Punks from the Netherworld [Thugs/Dark Guide]


Fleeting Whisper

 

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Punks from the Netherworld
A Thugs/Dark Miasma guide

Contents
- Introduction
- Description of Thugs
- Description of Dark Miasma
- Description of Patron Pools
- Build Suggestion (Damage)
- Build Suggestion (Control)
- Build Suggestion (Support)
- Build Suggestion (Petless)
- IO Sets

Introduction
Masterminds are difficult to play, but very powerful once you understand them. Thugs/Dark is one of the more powerful combinations for both solo and team play. This guide will explore both sets, and offer advice for three different types of builds - Damage-oriented, Control-oriented, Support-oriented, and Petless.

I have personally played my own Thugs/Dark for a significant amount of time with builds similar to the first two I list, and have played the character as support when the occasion calls for it. The first three builds can often be somewhat interchangeable in function, as they will all have elements of the others. The last build I present (Petless) is, I admit, not one I have personally played, but is being built from a purely theoretical standpoint for me. Petless Masterminds are not the strongest kind of character to play in this game, by any means, but still a valid play style. I suggest now that anyone who intends to create a petless Mastermind should warn teams they join that they have not taken their pets, so the team know what to expect (or to kick you now rather than after you've already arrived at the mission).

When describing the powers of the two sets, I'll use Cost: V, where V is endurance (or endurance/sec for a toggle), Recharge: W, where W is seconds, Range: X, where X is feet, Cast: Y, where Y is seconds, and Accuracy: Z, where Z is the power's accuracy against a white minion.

Description of Thugs

  • Pistols: Range, Minor DMG (Lethal)
    Cost: 6.5 Recharge: 3
    Range: 80 Cast: 1.2
    Accuracy: 82.5%
    This is your fast, low damage attack, as in many blast sets. I do not recommend this power for any build but Petless, who needs to take all three attacks.
  • Call Thugs: Summon Punks
    Cost: 19.5 Recharge: 60
    Range: 60 Cast: 1.67
    This power summons your minion-level pets. This power should be required for all but the petless build. At level 1+, you get one Thug. At level 6+, you get two Thugs. At level 18+, you get two Thugs and an Arsonist.
    The Thugs start with Brawl and Pistol. Equip Thugs gives them Dual Wield and Pistols. Upgrade Equipment gives them Empty Clips.
    The Arsonist starts with Brawl and Molotov Cocktail (AoE Fire damage). Equip Thugs gives him Spit Fire (Cone Fire damage). Upgrade Equipment gives him Fire Bomb (AoE Fire damage and Burn Patches).

    Note: While you can slot Defense Debuff enhancements and Defense Debuff sets into Call Thugs, none of the pets summoned by Call Thugs have Defense Debuff, so those enhancements will not do anything. Do not slot Touch of Lady Gray: Chance for Negative Damage in your Call Thugs, because the chance will never fire.
  • Dual Wield: Ranged, Moderate DMG (Lethal), Foe Knockback
    Cost: 8.58 Recharge: 6
    Range: 80 Cast: 1.2
    Accuracy: 82.5%
    Either this power, or Empty Clips, is worth taking in the early levels of any build, and possibly to keep in the Damage-oriented build (definitely keep in the petless build). While it doesn't do much damage compared to your full army of pets, it does still do damage. It also provides some mitigation, with a 25% chance to KB the target.
  • Equip Thugs: Ranged, Equip Thug Henchman
    Cost: 16.3 Recharge: 6
    Range: 50 Cast: 1.3
    This power should be required for all but the petless build. This power will grant new powers to all of your pets that you use it on.
  • Empty Clips: Ranged (Cone), Moderate DMG (Lethal), Knockback
    Cost: 19 Recharge: 8
    Range: 50 Cast: 1.83
    Accuracy: 82.5%
    Either this power, or Dual Wield, is worth taking in the early levels of any build, and possibly to keep in the Damage-oriented build (definitely keep in the petless build). While it doesn't do much damage compared to your full army of pets, it does still do damage. It also provides some mitigation, with a 10% chance to KB each target. With a 30 degree arc on the cone, it should cover approximately the middle half of your screen.
  • Call Enforcer: Summon Enforcer
    Cost: 19.5 Recharge: 90
    Range: 60 Cast: 1.67
    This power summons your lieutenant-level pets. This power should be required on all but the petless build. At level 12+, you get one Enforcer. At level 24+, you get two Enforcers. The Enforcers are a great increase to both your damage output and your pet survival.
    The Enforcers start with Brawl, Burst (Single-target ranged attack, Defense Debuff), Heavy Burst (Single-target ranged attack, Defense Debuff), and Maneuvers. Equip Thugs gives them Tactics, UZI Burst (Single-target ranged attack, Defense Debuff), UZI Cone Blast (20 degree arc cone attack, Defense Debuff), and UZI Heavy Burst (Single-target ranged attack, Defense Debuff). Upgrade Equipment gives them Assault, Blast Clip (AoE attack), and Dual UZIs (35 degree arc cone attack, Defense Debuff).

