Can this Thugs Traps MM get any better?


Berzerker_NA

 

Posted

Hi all I after many attempts I seem to of found an MM I love. He is currently sitting at lv 36 and man its been a blast getting there. I have attempted to draft a Post i19 build for him, and on paper it looks scrary with soft capped S/L def and a nice bit of HP, regen and recharge to boot. However, as this is only my second real go at an MM it would be great if peeps could take a look and let me know if I have missed anything for my lv 50 build.

Thanks in advance for all your help.

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Pagan: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Sovereign Right - Resistance Bonus
  • (7) Sovereign Right - Damage/Endurance
  • (11) Sovereign Right - Accuracy/Damage
  • (11) Sovereign Right - Accuracy/Endurance
  • (37) Sovereign Right - Accuracy/Damage/Endurance
  • (43) Sovereign Right - Accuracy
Level 1: Web Grenade
  • (A) Rooting Grasp - Accuracy/Immobilize/Recharge
  • (9) Rooting Grasp - Accuracy/Endurance
  • (50) Rooting Grasp - Immobilize/Range
Level 2: Caltrops
  • (A) Pacing of the Turtle - Range/Slow
  • (9) Tempered Readiness - Range/Slow
  • (43) Impeded Swiftness - Range/Slow
Level 4: Triage Beacon
  • (A) Numina's Convalescence - Heal/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (13) Miracle - Heal/Recharge
  • (27) Numina's Convalescence - Heal
  • (42) Numina's Convalescence - Heal/Endurance/Recharge
Level 6: Equip Thugs
  • (A) Endurance Reduction IO
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Karma - Knockback Protection
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff
  • (15) Touch of Lady Grey - Defense Debuff
  • (17) Touch of Lady Grey - Defense Debuff/Recharge
  • (17) Achilles' Heel - Defense Debuff/Recharge
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Endurance
Level 14: Call Enforcer
  • (A) Defense Buff IO
  • (21) Defense Buff IO
  • (21) Touch of Lady Grey - Defense Debuff
  • (23) Touch of Lady Grey - Chance for Negative Damage
  • (23) Blood Mandate - Accuracy/Damage
  • (46) Blood Mandate - Accuracy/Damage/Endurance
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense
Level 18: Gang War
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (27) Expedient Reinforcement - Accuracy/Damage
  • (29) Expedient Reinforcement - Damage/Endurance
  • (29) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (46) Expedient Reinforcement - Endurance/Damage/Recharge
Level 20: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 22: Super Speed
  • (A) Celerity - +Stealth
Level 24: Poison Trap
  • (A) Lockdown - Chance for +2 Mag Hold
  • (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (33) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (33) Ghost Widow's Embrace - Hold/Range
Level 26: Call Bruiser
  • (A) Soulbound Allegiance - Chance for Build Up
  • (34) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (34) Soulbound Allegiance - Damage/Recharge
  • (34) Soulbound Allegiance - Damage
  • (36) Soulbound Allegiance - Accuracy/Recharge
  • (43) Soulbound Allegiance - Damage/Endurance
Level 28: Seeker Drones
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (36) Stupefy - Stun/Range
  • (37) Stupefy - Accuracy/Endurance
  • (40) Stupefy - Accuracy/Stun/Recharge
Level 30: Assault
  • (A) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 32: Upgrade Equipment
  • (A) Endurance Reduction IO
Level 35: Aid Other
  • (A) Numina's Convalescence - Heal/Recharge
Level 38: Trip Mine
  • (A) Eradication - Damage
  • (39) Eradication - Accuracy/Recharge
  • (39) Eradication - Damage/Recharge
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge
  • (40) Scirocco's Dervish - Damage/Recharge
  • (40) Scirocco's Dervish - Accuracy/Recharge
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
Level 44: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (45) Enfeebled Operation - Endurance/Immobilize
  • (45) Enfeebled Operation - Accuracy/Recharge
  • (45) Enfeebled Operation - Accuracy/Endurance
  • (46) Gravitational Anchor - Chance for Hold
Level 47: Mace Beam Volley
  • (A) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Damage
  • (50) Ragnarok - Chance for Knockdown
  • (50) Ragnarok - Damage/Endurance
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
  • (3) Empty
  • (3) Empty
  • (7) Empty
Level 1: Sprint
  • (A) Empty
  • (5) Empty
  • (5) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run



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Posted

Hmmm. I would think you'd want Assault and Tactics rather than Maneuvers and Assault, especially since Maneuvers gives such a small Def bonus, but it makes sense if it's going to be the difference you need to reach soft cap I guess.

