Poison Pill's Thug/Poison Guide
hey guys
Wonderful guide!
here's my build for another reference - very similar with some minor alterations - let me know what u guys think
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Drummzz: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- Acc(A), Dmg(3), Dmg(3), Dmg(7), Acc(19), DefDeb(37)
Level 1: Alkaloid -- Heal(A), EndRdx(7), Heal(17), RechRdx(23), Heal(31), RechRdx(36)
Level 2: Envenom -- Acc(A), DefDeb(5), DefDeb(9), EndRdx(11), DefDeb(33), RechRdx(34)
Level 4: Weaken -- Acc(A), ToHitDeb(5), ToHitDeb(9), EndRdx(11), ToHitDeb(34), RechRdx(36)
Level 6: Equip Thugs -- EndRdx(A), RechRdx(50)
Level 8: Air Superiority -- Acc(A)
Level 10: Neurotoxic Breath -- Acc(A), Slow(31), Slow(33), Slow(37), EndRdx(37), RechRdx(40)
Level 12: Call Enforcer -- Acc(A), Dmg(13), Dmg(13), Dmg(15), DefBuff(23), DefBuff(25)
Level 14: Fly -- Flight(A), Flight(15), Flight(17)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A), Heal(19), Heal(36)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Assault -- EndRdx(A)
Level 24: Tactics -- EndRdx(A), ToHit(25), ToHit(29), ToHit(50)
Level 26: Call Bruiser -- Acc(A), Dmg(27), Dmg(27), Dmg(29), Hold(40), Acc(43)
Level 28: Gang War -- Acc(A), Acc(43), RechRdx(45), RechRdx(45), Dmg(46)
Level 30: Paralytic Poison -- Acc(A), Hold(31), Hold(33), Hold(34), RechRdx(39), RechRdx(43)
Level 32: Upgrade Equipment -- RechRdx(A), EndRdx(40), EndRdx(46)
Level 35: Elixir of Life -- RechRdx(A)
Level 38: Noxious Gas -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Scorpion Shield -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42)
Level 44: Web Envelope -- Acc(A), Range(45), Immob(46)
Level 47: Web Cocoon -- Acc(A), Hold(48), Hold(48), Hold(48)
Level 49: Recall Friend -- RechRdx(A), Range(50)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
37 lvl 50s: 3 Brutes, 2 Stalkers, 2 Tankers, 7 Masterminds, 2 Scrappers, 3 Blasters, 3 Controllers, 3 Corruptors, Peacebringer, 2 SoA (Crab, Bane), 3 Defenders, Widow, 3 Dominators, Warshade, Fortunata
I read this guide over my 4 day Thanksgiven weekend. I never liked to play MM's, but what the heck. One more try.
My build isn't completely the same. But its very close. This guide was a huuuuuuuuuge help. Not just helping me out with Thugs/Poison, but MM's overall.
My Master Mind hit 50 last weekend. I don't remember having so much fun with a set before. thanks.
Thanks to this guide, I started playing my thugs/poison MM. I had a pleasent time soloing him all the way up to 40. On the way, I followed Poison Pill's advice religiously and was rewarded for it.
So I hit level 40 and enter Grandville. I shell out some hard earned cash and purchase two Achille's Heel resist debuffs for my thugs and enforcers. I decide to take on Positron int he Rikti Ambassador mission with just one other sg mate, who was playing a Mercs/Traps MM at my level.
We faced Positron.
He was a purple hero to us.
We ganked him in 38 seconds.
I only lost my two thugs in the fight.
I love my MM.
Happy birthday!
Nice guide. I'm level 32 and will take some of your advice as I progress.
I did take two pistol powers as my theme is a cowboy ("Rattlesnake Jake," keeping with the poison theme). I don't regret it - the knockdown for dual pistols is consistent and an additional mitigator.
I also plan to take Mako as my patron, to get bile spray and keep a poison theme.
Can anyone comment on the end drain when running the leadership pool powers with this AT?
