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Best "get in the mix" powerset for Thugs/?


BazookaTwo

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So I'm thinking of building a new thugs, so I can take crosspunch and maybe some other attacks and fight alongside my team. Which powerset is the most optimal for this? My thoughts are it has to be a secondary that: 

 

* Allows me to focus on attacks from pools and epics, leaving me a minimum of slotting and power picks needed from the secondary.

* Maybe focuses on a solid 3-4 powers from the secondary that buff up my team and me

* Leaves plenty of slots for my attacks so I feel like I'm doing decent damage for a MM. 

* Lets me softcap melee/aoe if possible.

 

Pretty sure I'll need fighting and leadership pools.

 

Pretty sure I'll skip a "super" travel power, like I do on some other toons. I can see myself "driving" across a map by sending my brute after a mob and just following him. 

 

maybe I can respec my thug bubbler into this playstyle? Hmm. But maybe I want an extreme debuffing set like rad or dark?

 

what I hate doing is healer duty. I plan to solo this mostly at first to get a feel for it. 

 

gimme year ideas!

 

 

 

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Bazooka, I luv that you're thinking outside of the box.   We need more of this approach in the game and especially on these forums.

 

I think that the /Force Field secondary is what you're looking for.   The only other idea I have is that you create a second account and play a Brute on your primary account.  In other words, play the Brute as your main, and then have the /Force Field MM follow you around.   You have more options this way.

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Trick Arrow got buffed awhile ago.  it has a 35m radius and a rather large tohit debuff.  also has ways to slow/snare enemies when your arsonist gets his burnpatch

Cold dom is always welcome and ice shields/leadership/fog stacks with enforcers manearuveruerasras'asdlgg

 

traps is also ok but it really requires level 50, hamifrankenslotting to get to the softcap

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Fun idea! Agree with @bellona100 re FF.
 

Alternative would be Rad for the 3 key debuffs so you’ll defeat faster with the trade off of 3 casts for setup each encounter, although Lingering Radiation is really only for hard targets for the -regen. Build defenses to 32.5 (one purple away from softcap), relying on Radiation Infection’s ToHit debuffs for the remainder in most circumstances. Accelerate Metabolism will boost your recovery, recharge, and damage. Then, focus on capping resistances to at least S/L, and energy as high as you can get it. In full bodyguard with capped resistances (75% for mastermind), you’ll have a functional resistance of 95% in bodyguard, higher than a tanker/brute. Radiant Aura will heal whatever splash damage makes it through. Stock breakfrees for when your toggles suppress from any mez that gets through. 
 

Rad has two team-only powers you can skip (Mutation and Fallout). And while Choking Cloud might help with your survivability, it’s not worth it if you can’t build for the accuracy and endurance costs.

 

Edit - Proof of Concept build. First pass with S/L resists overcapped (hard to avoid set bonuses), E resists at 66.9. At least 32% def for M/R/A. Recovery rate doesn't reflect Numina in Accelerate Metabolism (or Panacea and Performance Shifter procs), but is sustainable with Accelerate Metabolism up. Recharge could be better and the pets ignore "standard" slotting to reach defense/resistance goals. Fighting attacks are all usable. This is without Incarnates. After tinkering, going Rad would have to be a level 50 build planned around Incarnate usage. 

 

