Thugs/FF, what went wrong?
Low damage? I have no idea what you're talking about. My thugs/time has nothing yet upping his damage output and he's doing just fine.
Scatter? Have never seen it on my thugs/time. I suggest you double-check if you've put knockback enhancement in any of your powers.
Like most MM sets, damage is a bit meh until you get the second upgrade.
At level 25 nothing in either set would cause scatter. At 32 the arsonist's firebomb does cause things to run, and of course there's repulsion field at 28.
I have seen the scatter thing on /storm also when the tohit debuff is high. There is something kind of new, maybe not, where if a foe is not hitting a target often enough, they spaz (technical MMO term) and run like hell. The same thing happens at times with darkest night. I have seen quite a few bosses, even longbow, ditch their friends and run out of a room due to Darkest Night. It is very annoying.
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.
Really FF is only incredible when with robots, since they can bubble you back.
http://www.virtueverse.net/wiki/Shadow_Mokadara
My very first vill 50 was a thug/ff and I still find it effective for soloing, teaming or 2-boxing. Enforcer Maneuvers + your +Def buffs give more pet defense than bots get with FF.
During leveling up I never particularly noticed scatter.
OP, you're simply at what I always refer to as "the dark days" for an MM, regardless of primary. You'll see a dramatic change in more level with the Bruiser and things will really pick up at 32. Well, I should say "you would have seen" since you deleted it, prematurely I have to say. Never delete a MM before level 32 if performance is the source of your dissatisfaction.
Later on, epics provide a lot of anti-scatter tools, most notably with aoe immobs. Another noteworthy anti-scatter tool - Provoke.
Global = Hedgefund (or some derivation thereof)
@Talen Lee
Very very low damage, at least when compared to my Demons/Thermal or Bots/FF MMs. I could actually live with the low damage but the scatter was game breaking for me, I couldn't deal with it. It got so bad that groups started complaining and I was forced to "solo" (if you can call it that) my Thugs/FF MM.
@Psylenz
I knew I wasn't going crazy But if the "foe not hitting" thing was the issue, why doesn't my Bots/FF MM have the "scatter" problem?
@Deacon_NA
Yeah, I learned that you can't really judge a MM till you get your Tier 3 pet and the final pet upgrade at 32. But even if the low damage issue would be fixed by it (they doing less damage than my Demons or Bots at lvl 25), I have a feeling the 'scatter' problem wouldn't be fixed. That's my number one issue (the low damage is secondary).
Man this is killing me because I have those two rare "recharge intensive pet" IOs that grant the 10% resistance bonus aura and the 5% defense bonus aura.
Not sure of the details of the Thugs/FF vs Bots/FF, but it clearly depends on the base defense of the protector bots bubbles vs. the thugs leadership and if you slotted defense equally.
I am not sure on the specifics of the enforcers leadership, but I think it applies to the 'caster' - the enforcer, while the mastermind, and each protector bot only get one shield.
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.
Not sure of the details of the Thugs/FF vs Bots/FF, but it clearly depends on the base defense of the protector bots bubbles vs. the thugs leadership and if you slotted defense equally.
I am not sure on the specifics of the enforcers leadership, but I think it applies to the 'caster' - the enforcer, while the mastermind, and each protector bot only get one shield. |
Prot Bot bubbles = 7.5%*
Enforcer Maneuvers = 8.466%*
All of the bots BUT the prots get 2 bubbles for 15%, prot bots get the one for 7.5
All Thugs get 8.466 * 2.
There are still some cons to leadership - if a thug gets out of LOS, he'll lose the buff, also if an enforcer dies that buff dies with him.
* From City of Data
Global = Hedgefund (or some derivation thereof)
Guys, I had (keyword being "had") a Thugs/FF MM that was level 25. I wound up deleting him because he was completely unplayable. The worst points being : a) low damage and b) scatter. For some odd reason, enemies would just scatter once the pets started attacking. Then I'd have to chase them down all over the map.
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Demon's boss pet has Chilling Embrace which will slow down nearby foes when he goes in and also Demon is melee-hybrid so they run in and mobs tend to gather around your pets.
You said your Thug/FF was only 25? I was going to say that Arsonist's fire bomb has "fear" effect so it will scatter the mob but you won't have that fire bomb until lvl 32 upgrade. Mobs shouldn't scatter. Mobs have an AI that tell them to "run away" if certain things happen 1. they die too quick or most teammates are dead 2. too much control effects on them or debuffs. Mobs usually don't run away unless you do certain things to them. (However, some mobs are programmed to do hit-and-run like the Hitman mob or Air Mage)
For a Thug/FF gameplay, I would say you should try to go-to your Bruiser into the mob first. Oh wait, you said you were only lvl 25?? You didn't have Bruiser then! Bruiser can tank a little and he should handle mobs pretty well with /FF shields. Once Bruiser soaks alpha, your Enforcers can line-up the mobs with several cone attacks.
/FF gets way better with power boost. In fact, if you are not a Robot/FF, you should ALWAYS take power boost. It makes the shields so much better.
I can go on and on but Thug has Gangwar which takes both pet uniques. With 4 sets of them and /FF, I really don't think they have much survival problem. My most favorite is Ninja/FF and he is incarnate +3. I've been doing +3x8 with him to help my friend level up faster.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
@Deacon_NA
Yeah, I learned that you can't really judge a MM till you get your Tier 3 pet and the final pet upgrade at 32. But even if the low damage issue would be fixed by it (they doing less damage than my Demons or Bots at lvl 25), I have a feeling the 'scatter' problem wouldn't be fixed. That's my number one issue (the low damage is secondary). |
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Well I rolled yet another Thugs MM this time Thugs/Time. Big difference. The Thugs survivability is crap BUT the enemies DO NOT SCATTER. I think Psylenz was right. If they can't hit you or your pets, they run. My Thugs/FF MM's pets had something like 57.8% defense to all at lvl 25. My Thugs/Time pets have no where near that like 34.2%.