On that note: I'm not sure why you are skipping the Edict of the Master and Call to Arms +def procs. Is getting the full set for Expedient Reinforcement that valuable to you? (You could put both procs on your Gang War power.) With those procs, and your enforcers, and the Force Field Generator going, your pets would be hitting soft cap easily. They'd be nigh indestructible.


Also, you can put Celerity +Stealth on your inherent run power, so there's no need to slot it on Super Speed, unless you just prefer it that way.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Also, you can put Celerity +Stealth on your inherent run power, so there's no need to slot it on Super Speed, unless you just prefer it that way.
But then he'd need to keep Sprint running all the time in order to keep the Proc running.


 

Posted

Hi Wallace :)

First off, that does look like a solid build, but I've played around with it and come up with one that is probably a little easier to achieve - much reduced purplage - and this build should have a slightly higher damage output (on paper anyway).

Overall defences are improved, albeit with a slight drop in a couple other places. Regen is lowered slightly - tho in real terms it only drops from 7 health regen a sec to 5/sec.

Overall recharge is slightly improved with some powers coming up a fair bit faster.

Both Call Thugs and Call Enforcer now have build up procs built into them - they may only fire occasionally, but with the fire rates of both sets being pretty good, it'll make a difference.

All the MM set +def and +res globals are now in the build, that should help a fair bit with survivability too.

You'd put aside a few slots for the inherent health and stamina but don't mention what you'd be putting in there. I've used a couple of those up, but it shouldn't mess up things too bad (I'd probably put health as 2 slot in this build with a numi+regen/recov and a heal for added regen from that and the set bonus too. Stamina would get 3 slots over all with a normal end mod and the Efficacy Adaptor End Mod and another part of the same set for the +hp bonus).

Hope this all helps ^-^

ooh, yeah, the build in question:

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Pagan: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs

