Hows my Thug/Dark


Blpup

 

Posted

Villain Plan by Mids' Villain Designer 1.401
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Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (3) Blood Mandate - Damage/Endurance: Level 50
  • (3) Blood Mandate - Accuracy: Level 50
  • (5) Blood Mandate - Damage: Level 50
  • (5) Blood Mandate - Accuracy/Endurance: Level 50
  • (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
Level 1: Twilight Grasp
  • (A) Healing IO: Level 50
  • (36) Healing IO: Level 50
  • (37) Healing IO: Level 50
  • (37) To Hit Debuff IO: Level 50
  • (37) To Hit Debuff IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 2: Tar Patch
  • (A) Pacing of the Turtle - Accuracy/Slow: Level 50
  • (43) Pacing of the Turtle - Chance of -Recharge: Level 50
  • (46) Pacing of the Turtle - Range/Slow: Level 50
  • (46) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
Level 4: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (7) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (9) Dark Watcher's Despair - Recharge/Endurance: Level 50
  • (34) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (34) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
Level 6: Equip Thugs
  • (A) Endurance Reduction IO: Level 50
Level 8: Hurdle
  • (A) Jumping IO: Level 50
Level 10: Teleport Foe
  • (A) Accuracy IO: Level 50
  • (11) Accuracy IO: Level 50
  • (11) Interrupt Reduction IO: Level 50
  • (17) Range IO: Level 50
Level 12: Call Enforcer
  • (A) Sovereign Right - Accuracy/Damage: Level 50
  • (13) Sovereign Right - Damage/Endurance: Level 50
  • (13) Sovereign Right - Accuracy/Endurance: Level 50
  • (15) Sovereign Right - Accuracy/Damage/Endurance: Level 50
  • (15) Sovereign Right - Accuracy: Level 50
  • (17) Sovereign Right - Resistance Bonus: Level 50
Level 14: Pistols
  • (A) Damage Increase IO: Level 50
Level 16: Shadow Fall
  • (A) Luck of the Gambler - Defense: Level 50
  • (34) Luck of the Gambler - Recharge Speed: Level 50
  • (36) Luck of the Gambler - Defense/Endurance: Level 50
  • (36) Luck of the Gambler - Endurance/Recharge: Level 50
Level 18: Gang War
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
  • (19) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (19) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 20: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (21) Numina's Convalescence - Endurance/Recharge: Level 50
  • (21) Numina's Convalescence - Heal/Recharge: Level 50
  • (31) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (33) Numina's Convalescence - Heal: Level 50
  • (33) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 22: Stamina
  • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (23) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (25) Efficacy Adaptor - EndMod/Endurance: Level 50
  • (25) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (31) Efficacy Adaptor - EndMod: Level 50
Level 24: Challenge
  • (A) Taunt Duration IO: Level 50
  • (43) Taunt Duration IO: Level 50
  • (43) Recharge Reduction IO: Level 50
  • (50) Accuracy IO: Level 50
Level 26: Call Bruiser
  • (A) Soulbound Allegiance - Damage: Level 50
  • (27) Soulbound Allegiance - Damage/Recharge: Level 50
  • (27) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (29) Soulbound Allegiance - Damage/Endurance: Level 50
  • (29) Soulbound Allegiance - Chance for Build Up: Level 50
  • (31) Soulbound Allegiance - Accuracy/Recharge: Level 50
Level 28: Petrifying Gaze
  • (A) Hold Duration IO: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
Level 32: Super Speed
  • (A) Run Speed IO: Level 50
Level 35: Upgrade Equipment
  • (A) Endurance Reduction IO: Level 50
Level 38: Dark Servant
  • (A) Touch of the Nictus - Healing: Level 50
  • (39) Touch of the Nictus - Chance for Negative Energy Damage: Level 50
  • (39) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
  • (40) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
  • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (40) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 41: Night Fall
  • (A) To Hit Debuff IO: Level 50
Level 44: Dark Embrace
  • (A) Resist Damage IO: Level 50
  • (45) Resist Damage IO: Level 50
  • (45) Resist Damage IO: Level 50
  • (45) Resist Damage IO: Level 50
  • (46) Resist Damage IO: Level 50
Level 47: Soul Storm
  • (A) Unbreakable Constraint - Hold: Level 50
  • (48) Unbreakable Constraint - Hold/Recharge: Level 50
  • (48) Unbreakable Constraint - Chance for Smashing Damage: Level 50
  • (48) Unbreakable Constraint - Endurance/Hold: Level 50
Level 49: Soul Tentacles
  • (A) Immobilisation Duration IO: Level 50
  • (50) Immobilisation Duration IO: Level 50
  • (50) Accuracy IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy



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Posted

It's a mixed bag. On the one hand it's bog standard decent slotting, then some things are totally out of whack, like 5x Resist IOs in the Patron Shield, despite 3x IOs giving max benefit. I find it all a little weird.

Health doesn't need 6 slotting on an MM, unless for the sets. TG could do with a full Touch of the Nictus.

