Please review this Thugs/Traps Build


Chaos Creator

 

Posted

Hey, everyone! This is my first attempt at crucially examining a build, and I really want to get it right.

Thanks to MunkiLord for researching and drafting this design. At his recommendation, I'm sharing it here for review. Please let me know what you think.

The following things I'd like very much to keep:

  • Medicine
  • Leaping

The rest is negotiable. Thanks!


Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Julian Drake: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs
  • (A) Blood Mandate - Accuracy
  • (3) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (5) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (7) Blood Mandate - Damage
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (9) Enfeebled Operation - Endurance/Immobilize
  • (11) Enfeebled Operation - Accuracy/Endurance
Level 2: Dual Wield
  • (A) Decimation - Accuracy/Damage
  • (13) Decimation - Accuracy/Endurance/Recharge
  • (17) Decimation - Damage/Recharge
  • (25) Decimation - Damage/Endurance
  • (39) Decimation - Accuracy/Damage/Recharge
Level 4: Triage Beacon
  • (A) Doctored Wounds - Recharge
  • (9) Doctored Wounds - Heal
  • (11) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (15) Doctored Wounds - Heal/Endurance
Level 6: Equip Thugs
  • (A) Endurance Reduction IO
Level 8: Empty Clips
  • (A) Positron's Blast - Damage/Endurance
  • (19) Positron's Blast - Damage/Recharge
  • (19) Positron's Blast - Damage/Range
  • (21) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Combat Jumping
  • (A) Defense Buff IO
  • (17) Karma - Knockback Protection
Level 12: Call Enforcer
  • (A) Blood Mandate - Accuracy/Damage
  • (15) Blood Mandate - Damage
  • (21) Commanding Presence - Accuracy/Damage
  • (23) Commanding Presence - Accuracy/Damage/Endurance
  • (23) Defense Buff IO
  • (25) Achilles' Heel - Chance for Res Debuff
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Force Field Generator
  • (A) Red Fortune - Defense/Endurance
  • (27) Red Fortune - Defense
  • (27) Red Fortune - Endurance
  • (29) Red Fortune - Defense/Endurance/Recharge
  • (29) Red Fortune - Defense/Recharge
Level 18: Gang War
  • (A) Soulbound Allegiance - Damage/Endurance
  • (31) Soulbound Allegiance - Damage/Recharge
  • (31) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Recharge
  • (33) Soulbound Allegiance - Damage
  • (33) Sovereign Right - Resistance Bonus
Level 20: Poison Trap
  • (A) Lockdown - Accuracy/Hold
  • (34) Lockdown - Accuracy/Recharge
  • (34) Lockdown - Recharge/Hold
  • (34) Lockdown - Endurance/Recharge/Hold
  • (36) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (36) Lockdown - Chance for +2 Mag Hold
Level 22: Maneuvers
  • (A) Defense Buff IO
  • (31) Defense Buff IO
  • (42) Endurance Reduction IO
Level 24: Aid Other
  • (A) Interrupt Reduction IO
  • (37) Miracle - Heal
  • (37) Miracle - Heal/Endurance
Level 26: Call Bruiser
  • (A) Edict of the Master - Defense Bonus
  • (36) Edict of the Master - Accuracy/Damage/Endurance
  • (39) Edict of the Master - Accuracy/Damage
  • (40) Blood Mandate - Accuracy/Damage
  • (40) Blood Mandate - Damage
  • (40) Explosive Strike - Chance for Smashing Damage
Level 28: Assault
  • (A) Endurance Reduction IO
Level 30: Aid Self
  • (A) Numina's Convalescence - Heal/Endurance
  • (42) Numina's Convalescence - Endurance/Recharge
  • (42) Numina's Convalescence - Heal
Level 32: Upgrade Equipment
  • (A) Endurance Reduction IO
Level 35: Caltrops
  • (A) Ragnarok - Chance for Knockdown
  • (37) Positron's Blast - Chance of Damage(Energy)
  • (39) Impeded Swiftness - Chance of Damage(Smashing)
  • (45) Endurance Reduction IO
Level 38: Acid Mortar
  • (A) Touch of Lady Grey - Defense Debuff
  • (45) Touch of Lady Grey - Chance for Negative Damage
  • (45) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (46) Touch of Lady Grey - Defense Debuff/Recharge
Level 41: Scorpion Shield
  • (A) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense
  • (46) Red Fortune - Endurance
  • (48) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Defense/Recharge
Level 44: Seeker Drones
  • (A) Damage Increase IO
  • (48) Damage Increase IO
  • (48) Accuracy IO
Level 47: Power Boost
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 49: Tactics
  • (A) Endurance Reduction IO
------------
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) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (43) Performance Shifter - EndMod
  • (43) Performance Shifter - EndMod/Recharge
  • (43) Performance Shifter - EndMod/Accuracy


 

Posted

Quote:
Originally Posted by nutty_impman View Post
hey any chance u can post a data chunk as when i click on datalink it doesnt bring up your build.
Also what are you looking for in the build just so i know what to look for (ie av soloing)
Data chunk:

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As far as his goals, I'm not too sure, for the most part I left his power choices alone and just concentrated maximizing his stats however I could. His pets should be softcapped and he is soft capped to S/L himself.

This is my first attempt at building a MM, so I'm expecting there to be problems. So any help would be appreciated since I would hate for him to start using a broken build. Also, he currently has the spiritual alpha boost.


 

Posted

I suppose I don't really know what I'm looking for. As I stated before, anything above "Oh, this is shiny!" is new to me.

Still, if I had to think about it, I'd have to say that I really love the support I can provide my team mates using Force Field Generators, Leadership, and Heal Other. Does that help?


