here is from actual experience, and not speculation from a L11 point of view and how über my build is. I will also avoid subjective observations and opinion where possible and use hard numbers to back up any statements. I will primarily cover a build that is optimized for doing the Lord Recluse Strike Force (LRSF). I'll give you some play style pointers on leveling to 50 as well as some pointers on getting your Accolades as soon as possible. Patron powers up to the individual, but for the record I did go with Black Scorpion.

    Who this guide is not for:

    Concept builds looking to be a pistol corrupter.
    Someone looking for crowd control.
    Someone looking to be the team healer.
    Players who want a mastermind that does not want active participation.
    Players who complain about not liking the animations.

    FAQ's

    First I will dispel some answers to common questions and explain the reasons for choosing this build.

    Why Poison?

    The Poison class is an highly offensive power set based on debuffing single targets.

    What does that mean? How can you say it is offensive with no damage attacks?

    Poison has the game's strongest single target debuffs. Meaning, you do not doing damage directly. A poison weakens the target so it does less damage, for less time, takes longer to recover, is easier to hit while having a harder time hitting you.

    Oooooh, that is a good thing. I get that now, but I want [bots|mercs|ninjas|zombies] cause they are [cool|über] so why thugs?

    I am not going to get into the "my pets are better than you pets" black hole debate. This guide is for maximizing the effectiveness of poison. The reason for choosing thugs with poison is they have the best synergy via the tier 9 power Noxious Gas and Bruiser combination.

    So what, that doesn't tell me anything.

    You are right, the power discussion is below, but here is the quick answer. Noxious Gas (NG) is a 30' Point Blank Area of Effect (PBAoE) attack that is applied to a pet. NG debuffs targets across the board 20-30% and has a mag 1000 four second hold (puke). Thirty feet in the game is not that far and you really, really want this power to take affect since it only lasts 45 seconds and has a long recharge. In order to get the most out of NG you need a pet that likes to melee and can survive being the middle of everything. An equal level, super strength, invulnerable brute fits that requirement perfectly and just happens to be the Bruiser.

    Are talking about that stupid pet that everyone complains about?

    Um, yes, that would be him. However, with proper control he is absolutely devastating. As a mastermind controlling your pets is one of your requirements. However, _CASTLE_ has publicly acknowledged the bruiser AI problems and they will be fixed sometime in the future.

    Alright, I'll buy that for now, but I want to know more about the powers.

    ---------------------------------------------------------------------------
    Poison:
    ---------------------------------------------------------------------------

    As with most power sets Poison has its must-have and skippable powers. Here is the breakdown of the power set.

    Alkaloid [Ally Heal, +Res(Toxic)]: When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists of just the right amount of amino acids to safely heal a single targeted ally. The healed target is also left with some resistance to Toxic Damage.

    Level: 1
    Range: 80'
    End: 16.25
    Recharge: 4 seconds

    This is a required power. Alkaloid is a single target auto-hit heal with a long 80 foot range. It has a pretty hefty endurance cost and starts off pretty weak. This is a power that needs to be six slotted with SO's to really shine. People will complain all day for what it does out of the box. What they have not seen is Alkaloid healing ~275 hps every 3 seconds. Think about that for a second. Now envision your bruiser surrounded by mobs with a full fury bar, and you are healing him faster than he can take damage while your 5 other thugs at range firing away. You will like alkaloid more and more as you progress.

    Envenom [-RES, -DEF, -Regen, -Heal]: You Envenom your foe with a nasty poison. The toxin directly attacks the immune system, reducing the affected targets Defense, Damage Resistance and Hit Point Regeneration Rate. The poison is so potent, that the target actually responds less to Healing

    Level: 2
    Range: 70
    End: 13
    Recharge: 12 seconds

    This is a must have power. You will take this at level two. Don't even thnk about pistols. Envenom is one of the signature powers of poison. Not having this can get you kicked from a team for not having a clue. Now why am I being so harsh? Envenom is one of the games biggest debuffs. It is why people look for poisons to join their team. Do I have your attention? Now let's get into the un-slotted numbers:

    -22.5% Defense to Target for 30 seconds

    -30.0% Resistance(Smashing) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Lethal) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Fire) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Cold) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Energy) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(negative_Energy) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Toxic) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -30.0% Resistance(Psionic) to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    15.0% Resistance(Heal) to Target for 30 seconds [Non-resistable]

    -50.0% Regeneration to Target for 30 seconds if (target = critter) [Non-resistable]
    -2.984 Regeneration to Target for 30 seconds if (target = player) [Non-resistable]

    Soooooo that is what you meant by debuffing.

    Note 1: only the -Regeneration portion is stackable by the same player. As you can see fully slotted you will be able to stop the regeneration of any target. Those */regen scrappers who think they are invincible and God's gift to PVP are in for a rude awakening the first time they run into a poison MM.

    Note 2: Notice the recharge is 12 and the effect time is 30 seconds. You do not have to spam this as soon as it is recharged. Unless the target is one of those /regen players, AV's, Hero, Giant Monster or longbow wardens.
    Weaken: You poison a single foe with a venom that significantly Weakens their strength. The affected targets Accuracy and Damage output is severely reduced. Additionally, the affected targets secondary power effects are all weakened. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened.

    Level: 4
    Range: 70
    End: 13
    Recharge: 16 seconds

    This is another must have power. You will take this at level four. Don't even look at Dual Pistols. Weaken is also a signature power of poison. Not having this can get you kicked from a team for not having a clue. Weaken is also one of the games biggest debuffs, and why people look for poisons to join their team. Am I sounding redundant? I can't stress enough that you need to take this as a poison. Where envenom attacks the target defenses Weaken attacks the target ability to attack you. Now let's get into the un-slotted numbers:

    -11.25% ToHit to Target for 30 seconds

    -22.50% Smashing Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Lethal Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Fire Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Cold Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Energy Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% negative_Energy Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Toxic Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]
    -22.50% Psionic Enhancement to Target for 30 seconds [Ignores Enhancements &amp; Buffs]

    -74.50% Stun Enhancement to Target for 30 seconds
    -74.50% Sleep Enhancement to Target for 30 seconds
    -74.50% Confused Enhancement to Target for 30 seconds
    -74.50% Terrorized Enhancement to Target for 30 seconds
    -74.50% Immobilize Enhancement to Target for 30 seconds
    -74.50% Held Enhancement to Target for 30 seconds
    -74.50% Knockback Enhancement to Target for 30 seconds
    -74.50% Knockup Enhancement to Target for 30 seconds
    -74.50% Repel Enhancement to Target for 30 seconds
    -74.50% RunSpeed Enhancement to Target for 30 seconds
    -74.50% FlySpeed Enhancement to Target for 30 seconds
    -74.50% Defense Enhancement to Target for 30 seconds
    -74.50% Defense(Melee) Enhancement to Target for 30 seconds
    -74.50% Defense(Ranged) Enhancement to Target for 30 seconds
    -74.50% Defense(AOE) Enhancement to Target for 30 seconds
    -74.50% Defense(Smashing) Enhancement to Target for 30 seconds
    -74.50% Defense(Lethal) Enhancement to Target for 30 seconds
    -74.50% Defense(Fire) Enhancement to Target for 30 seconds
    -74.50% Defense(Cold) Enhancement to Target for 30 seconds
    -74.50% Defense(Energy) Enhancement to Target for 30 seconds
    -74.50% Defense(Negative_Energy) Enhancement to Target for 30 seconds
    -74.50% Defense(Psionic) Enhancement to Target for 30 seconds
    -74.50% Heal Enhancement to Target for 30 seconds [Non-resistable]
    -74.50% ToHit Enhancement to Target for 30 seconds
    -74.50% Endurance Enhancement to Target for 30 seconds

    Are you serious? As you can see un-slotted you reduce the target's accuracy by 11.25%, damage output by -22.50%, and power effects are reduced by almost 75%. So if you are held normally for 12 seconds their hold goes down to 4 seconds.

    Weaken and Envenom are stealth powers, and probably the reason people take thier personal attacks because there are no orange numbers flying up when used. However, the two attacks combined basically reduce a target's threat by several levels. They are the cornerstone of the poison set and make you the boss/AV/Hero killer. Your personal attacks cannot compare to the effect that these two attacks have. For the record I am guilty of taking pistols when I first started the game and before I found the guides in the forums. I did respec out of them as soon as I hit L24. I want to help people avoid that same mistake as much as possible.

    Neurotoxic Breath: You can breath a cone of Neurotoxin gas that quickly start to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced

    Level: 10
    Range: 60
    End: 13
    Recharge: 30 seconds

    By level 10 you realize what is meant by poison being a single target set. Large mobs will overcome you. Neurotoxic Breath (NB) will give you some sort of crowd control. It produces a large slow cone. Enemy's can still attack but you can focus on taking them out one by one. You should take NB at level 10 it will help you out a lot. Notice the effect is 20 seconds and the recharge is 30 seconds. Perma slow will take some slotting help.

    Effect -5.25 Max RunSpeed to Target for 20 seconds [Ignores Enhancements &amp; Buffs]
    Effect -65% RechargeTime Enhancement to Target for 20 seconds [Ignores Enhancements &amp; Buffs]
    Effect -65% JumpHeight Enhancement to Target for 20 seconds [Ignores Enhancements &amp; Buffs]
    Effect -65% SpeedJumping to Target for 20 seconds
    Effect -65% RunSpeed to Target for 20 seconds
    Effect -65% FlySpeed to Target for 20 seconds

    Effect 3.576 second Held (magnitude 2) to Target (25% chance) if (target = critter)
    Effect 3.576 second Held (magnitude 2) to Target (25% chance) if (target = critter)

    Elixir of Life: With this Elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, Accuracy, Endurance recovery, and attack speed, and gains a resistance to Toxic damage. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Elixir will eventually wear off. Elixir of Life can only be used on Players and cannot be used on your Henchmen.

    Level: 15
    Range: 15
    End: 32.5
    Recharge: 180 seconds

    Elixer of Life is your combat rez for an ally. Someone goes down, and you run over and throw a gob of green goo down and they get up as a killing machine. Then after 90 seconds you can amuse yourself by watching your buddy puke. As far a rez's go this is one of the better ones. During the 90 seconds there is debt protection and very healthy buffs to the player.

    100% Heal to Target for 0.5 seconds [Non-resistable]
    100% Endurance to Target [Non-resistable]
    200% Recovery to Target for 90 seconds [Non-resistable]
    +100% RechargeTime Enhancement to Target for 90 seconds
    30% Damage Buff(Smashing) to Target for 90 seconds
    30% Damage Buff(Lethal) to Target for 90 seconds
    30% Damage Buff(Fire) to Target for 90 seconds
    30% Damage Buff(Cold) to Target for 90 seconds
    30% Damage Buff(Energy) to Target for 90 seconds
    30% Damage Buff(negative_Energy) to Target for 90 seconds
    30% Damage Buff(Toxic) to Target for 90 seconds
    30% Damage Buff(Psionic) to Target for 90 seconds
    22.5% ToHit to Target for 90 seconds
    15% Resistance(Toxic) to Target for 90 seconds [Non-resistable]
    XP Debt Protection for 90 seconds

    What happens after the 90 seconds are up? The player pukes and is very weak and very squishy. You need to warn your teammate about the side affects so they are not in the middle of a mob when time runs out! It's your bad if you do not, and get them killed again.

    1000 Held to Target for 4 seconds (after 90 sec delay)
    -30% Smashing Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Lethal Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Fire Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Cold Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Energy Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% negative_Energy Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Toxic Enhancement to Target for 45 seconds (after 90 sec delay)
    -30% Psionic Enhancement to Target for 45 seconds (after 90 sec delay)
    -22.5% ToHit to Target for 45 seconds (after 90 sec delay)
    Note 1: If you do not team you do not need this power it does not work on pets.
    Note 2: You can wait on it though since there more desirable powers to get at this level.

    Antidote: This Antidote can free an ally from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. The Antidote also grants the target some resistance to Cold and Toxic damage. Some of the effects of this power will improve with Multiple applications and as you advance in level.

    Level: 20
    Range: 70
    End: 6.5
    Recharge: 4 seconds

    -7.785 Stun to Target for 90 seconds
    129.75% Resistance(Sleep) to Target for 90 seconds
    -7.785 Sleep to Target for 90 seconds
    -7.785 Immobilize to Target for 90 seconds
    -7.785 Held to Target for 90 seconds
    7.5% Resistance(Cold) to Target for 90 seconds
    50% Resistance(RunSpeed) to Target for 90 seconds
    50% Resistance(RechargeTime) to Target for 90 seconds
    15% Resistance(Toxic) to Target for 90 seconds

    You don't need it. Just skip it and take Stamina and be happy. Really, when you use weaken these hold effects don't last that long. So a teammate gets held use you pets to take the agg off of him or just kill the caster. It's a nice power but there are more important powers to take.

