Infinite Majesty - Ultimate Build (Thugs & FF)


07_CK_09

 

Posted

Welcome to the Infinite Majesty!

A record of my long dorment powers! It is said that AC was a brilliant Hero turned Villain but his build was majesty and invention brought to reality by blood and courage.

The build is basically a Invention of the mind that strengthens the Body and Mind. Heres is the build of the Notorius fighters and his thugs...

Thugs

Pistols
1 End 1 Acc 2 Dmg
Notes: If your like me and love the MM but at the same time you want in on the action and fun then like me you would most likely take this power. At the beggining its low in damage but it will add up with buffs and enhances to the overall DPS of your Thugs.

Call Thugs
2 Acc 4 Dmg
Notes: No choice with this as a MM. These are your meat sheilds, the layer of cream, the smoke from the fire and the stone. These guys are your tier 1 pets which you can get at lvl 1 and should do so. They wield pistols and wear cool outfits along with glasses later. They do excellent damage along with the Arsonist who is your 3rd Tier 1 pet, he does Fire damage like Fire Breath and throwing bombs for aoe damage and Scourge. You get 2 of these at lvl 6 and the Arsonist at lvl 18 who has apack of petral bombs strapped to his back like an insane muppet gone hype. Your path to ultimate majesty and victory starts with these guys.

Dual Wield
1 End 1 Acc 2 Dmg
Notes: Again either take it and have an extra attack power to add to overall DPS as a group or choose not to. But in my honest opinion who can say no to dual wielding pistols?

Equip Thugs
2 End
Notes: Cant say no to this either unless you want to lack the damage you need to survive. Plus all your pets look even cooler with this power. With this upgrade which is the first of 2 your pets powers will increase. Take this and love it.

Call Enforcer
2 Acc 4 Dmg
Notes: Your Tier 2 Pets you can aquire at lvl 12. These are your damage dealers till lvl 36+. They are in one word brilliant. They dual wield UZI's (they have a submachine gun with no power upgrades) and do lots and lots of DoT damage with the 1st upgrade and high AoE dmg with the 2nd upgrade. They wear trench coats with the 2nd upgrade along with a munitions belt and glasses like the fricking Mafia! Do not say no to these guys or the shame is on you!

Call Bruiser
1 Acc 4 Dmg 1 KkBk
Notes: Your Teier 3 and final pet. This guy is basically what the description says. A Brute (your own brute!?) with his own Fury bar! He even enters the world on a motorbike! Anyway his powers are super strength and invunerability and he uses them well indeed. He packs a heavy punch and is the most capable DPS pet when he has Fury and Enhances backing him up. The only annoying catch is his Hand Clap power that comes with 1st Upgrade which may cause your some petty trouble depending on your powers. Also he may sometimes get stuck using his ranged power Hurl Boulder. But then again him staying at range till the enemy enters melee or gets close is great since Thugs are ranged based pets. Besides that he is a great pet to have and is feared for his extreme damage when he has Fury near full. Take this guy and hand him some oil for that bike! Shake hands after a good victory! This guy will bring you plenty! With upgrades he gets some chains wrapped around his arms, chest and hands along with some mean tattoos and glasses plus a cool spikey belt.

Upgrade Equipment
1 End 1 Rchg
Notes: Your Tier 2 and final upgrade power. You should definately take this! It gives your pets the AoE capabilities you need! This will give your pets the Thugs look and turn them from boyz to men in an instant! This power brings the glory!

Forcefields

Force Bolt
1 End 1 Acc 1 Rcg 1 Kkbk
Notes: No choice in taking this power, but then its not a bad power to have in your bag of tricks. It basically sends a small bubble at one enemy having a 100% of knocking them back. Its great for keeping an enemy held and distracted while your Thugs do the hard stuff.

Personal Force Field
1 End
Notes: This is one of those love it or hate it forever powers but personally I got to say that I loooooove it! Now this power is your "oh &!^!%! I think I may be fooocked!" power. When activated it grants you such high defense that NO ATTACK of any kind can get past and even if they do you have a high resistance and take small damage from it. This power used with Aid Self is brilliant for a tight spot when most of your pets are dead and you need to make a strong come back right in the thick of battle. Its also good for traveling with most travel powers. The only catch to this power is you cant effect anyone else while its active and all buffs will be considered self only so your pets and allies cant benefit from your buffs either including Supremecy.

Dispersion Bubble
1 End 5 Def
Notes: A love it or... no you can only LOVE this power! It grants protection from hold, disorient and immoblization which are very common the higher lvl you get and you WILL need to be protected against these or you will be one dead Mastermind at high lvls. The other cool feature is it grants Def against all attack types which is useful along with a secret bonus called "Deflect" which is when lethal and smashing attacks are avoided completely.