    Note: The Enforcers' Maneuvers is more than twice as strong as the Defender version. Enforcers' Leadership powers only affect Thugs, but they affect ALL Thugs, not just your own, so teaming with other Thugs Masterminds is very beneficial. Enforcers' Tactics does not include the +Res(Perception, Confuse, Fear), +Perception, -Confuse of Player Tactics, and Enforcers' Assault does not include the +Res(Taunt, Placate) of Player Assault.
  • Gang War: Summon Posse
    Cost: 13 Recharge: 600
    Range: 60 Cast: 1.67
    This power will summon between 9 and 13 weak pets called Posse. They will not appear in your pet window and you cannot control them, but they can be healed and buffed. Initially they will attack the target you had when you activated this power, but they will stick around until they die or for two minutes, whichever comes first (in fact, unlike your other pets, they will not die when you do). Many of the attacks that the Posse have include a Taunt component, so use this power for aggro management. In close quarters, the Posse also serve as a poor man's immobilize, crowding around your target, preventing movement with their hit boxes (note that this may also cause frustration of your teammates who cannot get past either).
  • Call Bruiser: Summon Bruiser
    Cost: 19.5 Recharge: 120
    Range: 60 Cast: 1.67
    This power summons your boss-level pet. This power should be required on all but the petless build. the Bruiser has Fury, like a Brute, so his damage will go up the longer he is in battle.
    The Bruiser starts with Jab and Punch. Equip Thugs gives him Haymaker and Hand Clap. Upgrade Equipment gives him Knockout Blow, Hurl, and Foot Stomp.

    Note: The Bruiser has fairly poor AI. While you will be fine without doing so, it is a good idea to learn how to use your pet commands to force him into melee range. He really really likes to use Hand Clap and Hurl, and if you give him both Equip Thugs and Upgrade Equipment, he's likely to just use those two attacks, which really isn't very efficient. I suggest just giving the Bruiser one or the other upgrade (preferably Upgrade Equipment once you've got it, for KO Blow and Foot Stomp, which are both excellent attacks)
  • Upgrade Equipment: Ranged, Upgrade Thug Henchman
    Cost: 22.8 Recharge: 10
    Range: 30 Cast: 1.67
    This power should be required for all but the petless build. This power will grant new powers to all of your pets that you use it on.

