Thug/Trap Mastermind build


Seth_air

 

Posted

I've been playing for a while and before I would usually just slap on some SOs and call it a day. But now I want to try my hand at IO sets and try to make my MM the best I can.

This is the Build I have so far planed for him any comments or suggestions to help improve this first attempt are greatly appreciated.

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

Click this DataLink to open the build!

Houndz: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- BriL'shp-Acc/Dmg/EndRdx(A), BriL'shp-Dmg/EndRdx(3), BriL'shp-Acc/EndRdx(3), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(5), KinCrsh-Dmg/KB(7)
Level 1: Web Grenade -- Immob-I(A), Immob-I(15)
Level 2: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(13), Erad-%Dam(13)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Combat Jumping -- Krma-Def/EndRdx(A), Krma-Def/Rchg(15), Krma-ResKB(17)
Level 10: Teleport Foe -- Jnt-Rng(A), Jnt-EndRdx(17), Jnt-EndRdx/Rng(19), TSM'n-Stlth(19)
Level 12: Call Enforcer -- EdctM'r-Dmg/EndRdx(A), EdctM'r-PetDef(21), EdctM'r-Acc/Dmg/EndRdx(21), EdctM'r-Acc/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Build%(25)
Level 14: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(25), Winter-ResSlow(27)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 18: Gang War -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Rchg(31), C'Arms-Dmg/EndRdx(33), C'Arms-EndRdx/Dmg/Rchg(33)
Level 20: Poison Trap -- Lock-%Hold(A), Lock-Acc/Hold(33), Lock-Rchg/Hold(34)
Level 22: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(34), GftotA-EndRdx/Rchg(43), GftotA-Def/EndRdx/Rchg(43), GftotA-Run+(48)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(34), EndRdx-I(42), RechRdx-I(43), RechRdx-I(48)
Level 26: Call Bruiser -- S'bndAl-Dmg(A), S'bndAl-Build%(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Acc/Rchg(37)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
Level 30: Vengeance -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(39), RedFtn-Def/EndRdx/Rchg(40), Numna-Heal/EndRdx(46), Numna-EndRdx/Rchg(46)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Seeker Drones -- Stpfy-Acc/Stun/Rchg(A)
Level 38: Trip Mine -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(39), AirB'st-Dmg/Rchg(39), AirB'st-Dmg/Rng(40)
Level 41: Scorpion Shield -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42)
Level 44: Power Boost -- EndRdx-I(A), RechRdx-I(45), EndRdx-I(45)
Level 47: Mace Beam Volley -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(48), Posi-Dmg/Rng(50)
Level 49: Web Envelope -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(50), TotHntr-Immob/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy


 

Posted

Why recharge reduction in assault? Why is it 5 slotted? Where's the other Pet Proc in Gang war.

Triage doesn't need 5 slotting either, and why does PGT only have 3 slots, none of which are procs :S

I'll knock something up a little bit later perhaps, but that build, although not really causing you any trouble, is seriously hardly better than SOs, and a waste of your time.


 

Posted

Here's a medium-expensive build, that actually improves over SOs by doing novel/impressive things, without just planting sets and slots in seemingly at random. Notes to follow