A. Data chunk cuz Mids has been weird lately:

Spoiler

https://www.midsreborn.com/builds/download.php?uc=1801&c=784&a=1568&f=HEX&dc=78DA6594594F135114C7FFD3995A0B4576CA4EA922D04AA1BCF8A2918080222440D9D418D2D06D942EA1AD117DF64D13134D7C71FB10AE893EB981D12FA03EF9E6029888313E987A3A676EB8B4934EE777CF39F7AC7766E2D271C787F7E303502A869683E9F4E244309D09AFC4F544C81658D2C389A5B00AA0627225998CB8E8379424512A6323A173C77631908DC79309DF4C2C1B4DBB25F9603612F14D07437A30A327138BC3713D9D2640D96432B9EC1BD1A3B18C9E88961BABF17030145E49C7F49443AC53A42C31168154381C6A1C4EE94B3EC9FD44D64C78B59E12EAA6FBA595FE14882B47CB4D7AFA3558B025E01B8386EF027E30ECC106439BA7C8CD9C62684A302B609A611FA618DA11603880190617B9512437C487E96953D123A09D4C54C9445571DD626CDE8B9B02BCF9ACECF0A3493524AF291FABB409560A6E68149A8C4D7667C30DCDD0D4E016432FCE92A6330FE718DC94835D7667677776BCA540A5721F4A31CF5E1C981330CB50871901A7191AB1C04059A04CEE43199CB46CC937AF9F4BD2C8A45C4EBC1CA75853813101230C55186558A3F42AE5F42AF1954BAAC23637CF852F1623920BEBAA39A63702D6183AA8FE6A39BD6AF45B8DE9D40858A747EDCE91C8596B31C0019A3128E0088FB415432C69C52A41751E7EF3782AA94AA75CA513BF38877AD42826542866F76A19DE51EC06793C0D62DA1672D7B4734E73D6265C60CD219C171013A033F4202220CA70AD833A04A98D2DB802F3245F167091A113472D261CE3CC3DB8CA923ACAA64D6E639BA8C0857F3086F09CB6B8E5FADDF8CB5EF6635BC06F017F18B61C4087B449EBC0033E57077147C05D01F73433BDFB0C2FC84997DCA32E3C634D379E0A7822E0A166D6F458C023063715E7958BF38AB7B25780934C7C9289C587CFDC193F3E0AF8C4A0D4017DF24CFB8497666DF7A7876EF35C8D6B90AFBC264717260AE4B9494DF640860A1B6E9414B9EEE1A96E156808DB55F39338A6186FD466F1E62EDEFCB358739BAB1CF5146476A25030E6D9FD5EE51ABC8660C7E2245994CA82290AE797C2E5E60B050B858233858257E4B44F76FA1FAB1AE57D

 

B. Full Export (fingers crossed though I can already tell Lingering Radiation is missing a slot):

Spoiler

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Proof of Concept: Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Blood Mandate - Accuracy
  • (3) Blood Mandate - Damage
  • (3) Blood Mandate - Accuracy/Damage
  • (5) Blood Mandate - Damage/Endurance
  • (5) Blood Mandate - Accuracy/Endurance
  • (7) Blood Mandate - Accuracy/Damage/Endurance

Level 1: Radiant Aura

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (11) Numina's Convalesence - Heal
  • (11) Numina's Convalesence - Endurance/Recharge
  • (15) Numina's Convalesence - Heal/Endurance
  • (34) Numina's Convalesence - Heal/Recharge
  • (37) Numina's Convalesence - Heal/Endurance/Recharge

Level 2: Radiation Infection

  • Hamidon Origin:Enzyme Exposure

Level 4: Accelerate Metabolism

  • (A) Efficacy Adaptor - EndMod/Recharge
  • (9) Performance Shifter - EndMod/Recharge
  • (9) Recharge Reduction IO
  • (50) Winter's Gift - Slow Resistance (20%)

Level 6: Equip Thugs

  • (A) Endurance Reduction IO

Level 8: Boxing

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (48) Touch of Death - Damage/Endurance
  • (48) Touch of Death - Accuracy/Damage/Endurance

Level 10: Enervating Field

  • (A) Endurance Reduction IO

Level 12: Call Enforcer

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (13) Superior Mark of Supremacy - Accuracy/Damage
  • (13) Superior Mark of Supremacy - Damage/Endurance
  • (23) Superior Mark of Supremacy - Damage
  • (23) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (27) Superior Mark of Supremacy - Accuracy/Damage/Endurance

Level 14: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Gladiator's Armor - TP Protection +3% Def (All)

Level 16: Weave

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (17) Shield Wall - Defense
  • (17) Shield Wall - Defense/Endurance
  • (19) Shield Wall - Defense/Recharge

Level 18: Gang War

  • (A) Edict of the Master - Defense Bonus
  • (19) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Call to Arms - Defense Bonus Aura for Pets
  • (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (34) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (34) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge

Level 20: Lingering Radiation

  • D-Sync Origin:D-Sync Provocation

Level 22: Call Bruiser

  • Hamidon Origin:Nucleolus Exposure
  • (31) Soulbound Allegiance - Chance for Build Up
  • (31) Explosive Strike - Chance for Smashing Damage
  • (31) Sovereign Right - Resistance Bonus

Level 24: Maneuvers

  • (A) Reactive Defenses - Scaling Resist Damage
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Upgrade Equipment

