Thugs/FF - Time to pick it apart


Deacon_NA

 

Posted

Not normally my way of doing things, but I figured that, if I want to try and make a near-undefeatable Thugs/FF, I should check in here. Keeping my Thugs alive shouldn't be a problem (Arsonist excluded, for when the idjit runs out of my aura range), but keeping me alive longer is what I'm focused on.

Before I post the build, there's a few things I will note.

1) I am keeping at least one pistol attack, for thematic reasons.
2) Heal Other is needed for the rogue attack that slips through/My arsonist.
3) I do not have a ton of money. Some of this build is just an idea I hope to pull out.

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

Click this DataLink to open the build!

Annibel Seraph: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Force Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Deflection Shield -- EndRdx-I(A), DefBuff-I(7), DefBuff-I(9), DefBuff-I(9)
Level 4: Insulation Shield -- EndRdx-I(A), DefBuff-I(11), DefBuff-I(11), DefBuff-I(17)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 10: Aid Other -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(46), Numna-Regen/Rcvry+(46)
Level 12: Call Enforcer -- DefBuff-I(A), DefBuff-I(13), ToHit-I(13), ToHit-I(15), SvgnRt-Dmg/EndRdx(15), BldM'dt-Dmg/EndRdx(17)
Level 14: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 16: Swift -- Run-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(29)
Level 22: Dispersion Bubble -- EndRdx(A), DefBuff-I(23), DefBuff-I(23), DefBuff-I(25), LkGmblr-Rchg+(31)
Level 24: Maneuvers -- EndRdx(A), DefBuff-I(25), DefBuff-I(27), DefBuff-I(27)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(33)
Level 28: Tactics -- EndRdx(A), ToHit(29)
Level 30: Empty Clips -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(39), FrcFbk-Rchg/KB(40), FrcFbk-Rchg/EndRdx(40), FrcFbk-Dmg/EndRdx/KB(40), FrcFbk-Rechg%(43)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Gang War -- SvgnRt-PetResDam(A), EdctM'r-PetDef(45), ExRmnt-+Res(Pets)(45), C'Arms-+Def(Pets)(45)
Level 38: Force Bubble -- EndRdx(A), EndRdx(39), EndRdx(39)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A)
Level 44: Soul Tentacles -- Empty(A)
Level 47: Soul Storm -- Lock-%Hold(A), Lock-Acc/Hold(48), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 49: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy









Any tips would be appreciated...And thank you Psylenz for telling me how ot post the bloody thing.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

LOL you really meant it when you said "pick apart" huh


 

Posted

I figured, as is, it's not bad. Just over the range soft-cap for me, with Force Bubble, Should keep me safe, and I know that my henchmen are already over the softcap when within the Dispersion Bubble/Maneuvers/Enforcer buffs, but I'm wondering what people think of it, and if there's any key areas where I could improve.

I know, for instance, that I could move some slots around and slot a few of the Red Fortune sets in my Shields and whatnot, for the range bonus. The only issue is, I would lose a different bonus in return. Granted, I can pull slots from Empty Clips (or lose it altogether, grabbing PFF instead) and slot one or more with the Red Fortune Set, gaining higher defenses without really losing much else.

Is this a logical improvement? I don't know. I'd lose some of my AoE defense if I did this. Now, I wasn't building for soft-cap AoE (I should, come to think of it), but the lower defense could prove an issue against AoE-heavy groups.

I also know that it is really unlikely that I'll get the money to cobble together the full Numina's set, which does affect my defense by some odd amount, so knowing I could pull some extra range defense from somewhere else would help in the long run, if the set is that much cheaper, so I could throw in a chear healing set into Aid Other, or just stick with SOs/IOs.

And, if nothing else, what the bloody heck did I do wrong, posting that there? I know that it should come in colors, and not all those tags, but I can't figure out what I did wrong.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

If you could resubmit your build in the titan boards format from the Mids hero builder it would really help.


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

What I find amazing though (I have a thug\ff mm that I'm working on) is that even with over the soft cap defence (dispersion + my manuevers + double enforcer manuevers + FF shields), my redshirt still finds a way to die, on average, once a mission.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

I was hoping that all the defense would keep them alive long enough for Aid Other to come up, and with the exception of my Arsonist (unsurprisingly), it works fairly well.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Quote:
Originally Posted by Everfree_Fire View Post
I was hoping that all the defense would keep them alive long enough for Aid Other to come up, and with the exception of my Arsonist (unsurprisingly), it works fairly well.
It does indeed make them very survivable. Although, being over the soft-cap and all, I expect them to get hit a lot less then they really do. I'm sure it's the level difference between them and the stuff we're fighting since pets are lower level (-2 for minions, -1 for lt's) once all the pets are obtained. I'm not really all that bend up about it though, red shirt still survives much better than he used to...it's just that with 50~ defense, you'd think that he'd do much better.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

At the lack of any real reply, I decided to tweak my build anyways, Gaining a small amount of AoE defense (something like .4%) while dropping a few attacks and slotting others with more sets.

