tjknight Posted October 28 Posted October 28 Hey all, This is my current slotting for my Thugs/Empathy MM. It's an older toon I'm working on updating. Does anyone have tips on optimal slotting for thugs. Also, any build advice for Thugs/Empathy is welcome. Thanks!!!
benai Posted October 29 Posted October 29 (edited) You cant slot an MM this way. MM's also are frankenslotted, weirdly mixed and you need to look which proccs matches inside your pets. Proccs like Achilles' Heel: Chance for Res Debuff, Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown, Chance for xxx Damage are a good take inside your Minions. Then you mix the MMs special origin Enhancements in it with the 6 important Minion Auras. A mule power like Gang War can be helpful. **Level 1: Call Thugs** - A: Superior Mark of Supremacy: Accuracy/Damage - 3: Superior Mark of Supremacy: Accuracy/Endurance - 3: Soulbound Allegiance: Damage/Endurance - 5: Soulbound Allegiance: Chance for Build Up - 5: Expedient Reinforcement: Resist Bonus Aura for Pets - 7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense - 17: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 18: Gang War** - A: Superior Command of the Mastermind: Accuracy/Damage/Recharge - 19: Superior Command of the Mastermind: Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura - 43: Call to Arms: Accuracy/Damage - 50: Call to Arms: Defense Bonus Aura for Pets **Level 22: Call Bruiser** - A: Superior Mark of Supremacy: Damage/Endurance - 23: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen - 23: Sovereign Right: Accuracy/Damage - 25: Sovereign Right: Resistance Bonus - 25: Edict of the Master: Accuracy/Damage - 27: Edict of the Master: Defense Bonus **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense/Increased Global Recharge Speed - 17: Achilles' Heel: Chance for Res Debuff That would be my slotting. But maybe wait for someone that actually knew what he is doing. Edited October 29 by benai I missed Gang War in the picture and a bit of text 1
tjknight Posted October 29 Author Posted October 29 1 hour ago, benai said: You cant slot an MM this way. MM's also are frankenslotted, weirdly mixed and you need to look which proccs matches inside your pets. Proccs like Achilles' Heel: Chance for Res Debuff, Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown, Chance for xxx Damage are a good take inside your Minions. Then you mix the MMs special origin Enhancements in it with the 6 important Minion Auras. A mule power like Gang War can be helpful. **Level 1: Call Thugs** - A: Superior Mark of Supremacy: Accuracy/Damage - 3: Superior Mark of Supremacy: Accuracy/Endurance - 3: Soulbound Allegiance: Damage/Endurance - 5: Soulbound Allegiance: Chance for Build Up - 5: Expedient Reinforcement: Resist Bonus Aura for Pets - 7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense - 17: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 18: Gang War** - A: Superior Command of the Mastermind: Accuracy/Damage/Recharge - 19: Superior Command of the Mastermind: Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura - 43: Call to Arms: Accuracy/Damage - 50: Call to Arms: Defense Bonus Aura for Pets **Level 22: Call Bruiser** - A: Superior Mark of Supremacy: Damage/Endurance - 23: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen - 23: Sovereign Right: Accuracy/Damage - 25: Sovereign Right: Resistance Bonus - 25: Edict of the Master: Accuracy/Damage - 27: Edict of the Master: Defense Bonus **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense/Increased Global Recharge Speed - 17: Achilles' Heel: Chance for Res Debuff That would be my slotting. But maybe wait for someone that actually knew what he is doing. Thanks!!!
