Softcapping Thugs/FF
guess I must be good to go!
Throw a +Def IO into enforcers and boom, all pets are soft-capped between ally shields, dispersion, Maneuvers (yours + Enforcers).
I don't have my Thugs/FF build accessible, but I don't believe I used any of the +Def IOs. I do endorse the +Res IOs (though I haven't incorporated them yet). The +Def IOs are fine to use. Eventually, getting Power Boost will put your shields at a crazy level putting your Thugs well in excess of soft-cap.
Are you overdoing it? Nah. I find Thugs/FF to be pretty easy to slot for so it's not a great sacrifice to include all 4 unique pet IOs.
Repulsion Bomb? I say yes. Knockdown, a little stun, some damage, I like it.
I heartily endorse the Medicine Pool for this combo.
There's really not much more to say about Thugs/FF. As for slotting, the basics apply. Max out your pet damage (to ED) and get some solid Accuracy. Max out Defense slotting where applicable. That's it. Log on, summon and upgrade pets, turn on toggles, grant shields (repeat every 4 minutes), go. Pretty simple.
Global = Hedgefund (or some derivation thereof)
Coolness! Basically I'm just thinking of every possible way to get DEF in there and see how it goes. /FF has always been labelled as boring to me but this is a run through to see how invincible I can make them (especially Arsonist), and it's actually getting exciting. just 1 DEF IO in enforcers?
EDIT: oh and thanks for the tip on power boost, never thought of that.
I have access to my build now.
I lied when I said I didn't use the unique IOs, I have both +Res ios slotted, but no +Def uniques.
Here's the numbers for all damage types but psi:
Insultation: 17.71
Dispersion: 11.81
Maneuvers: 4.13
2x Enforcer Maneuvers: 2 x 10.12 = 20.24
For a total of 53.88
Powerboost takes Insulation to 25.05 for a total of 61.26.
That is basically with 1 Def IO. In fact, less than 1 Def IO, because I'm using a Cytoskeleton HO to boost Def/ToHit/Endurance.
As for an invicible arsonist... ain't gonna happen. He's your crazy blapper and he's going to die more than the rest of your Thugs combined. That's why you gotta love him.
Global = Hedgefund (or some derivation thereof)
So I wouldn't even need the DEF procs to softcap. That's cool, leaves the slots open for other procs, I like!
it's pretty interesting so far, I'm used to taking hasten early and no personal powers, but I don't find a need for hasten this time. I stayed away from PFF and DF, and will probably skip RF as well. And I wound up taking the gunshots to act like a 3rd punk pretty much, the more firpower the better until I hit the PPPs, which will probably be Mace Mastery for the power boost. First time I've enjoyed /FF, lol.
Here is a modified version of the build I'm using on my Thugs/FF. i say modified because I'm actually using the Soul Mastery pool because I'm running a Thugs/FF trio. Therefore my Melee and my S/L defenses with 3 bubbles and 3 maneuvers and etc is soft-capped even without Scorpion shield, since my 3 masterminds buff each other. I went with Soul Mastery becuse I'm going to triple-stack Oppressive Gloom.
But I modified the build slightly here just to show how easy it can be so soft cap yourself. My various bubbles let me get 33.63% defense on my Thugs if I keep them all protected in non-powerboosted bubbles. I'm not sure how much defense they get from the 2 enforcers (who have 1 def IO in them). But my defenses for my Thugs, even solo, would be close to the softcap, if not over, even without using the uniques.
Anyway, you probably wont like my build since it doesnt have Aid Other or any of the AOE knockback powers. But I'm just posting it as an example of easy self-softcapping even when solo.
Have fun with your Thugs/Traps MM!
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asphalt Angel: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
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(34)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 4: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(9), Flight-I(9), Krma-ResKB(17)
Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Acc(15), BldM'dt-Dmg(15), DefBuff-I(34)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(17)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Boxing -- Acc-I(A)
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(34)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(39)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), Dmg-I(37), RechRdx-I(37)
Level 38: Detention Field -- Acc-I(A), Acc-I(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(42), GftotA-Def/EndRdx(42), S'dpty-Def/EndRdx(50)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Hey MMs. My thugs are only level 12 right now and the defense on them is climbing every couple of levels, it's going really well. So far they've got the 2 standard bubbles from the low levels, maneuvers, and the maneuvers that Enforcer carries. I'm of course taking Dispersion Bubble and probably Force Bubble down the road, and probably taking the Blood Mandate set as well as the DEF and RES procs from the pet damage sets, oh and the DEF and RES procs from the recharge intensive pet sets for gang war too.
Would that be overdoing it? Or am I good and softcapped with all that?
Any other slotting suggestions would be great. Not sure if I should skip Repulsion Bomb or not, I never see anyone use it, or maybe just miss seeing it when they do...
Thanx! \m/