Thugs/Force Field- Advice requested!
You took the ally bubbles? Lame, just spam heals with Aid Other.
I keed, I keed.
As for power selection, it's quite similar to my Thugs/FF. I think our only difference is I took the Mace immob and you took veng. I'm definitely not suggesting you switch those, veng is plenty good and gives you an lotg mule to boot. Oh yeah, I took the cage instead of Force Bubble. Again, I have no real preference of one over the other. In other words, yours looks solid.
Global = Hedgefund (or some derivation thereof)
The powers look good. Taking all leaderships is a solid choice to maximize pets and team potential. There are a number of good pool powers. It's hard not to take PFF and aid self, which are the only two powers I MIGHT sub out in an alternate build. Recall friend can be tasty for pets that get stuck, which does appear to be occurring less and less these days. There is one mastermind power from robots I am tempted to take - again let me emphasis, current powers presented look great - as I love to stack me some stuns with the photon grenades.
edit: oops I am on cold meds. You did say thugs not robots
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.
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.
You took the ally bubbles? Lame, just spam heals with Aid Other.
I keed, I keed. |
As for power selection, it's quite similar to my Thugs/FF. I think our only difference is I took the Mace immob and you took veng. I'm definitely not suggesting you switch those, veng is plenty good and gives you an lotg mule to boot. Oh yeah, I took the cage instead of Force Bubble. Again, I have no real preference of one over the other. In other words, yours looks solid.
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The powers look good. Taking all leaderships is a solid choice to maximize pets and team potential. There are a number of good pool powers. It's hard not to take PFF and aid self, which are the only two powers I MIGHT sub out in an alternate build. Recall friend can be tasty for pets that get stuck, which does appear to be occurring less and less these days. There is one mastermind power from robots I am tempted to take - again let me emphasis, current powers presented look great - as I love to stack me some stuns with the photon grenades.
edit: oops I am on cold meds. You did say thugs not robots |
I didn't know that. Hm. I'll have to look at what to swap out. Can I ask you all something? What makes Repulsion Bomb a good choice over Detention Field? I feel like, if I were to drop anything for Detention, it'd be the Bomb.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Updated with a build!
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
You might consider taking the AOE immobilize, since your team's physical location is crucial to their defense. If a thug strays too far from the enforcers, they lose like 20% defense. I'm assuming the Hami-O on the enforcers is to enhance their defense bonus, right?
I don't see the point in taking maneuvers yourself on a build like this, though. It's a drop in the bucket, and you can already have your thugs running well over the defense soft cap. You'll do much better to take Assault and get the damage bonus to kill foes faster.
Using /FF, you've got:
16% defense from Shields
+10% defense from Dispersion Bubble
+10% defense from the two Pet Procs (5% each)
+20% defense from your Enforcers' Maneuvers powers
That's 56%, and those are conservative numbers. You could probably get a few more percentage points out of it using the best defense enhancements. Why add the Maneuvers pool power to that? It's like maybe 2.5% more.
I did that because it softcapped me to S/L. Not my pets, but the mastermind himself. I suppose I could dink with it a little and see if I could drop Maneuvers in favor of taking Provoke/Aid Other sooner, or perhaps even Detention Field. Right now he's at level 10; taking Detention would be some good mitigation.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I didn't know that. Hm. I'll have to look at what to swap out. Can I ask you all something? What makes Repulsion Bomb a good choice over Detention Field? I feel like, if I were to drop anything for Detention, it'd be the Bomb. |
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.
I'm going to throw up my list of preferred powers and post my build at a later time, as I'm at work (and also bored due to a service outage).
Basically, the character is a gang leader who witnessed a dirty cop kill someone. The cop saw his face, had him arrested, and because of his rap sheet no one believed that he was innocent. He was put on Death Row in the Zig, where the lethal injection was botched (or was it?), altering his body chemistry granting him the ability to emit a non-Newtonian liquid that forms bubbles and hardens significantly on impact. He used this liquid to literally walk out of the Zig, and is now linked back up with his old gang. He wants to prove his innocence but may have to get his hands dirty.
And now, the powers I have set up.
