A Thugs/Dark guide?
If you like you can forget travelpowers. Just buy a fresh Raptor in Grandville for 10000. Saves you two powerslots. You can also get the raptor at the atlas mayhem, plus one mission in Sharkhead. At Cap au diablo you can get a goldbrickers Rocketpack.
But if you want to have a travel power, I would recommend flight. Villain maps are not friendly towards superspeed and Superjump can be challenging now and then.
About Leadership, as thugs/dark MM, I found that one useful. I kept using my pistols, because I like to blast at things.
I wrote this Thugs/Dark guide a while ago. It's a little out of date (for example, no mention of Recharge Intensive Pets sets), but I think it's fairly good, if I do say so myself
http://www.fimfiction.net/story/36641/My-Little-Exalt
Fleeting's guide is very helpful! Recommended.
For those who haven't seen it, after discussing powers, it gives sample builds oriented toward damage, control, and support, highlighting the options.
Three following questions:
- Is the Raptor/Rocketpack a viable alternative to travel powers?
I've never used one, and as a new player, I've found Fly hugely helpful on my Hero.
A vet can make more use of Superspeed than I can. For someone feeling his way around, flight is a big relief, as GrinningSpade noted above.
- Do most MM's take Leadership?
It clearly helps. But all powers help, and Fleeting's offers it one build, while in another, he replaces it with more control options. How useful have other players found Tactics and Maneuvers?
- Can I make an effective Thugs/ build without Dual Wield or Empty Clips?
GrinningSpade suggests it for damage, and Fleeting for control (through Knockback). Both are good things, but once again, so are other powers, and as a newcomer, I figured my pets would do more damage than I do. Is that not so?
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I've done every sort of MM possible, and I can give some input toward a few things.
Attacks: The attacks can be useful. My Thug/Traps has them, while my Necro/Dark does not. I find that Dark has enough stuff to do that you don't need to supplement in any attacks. Mostly I use the attacks to pick on bosses while everything else is getting killed.
Leadership: Leadership is good, but I find that it's never really necessary. I only take it when there's nothing else I need/want to take. For instance, on my Thug/Trap, I skipped a good number of powers, and didn't have anything else to take, so I picked up Assault and Tactics. On my Necro/Dark, I had too many other useful powers to take so I didn't bother with it.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Haven't played my thugs/dark in ages, but a few thoughts I can offer:
1. I took the flight travel power.
2. I took the leadership pool, and found it extremely useful.
3. I only took one pistol attack (not sure which one off the top of my head). I recall having more at one point, but respecced all but one out. Between managing the actions of your henchmen, and all the useful /dark tools at your disposal, the pistols attacks were simply superfluous for the most part, although keeping one was helpful for "filler" purposes.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
- Is the Raptor/Rocketpack a viable alternative to travel powers?
I've never used one, and as a new player, I've found Fly hugely helpful on my Hero. A vet can make more use of Superspeed than I can. For someone feeling his way around, flight is a big relief, as GrinningSpade noted above. |
- Do most MM's take Leadership?
It clearly helps. But all powers help, and Fleeting's offers it one build, while in another, he replaces it with more control options. How useful have other players found Tactics and Maneuvers? |
Of course, I can't control everyone. But Leadership is a good pool if you like to team, since it buffs everyone. Stacked Leadership is even better. I mean, if everyone on an 8-man team were running slotted Maneuvers, they would have in excess of 27% defense (depending on the AT composition of the team). For comparison, an SR Scrapper on SOs has about 30% defense, and the soft cap for defense is 45%. If all 8 people on the team were running Assault, you'd essentially be doubling the damage enhancement in your attacks.
On my characters, I try to fit in Tactics whenever I can (yes, including Scrappers/Tankers/Brutes/Stalkers when I can find room). Whether I lead into Tactics with Maneuvers or Assault depends on a lot of factors, like what sort of build it is, but I rarely have both Maneuvers and Assault. Vengeance I usually only take on characters I'm setting up for more of a support role. Sometimes, I can't find room until late in the build. I think my Thugs/Dark's current build has Tactics at 47, for example.
- Can I make an effective Thugs/ build without Dual Wield or Empty Clips?