Description of Dark Miasma
  • Twilight Grasp: Ranged, Foe -Acc -DMG, Team Heal
    Cost: 9.75 Recharge: 8
    Range: 80 Cast: 2.37
    Accuracy: 75%
    This power is required by the game, as it's the first in your secondary. It is, in fact, a very good power in and of itself, and in addition to the description the game gives you, it also has 50% -Regen, useful for AVs and GMs. It is worht noting however, that Masterminds have a much smaller radius on their Twilight Grasp than Defenders, Corruptors, and even Dark Servant. Because of this, it's much easier to just run to whoever needs healing (pet or teammate) than to have them come to you.
  • Tar Patch: Ranged (Location AoE), Target -Speed, -Res, -Fly
    Cost: 9.75 Recharge: 90
    Range: 90 Cast: 3.1
    This power is quite useful. Against an enemy your level that doesn't have any slow resistance, this power alone will floor an opponent's speed. It also grants a hefty resistance debuff so that you can melt everything inside the radius. With recharge slotting, it can even be made perma, or be made to stack!
  • Darkest Night: Toggle: Range (Targeted AoE), Foe -DMG -ACC
    Cost: 0.66 Recharge: 10
    Range: 70 Cast: 3.17
    Another great utility (you may hear me say this a lot in this section. Dark Miasma doesn't have many bad powers), this power simultaneously cuts down your opponent's ability to hit you, and when they do hit you, their ability to actually do damage. This power offers a great extension in survivability to you, your pets, and your teammates, just be careful about putting it on enemies that will run away or who can teleport.
  • Howling Twilight: Ranged (AoE), Minor DMG (Negative), Target Slow, -Recharge, Disorient, Ally Rez
    Cost: 32.5 Recharge: 180
    Range: 80 Cast: 3.17
    Although this power is a mass rez, that's really just a side effect. An autohit minion disorient can cut out around half the damage from a spawn (and takes out those nasty Sappers from the Malta Group), the slow stacks with Tar Patch's slow for enemies that are a higher level than you or have slow resistance, and it also has an unlisted -500% Regen. That's huge.
  • Shadow Fall: Toggle: PBAoE, Team Stealth, +Def(All), +Res(Energy, Negative, Psionics, Fear)
    Cost: 0.66 Recharge: 15
    Cast: 2.03
    Another great tool for mitigation, and you can offer it to your whole team (The Brutes will love your for it - Psionic resistance isn't easy to come by). Also quite nice for stealthing missions (just combine it with Super Speed or a +Stealth IO). And for those rare occasions when you run into Fear, it offers Fear protection and caps your Fear resistance.
  • Fearsome Stare: Ranged (Cone), Foe Feat, -ACC
    Cost: 10.7 Recharge: 40
    Range: 70 Cast: 2.03
    Accuracy: 75%
    On top of having a large AoE mez (30 degree cone), on top of having a 20% chance to mez bosses with it, Fearsome Stare also has equal ToHit Debuff to Darkset Night.
  • Petrifying Gaze: Ranged Hold
    Cost: 9.75 Recharge: 16
    Range: 70 Cast: 1.67
    Accuracy: 75%
    While not much on it's own (you can hold a single minion or lieutenant, and no secondary effects or damage), it does stack with the Petrifying Gaze from Dark Servant or the single-target hold in your Patron pool.
  • Black Hole: Ranged (Targeted AoE), Foe Intangible
    Cost: 16.3 Recharge: 120
    Range: 50 Cast: 1.03
    Accuracy: 75%
    Many people dislike foe intang powers, because it disrupts the fight. It can be used beneficially for the team, but often isn't. Also, your pets will attack intangible targets unless you tell them otherwise.
  • Dark Servant: Summon Dark Servant: Ranged Debuff Special
    Cost: 32.5 Recharge: 500
    Range: 60 Cast: 3.17
    Dark Servant ("Fluffy") is a great pet. He does a little bit of damage, but not much. He's really there for ToHit Debuffs, Immobilize, and Hold. Fluffy has 5 powers:
    * Chill of the Night: PBAoE Damage, ToHit Debuff
    * Darkest Night
    * Twilight Grasp
    * Tenebrous Tentacles: Cone Immobilize, Damage, ToHit Debuff
    * Petrifying Gaze

    Note: Unlike the Defender and Corruptor versions, Dark Servant is not perma without recharge slotting.

