Drogos' Guide to Thugs/Dark
you might want to make the text not blue, it's hard to read on the CoH background color
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Edited. Removed the colours.
Official Offline Psychopath of PWNZ
"Hey, sneak up, stab someone, and sneak away...or kill them with Iceland at a distance. Either way, no one knows what the hell happened!" -Umbramancer, on Assassin's Boulder
Echo So'kar reference shots ||| Punkicide reference shots
A couple of points regarding the Dark part.
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16 > Shadow Fall
Team stealth. That's all I need to say. I don't like it, as it doesn't fit in with my play style. Some do like it, but I don't. I recommend skipping it.
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I would recommend not to skip this because
a) Mish Door Ambushes - With this running you dont get ambushed and get set up in peace.
b) It is also Team + Def , not much but every bit can help
c) It is also a decent Team Neg Eng,Eng and PSI Res, and since PSI attacks become common in the late game,while PSI def and Res is the rarest ,teams will love this.
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20 > Fearsome Stare
A cone fear attack. I have never like Fear attacks; I find them useless and annoying. All they do is cower and run away. Especially where I don't want them to go. I like herding, and this is very anti-herd. If you like Fear, stack Fear duration into it; otherwise, skip this power.
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1) Fear does not cause mobs to run.They only cower in place.The running is caused by different powers and would happen even if this had not been applied.
2) This power also has a large tohit debuff.
Basically this one power can neuter the alpha of an 8 man spawn so much that a petless MM will survive it
regards
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A couple of points regarding the Dark part.
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16 > Shadow Fall
Team stealth. That's all I need to say. I don't like it, as it doesn't fit in with my play style. Some do like it, but I don't. I recommend skipping it.
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I would recommend not to skip this because
a) Mish Door Ambushes - With this running you dont get ambushed and get set up in peace.
b) It is also Team + Def , not much but every bit can help
c) It is also a decent Team Neg Eng,Eng and PSI Res, and since PSI attacks become common in the late game,while PSI def and Res is the rarest ,teams will love this.
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20 > Fearsome Stare
A cone fear attack. I have never like Fear attacks; I find them useless and annoying. All they do is cower and run away. Especially where I don't want them to go. I like herding, and this is very anti-herd. If you like Fear, stack Fear duration into it; otherwise, skip this power.
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1) Fear does not cause mobs to run.They only cower in place.The running is caused by different powers and would happen even if this had not been applied.
2) This power also has a large tohit debuff.
Basically this one power can neuter the alpha of an 8 man spawn so much that a petless MM will survive it
regards
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QFT.
Fearsome Stare is a signature power for Dark Miasma corruptors and MM. It's an awesome survival tool for you, your teammates, and your pets. It's got a sizeable acc debuff as well, and shines in both PvE and PvP. Combined with DN and tar patch, this power is abusive, locking down foes and enabling them only able to attack in response while allowing the other pwoers to destroy their accuracy, damage, and resistance. Further, the power acts adds a sort of -recharge as well, as frightened mobs have to enter and "exit" the fear animations between return attacks.
If Arsonists drop burn patches, that might be generating the flight response you're getting. Also, Howling twilight can generate the fear response in some foes unaffected by its stun.
That would probably be what I've been getting when they run away like that... my arsonist. Thanks for the info!
I do understand the benefits and uses of Shadow Fall, though I still am not a fan of it, as it doesn't fit my playstyle. I never bothered to pick up Fearsome Stare, as I don't like Fear effects, though I didn't know about the other uses of it.
Official Offline Psychopath of PWNZ
"Hey, sneak up, stab someone, and sneak away...or kill them with Iceland at a distance. Either way, no one knows what the hell happened!" -Umbramancer, on Assassin's Boulder
Echo So'kar reference shots ||| Punkicide reference shots
Nice guide, Drogos.
But I have to admit that your slotting is pretty weird, although Thug/Dark can be slotted pretty weird anyways. Placing that 4th enchancement on the same type doesn't make sense to me when your only eeking out another 2% points of buff to the power when that slot could be better used enhancing your accuracy or your debuff powers.
Here's how I would slot for optimum effect:
Call Thugs: 1acc,3dmg
(Your going to have so much accuracy from the enforcers that slotting these guys for accuracy is pretty much redundant. Throw in the defense debuff there throwing around 1 accuracy is just fine. Stick the slots in your Dark Powers.
