Thugs/TA


Bubbawheat

 

Posted

About to get to 32 and get my second upgrade on my Thugs/TA MM, but I've been changing my build so much I think it might be wise to stop and get some other opinions.

Basically for me it's coming down to power pools, and it gets pretty tight. I definitely want Leadership and Medicine. The buffs will stack nicely with my pet's and Medicine helps make up for the lack of having a pet heal. I'm also taking Leaping as my travel power and Fitness for Stamina, although I'm questioning it's necessity. The main reason I'm keeping it is because I don't have any other auto-powers besides Health that I could slot the Healing set uniques to.

I don't, however, seem to have room for a Patron pool. I was going to at least take Scorpion Shield from mace mastery but I wasn't really sure if it was worth it to only take one power from the pool. I was thinking the AoE hold would be nice to stack with EMP Arrow but I don't really have the available slots to get it.

So really my build just feels...funny to me. It feels like towards the end (40+) I'm just kinda taking powers willy-nilly to fill the slots. Personally I kinda wish I could drop the fitness pool. Then I could take Leadership earlier and fit in a Patron pool at the end, but I'm afraid my endurance bar would suffer too much...

Btw here's my build:

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership

Villain Profile:
Level 1: Call Thugs -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg(5), ExStrk-Dam%(5), EdctM'r-PetDef(34)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(50)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), ImpSwft-Dam%(9), P'ngTtl--Rchg%(9)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Combat Jumping -- Krma-ResKB(A)
Level 10: Ice Arrow -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(11), G'Wdw-Acc/EndRdx(11), G'Wdw-Hold/Rng(15), G'Wdw-Acc/Hold/Rchg(17)
Level 12: Call Enforcer -- BriL'shp-Acc/Dmg(A), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg(13), Achilles-ResDeb%(15), DefBuff-I(17), DefBuff-I(34)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Gang War -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), C'Arms-+Def(Pets)(46), ExRmnt-+Res(Pets)(46)
Level 20: Acid Arrow -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(21), LdyGrey-DefDeb/Rchg/EndRdx(21), LdyGrey-DefDeb/EndRdx(23), Achilles-ResDeb%(23), Acc-I(34)
Level 22: Health -- Numna-Heal(A), Mrcl-Rcvry+(50)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-End%(25)
Level 26: Call Bruiser -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(29), ExStrk-Dam%(29), SvgnRt-PetResDam(33)
Level 28: Disruption Arrow -- EndRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33), IntRdx-I(33)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Oil Slick Arrow -- Dmg-I(A), Dmg-I(36), Dmg-I(36), RechRdx-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: EMP Arrow -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(39), G'Wdw-Acc/EndRdx(39), G'Wdw-Hold/Rng(39), G'Wdw-Acc/Hold/Rchg(40), RechRdx-I(40)
Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(43), IntRdx-I(43)
Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

Thanks.


 

Posted

Grrr, I keep changing things

I make a build and then I'm like "hmmm, maybe this would be better" so I go back and change it, but then I need to change this and this too, then when I get done and look at it again I see something else that might be better if I change it and it's like it turns into a never ending circle of change. Maybe I should just wait till 50 cuz until then I'm just winging it anyway, not going to actually respec until 50 and at least then I'd have some actual experience playing with some of the powers and I'd actually know from experience which powers I want to skip instead of just basing it on secondhand opinion and numbers.

That's probably the only thing I hate about TA. Every power looks good so deciding what to skip is very difficult, and you can't really rely on someone else's opinion because I've yet to really see two people that have the same opinion on what's good and what's bad in TA. One person will tell you to skip this power, but someone else will come out and say "no that's a good power, skip this one instead", and then the other person comes back "no, that power isn't so good, skip the other one"

So, nobody has any advice for me?


 

Posted

Quote:
Originally Posted by Kurugi View Post
Grrr, I keep changing things

I make a build and then I'm like "hmmm, maybe this would be better" so I go back and change it, but then I need to change this and this too, then when I get done and look at it again I see something else that might be better if I change it and it's like it turns into a never ending circle of change. Maybe I should just wait till 50 cuz until then I'm just winging it anyway, not going to actually respec until 50 and at least then I'd have some actual experience playing with some of the powers and I'd actually know from experience which powers I want to skip instead of just basing it on secondhand opinion and numbers.

That's probably the only thing I hate about TA. Every power looks good so deciding what to skip is very difficult, and you can't really rely on someone else's opinion because I've yet to really see two people that have the same opinion on what's good and what's bad in TA. One person will tell you to skip this power, but someone else will come out and say "no that's a good power, skip this one instead", and then the other person comes back "no, that power isn't so good, skip the other one"

So, nobody has any advice for me?
Wouldn't bother with Maneuvers Myself,I'd personally take a patron pool that offers a resist armor if you aren't planing to take Power Boost(stick the mez proc and KB prot proc in your armor). If you can fit acrobatics in, take it, otherwise you need more KB protection. As a MM KB is your biggest enemy.

Also, i'm not entirely sure PB has any affect on Disruption Arrow, if you aren't planing on taking PB at all (Which I personally feel is great. It just adds that much more to your debuffs and control.) you can risk not taking disruption arrow as its a localized -resist and not taking it won't harm your build.


 

Posted

You could drop stamina in favor of +recovery. If you check out the guide in my sig, I list a lot of recommendations in the Trick Arrow section to get +recovery with minimal inf and slots for the most part.

Also, I've never been a big fan of EMP arrow for masterminds.