GrinningSpade suggests it for damage, and Fleeting for control (through Knockback). Both are good things, but once again, so are other powers, and as a newcomer, I figured my pets would do more damage than I do. Is that not so? |
For my MMs, I like to take one or two of the blasts in the low levels and respec out of them later, simply because I think it's boring to stand around doing nothing while my pets kill things. This is especially true for /Force Fields MMs.
Edit: Also, until they give us a Dual Pistols blast set, the three Thugs/ attacks are the only way to get Dual Pistols, and they do look cool
http://www.fimfiction.net/story/36641/My-Little-Exalt
Based on the helpful responses above and Fleeting's excellent guide, here's what I'm working on:
1: Call Thugs Acc Dmg Acc Dmg Acc (laterDmg
1: Twilight Grasp Acc Heal (laterHeal Heal Rech
2: Tar Patch Rech Rech Rech
4: Darkest Night EndRdx, tHDebuff, tHD, tHD[/COLOR]
6: Equip Thugs EndRdx
8: Hasten Rech, Rech, Rech
10: Howling Twilight Rech Rech Rech (later EndRdx EndRdx
12: Call Enforcer Acc Dmg Dmg Dmg Acc
14: Super Speed Run
16: Shadow Fall EndRdx ResDam (later) ResDam ResDam
18: Gang War EndRdx ResDam (later) ResDam ResDam
20: Fearsome Stare Acc Fear Rech tHD, Rech, Rech
22: Hurdle Jump
24: Health Heal
26: Call Bruiser Acc Dmg Dmg Dmg
28: Stamina EndMod, EndMod, EndMod
30: Petrifying Gaze? or Assault?
32: Upgrade Equipment EndRdx EndRdx? Rech?
35: Black Hole? or Tactics? Rech
38: Dark Servant Acc Rech Rech Hold Hold tHD? Immob?
41: Night Fall(Soul Mastery?) Acc Dmg tHD Dmg Rech
44: Soul Tentactles Acc Dmg Dmg Dmg Rec EndRdx
47: Soul Storm? or Assault/Tactics?
49: Tactics (or if already taken, Vengeance?
I don't mind the lack of pistol powers, but I'm scared not to have Fly. I somehow missed the early Raptor Pack, despite running the mission (a teammate thought I may have outleveled it during Double XP weekend?), so I may try getting one from Marshall Brass or even taking my lumps as a lowbie in Granville.
But unless I drop Hasten, it's hard to fit Fly here. Fleeting shows a way to do it without Darkest Night, but that post may have pre-dated the Rocket Packs?
Am I going to get slapped silly as a SuperSpeeder who doesn't know the maps?
Any villain can purchase a 2hr jetpack in Grandville from the jetpack vendor for 10K. No missions required.
For an occasional cost of 10K (peanuts for high level villains) you have fly. The Pocket D jump pack caps it for 30 seconds at a time.
The other jetpacks can be scooped by completing the appropriate Ouroboros mission, or teaming up with a lowbie with the appropriate mayhem mission.
www.paragonwiki.com is a great source of information for this game.
New or returning to the game? Want advice from experienced players who want to help YOU?
The Mentor Project: Part of the New Player Council.
Any villain can purchase a 2hr jetpack in Grandville from the jetpack vendor for 10K.
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My main question is whether or not that really acts as a replacement for Fly. Will my villain spend his days kicking his sputtering, smoke-belching pack while other villains gleefully float around him?
I still see lots of characters with Fly, and I wonder if that's for the extra speed, or because the pack can run out at inconvenient times? 10,000 Inf every now and then seems a small cost to pay for a whole 'nother power, or two.
Does anyone use a Rocket Pack as their main travel power?
I think this is a question that each player has to answer for themselves based on their play style as well as the toon in question's specific situation.
Leader of Legion of Valor/Fallen Legion (Victory server)
http://legionofvalor.guildportal.com / http://fallenlegion.guildportal.com
StainedGlassScarlet - L50 Spines/Inv Scrapper | Badges: 1,396
Avatar detail taken from full-size piece by Douglas Shuler here
Having taken Thug/Dark to 50 (first villain to 50, at that) I can tell you that Dark Miasma is a rather endurance friendly set, at least when Darkest Night is not running. Other than the heal (which should be used as often as possible, whether you/your pets need the heal or not, simply for its massive debuffs) every other power in the set is rather set-and-forget. You lay down your debuffs and controls and refresh them every so often. You aren't constantly spamming abilities (other than the heal) so you aren't using a lot of endurance. I worked up a pretty basic leveling build, slotted with IOs, but similar DO/SO slotting will suffice.
