My Thugs/Time Build


Anaxibia

 

Posted

Hallo,

the MM is now lvl 42 and now i should start thinking about a build^^

That is it so far.

I am tending also to change the Powers Hasten, Tactic and Attack to Boxing Tough and Weave - but i am not sure.

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

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Presence
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(5), BldM'dt-Acc:50(5), BldM'dt-Dmg:50(7)
Level 1: Time Crawl -- P'ngTtl-EndRdx/Rchg/Slow:50(A), P'ngTtl-Acc/Slow:50(11)
Level 2: Temporal Mending -- Panac-Heal/+End:50(A), Panac-Heal:50(17), Panac-Heal/EndRedux:50(19), Panac-Heal/EndRedux/Rchg:50(19), Panac-Heal/Rchg:50(50)
Level 4: Time's Juncture -- P'ngTtl--Rchg%:50(A), P'ngTtl-Rng/Slow:50(7), P'ngTtl-Acc/EndRdx:50(9), P'ngTtl-Dmg/Slow:50(9), P'ngTtl-Acc/Slow:50(11), P'ngTtl-EndRdx/Rchg/Slow:50(34)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Maneuvers -- HO:Enzym(A), HO:Enzym(33)
Level 10: Assault -- EndRdx-I:50(A)
Level 12: Call Enforcer -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(13), BldM'dt-Acc/Dmg:50(13), BldM'dt-Dmg/EndRdx:50(15), BldM'dt-Acc/EndRdx:50(15), BldM'dt-Acc/Dmg/EndRdx:50(17)
Level 14: Temporal Selection -- HO:Golgi(A)
Level 16: Distortion Field -- GladNet-Acc/Hold:50(A), GladNet-Acc/EndRdx/Rchg/Hold:50(34), GladNet-EndRdx/Rchg/Hold:50(34), GladNet-Rchg/Hold:50(36), GladNet-Acc/Rchg:50(36), GladNet-Dam%:50(36)
Level 18: Tactics -- HO:Enzym(A)
Level 20: Gang War -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(21), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-+Res(Pets):50(23), ExRmnt-EndRdx/Dmg/Rchg:50(23), ExRmnt-Acc/Rchg:50(25)
Level 22: Provoke -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
Level 24: Time Stop -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(37), Lock-Rchg/Hold:50(37), Lock-EndRdx/Rchg/Hold:50(37), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(39)
Level 26: Call Bruiser -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31)
Level 28: Farsight -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(40), RedFtn-EndRdx:50(40), RedFtn-Def:50(40), RedFtn-Def/EndRdx/Rchg:50(42)
Level 30: Combat Jumping -- HO:Enzym(A), Krma-ResKB:30(42)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Slowed Response -- LdyGrey-%Dam:50(A), LdyGrey-DefDeb:50(42), LdyGrey-DefDeb/Rchg/EndRdx:50(43), LdyGrey-DefDeb/Rchg:50(50)
Level 38: Chrono Shift -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(43), Efficacy-EndMod/Acc/Rchg:50(43), Efficacy-Acc/Rchg:50(45), Efficacy-EndMod/EndRdx:50(45), Efficacy-EndMod/Acc:50(45)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 44: Scorpion Shield -- SW-Def/EndRdx:50(A), SW-Def/EndRdx/Rchg:50(48), SW-Def:50(50)
Level 47: Power Boost -- RechRdx-I:50(A), EndRdx-I:50(48)
Level 49: Mace Beam Volley -- RechRdx-I:50(A)
------------
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- HO:Micro(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Acc:50(46), P'Shift-EndMod/Rchg:50(46)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 1: Supremacy
Level 2: Rest -- HO:Membr(A)
Level 4: Ninja Run



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greetings


 

Posted

Taking Burnout will get you double Gang War, a pretty cool party trick.


 

Posted

Hi,

but I read in this Forum that you cant summon more then 10 Posses. So under 4 minutes recharge should be enough. They can recast them before they are gone.

greetings


 

Posted

Recommendations:

- Add the Edict of the Master, Sovereign Right and Call to Arms aura procs into the build for some nice pet buffs when they are near you.
- Slot Slow Response with accuracy, recharge and an Achilles Heel proc. At level 50, with all the IO builds and team tohit buffs, nobody really seems to have a problem hitting. Just adding the base -15% def debuff is enough. The main element of the power you want is the damage resist debuff. Acc to ensure it hits; recharge so that it overlaps by a few seconds. The Achilles Heel is just to have more of a good thing if you get a successful roll.
- Slot Chrono Shift with a heal IO set. It does not look like you or your pets will have any endurance problems. Time Manipulation does not really have any high end cost powers that needs to be spammed constantly.
- Slot Swift, Hurdle and Rest with normal IOs. They're inherent powers and cost no endurance to use.
- Slot Temporal Selection with recharge to give as many pets as you can the +18.75% damage buff. It lasts for 2 mins so if you can get the recharge down to 40 seconds, you can cycle it between 3 pets, Bruiser-Enforcer1-Enforcer2-repeat. Even better, a 30 second recharge, Bruiser-Enforcer1-Enforcer2-Arsonist-repeat.