Meknomancer Posted October 29 Posted October 29 (edited) 13 hours ago, tjknight said: Hey all, This is my current slotting for my Thugs/Empathy MM. It's an older toon I'm working on updating. Does anyone have tips on optimal slotting for thugs. Also, any build advice for Thugs/Empathy is welcome. Thanks!!! I agree completely with what @benaisaid, you cannot slot thugs that way and expect any decent damage from them. Since thugs didn't get the upgrades that some of the other pets sets got you can search through forum posts all the way back and find the slotting for them there is still good for today. I recommend reading this one a thugs/dark explaining why you should slot them differently. Slotting them heavily with procs will boost your damage into a different class. As for the empathy side of things, there's a ton of posts with ideas on slotting in the fender forums if you can't find stuff here. For example: Edited October 29 by Meknomancer 1
tjknight Posted October 30 Author Posted October 30 (edited) Thanks a lot guys. this is how I'm slotting now. I'll snatch up some Soulbound Allegiance pieces after I earn the $$$ for them. A noticeable improvement in solo performance by just making these few changes. Doctor Craine - Villain MastermindBuild plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: Thugs Secondary powerset: Empathy Pool powerset (#1): Flight Pool powerset (#2): Leadership Pool powerset (#3): Force of Will Pool powerset (#4): Teleportation Ancillary powerset: Mace Mastery ──────────────────────────────Powers taken:Level 1: Call Thugs A: Superior Mark of Supremacy: Accuracy/Damage 3: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen 3: Expedient Reinforcement: Accuracy/Damage/Recharge 5: Expedient Reinforcement: Resist Bonus Aura for Pets 5: Expedient Reinforcement: Endurance/Damage/Recharge 7: Expedient Reinforcement: Accuracy/Recharge Level 1: Healing Aura A: Preventive Medicine: Heal 7: Preventive Medicine: Endurance/RechargeTime 9: Preventive Medicine: Heal/Endurance 9: Preventive Medicine: Heal/RechargeTime 11: Preventive Medicine: Heal/RechargeTime/Endurance 11: Preventive Medicine: Chance for +Absorb Level 2: Heal Other A: Doctored Wounds: Heal 15: Doctored Wounds: Heal/Endurance/Recharge 17: Doctored Wounds: Heal/Endurance Level 4: Hover A: Winter's Gift: Slow Resistance (20%) 17: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance 19: Winter's Gift: Run Speed, Jump, Flight Speed, Range 19: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 6: Equip Thugs A: Invention: Recharge Reduction Level 8: Fly A: Hypersonic: Endurance/Flying Level 10: Resurrect A: Invention: Recharge Reduction Level 12: Call Enforcer A: Mark of Supremacy: Accuracy/Damage/Endurance 21: Superior Mark of Supremacy: Damage/Endurance 21: Sovereign Right: Accuracy/Damage/Endurance 23: Touch of Lady Grey: Chance for Negative Damage 23: Achilles' Heel: Chance for Res Debuff 25: Invention: Defense Buff Level 14: Maneuvers A: Luck of the Gambler: Defense/Endurance 25: Luck of the Gambler: Defense 27: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 16: Tactics A: Adjusted Targeting: Endurance/Recharge 27: Adjusted Targeting: To Hit Buff/Recharge 29: Adjusted Targeting: To Hit Buff/Endurance/Recharge Level 18: Assault A: Invention: Endurance Reduction Level 20: Fortitude A: Luck of the Gambler: Defense/Endurance 29: Luck of the Gambler: Defense/Recharge 31: Luck of the Gambler: Defense/Endurance/Recharge 31: Luck of the Gambler: Defense/Increased Global Recharge Speed 31: Luck of the Gambler: Defense 33: Luck of the Gambler: Endurance/Recharge Level 22: Gang War A: Superior Command of the Mastermind: Accuracy/Damage/Recharge 33: Superior Command of the Mastermind: Accuracy/Damage 33: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge 34: Superior Command of the Mastermind: Damage/Endurance/Recharge 34: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura 34: Edict of the Master: Defense Bonus Level 24: Call Bruiser A: Superior Mark of Supremacy: Accuracy/Endurance 36: Superior Mark of Supremacy: Damage 36: Sovereign Right: Accuracy/Damage 36: Sovereign Right: Resistance Bonus 37: Call to Arms: Defense Bonus Aura for Pets 37: Explosive Strike: Chance for Smashing Damage Level 26: Upgrade Equipment A: Invention: Recharge Reduction Level 28: Recovery Aura A: Preemptive Optimization: Accuracy/Recharge 37: Preemptive Optimization: EndMod/Endurance 39: Preemptive Optimization: EndMod/Accuracy/Endurance 39: Preemptive Optimization: EndMod/Recharge 39: Preemptive Optimization: EndMod/Endurance/Recharge 40: Preemptive Optimization: EndMod/Accuracy/Recharge Level 30: Clear Mind A: Invention: Endurance Reduction Level 32: Regeneration Aura A: Doctored Wounds: Heal/Endurance 40: Doctored Wounds: Endurance/Recharge 40: Doctored Wounds: Heal/Recharge 42: Doctored Wounds: Recharge 42: Doctored Wounds: Heal 42: Doctored Wounds: Heal/Endurance/Recharge Level 35: Scorpion Shield A: Reactive Defenses: Defense 43: Reactive Defenses: Endurance/RechargeTime 43: Reactive Defenses: Defense/Endurance 43: Reactive Defenses: Defense/Endurance/RechargeTime 45: Reactive Defenses: Defense/RechargeTime 45: Reactive Defenses: Scaling Resist Damage Level 38: Weaken Resolve A: Achilles' Heel: Chance for Res Debuff Level 41: Adrenalin Boost A: Doctored Wounds: Heal/Recharge 45: Doctored Wounds: Endurance/Recharge 46: Doctored Wounds: Heal 46: Preemptive Optimization: Accuracy/Recharge 46: Preemptive Optimization: EndMod/Accuracy/Recharge 48: Preemptive Optimization: EndMod/Recharge Level 44: Web Envelope A: Enfeebled Operation: Accuracy/Recharge 48: Enfeebled Operation: Accuracy/Immobilize/Recharge 48: Enfeebled Operation: Immobilize/Range 50: Enfeebled Operation: Endurance/Immobilize 50: Enfeebled Operation: Accuracy/Endurance 50: Enfeebled Operation: Accuracy/Immobilize Level 47: Evasive Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Teleport Target A: Invention: Accuracy ──────────────────────────────Inherents:Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 1: SupremacyLevel 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Health A: Miracle: +Recovery (Empty) Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Efficacy Adaptor: EndMod/Endurance 13: Efficacy Adaptor: EndMod/Recharge 15: Efficacy Adaptor: EndMod Level 8: AfterburnerLevel 24: Bruiser's Fury Edited October 30 by tjknight
TheSpiritFox Posted October 30 Posted October 30 (edited) This imo is the ideal slotting. Basic thugs get 2 sets that provide 2 10% recharge bonuses, has both of the uniques from the sets, and hits close to 95% acc/dam enh. Enforcers I need to get the hamis to 53 (just havent spent the money yet) but those provide just base like 95% acc/dam. Then, enforcers have 4 -def attacks that can proc both of those procs, then a little defense enhancement and a LOTG slot filled. Gang war is just recharge to get it up and 4 uniques slotted. Gang war doesn't add all that much, its mostly just chaos and extra HP and targets. Its honestly imo more of a flavor power than something you take because its effective. You take it cause it mules stuff and because its funny to run around with 16-26 pets following you. And then bruiser gets 4 pieces of pet set, an acc/dam to round out the stats, and soulbound because it procs constantly and considering the damage the bruiser can do it can add some nice punch to some of his attacks But an overwhelming force would also be a good choice, adding chance to knockdown to everything he does. Explosive strike can add damage to a fair few of his attacks that already have knockdown. Edited October 30 by TheSpiritFox 1
