Thug/Poison Build Help


BoyScout

 

Posted

Hi folks. Sure you get these all the time. I read thru a bunch of the posts but didn't really find what I was looking for there. Poison Pill's guide was helpful, but you probably realize it's a few years out of date. At least I agreed with him about which poison power to take and which to skip.

What I'm looking for at this point is slotting advice and IO advice. My MM just hit 41, although I haven't trained yet because I'm trying to decide on which patron to take, if any. None seem particularly helpful, and my 3 power bars are already so full that I've lots of temp powers that won't fit.

I'm not rich by any means, so I won't be getting any purples unless I get very lucky, but besides that was hoping someone could give me a good build to which to aspire.

Currently, in addition to thug/poisons, I have Speed, Leadership, and Teleport. I'm open to changing Speed and/or Teleport if you find it necessary. Right now I have a mixture of plain lvl 35 and 40 IOs. No sets, just the basic ones. I won't want to start adding IO sets until I'm 47, but figured to start planning now.

Any advice is much appreciated.

Dark Theodore
Infinity Server
(yes, he's an evil chipmunk)

p.s. Hey, as a quick aside, anyone know how I can change my Forum name? With the migration they've added that _NA for some reason and I'd like to know how to get rid of it.


 

Posted

Greetings! I asked for help on a Thugs/Poison build a few weeks back and got some great feedback in this thread:

http://boards.cityofheroes.com/showthread.php?t=141934

I'm not sure what route you want to go with your MM, but hopefully that will help you a bit. For my second build, I'm currently planning out a concept/pet-centric build as opposed to a tankermind. If you want to go that route, you can get your pets up to 39% positional defense (which should make them effectively capped if you tag your foe with weaken) and give your bruiser ~50% resists to smash/lethal and 20% to all other types (besides psionics).

I'll post the build in a day or two for feedback once I get it ironed out, but hopefully this'll give you an idea of what you can do with your MM. Good luck!


 

Posted

Thanks a lot for the feedback. Couple of quick questions, just off the top of my head.

First, any particular reason to take Leaping over Speed?

Second, saw you took Maneuvers. Was told some time ago to avoid it, as your Enforcer has the same thing.

Third, why slot Gang War so much? I find I rarely use it. Am I missing out on something?

Fourth, why no slots in Noxious Gas? Figured it could use a couple of RechRed and maybe a range or two.

Finally, guessing the answer to the last question lies in the choice of Presence? You're tanking yourself rather than letting your Bruiser do it for you? I'm a bit familiar with the concept (tankerminding, yes? Seen the term thrown around reading back thru these) but not 100% on the application. Does Bodyguard mode work as long as your thugs are in Defensive mode, or only if they are on Defense/Follow? I've been using a macro to send them forward in Defensive/Attack mode and I'm not sure if that actually works.


 

Posted

It's an interesting build. Probably not the way I'd go with mine.

He probably took leaping to get in two sets of Zephyr. That provides a lot of ranged and AOE defense. Hasten isn't exactly required with poison, but I like having it.

Maneuvers stacks with your Enforcers to provide even more defense. I have it on mine too. It's not a lot, but once you have a good base, even that small amount can make a difference. With defense sets being fairly popular it can help out those don't have have it softcapped with IOs, and multiple manuevers can really help the team.

He slotted Gang War for the two defense bonuses in Blood Manage, ranged and AOE def, rather then for the skill. I doubt he uses it much either, or he'd slot it for recharge.

Probably just no other slots for NG. I like the skill, but sometimes it seems like a pain to use.

All that defense means he hardly gets hit, so if he can keep them attacking him it's protecting his pets. The rare hit that does get through will be caught in bodyguard. Personally I'd use a different set to make a tankermind, but I'm sure it works well for him.

As a side note, I normally keep my pets in bodyguard and use my debuffs to start the battle when solo or small groups. Large groups I normally keep 2-3 in defensive mode.


 

Posted

So Diran,

Can you suggest an alternative build? I'm just trying to be the most effective mastermind I can. If that means tanking myself, I'll do that. If it means allowing my bruiser that honor, then I'm up for that too.

The only problem I've come up with tanking myself is keeping agro. I'm guessing Presence would help a bit for that, but then I'd need to take it much earlier. Also, still unsure if I'm properly in Bodyguard mode, as I'm using Defensive/Attack constantly instead of Defensive/Follow.

Also, how helpful is the patron power pool? Is it only necessary if I'm tanking? Which one would be best?