  • (A) Soulbound Allegiance - Chance for Build Up: Level 50
  • (3) Blood Mandate - Accuracy/Damage: Level 50
  • (7) Blood Mandate - Damage/Endurance: Level 50
  • (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (11) Blood Mandate - Accuracy: Level 50
  • (11) Blood Mandate - Damage: Level 50
Level 1: Web Grenade
  • (A) Rooting Grasp - Accuracy/Immobilize/Recharge: Level 30
  • (9) Rooting Grasp - Accuracy/Endurance: Level 30
  • (50) Rooting Grasp - Immobilize/Range: Level 30
Level 2: Caltrops
  • (A) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
  • (9) Tempered Readiness - Endurance/Recharge/Slow: Level 50
Level 4: Triage Beacon
  • (A) Doctored Wounds - Endurance/Recharge: Level 50
  • (13) Doctored Wounds - Heal/Recharge: Level 50
  • (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (27) Doctored Wounds - Heal: Level 50
  • (42) Doctored Wounds - Recharge: Level 50
Level 6: Equip Thugs
  • (A) Endurance Reduction IO: Level 50
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (15) Karma - Knockback Protection: Level 30
Level 10: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20
  • (15) Analyze Weakness - Accuracy/Defense Debuff: Level 50
  • (17) Analyze Weakness - Accuracy/Recharge: Level 50
  • (17) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (43) Recharge Reduction IO: Level 50
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (19) Luck of the Gambler - Defense: Level 50
  • (19) Luck of the Gambler - Defense/Endurance: Level 50
  • (50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 14: Call Enforcer
  • (A) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
  • (21) Blood Mandate - Accuracy/Damage: Level 50
  • (23) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (23) Blood Mandate - Accuracy: Level 50
  • (37) Blood Mandate - Damage: Level 50
Level 16: Force Field Generator
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense/Endurance: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
Level 18: Gang War
  • (A) Call to Arms - Defense Bonus Aura for Pets: Level 30
  • (27) Edict of the Master - Defense Bonus: Level 40
  • (29) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
  • (29) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (31) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (46) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 20: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 22: Super Speed
  • (A) Celerity - +Stealth: Level 50
Level 24: Poison Trap
  • (A) Lockdown - Chance for +2 Mag Hold: Level 50
  • (31) Lockdown - Recharge/Hold: Level 50
  • (33) Lockdown - Endurance/Recharge/Hold: Level 50
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (33) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50
Level 26: Call Bruiser
  • (A) Sovereign Right - Resistance Bonus: Level 50
  • (34) Blood Mandate - Accuracy/Damage: Level 50
  • (34) Blood Mandate - Damage/Endurance: Level 50
  • (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (36) Blood Mandate - Accuracy: Level 50
  • (43) Blood Mandate - Damage: Level 50
Level 28: Seeker Drones
  • (A) Stupefy - Chance of Knockback: Level 50
  • (36) Stupefy - Accuracy/Recharge: Level 50
  • (36) Stupefy - Stun/Range: Level 50
  • (37) Stupefy - Accuracy/Endurance: Level 50
  • (40) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 30: Tactics
  • (A) Endurance Reduction IO: Level 50
  • (37) Endurance Reduction IO: Level 50
Level 32: Upgrade Equipment
  • (A) Endurance Reduction IO: Level 50
Level 35: Aid Other
  • (A) Numina's Convalescence - Heal/Recharge: Level 50
Level 38: Trip Mine
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (42) Luck of the Gambler - Defense: Level 50
  • (42) Luck of the Gambler - Defense/Endurance: Level 50
  • (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (46) Luck of the Gambler - Endurance/Recharge: Level 50
Level 44: Mace Beam Volley
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (45) Positron's Blast - Damage/Endurance: Level 50
  • (45) Positron's Blast - Damage/Recharge: Level 50
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (46) Positron's Blast - Chance of Damage(Energy): Level 50
Level 47: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge: Level 50
  • (48) Enfeebled Operation - Endurance/Immobilize: Level 50
  • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
  • (48) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 49: Web Cocoon
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (50) Basilisk's Gaze - Accuracy/Recharge: Level 30
------------
Level 1: Brawl
  • (A) Empty
  • (3) Empty
Level 1: Sprint
  • (A) Empty
  • (5) Empty
  • (5) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: 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)
  • 10% Defense
  • 4.375% Defense(Smashing)
  • 4.375% Defense(Lethal)
  • 9.375% Defense(Fire)
  • 9.375% Defense(Cold)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 5% Defense(Melee)
  • 1.25% Defense(Ranged)
  • 10.31% Defense(AoE)
  • 4% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 58.75% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 48.19 HP (6.001%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 11.85%
  • MezResist(Terrorized) 4.7%
  • 9.5% (0.159 End/sec) Recovery
  • 40% (1.341 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 22.84% Resistance(Fire)
  • 22.84% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
------------
Set Bonuses:
Blood Mandate
(Call Thugs)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
Rooting Grasp
(Web Grenade)
  • 2% Enhancement(Immobilize)
  • 6.024 HP (0.75%) HitPoints
Doctored Wounds
(Triage Beacon)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Karma
(Combat Jumping)
  • Knockback Protection (Mag -4)
Analyze Weakness
(Acid Mortar)
  • 10% (0.335 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
Luck of the Gambler
(Maneuvers)
  • 10% (0.335 HP/sec) Regeneration
  • 9.036 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Call Enforcer)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
Luck of the Gambler
(Force Field Generator)
  • 10% (0.335 HP/sec) Regeneration
  • 9.036 HP (1.125%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Call to Arms
(Gang War)
  • 5% Defense
Edict of the Master
(Gang War)
  • 5% Defense
Expedient Reinforcement
(Gang War)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Lockdown
(Poison Trap)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
Sovereign Right
(Call Bruiser)
  • 10% Resistance(All)
Blood Mandate
(Call Bruiser)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
Stupefy
(Seeker Drones)
  • 2.5% (0.042 End/sec) Recovery
  • 15.06 HP (1.875%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Obliteration
(Trip Mine)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.335 HP/sec) Regeneration
  • 9.036 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Mace Beam Volley)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Enfeebled Operation
(Web Envelope)
  • 3% Enhancement(Immobilize)
  • 1.875% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Basilisk's Gaze
(Web Cocoon)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)

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Defiant 50: Blonde Justice inv/ss; Lady Aminta emp/elec; Sierra Colt merc/traps; Tess LaCoyle elec/elec (blaster); Powerstorm elec/elec (brute);
Union 50: @Steel Dancer WP/DB; Blast Pulse Fire/Rad (corr); Bitter Twilight Earth/Psi (dom); Compassionate Emp/Psi;
Freedom 50: Incandescent Blaze ElecAm/Fire;

 

Posted

Quote:
Originally Posted by Fuzun View Post
But then he'd need to keep Sprint running all the time in order to keep the Proc running.
Only when he want's full stealth though which isn't all the time so it isn't much of a hassle I find. And it does give you the option of having sprint turned on which lets you get that tiny bit closer to fire off seeker drones (I find SS too hard to control in some maps).


