Thugs/Traps MM


Bewilderer

 

Posted

Name:
Level: 41
Archetype: Mastermind
Primary: Thugs
Secondary: Traps
---------------------------------------------
01) --> Call Thugs==> Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(5)
01) --> Web Grenade==> Acc(1)Immob(39)
02) --> Dual Wield==> Acc(2)Dmg(17)Dmg(19)Acc(23)Dmg(25)
04) --> Triage Beacon==> Rechg(4)Heal(7)Heal(7)Heal(9)Rechg(9)
06) --> Equip Thugs==> Rechg(6)EndRdx(34)
08) --> Hasten==> Rechg(8)Rechg(11)Rechg(11)
10) --> Assault==> EndRdx(10)EndRdx(37)
12) --> Call Enforcer==> Acc(12)Acc(13)Dmg(13)Dmg(15)Dmg(15)
14) --> Super Speed==> Run(14)
16) --> Force Field Generator==> DefBuf(16)DefBuf(17)DefBuf(25)
18) --> Gang War==> Rechg(18)Rechg(19)Rechg(21)
20) --> Tactics==> EndRdx(20)TH_Buf(21)TH_Buf(23)EndRdx(37)
22) --> Hurdle==> Jump(22)
24) --> Health==> Heal(24)
26) --> Call Bruiser==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)
28) --> Stamina==> EndMod(28)EndMod(31)EndMod(31)
30) --> Empty Clips==> Acc(30)Acc(31)Dmg(33)Dmg(34)Dmg(34)
32) --> Upgrade Equipment==> Rechg(32)Rechg(33)Rechg(33)EndRdx(40)
35) --> Trip Mine==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Acc(37)
38) --> Acid Mortar==> Acc(38)Acc(39)Dmg(39)Dmg(40)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------


my thinking is that gang war will have a massive recharge on, hence the 3 rec-enhances. I took stamina because I plan on doing some blasting (and 2 of the blast powers) - especially looking ultra-fly with 2 pistols
also went on current values for 'typical' pets.
would have liked combat jumping too for extra +jump but i can't really fit it in, unless there is a disposable traps power in there.


 

Posted

Acid Mortar at 38????

Soon as possible man


 

Posted

but theres so much to get and so little time


 

Posted

Traps with Stamina? What do you think you'll be using often enough to use all that endurance?

Drop Health, Hurdle and Stamina. Take some other powers earlier, and pop in a few you've left out (Caltrops, Poision Gas Mine). No direct heal? Pop Aid Other in as well.

Reckon that should make a little difference to your survivability (in a good way).


 

Posted

[ QUOTE ]
my thinking is that gang war will have a massive recharge on, hence the 3 rec-enhances. I took stamina because I plan on doing some blasting (and 2 of the blast powers) - especially looking ultra-fly with 2 pistols
also went on current values for 'typical' pets.
would have liked combat jumping too for extra +jump but i can't really fit it in, unless there is a disposable traps power in there.

[/ QUOTE ]

As Zaprobo says, ignore stamina. I've got all 3 Robotics attacks on Toybox, and use them on a regular basis, and I don't need stamina. When your blue bar starts to run down, concentrate less on the shooty shooty and more on telling your mooks what to do Then, when you've reloaded, start up again with the shooty shooty.

Works for me.

Plus, the extra 3 power choices will make your life more interesting.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

[ QUOTE ]
Traps with Stamina? What do you think you'll be using often enough to use all that endurance?

Drop Health, Hurdle and Stamina. Take some other powers earlier, and pop in a few you've left out (Caltrops, Poision Gas Mine). No direct heal? Pop Aid Other in as well.

Reckon that should make a little difference to your survivability (in a good way).

[/ QUOTE ]

AGreed, no-one really knowsd how they sope in combat, so go for medicine over fitness, and jsut as a side note you don't need leadership pools since neforcers have them.


 

Posted

atm we have no idea how powerful the leadership from the enforcers is gonna be.
thanks for the advice i'll do another build and come back later
(after work..)