Dual Wield: 1acc or 2acc
(I personally use this pistol attack for the same reason you listed; for the knockback. However, enhancing knockback DOES NOT increase your chance to do knockback, but enhances the distance that the knockback does. So.....worthless to slot for knockback. Again slots spent better elsewhere)
Equip Thugs: 1endrdx
(Let's save as many slots as possible here, heh.)
Empty Clips: 1acc or 2acc, (dmg if you fit it in)
(I didn't take this attack because it generated too much aggro, but a good attack nevertheless. Again slotting knockback does nothing)
Call Enforcers: 3tohitbuff,3dmg or 1acc,2tohitbuff,3dmg
(Now this one is a little wierd. Here's the thing. Enforcers throw A LOT OF BUFFS! I mean their tactics manuevers and assault are ridiculous versions of the ones we get. I mean theyre throwing out incredible numbers to the rest of your guys. Stack your own leadership and watch you jaw drop. Needless to say, enhancing their buffs will yield tremendous results.)
Gang War: 3rchg or 3rchg,2-3acc
(Gang War definitely helps when your in a bind and its usually in a boss fight. Against AVs or GMs they are slightly less useful whenever there is an AoE stomp involved. Still, they buy a couple seconds and that can save lives. Enhancing accuracy is important also, since these spawn a much lower level than your fighting.)
Call Bruiser: 1acc,3dmg,(disorients if you want)
(Same reason as Thugs, enforcers are throwing out a lot of accuracy anyways, so focus on his mezzing abilties. Personally, I use the Equip Thugs upgrade on him because I like Hand Clap. It's KB and disorient are useful for stopping return fire even if it tends to scatter mobs. If your more in micromanaging like me, you can usually aim the Brusier when he does give someone the Clap!)
Upgrade Equipment: 1endrdx,1rchg
(Again keeping slots to a minimum)
Twilight Grasp: 2acc,3heal,1rchg or 2acc,2heal,2rchg
Tar Patch: 3rchg
(The slows have a negligible effect and this makes Tar come up just 10 seconds short of perma. Btw, it can't light on fire, your thinking Oil Slick)
Darkest Night: 3tohitdebuff,1endrdx
(Defense debuff is negligible considering your Thugs are going to be throwing that out anyways. Focus on the accuracy debuff for maximum effect. Also, you shouldn't be having end problems with this on unless your not going with fitness)
Howling Twilight: 3rchg,3disorient or 1rchg
(Sometimes I use this for debuff purposes, sometimes I skip. It's right at that point where it takes too long to recharge to be a truly great debuff but never hurts having it around. My current build doesnt include it until the early 40s but I do miss having it sometimes)
Shadowfall: 2dmgres,1endrx or 1endrx
(Team Stealth is more useful than you think. It not only keeps your aggro footprint lower but helps in positioning your thugs where they need to be for a good alpha strike. I take this everytime if I'm a /Dark MM. Also, slotting for defense or damage resist is to the player's disgretion only because the things that it resists don't really occur until the early 30s. Slotting can wait on this power if your going to slot at all.)
Fearsome Stare: 2acc,2fear,2rchg
(Really, this power is awesome. A fear/accuracy debuff tool that has a really wide cone effect that can affect lts and minions in one application. Seriously, every Dark should have this power. Not only is it not resisted by a lot of villian types, its not highly resisted in PvP. Get it. Slot it. Love it. Make babies with it...)
Petrifying Gaze: 2acc,2hold,2rchg or 2acc,3hold,2rchg
(Nice power, too bad you don't have anything that it can stack with. I'm personally not a huge fan of this power but if you can fit it in, use it.)
Black Hole: Who put this power in here?
Dark Servant: 3tohitdebuff,1acc,2(whatever)
(Dark Servant already has some pretty high accuracy so the best thing to do is focus again on the accuracy debuff to ensure nothing ever hits you. Fluffy likes to throw around the debuff so it's what is best to slot for first.)
Hope you don't mind but your slotting was bugging the hell out me. If you follow what I've listed you'll find your Thugs even more formidable.
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4 > Darkest Night
This power is very similar to Radiat Infection in that it is a single target massive accuracy, damage and defense debuff that spreads to the surrounding enemies like a plague. Couple this with Tar Patch, and what you have, my friends, is a field of wheat, ready to be mowed down. While you have DN up, you are still using end, so be carefull.
Recommended Slotting: 1 defense debuff, 1 accuracy debuff, 2 end redux
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Darkest Night does not debuff defense.