Description of Patron Pools
Each Mastermind patron pool has:
- Cone attack
- AoE or Cone Immobilize
- Defense or Resistance toggle
- Single-target Hold

The differences between the patrons is mostly superficial.
Soul Mastery (Ghost Widow) has ToHit Debuff in Night Fall, Negative and Toxic resistance in Dark Embrace, does Negative Energy damage, and has a freakin' awesome animation on the hold.
Mu Mastery (Sciorroco) has Endurance drain and Recovery debuff on Static Discharge, Electrifying Fences, and Electric Shackles, Energy resistance in Charged Armor, does Energy damage, and has the only immob with -KB.
Mace Mastery (Black Scorpion) has -Recharge, -Speed, and -Fly on the Web Envelope and Web Cocoon, Knockback on Mace Beam Volley, provides defense rather than resistance in Scorpion Shield (with Toxic resistance and Energy defense), does Smashing/Energy damage, and does not do damage with the immob or hold.
Leviathan Mastery (Captain Mako) has -Fly on Spirit Shark Jaws, Cold resistance in Shark Skin, does Negative damage with School of Sharks, does Toxic damage with Bile Spray, and has frikkin sharks! (No lasers, though)

The three resistance shields (Shark Skin, Charged Armor, and Dark Embrace) works well with the Mastermind's Bodyguard Mode for reducing damage. The defense shield (Scorpion Shield) works well with the variety of ToHit Debuffs you throw out as a /Dark Miasma Mastermind (Self +Defense is the same as Foe -ToHit). The Holds combine with Petrifying Gaze from you and Fluffy to help keep those bosses/EBs/AVs held. Night Fall from Soul Mastery stacks with your other ToHit Debuffs.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Build Suggestion (Damage)
Before I get into the builds, I want to heavily emphasize that these are ONLY SUGGESTIONS. They are not necessarily the perfect min/maxed build, and in fact don't even have IO Sets. You have been informed.

This damage-oriented build will have several personal attacks, alongside the pets.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Damage-Oriented: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Thugs -- Acc(A), Acc(3), Acc(3), Dmg(11), Dmg(15), Dmg(33)
Level 1: Twilight Grasp -- Acc(A), Acc(11), Heal(15), Heal(34), Heal(34), RechRdx(34)
Level 2: Tar Patch -- RechRdx(A), RechRdx(5), RechRdx(7)
Level 4: Dual Wield -- Acc(A), Dmg(5), Dmg(7), Dmg(31), RechRdx(31), EndRdx(33)
Level 6: Equip Thugs -- EndRdx(A)
Level 8: Empty Clips -- Acc(A), Dmg(9), Dmg(9), Dmg(21), RechRdx(23), EndRdx(25)
Level 10: Combat Jumping -- Jump(A)
Level 12: Call Enforcer -- Acc(A), Acc(13), Dmg(13), Dmg(17), DefBuff(19), DefBuff(23)
Level 14: Super Jump -- Jump(A)
Level 16: Shadow Fall -- EndRdx(A), EndRdx(17), ResDam(37), ResDam(40), ResDam(43)
Level 18: Gang War -- RechRdx(A), RechRdx(19)
Level 20: Howling Twilight -- RechRdx(A), RechRdx(21), RechRdx(25), EndRdx(50)
Level 22: Hurdle -- Jump(A)
Level 24: Health -- Heal(A)
Level 26: Call Bruiser -- Acc(A), Dmg(27), Dmg(27), Dmg(31), EndRdx(33)
Level 28: Stamina -- EndMod(A), EndMod(29), EndMod(29)
Level 30: Assault -- EndRdx(A)
Level 32: Upgrade Equipment -- EndRdx(A), EndRdx(46)
Level 35: Fearsome Stare -- Acc(A), Fear(36), Fear(36), ToHitDeb(36), ToHitDeb(37), RechRdx(37)
Level 38: Dark Servant -- Acc(A), RechRdx(39), RechRdx(39), RechRdx(39), ToHitDeb(40), ToHitDeb(40)
Level 41: Night Fall -- Acc(A), Dmg(42), Dmg(42), Dmg(42), RechRdx(43), EndRdx(43)
Level 44: Soul Tentacles -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46), EndRdx(46)
Level 47: Tactics -- EndRdx(A), ToHit(48), ToHit(48), ToHit(48)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

