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Posts
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Joined
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Just remember that while Power Boost does have a short duration, the boost lasts the duration of Farsight if you cast PB + Farsight in that order.
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Spinning Strike and Shield Charge make for an "I Win" button. /SR is a nice set but offers no such combo.
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This is kind of what I implied when I stated the AE story/anti-farm crowd is shooting themselves in the head one little bullet at a time.
Eventually, everyone with an opinion on what constitutes unacceptable play will find that their "acceptable" play is suddenly no longer supported.
Quote:Fire/fire blaster build up+Aim fireball in boomtown. All minions in the spawn were toast, and they were gone before a luit/boss could react. Move on to next spawn. Why spend the 150 infl on purple insps if you dont need to. -
I did 4 Dark Watchers (Slow, TohitDeb/Rchg, ToHitDeb/Rch/Endredux, ToHitDeb/Endredux), 1 Dampened Spirits (ToHitDeb/EndRedux) and 1 Pacing of the Turtle - Chance for Minus Recharge.
I've done this on a Bots/Time MM, a Ill/Time troller and on my Ice/Time Corrupter. I'm very, very happy with the slotting for all three builds. -
I don't expect anyone to agree with me. Its irrelevant whether you do or don't. The only thing that's relevant is that someone posted a topic "I really, really hate Voids" and I posted an opinion on it.
I played my PB and Warshades to 50 back when they were first introduced many years ago. I played a tri-form PB to mind 40's before deleting it recently. I've respecced my PB since the latest changes and still find it a seriously weak AT relative to just about anything else I can play in the game. That's just my opinion and hey....that's why I posted what I did.
Sorry to hurt your feelings. Its pretty apparent I have for you to think that having an opinion that the Kheldian AT was half-baked upon launch (it was) and remains pretty half-baked even today (it is, in my opinion) somehow diminishes your enjoyment of life.
That's sad but hey....that's my opinion of you. Nothing more, nothing less. -
I thought I'd go ahead and post my build at 50. I made some minor slotting changes to the builds posted, but with a major one of dropping Acro. There's no doubt that Acro helps, but I am able to get Mag 8 knockdown protection from slotting a Karma and a Zephyr special which thus far has proven to be sufficient in early iTrials. Of more importance to me than Acro was getting Power Boost into the build. That caps S/L at 65% for iTrial content, and pushes S/L and Energy past the cap for PVE content, taking all other defenses to the mid to upper 30% range as well.
So I now TP self into spawn with TJ running, drop my other debuffs and rinse/repeat for next spawn. Has turned out to be a phenomenal playstyle. Mezzing hasn't been a problem and I'll aim for Clarion I think since I already have defenses pretty well handled via powers and set bonuses. With 181% recharge (w/Hasten and Chrono Shift), 252% Recovery and 225% regen, I'm highly survivable already. So that really free's up Alpha and Destiny for choosing whatever you want (likely Spiritual and Clarion for me).
I can't stress enough the value of Power Boost. Its worth it IMO. You are already in the Mace Mastery pool and it seemed a waste to me to get Web Envelope versus Power Boost considering the massive buff to Defense you get from same. It also improves many of your debuffs so it makes a great alpha-strike power for the build.
And I'm one of those MM's who just feels naked without SOME kind of attack so I grabbed Photon Grenade just so I can at LEAST pose with my big bad pulse rifle. I'm a fashion nut...sue me. It doesn't do great damage but its better than taking another pool power for damage.