It debuffs damage, and accuracy.
Heroes on Infinity, Virtue, Freedom and Pinnacle.
Villains on Virtue.
Over 5000 hours of playtime
49 or so characters; average level 30; 25 levels of PL total across these characters
Question:
Does the "Equip Thugs" ability work with the "Upgrade Equipment"? Or is it one or the other, or does the upgrade require the original equip?
Just need some clarification.
You can have them both on a henchman
After getting a Thugs/Dark up to 39, the one thing I noted that my pets really needs was endurance.
It's not bad early on, when you have two Thugs and once Enforcer, and just the first upgrade. But once you have the Bruiser, and especially after you have the second upgrade (in which all henchmen get more attacks), if the firefight is prolonged, or if you continue to move through spawn after spawn nonstop, you'll notice your Thugs have little to no endurance left, putting them into a much slower attack mode, as they wait for endurance to regain enough so they can do some attack.
My original slotting was 3 accuracy and 3 damage on Thugs. 2 accuracy, 3 damage, and 1 defense on Enforcers (the Maneuvers ability gives them 7.47% defense to all, so a single SO makes that about 10%... each). I noted that if I had bosses, or Elite Bosses, to deal with, then they'd both be fairly low on endurance before the fight ended. When I got my Bruiser, he received 2 accuracy, 3 damage, and 1 endurance reducer, allowing him to keep fighting for lengthy periods.
With Inventions, you can still have the same numbers from 2 accuracy, 3 damage, but add some endurance reducers, and even have room for side effects like Knockback and ToHit debuffs. Even if you don't like using set IOs, just add a few to your pets for endurance reducers, and watch how long they can shoot it up without stopping.
For lowbie Masterminds, a small amount, like 10%, would be fine... or just don't bother that early. By the 20s, especially with SOs (and level 25+ IOs) available, not to mention more slots placed in powers, I'd highly recommend at least 20% endurance reducers for each henchmen power, and 30% or more after you hit level 30. At 40%, or higher, your pets can take on a mess of end-draining enemies and still keep blasting.
And if you're curious about the numbers on your pets, check out City of Data.
Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls
pep, end reducers in your bruiser dont lower his end consumption, it only lowers the end cost of summoning him
Slotting rules on MM pets are different from those of Controller pets.
Overall a pretty good guide but you recommended passing up some key powers and based on your comments I don't think you realize just how fantastic they are and why. The thing you have to realize about Dark is that it excels at making you nearly impossible to hit. It does this in two ways, defense and toHit debuffs. If you don't understand toHit, defense and accuracy then I suggest looking for a guide, but suffice it to say that defense and all of your toHit debuff are for all intents and purposes cumulative.
With Dark you've got a few key powers that hit that area. Most important is Darkest Night which not only includes the massive toHit debuff but the massive damage debuff. The second most important is something you recommended skipping: Fearsome Stare. It has a toHit debuff component identical to Darkest Night and is AoE. Also, unlike Darkest Night, it can't be dropped with a simple sleep, stun, fear or hold. The last one is Dark Servant who not only has Darkest Night, but a Darkest Night that is considerably more powerful.
As far as numbers go you have -11.25% toHit in Darkest Night, -15% toHit from Dark Servant's Darkest Night, -11.25% toHit in Fearsome Stare. With some decent slotting you can easily hit -50% toHit or more total and all enemies have a 50% base which means they're hitting the floor of 5%. It is important to remember that not all of your debuffs will be on every enemy all of the time. Your Dark Servant isn't always great about picking a good target, or casting it quickly, and your Fearsome Stare may miss or you might have your toggles dropped by a status effect. That's why having all of them, slotting all of them for it, and having Shadow Fall as well is important. Defense is, for all intents and purposes, just as good as -toHit, only it doesn't require you to actually nail them with that debuff. By having a combination of -all- of these things you give yourself the overhead and margin for error you need to ensure virtually all of your enemies are at or near the toHit floor almost all of the time. That can't be understated, because accuracy is multiplied by that toHit.
Regardless, you can skip Shadow Fall or Petrifying Gaze and it's really not a big deal. You can of course even skip Fearsome Glare and never have trouble. Then again in reality you could do just about anything and still come out okay as a Mastermind, but I would very seriously look at getting at least Fearsome Glare and using it. I was largely ignorant of the importance and synergy of the aforementioned powers for a long time because it's not really obvious, but it's an absolutely massive amount of damage mitigation we're talking about.
