Thugs/Poison Tanking Dilemna
Here's the build planned out with OG. I need to know if there's something important that I'm missing here.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(40), ExStrk-Dam%(40), EdctM'r-PetDef(40)
Level 1: Alkaloid -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(37)
Level 2: Envenom -- LdyGrey-%Dam(A), Achilles-ResDeb%(3), ShldBrk-%Dam(3), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-Acc/DefDeb(9), ShldBrk-Acc/Rchg(9)
Level 4: Weaken -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(5), Cloud-Acc/EndRdx/Rchg(5), Cloud-%Dam(7)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Call Enforcer -- DefBuff-I(A), S'bndAl-Dmg(13), S'bndAl-Dmg/EndRdx(13), S'bndAl-Build%(15), Achilles-ResDeb%(15), LdyGrey-%Dam(17)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(46), Numna-Regen/Rcvry+(46)
Level 16: Super Jump -- Jump-I(A)
Level 18: Gang War -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), C'Arms-+Def(Pets)(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(43), P'Shift-End%(43)
Level 22: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(23), TmpRdns-Acc/Dmg/Slow(25), TmpRdns-EndRdx/Rchg/Slow(25)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(50), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50)
Level 26: Call Bruiser -- BldM'dt-Acc/EndRdx(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(33), ExStrk-Dam%(34), SvgnRt-PetResDam(34)
Level 28: Paralytic Poison -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 30: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(33)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(37), Mocking-Taunt/Rchg/Rng(37)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39)
Level 41: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42), ImpArm-ResPsi(42), ImpArm-ResDam/EndRdx/Rchg(42), Aegis-Psi/Status(43)
Level 44: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46)
Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Elixir of Life -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Oppressive Gloom is the one with the Disorient? I tried it on my Necro/Dark Miasma/Ghost Widow MM. I ended up burning a respec to get rid of it. The trouble is, it's an "offense" toggle, so any amount of hold/sleep/stun will shut it down. And the critters I was fighting had a surprising number of attacks that could turn it off. I got tired of turning it back on all the time, so I eventually just dropped it.
Picked it up and decided I don't care if it's the most flawed ability in the game (cough Energy Transfer, cough), it looks so freaking cool.
If you've never had the soul mastery OG before, it surrounds you in a corona of blood red light and encircles your feet with a shadowy disc. It's kind of like using energy aura but without looking lame.
I love OG and use it on most characters that can can get it. I can shut it off for Boss fights (since it does no good unstacked) and on for Minion Wars. Against Melee Minions it's sweet IMHO.
Also, there is a Disorient Proc that Immobilizes IIRC. Slotting that might keep some stunned minions from walking out of the area.
"Comics, you're not a Mastermind...you're an Overlord!"
I actually slotted the KB proc in it. It doesn't go off that often, but when I get mobbed by 400 guys like in ITF on roof clearing it does enough to keep me going the extra few seconds I need to keep going.
I finally got my Thugs/Poison to the patron pools and I'm having a hard time deciding on soul or Mu. I know the popular pick is Mu for the large common resists and electric fences. However I'm looking at Oppressive gloom and I'm seeing a really neat toy to take all the nasty minions out of the equation.
Why do I never see tankerminds with this power? Is it broken on MM's or something?