Thugs/Traps AV and hard content build suggestions?


Gaheris

 

Posted

Hello all, I have recently created a thugs/traps to duo with my cousins Dualpistols/trick arrow defender. I have a few questions as to how to slot my pets, powers, and make sure you all agree on my power decisions. please review my power choices, I am going to be aiming for 45% Defense to melee ranged and aoe and i will have almost capped resists to Smash/lethal without even being in BG mode! :O I would also like my thugs to be softcapped as well.. my cousins stacking his maneuvers on mine as well, and i will hopefully be packing the +rech on this build, please help me build a thugs/traps able to take out avs and some of the harder content with my duo

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Presence
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Empty
Level 1: Web Grenade
  • (A) Empty
Level 2: Caltrops
  • (A) Empty
Level 4: Triage Beacon
  • (A) Empty
Level 6: Equip Thugs
  • (A) Empty
Level 8: Provoke
  • (A) Empty
Level 10: Acid Mortar
  • (A) Empty
Level 12: Call Enforcer
  • (A) Empty
Level 14: Maneuvers
  • (A) Empty
Level 16: Force Field Generator
  • (A) Empty
Level 18: Gang War
  • (A) Empty
Level 20: Poison Trap
  • (A) Empty
Level 22: Boxing
  • (A) Empty
Level 24: Assault
  • (A) Empty
Level 26: Call Bruiser
  • (A) Empty
Level 28: Seeker Drones
  • (A) Empty
Level 30: Aid Other
  • (A) Empty
Level 32: Upgrade Equipment
  • (A) Empty
Level 35: Trip Mine
  • (A) Empty
Level 38: Aid Self
  • (A) Empty
Level 41: Temp Invulnerability
  • (A) Empty
Level 44: Tough
  • (A) Empty
Level 47: Weave
  • (A) Empty
Level 49: Tactics
  • (A) Empty
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Stamina
  • (A) Empty


Jordon Justice

 

Posted

Quote:
Originally Posted by Jordon_Justice View Post
Hello all, I have recently created a thugs/traps to duo with my cousins Dualpistols/trick arrow defender. I have a few questions as to how to slot my pets, powers,
Good for you! Thugs/Traps is a solid and capable build, quite adept at soloing AVs. It was my main for about 2 years, til I played it to death and got sick of it. So you're off to a good start, but then you said something rather silly:

Quote:
Originally Posted by Jordon_Justice View Post
and make sure you all agree on my power decisions.
Setting your hopes a *bit* too high here. Ten Thugs/Traps players will give you 10 different opinions based on their personal experience and playstyles, however minute the differences may be. I used the powers you chose to make a Positionally Defense-capped toon, with over 1000 HP and 68.9% Smashing/Lethal resistance, as well as a not-too-shabby 55% global recharge bonus. Only difference is, I didn't have enough slots left over to put into both Medicine powers and Stamina/Health, so 1 of them had to go.

So I took out Tactics (you don't need it), Aid Other and Aid Self, moved the slots to Health/Stamina, and gave you Combat Jumping/Super Jump for some extra Defense and a travel power, as well as Acrobatics for some KB protection (just a suggestion, as critters KBing you can get annoying on /Traps). Which means if you were to use this build you'd probably need to run around with an inspiration tray full of greens and some break frees.

Also, your pets should be soft-capped...let's see, 15.4% from FFG...3.76% from Maneuvers...both Pet Defense Aura IOs at 5% each...a little over 8% from each Enforcer at lvl 50...should put the pets at about 45%, all by your lonesome. Anything your friend provides will be gravy. Might want to set up a bind that uses the numpad to toss green inspirations to your pets, since you'll be lacking any targeted healing.


Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Call Thugs -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(40)
Level 2: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(31), Posi-Dmg/Rchg(50)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(31)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-%Dam(21)
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(15), BldM'dt-Dmg(17)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(19)
Level 18: Gang War -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(23), EdctM'r-PetDef(23)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(50)
Level 22: Super Jump -- EndRdx-I(A), Jump-I(50)
Level 24: Boxing -- Empty(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(31)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), LkGmblr-Def(39)
Level 41: Provoke -- Zinger-Taunt(A), Zinger-Dam%(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(42), Acc-I(43)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 10% Defense
  • 12.06% Defense(Smashing)
  • 12.06% Defense(Lethal)
  • 13% Defense(Fire)
  • 13% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.38% Defense(Melee)
  • 18% Defense(Ranged)
  • 17.38% Defense(AoE)
  • 2.25% Max End
  • 2.5% Enhancement(Held)
  • 20% Enhancement(Accuracy)
  • 55% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 66.26 HP (8.252%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 7.75%
  • MezResist(Held) 9.95%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 12.15%
  • MezResist(Stun) 13.25%
  • MezResist(Terrorized) 9.95%
  • 8% (0.134 End/sec) Recovery
  • 40% (1.341 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.26% Resistance(Fire)
  • 21.26% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 10% RunSpeed



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*Edit* Ok, if you want Aid Self, you can drop Combat Jumping/Super Jump/Acrobatics for Aid Other/Aid Self/Something Else, take the slots from Health, Stamina and Super Jump, move them to Aid Self and put in 5x Doctored Wounds. You'll lose your KB protection and about 2.5% recharge, and you won't be soft-capped defense without your buddy, but you'll still be pretty close. You'll almost certainly have to go Cardiac as your Alpha Slot.

As always, YMMV.

Gaheris


"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs