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Posted (edited)

What are some of the pro's and con's of a Thug/FF MM?

 

Thank you in advance!

 

EDIT: Updated to Thugs/FF

Edited by VPrime

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Posted

The pro:  so many pets.

 

The con:  there's no such thing as a thug/robot. 

 

Are you asking for a comparison between thugs and robots or did you mean a different secondary (I'd guess Traps)?

  • Thanks 1
  • VPrime changed the title to Thugs/FF PRO's & Con's
Posted
15 minutes ago, Hedgefund said:

The pro:  so many pets.

 

The con:  there's no such thing as a thug/robot. 

 

Are you asking for a comparison between thugs and robots or did you mean a different secondary (I'd guess Traps)?

My apologies. I updated the OP. Looking for info on Thugs/FF.

 

Thank you!

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Posted

FF works with thugs, but IMO thugs benefits more from Time Manipulation.

 

FF provides defense and mez protection for your pets.

 

Time you can power boost Far Sight to give you and your pets a significant defense boost and tohit buff. Additionally you can heal your pets which you can't do with FF, and let's face it Thugs really benefits from high recharge builds due to how Gangwar works, so using Chronoshift helps you get your recharge to maximize Gangwar.

 

That said Force Field is alright, but I would only choose it if that's what your concept is tied to.

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Posted (edited)

Probably the most notable pro:  defense, defense, defense.  At ED cap for ally bubbles, dispersion, maneuvers and no additional +def slotting in Enforcers, minions are over 50% def to all ((bubs) 17.6+ (dispersion) 11.7+ (Man) 4.11+ (2 enforcers man) 2*8.466)

 

Most notable con is the primary doesn't heal, the secondary doesn't heal.  That's something that can be worked around, turn on team insps and have team greens handy and also get good at insp feeding macros but you will need to get proficient at this or deal with the periodic resummons, especially of the Arsonist who will

die even with 100% def and resists regardless.

 

This combo was my first villain 50 an eon ago, I thought it was pretty good then but the FF buffs make it substantially better now.  It's Hedgefund approved.

Edited by Hedgefund
Posted

pro:  you will be super strong at all levels, your pets will stay alive easily and you have a lot of time and enhancement/power room to shoot along side your pets

 

con:  your arsonist fire patches will drive you insane

 

i am not fucking joking, the amount of fear those patches causes will turn you away eventually.  and no, those 10 target max immobilizes available from patron/epics pools wont even be a bandaid.  you NEED a secondary with some kinda slow patch like caltrops, time's thing, tar patch, glue arrow, sleet/snowstorm

 

SOMETHING TO SLOW ENEMIES DOWN,  ANYTHING

Posted
20 hours ago, VPrime said:

What are some of the pro's and con's of a Thug/FF MM?

 

Pro: your henchmen have more defense when bubbled.

Con: you don't have any powers to heal henchmen in combat without the med pool and the med pool can't really help with that in any sustainable manner.

 

I don't know if it is a pro or a con to you, but this combination is better when played with a team versus trying to solo with it.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted

Pro is that their defense can be capped early.

Con is all you pretty much get is defense and with thugs the amount of defense you get often ends up being overkill.  

 

As others have said, time also gives you enough to more than cap their defense and comes with other things.  /Cold is another one that has more than enough and adds other things.  /Traps another one if you really want the mez resistance.

 

If I'm calculating correct you can get thugs to about 40% or so defense without any secondary, assuming you slot enforcers for defense, use the pet +def IO's, and use maneuvers.  So, you don't need a whole lot more to cap them from any secondary.  Although having more  from a secondary does save you some slots here and there and allows for some overcapping to help in some situations.  

 

Still, as always, if you really dig the combo, there is nothing wrong with it and it should do fine.  

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