Thugs/Traps


Carnifax

 

Posted

I am trying to help my brother out, he has chosen thugs and traps for his MM. and doesn't really know what he is doing, he has heard bad things about traps, but want to give them a chance so can anyone suggest a good build for him.

i would figure one out but i suck at working out builds that is why my ninja/poison MM is so sucky at the minute lol

any help would be greatly appreciated.


 

Posted

Traps is cool! Even after the poison trap 'nerf' (wich was needed tbh) it still is a very great set to have.

pretty much every power of traps is great, my personal is that triage beacon i never took. I move to much and fights are too short to use that stationairy thing.

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Call Thugs
Level 1: Web Grenade
Level 2: Dual Wield
Level 4: Caltrops
Level 6: Equip Thugs
Level 8: Hasten
Level 10: Acid Mortar
Level 12: Call Enforcer
Level 14: Super Speed
Level 16: Force Field Generator
Level 18: Gang War
Level 20: Poison Trap
Level 22: Assault
Level 24: Aid Other
Level 26: Call Bruiser
Level 28: Seeker Drones
Level 30: Aid Self
Level 32: Upgrade Equipment
Level 35: Trip Mine
Level 38: Detonator
Level 41: Dark Embrace
Level 44: Grant Invisibility
Level 47: Soul Tentacles
Level 49: Soul Storm

A old build of mine, wich i liked alot. Although you get your only heal slightly late, its good at the time mobs get alot stronger.

A few things, specialy 38 Detonator and 44 Grant invis.
Those 2 are optional, i personaly loved detonator, and with grant invis you can move 1 'sacrifise' pet into mob range (or just use a seeker drone or mortar) so u get a lovely booooooom.

If you dont like it, you can always put triage back in and maybe tactics for the extra tohit or take teleport foe. (telemining).

For alpha attacks:
-send bruiser in (he can take a few hits)
-Cast seeker drones in the group of mobs (they blow up fast, so get ready to fight).
-Put a Aicd Mortar down, it can take alot of beating and it will take agro if it hits first.
-Call trops, 1 or 2 tripmines behind it and do a quick range pull.

I hope it helps Many have different playstyle on MM's, i prefer being a suportive fighter that aid my minions who do all the work, others use BG alot and fight active in the front.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

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Posted

sweet i put that too him he will probably use it thanks ^^

yeah i would sooner aid my minions and stay out of it ^^


 

Posted

Sinergys build is pretty much the same as mine, I took Empty Clips instead of Assualt for some more AOE but that was more down to concept than effectiveness.

Summoning Drones or Gang War right into the middle of a tough group is usually how I absorb the Alpha but Traps is nice in the way that you've lots of ways to open up combat with various tactics.


 

Posted

My bro has bee playing with his build so far he is level 19 and this is the build he is using is it nay good.


Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 37 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine

Villain Profile:
Level 1: Call Thugs <ul type="square">[*] (A) Empty[/list]Level 1: Web Grenade <ul type="square">[*] (A) Empty[/list]Level 2: Dual Wield <ul type="square">[*] (A) Empty[/list]Level 4: Caltrops <ul type="square">[*] (A) Empty[/list]Level 6: Equip Thugs <ul type="square">[*] (A) Empty[/list]Level 8: Air Superiority <ul type="square">[*] (A) Empty[/list]Level 10: Acid Mortar <ul type="square">[*] (A) Empty[/list]Level 12: Call Enforcer <ul type="square">[*] (A) Empty[/list]Level 14: Fly <ul type="square">[*] (A) Empty[/list]Level 16: Force Field Generator <ul type="square">[*] (A) Empty[/list]Level 18: Gang War <ul type="square">[*] (A) Empty[/list]Level 20: Poison Trap <ul type="square">[*] (A) Empty[/list]Level 22: Pistols <ul type="square">[*] (A) Empty[/list]Level 24: Aid Other <ul type="square">[*] (A) Empty[/list]Level 26: Call Bruiser <ul type="square">[*] (A) Empty[/list]Level 28: Seeker Drones <ul type="square">[*] (A) Empty[/list]Level 30: Aid Self <ul type="square">[*] (A) Empty[/list]Level 32: Upgrade Equipment <ul type="square">[*] (A) Empty[/list]Level 35: Trip Mine <ul type="square">[*] (A) Empty[/list]Level 38: Detonator <ul type="square">[*] (A) Empty[/list]Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy


 

Posted

Level 22: Pistols

Meh. I think overal its better just to let the damage be done by pets, while you mini manage everything (caltrops, webnames, healing etc). I would say hasten (faster re-summon, etc) or assault for some extra damage.

Overall, looks good. Be sure to have the right slots at the right powers, so you can upgrade nicely once u can use SO's at 22.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

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Posted

Hasten is good for more Acid Mortar, PGT (even now it's still a useful power) and things like Gang War and Seekers.

Or, if he's set on another shooty power Empty Clips (because it looks cooler)


 

Posted

neither of us have any idea of how to slot efficiently,he wants it to be fast recharge and good damage and endurance friendly. he has leadership with Necro/pain working pretty are they something your would recommend