Maelwys Posted October 31 Posted October 31 (edited) On 10/30/2024 at 2:42 AM, TheSpiritFox said: This imo is the ideal slotting. Definitely looks pretty close to it! 👍 IMO exact optimal slotting is going to differ depending on your secondary (you may not need the +Def uniques on something like an FF or Power Boosted Time, for example!) but I tend to go with the below. Numbers assume a Musculature Core Alpha; but it works fine with other flavours: That way Gang War is giving decent set bonuses; and the T1s are benefitting from the Soulbound Proc (Bruiser gains proportionally less from +damage% due to Fury; and the T1s tend to benefit more from additional +ToHit). Note that Bruiser can also make decent use out of an Explosive Strike damage proc. With Leadership and Incarnates etc. I find Enforcer Maneuvers Defense is typically sufficient to push the henchmen to softcap with just a single LoTG global; but the Lv50+5 Soulbound can be swapped for a 53+3 Cyto HO if you really want all the +defense you can get. +19.63% Def to all (Enforcer Maneuvers, slotted with a single attuned LoTG +7.5% global) +10.00% Def to all (Aura IOs) +3.94% Def to all (MM Maneuvers, slotted with a Lv50+5 EndRed/Def, Lv50+5 EndRed/Rech/Def and an attuned LoTG 7.5% global) =33.57% Def to all SCoM Aura IO grants another 15% to AoE Def; putting everything beyond the AoE softcap. Barrier Core Destiny will add a minimum of another 5% Def to all, constantly. Support Core Hybrid will grant another 12% Def to all, with 50% uptime. Lore Radial can grant some more too (Talos or Arachnos, etc) albeit with lower uptime. And that's without even considering your secondary. Also if you're not taking "Tactics" and slotting the Gaussian proc into it, then that proc should be worked into Enforcers if possible (and in that case the pets may also require a smidge more accuracy to cap their hit rate versus higher-level foes; even with Supremacy + 2x Enforcer Tactics...) Edited October 31 by Maelwys
kelika2 Posted October 31 Posted October 31 acc/dmg hami x2 end/def/tohit hami x2 1 lotg def/global rech 1 misc acc/dmg/end pet enh is what i do for my enforcers this maxes their acc/dmg/end/def build.txt
benai Posted November 1 Posted November 1 (edited) Your selection of Thugs and Empathy seems quite interesting. Thugs have due to Enforcer and Auras quite good Def values (beside +damage and +tohit (enforcer leadership pool)) when your Minions are in each of the Enforcers range. Your Bruiser could be the biggest problem because he might not be near your Enforcers, so he should be your main focus with Fortitute and maybe Adrenalin Boost. And depending on how you set up your Recharge Value you should be able to have at least 4 maybe 5 times Fortitute on your Minions, so at least Bruiser, Enforcers and Lighter Guy can be heavyly buffed with +dmg +def +tohit With your two none Auras Recovery and Regeneration Auras maybe nearly perma (?) they have a steady supply of health and endurance gain, maybe you can combine them with the healing uniques from panacea and preventive medicine for Regeneration Aura when it gives steady additional absorb, endurance and hit points. The same could work for recovery aura with performance shifter and power transfer none uniques self heal and + endurance. Your Adrenalin boost has the problem that your minions have no benefits from recharge but at least one can get a strong recovery and regeneration buff at a time. But the above mentioned things have to be validated by those that actually have knowledge in procs, building and such. --------------------------------------------------------------------------------------------------------------------------------------------- Out of curiosity i made a build but i have no clue how you get the values of Enforcer and Gang War as you have them above Thugs Emp v0.0.mbdThugs Emp v0.01.mbdThugs Emp v0.02.mbd Version 0.01 is with Mace Scorpion Shield and Power Boost seems with Fortitite and stuff a good option. Maybe Numina +Regeneration/Recovery is the better option in Regeneration Aura then Preventinve Meddicines + Absorb Shuffle Shuffle V.0.02 has Assault instead of Clear Mind Edited November 1 by benai
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