Thugs/Poison build help suggestions
The biggest oversight I see is not slotting the +def and +resist pet globals. +10% def to all and +20% resist to all is huge. I'm guessing you're going to try to tank for your pets with all those ranged def bonuses and provoke, but they're still going to come under fire, especially when you're mezzed.
Tanking is going to be painful without mez protection or a self-heal btw. I generally avoid tanking on my Thug/Poison, and I still have aid self.
Edit:
You did not slot enforcers for defense. Enforcers are the reason Thugs/ is a fairly sturdy set. I highly recommend making room for 2 defense I/Os. The achilles heel proc is also very nice in them. I'd recommend something like 2 def, the proc, 2 hammi acc/dam, and a dam/end from one of the pet sets. This is what I have in mine and it works quite well.
Short and sweet:
Gang War needs a Recharge Intensive Pet set of 5, including the defense or resistance bonus, and the sixth slot is whichever special Recharge Intensive Pet IO from that other set. You should pick up the Sovereign Right and Edict of the Master pet set bonuses for damage and resistance as well. If you are interested, some Hammi-Os could juice up the enforcers.
Weaken can be frankenslotted. A couple accuracies and some Clouded Senses or Dampened Spirits will get you some good set bonuses. 2 whole enhancements for endurance reduction is a bit rich since the cost is 13 base per click. Envenom is 13 per click.
Endurance is the next theme. It's very appropo for a poison secondary. Maneuvers, Assault, and Tactics are fine powers, but they all need 50-60% endurance reduction cost. Vengeance, while used more often on Pugs, appears overslotted. Most of the time the defense boost is enough to cover the team versus enhancing the heal, which isn't bad to begin with. The extra tohit is nice, but you aren't really going to have the ability to slot more than a couple LotG in Vengeance.
Endurance revisited: you have the numina's heal in health, try substituting the generic Heal IO with a Miracle:Recovery. You appear to be well passed the ED limit on heal in Alkaloid. There's another slot freed up.
Slotting Char vs. Fireball.
Char does a base damage of 5 ticks totalling 15 hitpoints - single target.
Fireball does a base damage of 5 tick totalling 39.46 hitpoints - AoE style.
--- My suggestion is four slots of basilisk gaze in char (basilisk gaze in paralytic poison would be nice, too), shift the slots to Fireball. Detonation is cheap. Positron costs more and is better.
I really did try to be terse and not snarky. It is what it is.
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.
Thanks for the advice. I'll see what I can manage over the next couple of days and report on the improvements. I would say one thing for my reasoning for slotting Char the way I did though is that I was under the impression that the proc for a chance to hold for it would have a chance of happening with each damage tick it did so it can once in a while provide a big enough hold to mess with bosses by itself. But I can see that I did make a number of mistakes there and I'll do what I can to fix them thanks.
So it seems that I might want two slots for each of my basic leadership powers and stick end redux in them? And for vengeance I want to cut it down to 3 or 2 slots instead of the 6 it has now?
Edit: Also, I feel that you were not being snarky there so mission accomplished sir/madam(I'm new here okay? You can't expect me to know which gender pronoun or whatever to use to address you)
Okay first, sorry for the double post and second, when I do respec to better allocate my slots, I was thinking about getting rid of provoke? Do you think this would be a bad idea after fixing the other problems or can you think of any consistently better options I could take like hover or stealth in it's place and how many slots I should try to get for that and what 'level' it should be taken?
Also, Burnout will let you stack Gang Wars. It's worth looking at.
I have a Thugs/Poison, and here is the build I'm working with. I took the attacks because c'mon, theme! Plus, using the attacks can help with DPS.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Streetwise: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(7), BldM'dt-Acc/Dmg/EndRdx(7), EdctM'r-PetDef(17)
Level 1: Alkaloid -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31), H'zdH-Heal/EndRdx(33), H'zdH-Heal/EndRdx/Rchg(33), Mrcl-EndRdx/Rchg(43)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
Level 4: Envenom -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg/EndRdx(5), AnWeak-Acc/Rchg(36), Achilles-ResDeb%(50)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(39)
Level 8: Weaken -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(9), SipInsght-Acc/EndRdx/Rchg(9), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-ToHitDeb(36)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/EndRdx(A), TmpRdns-Acc/EndRdx(11), TmpRdns-Acc/Slow(11), RechRdx-I(37), RechRdx-I(37)
Level 12: Call Enforcer -- S'bndAl-Acc/Rchg(A), S'bndAl-Acc/Dmg/Rchg(13), S'bndAl-Dmg(13), S'bndAl-Dmg/EndRdx(15), HO:Lyso(15), HO:Enzym(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 16: Assault -- EndRdx-I(A)
Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), C'Arms-+Def(Pets)(19), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-+Res(Pets)(31)
Level 20: Antidote -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 22: Challenge -- Acc-I(A), Acc-I(50)
Level 24: Maneuvers -- GftotA-Def(A), LkGmblr-Rchg+(42), GftotA-Def/EndRdx(46), Krma-ResKB(48)
Level 26: Call Bruiser -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg(29), BldM'dt-Dmg(29), SvgnRt-PetResDam(31)
Level 28: Super Speed -- Clrty-Stlth(A)
Level 30: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Rchg(37), Lock-Acc/Hold(48), Lock-%Hold(48), UbrkCons-Dam%(50)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(39)
Level 35: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/Rchg(40)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Empty Clips -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dam%(46)
Level 47: Power Boost -- HO:Membr(A)
Level 49: Burnout -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
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Okay, thank you all for your help and advice, my pets perform a lot better, as does the MM himself. I finally am comfortable playing on x8 on number of enemies, though I am still working on proper tactics when tip missions does a dick move and make me fight bosses when I ask for none of that..*grumbles about suddenly fighting 5 Greater Devoured's as bosses*
Anyways, I took the advice I could, added a little to some other stuff but after playing a little I was thinking of trying to find space for another 2 or 3 luck of the gambler: +recharge speed enhancements along with a straight up defense enhancement from the same set.
Anyways here is the current build.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Path of Violence: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Heat Mastery
Hero Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), EdctM'r-PetDef(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Alkaloid -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46), Numna-Heal(48)
Level 2: Envenom -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(37), AnWeak-Acc/Rchg(37), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40), AnWeak-%ToHit(40)
Level 4: Weaken -- Acc-I(A), Acc-I(7), Cloud-ToHitDeb(9), Cloud-Acc/ToHitDeb(9), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-%Dam(37)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- DefBuff-I(A), EndRdx-I(34)
Level 10: Neurotoxic Breath -- RechRdx-I(A), Acc-I(11), Acc-I(11)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), Achilles-ResDeb%(15), BldM'dt-Acc/Dmg/EndRdx(13), DefBuff-I(15), DefBuff-I(17)
Level 14: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 16: Elixir of Life -- EndMod-I(A), ResDam-I(17), ResDam-I(36)
Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-+Res(Pets)(21), C'Arms-+Def(Pets)(23)
Level 20: Tactics -- EndRdx-I(A), EndRdx-I(25)
Level 22: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 24: Fly -- Flight-I(A)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), SvgnRt-PetResDam(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Bonfire -- Posi-Dmg/Rchg(A), Posi-Dam%(43)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Rise of the Phoenix -- Dsrnt-I(A), RechRdx-I(48), Heal-I(48)
Level 49: Hover -- Empty(A)
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(40), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Now for some reason I was having trouble with getting the program to let me stick a couple more slots on hover after switching provoke for it. Regardless I have a flight enhancement and two gambler's lucks in it, one a solid defense and the other a defense/end though with how little end it takes up anyways I'll probably place the +recharge one in that. I could also place similar enhancements in both my maneuvers leadership and my enforcers to replace there current IO's, except with the maneuvers I might want to use the +recharge along with a def/end redux?
Basically with hasten and my current recharge boosts I am at 103.75% extra global haste. I'm wondering if another 22.5% recharge boost should be enough to allow me to be perma hasted? Also I would like helpful idea's on ideal sets to place in Neurotoxic Breath, Elixer of Life and perhaps Tactics? Other than that I think I'm happy with the current set up and thanks again.
Minor edit to remove the incarnate stuff since it's not very relevant to the point of this.
Secondary edit: Thinking of replacing the Analyze Weakness: Chance for +To Hit on my Envenom with Touch of Lady Grey: Chance for minor neg energy damage proc OR the Achilles Heel: Chance for Resistance Debuff proc to further stack the potential resistance crippling. What do you think? Would those and the clouded senses proc be rolled for each enemy it hits individually or one big roll for them for the first shot?
For your recharge, what it boils down to: are you getting noxious gas back when you want it for critical fights. I only single slot elixir of life for recharge; I guess I am an optimist For Tactics, I prefer Adjusted Targeting, 5 slots for recharge, 6 slots if you can spare for the additional mezz protection. Neurotoxic breath I usually slot for accuracy and range, range to spread out the cone wider and longer for more slow debuff.