For personal use, you have one single-target attack and three cones. Tar Patch increases your damage (both personal and pet), and Twilight Grasp, Howling Twilight, Shadow Fall, Fearsome Stare, and Dark Servant help keep you and your pets alive. Of course, the pets are included. Tar Patch, Howling Twilight, Dark Servant, and Soul Tentacles will all help to keep enemies in one spot for you and your pets' AoEs.

Combat Jumping + Super Jump are interchangable with other travel powers. Assault + Tactics help to increase your overall damage. Hasten keeps things coming quickly.

Build Suggestion (Control)
This build will have as many control powers as can be reasonably taken.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Control-Oriented: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Call Thugs -- Acc(A), Acc(3), Acc(7), Dmg(13), Dmg(15), Dmg(17)
Level 1: Twilight Grasp -- Acc(A), Heal(9), Heal(37), Heal(37), RechRdx(50)
Level 2: Tar Patch -- RechRdx(A), RechRdx(3), RechRdx(5)
Level 4: Dual Wield -- Acc(A), RechRdx(5), RechRdx(7)
Level 6: Equip Thugs -- EndRdx(A), EndRdx(46)
Level 8: Air Superiority -- Acc(A), RechRdx(9), RechRdx(36)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(11), Dsrnt(40), EndRdx(43), EndRdx(46)
Level 12: Call Enforcer -- Acc(A), Acc(13), Dmg(15), Dmg(17), DefBuff(19), DefBuff(21)
Level 14: Fly -- Flight(A)
Level 16: Empty Clips -- Acc(A), RechRdx(23), RechRdx(25), EndRdx(37)
Level 18: Gang War -- RechRdx(A), RechRdx(19), RechRdx(21)
Level 20: Fearsome Stare -- Acc(A), Fear(23), Fear(25), Fear(27), RechRdx(34), EndRdx(36)
Level 22: Swift -- Run(A)
Level 24: Health -- Heal(A)
Level 26: Call Bruiser -- Acc(A), Dmg(27), Dmg(29), Dmg(31), Hold(33), Dsrnt(34)
Level 28: Petrifying Gaze -- Acc(A), Hold(29), Hold(31), Hold(33), RechRdx(34), EndRdx(36)
Level 30: Stamina -- EndMod(A), EndMod(31), EndMod(33)
Level 32: Upgrade Equipment -- EndRdx(A), EndRdx(46)
Level 35: Black Hole -- RechRdx(A)
Level 38: Dark Servant -- Acc(A), RechRdx(39), RechRdx(39), Hold(39), Hold(40), Immob(40)
Level 41: Web Envelope -- Acc(A), Immob(42), Immob(42), Immob(42), RechRdx(43), EndRdx(43)
Level 44: Mace Beam Volley -- Acc(A), RechRdx(45), RechRdx(45), EndRdx(45)
Level 47: Web Cocoon -- Acc(A), Hold(48), Hold(48), Hold(48), RechRdx(50), EndRdx(50)
Level 49: Hurdle -- Jump(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

Use the knockback of Dual Wield, Empty Clips, and Mace Beam Volley for some soft control, along with the Knockup of Air Superiority. Other soft contorol is offered by Gang War (Taunts enemies away from you), Tar Patch (Slow them down), and your ToHit Debuffs. Howling Twilight, Fearsome Stare, Bruiser, Petrifying Gaze, Black Hole, Dark Servant (Pet. Gaze and Tenebrous Tentacles), Web Envelope and Web Cocoon all offer some form of hard control, and are slotted for such (only partially, in the case of the Bruiser and Dark Servant).