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

Click this DataLink to open the build!

Annibel Seraph: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Force Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-EndRdx/Rchg(9), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(46)
Level 4: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-EndRdx/Rchg(11), S'dpty-Def/EndRdx/Rchg(17), S'dpty-Def(39)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 10: Aid Other -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(19), Mrcl-Heal/Rchg(43), Mrcl-Heal/EndRdx/Rchg(43), Mrcl-Heal(46)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Acc(15), BldM'dt-Dmg(15), BldM'dt-Dmg/EndRdx(17)
Level 14: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 16: Swift -- Run-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 24: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(27), S'dpty-EndRdx(29), S'dpty-Def(39)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(33)
Level 28: Tactics -- EndRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Gang War -- SvgnRt-PetResDam(A), EdctM'r-PetDef(39), ExRmnt-+Res(Pets)(40), C'Arms-+Def(Pets)(40)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Electrifying Fences -- DblAc-Acc/Rchg(A), DblAc-Rchg/Immob(45), DblAc-Acc/EndRdx(45), DblAc-Immob/Rng(45), DblAc-Acc/Immob/Rchg(46)
Level 47: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy



Edited again, since I managed to pull out what appears to be a 46.8% AoE defense, making my job all but done, except seeing what people think of it.



I fully slotted my Enforcers with the Blood Mandate set, increasing my defenses, figuring with all my shields, they may not need any defense IOs in them. Possibly wrong, but I have no real way of checking the numbers for my henchmen


Again, any tips would be appreciated, but I think this may work out for me, if I can pay for it.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

If you use Force Feedback in Force Bolt, you'll get a nice buff to your AOE Def, not to mention strengthen Force Bolt to knock guys around that you don't like.

Lysosomes (Acc, -ToHit, -Def) are good in Enforcers, as are Cytoskeletons (End Red, +ToHit +Def).

6-slotting Serendipity is kind of odd. 1.25% resistance to toxic isn't anything to shoot for.

Enforcer Maneuvers is 8.43% each for a total of 16.86%. I'm looking at my Thugs/FF now. With no uniques and at ED cap, def is 50.4% when bubbled + my Maneuvers.

2 slotting lvl 50 Def IOs takes their Maneuvers to 25.3%. Add in 2 uniques at 5% each you're up to 35.3%. Your Maneuvers + Dispersion = 4.1 + 11.8 = 15.9 means total = over 50% without a single bubble applied.

2 slotting the aforementioned Hamis takes their Maneuvers to 23.6%, but buffs their To-Hit and -Def as well.

You're so far over ranged def cap, I think the Numi slotting is overkill and not cost justified.

If you're looking for AOE defense, the best source is by 5 slotting Aegis.

Putting the Hami talk aside, I took a stab at making some subtle modifications that lower your Range Def and increase your AOE without making fundamental changes to your concept:

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

Click this DataLink to open the build!