Other notes:

I would give up Mace Beam Volley, Combat Jump and Provoke before Hasten, Assault and Tactics.

Power Boost only boosts toggles and powers cast after PB has been activated. So it does not help Farsight unless PB is cast right before hand.


 

Posted

I would also consider throwing in a Lockdown proc in Distortion Field, you get decent mileage out of it, far better than what you get with it being in Time Stop.


 

Posted

Quote:
Originally Posted by Anaxibia View Post
Hi,

but I read in this Forum that you cant summon more then 10 Posses. So under 4 minutes recharge should be enough. They can recast them before they are gone.

greetings
There is a thread exactly on this combo which proves it does work. Plus yesterday I seen it done during a BAF. As one trick it might be It's pretty cool. As might have been mentioned pick up Barrier and your double posse of 20 is capped defense and resistance wise.. Pretty massive I think

LINK:http://boards.cityofheroes.com/showthread.php?t=275301


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

Hi,

I have rebuild my build. Because I like to have 20 Posses.

The only thing I dont like is that I didnt soft cap the defense.

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

Click this DataLink to open the build!

Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- EdctM'r-Acc/Dmg:40(A), EdctM'r-Acc/EndRdx:40(3), EdctM'r-Acc/Dmg/EndRdx:40(3), EdctM'r-PetDef:40(5), EdctM'r-Dmg:40(5), EdctM'r-Dmg/EndRdx:40(7)
Level 1: Time Crawl -- P'ngTtl-EndRdx/Rchg/Slow:50(A), P'ngTtl-Acc/Slow:50(11)
Level 2: Temporal Mending -- Panac-Heal/+End:50(A), Panac-Heal:50(17), Panac-Heal/EndRedux:50(19), Panac-Heal/EndRedux/Rchg:50(19), Panac-Heal/Rchg:50(50), Panac-EndRdx/Rchg:50(50)
Level 4: Time's Juncture -- P'ngTtl--Rchg%:50(A), P'ngTtl-Rng/Slow:50(7), P'ngTtl-Acc/EndRdx:50(9), P'ngTtl-Dmg/Slow:50(9), P'ngTtl-Acc/Slow:50(11), P'ngTtl-EndRdx/Rchg/Slow:50(34)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Maneuvers -- HO:Enzym(A), HO:Enzym(33)
Level 10: Super Speed -- HO:Micro(A)
Level 12: Call Enforcer -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(13), SvgnRt-Acc/EndRdx:50(13), SvgnRt-Acc/Dmg/EndRdx:50(15), SvgnRt-PetResDam:50(15), SvgnRt-Acc:50(17)
Level 14: Temporal Selection -- RechRdx-I:50(A)
Level 16: Distortion Field -- Lock-Acc/Hold:50(A), Lock-%Hold:50(34), Lock-Acc/Rchg:50(34), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(36)
Level 18: Tactics -- HO:Enzym(A)
Level 20: Gang War -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(21), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-+Res(Pets):50(23), ExRmnt-EndRdx/Dmg/Rchg:50(23), ExRmnt-Acc/Rchg:50(25)
Level 22: Provoke -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
Level 24: Time Stop -- GladNet-Dam%:50(A), GladNet-Acc/EndRdx/Rchg/Hold:50(37), GladNet-Acc/Rchg:50(37), GladNet-Rchg/Hold:50(37), GladNet-EndRdx/Rchg/Hold:50(39), GladNet-Acc/Hold:50(39)
Level 26: Call Bruiser -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31)
Level 28: Farsight -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(40), RedFtn-EndRdx:50(40), RedFtn-Def:50(40), RedFtn-Def/EndRdx/Rchg:50(42)
Level 30: Combat Jumping -- HO:Enzym(A), Krma-ResKB:30(42)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Slowed Response -- Achilles-ResDeb%:20(A), RechRdx-I:50(42), Acc-I:50(43)
Level 38: Chrono Shift -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(43), Numna-Heal/Rchg:50(43), Numna-Heal/EndRdx/Rchg:50(45), Numna-Heal:50(45), Numna-Regen/Rcvry+:50(45)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 44: Scorpion Shield -- SW-Def/EndRdx:50(A), SW-Def/EndRdx/Rchg:50(48), SW-Def:50(50)
Level 47: Burnout -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Acc:50(46), P'Shift-EndMod/Rchg:50(46)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run



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greetings


 

Posted

Don't give up Power Boost for Burnout, drop Combat Jump instead. Farsight after being boosted by PB provides 6% more to all defense to you, pets and teammates which is more than CJ can ever do.

Try frankenslotting your pets with hamios and bonus damage procs.


 

Posted

Actually i would consider dropping tactics to grab powerboost. Farsight already increases tohit and perception so you have that covered already, and you get to keep CJ for that little extra defense (and hey why not throw an LOTG in there to).