Build Suggestion (Support)
This build uses both debuff and mez to help the team do it's best and to stay safe.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Support-Oriented: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- Acc(A), Acc(3), Acc(5), Dmg(7), Dmg(9), Dmg(11)
Level 1: Twilight Grasp -- Acc(A), Heal(3), Heal(7), Heal(37), RechRdx(43), EndRdx(46)
Level 2: Tar Patch -- RechRdx(A), RechRdx(37), RechRdx(37)
Level 4: Darkest Night -- EndRdx(A), ToHitDeb(5), ToHitDeb(42), ToHitDeb(43)
Level 6: Equip Thugs -- EndRdx(A)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(15)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(13), EndRdx(46), EndRdx(48)
Level 12: Call Enforcer -- Acc(A), Acc(13), Dmg(15), Dmg(17), DefBuff(19), DefBuff(21)
Level 14: Super Speed -- Run(A)
Level 16: Shadow Fall -- EndRdx(A), DefBuff(17), DefBuff(25), ResDam(36), ResDam(42), ResDam(43)
Level 18: Gang War -- RechRdx(A), RechRdx(19), RechRdx(23)
Level 20: Fearsome Stare -- Acc(A), Fear(21), Fear(23), ToHitDeb(25), ToHitDeb(27), RechRdx(34)
Level 22: Hurdle -- Jump(A)
Level 24: Health -- Heal(A)
Level 26: Call Bruiser -- Acc(A), Dmg(27), Dmg(29), Dmg(31), Hold(33), EndRdx(34)
Level 28: Petrifying Gaze -- Acc(A), Hold(29), Hold(31), Hold(33), RechRdx(34), EndRdx(36)
Level 30: Stamina -- EndMod(A), EndMod(31), EndMod(33)
Level 32: Upgrade Equipment -- EndRdx(A), EndRdx(46)
Level 35: Maneuvers -- EndRdx(A), DefBuff(36), DefBuff(39), DefBuff(40)
Level 38: Dark Servant -- Acc(A), RechRdx(39), RechRdx(39), ToHitDeb(40), ToHitDeb(40), ToHitDeb(42)
Level 41: Assault -- EndRdx(A)
Level 44: Tactics -- EndRdx(A), ToHit(45), ToHit(45), ToHit(45)
Level 47: Vengeance -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Charged Armor -- EndRdx(A), ResDam(50), ResDam(50), ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

Darkest Night, Fearsome Stare, and Dark Servant should floor your enemy's ToHit. Adding the Defense from Shadow Fall and Maneuvers (and Enforcers for your pets, and Vengeance if anything goes wrong) makes you and your pets particularly difficult to kill. Tar Patch, enforcers, Assault, and Tactics all make the enemies die faster.

Build Suggestion (Petless)
As I said before, this build is going to be entirely theoretical, not from experience. That, in addition to the difficulty of a petless Mastermind means "Play At Your Own Risk!™"