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Darkest Night
This power is very similar to Radiat Infection in that it is a single target massive accuracy, damage and defense debuff that spreads to the surrounding enemies like a plague. Couple this with Tar Patch, and what you have, my friends, is a field of wheat, ready to be mowed down. While you have DN up, you are still using end, so be carefull.
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This is an anchored toggle that is a damage and toHit debuff, not a defense and accuracy deBuff. It also has no synergy with Tar Patch other than keeping them within range of the anchor, but since it has no -KB your Bruiser will change that quite quickly regardless.
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Shadow Fall
Team stealth. That's all I need to say. I don't like it, as it doesn't fit in with my play style. Some do like it, but I don't. I recommend skipping it.
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I think you're forgetting the defense and resists, specifically energy, negative, psionic, and and fear. This is a key power for any Dark. Negative and Psionic resistances are hard to come by, not to mention the defense. You do realize that defense is just as good as a toHit debuff?
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Fearsome Stare
A cone fear attack. I have never like Fear attacks; I find them useless and annoying. All they do is cower and run away. Especially where I don't want them to go. I like herding, and this is very anti-herd. If you like Fear, stack Fear duration into it; otherwise, skip this power.
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You don't like Fear attacks but you obviously have no idea how they work. Fear in CoX is pretty much identical to sleep but with one caveat, if you stop attacking them they go back to cowering rather than staying awake. Fearsome Stare is one of the most powerful powers Dark gets. Not only can you permanently Fear massive groups of enemies so that they can't fight back unless being actively attacked, but it brings with it a very nice toHit debuff. This toHit debuff plays an important role in keeping your enemies toHit at the floor of 5% and keeping you and all of your henchmen alive.
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Petrifying Gaze
Single target hold. It's not bad, as holds go... Paralytic Poison from the /poison set is slightly better, but this is definitely one of the best. It holds bosses about a quarter of the time, depending on type of enemy. I haven't gotten it yet, simply because more important things have been coming up. And, if you follow my srategies, nothing stand up long enough to bother Holding. Still, all in all, a very good power.
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Paralytic Poison is identical. It's another key power in both PvE and PvP. Especially when combined with your Dark Servant you can quite easily keep a boss held down. It's fantastic for keeping your target from fighting back while everything else in sight is too busy cowering in fear to interfere.
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Dark Servant
Yay! Another summon! Unfortunately, it doesn't stick around very long... I've heard about two minutes or so. The recharge is roughly four to five minutes, so he's not around all the time... more in Section IV.
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He sticks around for more like four minutes and the second you hit level 39 you should easily have him slotted well enough to be almost permanent, a down time of maybe ten to twenty seconds every four minutes.
Well, here we go. Another Thugs/dark guide. This is entirely based off my own personal experience, and has nothing at all to do with specific numbers... mostly because I have no idea where everyone else pulls their numbers from. Nor do I really care.
But moving on.
I am a huge fan of Masterminds getting attack powers. All of mine have them. Reasons later.
Section I : The Thugs
Section II : The Dark
Section III : The Other Stuff
Section IV : What to do with it all
Section I : The Thugs
1 > Pistols
I skipped this power. I've heard it's a ranged brawl. Besides... you won't ever really need it past level 1. I always do the tutorial, as it's a cheap way to get to level 2 with no real work, and I can grab Jail Bird. In that time, your Punk can take care of anything dished out at you. I skipped it.
1 > Call Thugs
Your first of your bread and butter. Get this as your first power. With these hotheads, nothing gets in your way. Not for very long, anyway... get them up fast, keep them up. Don't let them die, as it's sometimes damned annoying trying to resummon them after a fairly nasty fight.
When summoned: They run from behind you, much like the Soldiers do.
Secong Punk at 6; Arsonist at 18
Recommended slotting: 3 damage, 2 accuracy, and either 1 knockback, or 1 defense debuff. Your choice.
2 > Dual Wield
This power is rather useful. And it looks so cool. As a Mastermind, you are very squishy. As is painfully obvious in PvP. Without your Thugs, you are essentially defenseless. I have never liked Masterminds who have no way of defending themselves, other then their pets. Hence, with these attack powers, you can add some marginal defense to yourself... because face it. You won't always have your Thugs available to you.
