Thugs/Traps: Yet another "Rate my build" thread.


Andante

 

Posted

I've never bothered with Traps on MMs before, and I finally decided to do so. Thoughts on this build?

Villain Plan by Mids' Villain Designer 1.942
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: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/Immob/Rchg(43)
Level 2: Caltrops -- Posi-Dmg/Rchg(A), Posi-Dam%(39), Posi-Acc/Dmg(40), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40)
Level 4: Triage Beacon -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Acid Mortar -- Posi-Dam%(A), LdyGrey-%Dam(34), Achilles-ResDeb%(34)
Level 12: Call Enforcer -- HO:Cyto(A), HO:Cyto(13), S'bndAl-Dmg(13), S'bndAl-Acc/Dmg/Rchg(15), S'bndAl-Dmg/EndRdx(15), EdctM'r-PetDef(17)
Level 14: Maneuvers -- LkGmblr-Rchg+(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 18: Gang War -- SvgnRt-PetResDam(A), ExRmnt-+Res(Pets)(19), C'Arms-+Def(Pets)(19), C'Arms-Acc/Dmg(21), C'Arms-Acc/Dmg/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Poison Trap -- G'Wdw-Dam%(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Acc/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(36)
Level 22: Assault -- EndRdx-I(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Call Bruiser -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Rchg(27), S'bndAl-Build%(27), BldM'dt-Acc/Dmg(29), BldM'dt-Dmg(29), BldM'dt-Acc/Dmg/EndRdx(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), Stpfy-KB%(33), Stpfy-Acc/Stun/Rchg(33)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(37), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
Level 38: Aid Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A)
Level 44: Soul Tentacles -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)


 

Posted

I might be just too jaded or narrow minded, but I just don't see a reason why anything that is Traps just does not go for Positional Defense cap and run the Tankermind route. Further Oppressive Gloom is that good, if you build allows you to pick it up I would. Take your toon on Test and just pick it up and run into a bunch of mobs to see it in action. Keep your pets on Passive just to see how it works. You will NOT be disappointed.

I get why the procs in pets, but unless they are capped what is the point.

If you can Provoke mobs onto you and then use Trip mine to help build up aggro. Just keep your pets behind you and all is good.

Oppressive Gloom is going to stun every non boss mob. So if you pull 10 mobs and 2 are bosses that means EIGHT ( 8 ) mobs will more then likely be stumbling around like drunken sailors ( or just drunk I guess, no offense to sailors ). From this chart http://wiki.cohtitan.com/wiki/Protection you can see Lt. will get stunned also.

Nutshell between Trip mine, Provoke, Caltrops and Oppressive Gloom you have enough to hold aggro.

Again I have nothing ( you too ) to help heal my pets beyond Triage Beacon. If my pets start taking aggro and damage even if they are capped it really becomes much harder to heal them somehow then just myself.

Even defense capped I die, I just don't expect that my pets with such crappy AI ( at least crappier then mine ) to do much better.

My build is another thread down below this one. The one good thing about it's capped without the need of Protector bots bubble. Which is good for you since you can swap out Robots for Thugs and be capped. Its not rocket science. Just pull both mids up side by side and look at the numbers for all the powers between your current build and my build. If you see something wrong or weaker that you can improve by all means please let me know. To me as long as I don't give up my defense cap I'm willing to try anything out. I went through 3 respecs just testing out fire and 2 versions of Soul before picking up Oppressive Gloom.

I see you took vengeance but it is useless to you solo. Personally I would rather have a power I can use all the time.

If your going to spend the money and effort you might as well go a few steps more. Overall you get it, I just think you got bored trying to figure it all out. Luckily the wheel has already been invented for this game. There is really not much you can do or create atm that has not been done or figured out by 10 people before you. Which I have to thank for saving us the time of not having to test much of this stuff out.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives