Pimp My Thugs


Colt_Martin

 

Posted

So I've been playing with MIDS and this is what I'm looking at. The goal here is a team-oriented character, so I'm not very worried about my defence/resistance. I just want my thugs to lay the smack-down, and my poison to leave tough guys crying (barfing, choking, and whatever else). I still have one slot I'm not sure where to put (maybe phase shift).

I also tried to keep the price down, but there are a few expensive toys in there, a lot of gambler +Recharge for example, and I could handle more if I condemn myself to more farming. Anyway, I'm open to suggestions, so lay 'em on me.

Please keep all criticism helpful...

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment

Villain Profile:
Level 1: Call Thugs -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BriL'shp-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(7)
Level 1: Alkaloid -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx(11), H'zdH-Heal/EndRdx/Rchg(11)
Level 2: Envenom -- Achilles-ResDeb%(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(13), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-DefDeb/EndRdx/Rchg(15), ShldBrk-Acc/DefDeb(17)
Level 4: Weaken -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(23), Cloud-Acc/ToHitDeb(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-Acc/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(27)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A), EndRdx-I(27)
Level 10: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29)
Level 12: Call Enforcer -- LdyGrey-%Dam(A), LdyGrey-DefDeb/EndRdx(31), Achilles-ResDeb%(31), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33)
Level 14: Tactics -- ToHit-I(A), EndRdx-I(33), EndRdx-I(34)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37)
Level 20: Antidote -- EndRdx-I(A)
Level 22: Super Speed -- Run-I(A)
Level 24: Burnout -- RechRdx-I(A), RechRdx-I(37)
Level 26: Call Bruiser -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg(37), BldM'dt-Acc/Dmg/EndRdx(39), EdctM'r-Acc/Dmg(39), EdctM'r-Acc/Dmg/EndRdx(39), EdctM'r-PetDef(40)
Level 28: Paralytic Poison -- G'Wdw-Acc/Hold/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 30: Empty Clips -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rechg%(43), Posi-Acc/Dmg(43), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Poison Trap -- FotG-ResDeb%(A), G'Wdw-Acc/Rchg(45), G'Wdw-EndRdx/Hold(46), G'Wdw-Dam%(46), G'Wdw-Acc/Hold/Rchg(46), P'Shift-End%(48)
Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 41: Vengeance -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Phase Shift -- EndRdx-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



http://www.cohplanner.com/mids/downl...E8FC056FC5E225

Cheers


 

Posted

I like some things. I have some comments. The enforcer's damage isn't buffed to 90%. Accuracy, you are running tactics so that should cover the pets needs. I realize the enforcers do a lot of AoE and the life for additional damage from the proc. I would be curious to see a comparison long term which way (with more dmg enhanced or the proc) would win out.

The slotting in gang war brings another good debatable choice between 5 of Call to Arms for more recharge reduction vs the 2.5% status resistance. All the recharge bonus I see a player would use to recharge burnout and noxious gas.

I would suggest to put the lockdown proc in the poison trap.

Those were the softies, now my hardline discrepancies. HEY don't you like neurotoxic breath? Poison is slighted for having few soft controls, and you skipped the poison AoE granddaddy of them all This power is really one of the best in the poison set since it has a chance for a mini-hold with slows and -recharge.

I agree maximizing regeneration on poison is a good thing, but five slots in health makes me queasy . I would forget the heal set bonuses and keep the 3 procs there, use the two slots in Neurotoxic.

You could get away with just an accuracy and a range in neurotoxic breath with all the +recharge. 6 slots of adjusted targeting for more mezz protection, +recharge isn't a bad gig, either.

The dispensible powers in my opinion are either antidote, phase shift (no thug control in phase shift, no mastermind supremacy), and empty clips.It appears you do like empty clips with six slots. For tankerminding, the poison debuffs do a good job of grabbing aggro, especially - you guessed it: neurotoxic breath.


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.

 

Posted

Thanks the advice! I've changed the Lady Grey: Defence Debuff/Endurance for a damage/Endurance. I like the idea of having the higher debuff for the sake of my team, but I also like the idea of just killing the guy(s). The debuff would also give me 12 more HP, but I think I can live without it.

Call To Arms gives the recharge bonus at 4 set pieces, so I can have that and the mez resist.

I was worried about endurance; but yeah, that lockdown proc in poison trap is a good idea. Taken.

You've sold me on neurotoxic breath. I've taken it at the earliest possible level, and added quite a few slots; more then you suggested, but after re-working the build I found room for them.

Of the 5 slots in health, 3 were procs, and the other 2 gave me really good regen. But the extra slots in Neurotoxic Breath will likely keep me alive just as long, and my team alive much longer. So I've taken some of your advice here. I moved the Numina's Proc to Alkaloid, since ED was making short work of my 6th slot anyway. It leaves me with 2 pieces of miracle in health, for a little bit more END. I could switch them, so I have 2 of Numina's in health, and the Miracle: +Recovery in Alkaloid instead. It works out to 14% more regen, or 3% more recovery. But I tend to go through a lot more endurance then Hit Points, so I'm leaning towards the endurance boost.

It's hard to tell weather or not I have enough endurance recovery without field-testing.

I also moved a lot of powers around with consideration to being a lackey, but used MID auto-arrangement of slots, so I'd probably place them at slightly different levels, but close enough.



Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment

Villain Profile:
Level 1: Call Thugs -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BriL'shp-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(7)
Level 1: Alkaloid -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx(11), Numna-Regen/Rcvry+(11)
Level 2: Envenom -- Achilles-ResDeb%(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(13), ShldBrk-DefDeb(15), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-DefDeb/EndRdx/Rchg(17)
Level 4: Weaken -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(21), Cloud-Acc/ToHitDeb(23), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(25)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A), EndRdx-I(27)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(27), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(29), P'ngTtl--Rchg%(31)
Level 12: Call Enforcer -- LdyGrey-%Dam(A), Achilles-ResDeb%(31), SvgnRt-Dmg/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 20: Super Speed -- EndRdx-I(A)
Level 22: Burnout -- RechRdx-I(A), RechRdx-I(37)
Level 24: Empty Clips -- FrcFbk-Rechg%(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 26: Call Bruiser -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg(40), BldM'dt-Acc/Dmg/EndRdx(42), EdctM'r-Acc/Dmg(42), EdctM'r-Acc/Dmg/EndRdx(42), EdctM'r-PetDef(43)
Level 28: Paralytic Poison -- G'Wdw-Acc/Hold/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(43), BasGaze-Acc/Hold(43), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 30: Tactics -- ToHit-I(A), EndRdx-I(46), EndRdx-I(46)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Poison Trap -- FotG-ResDeb%(A), G'Wdw-Acc/Rchg(46), G'Wdw-EndRdx/Hold(48), G'Wdw-Dam%(48), G'Wdw-Acc/Hold/Rchg(48), Lock-%Hold(50)
Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 41: Vengeance -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Antidote -- S'fstPrt-ResDam/Def+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17), RgnTis-Regen+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

I wouldn't put the numina's proc in anything but health.

Sorry for the oops in the Call to arms. Mea culpa.

I wonder what some others might suggest.


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.

 

Posted

I'm pretty sure I fire off Alkaloid more then once every 10 seconds, isnt that how the proc works in health?