For your proc in Envenom, I usually prefer the Achille's heel over any damage proc because your thugs and teammates will deal more damage with extra -resist than the damage proc deals. As far as the 'new' splash effect from envenom and weaken, I must confess my ignorance as to whether the proc checks on the secondary targets. I know on other targetted-AoE attacks with defense debuff, the proc chance rolls for each successfully targeted foe (after to-hit/acc check) Back in the old days, a single target debuff didn't get much mileage from such procs. The only reason I waffle on the new AoE poison is that there is extra computations for the secondary effect to be less effective than the primary target.
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.
Recently came back to the game after a year or so and been playing again for about two or three months now and I'd appreciate some help with cutting the fat from my current build. I'm not looking to optimize it or get purple's, I am just hoping that some of my more obvious mistakes can be pointed out to me and perhaps some suggestions for relatively cheap sets for some of my powers might be.
Hero(primarily for SG reasons) build by Mid's Hero Designer v1.95
I am currently having trouble with making the link neat due to my ignorance, sorry if this looks terrible in this post
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Path of Violence: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Heat Mastery
Hero Profile:
Level 1: Call Thugs
- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
Level 1: Alkaloid- (A) Numina's Convalescence - Heal/Endurance
- (46) Numina's Convalescence - Endurance/Recharge
- (46) Numina's Convalescence - Heal/Recharge
- (46) Numina's Convalescence - Heal/Endurance/Recharge
- (48) Numina's Convalescence - Heal
- (50) Healing IO
Level 2: Envenom- (A) Analyze Weakness - Defense Debuff
- (37) Analyze Weakness - Accuracy/Defense Debuff
- (37) Analyze Weakness - Accuracy/Recharge
- (39) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (40) Analyze Weakness - Accuracy/Endurance/Recharge
- (40) Analyze Weakness - Chance for +ToHit
Level 4: Weaken- (A) Accuracy IO
- (7) Accuracy IO
- (9) Endurance Reduction IO
- (9) Endurance Reduction IO
- (36) To Hit Debuff IO
- (37) To Hit Debuff IO
Level 6: Equip Thugs- (A) Endurance Reduction IO
Level 8: Maneuvers- (A) Defense Buff IO
Level 10: Neurotoxic Breath- (A) Recharge Reduction IO
- (11) Accuracy IO
- (11) Accuracy IO
Level 12: Call Enforcer- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy
- (17) Blood Mandate - Damage
Level 14: Assault- (A) Endurance Reduction IO
Level 16: Elixir of Life- (A) Endurance Modification IO
- (17) Resist Damage IO
- (36) Resist Damage IO
Level 18: Gang War- (A) Blood Mandate - Accuracy/Damage
- (19) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (21) Blood Mandate - Accuracy/Damage/Endurance
- (21) Blood Mandate - Accuracy
- (23) Blood Mandate - Damage
Level 20: Tactics- (A) To Hit Buff IO
Level 22: Vengeance- (A) Healing IO
- (23) Healing IO
- (25) Defense Buff IO
- (25) Defense Buff IO
- (34) To Hit Buff IO
- (34) To Hit Buff IO
Level 24: Fly- (A) Flight Speed IO
Level 26: Call Bruiser- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
Level 28: Paralytic Poison- (A) Lockdown - Accuracy/Hold
- (31) Lockdown - Accuracy/Recharge
- (31) Lockdown - Recharge/Hold
- (33) Lockdown - Endurance/Recharge/Hold
- (33) Lockdown - Accuracy/Endurance/Recharge/Hold
- (33) Lockdown - Chance for +2 Mag Hold
Level 30: Hasten- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (36) Recharge Reduction IO
Level 32: Upgrade Equipment- (A) Endurance Reduction IO
Level 35: Bonfire- (A) Endurance Reduction IO
Level 38: Noxious Gas- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 41: Char- (A) Devastation - Accuracy/Damage
- (42) Devastation - Damage/Endurance
- (42) Devastation - Damage/Recharge
- (42) Devastation - Accuracy/Damage/Recharge
- (43) Devastation - Accuracy/Damage/Endurance/Recharge
- (43) Devastation - Chance of Hold
Level 44: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
Level 47: Rise of the Phoenix- (A) Disorient Duration IO
- (48) Recharge Reduction IO
- (48) Healing IO
Level 49: Provoke- (A) Accuracy IO
- (50) Taunt Duration IO
Level 50: Musculature Total Core RevampLevel 50: Pyronic Judgement
Level 50: Reactive Radial Interface
------------
Level 2: Swift
- (A) Flight Speed IO
Level 2: Health- (A) Numina's Convalescence - Heal
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (45) Healing IO
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Endurance Modification IO
- (43) Endurance Modification IO
- (50) Endurance Modification IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Jumping IO
Level 1: SupremacyLevel 2: Rest
- (A) Empty
Level 4: Ninja Run