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Posted (edited)

Thanks M3z for your post on thugs, I took 3/4 of the primary. The rest is of my own doing. Searched high and low for a thug/dark and couldn't find a one in recent history and/or that was decently slotted. Let me know what you'll think of my build and what can be improved upon. Thanks 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(5), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), SprMarofS-Acc/EndRdx(7), SprMarofS-EndRdx/+Resist/+Regen(7), ExpStr-Dam%(9)
Level 1: Twilight Grasp -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(39)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(33)
Level 4: Maneuvers -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def(17), RedFrt-EndRdx(19), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(34)
Level 6: Darkest Night -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(11), CldSns-ToHitDeb/EndRdx/Rchg(25), CldSns-Acc/EndRdx/Rchg(25), SphIns-Acc/EndRdx/Rchg(37), SphIns-ToHitDeb/EndRdx/Rchg(42)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Super Speed -- BlsoftheZ-Travel(A)
Level 12: Call Enforcer -- SlbAll-Dmg(A), SlbAll-Acc/Dmg/Rchg(13), SlbAll-Acc/Rchg(13), SlbAll-Build%(15), TchofLadG-%Dam(15), ShlBrk-%Dam(17)
Level 14: Tactics -- GssSynFr--Build%(A), AdjTrg-ToHit/EndRdx(34), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(40), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit(40)
Level 16: Howling Twilight -- Ann-ResDeb%(A), AbsAmz-ToHitDeb%(36), AbsAmz-Acc/Rchg(36), AbsAmz-Acc/Stun/Rchg(37), AbsAmz-Stun/Rchg(39), AbsAmz-EndRdx/Stun(39)
Level 18: Shadow Fall -- RedFrt-Def/Rchg(A), RedFrt-EndRdx(27), RedFrt-Def(36), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43)
Level 20: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(21), SprCmmoft-Dmg/EndRdx/Rchg(21), SprMarofS-Acc/Dmg/EndRdx(23), SprMarofS-Dmg/EndRdx(23), SvrRgh-PetResDam(46)
Level 22: Stealth -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(27), Ksm-ToHit+(33), LucoftheG-Def/Rchg+(43)
Level 24: Equip Thugs -- EndRdx-I(A)
Level 26: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 28: Call Bruiser -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-+Res(Pets)(29), ExpStr-Dam%(31), SprMarofS-Acc/Dmg(31), SprMarofS-Dmg(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Hover -- LucoftheG-Def/Rchg+(A)
Level 38: Dark Servant -- TraoftheH-Dam%(A), UnbCns-Acc/Hold/Rchg(43), UnbCns-Hold/Rchg(45), UnbCns-Dam%(48), UnbCns-Acc/Rchg(48), UnbCns-EndRdx/Hold(48)
Level 41: Charged Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(42)
Level 44: Electrifying Fences -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(50)
Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Vengeance -- LucoftheG-Def(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(50), NmnCnv-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3)
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
Level 1: Punk 
Level 1: Arsonist 
Level 28: Bruiser 
Level 12: Enforcer 
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Degenerative Total Core Conversion 
------------

Edited by macnolias
Posted

I didn't yank this into a builder - mine is outdated anyway - but you can't use stealth and shadow fall together. Shadow fall IS an AoE Stealth power, it's also a resistance and defense power. It is exclusive of other stealth powers. You can stick LOTG in it. You can turn on superspeed and its inherent stealth with combine with SF to give you full invisibility.

 

Also I see you took Hasten but not burnout. Burnout is key for Thugs masterminds because you can use it to DOUBLE GANG WAR.  Basically drop the stealth pool and pick something else, you've already got maneuvers and shadow fall and twilight grasp. The defense buff and granted invis are really not going to help you.

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

Posted

Will look when I get home myself.

I have a Thugs Dark build I believe as well.

 

From my prospective being big defense cap player.

Range defense 45

Melee and AOE high 20s with Darkest Night - To Hit Debuff making up the other percentage to 45 or really darn close.  Why ? Because Dark set just doesn't have the IO set bonus options to get you full defense cap.

Provoke so bad guys are targeting you but again you need to be able to survive the initial attack. 

Super Speed and Shadow Fall to get you in close and quick to drop the Darkest Night anchor maybe fear as well to kill off as much of the initial attack but far enough away to be a range attack. 

Burnout if you can for Double Gang War because that does sound like fun. Just be careful  around GMs and Elite bosses because they will wipe out both Gang Wars in one good AOE hit.  

