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Posted

Hey all - was hoping for some critiques or suggestions on a Thugs/Traps build. I'm not someone who ever solos so I didn't go the provoke tankermind route. What I was hoping to have was a relatively sturdy MM, with good damage output on teams, and some decent healing. Open to any and all feedback

 

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: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- ExpRnf-Acc/Dmg(A), ExpRnf-+Res(Pets)(3), SprMarofS-Acc/Dmg(3), SprMarofS-EndRdx/+Resist/+Regen(5), SlbAll-Build%(5), OvrFrc-Dam/KB(7)
Level 1: Web Grenade -- GrvAnc-Hold%(A)
Level 2: Caltrops -- Rgn-Knock%(A), Rgn-Dmg(40), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43)
Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Empty Clips -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(9), ExpStr-Dam%(9), PstBls-Dam%(11), JvlVll-Dam%(17)
Level 10: Acid Mortar -- Ann-ResDeb%(A), TchofLadG-%Dam(11), AchHee-DefDeb/Rchg(46), AchHee-DefDeb(46), Ann-Acc/Dmg/EndRdx/Rchg(50), PstBls-Dam%(50)
Level 12: Call Enforcer -- SvrRgh-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(13), SprMarofS-Acc/Dmg/EndRdx(13), TchofLadG-%Dam(15), AchHee-ResDeb%(15), GssSynFr--Build%(17)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), RedFrt-Def(34), RedFrt-Def/Rchg(36), RedFrt-EndRdx(36), RedFrt-Def/EndRdx(36), RedFrt-Def/EndRdx/Rchg(37)
Level 18: Gang War -- CaltoArm-+Def(Pets)(A), EdcoftheM-PetDef(19), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(21), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(23)
Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-%Hold(23), GhsWdwEmb-Dam%(25), Lck-Acc/EndRdx/Rchg/Hold(25), GldNet-Dam%(34)
Level 22: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 24: Aid Self -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(34), DctWnd-Heal/Rchg(37), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Rchg(40), DctWnd-Heal(43)
Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(27), SlbAll-Dmg/EndRdx(27), SlbAll-Acc/Dmg/Rchg(29), SvrRgh-PetResDam(29), ExpStr-Dam%(31)
Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(31), CldSns-Acc/EndRdx/Rchg(33), CldSns-%Dam(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Field Medic -- RechRdx-I(A)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39)
Level 41: Assault -- EndRdx-I(A)
Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(45), Ags-ResDam/Rchg(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(50)
Level 47: Hover -- LucoftheG-Def/Rchg+(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Run-I(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Punk
Level 1: Arsonist
Level 26: Bruiser
Level 12: Enforcer
------------

 

 

 

 

  • 2 weeks later
Posted

I'm counting 38 defenses for pets with FF Gen and Unique IOs adding in Pets Maneuvers as well

 

You made it clear you are NOT looking for Tankermind.
Your defenses are decent.. 

 

Recharge is decent for double Triage Beacon. You have another heal as well. 

 

End use bit concerned.. Rule of thumb is usually EndRec is 2 points above your EndUse.. So EndRec should be 3 or you will be having some End issues from time to time.  But again the Unique IOs for Endurance look like they get  you close to the 3 EndRec suggested.

 

Again your not solo but in group so someone else will cover short comings with some sort of buff or toggle.. EG Maneuvers..

 

BTW for those interested how I got this open.. left click the link and open in another tab and the download option will pop up. Assuming clicking it is not working for you as it is not for me.

 

 

 

  • Like 1
Posted

The Pancea +heal/end proc in Triage beacon turns it into a HoT like power. It affects your pets (and I think other players, but I haven't really tested it) so if you can find room for it, its really nice to fill the sleep hole, as healing will wake you up. Especially if you can double stack triage beacon.

  • Like 1
  • 2 weeks later
Posted
On 2/1/2021 at 6:50 PM, Arbegla said:

The Pancea +heal/end proc in Triage beacon turns it into a HoT like power. It affects your pets (and I think other players, but I haven't really tested it) so if you can find room for it, its really nice to fill the sleep hole, as healing will wake you up. Especially if you can double stack triage beacon.

I had no idea, i'll try it out!

Posted
On 1/21/2021 at 1:12 PM, shadowrex said:

 