Annibel Seraph: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy
  • (7) Blood Mandate - Damage
Level 1: Force Bolt
  • (A) Force Feedback - Damage/Knockback
  • (39) Force Feedback - Chance for +Recharge
  • (40) Force Feedback - Accuracy/Knockback
  • (42) Force Feedback - Recharge/Knockback
  • (42) Force Feedback - Recharge/Endurance
  • (42) Force Feedback - Damage/Endurance/Knockback
Level 2: Deflection Shield
  • (A) Red Fortune - Defense/Endurance
  • (7) Defense Buff IO
  • (9) Defense Buff IO
Level 4: Insulation Shield
  • (A) Red Fortune - Defense/Endurance
  • (11) Defense Buff IO
  • (11) Defense Buff IO
Level 6: Equip Thugs
  • (A) Endurance Reduction IO
Level 8: Dual Wield
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Damage/Endurance/Recharge
  • (19) Thunderstrike - Damage/Endurance
  • (34) Thunderstrike - Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Endurance
Level 10: Aid Other
  • (A) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Endurance/Recharge
  • (29) Numina's Convalescence - Heal
  • (36) Doctored Wounds - Heal/Recharge
Level 12: Call Enforcer
  • (A) Blood Mandate - Accuracy/Damage
  • (13) Blood Mandate - Accuracy/Endurance
  • (13) Blood Mandate - Accuracy/Damage/Endurance
  • (15) Blood Mandate - Accuracy
  • (15) Blood Mandate - Damage
  • (17) Blood Mandate - Damage/Endurance
Level 14: Pistols
  • (A) Thunderstrike - Accuracy/Damage
  • (17) Thunderstrike - Damage/Endurance/Recharge
  • (36) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Endurance
Level 16: Swift
  • (A) Run Speed IO
Level 18: Hurdle
  • (A) Jumping IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Dispersion Bubble
  • (A) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Recharge
  • (23) Red Fortune - Endurance/Recharge
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (29) Red Fortune - Defense
  • (31) Red Fortune - Endurance
Level 24: Maneuvers
  • (A) Serendipity - Defense/Endurance
  • (25) Serendipity - Defense/Recharge
  • (27) Serendipity - Endurance/Recharge
  • (27) Serendipity - Defense/Endurance/Recharge
  • (37) Serendipity - Defense
Level 26: Call Bruiser
  • (A) Blood Mandate - Accuracy/Damage
  • (31) Blood Mandate - Damage/Endurance
  • (31) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (33) Blood Mandate - Accuracy
  • (33) Blood Mandate - Damage
Level 28: Tactics
  • (A) Endurance Reduction IO
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Upgrade Equipment
  • (A) Endurance Reduction IO
Level 35: Gang War
  • (A) Sovereign Right - Resistance Bonus
  • (39) Edict of the Master - Defense Bonus
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (40) Call to Arms - Defense Bonus Aura for Pets
Level 38: Force Bubble
  • (A) Endurance Reduction IO
  • (39) Endurance Reduction IO
Level 41: Charged Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Aegis - Resistance/Endurance
  • (43) Aegis - Resistance/Recharge
  • (43) Aegis - Endurance/Recharge
  • (46) Aegis - Psionic/Status Resistance
  • (46) Aegis - Resistance/Endurance/Recharge
Level 44: Electrifying Fences
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (45) Trap of the Hunter - Endurance/Immobilize
  • (45) Trap of the Hunter - Accuracy/Endurance
  • (45) Trap of the Hunter - Immobilize/Accuracy
  • (46) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (50) Trap of the Hunter - Chance of Damage(Lethal)
Level 47: Electric Shackles
  • (A) Lockdown - Accuracy/Hold
  • (48) Lockdown - Accuracy/Recharge
  • (48) Lockdown - Recharge/Hold
  • (48) Lockdown - Endurance/Recharge/Hold
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (50) Lockdown - Chance for +2 Mag Hold
Level 49: Aid Self
  • (A) Doctored Wounds - Heal/Endurance/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy



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Global = Hedgefund (or some derivation thereof)

 

Posted

I did notice the Serendipity silliness, and did change that after I posted that recent build, just never moved it onto the forums. Every instance of Serendipity is only five-slotted, tossing out the endurance one.

I did switch out the Numina, because I did note my Range defense was overkill, and it should lower my costs by quite a bit. I am curious as to why you put in three Numina's and one Doctored Wounds. Seems like an odd choice to me.

Rather not deal with the Hami-whatchamacallits, because I really don't want to have to deal with them. XD

I do like the Force Feedback idea, since I originally had it in Empty Clips, but ended up tossing that for the slots and combat jumping. Getting it back is nice.

I just find it interesting that, for our builds, the AoE and range values are basically switched after I put the Force Feedback into Forcebolt, but yours does give a higher Resistance Value. I'll have to keep that in mind.

Nothing else right now, but I need to see what I can toy with.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

Quote:
Originally Posted by Everfree_Fire View Post
I did switch out the Numina, because I did note my Range defense was overkill, and it should lower my costs by quite a bit. I am curious as to why you put in three Numina's and one Doctored Wounds. Seems like an odd choice to me.
Odd indeed. When I was playing around with your build, I looked at my clock and realized "oh uh, gotta go" so I just went with what I had. Not that it's totally random The 3 Numis were for HP/regen bonuses and the DW was just to get a Heal/Rch in there. If I had devoted some more time I would have found something better.

At this point it's truly just fine-tuning for you. I think Thugs/FF is actually pretty simple and the difference, performance wise, between a 2 billion build and 200 million build is minimal.


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Originally Posted by Deacon_NA View Post
Odd indeed. When I was playing around with your build, I looked at my clock and realized "oh uh, gotta go" so I just went with what I had. Not that it's totally random The 3 Numis were for HP/regen bonuses and the DW was just to get a Heal/Rch in there. If I had devoted some more time I would have found something better.

At this point it's truly just fine-tuning for you. I think Thugs/FF is actually pretty simple and the difference, performance wise, between a 2 billion build and 200 million build is minimal.
I see, but wouldn't the Numina Heal/Rch be a better choice, if for no other reason than the additional healing you get from the four-set.

And I have plenty of time to think about it. She's only level 25, and I know I get the free respec from doing the Patron Arc anyways.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.