Thugs and the Arsonist... what is the point?
As I read this, you are level 18, just got the arsonist and the gang war in one shot. This is the roughest spot for thugs masterminds, and fairly stated, it's the hardest stretch for all masterminds.
Tactics will help some. Early on I slot max recharge - 3 slot - in gang war plus an accuracy. The level 20 power is rather unspectacular for /thermal - Thaw. I suggest a pool power like leadership. Eventually you might go for a really high recharge build, so picking up grant inviz is not entirely out of the question.
Level 22 will bring SO level enhancers. This is big. Your enhancement value to your shields and heals will double. The ability to kill before being killed will also begin to shine. Level 22 is another 'open' selection, perhaps another leadership power. Things are definitely better at 22.
At level 24, your mastermind gets the second enforcer. This along with SOs in your shields will significantly help all the thugs be more survivable.
At level 26, the bruiser rolls in on the motorbike. This guy is what your arsonist truly craves. The big boy to grab the aggro off thugs and let him move in for his short range damage attacks. Effectively, thugs/thermal pops the clutch and switches into overdrive. With the level 32 upgrade, your mastermind is flooring the gas and never looking back.
My suggestion for that 4 levels of grief between level 22 and level 24: team with a support type. Either more defense or other mitigation or a nice dominator to lock targets down works well.
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.
hah, my thugs is 50 and yes the Arsonist dies all the time lol.
course i havent done my final spec yet, but i still have a descent lvl'ing build..
I still wouldn't skip him if thats what yer wonderin.
perma jump is ---> /up 1
As much as the Arsonist dies, I still like having him. The set gets better as you level, but the arsonist is more likely to die more than the others. I give him Inspirations to increase his survival.
Ahhh the Arsonist - you can't help but love the Guy
I made special 'Get back Here' Macros just for him, so he'd stop his suicidal attacks and come back to me in passive mode long enough for me to heal him up a bit.
Amazingly, though, once I hit 50, put all the Pet Uniques into Gangwar, got IOs, Maneuvers, etc, some Incarnate abilities, and all my Pets got softcapped, my Arsonist actually surives quite a bit now. He still dies more than the others, but it's at a fully acceptable level now.
He don't need baby sittin anymore; mah boy's done grown up haha
Yeah, pretty sure we all went through that "WHY DO YOU KEEP DYING?!" phase with the arsonist. Invest in manuevers, and boost the defensive properties of both it and your enforcers. Beyond that move to orders can help. Trust me, eventually it pay's off. He starts to get better mid-twenties, then you get your 32 upgrade and he goes insane. It's fun to watch.
"I have something to say! It's better to burn out then to fade away!"
My arsonist (Nero) is the craziest *******... That little sombitch just don't give a DAMN!!
"Whats that? A x8 of longbow? F it.... Dynamite *****!!"
At least he is fun to watch
My arsonist (Nero) is the craziest *******... That little sombitch just don't give a DAMN!!
"Whats that? A x8 of longbow? F it.... Dynamite *****!!" At least he is fun to watch |
LOL so true!
I have to heal him alot, and resummon more then any others, but if you use an ae immobilize on the mobs he can dish out some damage!
Amazingly, though, once I hit 50, put all the Pet Uniques into Gangwar, got IOs, Maneuvers, etc, some Incarnate abilities, and all my Pets got softcapped, my Arsonist actually surives quite a bit now. He still dies more than the others, but it's at a fully acceptable level now.
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I second teaming up to get through that particular rough patch.
The question of the day is, who's more suicidal, the merc medic or the arsonist?
I think the arsonist wins to be honest
MA Arc:
Overload (Arc ID #405822) | Status: Final | Last Edited: 5th Nov 2010 for text fixes.
The question of the day is, who's more suicidal, the merc medic or the arsonist?
I think the arsonist wins to be honest |
Poor medic...
Actually after I hit 32 my medic pretty much stopped running up into melee. He also seems to have a better response time in healing then most of my other healing minions, but that might just be me. On the other hand my arsonist STILL likes to go punch things with the brawler. It just takes him a little longer to get there now!
Side note, I love my medic, suicidal at first or not.
"I have something to say! It's better to burn out then to fade away!"
In my experience, the arsonist becomes a bit less suicidal after you get the lvl 32 upgrade. I think he picks up another ranged attack so he stops running into melee as often.
The arsonist also cranks out damage. Even if he hangs back, he's an aggro magnet. Keeping him alive really boosts your damage output, so it's worthwhile to keep him living.
Morning/Afternoon/Night All,
So I started a Thugs/Therm MM (I'm playing a /cold so he has the Def shields and having an AoE heal is nice) and I got the Arsonist.... he dies SOOOO much, is this something I am going to have to grin and bear or does it get better? his AoE attacks are ok but he's suicidal to the max.
Also, how (other then rechage redux) does one slot gang war? I thought this power would take the heat of off me but the mobs seem to ignore them a little too much.
Thanks!