*Law & Order doink doink noise*
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Rap Sheet: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs
- (A) Blood Mandate - Accuracy/Damage: Level 50
- (3) Blood Mandate - Accuracy: Level 50
- (9) Blood Mandate - Accuracy/Endurance: Level 50
- (23) Blood Mandate - Damage: Level 50
- (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50
Level 1: Force Bolt- (A) Kinetic Crash - Accuracy/Knockback: Level 50
- (11) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 2: Deflection Shield- (A) Red Fortune - Defense: Level 50
- (3) Red Fortune - Endurance: Level 50
- (37) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense/Recharge: Level 50
- (43) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 4: Insulation Shield- (A) Red Fortune - Defense: Level 50
- (5) Red Fortune - Endurance: Level 50
- (37) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense/Endurance/Recharge: Level 50
- (43) Red Fortune - Defense/Recharge: Level 50
Level 6: Equip Thugs- (A) Endurance Reduction IO: Level 50
- (7) Endurance Reduction IO: Level 50
Level 8: Assault- (A) Endurance Reduction IO: Level 50
- (9) Endurance Reduction IO: Level 50
Level 10: Maneuvers- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (11) Luck of the Gambler - Defense: Level 50
- (34) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (45) Luck of the Gambler - Endurance/Recharge: Level 50
- (46) Luck of the Gambler - Recharge Speed: Level 50
Level 12: Call Enforcer- (A) Blood Mandate - Accuracy: Level 50
- (13) Blood Mandate - Accuracy/Damage: Level 50
- (13) Blood Mandate - Damage/Endurance: Level 50
- (23) Blood Mandate - Accuracy/Endurance: Level 50
- (33) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (40) HamiO:Membrane Exposure
Level 14: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
Level 16: Personal Force Field- (A) Luck of the Gambler - Defense: Level 50
- (17) Luck of the Gambler - Defense/Endurance: Level 50
- (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
Level 18: Gang War- (A) Sovereign Right - Resistance Bonus: Level 50
- (19) Edict of the Master - Defense Bonus: Level 40
- (19) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
- (34) Call to Arms - Defense Bonus Aura for Pets: Level 30
Level 20: Dispersion Bubble- (A) Red Fortune - Defense: Level 50
- (21) Red Fortune - Endurance: Level 50
- (21) Red Fortune - Defense/Endurance: Level 50
- (25) Red Fortune - Defense/Endurance/Recharge: Level 50
- (40) Red Fortune - Defense/Recharge: Level 50
Level 22: Combat Jumping- (A) Luck of the Gambler - Recharge Speed: Level 50
- (45) Defense Buff IO: Level 50
Level 24: Super Jump- (A) Jumping IO: Level 50
- (25) Jumping IO: Level 50
Level 26: Call Bruiser- (A) Blood Mandate - Accuracy: Level 50
- (27) Blood Mandate - Damage: Level 50
- (27) Blood Mandate - Accuracy/Damage: Level 50
- (31) Blood Mandate - Damage/Endurance: Level 50
- (33) Blood Mandate - Accuracy/Endurance: Level 50
Level 28: Aid Other- (A) Doctored Wounds - Heal: Level 50
- (29) Doctored Wounds - Recharge: Level 50
- (29) Doctored Wounds - Heal/Recharge: Level 50
- (40) Doctored Wounds - Heal/Endurance: Level 50
Level 30: Aid Self- (A) Doctored Wounds - Heal: Level 50
- (31) Doctored Wounds - Recharge: Level 50
- (31) Doctored Wounds - Heal/Recharge: Level 50
- (46) Doctored Wounds - Heal/Endurance: Level 50
Level 32: Upgrade Equipment- (A) Endurance Reduction IO: Level 50
- (33) Endurance Reduction IO: Level 50
Level 35: Repulsion Bomb- (A) Razzle Dazzle - Accuracy/Recharge: Level 30
- (36) Razzle Dazzle - Endurance/Stun: Level 30
- (36) Razzle Dazzle - Accuracy/Endurance: Level 30
- (36) Razzle Dazzle - Stun/Range: Level 30
- (37) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
Level 38: Force Bubble- (A) Endurance Reduction IO: Level 50
- (39) Endurance Reduction IO: Level 50
Level 41: Scorpion Shield- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (42) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Defense/Recharge: Level 50
- (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (43) Luck of the Gambler - Recharge Speed: Level 50
Level 44: Power Boost- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
Level 47: Provoke- (A) Perfect Zinger - Taunt: Level 50
- (48) Perfect Zinger - Taunt/Recharge: Level 50
- (48) Perfect Zinger - Taunt/Recharge/Range: Level 50
- (48) Perfect Zinger - Accuracy/Recharge: Level 50
- (50) Perfect Zinger - Taunt/Range: Level 50
- (50) Perfect Zinger - Chance for Psi Damage: Level 50
Level 49: Vengeance- (A) Luck of the Gambler - Recharge Speed: Level 50
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Endurance Reduction IO: Level 50
Level 1: SupremacyLevel 2: Rest
- (A) Empty
Level 2: Swift- (A) Run Speed IO: Level 50
Level 2: Health- (A) Miracle - +Recovery: Level 40
Level 2: Hurdle- (A) Jumping IO: Level 50
Level 2: Stamina- (A) Endurance Modification IO: Level 50
- (5) Endurance Modification IO: Level 50
- (7) Performance Shifter - Chance for +End: Level 50
Level 4: Ninja Run------------
Set Bonus Totals:
Anything I should change?
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."