Kick, Tough, Weave, Maneuvers, Tactics, Combat Jump to get you to defense cap numbers as needed.

 

Honestly there isn't much wiggle room in a Mastermind Build if your looking to do Tankermind concepts. I wish there was though.

I don't know your play style.

Mine is I want to solo on a minimum of 8/3 setting. 

But by looking at the powers you picked you have a bunch of wasted space and could use some rework I think. 

 

Posted (edited)
7 hours ago, Erydanus said:

I didn't yank this into a builder - mine is outdated anyway - but you can't use stealth and shadow fall together. Shadow fall IS an AoE Stealth power, it's also a resistance and defense power. It is exclusive of other stealth powers. You can stick LOTG in it. You can turn on superspeed and its inherent stealth with combine with SF to give you full invisibility.

 

Also I see you took Hasten but not burnout. Burnout is key for Thugs masterminds because you can use it to DOUBLE GANG WAR.  Basically drop the stealth pool and pick something else, you've already got maneuvers and shadow fall and twilight grasp. The defense buff and granted invis are really not going to help you.

 

Thanks for the replies.

 

I'm not actually using any of the concealment powers since Shadow Fall provides team defense. I took concealment to slot LoTG 7.5%, all 3 powers have one in it. Also slotted some of the defense procs into stealth since there was nowhere else to put them, like kismet 6% acc.

 

Since there was no up to date builds that I could find.. kinda skipped on burn out. Suppose I could get rid of invisibility, and take a slot from darkest night to put into shadow fall for the 5th LotG. Two gang wars does sound better than one!

 

Build is primarily aimed at recharge. I have electric fences and twilight grasp going off back to back to back to back. This is AFTER darkest night and howling twilight are cast. Currently can do +4 x 3 fairly easily. I'll try out +3 x 8 now and see how it goes. Which AE farm?

 

Another thing, I don't exactly have the rotation as of yet. I do like my thugs halfway grouped together so I put down a tar patch in front followed by twilight grasp for their attention. Would love to hear your guys rotations. 

 

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Edited by macnolias
Posted

Here's with burn out.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(5), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), SprMarofS-Acc/EndRdx(7), SprMarofS-EndRdx/+Resist/+Regen(7), ExpStr-Dam%(9)
Level 1: Twilight Grasp -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(39)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(33)
Level 4: Maneuvers -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def(17), RedFrt-EndRdx(19), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(34)
Level 6: Darkest Night -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(11), CldSns-ToHitDeb/EndRdx/Rchg(25), CldSns-Acc/EndRdx/Rchg(25), SphIns-ToHitDeb/EndRdx/Rchg(42)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Super Speed -- BlsoftheZ-Travel(A)
Level 12: Call Enforcer -- SlbAll-Dmg(A), SlbAll-Acc/Dmg/Rchg(13), SlbAll-Acc/Rchg(13), SlbAll-Build%(15), TchofLadG-%Dam(15), ShlBrk-%Dam(17)
Level 14: Tactics -- GssSynFr--Build%(A), AdjTrg-ToHit/EndRdx(34), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(40), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit(40)
Level 16: Howling Twilight -- Ann-ResDeb%(A), AbsAmz-ToHitDeb%(36), AbsAmz-Acc/Rchg(36), AbsAmz-Acc/Stun/Rchg(37), AbsAmz-Stun/Rchg(39), AbsAmz-EndRdx/Stun(39)
Level 18: Shadow Fall -- RedFrt-Def/Rchg(A), RedFrt-EndRdx(27), RedFrt-Def(36), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def/EndRdx(42), LucoftheG-Def/Rchg+(43)
Level 20: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(21), SprCmmoft-Dmg/EndRdx/Rchg(21), SprMarofS-Acc/Dmg/EndRdx(23), SprMarofS-Dmg/EndRdx(23), SvrRgh-PetResDam(46)
Level 22: Stealth -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(27), Ksm-ToHit+(33), LucoftheG-Def/Rchg+(43)
Level 24: Equip Thugs -- EndRdx-I(A)
Level 26: Burnout -- RechRdx-I(A)
Level 28: Call Bruiser -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-+Res(Pets)(29), ExpStr-Dam%(31), SprMarofS-Acc/Dmg(31), SprMarofS-Dmg(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Hover -- LucoftheG-Def/Rchg+(A)
Level 38: Dark Servant -- TraoftheH-Dam%(A), UnbCns-Acc/Hold/Rchg(43), UnbCns-Hold/Rchg(45), UnbCns-Dam%(48), UnbCns-Acc/Rchg(48), UnbCns-EndRdx/Hold(48)
Level 41: Charged Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(42)
Level 44: Electrifying Fences -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(50)
Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Vengeance -- LucoftheG-Def(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(50), NmnCnv-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3)
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
Level 1: Punk 
Level 1: Arsonist 
Level 28: Bruiser 
Level 12: Enforcer 
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Degenerative Total Core Conversion 
------------v

Posted

This what I got with a quick run up.