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

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Sovereign Right - Accuracy/Damage
  • (3) Sovereign Right - Damage/Endurance
  • (3) Sovereign Right - Accuracy/Endurance
  • (5) Sovereign Right - Accuracy/Damage/Endurance
  • (5) Sovereign Right - Resistance Bonus
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Accuracy/Endurance
  • (7) Trap of the Hunter - Immobilize/Accuracy
Level 2: Caltrops
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 4: Triage Beacon
  • (A) Doctored Wounds - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Recharge
  • (11) Miracle - Heal/Recharge
Level 6: Equip Thugs
  • (A) Endurance Reduction IO
  • (13) Endurance Reduction IO
Level 8: Swift
  • (A) Run Speed IO
Level 10: Acid Mortar
  • (A) Shield Breaker - Chance for Lethal Damage
  • (13) Touch of Lady Grey - Chance for Negative Damage
  • (15) Positron's Blast - Chance of Damage(Energy)
  • (15) Achilles' Heel - Chance for Res Debuff
  • (17) Recharge Reduction IO
Level 12: Call Enforcer
  • (A) Blood Mandate - Accuracy/Damage
  • (17) Blood Mandate - Damage/Endurance
  • (19) Blood Mandate - Accuracy/Endurance
  • (19) Blood Mandate - Accuracy/Damage/Endurance
  • (21) Blood Mandate - Accuracy
  • (21) Blood Mandate - Damage
Level 14: Combat Jumping
  • (A) Karma - Knockback Protection
Level 16: Force Field Generator
  • (A) Defense Buff IO
  • (23) Defense Buff IO
  • (23) Defense Buff IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (25) Endurance Modification IO
  • (25) Endurance Modification IO
Level 22: Poison Trap
  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (27) Lockdown - Chance for +2 Mag Hold
  • (27) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (29) Neuronic Shutdown - Chance of Damage(Psionic)
  • (29) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 24: Gang War
  • (A) Edict of the Master - Defense Bonus
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (31) Call to Arms - Defense Bonus Aura for Pets
  • (33) Expedient Reinforcement - Accuracy/Recharge
Level 26: Call Bruiser
  • (A) Soulbound Allegiance - Damage
  • (33) Soulbound Allegiance - Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (34) Soulbound Allegiance - Accuracy/Recharge
  • (34) Soulbound Allegiance - Damage/Endurance
  • (34) Soulbound Allegiance - Chance for Build Up
Level 28: Super Jump
  • (A) HamiO:Microfilament Exposure
Level 30: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance/Recharge
  • (36) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense
Level 32: Upgrade Equipment
  • (A) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 35: Trip Mine
  • (A) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Damage/Range
  • (39) Positron's Blast - Accuracy/Damage/Endurance
Level 38: Assault
  • (A) Endurance Reduction IO
  • (40) Endurance Reduction IO
  • (40) Endurance Reduction IO
Level 41: Seeker Drones
  • (A) Siphon Insight - ToHit Debuff
  • (42) Siphon Insight - Accuracy/ToHit Debuff
  • (42) Siphon Insight - Accuracy/Recharge
  • (42) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (43) Siphon Insight - Accuracy/Endurance/Recharge
Level 44: Vengeance
  • (A) HamiO:Membrane Exposure
  • (45) HamiO:Membrane Exposure
  • (45) HamiO:Membrane Exposure
Level 47: Web Envelope
  • (A) Gravitational Anchor - Immobilize
  • (48) Gravitational Anchor - Immobilize/Recharge
  • (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (48) Gravitational Anchor - Accuracy/Recharge
  • (50) Gravitational Anchor - Chance for Hold
Level 49: Scorpion Shield
  • (A) Luck of the Gambler - Defense/Endurance
  • (50) Red Fortune - Defense/Endurance
  • (50) Gift of the Ancients - Defense/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 10% Defense
  • 3.75% Defense(Smashing)
  • 3.75% Defense(Lethal)
  • 3.75% Defense(Fire)
  • 3.75% Defense(Cold)
  • 1.88% Defense(Energy)
  • 1.88% Defense(Negative)
  • 5% Defense(Psionic)
  • 1.88% Defense(Melee)
  • 3.75% Defense(Ranged)
  • 4.69% Defense(AoE)
  • 33% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 21.3% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 39.2 HP (4.88%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 9.65%
  • MezResist(Immobilize) 4.7%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 6.9%
  • MezResist(Terrorized) 2.5%
  • 8% (0.13 End/sec) Recovery
  • 16% (0.54 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 25.4% Resistance(Fire)
  • 25.4% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 4% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Sovereign Right
(Call Thugs)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 10% Resistance(All)
Trap of the Hunter
(Web Grenade)
  • 5% Enhancement(Immobilize)
  • 15.1 HP (1.88%) HitPoints
Blood Mandate
(Call Enforcer)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Karma
(Combat Jumping)
  • Knockback Protection (Mag -4)
Edict of the Master
(Gang War)
  • 5% Defense
Expedient Reinforcement
(Gang War)
  • Status Resistance 2.5%
  • 10% Resistance(All)
Call to Arms
(Gang War)
  • 5% Defense
Soulbound Allegiance
(Call Bruiser)
  • 16% (0.54 HP/sec) Regeneration
  • 24.1 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • MezResist(Held) 4.4%
  • 5% Defense(Psionic)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Trip Mine)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Siphon Insight
(Seeker Drones)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Gravitational Anchor
(Web Envelope)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)






All 4 pet procs are present, one in Call Thugs, the other three in Gang War, giving your pets +20% resistance, and +10% defence. Combined with the Enforcer's own maneuvers, your manuevers and FFG, they're going to be pretty damn tough.

Web Grenade only 3 slotted as Web Envelope is going to get more use, use WG to stack vs bosses.

Triage is a debatable move in its usefulness, as a result, frankenslotted with 3 Heal/Rech, to get it out as often as you want for full effectiveness.

Acid Mortar, 4x Procs and recharge. I'd recommend swapping the Leaping pool for Speed for hasten, to compensate for lack of recharge across the board, but that depends on your own preference.

Call enforcers slotted with Blood Mandate for +def bonuses.

KB Prot only in CJ

FFG only needs 3xDef, it's recharge and endurance (IMO) are fine out of the box.

PGT 4x procs and 2 recharge. It has a chance to proc on activation, and then per cloud, ever few seconds. Most mobs, if you're lucky, will get slaughtered from one PGT with this set up. IT's not worth slotting it for actual hold considering you can do this with it

Gang war is a vessel for Procs, with a bit of recharge if you actually want to use it.

Bruise with the purple set. Yum yum.

Manuevers 5 slotted with red fortune for the +def, same with Seekers.

Venge only needs 3x Membrane for full effectiveness. Expensive, but worth working towards.

Web envelope with purples for +hold proc and bonuses.

Scorp Shield frankenslotted for +def and -end.


With this set up, you're soft-capped to Smashing and Lethal defense, and your pets will be neigh unkillable so long as you're on the ball with offensive trapping.

Don't hesistate to poke me 'ere you have any questions


 

Posted

Like I said I haven't really done this before So I had no idea what I was doing I was just Kind of adding things I thought would help. Thanks man, luckily I haven't Started to try to slot the other build. one question though the HammiOs can they be replaced or are they the best for that?


 

Posted

The HammiOs in Superjump can be replaced with those fancy Universal Travel IOs, quite easily.

In venge, however, 3x Membranes saves slots, and is caps +def, +tohit and recharge. I *think* you can do the same with just +def and recharge with Defense Set IOs, but I can't say I've ever tried...I tend to leave venge blank with 3 slots and run LRSFs until I've got them, seeing as Venge isn't really ever *needed* on teams, and can't be used solo.


 

Posted

Awesome thanks man I should probably start collecting the things for the build while the market is over filled with 2xp weekend.


 

Posted

That would be wise!