Shadow Fall can slot the KB proc, while also serving to give the Thugs some resists. By speccing in Maneuvers and with Enforcer's inherent +Def buff, they'll be somewhat near the cap anyway, ESPECIALLY if you take advantage of the fact that Gang War can slot all four Pet Aura IOs, and get the full +20% resistance, +10% defense.

There are things I'd never do, and things that look pretty odd to me in that build, but if you're comfortable playing that (I can imagine your blue bar being sucked down like nobody's business), then go for it


 

Posted

Have you played this character yet to 50? You have little to no accuracy in your secondary powers that require hit checks. You skipped two really good powers in /Dark (Howling Twilight, and Fearsome Stare). Howling Twilight isn't just a combat rez. It's a pretty good debuff. With Fearsome Stare on my Necro/Dark I'm more than willing to start combat if some Brute wants to act like a sissy and not engage first. You're really missing out.

Petrifying Gaze needs more slots. You'll want it to actually hit if you are looking to stack holds. Your Twilight Grasp is also poorly slotted. You'll want some accuracy, healing, endurance, and recharge. You have more than enough to hit debuff options in your other powers. Hasten doesn't need 4 slots. It's not up enough to warrant that investment. Health and Stamina are also over slotted for little gain. You can get by with the base slot and 2 more in Stamina. You can take or leave Health. I have mine with the base slot +2 for a hit point increase from sets.

I'd skip Nightfall. It's damage is garbage with your AT modifier, and you have no slots in it. Let your minions do the heavy lifting. You're the brains, and you will have enough to do already with /Dark, and managing the Arsonist/Bruiser.

You'll get more out of your pets if you take 2-3 Acc/Dmg, and 2-3 Acc/Dmg/End IO's from multiple sets instead of one full set bonus. You can make up the set bonuses with better slotting in your secondary powers, and maximize the use of your pets. Your Enforcers should have 2 of the Acc/Dmg, and Acc/Dmg/End to taste, and 2 defense buffs for their leadership toggles. Gang War you can make a complete mule for all 4 pet uniques. The Bruiser can also benefit from the same Frankenslotting suggestion. The purple set is overrated for MM's for the most part.

Back to the drawing board with that build if you are looking to optimize it. Thugs/Dark is pretty powerful, and you can squeeze a lot more performance out of it.


 

Posted

Quote:
Originally Posted by HK008 View Post

Back to the drawing board with that build if you are looking to optimize it. Thugs/Dark is pretty powerful, and you can squeeze a lot more performance out of it.
This,

and holy bejeebuz, I didn't realise FS and HT were missing. At least Tar Patch was there (slotted for slow, when 2x Rech will do), which a lot of bad /dark players seem to skip. As HK said, take these, they're fundementally the defining powers of the set. His advice is also pretty solid


 

Posted

he isnt lvl 50 yet still lvl 9 it was his future build.
and can you guys add a edited mids build for me so i can look at and im going for pvp


 

Posted

Ok, I will be nice since you say he's lowbie. First after level 10, you can have a PvP and a PvE build both, so you might save your purple enhancement eggs for that PvP basket. Next, I wouldn't take TP foe or challenge on a dark defender. Some mastermind's need to get ranged aggro early, but you can p-o a lot of foes with good old darkest night. Third, I would take Howling Twilight and Darkest Night as soon as they become available. I would take Darkest Night before Stamina; you will use less end if it takes less time to kill foes. Last, Dark Servant needs maximum enhancement for -tohit debuff. He is a debuffing machine. Even his heal debuffs accuracy.

I am in agreement with the other replies, this is my 2 cents to add to.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
Ok, I will be nice since you say he's lowbie. First after level 10, you can have a PvP and a PvE build both, so you might save your purple enhancement eggs for that PvP basket. Next, I wouldn't take TP foe or challenge on a dark defender. Some mastermind's need to get ranged aggro early, but you can p-o a lot of foes with good old darkest night. Third, I would take Howling Twilight and Darkest Night as soon as they become available. I would take Darkest Night before Stamina; you will use less end if it takes less time to kill foes. Last, Dark Servant needs maximum enhancement for -tohit debuff. He is a debuffing machine. Even his heal debuffs accuracy.

I am in agreement with the other replies, this is my 2 cents to add to.
TP foe and challenge is good so they wont kill your pets and ppl tend to run so TP foe is good and doing 2 builds will be alot


 

Posted

Quote:
Originally Posted by Blpup View Post
TP foe and challenge is good so they wont kill your pets and ppl tend to run so TP foe is good and doing 2 builds will be alot
If you're going to plainly ignore good advice under the guise of wanting a PvP Mastermind, then perhaps you should take your questions to the PvP Builds section


 

Posted

weird cause this says MM section does say pve or pvp


 

Posted

Quote:
Originally Posted by Blpup View Post
TP foe and challenge is good so they wont kill your pets and ppl tend to run so TP foe is good and doing 2 builds will be alot
First, in PvP, people don't go for your pets, they go for you. Kill the MM, the pets die.

TP foe doesn't do anything anymore. If it hits, they teleport to you phased. You can't do anything to them, and they get the chance to run away.


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