Thugs/Poison Pet Build


BoyScout

 

Posted

I recently made a tankermind build and received some excellent feedback from these forums that really helped me bring it up to snuff for AV soloing. I decided to switch gears a bit for my second slot and go for a more pet-centered build where I hang out in the background buffing and healing my pets, which will also be more group friendly. This is also a lite-concept build, so the attack is going to stay in and heck, it gives a nice recharge set bonus too!

While I think I might be able to solo AVs with my Bruiser tanking (this build gives him about 50% smash/lethal resist, 39% positional defense, two heals, and a to-hit debuff from weaken that should effectively softcap him), I'm focused more on farming since my tankermind build is more than adequate in the AV department. I think this might also be a decent PvP build, so while it's not my main focus I wouldn't mind any suggestions about PvP. Any and all constructive feedback is appreciated, thanks!

P.S.: My tankermind build is in this thread for the curious:
http://boards.cityofheroes.com/showthread.php?t=141934

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

Click this DataLink to open the build!

Renard Noir: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

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

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 10% Defense
  • 7.06% Defense(Smashing)
  • 7.06% Defense(Lethal)
  • 9.88% Defense(Fire)
  • 9.88% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.38% Defense(Melee)
  • 3% Defense(Ranged)
  • 11.1% Defense(AoE)
  • 5.4% Max End
  • 1.5% Enhancement(FlySpeed)
  • 1.5% Enhancement(RunSpeed)
  • 3% Enhancement(Immobilize)
  • 1.5% Enhancement(JumpSpeed)
  • 38.8% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 1.5% Enhancement(JumpHeight)
  • 20% Enhancement(Accuracy)
  • 10% FlySpeed
  • 78.3 HP (9.75%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 9.95%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 13.3%
  • MezResist(Terrorized) 5%
  • 11% (0.18 End/sec) Recovery
  • 68% (2.28 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 21.3% Resistance(Energy)
  • 23.1% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 10% RunSpeed


 

Posted

Don't know enough yet to critique the build, but I do have a couple of questions.

First, you say this is more pve and solo (I assume) farming friendly than the tankerminding build? Why is that?

Second, I'm one of those guys that really hates sacrificing a travel power just for the sake of the 'perfect' build. Since you've chosen Hasten I assume you feel that's a decent power to have, so my question becomes what can you do without there to get Super Speed? Keep in mind that, like you, I do like Dual Wield, if only for cosmetic reasons.

Which brings up a third question - Is it worth slotting DW like that? Or would the slots be better used elsewhere?

Finally, how useful are the Patron Powers? Is that something you'd consider dropping for Super Speed? Or perhaps one of the Medicine powers? If so, what else would you take since you'd then have another 1 or 2 to choose from?