 

Range defense cap 44.5 (45 game wise) 

With Enforcers Maneuvers it puts you at 53% Range defense, 39% for AOE and 34% for Melee. If you wanted to rely on Enforcers Maneuvers you could swap out a few range sets to get another 5 or 6 points for AOE defense cap.  Then Darkest Night would be just extra when an Enforcer dies because darkest night gives you another 22 points in defense via Hit Debuff. 

 

You have all the pet IO buffs in Gang War. 

You have a few IOs you can move around and one power slot free to pick something else.

You can pick up aid other if you want to heal pets.

 

This is all without incarnates. 

This took me 20 minutes to work up.

This can be better if you spend a few hours reworking it.  

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Thugs -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7)
Level 1: Twilight Grasp -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(50), NmnCnv-Regen/Rcvry+(50)
Level 2: Tar Patch -- Empty(A)
Level 4: Darkest Night -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(43), CldSns-Acc/Rchg(43), CldSns-ToHitDeb/EndRdx/Rchg(45), CldSns-Acc/EndRdx/Rchg(46), CldSns-%Dam(48)
Level 6: Equip Thugs -- Empty(A)
Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(17)
Level 10: Howling Twilight -- Empty(A)
Level 12: Call Enforcer -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(13), BldMnd-Dmg/EndRdx(13), BldMnd-Acc/EndRdx(15), BldMnd-Acc/Dmg/EndRdx(15), BldMnd-Acc(17)
Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31)
Level 16: Shadow Fall -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-EndRdx/Rchg(27), RctArm-ResDam/EndRdx/Rchg(31)
Level 18: Gang War -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(19), ExpRnf-+Res(Pets)(19), CaltoArm-+Def(Pets)(21), SprCmmoft-Rchg/PetAoEDef(21), SprCmmoft-Acc/Dmg(23)
Level 20: Fearsome Stare -- Ngh-Acc/Rchg(A), Ngh-EndRdx/Fear(48), Ngh-Acc/EndRdx(48), Ngh-Fear/Rng(50)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34)
Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(33), SprMarofS-Acc/Dmg(33), SprMarofS-Acc/EndRdx(33), SprMarofS-EndRdx/+Resist/+Regen(34), SlbAll-Build%(34)
Level 28: Petrifying Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(40), BslGaz-EndRdx/Rchg/Hold(40)
Level 30: Combat Jumping -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(36), LucoftheG-Def/Rchg+(36), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 32: Upgrade Equipment -- Empty(A)
Level 35: Night Fall -- Empty(A)
Level 38: Dark Servant -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-Rchg/Hold(39), BslGaz-EndRdx/Rchg/Hold(39), Empty(40)
Level 41: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(42), RctArm-EndRdx/Rchg(42), RctArm-ResDam/EndRdx/Rchg(42), RctArm-ResDam(43)
Level 44: Oppressive Gloom -- Empty(A), Empty(45)
Level 47: Burnout -- Empty(A)
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(7)
Level 1: Punk 
Level 1: Arsonist 
Level 12: Enforcer 
Level 26: Bruiser 
------------

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Posted

Even though the gang war slots seem a bit lopsided, the recharge percentage is there and that's the only pet where recharge counts.

 

You keep mentioning defense... I have all 4 of the pet 10% def and resist slotted, equip thugs, upgrade thugs, full  leadership pool that matters and shadow fall. It's maxed without ruining their damage output. That end of the build I'm not worried about, the thugs stay alive quite well. They breeze through +3 x 8

 

 

Posted
On 11/13/2019 at 12:26 AM, macnolias said:

Even though the gang war slots seem a bit lopsided, the recharge percentage is there and that's the only pet where recharge counts.

 

You keep mentioning defense... I have all 4 of the pet 10% def and resist slotted, equip thugs, upgrade thugs, full  leadership pool that matters and shadow fall. It's maxed without ruining their damage output. That end of the build I'm not worried about, the thugs stay alive quite well. They breeze through +3 x 8

 

 

You have Vengeance turned on in your build.. Turn it off and see your not capped. 

If your doing 3/8 then not an issue.

 

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