Repulsion Bomb
3 Rcg 2 Acc 1 KkBk
Notes: Another power similar to Force Bolt except it is AoE. It also has a small chance to disorient the enemy and detoggle in PvP. Tis is another power which you either like or hate but I take it anyway because detoggles is always liked. The downside is a 3 second cast time.

Force Bubble
1 End
Notes: Another excellent bubble power and very useful indeed. This creates a larger bubble the Dispersion Bubble. When enemies enter the Bubble they will be repelled. Great for AoE control in tough battles. Some enemies like AV's and other players may get through the bubble but even then theirs a good chance they will get knocked down. A endurance reduction is the only thing needed here. The downside to this power is it can cause a large amount of agro in a wide open space, but if your a smart Mastermind your pets will be in bodyguard mode anyway plus you have Personal Forcefield if it gets really bad.

Fitness

Hurdle
1 Jump
Notes: It increases jump height mostly. Good for me since I have no super jump but I do have super speed which can be annoying when jumping over stuff and getting caught at the feet.

Health
4 Health
Notes: Extra health regeneration is always apreciated. Plus its needed with Aid Self in this build.

Stamina
4 End
Notes: Now extra Endurance is ALWAYS wanted! This icnreases the amount of Endurance that regens every second or so which is always highly thought of by players so it really is useful especially with this build.

Leadership

Assault
1 End
Notes: Gives a extra bit of accuracy to you and all allies including your pets. Extra accuracy for all your and allie powers is greatly appreciated and players will adore you for the thought. Also grants protection vs taunt and placate so bad luck you tankers, brutes and stalkers!

Tactics
1 End
Notes: Grants you extra damage and your allies including your pets. More damage for you and your pets plus your allies is greatly useful. But what should really be considered here is the fact that your now protected from confusion! No more attacking your own pets in PvP and no more pets attacking you! This fills one hole in your Forcefield bubble. Also a extra bonus is the fact that you detect stealthed foes more better now which is bad for Stalkers and controllers/brutes plus any who would try to cap your butt from the shadows.

Speed

Hasten
3 Rcg
Notes: One of the best powers in the game I know. Flurry aint useful for a Mastermind but Hasten is fricking invaluable! Dramtically reduces the cooldown on ALL your powers! Now that is useful! Also causes your hands to glow yellow. The only drawback for this is you dont get extra endurance and your powers will drain you even faster. Good job we got Stamina tho eh?

Super Speed
1 End
Notes: One of the best travel powers in the game which REALLY increases your run speed. Not exactly superman speed but really is fast getting you anywhere in a zone 4 times quicker! Also makes you near unnoticed when running past foes.

Medicine

Aid Other
1 Rcg 3 Heal
Notes: This build has no Healing but plenty of protection. This along with some enhances and hasten wil alow you to keep all foes at the shore of your sheilds while you yourself can heal your pets for any damage that does get through, this is considered by me to be VERY useful.

Aid Self
2 Rcg 4 Heals
Notes: Again this build lacks healing and YOU yourself need to be able to heal... yourself. You will need this power along with Personal Force Field & Hasten to survive where others would fall. Also makes your cranium glow purple and grants some resistance to disorient.

Thats the build of my majetsy! Hope you learn my freind! AC is out and going to cause some villainy! Adios!


 

Posted

FYI, slotting (4 or more) of any SO/30+ IO enhancment is over the ED softcap, so you'll have severely reduced improvement from the fourth enhancement. So you might want to look over your slotting for better performance


Icelock - Ice/Storm Controller
Command Bot 1 - Bot/Traps MM

 

Posted

Its admittedly an impressive character. That I would love to team with as my Mastermind sometime.
I do however object about Aid Other. It's bullcrap, unless you're not being hit, and you're in a very close range to your pets. And unless you enhance it very well for its Heal, it's just not worth it. I respecced out of it.


 

Posted

This is pretty much the same as my Thugs/FF except I've gone flight instead of SS (although I also have hasten).

This is definitely the most fun MM I've played. It's really low maintenance, except for having to keep the Thugs and team bubbled - other than that, you can just fire your guns and enjoy the mayhem, the Thugs are incredibly tough with bubbles and you hardly ever have to re-setup in the middle of a mission. If some attacks get through to the thugs you can usually chuck the affected thug a green, orange or purple to keep them going.

Oh I forgot, I play as a Tankermind most of the time, so I've got Provoke too, which means that I can be in BG mode most of the time and taunt groups of mobs to attack me, which automatically makes my Thugs respond.

The other cool advantage is that the "must have" powers in the Secondary are so few you can actually afford to have a couple of your own attacks from the main, which with dual-weilding pistols just looks soooo cool.

Love this set.