    Paralytic Poison: This Paralytic Poison viciously attacks a foe's nervous system and can leave an affected target completely Held and defenseless.

    Level: 28
    Range: 70
    End: 9.75
    Duration: 6 seconds
    Recharge: 16 seconds

    9.536 second Held (magnitude 3) to Target if (target = critter) @ L50
    7.152 second Held (magnitude 3) to Target if (target = player) @ L50

    Now you finally have a hold. It really improves your quality of life. Being able to stop a [critter|player] cold just gives you that "hands up while I beat the snot out of you mentality". It is a mag three hold so you have to stack it to hold a boss or above. Then it only holds bosses for a short time during the overlap. You will want to slot this with one Acc, two Rchg, and three Hold. This slotting will give the ability to perma hold with a recharge = 9.09.

    Poison Trap: You can build a Poison 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 knock-out gas, and any foes in the affected area may be drained of much of their Endurance and quickly put it to Sleep or begin choking. 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.

    Level: 35
    Range: -
    End: 16.25
    Recharge: 60 seconds

    Skip it period. Believe me now or take it to test and believe me later. You place a glob of green goo on the ground and hope something steps on it. Poison Trap is a sleep not a hold. Meaning as soon as the target is attacked it wakes up and attacks. If you take TP foe it could be useful. TP the target onto the goo and set off the cloud of poison. Too much work. Basically, if you do TP a foe into the middle of you thugs they are dead anyway. If target is not dead it is probably a boss with TP resistance that you couldn't teleport anyway. I would really like to see this turned into an AoE green gob of goo that you throw with a 70'-80' range that is a hold or slow that can be stacked.

    Noxious Gas: You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchmen will be overcome with the Noxious Gas. Their Defense, Accuracy, Damage and Damage resistance will all be reduced. Additionally, there is a chance than any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as he empties the contents of his stomach.

    Level: 38
    Range: 30
    End: 22.75
    Duration: 45 Seconds
    Recharge: 300 seconds

    This is it, this is why you take thugs and poison. Noxious Gas works when applied to a pet and creates a 30' gaseous cloud around the pet. It only lasts 45 seconds so the pet needs to be up close and personal with the target and stay there to get the biggest affect. Since the bruiser works best when he's in the middle of the action it creates the best synergy of the two powers. It may take a level or two to really get the hang of it down to maximize the effectiveness so give it a chance. Now let's look at the numbers to see why NG is such a big deal:

    -10% ToHit to Target for 20 seconds

    -20% Smashing Enhancement to Target for 20 seconds
    -20% Lethal Enhancement to Target for 20 seconds
    -20% Fire Enhancement to Target for 20 seconds
    -20% Cold Enhancement to Target for 20 seconds
    -20% Energy Enhancement to Target for 20 seconds
    -20% negative_Energy Enhancement to Target for 20 seconds
    -20% Toxic Enhancement to Target for 20 seconds
    -20% Psionic Enhancement to Target for 20 seconds

    -20% Defense to Target for 20 seconds

    -30% Resistance(Smashing) to Target for 20 seconds
    -30% Resistance(Lethal) to Target for 20 seconds
    -30% Resistance(Fire) to Target for 20 seconds
    -30% Resistance(Cold) to Target for 20 seconds
    -30% Resistance(Energy) to Target for 20 seconds
    -30% Resistance(negative_Energy) to Target for 20 seconds
    -30% Resistance(Toxic) to Target for 20 seconds
    -30% Resistance(Psionic) to Target for 20 seconds

    Effect 1000 Held to Target for 4 seconds (0% chance) [Non-resistible]

    As you can see NG debuffs across the board and it stacks with Envenom and Weaken. Go look again I'll wait. Now note there is a multiplier depending which tier pet you apply Noxious Gas. The numbers above are based on a tier 2 which has 1.00 multiplier. The tier 1 pets have a 0.75 multiplier. Your tier three bruiser has a 1.25 multiplier. Further reinforcing that Noxious Gas and the bruiser have the best synergy. Using the bruiser your debuffs are 12.5%, 25% &amp; 37.5%.

    Now it is crystal clear Envenom, Weaken and Noxious Gas are what you use to go big game hunting. By big game I mean AV's and Hero's. For PVP I was spotting 50's 10 levels in the arena and wiping the floor with them at level 40. Noxious Gas will also detoggle granite. It is just a nasty power. The best thing about it is you can make things puke. Puking is that mag 1000 four second hold. What is better than making a player or signature heroes like Valkyrie puke?

    The best way to use NG is to get you bruiser up in front of everybody just out of awareness range of the target[s]. Send the bruiser in with goto aggressive. Then immediately infect him with NG before he gets out of your range of 30'. Let him get agg then debuff with envenom/weaken and attack.

    ---------------------------------------------------------------------------
    Thugs
    ---------------------------------------------------------------------------

    Thugs are the all damage pets for masterminds. There are no force fields, web grenades, or holds it is just straight damage. The damage is mostly smashing and lethal, but "that's the most resisted damage in the game". Let see if you have been paying attention. After Weaken, Envenom and Noxious Gas do you really believe anything is going to be resisting you? Black Scorpion's armor won't resist that. Trust me, smashing &amp; lethal resistance is nothing to worry about late game for a thug/poison. Super Arachnoids (like Biff) do take a while to cut through, but you have them debuffed so they are not that big of a threat. I am going to put out the pistol power info, but it is for reference only: do not take them. Unless your L49 and you really want dual pistols.

    It took me playing bots to really get this to sink in. Do not get attached your thugs. If they die, so what, resummon some more. Yes, equipping and upgrading are a pain, but let's face facts. The arsonist is going to die often. He generates a lot of hate and pays for it. Keep your brute, and enforcers alive. If they die just resummon them. Late game the tier one thugs are for bodyguard first and damage second. If you have to just fall back and regroup. Just don't break back trying to keep all six in the green. The enforcers are what you want fully upgraded. The bruiser can hold his own without the upgrades. The arsonist is the first thug after the enforcers that need upgrading.

