Thugs / Traps


Deacon_NA

 

Posted

I was thinking what MM to roll next and fancied a bit of an AV killer.

So after lots of comparing builds and tinkering I decided on Thugs / Traps and this is what I came up with ...

Please Give me feedback on how I can improve ... Its not rolled yet but planning on starting soon

Defenses are as follows:

S+L - 63.39%
Energy - 52.6%
Negative - 39.28%
Psionic - 32.4%
Fire+Cold - 43%

Melee - 46.8%
Ranged - 46.2%
AoE - 46.2%

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
MM Thugs/Traps: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Caltrops -- Posi-Dam%(A)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(43)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-%Dam(19), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(15), HO:Enzym(15), HO:Enzym(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), ExRmnt-+Res(Pets)(19), C'Arms-+Def(Pets)(21), EdctM'r-PetDef(21)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(40)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(31), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(33), Cloud-%Dam(33)
Level 30: Boxing -- Acc-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), GA-3defTpProc(50)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(23), P'Shift-End%(48)
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 10% Defense
  • 16.94% Defense(Smashing)
  • 16.94% Defense(Lethal)
  • 16.63% Defense(Fire)
  • 16.63% Defense(Cold)
  • 12.88% Defense(Energy)
  • 12.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.38% Defense(Melee)
  • 19.75% Defense(Ranged)
  • 19.75% Defense(AoE)
  • 4.05% Max End
  • 2.5% Enhancement(Held)
  • 11% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Immobilize)
  • 52.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 66.26 HP (8.25%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 12.7%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 9.4%
  • MezResist(Terrorized) 7.2%
  • 14.5% (0.24 End/sec) Recovery
  • 40% (1.34 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.26% Resistance(Fire)
  • 21.26% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 15% RunSpeed
------------
Set Bonuses:
Sovereign Right
(Call Thugs)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Doctored Wounds
(Triage Beacon)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Shield Breaker
(Acid Mortar)
  • 2.5% (0.04 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Blood Mandate
(Call Enforcer)
  • 1.5% (0.03 End/sec) Recovery
Blessing of the Zephyr
(Super Speed)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Force Field Generator)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Call to Arms
(Gang War)
  • 2.5% (0.04 End/sec) Recovery
  • 5% Defense
Expedient Reinforcement
(Gang War)
  • 10% Resistance(All)
Edict of the Master
(Gang War)
  • 5% Defense
Lockdown
(Poison Trap)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Call Bruiser)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Cloud Senses
(Seeker Drones)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Mocking Beratement
(Provoke)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Gladiator's Armor
(Tough)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Enfeebled Operation
(Web Envelope)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.06 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Luck of the Gambler
(Weave)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.06 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery


 

Posted

From a quick glance, a couple of comments:

1) with 45% def to all positions, a resistance shield would provide more total mitigation in an AV fight.

2) The Enzymes are not going to do what you think they're going to do. I don't remember if I've tried Enzymes, but I've tried Lysos (Acc/-ToHit/-Def) in an effort to improve Def and To-Hit. Doesn't work with MM pets, or at least in the Enforcers and Protector Bots I tried. Again, I don't remember trying it with Enzymes, but I don't see why they would behave differently.


Global = Hedgefund (or some derivation thereof)

 

Posted

Nice build. I have a thugs/traps I build a while ago that is now out of date, but it was pretty fun when I was actively playing it.

Just a side note about the Enzymes in the Enforcers: I do not think Enzymes will work for enhancing their defense b/c City of Data shows that the only enhancement accepted in the Enforcers' maneuvers is De fence, not End Red. or Def Debuff. I believe I tired this some time ago and came to the conclusion that Enzymes didn't work. Someone might want to confirm this using pet combat attributes before you go out and spend the money.


 

Posted

Quote:
Originally Posted by Deacon_NA View Post
From a quick glance, a couple of comments:

1) with 45% def to all positions, a resistance shield would provide more total mitigation in an AV fight.