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Petless!: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Pistols -- Acc(A), Dmg(3), Dmg(5), Dmg(36), RechRdx(37), EndRdx(39)
Level 1: Twilight Grasp -- Acc(A), Heal(7), Heal(7), Heal(43), RechRdx(45)
Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(5), Dmg(17), RechRdx(23), EndRdx(25)
Level 4: Tar Patch -- RechRdx(A), RechRdx(13), RechRdx(15)
Level 6: Darkest Night -- EndRdx(A), ToHitDeb(40), ToHitDeb(42), ToHitDeb(43)
Level 8: Empty Clips -- Acc(A), Dmg(9), Dmg(9), Dmg(34), RechRdx(34), EndRdx(34)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(11)
Level 12: Teleport Foe -- Acc(A), Acc(13)
Level 14: Teleport -- EndRdx(A), EndRdx(15), Range(19), Range(21)
Level 16: Shadow Fall -- EndRdx(A), ResDam(17), ResDam(19), ResDam(23), DefBuff(33), DefBuff(45)
Level 18: Hurdle -- Jump(A)
Level 20: Fearsome Stare -- Acc(A), Fear(21), Fear(31), ToHitDeb(33), ToHitDeb(39), RechRdx(40)
Level 22: Health -- Heal(A)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(27)
Level 26: Maneuvers -- EndRdx(A), DefBuff(27), DefBuff(29), DefBuff(31)
Level 28: Petrifying Gaze -- Acc(A), Hold(29), Hold(31), Hold(39), RechRdx(40), EndRdx(42)
Level 30: Assault -- EndRdx(A)
Level 32: Tactics -- EndRdx(A), ToHit(33), ToHit(36), ToHit(37)
Level 35: Vengeance -- DefBuff(A), DefBuff(36), DefBuff(37)
Level 38: Stealth -- EndRdx(A)
Level 41: Charged Armor -- ResDam(A), ResDam(42), ResDam(43)
Level 44: Static Discharge -- Acc(A), Dmg(45), Dmg(46), Dmg(46), RechRdx(46), EndRdx(48)
Level 47: Electric Shackles -- Acc(A), Hold(48), Hold(48), Hold(50), RechRdx(50), EndRdx(50)
Level 49: Swift -- Run(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

2 single-target attacks, 2 cone attacks. With no pets you probably won't be soling an AV any time soon, but at least the ToHit Debuffs, defense, resistance, and self heal can keep you alive.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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IO Sets
Pistols: Accepts Ranged Damage.
Entropic Chaos and Decimation are both good choices for the +Recharge, but only if you're willing to add 4 slots to Pistols. At 3s recharge, Pistols is also a good power selection for procs, such as Entropic Chaos: Chance of Heal Self, Decimation, Chance of Build Up (Unique), Devastation: Chance of Hold, and Apocalypse: Chance of Negative Damage (Unique).
Call Thugs: Accepts Pet Damage, Defense Debuff, and Knockback.
Brilliant Leadership, Blood Mandate, and Sovereign Right have extra Accuracy enhancement, while Brilliant Leadership, Edict of the Master, and Blood Mandate have extra Damage enhancement. I prefer Blood Mandate, as it has better set bonuses overall than Brilliant Leadership, and can be found at level 50. For Thugs, either the tier 1 pets or the Enforcers are the best place for Soulbound Allegiance: Chance for Build Up. Soulbound Allegiance Dam/Rech, Acc/Dam/Rech, and Acc/Rech serve much less purpose for a Mastermind than a Controller or Dominator. Commanding Presence: Taunt/Placate Resist is only useful in PvP (and then only slightly). Edict of the Master: Defense Bonus and Sovereign Right: Resistance Bonus are both wonderful, but are easier to fit into Gang War.
DO NOT SLOT DEFENSE DEBUFF SETS. Your tier 1 pets do not have any defense debuffs, so the Defense Debuff sets will not help.
Half of your first two tier 1 pets have Knockback, and would benefit from the Knockback sets. The Arsonist has no Knockback. Explosive Strike: Chance for Smashing Damage is probably the most useful Knockback set IO for your Thugs.
Dual Wield: Accepts Ranged Damage and Knockback.
See advice on Pistols for the Ranged Damage sets.
Explosive Strike: Chance for Smashing Damage and Force Feedback: Chance for +Recharge can both be useful to you. Slotting multiple from a set, not so much.
Equip Thugs: Does not accept sets.
Empty Clips: Accepts Ranged (AoE) and Knockback.
Air Burst: Damage/Range and Detonation: Damage/Range and Damage/Endurance/Range are both helpful for Empty Clips, as it starts at only 50 foot range. Adding Range to a cone power is also helpful, by increasing the volume you can hit with it. Positron's Blast and Ragnarok both have excellent set bonuses, though Ragnarok's proc serves little purpose in Empty Clips.
See advice on Dual Wield for the Knockback sets.
Call Enforcer: Accepts Pet Damage sets, Defense Debuff sets, and ToHit Buff sets.
See advice on Call Thugs for the Pet Damage sets.
Because all but one of the Enforcer attacks have Defense Debuff, it can be worth it to use Defense Debuff set IOs here, especially Touch of Lady Gray: Chance for Negative Damage and Achilles' Heel: Chance for Resistance Debuff.
The only ToHit Buff set IO that is at all worthwhile for the Enforcers is Gaussian's Synchronized Fire-Control: Chance for Build Up.
Gang War: Accepts Pet Damage.
Slot Edict of the Master: Defense Bonus and Sovereign Right: Resistance Bonus here alongside the recharge. It's worth it.
Call Bruiser: Accepts Pet Damage and Knockback
See advice on Call Thugs for the Pet Damage sets.
See advice on Call Thugs for the Knockback sets.
Upgrade Equipment: Does not accept sets.