I did break a personal no-purp rule. I typically avoid them but I got a steal on a full set of Unbreakable Constraints the other night. So I stuck with them per one of the builds above. If you swap this out with a 5 set of Basilisk's Gaze, you'll save some money...but has anyone seen the price of the triple/quad BG's lately? I actually picked up the Unbreakable Constraints CHEAPER than it would have cost me to go with the Basilisk's Gaze. I got lucky.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
BOTSTIME_POWERBOOST: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(34)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Time's Juncture -- DarkWD-Slow%(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(19), DampS-ToHitDeb/EndRdx(19), P'ngTtl--Rchg%(21)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), Krma-ResKB(23)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Protector Bots -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(13), HO:Nucle(13), S'bndAl-Acc/Rchg(15), DefBuff-I(15), DefBuff-I(17)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Distortion Field -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), CtlSpd-Rng/Slow(25), CtlSpd-EndRdx/Rchg/Slow(31), CtlSpd-Acc/EndRdx(33), CtlSpd-Acc/Slow(33)
Level 18: Assault -- EndRdx-I(A)
Level 20: Time Stop -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(33), UbrkCons-Acc/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Hold(36)
Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit(37)
Level 24: Teleport -- Zephyr-ResKB(A)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(27), SvgnRt-Acc/EndRdx(27), SvgnRt-Acc/Dmg/EndRdx(29), SvgnRt-PetResDam(29), SvgnRt-Acc(31)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/Rchg(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Slowed Response -- LdyGrey-DefDeb/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(40), AnWeak-Acc/Rchg(42), Acc-I(42), LdyGrey-DefDeb/Rchg(43)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(45)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Photon Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Rchg(46)
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 4.06% Defense(Smashing)
- 4.06% Defense(Lethal)
- 5% Defense(Fire)
- 5% Defense(Cold)
- 5.63% Defense(Energy)
- 5.63% Defense(Negative)
- 6.25% Defense(Melee)
- 7.5% Defense(Ranged)
- 7.19% Defense(AoE)
- 24% Enhancement(Accuracy)
- 61.25% Enhancement(RechargeTime)
- 2% Enhancement(RunSpeed)
- 4% Enhancement(Heal)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpHeight)
- 10% FlySpeed
- 123.5 HP (15.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.75%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 1.1%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 18.5% (0.31 End/sec) Recovery
- 66% (2.21 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.36% Resistance(Fire)
- 15.36% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
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I think the whole CONCEPT of Kheldians was a result of a bad acid trip by someone in charge at the time. Its like the entire storyline was created to support the Peacebringer/Warshade AT, thrown into the mythos as "pluggable content" and then never revisited to smooth out the edges of either the AT or the storyline.
Just a guess, but I'm betting if there was a report generated on playtime by subscribers by AT, Kheldians would be at the bottom of the list.
At least the VEATS fit into the main storyline. So they did learn some of their lesson. But for me, Kheldians require a complete scrapping and do-over. As is, they just are a bunch of a gimmicks, strung together with a gimmicky storyline that shoves their adversaries into missions as annoyances rather than as meaningful parts of the mythos. -
Quote:Don't fret, your post still has merit.above emphasis mine
"an" exploit. noun.a striking or notable deed; feat; spirited or heroic act: the exploits of Alexander the Great.
I don't think you mean to offer dictionary definitions. Perhaps you meant as a verb?
"to" exploit. verb.- to utilize, especially for profit; turn to practical account: to exploit a business opportunity.
- to use selfishly for one's own ends: employers who exploit their workers.
- to advance or further through exploitation; promote: He exploited his new movie through a series of guest appearances.
Either way, I believe you are overlooking our context of the use of the word. From the CoH User Agreement, Section 8:
(d) Use, or provide others with, any "hack," "cheat," "exploit" or "mod";
That is the only mention of the term "exploit" that I am aware of in the user agreement. The associations drawn with cheats and hacks imply a much different interpretation of the term than it appears you are making.
EDIT: I wasn't paying attention to the thread paging. Whoops. Responses to three day old troll posts for the win. I'll finish my first cup of coffee before posting in the future. : )
Those who wish to claim farming to be an exploit per the definition in the EULA really are just fabricating things to try to make their weak case sound more official.
If farming were an exploit, there would be no farming in a 6-year old game. There have been many exploits over the years that received fixes and lots of attention. Farming is not one of them. The devs have made it harder/easier to farm due to this change or that over the years, but the same can be said for making badging/PVP/trials/events harder/easier to do as well. Just because farming has received specific dev attention doesn't mean farming=exploit any more than changes to Hamidon = exploit.
Its just that a few players have a rather narrow view (namely, just their opinion) that they attempt to pass along as "the truth." -
Quote:Yup, on my EM/Regen stalker, used to buildup-assassin strike-energy transfer (or whatever that was called)-Phase while running away like a little ***** cackling as everyone and their brother tried to retaliate. Was totally a cheap trick and worked almost every time.Used to be that Phase Shift was a great "panic button" - it activated instantly and you could stay as phased as long as you liked/needed to. Nobody seemed to care when this was only against PvE, but I'm sure you can see the problems for being able to escape PvP ambushes at the click of a button and remain untouchable indefinitely, even if it is the final power in a pool.
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Why not have the dev team do a system-wide purge of all AE arcs that implement any of the following:
1) Critters that inflict only one type of damage.
2) Any ambushes whatsoever.
3) Any maps that place a glowie or clickable ally in the first room.
4) Any AE mission that uses less than 1000 words for script
5) Any AE mission with more than 3000 plays (which likely whacks most farms)
Sure this will hurt AE story arcs some as well, but the AE story community is already shooting themselves in the head by clamoring for farm nerfs so the good here outweighs the bad right? -
I'm using a slightly modified version of the second build posted above. My only real comment is this.
With Time Juncture, you don't really need provoke. I took TP self and get as close to a spawn as possible without pulling aggro then TP myself (with TJ running) into the spawn itself and immediately drop Distortion Field. With Farsight + Maneuvers + Force Shield + TJ, nothing is hitting me on +2/x8 missions, while my bots open up from range. I then keep throwing out holds on the heavy hitters (who are usually trying to run out of my debuffs by then) or drop my other debuffs to help the bots do their thing.
Even against mezzers, this has worked quite well, although I've been held once or twice. But even in those cases, my bots usually have aggro by that point so I'm safe in the middle of things. I'm sure against +4/x8 I'd be in trouble, but I don't usually play that way unless I'm teamed.
My point is that Provoke hasn't been needed for this kind of playstyle. You can save yourself some slots with TP self in its place (which is fine just one-slotted) and use the above method instead if you don't mind a bit different playstyle.
Thanks to Psylenz for the tips on how to do this by the way. Otherwise, I think this is a great build for a bots/time player. -
Pretty much anyone loafing around playing a video game about comic book characters is lazy. Its a game, not like it adds any value to the planet. Its a past-time and just a mindless entertainment medium. Its not like getting to level 10, 30 or 50 represents any kind of achievement that matters to anyone other than yourself.
So if someone prefers to get to level 50 in the most efficient manner possible in the game (farming), they are in fact far LESS lazy of a person than someone who plays out each level on normal PVE content. Because they aren't loafing around behind the keyboard for such extended periods of time.
That's per your logic, at any rate. -
I've seen people post Times Juncture as having an "effective" +20% Defense boost due to its -20% ToHit debuff. Does -ToHit = +Def on a 1:1 basis? I didn't think so.....
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The thing I'm finding with my Ill/Time (curr level 35) is that it doesn't quite blossom as quickly as does Rad. With Rad you've got most of your big debuffs and AM by 32. With /Time, you really need to wait until 38-40 to feel as fully fleshed out as you would with an Ill/Rad. The other thing is that your -ToHit debuff is PbAoE (Juncture) whereas on a /Rad its a ranged -ToHit debuff. So where Ill/Rad can be played almost entirely from range, Ill/Time benefits more if you are willing to enter melee.
You just need to change your playstyle a little bit if you are used to /Rad. -
Quote:Agreed. The devs have created hundreds of stories and dozens of arcs. Amateur efforts are a waste of server time. Farms serve a real purpose that is unaddressed by the devs.Originally Posted by Venture
Simply put, this town ain't big enough for both of us.
AE Story arcs have no value in this game. -
Thanks for the clarification.
With Bots/Time I have just taken Teleport self. Since the Bots seem to do best at range, and my debuffs are all melee, I pop into the spawn and they open up. I don't do it from very far away, just far away enough that they open up at range immediately when I drop into the spawn. Just made this build, but ran several missions and thus far...huge improvement. -
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Yeah Arachnos are definitely my weak spot as well. Either I lower them to trivial challenge level or I just outright avoid them.
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Quote:Tourette's build is far lower for Fire Def (I posted it above....15 without Stealth).If you're talking about my build (it has 27.8% fire def) yeah sure you can replace it for Spring Attack.
Yours looks to be good at farming while still retaining good usability in normal PVE content as well. -
I don't understand the whole synergy between bots, time and team teleport. Anyone care to school me?
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^^ I don't think that's right.
I respecced into the EXACT build posted by Tourette's above. My combat stats show the following:
Running Maneuvers, Plasma Shield, Fire Shield
Defense = 7 Ranged, 11 Melee, 10 AOE/Smash/Lethal, 15 Fire/Cold, 8 Eng/NEng, 6 Psi
If you invoke vengeance, you'll cap Fire at around 45%. If I run Stealth I get a smidge more than the above but I've got END problems with this build as posted.
All of this prompted me to ask Tourettes some questions and here is what I got in a reply:
The build, as posted and according to Tourettes, is designed for +4/x8 NO BOSS ticket farming w/out using any inspirations. I've tested this, it works as advertised AFTER you grab some incarnates (mainly for Judgement but I still find its harsh on the END bar as built w/out Cardiac). He did say he goes faster with inspirations than without, and also that inspirations are almost a must if he's bringing along someone for the run....its mainly meant to be a solo run build.
If you want to use this build for +4/x8 PL purposes, you'll need a lowbie (obviously or no PL) and this is how you cap your defense to Fire on a Fire farm via Veng. Your recharge is high enough as posted to keep Veng up almost all the time when PL'ing someone. But I STILL use the inspiration macros (for reds mainly) to keep my damage way up there.
You will also find this build is a very high END hog when taking on +4/x8 WITH bosses. I went T3 on Cardiac to fix that, plus grabbed T3 Reactive and T3 Judgement/Ion while I was doing iTrials. Doing +4/x8 is now quite easy with this build (as posted) + inspiration macros. Without the macros, you'll definitely need RotP because you'll almost certainly die if you happen to invoke an ambush about the time Veng drops.
As for dropping RotP, going Fire, etc.
-RotP in addition to being a timesaver if you are killed (it happens) also is slotted to give you a +2.5% recovery bonus. END is an issue on +4/x8 and you'll want all the END you can get.
-I've got Fire Mastery on my other SS/Fire brute and frankly I don't really see much difference between it and Mu. Perhaps the set bonuses for Mu make a difference....I really don't know. My other SS/Fire is slotted very different from this one as he's an all-around PVE toon that happens to be an OK farmer/PL'r as long as I use the inspiration macros. All I can say is plug both into Mids and see if the set bonuses are giving you something in Mu you can't get in Fire. The way Tourettes has the Mu powers slotted, you are getting 18.75% in +RCHG bonuses.
No comment on the spring kick power. You could likely drop the third slot from Hasten and then use the enhancement booster on two lvl 50 IO recharge enhancements to accomplish the same thing. I'm not a math whiz but I'm sure others have discussed that around here elsewhere.
By the way, doing the hero-vig-villain-rogue-hero round trip isn't all that bad. Yes it takes a full week, but if you set your difficulty sliders down low, you'll burn through 5 Tips a day in around 30 mins of playtime. Its nice to have all the options of all powers available to you. -
I'm at 43 now with my SJ/SD. I've been carrying all the END uniques since 30 (Numina, Miracle and Perf Shifter +END). I've frankenslotted all my attacks to include at least one ENDREDUX IO, the other 4-5 slots cheap mix of IO's. This thing is still an END hog. If I'm fighting anything with -END (carnies!), I'm pretty much left standing on the sidelines waiting for my END bar to fill back up.
Now what has helped is the combination of Combat Readiness + Shield Charge + Spinning Strike (with Against All Odds running) = dead +3 spawn or +4 with a boss left on life support....usually end that with an Uppercut. I don't need as much sustained END past lvl 38 but I'm starting to feel like my old EM/SD scrapper now and all I have is a one-trick pony show.
There may not be any bugs with Street Justice's END usage, but I think we found the price for the high DPS performance. More END required. Bring blues. -
Quote:As any Corrupter who plays /Traps should know, Acid Mortar stacks to 40/40 and its quite easy to do that when you build for recharge. You can't stack Envenom. And Acid Mortar is a drop-and-forget aggro magnet + continues to debuff for 60 seconds. Appx same END cost for both powers I believe? I don't have Mids up here so can't say for sure.But more powerful? Not really. When I look down the list of Traps, what always brings me back to poison is something Traps doesn't have:
Envenom. -30% res? -36% def (in my case).... (Acid Mortar is only 20/20) that's really sweet... and no set up... It's a to hit that is usable at range... and if I actually need more than 30 seconds... It's 70 feet, I can easily reapply it without getting close. (But I rarely do).
Quote:Weaken. It's just a great power against top level content/baddies/av's etc. -30% dmg -30% to hit... that's huge for a squishy. Nothing like it in Traps.
Quote:Paralytic Poison: It's a fantastic hold, and irreplaceable by traps. Plus a great place for 6 slotted lock down. Here's a quick way to shut down Sorcerers, or any Mez lovin' Lieutenant. When the +2 mag hold bonus kicks in... these guys are toast.
Quote:So I'll concede the end game powers for Traps are very cool... some nice toys in the whole set... but more powerful? I don't really agree. That's a very subjective term... YMMV on traps, but those powers for poison I listed above are the meat and potatoes of Poison. Unfortunately the rest of the powers in Poison I find quite blah.