2) The Enzymes are not going to do what you think they're going to do. I don't remember if I've tried Enzymes, but I've tried Lysos (Acc/-ToHit/-Def) in an effort to improve Def and To-Hit. Doesn't work with MM pets, or at least in the Enforcers and Protector Bots I tried. Again, I don't remember trying it with Enzymes, but I don't see why they would behave differently.
Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.


 

Posted

Ooops i was meant to select the lysos one ... so they dont work? Shame ... hmmm little rethink ...

So you think the resistance is needed despite def numbers?


 

Posted

Quote:
Originally Posted by SimonSayz View Post
Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.
Aha! That is good to know. That makes sense as well.

Looks like I've got some respecs in my near future.


Global = Hedgefund (or some derivation thereof)

 

Posted

Ok so i took your comments on board Deacon for the resistance shield and HO's ...

Would this be a better option then do you think?

New Defenses:

Melee 45%
Ranged 46.5%
AoE 45.9

S/L 44.6%
E/N 40.3%
F/C 42.8%
Psi 32.1%

With 59.88% Resist to S/L and 42.9% to Energy ...

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
MM Thugs/Traps: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Caltrops -- Posi-Dam%(A)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(43)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-%Dam(19), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(15), Rec'dRet-ToHit(15), Rec'dRet-ToHit/Rchg(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(19), C'Arms-+Def(Pets)(21), C'Arms-EndRdx/Dmg/Rchg(21), EdctM'r-PetDef(46), ExRmnt-+Res(Pets)(50)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(40)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(31), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(33), Cloud-%Dam(33)
Level 30: Boxing -- Acc-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), GA-3defTpProc(43)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 10% Defense
  • 18.5% Defense(Smashing)
  • 18.5% Defense(Lethal)
  • 16.63% Defense(Fire)
  • 16.63% Defense(Cold)
  • 14.13% Defense(Energy)
  • 14.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 18.81% Defense(Melee)
  • 20.38% Defense(Ranged)
  • 19.75% Defense(AoE)
  • 4.05% Max End
  • 2.5% Enhancement(Held)
  • 11% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Immobilize)
  • 47.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 54.21 HP (6.75%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 12.7%
  • MezResist(Immobilize) 6.1%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 9.4%
  • MezResist(Terrorized) 7.2%
  • 12% (0.2 End/sec) Recovery
  • 30% (1 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.26% Resistance(Fire)
  • 21.26% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 15% RunSpeed
------------
Set Bonuses:
Sovereign Right
(Call Thugs)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Doctored Wounds
(Triage Beacon)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Shield Breaker
(Acid Mortar)
  • 2.5% (0.04 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Blood Mandate
(Call Enforcer)
  • 1.5% (0.03 End/sec) Recovery
Rectified Reticle
(Call Enforcer)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Blessing of the Zephyr
(Super Speed)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Force Field Generator)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Call to Arms
(Gang War)
  • 2.5% (0.04 End/sec) Recovery
  • 12.05 HP (1.5%) HitPoints
  • 6.25% Enhancement(RechargeTime)
  • 5% Defense
Edict of the Master
(Gang War)
  • 5% Defense
Expedient Reinforcement
(Gang War)
  • 10% Resistance(All)
Lockdown
(Poison Trap)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Call Bruiser)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Cloud Senses
(Seeker Drones)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Mocking Beratement
(Provoke)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Gladiator's Armor
(Tough)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.06 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Enfeebled Operation
(Electrifying Fences)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


 

Posted

Quote:
Originally Posted by SimonSayz View Post
Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.
Yes. For clarification:

It seems each of a pet's own powers functions individually in regards to enhancements. So for a given power (in this case Maneuvers), the game will first look at the enhancements you have slotted in the pet, then determine which of those enhancements is allowed in the individual power and enhance accordingly. While you are able to slot Lyso's into Prot Bots, the Prot Bots' own Bubble shield is not allowed to take any aspect of Lyso's and it therefore doesn't work (it used to, which I believe was some sort of error allowing the Prot Bot shield to accept accuracy enhancement). Maneuvers similarly cannot accept anything Lyso's enhance, but it can take the endredux portion of Enzymes which allows Enzymes to "accidentally" boost the defense of Maneuvers (as well as the tohit of Tactics).