The end drain w/leadership:
1) If you go beserk with your debuffs and heal while hastened it can start to be a problem, but its nothing that a single piece of blue pez can't fix
2) While upgrading, turn the auras off or it WILL kill your endurance.
BTW, my first 50 was a DM/FA brute and I referred to your guide while respeccing her once. Good guide.
Thanks for the info, and the compliment.
I may revisit my guide after I12 to address IO's and the upcoming acrobatics change - I plan to try a few respecs on Test to rework a few things.
Data chunks people. DATA CHUNKS! kk ty bye bye
Truth suffers from too much analysis.
-Ancient Fremen Saying
After 48 levels of playing what has become one of my favorite toons, I wanted to weigh in with some observations and things that have worked for me:
1. I followed Poison_Pill's guide pretty exactly and it worked like
a charm. I can't say enough good things about his guide and strongly advise everyone to really his guide.
2. Lately I've only started applying the 1st upgrade to my Bruiser and not even that when I run in a group (some groups just hate the knockback). That way when I apply noxious gas, I KNOW the bruiser will run in and start mixing it up. Against AV's though, I still give him the 2nd upgrade and do the whole aggressive-goto command thing.
3. I've 6 slotted my pets with 5 Blood Mandates and a proc each: minions get the Edit of the Master defense buff proc, enforcers get Achilles Heel -res proc, and the bruiser got the Sovereign Right resist proc. Blood mandate BTW, 5 slotted, gives a 3.75 AOE defense boost; this works great against opening retaliatory salvos by most mobs and especially longbow LT's and bosses.
4. Speaking of opening shots, against large groups, I use my patron mass immob, and follow it with neurotoxic breath. This keeps the victims in place for the arsonist and the AOE barrage from my enforcers and other minions (especially the burn patch). The AOE defense I mentioned above comes in real handy with this approach.
5. Now maybe I've played too many doms, but when its one or two bad guys I'm facing, I usually open with paralytic poison. As much as I love weaken and envenom, since I reached my 30's most lieutenant or lower quality mobs die just fine without the debuffs and the hold is great against obnoxious lieutenants and teleporting mobs. Getting Black Scorpion's st hold is great also, being able to lock down up to two mobs in a fight or hold a boss is great.
6. Regarding alkaloid; 6 slotting it with doctored wounds has been awesome. I don't remember how much I heal, but without hasten it recharges every 2 seconds and costs about 9-10 endurance; this is improved from the 4 second recharge and 16 end cost from base. Its heal lets me reliably keep my pets and any squishy teammates going.
7. Gangwar: I love to use this to take the alpha from EB's and AV's. Others have reported great success in pinning bosses against the wall with this. After I slotted these guys for damage and accuracy, they also seem to really hurt the big bads out there.
Anyway, that's my thoughts on this toon after 48 levels of great fun with him. My only choice left is to decide what i want at 49: the rez or recall friend. Decisions, decisions...
I just wanted to thank Poison Pill for this great guide. Easily one of the best - if not the best - guide that I have ever read with a combination of numbers, plain turkey talk, and humorous anecdotes and analogies that made it informative and entertaining.
I took dual pistols and empty clips because I was so bored at the early levels but always had more important powers to slot and by the mid-30s could no longer squeaze them into my battle-budget, busy with other things, and respecced out of them at some point shortly thereafter.
I will also place emphasis on Alkaloid. I have this six slotted and can keep anything alive one on one, hell, two or three on one, with 300 hp every 3 seconds.
And you were right: The arsonist causes a lot of damage and he does pay for it. Without questions my #1 re-summoned minion.
Any IO slotted builds for this AT out there?
nada?
*gives Elixir of Life to awesome guide thread*
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Just a quick question, why the Defdebuf in call thugs? I know you can slot it but which of their powers/attacks has that secondary effect? All I see is knockback on all their stuff.
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I'm guessing it's a bug. Many weapons like Ninja Blade, the Uzis, Broadsword, Assault Rifle carry along a defense debuff. Perhaps the pistols had this effect in beta?