    Call Thugs [L1]: Calls forth one to three Thugs (depending on your level) to do your bidding. The third Thug you gain will be an Arsonist. Thugs use Dual Pistols and can be taught additional pistol attacks. You may only have 3 Thugs under your control at any given time. If you attempt to call more Thugs, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

    Brawl
    Resistance
    Super Leap

    Pistol - thugs
    Accuracy bonus: 1.1
    Range: 70 feet
    Endurance: 5.2
    Recharge: 2 seconds
    Molotov Cocktail - Arsonist
    Accuracy bonus: 1
    Range: 70
    Endurance: 10.4
    Recharge: 6
    Resistance - Arsonist
    27.39% Resistance(Fire) to Self for 10.25 seconds

    At levels (18-32) your arsonist is not the smartest guy in the world. He has a tendency to run off into melee. This is due to he only has two attacks Molotov Cocktail and Brawl. After the L32 upgrade he has a full ranged attack chain and his inner pyromaniac really takes over. The days of running into melee are pretty much over.

    Note: the thugs have an inherent 1.1 accuracy with pistols.

    Enforcers [L12]: Calls forth one (L12) to two (L24) Thug Enforcers to do your bidding. Thug Enforcers carry a Sub-machine Gun, are possess good leadership skills. Their weapon of choice is an UZI, and can be equipped to carry up to 2 at once. You may only have 2 Thug Enforcers under your control at any given time. If you attempt to call more Enforcers, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

    Brawl
    Resistance
    Effect 27.39% Resistance (Lethal) to Self for 10.25 seconds
    Super Leap
    Maneuvers
    DefBuf: 7.174% (L12) --&gt; 8.466% (L50)
    Range: 30 feet
    Burst
    Accuracy bonus: 1
    Range: 80
    Endurance: 4.37
    Recharge: 3
    Heavy Burst
    Accuracy bonus: 1.05
    Range: 80
    Endurance: 6.86
    Recharge: 6

    These guys are your backbone, and they hold everything together. They are mean and all business. They eventually have all three leadership powers. At L50 they have Maneuvers at 8.466% (0.034 * ( 2 + 0.01 * (50-1) ) = 0.08466). Let's get a questions out of the way now.
    Numbers provided by _Castle_
    Enforcer leadership affects your thugs and any teammate's thugs in range.
    Their leadership radius is 30'. Which half of your supremacy and leadership (you will take leadership) range of 60'.
    Total possible Maneuvers: (8.466 * 1.6) * 2 = ~27%.
    Realistic Maneuvers value: (8.466 * 1.4) * 2 = ~23.7%.
    Most of the time you will want your enforcers and thugs all grouped together.
    Do I need to go into spreading your pets out when there are a lot of incoming AoE's?
    Pistol: Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast.

    Damage: 30.59 Lethal Damage
    Recharge: 1.2 Seconds
    Range: 80 feet
    Accuracy Bonus: 1.1
    Recharge: 3s
    Endurance: 6.5

    Dual Wield: Fires both pistols at once at a time target. Firing both pistols at once is slower than a single shot, but deals more damage, and the target may get knocked down by the force of the impact.

    Damage: 2 x 20.19 Lethal Damage over 0.30 seconds
    Accuracy Bonus: 1.1
    Recharge: 6 Seconds
    Range: 80 feet
    Activation: 1.2s
    Endurance: 8.58
    Knock back: 1.063 (25% chance)

    Most useful of the pistol attacks. If you have a spare slot at L49 and want pistols take this one.

    Equip Thugs [L6]: Equip your Thug Henchmen with better ammo, weapons and training. This power permanently bestows new weapons and abilities to one Thug Henchman. The powers gained are unique and dependent upon the target Thug Henchman. This power only works on your Thug Henchmen and you can only Equip any given Thug Henchman once.

    Thugs:
    Dual Wield
    Accuracy 1.1
    Range 70 feet
    Cast Time 1.2 seconds
    Recharge Time 6 seconds
    Endurance Cost 6.86
    Effect 2 * 29.36 Lethal Damage over 0.30 seconds
    Effect 1.329 Knock back to Target (25% chance)

    Arsonist:
    Spit Fire (flame thrower)
    Accuracy 1.2
    Range 40 feet
    Cast Time 2.83 seconds
    Recharge Time 16 seconds
    Endurance Cost 15.18

    Enforcer:
    Tactics - 3% ToHit
    UZI Burst
    Accuracy 1.1
    Range 80 feet
    Cast Time 1.53 seconds
    Recharge Time 4 seconds
    Endurance Cost 5.2
    Effect 3 * 14.68 Lethal Damage over 0.70 seconds
    Effect -5% Defense to Target for 5 seconds

    UZI Cone Blast
    Accuracy 1.1
    Range 60 feet
    Cast Time 3.03 seconds
    Recharge Time 10 seconds
    Endurance Cost 10.4
    Effect Area Cone Arc 20 degrees
    Max Targets Hit 10
    Effect 6 * 12.01 Lethal Damage over 1.60 seconds
    Effect -5% Defense to Target for 7 seconds

    UZI Heavy Burst
    Accuracy 1.1
    Range 80 feet
    Cast Time 2.1 seconds
    Recharge Time 8 seconds
    Endurance Cost 8.53
    Effect 6 * 12.01 Lethal Damage over 1.60 seconds
    Effect -5% Defense to Target for 5 seconds


    Bruiser:
    Haymaker
    Accuracy 1
    Range 5 feet
    Cast Time 1.5 seconds
    Recharge Time 8 seconds
    Endurance Cost 8.53
    Effects Source Level 50 Pet
    Effect 91.2 Smashing Damage
    Effect 0.67 Knockback to Target (60% chance) if (target = critter)
    Effect 0.67 Knockback to Target (60% chance) if (target = player)

    Hand Clap
    Accuracy: 0.8
    Cast time: 1.23 seconds
    Recharge time: 30 seconds
    Endurance Cost: 13
    Effect Area: Sphere
    Radius: 15 feet
    max Targets Hit: 10
    Effects Source Level 50 Pet
    Effect 11.92 second Stun (magnitude 2) to Target if (target = critter)
    Effect 11.92 second Stun (magnitude 1) to Target (50% chance) if (target = critter)
    Effect 7.957 second Stun (magnitude 2) to Target if (target = player)
    Effect 4.154 Knockback to Target if (target = critter)
    Effect 4.154 Knockback to Target if (target = player)

    Empty Clips [L8]: You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down.

    Damage: 3 x 12.23 Lethal Damage over 0.70 seconds
    Accuracy Bonus: 1.1
    Max Targets: 10
    Angle: 30°
    Radius: 40 feet
    Range: 50 feet
    Activation: 1.83 seconds
    Recharge: 8 seconds
    Endurance: 18.98
    Knock back: 1.063 (10% chance)

    Very cool looking animation, and that's about it.