As for not having flight, as others have said, the Raptor pack bought in Grandville will serve you fine. You'll have Super Speed for most travel needs, and toggling on the Pack will get you whatever vertical movement you may need to get from A to B. Another good reason to take SS, other than having Hasten already, is that it gives a stealth aspect and -1 to threat status. Combined with Shadow Fall, you'll have pseudo invisibility (anything with perception buffs will manage to see you if you get too close) and a total of -2 to your threat status, making it much easier for your pets to draw aggro off of you while you are debuffing the enemies. Once they have the aggro and you have debuffed the mob, toggle off SS and do what's needed to take the mob down, be it healing your pets, dishing out some damage of your own, or reapplying your debuffs.
Here's the build:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Thugs -- Acc-I(A), Dmg-I(3), Dmg-I(3), Acc-I(5), Dmg-I(9)
Level 1: Twilight Grasp -- Acc-I(A), Heal-I(5), Heal-I(7), Heal-I(9), RechRdx-I(43), ToHitDeb-I(43)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(34)
Level 4: Dual Wield -- Acc-I(A), Dmg-I(43), Dmg-I(46), EndRdx-I(46)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(34)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Call Enforcer -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), ToHit-I(15), DefBuff-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Shadow Fall -- EndRdx-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(21), ResDam-I(50), DefBuff-I(50)
Level 18: Gang War -- RechRdx-I(A), RechRdx-I(19), Acc-I(19), Dmg-I(21), Dmg-I(34), Dmg-I(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Call Bruiser -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), EndRdx-I(33)
Level 28: Darkest Night -- EndRdx-I(A), EndRdx-I(29), ToHitDeb-I(33), ToHitDeb-I(33), EndRdx-I(37), ToHitDeb-I(37)
Level 30: Fearsome Stare -- Acc-I(A), RechRdx-I(31), RechRdx-I(31), ToHitDeb-I(31), Fear-I(37)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Petrifying Gaze -- Acc-I(A), RechRdx-I(36), Hold-I(36), RechRdx-I(36)
Level 38: Dark Servant -- Acc-I(A), Heal-I(39), ToHitDeb-I(39), RechRdx-I(39), Heal-I(40), RechRdx-I(40)
Level 41: Dark Embrace -- EndRdx-I(A), ResDam-I(42), ResDam-I(42), ResDam-I(42)
Level 44: Soul Tentacles -- Acc-I(A), EndRdx-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
Level 47: Soul Storm -- Acc-I(A), RechRdx-I(48), Hold-I(48), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Please feel free to contact me with any questions, either through this thread, forum PMs, or in-game @W Peace. Thug/Dark is a very powerful set capable of doing many "impossible" deeds, soloing AVs (and some GMs) not the least of them. I solo'd many AVs in the course of leveling up mine, and almost solo'd quite a few GMs. Might have actually solo'd them if other villains hadn't stepped in and "assisted" me. This was all done *before* IOs were released, so I can only imagine what I'd be capable of with some basic sets, let alone the 4 or 5 purple sets I could fit into the build.
Good luck, and enjoy your "God amongst lesser mortals" Thug/Dark!
~WP
Just my opinion, feel free to disregard...
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Biggest Troll on the forums? I'll give you a hint:
Any suggestions on where to find a Thugs/Dark build in the simple format of "here's what I picked and why"?
Here's one that's easy to follow for this Ninjas/Dark.
For a newcomer like me, simple powers lists
like this
and
this,
are better than nothing, but I'm still lost about order.
Builds without discussion, like this
Leadership Early
or
Leadership Late
or
no travel power until 22,
are also tough. I'm happy to make my own choices, but it's nice to learn from vets, and it sure helps to have a sense of the tradeoffs.
Are my travel powers just a matter of personal preference, or are some a better match for this build? Is Leadership essential, and if so, how early? Will I go nuts trying to make it without any pistol powers? In the nebulous levels between 10 and 18, how do vets recommend planning for power pools?
Inquiring newbies want to know!