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Guide to Thugs/Traps Mastermind

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Author: Phase_of_Echoes
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Getting to know your Thugs/Traps Mastermind

The Thugs/Traps Mastermind can be a very dominating combination. The Thugs Power Set is versatile and has good damage capabilities. The Traps Power Set is set up with a mix of buffs and debuffs that compliments the Thugs Power Set nicely.

In this guide I will list the powers available in each Power Set and give a small debion along with my opinion of the power. Please be advised this is only my opinion of the powers and my suggestions may not suit your personal play style.

We will start with the Primary Set Thugs. Create your own gang of destruction in just a few clicks. Between wielding your guns and directing your minions you will be terrorizing the Rogue Isle in no time.

*Pistols- Single Target Attack- This is a good beginning power to have. You fire a single bullet into your enemy causing Lethal Damage. It has a nice range and is good for pulling. Low damage. Slot with an Accuracy Enhancement and one or two Damage Enhancements if you see fit.

*Call Thugs
This is where the fun begins. Your personal gang to do you bidding. Summon up to 3 henchmen (depending on you level) that have ranged attacks. The first two henchmen have a Single Target Attack that causes Lethal Damage. The third henchman is your Arsonist. He will dish out Fire Damage to a single target. Slot with an Accuracy Enhancement and 3 Damage Enhancements.

*Dual Wield- Single Target Attack- Draw your guns and fire two shots causing Lethal Damage into your enemy with a chance for Knockback. Good Damage and a decent range makes this power the most popular choice of all the personal attacks a Thugs Mastermind can get. Slot it with an Accuracy Enhancement and 3 Damage Enhancements when available.

*Equip Thugs
Equip your henchmen with a more powerful arsenal. This boost gives your henchmen new attacks and changes there outfit so you can tell when it is applied. Slot with Endurance Reduction and Reduced Recharge Enhancements for best results.

*Empty Clips- Cone Attack- This power does decent damage in a wide cone area around a selected target. This has a high Endurance cost and can put your Mastermind in trouble if used at wrong times. Most people I talk to have skipped this power but I say take it just wait until your henchmen have the enemy’s attention before using it. Slot with Accuracy and Damage Enhancements. Add and Endurance Reduction if you plan on using it often.

*Call Enforcer
These guys are your left and right hand in battle. Enforcers are armed with an Uzi that cause Lethal Damage to a target. With good damage out put these guys are a staple in a Masterminds army. Slot with Accuracy and Damage Enhancements.

*Gang War- Gang War allows you to summon up to 10 or more henchmen for a short period of time. They can not be controlled like your henchmen; these guys are an angry mob waiting to tear something apart. They are great against bosses and Heroes because they can keep the attention off of you. Carry a posse with you where ever you go! Slot with Damage and Recharge Enhancements.

*Call Bruiser
The Brusier is the “big man” of the group. He is all about getting in the enemies face and punching them out. He has more hitpoints than the other henchmen so he is usually the first one you want to send into battle. Armed with Melee attacks from the Super Strength Power Set he smashes the enemies into pieces. Slot with Accuracy and Damage Enhancements and let him go to work.

*Upgrade Equipment

This Power gives your henchmen the latest and the greatest upgrades to their arsenal. This boost your henchmen with even more attacks and changes their outfit even more so you can tell it is applied. Slot with Endurance Reduction and Reduced Recharge Enhancements for best results.

For more information and to see other peoples opinions check out our Thugs Power Page

The Secondary Set Traps consist of several devices you summon to aid you during your battles. With buffs,debuffs and damage rolled into this secondary it can one of the most devastating Secondary’s for the Mastermind Sets.

*Web Grenade- Single Target Immobilize - This power is mandatory to take in the Traps Secondary. It is the first power in the Set. Useful for keeping the problematic runner from getting to far and can help keep the pesky Melee attackers from getting into close. Slot with Accuracy Enhancement.

*Caltrops- Location Placement AoE- Nice power to help keep the enemies in place. This is power does minor damage over time and slows the enemies escape. Use this to keep them grouped together so other AoE attack can be more effective. This is also useful to keep enemies from getting to close to you. Slot with Recharge and Slow Enhancements

*Triage Beacon- PBAoE- This power increase the Regeneration if your hitpoints. This is useful for setting up long battles in one location. Slot with Heal and Recharge Enhancements.

*Acid Mortar- Cone AoE- You create and place a small cannon on the ground that produces 10 shots of Acid onto your enemies. This will weaken their defenses allowing you to do more damage to them. This also does minor damage over time. Great for fighting Heroes and Elite Bosses. Slot with Accuracy, Defense Debuff and Recharge Enhancements.

*Force Field Generator – PBAoE- You create a hovering Force Field Generator that engulfs you and your teammates in a bubble where ever you go granting you a defensive buff. Does a decent job of reducing damage to your team. Slot with Defense Buff Enhancements.

*Poison Trap- PBAoE- This is an awesome power. You create a small fragile globe and place it on the ground. When an enemy disturbs the globe it will disperse a noxious gas causing your enemies to choke and vomit. Very useful and very entertaining. This is a Group Hold Power and is best used when a mob is close together. Slot with Hold and Recharge Enhancements.

*Seeker Drones- Single Target- You can summon 2 Seekers at one time. These devices will float around you until within range of an enemy. Once they locate a target they will fly towards them and explode causing minor DOT, a chance for Disorient and reduces perception. This is a preferred choice in my opinion. If taken slot with Accuracy and ToHit Debuff Enhancements.

*Trip Mines- Aoe – This power is absolutely fantastic. You create tiny bombs that are pressure sensitive and explode when an enemy steps within their laser triggers. You can place several Trip Mines at once making it easier to take out more than one target. Place these at a door way, corner or any narrow passage and blow your enemies to bits. Slot with Accuracy, Damage, and Recharge Enhancements.

*Detonator – Targeted PBAoE- Fellow Masterminds this power is what the Traps Set is all about. Not only do you get the villainous pleasure of blowing up your enemies, you get to blow up one of your Pets. First you select a pet, then you send them into a group of enemies to place the bomb. (Robots and Undead Henchmen will not try to set the bomb down, Thugs, Mercs and Ninjas will “TRY” to set it down but you won’t let them) After they have reached the mob click the Detonator Power in the Power Tray to set off the explosion. This is has a high entertainment value and is a great way to start a battle. Slot this with Accuracy, Damage and Recharge Enhancements.

A lot of the powers for Masterminds are very Endurance heavy. I do recommend slotting Endurance Reduction Enhancements in the personal attacks and in any of the Traps you summon. This will eliminate some down time.

For more information and other peoples opinions check out our Traps Power Page

Power Pools are often a personal preference. I find that most people dislike some powers more than others. So to minimize the debate on which is the best ones to take I will list my selections and why.

*Teleport Pool - Recall Friend - This is a great way to get your henchmen out of tight places. Lets face it they are not very smart or they would be calling the shots. Use this to call them back to where they belong. Very team friendly as well. Slot with a Reduce Recharge and your good to go.

*Fitness Pool - Swift - Swift increases your movement speed allowing you to move quicker without having to toggle Sprint on and off. Also increases your Flight Speed if you take Fly as a travel power. This is an Auto Power so it will not cost you any Endurance to use. Uses Run Speed or Jumping Enhancements.

*Health - regenerates your hit points faster. I highly recommend getting this due to the increase of your hit points and it is the gateway to Stamina. This is an Auto Power so it will not cost you any Endurance to use. Slot this power when available. Uses Heal Enhancements.

*Stamina increases your Endurance. The loss of Endurance during a battle can be devastating to you and your team. Taking Stamina will help with your Endurance issues and allow you stay in the battle. This is an Auto Power so it will not cost you any Endurance to use. Slot as soon as possible. Slot with Endurance Recovery Enhancements.

*Leaping Pool- Combat Jumping - Good choice for defense at an early level. This power increases your jumping height and gives you resistance to Immobilize. With low hit points being tied down to one place is not good, this power will help prevent that. This is a Toggle Power and will have a small Endurance cost. Slot with Endurance Reduction or Defense Buff Enhancements.

*Super Jump- Nice travel power, allows you to navigate the terrain easily. Down side to the power is you can not see the spawns of enemies until you are on top of them. Still one of the better ways of getting to where you need to go around Rogue Isle. You have to take this power to access Acrobatics. This is a Toggle Power and will have a small Endurance cost. Slot with Jumping Enhancements.

*Acrobatics- This is a great power that gives you resistance to Knockback attacks. It is a toggle power, but it is endurance friendly. Slot it with an Endurance Reduction and use it often. This is a Toggle Power and will have a small Endurance cost.

*Patron Powers – There are 4 types to choose from, each with their own signature powers. Since these are a personal preference I will not get into those. However here is a link to check out each one.



Leviathan Mastery

Mace Mastery

Mu Mastery

Soul Mastery




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User Comments
  Rainah on 03/22/08 22:32

nice guide ... like the added pics .... Kuddos

  Firespray_uk on 03/26/08 14:19

Having played alongside the build for quite some time I have to admit it rocks. Now with the exploding minion, Phase has far too much fun with it.

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