    Call Enforcer [L12]: Calls forth one (L12) to two (L24) Thug Enforcers to do your bidding. Thug Enforcers carry a Sub-machine Gun, and possess good leadership skills. Their weapon of choice is an UZI, and can be equipped to carry up to 2 at once. You may only have 2 Thug Enforcers under your control at any given time.

    Range: 60 feet
    Cast Time: 1.67 seconds
    Recharge Time: 90 seconds
    Endurance: 19.5

    Gang War [L18]: Calls a gang of 10 or so Thug Posse to come to your aid for a brief while. Posse are not like your true Henchman. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Thugs. Posse are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off.

    Range: 60 feet
    Cast Time: 1.67 seconds
    Recharge Time: 10 Minutes (Note: 5 min with 2 Recharge SO's and Hasten)
    Endurance: 13

    Gang War is a fun and useful power (can be a lag bomb though). This is great when you want to overwhelm a target, lay down a meat shield, freak out a hero player, and/or use their taunt to divert attention from you and your thugs. Slotting for accuracy is more important than damage. They are -3 to you! So fighting a +3 boss they are -6 to the boss. You want them to hit so they draw attention away from players and pets.

    I didn't see this until L48, but it was a sight to behold: Leaderships triple stacked with vengeance going. They just overwhelmed everything in the area. Also, my usual LRSF team has seven players with assault and tactics, with a couple of maneuvers thrown in for good measure. They don't last long on the final fight, but they are very effective while they are alive.

    Call Bruiser [L26]: Calls one massive Bruiser. He is strong, tough and has a mean temper. As a Brute, he will generate Fury and deal more damage the longer the combat lasts. His Super Strength powers means he favors hand-to-hand combat. He has resistance to Lethal and Smashing Damage and some resistance to Fire and Cold Damage. You may only have 1 Bruiser under your control at any given time. If you attempt to summon another Bruiser, the power will fail.

    Range: 60 feet
    Cast Time: 1.67 seconds
    Recharge Time: 120 seconds
    Endurance: 19.5

    This is your typical game changing power. Now you have a full set of pets with your massive damage dealer. Go ahead and switch your reputation to Relentless.

    Upgrade Equipment [L32]: Permanently Upgrade the most advanced ammo, weapons and training to one Thug Henchman. The Upgraded Thug will gain new powers, weapons and abilities. The powers gained are unique and dependent upon the target Thug Henchman that is Upgraded. This power only works on your Thug Henchmen and you can only Upgrade the Equipment of any given Thug Henchman once.

    Range: 30 feet
    Cast Time: 1.67 seconds
    Recharge Time: 10 seconds
    Endurance: 22.75

    Thugs:
    Empty Clips:
    Damage: 3 * 17.8 Lethal Damage over 0.70 seconds
    Max Targets: 10
    Angle: 30°
    Radius: 40 feet
    Range: 50 feet
    Accuracy Bonus: 1.1
    Activation: 1.83 seconds
    Recharge: 10 seconds
    Endurance: 15.18
    Knock back: 1.329 (10% chance)

    Arsonist:
    Fire Bomb
    Damage: 44.49 Fire Damage
    11 * 2.67 Fire Damage over 5.25 seconds
    Max Targets: 10
    Range: 70 feet
    Radius: 15 foot sphere
    Accuracy Bonus: 1.1
    Cast Time: 1.37 seconds
    Recharge: 16 seconds
    Endurance: 7.8
    Knock back: 1.329 (10% chance)

    Enforcer:
    Assault: +5% damage with 30 foot radius

    Blast_Clip:
    Accuacy: 1.05
    Damage: 40.04 Lethal Damage, AOE Attack
    Max Targets: 16
    Radius: 15 foot sphere
    Range: 70 feet
    Cast Time: 2.5 seconds
    Recharge: 20 seconds
    Endurance: 15.18

    Dual_UZIs:
    Damage: 17 * 7.12 Lethal Damage over 5.00 seconds
    -5% Defense to Target for 7 seconds
    Accuracy Bonus: 1.1
    Max Targets: 10
    Range: 50 feet
    Angle: 35°
    Cast Time: 3.03 seconds
    Recharge: 20 seconds
    Endurance: 15.18
    Knock back: 1.329 (10% chance)
    UZI_Burst:
    UZI_Heavy_Burst:

    Bruiser:
    Knockout_Blow:
    Damage: 197.97 Smashing Damage
    Accuracy: 1.2
    Range: 13 feet
    Cast Time: 2.23 seconds
    Recharge: 25 seconds
    Endurance: 18.51
    Held: 14.9 second Held (mag 3) if (target = critter)
    Held: 9.938 second Held (mag 3) if (target = player)
    Knockup: 6.231

    Hurl:
    Damage: 91.2 Smashing
    Accuracy: 1
    Range: 80 feet
    Cast Time: 3.83 seconds
    Recharge Time: 8 seconds
    Endurance: 9.36
    Knock back: 6.231 (50% chance)
    -Fly: mag 1 to Target for 15 seconds

    Foot Stomp:
    Damage: 78.97 PBAoE Smashing
    Accuracy: 1
    Max Targets Hit 10
    Cast Time: 2.1 seconds
    Recharge: 20 seconds
    Endurance: 18.51
    Attack Types AOE Attack, Smashing Attack
    Radius 15 foot Sphere
    Knock back: 0.67 (80% chance)

    The long road to L32 just paid off and well worth the ride. You are now a damage machine. You have no reason now not to change your reputation to Relentless. Remember those demolitionist that gave you fits in Sharkhead you now have one on your side with the Arsonist and his fire bombs. The Enforcers will be auditioning for the next Matrix movie with how many shells they leave on the ground. You will not get tired of the constant sound of Uzi's buzzing away. As for eye candy who doesn't like the trench coats, chains, sun glasses and dew rags. Everyone knows you mean business now.

    Please note, as of this writing, the bruiser's AI is [bugged|flawed|needs adjusting] so he will prefer rock throw over other attacks, and he may wait for slow attack to recharge instead of using a lesser damage attack. This can be over come by using the goto command to force him near the target. Personally, I have a bind on my left mouse button for this: [/bind shift+lbutton petcom_name Cyanide goto aggressive]. This will be fixed sometime in the future:
    <ul type="square">[/i]
    Re: Official Thread: Pet AI issues
    #7338180 - Tue Jan 02 2007 06:15 PM

    Mastermind 'Bruiser' upgrade issues:
    It's true -- the Bruiser becomes more difficult to use as you upgrade him due to AI idiosyncrasies. I have an idea on how to work around this, partially, that I'll be putting in once I can find time to test it thoroughly to make sure it doesn't blow up things.

