My Thugs/Storm build


drewbeezy09

 

Posted

What do the experts think of this build. I mainly team. I have an Ice/Storm i love rolling with, and decided to roll a Thugs. Is thier a better..LOL... secondary that would blend with thugs? Like I said, I thought to get your input. I think I have recharge and def ok, without getting to crazy with LOTG's and prices these days. Thanks in advance.


Villain Plan by Mids' Villain Designer 1.952
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Tupacapocalypse: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Dmg(5), BldM'dt-Acc/Dmg/EndRdx(50)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-Rng/Slow(11), TmpRdns-Acc/Dmg/Slow(11), TmpRdns-EndRdx/Rchg/Slow(13), TmpRdns-Acc/Slow(13), TmpRdns-Dmg/Slow(15)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- RedFtn-Def/EndRdx(A)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 12: Call Enforcer -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(17), UndDef-DefDeb/Rchg(17), UndDef-DefDeb/Rchg/EndRdx(19), DefBuff-I(19), DefBuff-I(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 18: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(25), GSFC-Build%(27), GSFC-ToHit/EndRdx(27), GSFC-ToHit(31)
Level 20: Freezing Rain -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), LdyGrey-DefDeb/Rchg(31)
Level 22: Steamy Mist -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx(33), GftotA-Def(33), GftotA-Def/EndRdx(45)
Level 24: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-+Def(Pets)(34), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-Acc/Dmg(34), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36)
Level 26: Call Bruiser -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc(36), SvgnRt-PetResDam(37), SvgnRt-Dmg/EndRdx(37), SvgnRt-Acc/EndRdx(45), SvgnRt-Acc/Dmg/EndRdx(45)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(40), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(46), TtmC'tng-EndRdx/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Weave -- RedFtn-Def/EndRdx(A)
Level 38: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43)
Level 41: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(43), ExRmnt-+Res(Pets)(43), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 44: Ice Blast -- Empty(A)
Level 47: Hoarfrost -- Heal-I(A)
Level 49: Hibernate -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50), EndMod-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(39)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 5% Defense
  • 7.06% Defense(Smashing)
  • 7.06% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 13.63% Defense(Energy)
  • 13.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.13% Defense(Melee)
  • 20.5% Defense(Ranged)
  • 12.69% Defense(AoE)
  • 0.9% Max End
  • 4% Enhancement(Heal)
  • 16% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(JumpSpeed)
  • 21.25% Enhancement(RechargeTime)
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(FlySpeed)
  • 14% FlySpeed
  • 54.21 HP (6.75%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Confused) 5.25%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 3.6%
  • MezResist(Sleep) 7.45%
  • MezResist(Stun) 9.1%
  • MezResist(Terrorized) 4.7%
  • 17% (0.28 End/sec) Recovery
  • 22% (0.74 HP/sec) Regeneration
  • 21.89% Resistance(Smashing)
  • 21.89% Resistance(Lethal)
  • 22.84% Resistance(Fire)
  • 22.84% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 14% RunSpeed



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Posted

The build is not my favorite. It is far from ideal. I really like storm summoning, and you neglected to select hurricane. The enforcers are not slotted for damage even though they have the potential to be the most damaging force of your minions. Freezing rain should have as much recharge squeezed into the slotting as possible. You also have not slotted the edict of the master pet bonus.

More slotting problems are in snow storm. Between snow storm and freezing rain, extra slotting for slow is poinless. Even going for set bonuses, the acc portion of that slow set is wasted in autohit snowstorm. I see you went for the fighting pool, tricked out tough, but you left weave under-slotted for defense.

The chill mastery selections leave me scratching my head as well. Ice blast isn't going to draw or hold enough aggro to tankermind. If you were to pick up Flash Freeze and slot minimally for accuracy, you would be able to sleep a big AoE area even for a few seconds while the thugs dealt with any of the foes that didn't sleep. Frozen armor would allow you to stack more defense with steamy mist and weave for more mastermind defense.

Personally, I would ditch the fighting pool, pick up hurricane, maneuvers for additional defense to the thugs, and tactics for tohit, +perception, and protection from confusion. Slot Freezing Rain with 3 generic recharge IOs, an achilles heel proc, and some defense debuff. If all you wanted to do with hurricane is post up with the ranged thugs and keep them out of melee danger while the bruiser ran around and made friends you would be farther ahead of the game.


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 for the input, I was thinkging that I was going to need to DEF for me, so i tried squezzing more into those areas as needed. Range def, but from what your saying its for me AND my minions. DIdn't know that. Thanks for the tip. Gives me a new perspective for my minons. But couple of questions, I did take Manuvers and Tatics, so what should i grab with teh extra 3 slots from fihgting pool? I was looking to grab Chill Mastery mainly for Hibernate and giving me a last dithch effort of a OH-S*** button.LOL. So, more recharge then def is what it looks like your saying. Again thanks for the input.


 

Posted

Quote:
Originally Posted by Psylenz View Post
The build is not my favorite. It is far from ideal. I really like storm summoning, and you neglected to select hurricane. The enforcers are not slotted for damage even though they have the potential to be the most damaging force of your minions. Freezing rain should have as much recharge squeezed into the slotting as possible. You also have not slotted the edict of the master pet bonus.

More slotting problems are in snow storm. Between snow storm and freezing rain, extra slotting for slow is poinless. Even going for set bonuses, the acc portion of that slow set is wasted in autohit snowstorm. I see you went for the fighting pool, tricked out tough, but you left weave under-slotted for defense.

The chill mastery selections leave me scratching my head as well. Ice blast isn't going to draw or hold enough aggro to tankermind. If you were to pick up Flash Freeze and slot minimally for accuracy, you would be able to sleep a big AoE area even for a few seconds while the thugs dealt with any of the foes that didn't sleep. Frozen armor would allow you to stack more defense with steamy mist and weave for more mastermind defense.

Personally, I would ditch the fighting pool, pick up hurricane, maneuvers for additional defense to the thugs, and tactics for tohit, +perception, and protection from confusion. Slot Freezing Rain with 3 generic recharge IOs, an achilles heel proc, and some defense debuff. If all you wanted to do with hurricane is post up with the ranged thugs and keep them out of melee danger while the bruiser ran around and made friends you would be farther ahead of the game.

Would 1 slot of end reduction be sufficient in snow storm? Right now have 3 slots of end/slow. I also 6 slotted freezing with 1 Achilles heel and 5 shield breaker set.