Enforcers: how much +def?
I don't remember my exact numbers, but I think it's 10% unenhanced PER ENFORCER. I do know it's much more than you taking maneuvers will give you.
I also know that the +tohit is not that much. I think on the order of 1/3 what you taking tactics would give.
You can view your pets combat attributes, if you have the game up now.
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
It's listed as 8.5% (each) on City of Data. Slotted and combined would list as roughly 24% with both enforcers alive. As I recall I was planning on slotting mine Nucleous, Nucleous, Nucleous, Cyto, Cyto, achilles -res. Then +5% Def, +5% Def, +10% Res, +10% res in Gang War. That ups the pets to 34% defense all on their own. Pool: Maneuvers raises that to 38%. Add in FFG and you'd be beyond the soft-cap easily even unslotted.
My current build is old pre-i9, that was intended to duo with another thugs, the 4 enforcers softcapping the pets even with SO only builds and no other buffs or debuffs.
If I can remember, I'll check the combat attributes in-game tonight. I've never tried to check combat attributes on my pets, so I'm not sure how to do that atm, but I'll see if I can figure it out.
Nice, so I can get my pets to 38% def without FFG? Thanks for the info Linea.
BTW is it worth gutting Gang War in terms of acc/dam so you 'll have the 4 pet specials there? I just created my MMs (thugs/traps and thugs/dark, just testing, never played a thugs MM) and I don't know how much a fully slotted GW helps comparing to one with the 4 uniques and say, 2 recharges.
well, since I never use gang war, I'm really not the person to ask. To me they are just paper targets used to distract something, not actually do anything useful. you could 6 slot with some purples in 2-4 slots if you really think Gang War has any offensive use. Then squeeze in the other two uniques somewhere else, *shrug*
Gang War has no purpose other than pure distraction. They are nothing but fodder and die very quickly, a perfect spot to store uniques.
I also have a thug/trap MM I recently decided to give attention to.
I only put one Def IO into the enforcers and the The of the Lady Grey proc in them for extra damage, follow by the usual frankenslotting. I then slotted GW with four call to arms + 2 other pet uniques, and I put the last one into thugs. That way if I didn't forget about GW completely and I unleashed them onto a target, they would have some measure of accuracy, while at the same time it doesn't completely gimp the recharge of the power plus I get some set bonuses from it too. I was able to soft cap my pet's defense pretty easily, I could have even went all the way to around 52-54% for them if I tried.
For my Thug/Traps, I went more for recharge and some procs, with a bit of typed defense thrown in. I figure soft capping my MM to positional defenses isn't really important to me when I steamroll most everything anyway, and also when I'm already pretty close to soft cap on smashing/lethal/energy. Not worrying about my positional defenses let me fool around with putting procs everywhere. I love mah procs...
-Simon
You can get plenty of Acc, Dmg, and End redux in the thugs and Bruiser at only 4 slots. I put the pet dmg uniques in them and the 2 rech intensive uniques in Gang war then frankenslotted for Acc/Dmg/Rech.
Level 50s: to many to remember at this point
I ended up deciding for a Thugs/Dark he's level 14 now.
With 38% from enforcers+maneuvers+pet uniques I'll have my pets almost softcapped with the 5.8% defense from Shadow Fall. I'm happy with this , plus I'm at 38% ranged def.
Build (suggestions are welcome):
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Smoothie Criminal 2: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Twilight Grasp -- Acc-I(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(13)
Level 4: Darkest Night -- HO:Enzym(A), HO:Enzym(13)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Rchg(17), Amaze-Acc/Stun/Rchg(19), Amaze-ToHitDeb%(19)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(21), BldM'dt-Dmg(21), DefBuff-I(23), DefBuff-I(23), Achilles-ResDeb%(25)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(29), Cloud-%Dam(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 24: Shadow Fall -- HO:Ribo(A), HO:Ribo(33), S'fstPrt-ResDam/Def+(33), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
Level 26: Call Bruiser -- SvgnRt-Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/Dmg(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(36), EdctM'r-PetDef(37)
Level 28: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39), RechRdx-I(39), C'Arms-+Def(Pets)(39)
Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(40), LkGmblr-Rchg+(40)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(45)
Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(46), HO:Ribo(48)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(50), GravAnch-Hold%(50)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5,5% DamageBuff(Smashing)[*]5,5% DamageBuff(Lethal)[*]5,5% DamageBuff(Fire)[*]5,5% DamageBuff(Cold)[*]5,5% DamageBuff(Energy)[*]5,5% DamageBuff(Negative)[*]5,5% DamageBuff(Toxic)[*]5,5% DamageBuff(Psionic)[*]10% Defense[*]4,25% Defense(Smashing)[*]4,25% Defense(Lethal)[*]9,88% Defense(Fire)[*]9,88% Defense(Cold)[*]14,6% Defense(Energy)[*]14,6% Defense(Negative)[*]3% Defense(Psionic)[*]5,5% Defense(Melee)[*]26,1% Defense(Ranged)[*]11,1% Defense(AoE)[*]4,5% Max End[*]4% Enhancement(Heal)[*]66,3% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]15% FlySpeed[*]24,1 HP (3%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 7,5%[*]MezResist(Held) 7,5%[*]MezResist(Immobilize) 7,5%[*]MezResist(Sleep) 7,5%[*]MezResist(Stun) 10,8%[*]MezResist(Terrorized) 9,7%[*]13,5% (0,23 End/sec) Recovery[*]10% (0,34 HP/sec) Regeneration[*]6,3% Resistance(Fire)[*]6,3% Resistance(Cold)[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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It's worth noting that the purple patch gets kinda weird when softcaps get involved. At least if I understand my tohit mechanisms correctly, the lowest tier of pets fighting an opponent who's +4 to you - like, say, a +1 boss - will be dealing with that opponent having a signficant +tohit bonus.
Could be wrong, I might be mistaking Tohit and Accuracy.
I don't think rank affects to-hit, only level. A +1 boss will be +3 to the pet and +1 to you, but will also gain an accuracy bonus for being a boss. Enemies don't get a to-hit bonus from level until +6, so you'd have to be fighting +4s to worry about that. Bosses do have higher accuracy though, so they have a higher final to-hit floor regardless of defense.
A +6 opponent only has a 5% to-hit bonus, so if you plan to fight a lot of +4s you may want your lowest tier pet to have 50% defense if possible. As long as you stick to +3s or less, even archvillains and heroes won't be gaining to-hit bonuses... though they will have as high as a 10% to-hit floor from rank and level accuracy bonuses.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I get what you're saying, didn't think about it before since I'm a MM n00b... Anyway I guess there's no way my pets will go over 43ish% defense (Shadow fall+enforcers+maneuvers+def uniques), unless I was /traps.
I might consider taking Provoke in place of... er... something, right now I'm doing the toggle pulll with Darkest Night but it seems my pets grab some aggro using this method.
How much +def and +tohit each enforcer gives to you and other pets? I'm curious on how much def I can get to my pets with the 2 +5def pet uniques, maneuvers from enforcers and maneuvers from me.
I wonder if I can softcap my pets with FFG from traps?
Thanks!