Thugs/Poison, feedback on MY build


FitzSimmons

 

Posted

I've had a thugs/psn for a while and I've finally decided to finish him off. I took a look at some of the builds out there but I think what might work best for me is a ranged defense build for the MM.

Is it worth it, or should I go for +HP?

This would be for PVE only for the time being.

Thanks,
Fitz

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Posted

Ok, I think I'm with you on this one.

Your thinking:
Power Boost + Weaken = -ToHit to Target(-23.6%?)
+MM Ranged Defense(48.8%)

Result: You don't get hit with Ranged attacks

And this does not even account for the -ToHit element of Noxious Gas. But this debuff only lasts for what - 30 sec.s at a time. Its still a nice supplement to the -ToHit, among the other affects it has on the target(s).

Your probably also thinking, to make sure the target uses only ranged attacks, you'll spam Neurotoxic Breath(Slow) & Webs. On top of this tactic, you'll use Hurdle + Combat Jumping to stay at range.

This is all fine and dandy, but how ya going to keep the agro on your MM and NOT the Henchmen?


 

Posted

Thanks for the great feedback, I worked provoke into the build.

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I think this'll be fun, I'm going to put it together and give it a try.


 

Posted

I really like what you're going for. Here are a few very minor edits I suggest for some Generic IO replacements, the most accessible early bonuses being Recovery to help with the rapid rate of debuff you'll be having with that awesome recharge, and a suggested change for final power just to give you a bit of assurance that the debuffs are going to land, and your pets are going to hit. (Changed: Combat Jumping, Stamina, Maneuvers, Antidote).

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

The Manic Hispanic: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace 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: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(19)
Level 2: Envenom -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(25), AnWeak-Acc/Rchg/EndRdx(25)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(31), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), Cloud-%Dam(34)
Level 6: Equip Thugs -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow(A), P'ngTtl--Rchg%(19), P'ngTtl-Dmg/Slow(37), P'ngTtl-Acc/EndRdx(39), P'ngTtl-Rng/Slow(39), P'ngTtl-EndRdx/Rchg/Slow(39)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(17), BldM'dt-Dmg(17)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(21)
Level 22: Elixir of Life -- RechRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(42), GftotA-Def(43)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/Rchg(40), Lock-%Hold(40), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(50)
Level 30: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-+Res(Pets)(48)
Level 32: Upgrade Equipment -- RechRdx-I(A)
Level 35: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(42)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(43), TotHntr-Acc/EndRdx(43), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(45)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(48), GftotA-Def(48), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 49: Tactics -- GSFC-ToHit/EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 12.5% Defense(Fire)
  • 12.5% Defense(Cold)
  • 19.1% Defense(Energy)
  • 19.1% Defense(Negative)
  • 34.4% Defense(Ranged)
  • 16.6% Defense(AoE)
  • 2.25% Max End
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(FlySpeed)
  • 36% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(JumpSpeed)
  • 4% Enhancement(Heal)
  • 32.5% Enhancement(RechargeTime)
  • 5% Enhancement(Immobilize)
  • 9% FlySpeed
  • 24.1 HP (3%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 12.7%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 7.2%
  • 12% (0.2 End/sec) Recovery
  • 20% (0.67 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 9% RunSpeed



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Posted

Great thanks, I'm going to change out those generics as you suggest, I think I'm still going to go the provoke route and I want softcapped so 44.5 will get me there.

Appreciate the changes.

Regards,
Fitz


 

Posted

Hope the final version rocks, cheers.