  • (A) Endurance Reduction IO

Level 28: Kick

  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (45) Mako's Bite - Damage/Recharge
  • (45) Mako's Bite - Accuracy/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Damage/Endurance

Level 30: Cross Punch

  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Scirocco's Dervish - Accuracy/Damage
  • (40) Armageddon - Chance for Fire Damage
  • (40) Fury of the Gladiator - Chance for Res Debuff
  • (43) Force Feedback - Chance for +Recharge

Level 32: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Kismet - Accuracy +6%

Level 35: Charged Armor

  • (A) Unbreakable Guard - +Max HP
  • (36) Unbreakable Guard - Resistance
  • (36) Unbreakable Guard - Resistance/Endurance
  • (36) Unbreakable Guard - RechargeTime/Resistance

Level 38: Thunder Strike

  • (A) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (39) Superior Avalanche - Accuracy/Damage
  • (39) Superior Avalanche - Damage/Endurance
  • (39) Superior Avalanche - Accuracy/Damage/Endurance
  • (40) Superior Avalanche - Accuracy/Damage/Recharge

Level 41: Electrifying Fences

  • (A) Superior Frozen Blast - Recharge/Chance for Immobilize
  • (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (42) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (42) Superior Frozen Blast - Accuracy/Damage
  • (43) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (43) Superior Frozen Blast - Damage/Endurance

Level 44: Hasten

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 47: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 49: Spring Attack

  • (A) Recharge Reduction IO

Level 1: Brawl

  • Hamidon Origin:Nucleolus Exposure

Level 1: Sprint

  • (A) Empty

Level 1: Supremacy 


Level 2: Rest

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|3858257E4B44F76FA1FAB1AE57D|
		|-------------------------------------------------------------------|

  • (A) Empty
Level 1: Swift
  • (A) Run Speed IO
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (7) Miracle - +Recovery
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
Level 1: Punk 

Level 1: Arsonist 
Level 22: Bruiser 
Level 22: Bruiser's Fury 
Level 12: Enforcer 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
Level 49: Double Jump 
------------

 

Edited by Nyghtmaire
Builds

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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2 hours ago, BazookaTwo said:

So I'm thinking of building a new thugs, so I can take crosspunch and maybe some other attacks and fight alongside my team.

Maybe consider sonic resonance - mainly for sonic dispersion, so you get extra damage resistance and status protection, (which also benefits your thugs and team).  You can take the ally-only shields if you want, and you'll get plenty of -res to up everyone's damage.

 

I also rather like pain domination, as you get a click PBAoE +tohit, +dmg, +dmg res, a PBAoE -res, -def, a PBAoE heal, and a PBAoE HoT.  Painbringer and anguishing cry are just icing on the cake as well...

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Ok these are all great ideas! I have a 50 thugs/FF already so I could retool them a bit. I'd want the  MM to be as focused as possible on setup/survivability in that case. 

 

Now I have to think of a Brute that's least clicky as far as defenses go. It could be fun leveling a Brute with my MM as the "farmer" in missions.

 

Rad sounds good, but I don't want to wait for incarnates to be playable. Tinkering in mids to see what I think.

 

Ditto with Sonic. Sonic vs FF I need to look at. And now I need to look at Brute synergies with either. Though I think Brute as Leader is an icing on the cake thing, it might be I could have a stronger defensive build on the MM that way. 

 

Aside, I know Power Boost is ridiculously OP (shhhhh), as I have a Ninjas/Time/Mace that hunts GMs and AVs. So I also have to look at Patron synergies. Without PB, Fire wins for Bonfire/Fireball/Char. 

 

 

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So I respecced my thugs/bubbler. 

I kept the two ally bubbles, the big bubble, dispersion bubble, and the AOE. 

Weapons wise I took pistol cause I had to.

 

I took fighting, full pool. I took Maneuvers & Assault, from Experimentation...toxic dart, burst of speed, and Adrenal Boost. I took Bonfire and Fireball.

 

I have a leveling build I'm going to work backwards into, storing the stuff from my previous build until I can respec. 

 

He's got end probs, but it feels good, and the fighting pool really shines when you take all the attacks, for the built in damage boost. Feels "blappy"

 

My new concept is called Greasers, and all my pets are named after characters from the Outsiders series. I figure if I roll a brute to go with them it will be street justice/something. I have a SJ/WP scrapper I pillaged already but I might rework that idea.

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