Anyway. Detaiuls of the power. Fires off a couple of rounds from your pistols; not bad damage, but it's the knockback you're really concerned with. The more an enemy is not on their feet damaging you and your thugs, the more time you can blast him without having to heal them. Both good points in my books.
Recommended slotting: 2 accuracy, 2 knockback
6 > Equip Thugs
I really shouldn't need to tell you to get this power. It beefs up yuour thugs. Honestly, who doesn't want that?
Punks: Dual Wield
Arsonist: Firebreath, with a Scourge ability
Enforcers: Dual uzis and Tactics
Bruiser: Hand Clap and Haymaker
More weapons for your thugs, and more damage faster. Who can say no? This is a staple power for all Masterminds at this level. You are a fool if you don't get this.
Recommended Slotting: 2 end redux.
8 > Empty Clips
This is just a cone version of Dual Wield. Which means more damage and more knockback faster. Again, with the personal defense thing going again. I've sprayed a half dozen Longbow agents with this power, and every one of them were knocked on their backs with it. My Arsonist then promptly Firebreathed them all. I then had a bunch of dead Longbowmen. Get this. The only problem I have with this power is that it is a rather large end hog. That's the only problem with it.
Recommended Slotting: 1 accuracy, 2 knockback, 2 end redux
12 > Call Enforcers
The second thugs to call forth and smite thine foes. My personal favorites, as they dish out quite a bit of damage, and they look friggin cool doing it. They also have some leadership abilities (Tactics, Maneuvers, and Assault, depending on their level of upgrading) that, sadly, only affect your thugs. Even if it does affect your bruiser, he'll be in melee, and not within the range anyway. Oh well. Your thugs will gain quite a bit from the leadership of your Enforcers. Keep these guys up, and make sure they stick around.
When summoned: A sewer lid pops out of the ground and they crawl out of the sewer. Kinda cool.
Second Enforcer at 25
Recomended Slotting: 3 damage, 2 accuracy, and your choice of toHit buff, defense debuff or defense buff. Whichever you need more.
18 > Gang War
This is just so friggin cool. Calls forth about ten Posse to whack at your enemies for a while, before they get bored and run away after about two minutes or so, or they die. Whichever comes first. This is your boss killer, right here. Not only does the boss have to deal with you shooting at him with your pistols, but also ten Posse, your Punks and your Enforcer(s) wailing on him. They usually die in no time flat. Definitely get this.
Recommended Slotting: 4 recharge redux. Honsetly, we could go for 6... but it's not going to be improved that much. See Section IV for more details.
26 > Call Bruiser
The last of your Tools of Smiting. And believe me... this guy does some serious smiting. He's basically a mini-Brute that runs about and kits stuff. Really hard. Like any good Brute should. I've heard that he aslo gets some Fury built up, though I haven't seen that much damage improvement over an extended fight. Still, this guy does some amazing damage, and he's just damn impressive to have around. And just like that, your gang is complete. 2 Punks, and Arsonist, two Enforcers, and a giant Bruiser. What could be better?
Recommended Slotting: 4 damage, 2 accuracy
32 > Upgrade Equipment
It's a seriously beefed up Equip. Badder weapons, more abilities... you can't go wrong with this power. Any good, half-sane Mastermind will pick up this power. More damage. Faster. Cooler looking thugs. Is this a problem...?
Punks: Empty Clips
Arsonist: Petrol Bomb and Ignite Patches (AoE fire)
Enforcers: Dual Uzi Blast, Blast Clips, Assault
Bruiser: Footstomp, Knockout Blow, and Hurl
Get this power. Seriously.
Recommended Slotting: See Equip Thug
Section II : The Dark
1 > Twilight Grasp
You have to get this power. Not because it is your mass healing power. Not because it defuffs your enemies quite nicely. Not because it saves your bacon.
But simply because it is the only option available to you at level 1 for this power set. 'But I don't want it!' you scream. To you, I say, Yes. You do. This power heals you quite nicely, and in quite a large range around you. Perfect for thise Corruptors or Dominators beside you, who aren't quite as squishy as you. The enemy targeted gets quite a nice accuracy debuff for a few seconds, but it's enough for you not to get shot again.
The only downfall to this power is that you need to target an enemy for it to work, and it has to hit. Therefore, if you are hit by an accuracy debuff, chances of you healing yourself and your buddies are a lot slimmer.
A great power.