I'm looking down the line and I see Farsight and Power Boost will up that number even more. But even if I get my defense back to unhittable numbers, I got tools to slow/lockdown the enemies in Time that FF lacked.
I wonder if the Devs are aware of this? If they are, do they plan on fixing it soon?
You will be pleasantly surprised how much better pets perform with farsight. Make sure you make that build extra heavy on recharge bonuses.
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.
I'm looking down the line and I see Farsight and Power Boost will up that number even more. But even if I get my defense back to unhittable numbers, I got tools to slow/lockdown the enemies in Time that FF lacked. I wonder if the Devs are aware of this? If they are, do they plan on fixing it soon? |
I would have preferred to hear the dev say "Our goal is to make each set competitive against each other!".
I really enjoy my Ninja/FF but it has more to do with the fact that Ninja runs really fast and they don't particularly stay well within /Trap's FFG. Resistance sets suck on Ninja 'cause they have no resistance to stack with the shields. The only logical thing is to keep pushing their defense higher and higher and hopefully they don't die in one hit. I made Ninja/FF before Time was released.
I am sure a well slotted /Time is better than Ninja/FF. I am just so glad that they made single shield 30 radius. I abandoned this toon two years ago when I was sooooooooooo tired of re-bubbling and at that time I had to upgrade one at a time too! Talk about frustrations.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've noticed the same thing the OP was talking about. On Thugs/FF the mobs just won't stay put, which makes it nearly impossible to keep your arsonist alive. It tends to be the ones he's targeting that run away (and of course he can't help but chase them), so I theorize that the problem is that DoT effects must scare enemies. (That and the excessive Defense together)
If I had any advice, it would be stick it out until level 35 so you can get an AOE immobilize power, but then I'd be a hypocrite. I deleted my Thugs/FF at Level 32 I think.
I've noticed the same thing the OP was talking about. On Thugs/FF the mobs just won't stay put, which makes it nearly impossible to keep your arsonist alive. It tends to be the ones he's targeting that run away (and of course he can't help but chase them), so I theorize that the problem is that DoT effects must scare enemies. (That and the excessive Defense together)
If I had any advice, it would be stick it out until level 35 so you can get an AOE immobilize power, but then I'd be a hypocrite. I deleted my Thugs/FF at Level 32 I think. |
Pre fully slotted Farsight, Thugs/FF destroys Thugs/Time in terms of pet survivability but that don't mean anything if the game is unplayable because of the scatter.
I'm so pissed.
The other bit of advice I can give (which I've tried on other builds, but not my thugs/ff because I hadn't thought of it yet), is to go into the follow command, and instead of just changing "aggressive" to "defensive", also delete the word "follow". So the command just says "petcom_all defensive". Then just always hit the green "passive" button before hitting the "defensive" button when you want to call your pets back.
At least it will enable you to keep your henchmen near you. I wish someday they would change the "Stay" command so it fully immobilizes your pets. Then thugs/ff would be godlike.
Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata
Interesting. Are you standing in the middle of the enemy groups with your pbaoe -tohit toggle on? That helps a ton.
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Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Villain Profile:
Level 1: Call Thugs
- (A) Accuracy
- (3) Accuracy
- (3) Accuracy
- (5) Damage Increase
- (5) Damage Increase
- (7) Damage Increase
- (A) Accuracy
- (A) Healing
- (7) Healing
- (9) Healing
- (9) Recharge Reduction
- (11) Recharge Reduction
- (11) Recharge Reduction
- (A) To Hit Debuff
- (17) To Hit Debuff
- (19) To Hit Debuff
- (19) Endurance Reduction
- (21) Endurance Reduction
- (23) Endurance Reduction
- (A) Endurance Reduction
- (A) Endurance Reduction
- (A) Recharge Reduction
- (A) Accuracy
- (13) Accuracy
- (13) Damage Increase
- (15) Damage Increase
- (15) Defense Buff
- (17) Defense Buff
- (A) Endurance Reduction
- (A) Recharge Reduction
- (A) Call to Arms - Defense Bonus Aura for Pets
- (21) Edict of the Master - Defense Bonus
- (A) Accuracy
- (23) Recharge Reduction
- (A) Celerity - +Stealth
- (A) Recharge Reduction
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
Level 2: Rest
- (A) Empty
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
I try not to run up into groups first, I let the pets aggro first then I get up in there once they've taken the alpha. -15% to hit isn't all that great as a debuff
I didn't do it at lower levels, but my /time controller is capable of tanking most content now at 50. Later you'll definitely want to be taking the alpha instead of your squishy little thugs.
"Life is hard; it's harder if you're stupid." - John Wayne
Guys, I had (keyword being "had") a Thugs/FF MM that was level 25. I wound up deleting him because he was completely unplayable. The worst points being : a) low damage and b) scatter. For some odd reason, enemies would just scatter once the pets started attacking. Then I'd have to chase them down all over the map.
I have a Demons/Thermal and Bots/FF MMs and this NEVER happens, ever (also they do way better dps but I could live with the low DPS as long as the scatter problem is fixed). Any Thugs/FF MMs out there? I'll reroll a new one, if I could figure out what I did wrong or how to stop the scatter. I would just move on and forget all about the toon but I had a cool character concept going with him. Any advice would be appreciated.