Twilight Grasp: Accepts Heal sets and ToHit Debuff sets.
Doctored Wounds and Regenerative Tissue both have decent set bonuses. If you fire Twilight Grasp often enough, the Numina and Miracle uniques may be worth slotting here (Health would be the better choice, and Masterminds gain little benefit from the Regen Tissue unique).
Because of the small ToHit Debuff in Twilight Grasp and the fact that it is single target, the ToHit Debuff sets aren't very worth it.
Tar Patch: Accepts Slow sets.
All you really need in Tar Patch is recharge, and there isn't much of that in the sets. Impeded Swiftness: Chance for Smashing Damage is rather nice, though.
Darkest Night: Accepts ToHit Debuff sets.
Dark Watcher's Despair and Dampened Spirits both have good set bonuses, and Dark Watcher's Despair: Chance for Recharge Slow can help add to your survivability.
Howling Twilight: Accepts Ranged (AoE), Stun, and Slow sets.
Positron's Blast: Chance for Energy Damage is worth slotting if you have the slots available.
Stupefy and Absolute Amazement both have good set bonuses.
Impeded Swiftness: Chance for Smashing Damage is also worth slotting.
Shadow Fall: Accepts Resistance sets and Defense sets.
Karma: Knockback Protection, Kismet: Accuracy +6%, and Luck of the Gambler: Recharge Speed are all worth having. Other than that, slot to taste.
Steadfast Protection: Knockback Protection is worth having. Other than that, slot to taste.
Fearsome Stare: Accepts Fear sets and ToHit Debuff sets.
Glimpse of the Abyss: Chance of Psionic Damage is quite useful, and Glimpse of the Abyss and Unspeakable Terror both have good set bonuses. Slotting a Fear/Range can sometimes help get more of the spawn with the initial Stare.
See advice on Darkest Night for the ToHit Debuff sets.
Petrifying Gaze: Accepts Hold sets.
Neuronic Shutdown: Chance for Psionic Damage, Ghost Widow's Embrace: Chance for Psionic Damage, and Unbreakable Constraint: Chance for Smashing Damage are all worthwhile. Neuronic Shutdown and Unbreakable Constraint both have good set bonuses as well.
Black Hole: Accepts Immobilize sets.
Trap of the Hunter: Chance for Lethal Damage can be useful. Gravitational Anchor and Enfeebled Operation both have nice set bonuses. Gravitational Anchor: Chance for Hold is not useful in Black Hole.
Dark Servant: Accepts Heal sets, Hold sets, Immobilize sets, and ToHit Debuff sets.
While all of the procs in the sets available to Fluffy are useful, ToHit Debuff is really the only set type that is worth slotting more than a proc. See advice on Darkest Night for the ToHit Debuff sets.


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