Recommended Slotting: 4 heals, 1 recharge redux, 1 accuracy
2 > Tar Patch
I love this power. Absolutely love it. It's a targeted AoE slow. I've heard that it can also be set on fire... though I have never seen this done. It is excellent for making sure that your squishies don't get to far from the fun. Bosses are even slowed by this... Perfect for tight corridors, such as warehouses or caves. If you have flight, you can hover directly over the enemy and drop Tar Patch directly on their heads. Since stationary mobs enjoy clumping together, this helps them stay that way. Add in the Arsonists AoE Firebreath and such, as well as the Empty Clips, and nothing stands in the way. A must get.
Recommended Slotting: 3 Slow, 1 recharge redux
4 > Darkest Night
This power is very similar to Radiat Infection in that it is a single target massive accuracy, damage and defense debuff that spreads to the surrounding enemies like a plague. Couple this with Tar Patch, and what you have, my friends, is a field of wheat, ready to be mowed down. While you have DN up, you are still using end, so be carefull.
Recommended Slotting: 1 defense debuff, 1 accuracy debuff, 2 end redux
10 > Howling Twilight
This is another power I absolutely adore as a boss-killer. I rarely, if ever, use it for its intended purpose; that is, to raise your fallen team mates. I made sure to get this power, since I do not run my Mastermind without my friend, who happens to be following the same Thugs/Dark. Nasty combo. More on that later. I use this especially for the boss battles, as this power is a large-area, targeted Disorient and Slow. It does minor damage; not worth beefing up with wasted slots. Bosses are disoriented by this, and minions and Lt's stay stunned for quite a long time. I definitely must get, even if you only solo.
Recommended Slotting: 3 recharge redux, 1 disorient, 1 slow
16 > Shadow Fall
Team stealth. That's all I need to say. I don't like it, as it doesn't fit in with my play style. Some do like it, but I don't. I recommend skipping it.
~EDIT~
Gorug hath written: [ QUOTE ]
a) Mish Door Ambushes - With this running you dont get ambushed and get set up in peace.
b) It is also Team + Def , not much but every bit can help
c) It is also a decent Team Neg Eng,Eng and PSI Res, and since PSI attacks become common in the late game,while PSI def and Res is the rarest ,teams will love this.
[/ QUOTE ]
20 > Fearsome Stare
A cone fear attack. I have never like Fear attacks; I find them useless and annoying. All they do is cower and run away. Especially where I don't want them to go. I like herding, and this is very anti-herd. If you like Fear, stack Fear duration into it; otherwise, skip this power.
~EDIT~
Gorug hath writen: [ QUOTE ]
1) Fear does not cause mobs to run.They only cower in place.The running is caused by different powers and would happen even if this had not been applied.
2) This power also has a large tohit debuff.
[/ QUOTE ]
Thank you for the information.
28 > Petrifying Gaze
Single target hold. It's not bad, as holds go... Paralytic Poison from the /poison set is slightly better, but this is definitely one of the best. It holds bosses about a quarter of the time, depending on type of enemy. I haven't gotten it yet, simply because more important things have been coming up. And, if you follow my srategies, nothing stand up long enough to bother Holding. Still, all in all, a very good power.
Recommended Slotting: Hold and end redux
35 > Black Hole
A targeted Intangilibity. 'What does that mean?', you may ask. Basically, the foe is taken out of the fight for a minute or two. 'Isn't that a good thing?' No. Because while he can't hit you, you can't touch him. It's annoying as hell. It's often hard to tell the difference between an intang'd foe and a regular one, so a fellow villain may use a good power on them (sniper attacks, Total Focus, Seismic Smash, that sort of thing) and flip out because 'Unaffected' will pop up over their heads. Useless, in my opinion.
38 > Dark Servant
Yay! Another summon! Unfortunately, it doesn't stick around very long... I've heard about two minutes or so. The recharge is roughly four to five minutes, so he's not around all the time... more in Section IV.
What does he do? A mini dark/dark corrupter. Tentacles, twilight grasp, petrifying gaze, as well as Shill of the Night, which is a PBAoE debuffer. Stick him in the midle o a mob, and you have a very debuffed group of dead stuff. He has more hit points than likely anything you have, so don't be afraid to use him as an alpha-soaker of sorts. Great stuff. Pick this little dark guy up.