    _Castle_[/i][/list]---------------------------------------------------------------------------
    Play Style
    ---------------------------------------------------------------------------

    Before you leave breakout or take your first mission: right click on the follow button (in your power tray) with the arrow. Click edit and change it from follow aggressive to follow defensive. This gives you a single click to body guard mode.

    Bodyguard mode is when any pet is within your supremacy range (60', grey buff icon on pets), and in defensive/follow. Now any attack will be equally distributed to all pets and you will take two shares. Example you have three pets in body guard, and you get hit with 100 points of damage. Divide that by five (3 pets + your 2 shares). Each pet takes 20 points damage and you take 40 points damage. The MM has the lowest hit points in the game with a .75 multiplier so you want to be in body guard most of the time. With six pets you can out tank a tank due to the distribution of damage. However, if you get caught out of bodyguard by either letting you pets get too far away, not in defensive/follow, or TP'd away from you pets in PVP you will die with a head spinning quickness. Bodyguard is the MM's greatest asset learn to use it all of the time. If your pets are getting wiped get those tier 1 pets back so they can take your damage while you get your enforcers and brute back.

    As a poison your strength is in attacking single targets. Early on learn to pull with weaken and envenom. Weaken first so the chance of getting hit by the alpha drops dramatically. Make sure you pull in bodyguard mode. Nothing like taking the alpha and getting blown back 40 feet with just a minor dent your health.

    Levels 1-11

    Get used to pulling, debuffing and controlling your thugs. Try not to buy any enhancements except maybe DefDeBuff and ToHit DeBuff which do not drop that often. Sell as much as you can for DO's at level 12. Your basic strategy that won't change throughout the game is use envenom/weaken and let you thugs go to work. On your mayhem missions do the Arsons! Start now on getting your Force of Nature accolade requirements. You need ten Arsons as one of the requirements and they don't always show at low levels. Later on when you are doing a mayhem specifically for the Arson it is very frustrating when it does not show up.

    Read your History plaques, and get you exploration badges in each zone. To find these goto http://www.vidiotmaps.com/maps.php Vidiotmaps.

    Levels 12-17

    Life isn't to bad now you have an equal level enforcer and two -1 thugs. Arachnos Huntsmen are your biggest problem. Venturing into Bloody Bay is exciting since you are auto-leveled to L25 and you get to see how much better things will be when you get your second Enforcer and third thug. That will last until you meet your first hero who is probably mal'd down to 25 has all of his powers fully slotted with SO's and probably with a few Hami-Os for good measure. If you can debuff them at this point you have a slim shot but expect to get you head handed to you at this level. You should wait on PVP for awhile until you can get some more slots and some SO's. Try on the off hours to have someone show you how to get Shivans.

    At level 15 look for Willie Wheeler (Cap au Diablo) as a contact (L15-L20). Doing his arcs will give you the Paragon of Vice accomplishment badge. You will need this for your Marshal Accolade.

    Level 17, if you have not already done so, now is the time to stick an extra Acc in the the thugs. At level 18 you will get your arsonist, and with three thugs they will drop to two levels below you, so accuracy becomes an issue.

    Levels 18-23

    This is you roughest patch with one enforcer and three -2 thugs. The arsonist will keep running into melee and dying. Sharkhead and it's demolitionist will give you nightmares. At level 22 SO's will give you sticker shock. However, at level 20 you picked up Stamina and endurance problems aren't so bad now. Once you hit L20 look to get Lorenz Ansaldo (Sharkhead) as a contact and do his arcs before Level 25. He will give the Strikebreaker badge as on of the requirements for your Megalomaniac Accolade later on.

    Level 24

    Life just got good again. You now have your second Enforcer and you can tell the difference they're leadership adds along with your assault and tactics. With five thugs now you can safely take on two targets at once. Have you enforcers attack one and the thugs attack another while you debuff them.

    This is also the powers you will always have in Bloody Bay which auto-levels to 25.

    Level 26

    Your bruiser arrives on his motorcycle and things change. Taking on three mobs is not a big deal now. Send your bruiser and Enforcers in for Bosses while keeping your thugs in bodyguard.

    Get your Lorekeeper badge and unlock Archmage Tarixus (L25-L29). You need him to get Soul Taker badge before you out level him. You need Soul Taker as part of the requirements for Demonic Shield which is an accolade power that gives you a huge defensive shield for one minute. There is no real excuse for not getting this before L30. It comes in really handy for those times when all of you pets die and you need to escape.

    Levels 32 - 37

    After a long six level of waiting to get to L32 you finally get your upgrade. It is everything you had hoped it would be, but does it use the endurance.

    Level 38

    You get Noxious Gas and I have already said everything. Slot it for three recharges when you hit L39.

    Levels 30-39

    While you are in Nerva beg, bribe and plead to join any team fighting Infernal. Why? because you need 100 Hero kills to get you Hero Killer badge. Every demon he summons counts towards the badge. Hero Killer and the Fire Bug badge take a lot of work and time to get. You need them for the Force of Nature (FoN) accolade. FoN is like a huge speed boost for 60 seconds. It allows you to walk into a mission door and in less than 40 seconds be completely set up and ready to roll with a full endurance bar. It is a huge deal for masterminds.

    Levels 40-44

    Patron time. (I think masterminds get screwed on the patron powers as none of them give you another pet. The one thing I would want is a Mu with an area heal. As of this writing it is not going to happen and all of the AT's get screwed so deal with it) I selected Black Scorpion for the Scorpion shield and -fly from the web attacks. I don't look to PVP, but when I am doing a shivan or Nuke run you want to be able to knock down any flier that get in your way. I really hate having to draw out the mace every time. Which one you pick is up to you so do you research.

    Leveling now goes into high gear. I averaged less than six hours a level till 50. You really need to be careful and not out-level your 40-44 contacts.

    Levels 45-50

    You are now eligible to start doing Lord Recluse Strike Forces. Start collecting your Synthetic Hami-O's.

    Character Build

    This is my final build. This build is set up for doing LRSF's it will also do nicely in PVP but it is not optimized for a PVP build. For PVP I might go with TP Foe and TP or Combat Jumping and Super Jump with an additional accuracy in everything.

