Incarnate choices for Thugs/Poison
It will mostly depend on what your final build goals are.
I personally prefer for my pets to last longer, but not do as much damage, so my personal choice would be Acc/Def/Hold Softcapped Pets are wondrous things, especially after you knock down the mobs' To-Hit and recharge. The Acc bonus is higher than the -Def bonus for Musculature as well, so there's really no benefit there. Slotting the VR Acc bonus will also let you pull out an Acc enhancement to substitute some proc or another.
Of course, many people who post after me will likely disagree w/ me, since Musculature is all the rage these days (though I went with Cardiac for my boost of choice).
Acc/Def/Hold is very inviting for a defensive pet set with a poison secondary, and you have 2 holds (not three? paralytic poison, noxious gas, and a patron?). Just saying, you get really good recharge on paralytic. With more duration, stacking is easier and you can cover your lack of AoE controls (except for neurotoxic breath) by spitting out a lot of holds.
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.
Acc/Def/Hold is very inviting for a defensive pet set with a poison secondary, and you have 2 holds (not three? paralytic poison, noxious gas, and a patron?). Just saying, you get really good recharge on paralytic. With more duration, stacking is easier and you can cover your lack of AoE controls (except for neurotoxic breath) by spitting out a lot of holds.
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It sure seems like the ACC-DEF-HOLD would be the best choice. I'm still open to discussion though.
ACC-DEF-HOLD would be the best choice.
For the record:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Ichor: Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Legacy Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
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 -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 2: Envenom -- AnWeak-Acc/DefDeb(A), AnWeak-DefDeb(13), AnWeak-Acc/Rchg(13), AnWeak-DefDeb/EndRdx/Rchg(15), AnWeak-Acc/Rchg/EndRdx(15), Achilles-ResDeb%(17)
Level 4: Weaken -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(19), SipInsght-Acc/EndRdx/Rchg(21), SipInsght-%ToHit(21)
Level 6: Swift -- Flight-I(A)
Level 8: Equip Thugs -- EndRdx-I(A)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(23), P'ngTtl-Acc/EndRdx(23), P'ngTtl-Rng/Slow(25), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(27)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 14: Fly -- Flight-I(A)
Level 16: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(31), BldM'dt-Dmg(31)
Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), RechRdx-I(34), EdctM'r-PetDef(34)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(36)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Elixir of Life -- S'fstPrt-ResDam/Def+(A)
Level 49: Vengeance -- Ksmt-ToHit+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 6: LEGACY BUILD
@Boy Wonder
Quantum Flash - Ill/Kin Controller
Leader of the Legion of Heroes
You may get more mileage from Soul Mastery: With the same slotting, replace Scorpion Shield with Dark Embrace, 5 slots of Aegis, 1 slot of Steadfast Protection -KB proc. You will lose 2.5% ranged def, but will gain 4.6 % or so AoE def, 43% S/L resist, 23.6 dark/toxic resist. Very tasty layered defenses
Power Boost can be replaced with anything: Oppressive Gloom for mez (slot 1 Acc/Stun IO), Soul Tentacles for positioning (slot one Acc/Imm/Rech IO), or Nightfall for -ToHit (-5.63 unslotted already makes up for the lost Ranged def, slot 1 Recharge IO).
I've never gotten anything out of Power Boost on my MM, but YMMV. If it's worth it, keep it.
Here's my build, or pretty close. I'm considering switching to Soul Mastery. I'm also probably going to take slots from the armor, which I rarely run, and put them in Manuvers (I think I can get another 1% DEF for the pets out of it).
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Speckled Band: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(5), SvgnRt-PetResDam(5), EdctM'r-PetDef(7)
Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11), Heal-I(11)
Level 2: Dual Wield -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(13), Entrpc-Dmg/Rchg(13), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(15)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(17), Cloud-Acc/Rchg(17), Cloud-ToHitDeb/EndRdx/Rchg(19), Acc-I(19), DarkWD-Rchg/EndRdx(21)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Envenom -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(21), UndDef-DefDeb/Rchg/EndRdx(23), UndDef-DefDeb/EndRdx(23), Acc-I(25), Acc-I(25)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Call Enforcer -- Achilles-ResDeb%(A), HO:Cyto(27), Dmg-I(27), Dmg-I(29), HO:Cyto(29), HO:Membr(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Gang War -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), ExRmnt-+Res(Pets)(33), C'Arms-+Def(Pets)(34)
Level 20: Fly -- Flight-I(A)
Level 22: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(34), TmpRdns-Rng/Slow(34), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Acc/Dmg/Slow(36)
Level 24: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(36)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(39)
Level 28: Paralytic Poison -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/Hold(40), Lock-%Hold(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit(42)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(43), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45)
Level 44: Shark Skin -- S'fstPrt-ResDam/Def+(A), EndRdx-I(46), ResDam-I(46), ResDam-I(46)
Level 47: Spirit Shark Jaws -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Acc/Hold(48), Lock-%Hold(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(50), EndMod-I(50)
I'm figuring I will only have one Very rare with each of my characters, so I want to make sure I make a good choice. Here's what I've figured out for my Thugs/Poison MM.
If I get the Accuracy - Defense - Hold Very Rare I'm pretty sure it'll put my pets above the defense soft cap to everything. Every type, every position. I think they'll sit around 46% or so. And of course I'd get the bonuses for Holds (I have two) and Accuracy.
If I get the Damage - Immob - Def Debuff Very Rare I'll increase my pet damage by a chunky amount. Since they shoot they also do Defense Debuffs, as does my secondary, Poison. No immobilizes though.
So what's better? Damage or Defense? Is there something I'm missing about the Recharge or End Reduction lines? If the pets don't get a level boost is it going to be a big deal to get that extra accuracy?
I do have all three Leadership powers. My pets currently sit around 38% DEF, and I can get another couple points out of a respec and some Hami-O's.
Thoughts on good choices for a Thugs/Poison?
Thanks!