Recommended Slotting: 1 accuracy, 2 heal, 1 toHit debuff
Section III : The Other Stuff
Power Pools
Assuming you follow my strategies, you will not need Stamina. I don't have it, and I have no problems with endurance. I also don't have leadership, which likely shokcs quite a few of you. I haven't had a need for it yet. Anyway. Onwards. I'm not going to give recommended slotting for the power pool stuff. It's entirely based in play style and personal preference.
Speed
Hasten: I love this power, too. I use it quite often... though I don't have it perma yet. No need for it, actually. I'll explain more in Section IV. I use it mainly for Gang War and Howling Twilight. Again, details later.
Superspeed: This is how I get my [censored] out of trouble. I don't care what's following me... I go faster than they do. Lets me get in and out with no fuss.
Flight
Hover: This lets me survey the battle without getting into that pesky range known as 'melee'. I'm squishy. I know that. The more I can stay out of the range of hammers and fists, the happier I am... I still stay within the range of the healing, and the defense bonus ain't too bad. I hear a lot of people complaining about the flight speed. It's HOVER, not GO FAST. I have two defense buffs in mine. Yes, I go slow. No, I don't care. That's why I got
Fly: This is the one that gets me to where Superspeed can't take me. I go a whole lot faster than Hover will ever take me. Yes. Two travel powers. I'm squishy. Leave me alone.
Those are the only two pools I have, besides Swift. I only have swift so I don't have to run Sprint and waste end. I don't plan on getting Stamina, because I don't need it.
Section IV : What to do with it all
In this section, I'll cover strategies and how they work so damn well, as well as anything I may have missed.
Strategies
The Boss-Killer:
This is one of my favorite strategies. When I find a boss (Works really well with Elite Bosses as well... never tried it on a hero or AV...), I first peg it off with Howling Twilight, for a wicked disorient. Right after, I pop in Gang War, so I can get some good damage going. Then I send the Thugs in to do the brunt of the smiting. I fly on low enough to heal my gang, but not enough to be hit. Then I stick in Tar Patch, just as the Howling is wearing off. Any minions and Lt's are still reeling from the stun, and now they aren't going anywhere. Toss in Darkest Night, and that boss doesn't last very long. Proceed to mop up the rest.
Immediately after kicking out Gang War and Howling, I pop a Hasten pill to recharge them back a whole lot faster. I can use both three times in an average mission with that Hasten strategy.
The Hasten Pill
After I use anything with a recharge longer than Long, I pop back hasten. At the start of the mission, I use Hasten and activate my Thugs and equip them all, just so I don't spend as much time doing it. After I use both Gang War and Howling Twilight, I pop back the Hasten Pill. This works very well.
The Buddy
The guy I always play my Thugs/Dark with is also another Thugs/Dark, and we have almost the exact same powers. We both have Gang War and Howling Twilight, and Tar Patch. He doesn't have Hasten, but that's okay. When we find a boss, I hit him with Howling while he hits him with Gang War. I pop in Gang, he goes for Tar Patch, then I use Tar Patch away from the boss, so that it'll take longer for them to reach us, while he hits the boss again with Howling. All the while, our Thugs are wailing away on him, and he goes down all the faster. If the boss survives a minute, then one of us'll throw in Darkest Night. Doesn't last long. I've had it so that a boss doesn't get a single attack in on us. Not a one.
The Buddy, part Deux
Stalkers really like playing with us, as he can go about his dark shady ways while we take the brunt of the damage (By we, I mean the thugs), and he can go one-shot everything else.
Brutes aren't always a fan of us... it really depends on the Brute. Stoners aren't always fond of us, as we go too fast for them to keep up. Energy-types like us, as we like to disorient as much as they do. Super Strength ones are kinda half-and-half... some like us because a stunned opponent is easier to hit than a live one, but the other half doesn't like us as we take all their fury away. And I'm not kidding. We really do. Fire Brutes absolutely love us, as we like to herd, and all the do is AoE damage. Great system. Never played with a dark brute before, though...
Corruptors and dominators enjoy running with us, because the Thugs take the brunt of the damage, and we make it really hard for anything to get to us. As such, they stick by us. A lot. And we have amazing heals.
Masterminds always enjoy running together... the more the merrier.
That about sums it up. This was my first guide, so any feedback and/or corrections would be very appreciated.
Thank you Gorug and Kossy for their information.
Official Offline Psychopath of PWNZ
"Hey, sneak up, stab someone, and sneak away...or kill them with Iceland at a distance. Either way, no one knows what the hell happened!" -Umbramancer, on Assassin's Boulder
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