    ---------------------------------------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------------------------------------
    Name: poison_pill_50_final
    Level: 50
    Archetype: Mastermind
    Primary: Thugs
    Secondary: Poison
    ---------------------------------------------
    01) --&gt; Call Thugs==&gt; Acc(1)Dmg(3)Dmg(3)Dmg(7)Acc(17)DefDeBuf(37)
    01) --&gt; Alkaloid==&gt; Heal(1)EndRdx(7)Heal(15)Rechg(17)Heal(31)Rechg(36)
    02) --&gt; Envenom==&gt; Acc(2)DefDeBuf(5)DefDeBuf(9)EndRdx(11)DefDeBuf(33)Rechg(34)
    04) --&gt; Weaken==&gt; Acc(4)TH_DeBuf(5)TH_DeBuf(9)EndRdx(11)TH_DeBuf(33)Rechg(34)
    06) --&gt; Hover==&gt; EndRdx(6)
    08) --&gt; Equip Thugs==&gt; EndRdx(8)
    10) --&gt; Neurotoxic Breath==&gt; Acc(10)Slow(19)Slow(31)Slow(36)EndRdx(37)Rechg(39)
    12) --&gt; Call Enforcer==&gt; Acc(12)Dmg(13)Dmg(13)Dmg(15)DefBuf(23)DefBuf(23)
    14) --&gt; Fly==&gt; Fly(14)Fly(46)
    16) --&gt; Swift==&gt; Fly(16)
    18) --&gt; Health==&gt; Heal(18)Heal(19)Heal(36)
    20) --&gt; Stamina==&gt; EndMod(20)EndMod(21)EndMod(21)
    22) --&gt; Assault==&gt; EndRdx(22)
    24) --&gt; Tactics==&gt; EndRdx(24)TH_Buf(25)TH_Buf(25)TH_Buf(29)
    26) --&gt; Call Bruiser==&gt; Acc(26)Dmg(27)Dmg(27)Dmg(29)Hold(40)EndRdx(43)
    28) --&gt; Gang War==&gt; Acc(28)Acc(43)Rechg(43)Rechg(45)Dmg(46)
    30) --&gt; Paralytic Poison==&gt; Acc(30)Hold(31)Hold(33)Hold(34)Rechg(37)Rechg(40)
    32) --&gt; Upgrade Equipment==&gt; Rechg(32)EndRdx(40)EndRdx(46)
    35) --&gt; Elixir of Life==&gt; Rechg(35)
    38) --&gt; Noxious Gas==&gt; Rechg(38)Rechg(39)Rechg(39)
    41) --&gt; Scorpion Shield==&gt; EndRdx(41)DefBuf(42)DefBuf(42)DefBuf(42)EndRdx(50)
    44) --&gt; Web Envelope==&gt; Acc(44)Range(45)Range(45)
    47) --&gt; Web Cocoon==&gt; Acc(47)Hold(48)Hold(48)Hold(48)Rechg(50)Rechg(50)
    49) --&gt; Vengeance==&gt; DefBuf(49)
    ---------------------------------------------
    01) --&gt; Power Slide==&gt; Empty(1)
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    01) --&gt; Supremacy==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    ---------------------------------------------


    Notes:

    Levels 1-25 are so I have tactics and stamina available for Bloody Bay. Gang War and Paralytic Poison are interchangeable. At level 38 I had the following accolades for Warburg Nuke runs: Demonic, Invader, High Pain Threshold giving me an extra 10% HP, 5% endurance, and a tier nine shield. Almost had Headline Stealer before I leveled.

    On my way to 50 I took Vengeance at L44 so I could start doing LRSF's at 45. When I hit fifty I moved back to L49 so I could get Web Cocoon six slotted.

    Your Patron is your decision. The reason I choose Black Scorpion is due the Scorpion Shield, and the two -fly attacks. Web Envelope is slotted with 1 Acc and two range to knock down fliers up 116' away. It is situational and does not stack with any other power so it gets three slots. Web Cocoon on the other hand is a mag 3 hold which stacks with Paralytic Poison's hold. With three hold and two recharge you can get a perma (Recharge = 18.19, Duration = 19.72) hold on LT and below. Stack it with PP you can hold bosses (-6 hold resistance) and AV's (when the purple triangles of doom are not up).

    For those who do not know you get a free respec after you selec
  7. This thread is for posting Guide or FAQ links for Masterminds. Please create your guides in the Player Guides forum (since posts in that section do not roll off) and link the thread here. Also, do not post your guide in this thread. Contact the Mastermind Official Guide Post Editor with the link to add.

    For non-Mastermind guides, check the master list of all Guides in the Guide to Guides.

    Failing any clear identifier from the poster the original post date vs. Issue release will be used (I1: 6/30/04, I2: 9/17/04, I3: 1/5/05, I4: 5/5/05, I5: 9/1/05, I6: 10/28/05) - e.g., if it was posted in March/05, it is an I3 Guide.

    MASTERMIND

    GENERAL
    <ul type="square">
    Mastermind Notes v.3.0, by Red_Zero [I7]

    Guide to the Modern Mastermind v2.0, by MZ (UK) [I6]

    Mastermind Reference Build Guide v1.0, by MZ (UK) [I6]

    Bodyguard Mode for N00bs, Haidou (UK) [I7]

    The Ultimate Master Mind Guide!, by Mageman [I6]

    MasterMind Guide, by Mech_of_Death [I6][/list]BINDS
    <ul type="square">
    Sandolphan's Mastermind Numeric Keypad Pet Controls [I8]

    Modern Mastermind Control System v2.0, by MZ (UK) [I6]

    The Incomplete and Unofficial Guide To /bind, by Curveball

    Duck's Mastermind Pet Name-Coding Guide, by Duck_LOrange

    Comprehensive Guides to Emotes

    CityBinder[/list]MERCENARIES
    <ul type="square">
    Predator-D’s Mercenary/Traps MM PvE Guide v1.0 [I6]

    Merc/DM - Detailed guide for I6, by System Crashes[I6]

    Mercenaries/Trick Arrow, by Seril [I7]

    Guide to Mercs/Traps (Ares23) [I6] [/list]NECROMANCY
    <ul type="square">
    Lichloved, a Definitive guide to Necromancy and Forcefields [I6]

    Necromancy/Dark Miasma Guide, by Dark Avalon [I6]

    Necromancy/Dark Miasma Guide, by ThePacster [I6]

    Necromancy/Dark Miasma Guide, by Geek_Boy [I6]

    Undead Love: A Necro/Dark Love Story [I6]

    Necromancy Cookbook, by Don_Uvas [I7]

    I Feel Sick! A Necromancy/Poison Mastermind Guide (Ren_Karalchin) [I6] [/list]NINJAS
    <ul type="square">
    Ninjas and Dark Miasma Guide, by Brev [I7]

    Ninja/Trick Arrow Guide, by Haustrum [I7]

    Ninja/Poison Guide, by EvilRyu [I7][/list]ROBOTICS
    <ul type="square">
    R_M's Robotics/Dark Miasma Mastermind Guide, v1.0 [I7]

    Power and Tactics Guide to Bot/Dark v2, by Sapph [I6]

    Guide for the Stylish Robotics/Traps Mastermind, by Techsupport [I6]

    Guide to Robotics/Forcefield, Dr_E_Genius (UK) [I6]

    Malicious Mechanon Mastermind Manual (Bot/FF), by Mr. Malice [I6]

    Robotics/Force Field Mastermind Guide, by Fel Ghost [I6]

    Ultimate Bots/FF Guide, by BlackestNight [I6]

    The Evil Librarian's Guide to the Robot/Traps, by Entropic_Shift [I6]

    Robots and Traps: A MM's guide to PvP, by Doctor_Gravity [I6][/list]THUGS
    <ul type="square">
    Guide to Thug Life (Thug/Dark), by McBean [I7]

    Guide to the Thugs/Dark Controller, Peg_on_Justice [I7]

    Thug Guide, by Cuppa_Sin [I7]

    Thugs/Dark Miasma Guide, by Arami_Tama [I7][/list]SECONDARIES
    <ul type="square">
    Guide to Poison Secondary, by Michel Frost [I6][/list]
  8. [ QUOTE ]
    You could always do Hero v. Villain matches in the Arena, just now you can both go to the same Arena station to do it.

    [/ QUOTE ]

    Didn't know. It is much more fun to take/make the challenge in person and answer questions like does a L50 PB have any chance against a L40 Poison.

    Poison Pill

    By the way the answer is no (8-0)
  9. [ QUOTE ]
    Hi In the test server I got a Big Time badge explaining the monkey fight club situation,and I was wondering how I got it?I cant find the badge in any sites or books or I didnt nose around in here enough TNX!

    [/ QUOTE ]

    There are two new badges one by the couch and one in the center of the cage requiring you to be in a duel or observing one.

    Poison Pill
  10. The arena matches with Hero vs. Villian now available is awesome! This may be the answer to make PVP extremely popular. I think most people want to do PvP in fair fight. Not worry about getting ganked or having every possible mob dragged into the fight. I would like to see the MM pets auto spawned at the start of a cage match or at least be able to summon during the count down. That way players start out on even ground.

    What would further improve arena would be being able to select a critter type. Especially signature critters like Statesman. Have the player be able to select the critter, level and whether it is a boss, eb, hero or av. The level min would be an even level mob. You could then work up to the level 53 Statesman. No xp or kills counting toward badges to prevent farming, but just a way to hone skill towards difficult critters.

    Poison Pill
  11. [ QUOTE ]
    [ QUOTE ]
    The Thug MM Tier 1 and Tier 2 upgrades are still not working..

    if you use the Tier 2 upgrade then the Tier 1 .. the upgrades work but the graphics will not display correctyly. it also seems that you can double stack a tier 2 upgrade.. because it will display upgrade 1, upgrade 1 for the pet powers.

    I suspect its a glitch with the upgrades not being applied and not a graphics issue. but I'll let the devs sort that out.

    [/ QUOTE ]

    Actually, the 2nd upgrade isnt showing up for me AT ALL no matter which order I do it. This absolutely kills my thugs MM, becuase I can not tell which upgrade has been given. When I have to resummon quickly in a fight, it's very easy to get things out of order. Plus, it makes my trenchcoat 50% less cool!

    I hope this gets fixed soon becuase it's the one character I have that is close to lvl 50. Right now, it's unplayable.

    Thanks!

    [/ QUOTE ]

    The equip and upgrade keep over writing each other as far as the thug graphics. It's like the check to see if one has been applied is not there and the combined graphics never get turned on. Also, the bruiser does not have his combined graphics either.

    The lack of enforcer trenchcoats alone make thugs 66% less cool. My arsonist with no dynamite takes away another 16.6%. The bruiser with no chains or dew rag? Please help!! Aside from the cool/intimidation factor the different graphics are needed to tell which pet needs which upgrade. It is a playability issue!

    Thanks,

    Poison Pill
  12. Does the Arachnos Flier get any I8 love?

    Poison Pill
  13. Read through this so far and here is my 2 cents.

    A base should benefit the SG as a whole workbenches, teleporters, med bay, IoP... Players want their own place they can edit. So create a doorway in the SG that when clicked gives a list of the SG members who have an apartment. Any SG member can visit in SG member pad from the base. The player's apartment/room/pad whatever would include a storage bin for their stuff only accessible by the owner only. The apartment would include two doors, or one with two options inside one back to the base and one to some fixable location in the game. I get there are probably more players that doors in the game. However, the code for each door to do something is there i.e. Halloween. So each door could give a choice of x number of player apartments. You could also have specific doors at the base of each apartment type buildings but give the player the choice of which zone and which building.

    Player B: Where do you live?
    Player A: Marshal.
    Player B: Nice place?
    Player A: Yeah, the Family watches out for it. Wanna see?
    Player B: Sure
    Player A: how about you?
    Player B: Sharkhead, looking to move. Freaks are taking over the neighborhood, and shipyarders keeping knocking on the door asking for union donations.

    In the game Player A wants to show Player B his place. Player A clicks door goes in, Player B clicks within x seconds to follow player B inside. Once inside they can have their adult beverages [60 min stackable debuff each ] admire all the Hero salvage. Because that Back Ally Brawler mask does look nice on the wall next to the window overlooking Grandville. Player B can then go back to the game. Player A has a choice to either go back to the game or go to the Base. This way if a player gets kicked their stuff remains just the option to go to the base from their apartment is gone until they join a new SG.

    A side effect might be creating some sort of real world commerce. Just how much is penthouse in Cap worth? Solution: make apartments be earned like capes, but the mission has to be solo, tough and specific to the zone that they want to reside in. Once chosen the are permanent like the patron selection. Make it available at L40? (Cape at 20, Aura at 30, Apartment at 40). You got to prove you are able to move out and live on your own.

    Another question: should location be based on account to limit record keeping overhead? If true, should a player be able have any alt access the apartment? Maybe that Grandville high rise is not so attractive. Should a player be able then to pass enhancements, inspirations, etc to his other alts this way or would this be a balance issue? Or would it be the same as a couple of 50's supporting the SG lowbies?

    Poison Pill