 

Posted

Quote:
Originally Posted by Diran View Post
It's an interesting build. Probably not the way I'd go with mine.

He probably took leaping to get in two sets of Zephyr. That provides a lot of ranged and AOE defense. Hasten isn't exactly required with poison, but I like having it.

Maneuvers stacks with your Enforcers to provide even more defense. I have it on mine too. It's not a lot, but once you have a good base, even that small amount can make a difference. With defense sets being fairly popular it can help out those don't have have it softcapped with IOs, and multiple manuevers can really help the team.

He slotted Gang War for the two defense bonuses in Blood Manage, ranged and AOE def, rather then for the skill. I doubt he uses it much either, or he'd slot it for recharge.

Probably just no other slots for NG. I like the skill, but sometimes it seems like a pain to use.

All that defense means he hardly gets hit, so if he can keep them attacking him it's protecting his pets. The rare hit that does get through will be caught in bodyguard. Personally I'd use a different set to make a tankermind, but I'm sure it works well for him.

As a side note, I normally keep my pets in bodyguard and use my debuffs to start the battle when solo or small groups. Large groups I normally keep 2-3 in defensive mode.
He pretty much got it right. I had to squeeze every last bit of defense out of my powers in order to softcap myself, I had about 0 slots left over. Like I said, this is my tankermind build and its been very effective at soloing AVs even without aid self or greens due to the high amount of defense and base resists I have through BG. I'll post my more pet-centered build up here shortly for feedback which will probably be slightly more traditional in both slotting and power choices (aid self, pet tanks, slotted for recharge, etc). I also think it will be better for AoE farming, so the build I have posted now will be my single target build and my alternate build will be for farming .

Edit: My pet build is in this thread if you want alternative ideas:

http://boards.cityofheroes.com/showthread.php?t=186309


 

Posted

Taking some advice from Diamant_Noir and others, I've come up with this build. This is pure PVE with my Bruiser doing most of the fighting. This is mostly for solo work, but threw in a couple of team friendly powers as well.

Any feedback much appreciated.

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

Click this DataLink to open the build!

Dark Theodore: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Dmg/EndRdx(5), EdctM'r-PetDef(7)
Level 1: Alkaloid -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(48), Mrcl-Heal(50), Mrcl-Heal/Rchg(50)
Level 2: Envenom -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(9), AnWeak-Acc/Rchg(17), AnWeak-Acc/Rchg/EndRdx(25), AnWeak-DefDeb/EndRdx/Rchg(36), Achilles-ResDeb%(37)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(37)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 10: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-Rng/Slow(37), TmpRdns-Acc/Dmg/Slow(39), TmpRdns-EndRdx/Rchg/Slow(40)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Acc(13), BldM'dt-Dmg(15), DefBuff-I(15), DefBuff-I(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(19), RgnTis-Regen+(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
Level 22: Gang War -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-+Def(Pets)(23), ExRmnt-+Res(Pets)(25), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-Acc/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 24: Assault -- EndRdx-I(A)
Level 26: Call Bruiser -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(27), SvgnRt-Acc/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(29), SvgnRt-Acc(29), SvgnRt-PetResDam(31)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33), AdjTgt-ToHit/Rchg(42), AdjTgt-Rchg(42)
Level 30: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39)
Level 41: Charged Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42), Aegis-Psi/Status(50)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Elixir of Life -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy


 

Posted

Hiya folks. Was really hoping for a response before this went off the front page, but it didn't happen. So please excuse the bump. Just want to make sure I'm heading in the right direction with my MM as he's very close to 47 now and I don't want to start spending the little money I have on IO sets just to find I've gone wrong.


 

Posted

Quote:
Originally Posted by BoyScout_NA View Post
p.s. Hey, as a quick aside, anyone know how I can change my Forum name? With the migration they've added that _NA for some reason and I'd like to know how to get rid of it.
Check the announcements section - they posted instructions on how to change the forum handle. Email them (there's a specific address) with your forum name and five options (including one without _NA, if you want.)

As for getting INF - run some AE arcs, find which salvage is selling well, buy said salvage and put it on the market Or give some of the recipe rolls a try. (I know, "AE is evil," but you've been playing and people generally complain about PLing and farms.) Also, check on your merits and see what you can pick up recipe-wise that way that you need. No purples that way, but if you're now 47, you're in range to start seeing them. (And if you PVP *at all,* well, you may get one of *those* recipes which sell for ridiculous amounts.)

Make an IO'd uberbuild a stretch goal, keep playing and have fun while you're making INF.