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Moving on to the build:

No Achilles Heel proc in Enforcers!
Full set of Soulbound Allegiance is wasted since the bonus' are awful.
6th Ragnrok is a waste
5/6th bonus' in Expedient Reinforcement aren't really helping. Also Gang War needs more recharge - and do you really use it for damage?
Aiming for regen on a MM isn't much use since you have a tiny amount of HP. Triage Beacon will give you all the regen you could ever need.
Not much need to slot Caltrops for additional slow.
Hami-o's work wonderfully.

You didn't look like you cared about cost, so I made the following:

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Pagan: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- SvgnRt-PetResDam:50(A), SvgnRt-Acc/Dmg:50(7), SvgnRt-Dmg/EndRdx:50(9), SvgnRt-Acc/EndRdx:50(11), SvgnRt-Acc/Dmg/EndRdx:50(11), SvgnRt-Acc:50(29)
Level 1: Web Grenade -- HO:Endo(A), HO:Endo(50)
Level 2: Caltrops -- Posi-Dam%:50(A)
Level 4: Triage Beacon -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), HO:Enzym(9)
Level 10: Acid Mortar -- Achilles-ResDeb%:20(A), AnWeak-DefDeb/EndRdx/Rchg:50(15), AnWeak-Acc/Rchg/EndRdx:50(17), LdyGrey-DefDeb/Rchg/EndRdx:50(17), UndDef-DefDeb/Rchg/EndRdx:50(42), HO:Lyso(43)
Level 12: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), HO:Enzym(19)
Level 14: Call Enforcer -- HO:Enzym(A), HO:Enzym(15), HO:Nucle(21), HO:Nucle(21), HO:Nucle(23), Achilles-ResDeb%:20(23)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), HO:Enzym(25), LkGmblr-Def:50(25)
Level 18: Gang War -- ExRmnt-Acc/Rchg:50(A), C'Arms-+Def(Pets):30(27), EdctM'r-PetDef:40(27), ExRmnt-Acc/Dmg/Rchg:50(29), ExRmnt-+Res(Pets):50(31), ExRmnt-EndRdx/Dmg/Rchg:50(46)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 22: Super Speed -- Zephyr-ResKB:50(A)
Level 24: Poison Trap -- Lock-%Hold:50(A), Lock-Acc/Hold:50(33), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(33), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(37)
Level 26: Call Bruiser -- S'bndAl-Build%:50(A), HO:Nucle(34), HO:Nucle(34), HO:Nucle(36), ExStrk-Dam%:20(43), CmdPres-PetRes:30(46)
Level 28: Seeker Drones -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(36), Amaze-Acc/Rchg:50(36), Amaze-EndRdx/Stun:50(37), Amaze-ToHitDeb%:50(40)
Level 30: Assault -- EndRdx-I:50(A), EndRdx-I:50(37)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Aid Other -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(48)
Level 38: Trip Mine -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), HO:Enzym(42)
Level 44: Web Envelope -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(45), GravAnch-Acc/Rchg:50(45), GravAnch-Immob/EndRdx:50(45), GravAnch-Hold%:50(46)
Level 47: Mace Beam Volley -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Knock%:50(50), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
Level 1: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 1: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod:50(5), P'Shift-EndMod/Rchg:50(5)



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Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Steel Dancer View Post
] Call Enforcer[/b]
  • (A) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
  • (21) Blood Mandate - Accuracy/Damage: Level 50
  • (23) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (23) Blood Mandate - Accuracy: Level 50
  • (37) Blood Mandate - Damage: Level 50
[b]Level 16:
You should always put at least one (ideally two) defense boosting enhancement on Enforcers to boost their Maneuvers leadership power. Though it only affects your henchmen and not you, their version of Maneuvers is much stronger than the pool power version available to players, starting at like 7.5% and increasing with level. Not only that, but two auras actually stack (and if you team with other Thugs MM's, then all the auras from all the enforcers on the team stack), so it's like having a 15% defense power.

You'll definitely want to enhance it.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
You should always put at least one (ideally two) defense boosting enhancement on Enforcers to boost their Maneuvers leadership power. Though it only affects your henchmen and not you, their version of Maneuvers is much stronger than the pool power version available to players, starting at like 7.5% and increasing with level. Not only that, but two auras actually stack (and if you team with other Thugs MM's, then all the auras from all the enforcers on the team stack), so it's like having a 15% defense power.

You'll definitely want to enhance it.
What he said. My thug/poison has them slotted with a 45 and 50 def IO. Each enforcer gives ~12.5% def to all of my pets. You can easily softcap your pets as /traps.