Level 1: Call Thugs -- ExpRnf-Acc/Dmg(A), ExpRnf-+Res(Pets)(3), SprMarofS-Acc/Dmg(3), SprMarofS-EndRdx/+Resist/+Regen(5), SlbAll-Build%(5), OvrFrc-Dam/KB(7)
Level 1: Web Grenade -- GrvAnc-Hold%(A)
Level 2: Caltrops -- Rgn-Knock%(A), Rgn-Dmg(40), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43)
Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Empty Clips -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(9), ExpStr-Dam%(9), PstBls-Dam%(11), JvlVll-Dam%(17)
Level 10: Acid Mortar -- Ann-ResDeb%(A), TchofLadG-%Dam(11), AchHee-DefDeb/Rchg(46), AchHee-DefDeb(46), Ann-Acc/Dmg/EndRdx/Rchg(50), PstBls-Dam%(50)
Level 12: Call Enforcer -- SvrRgh-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(13), SprMarofS-Acc/Dmg/EndRdx(13), TchofLadG-%Dam(15), AchHee-ResDeb%(15), GssSynFr--Build%(17)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), RedFrt-Def(34), RedFrt-Def/Rchg(36), RedFrt-EndRdx(36), RedFrt-Def/EndRdx(36), RedFrt-Def/EndRdx/Rchg(37)
Level 18: Gang War -- CaltoArm-+Def(Pets)(A), EdcoftheM-PetDef(19), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(21), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(23)
Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-%Hold(23), GhsWdwEmb-Dam%(25), Lck-Acc/EndRdx/Rchg/Hold(25), GldNet-Dam%(34)
Level 22: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 24: Aid Self -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(34), DctWnd-Heal/Rchg(37), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Rchg(40), DctWnd-Heal(43)
Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(27), SlbAll-Dmg/EndRdx(27), SlbAll-Acc/Dmg/Rchg(29), SvrRgh-PetResDam(29), ExpStr-Dam%(31)
Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(31), CldSns-Acc/EndRdx/Rchg(33), CldSns-%Dam(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Field Medic -- RechRdx-I(A)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39)
Level 41: Assault -- EndRdx-I(A)
Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(45), Ags-ResDam/Rchg(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(50)
Level 47: Hover -- LucoftheG-Def/Rchg+(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)

If you are just going for procs, ignore some of these

caltrops is overslotted, all it needs is 1 or 2 rech

triage is pretty skippable, i took it because had too many spare power selections and slots.  5/6 doc wounds.  You will get way more milage out of Aid Other

acid is overslotted, 1 acc, 2 rech

FF gen is also overslotted.  2 def, 1 lotg

gangwar is a cute ability, but overall useless outside of being an IO mule.  many pets wont do anything because they spawn as melee, but space available for them to melee gets used up quick and one boss AoE wipes them all out.  my two thug MMs have this just for pet IOs to mule

Poison Trap has really fallen from grace and needing the -regen pre-50 is rare

 

Consider frankenslotting your Enforcers with hamis if possible:

2 acc/dmg hamis

1 acc/dmg/end pet IO, any.  I use blood mandate

2 cytos (pricy as fuck but the cytos enhances tohit, def and end redux) and 1 lotg.  between the +def aura IOs, FFG and Enforcers you will get your pets near softcap, which is huge.  Plus Enforcers are high end use pets.  yes end reduction effects pets end usage, as well as the initial summoning

 

Seeker drones are meh.  they are fun to take an alpha strike but their radius and recharge leaves more to be desired

Aid self is also overslotted, between bodyguard, insps and such i never needed more than the base slot and i took it in the mid or late 40s

Move in Maneauvers and Assault in sooner.  Prioritize Maneauvers first to stack with FFG and enforcers buffs and later, scorpid shield.

btw go mace mastery.  power boost wont effect traps but scorpid shield and 1-2 slot web envelope are worth it.  web envelope to drop fliers or help keep stuff in arsonists burn patches

 

Posted

Aid Other vs. Triage Beacon

 

I have two MM that I've taken through 50+. One is Robots/Traps and one is Thugs/Thermal. There may be subtle combinations when trying to speak to Thugs/Traps, so I just wanted to explicitly write about the place of my perspective. I should note that the 'Bots MM went to 50+ before the henchmen AI changes.

 

I found Aid Other to be useful when leveling, but swapped it for Triage Beacon. The downsides of Aid Other, from my PoV

  • It breaks up whatever else you are doing, both in terms of clicky powers and attention.
  • Some henchmen just aren't worth chasing down to heal // only rarely is it absolutely neccesary to heal a henchmen
  • dragging a green inspiration will also heal a henchmen
  • body guard mode needs as many henchmen as possible

Aid Other was useful while leveling, because with very few other powers and only a few henchmen it is useful to keep them ready for the next fight. For example: it is possible to street sweep Perez Park at appropriate levels if you can keep your very few available henchmen healed. The dynamics of a MM with 3 henchmen (and only 2 at -1) is very different than a MM of 6 henchmen where only 1 is at even level.

 

Triage Beacon has an obvious downside: In highly mobile play, there won't be as many opportunities to get much benefit from it, but in HARD fights it will be much more useful than a single target interruptible Aid Other. Triage Beacon is also not a true heal, of course.

 

Now about Thugs. Thugs are not as well behaved as Robots, as Thugs rely on a few melee attacks. It's pretty much the Bruiser that is the candidate for Aid Other, as he'll scamper all over creation and occasionally get quite far from you... but I don't think it is a good tactical choice to run after the Bruiser to give up your position (with Acid Mortar, Caltrops, Poison Trap) where your Enforcers and Arsonist will be (I have found the Enforcers to be the laggards). Once the Posse is in play, you can rely on your pet window (or targeting macros) for targeting the true Henchmen, but visually the combat zone is going to be crazy. Thermal has a single-target (non-interruptible) buff that I try to apply to the Enforcer, but quite frankly I find it to be a PITA to stay close enough to him to do that... I can only imagine how painful it would be to try to apply Aid Other to him.

 

Of course, you could do without either power. But... Triage Beacon is a power that makes a BIG difference on low-level task/strike forces (even if the slotted enhancements are above the level of the TF) because a TF PUG of 8 will likely be close together and will appreciate the Triage Beacon boosts a LOT more than one-off casts of Aid Other. Also the set bonuses from Healing sets are pretty nice.

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