 

Posted

Couple of immediate thoughts...

  1. Soulbound Allegiance in Gang War seems like a waste to me - swap it over to Call Thugs
  2. Gang War without the Recharge Intensive Pet Procs is a missed opportunity. - get a second set of Def/Res auras for your henches
  3. Enforcers look a little low on accuracy - remember they con a lower level than you
  4. Beef the Bruiser up a bit - maybe throw a couple of Dam/Acc Hami's at him (since you're dropping inf for the Purples)
  5. Don't slot Seeker Drones for damage, it's not their forte - throw in some ToHit Debuff instead


 

Posted

Made the changes you suggested, thanks. Any more suggestions from anybody?

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Posted

heres a build i just knocked together for ya not sure on your bank balance so tried to make it as cheap as poss for ya its got softcapped def to s/l energy ranged and aoe i couldnt get the extra def to softcap melee but then if i st down and looked at it properly you never know but then taking into account that thugs are mostly ranged (except bruiser) you wont need to go into melee that much


Villain Plan by Mids' Villain Designer 1.92
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: Leaping
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(3), BldM'dt-Dmg/EndRdx(3), BldM'dt-Dmg(5), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 2: Caltrops -- Ragnrk-Knock%(A)
Level 4: Triage Beacon -- Numna-Heal(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(15), ShldBrk-Acc/EndRdx/Rchg(15), ShldBrk-Acc/Rchg(17), ShldBrk-%Dam(17), ShldBrk-DefDeb/EndRdx/Rchg(19)
Level 12: Call Enforcer -- EdctM'r-Acc/Dmg/EndRdx(A), EdctM'r-Acc/Dmg(19), EdctM'r-Dmg(21), BldM'dt-Acc(21), Achilles-ResDeb%(23), S'bndAl-Build%(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Force Field Generator -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(27), RedFtn-Def/EndRdx/Rchg(29)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(29), C'Arms-EndRdx/Dmg/Rchg(31), C'Arms-Acc/Dmg/Rchg(31)
Level 20: Poison Trap -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Rchg/Hold(33), Lock-%Hold(33)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), IntRdx-I(34)
Level 26: Call Bruiser -- EdctM'r-Acc/Dmg(A), EdctM'r-PetDef(36), EdctM'r-Acc/Dmg/EndRdx(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(37), S'bndAl-Dmg/EndRdx(37)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(40)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(43), RedFtn-EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 38: Boxing -- Empty(A)
Level 41: Scorpion Shield -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(11), P'Shift-End%(11)



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Posted

Please justify your removing my pistol powers for the Fighting power set, which includes a power you didn't slot?

I'm not saying you're wrong; I don't have the intelligence to do such. I simply wish to understand what's going on.


 

Posted

Quote:
Originally Posted by nutty_impman View Post
i took out the attacks as you prob wont be using them due to using the traps alot during a fight and tough is slotted with the steadfast proc which gives you +3% def to everything
All right, this is good to know.

Just so you understand where I was coming from when I added those: I knew they were unnecessary. They keep me from getting bored, though.

Traps are passive. Thugs, like all MM primaries, are passive. I can pretty much draw a lot of aggro, put my Thugs on "bodyguard" mode and check out. In fact, I do that a lot. Last night, I drew crowds of Yellows towards me and then put my Thugs on "Bodyguard". I Alt+Tabbed out to a separate forum, read some political debates, understood the issues, looked at my Facebook, and then came back in time to see that I had "won" this "fight".

Pistols give me something to do so I don't keep letting that happen. In this way, Masterminds are simultaneously the most interesting and most boring set.

Now, this is my min/max build, so by all means go for it. I'm totally for squeezing an extra 3% defense onto things, and that's what I asked you lot to help me with. I just wanted to explain my own design philosophy.

This is also why I originally took out Seeker Drones: They are boring. The enemy has no real visual reaction to them hitting, and beyond remembering to summon them in the first place, they have no depth of strategy.

This whole "caring" about my build thing is very new.


 

Posted

Well im glad to have opened your eyes i personally couldnt stand playing mm's never had 1 past lvl 24 or so but ive decided that im gonna get 1 to 50 no matter what so ive rolled a ninja/traps and so far its lvl 19 and awesome fun. Ive also set myself a challange to try to solo avs/heros/GM's with my ninja/traps which i prob wont do sucessfully but hey its only a game and im always game for a challange ^^


 

Posted

Quote:
Originally Posted by nutty_impman View Post
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Cj is useless for defensive slotting. Tough is nice for resistance move the slots.


 

Posted

How close does everyone think we are to completion?


 

Posted

Quote:
Originally Posted by Marcian Tobay View Post
How close does everyone think we are to completion?
Very close. Given it one more pass and I'm liking the following changes...
  1. Unless you really want Psi defence, then drop all but the Soulbound Allegiance Proc from call Thugs and substitute in Blood Mandate for a better range of defences
  2. Enforcers looked still a bit shaky, so I'm recommending 3x Blood Mandate, 1x Acc/Dam Hami, Def IO and the Proc
  3. If you can find one/afford one, the Panacea +HP/End in Triage Beacon is a fun option (if you want to sacrifice a little recharge for utility)
  4. And I recommend my silly option for Brawl - add a chance for knockdown proc

Here's a chunk for the changes above. You end up with softcapped S/L, 4% short of softcap for Energy, and mid-to-late 20's on all other Def Positions while having a good chunk of utility (a good number of procs)...

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|-------------------------------------------------------------------|


 

Posted

I approve of these changes. Though what is the typical price of that Panacea IO?