Edit: Looks like thug's manuevers and tactics are actually auto powers, and thus only Cytos or Membranes would work in them, as SimonSayz...sayz :P


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Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Microcosm View Post
Yes. For clarification:

...Maneuvers similarly cannot accept anything Lyso's enhance, but it can take the endredux portion of Enzymes which allows Enzymes to "accidentally" boost the defense of Maneuvers (as well as the tohit of Tactics).
You probably meant to say Cytoskeletons, and if so ignore the rest of my post.

Going by what City of Data has, it seems that the Enforcer's Maneuvers power only accepts Defense enhancements, so only Membranes and Cytoskeletons (They only provide 20% defense) in Enforcers since Enzyes is a Defense Debuff, ToHit Debuff, and End Redux enhancer.

Source: Enforcer's Maneuvers


 

Posted

Quote:
Originally Posted by SimonSayz View Post
You probably meant to say Cytoskeletons, and if so ignore the rest of my post.

Going by what City of Data has, it seems that the Enforcer's Maneuvers power only accepts Defense enhancements, so only Membranes and Cytoskeletons (They only provide 20% defense) in Enforcers since Enzyes is a Defense Debuff, ToHit Debuff, and End Redux enhancer.

Source: Enforcer's Maneuvers
No, I meant Enzymes, because I thought Enforcer's Maneuvers does use endurance and therefore take endredux. If tomax is right, then ya we are limited to Cyto's and Membranes, though it seems weird that Enforcer Maneuvers uses no endurance.


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Posted

I was thinking maybe dropping MU fences for Burnout. You could start the AV fights with double Triage and Double Gang war. I don't know what your current recharge is but I would guess enough to get another Triage beacon out eventually. Which within the first 90 seconds you could have 3 triage beacons out. It would be cool if you had barrier incarnate to cap out all your pets and Gang war defense wise. It would be one heck of a way to start a fight.


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

 

Posted

Quote:
Originally Posted by plainguy View Post
I was thinking maybe dropping MU fences for Burnout. You could start the AV fights with double Triage and Double Gang war. I don't know what your current recharge is but I would guess enough to get another Triage beacon out eventually. Which within the first 90 seconds you could have 3 triage beacons out. It would be cool if you had barrier incarnate to cap out all your pets and Gang war defense wise. It would be one heck of a way to start a fight.
This sounds pretty awesome actually ... will look to see where i can gain the Melee Def from to make up for loss of set.


 

Posted

Ok this is the other option to take Burnout ...

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
MM Thugs/Traps: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Caltrops -- Posi-Dam%(A)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(43)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-%Dam(19), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(15), Rec'dRet-ToHit(15), Rec'dRet-ToHit/Rchg(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(19), C'Arms-+Def(Pets)(21), C'Arms-EndRdx/Dmg/Rchg(21), EdctM'r-PetDef(46), ExRmnt-+Res(Pets)(50)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(40)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(31), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(33), Cloud-%Dam(33)
Level 30: Boxing -- Acc-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), GA-3defTpProc(43)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Burnout -- RechRdx-I(A), RechRdx-I(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)


New defenses are:

S/L - 42.1%
E/N - 39%
F/C - 42.8%
Psi - 32.1%

Melee - 45.6%
Ranged - 45.9%
AoE - 45.9%


 

Posted

OK so realised I was missing a trick with pet defense so made enforcers 3x Hami-O Acc/Dam and 3 Def Buffs and this should give my pets increased defense to stack with my manuvers and force field to give them more survivability