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Posts
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Quote:I feel the same way, aside from your dislike for the gimmicks, which is why I am hoping we can get some good suggestions through this thread. I feel the biggest hindrance in the two newest trials is the lack of level shifts. Where as for the Underground Trial, it seems to be both the lack of level shifts and a lack of Clarion...I've done BAFs, Lambdas, and the original Keyes with teams with only the common and uncommon tiers of the Alpha slot. With above average players, they were not only possible but somewhat reasonable to do without level shifts or later powers (Keyes benefiting from later power though). Underground/TPN/MoM, forget it. With the average player on the live servers? I wouldn't want to do any of them without most of the team being level shifted. Even then, I'm growing increasingly apathetic about doing ANY trials because a lot of players can't seem to do the basic tasks of the older trials.
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Quote:I'm not sure what you are observing there, but my point was that recharge is the only aspect from Alpha that has no affect. The heal, stun, and any other such value in a Spiritual Alpha slot will properly augment those abilities in other powers (Judgement, Lore, Destiny).Spiritual does buff rebirth..but gives some odd numbers. Testing it now.
Following is my regen, hp/sec, on my scrapper, with nothing going but Rebirth, with my alpha unslotted. Tics of 15.01
31..101..57..48..39..31
Slotting the t4 Spir gives.. tics of 20.31
34..113..63..53..43..34
The first period of Rebirth gives 3 tics of XX regen, decaying down over time. So the first instance, with the aplha slotted, SHOULD be 15 hp per sec more than without, since it is 3x5 greater. However, looking at those values, it is only 12 greater. -
Just to recap what I think some of the best suggestions have been:
1- Move the level shifts to Judgement/Interface tier 1. (Oedipus Tex)- I would personally suggest combining this with a more linear progression: grant +1 level shift at tier 1 Alpha; grant +1 level shift at tier 2 Judgement or Interface; grant +1 level shift at tier 3 Lore or Destiny. This is a much more linear progression, and achieving a +2 level shift requires a bit of effort but comes in short order.
2- Allow players to see all level shifts, not just Alpha, when forming a League (Mokalus)- This can be used badly, "We want OLNY level 53s." Or it can be used well, "We have three level 50s, two level 51s, five level 52s and four level 53s, so lets try to concentrate on recruiting 52s and 53s." It gets better with the next suggestion...
3- Allow players to employ the old Lackey and Sidekick system, where a level 50 could have their combat level shifted to level (N)-1 when paired with a more experienced character. A level shifted 53 character paired with another level 50 character would increase their combat level by +2.- This would allow league and team leaders to increase the combat level of lower tiered players and increase the odds of a successful trial. No one gets excluded, and it allowes veterans and new players to mingle on even the hardest trial.
4- Improve the Team Up Teleporter- I think this has to happen no matter what...
Nothing I have said denies people the option to run whatever they want whenever fits best. But if you are level 42 and you want the best XP possible, you are going to run a defeat all ITF, not a Katie Hannon TF. What we have right now is the inverse of that, where the best rewards/time are lumped into the lowest tier Incarnate trials which are getting repeatedly spammed. -
You seem to be very sensitive to any issue that involves tiers or haves and have-nots. I am not sure how what I wrote is elitism. I was merely using that phrase to prove a point. I certainly don't think that what the developers proposed was the best solution, nor do I hope that it is immediately implemented.
There is currently very little reason for people veer from spamming BAF and Lambda should their primary goal be to gain Incarnate powers. Once you have trivialized older content by gaining levels, it should not grant the same rewards/time that it did when you first attempted it; that's a fundamental law in any RPG/MMORPG/video game. Notice that I said it should not grant the same rewards, not that it should grant no rewards what so ever.
Quote:If I'm reading you right you are saying:- Tier 1 Incarnate: BAF/Lambda
- Tier 2 Incarnate: Keyes
- Tier 3 Incarnate: Underground
- Tier 4 Incarnate: TPN/MoM
- Tier 1 Incarnate: BAF/Lambda/Nerfed Keyes
- Tier 2 Incarnate: Original Keyes/Underground
- Tier 3 Incarnate: TPN/MoM
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Quote:I 100% agree with everything here. In particular, the developers have created a set that lags in -Regeneration, a debuff that is the single most important tool against AVs and GMs. Why make a single target debuff specialist that is less potent against AVs and GMs than any other set with a -500% or -1000% regenration skill (Radiation, Dark, Cold, Traps, Thermal, and even Time at -250%)?/Poison is ok. It really doesn't excel in any area. I used to think it has very good -regen but unless the game info is wrong, the -regen effect is not high at all and the resistance debuff is good but not great considering it's mostly single target with small splash effect.
For a single target-oriented set, activation time is way too long IMO. If you throw out Weaken/Envenom, you already spend more time than casting Tar Patch/Freezing Rain.
A single target specialist whose specialization ends at the Boss class of enemy is just horrendous game design... -
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Quote:Indeed... Because PvP has any bearing on what has been a PvE balance discussion. You just won so hard dude.Alright bro, meet my dark/poison in the arena with any dark miasma toon you have; I expect to lose pretty badly after all the wisdom you've just shared.
So hard. -
Quote:I suspect you will be surprised...I am going to slot Musculature and see how it affects Judgement, including Pyronic. Am I still going to see even level minions with a sliver of health left? I suspect I will...
It is the only exception, and is done for balance reasons. Spiritual would be overpowered with every Icnarante ability if the recharge functioned. Go ahead and see how much the regeneration on Rebirth is boosted though. That's a pretty sweet combo right there. -
Quote:That's splitting hairs. Do you know how much the purple patch penalizes a player against anything greater than +4? Against a+5 or +6 enemy, anything except for a buff class might as well not even be there.A TF that requires you to be level 25 will accept someone that has more purples than Barney as well as a 25 in TOs.
There isn't a 51,52, nor 53, there is 50+1,50+2,50+3. The character is 50. The character's enhancements make it +1, +2, or +3, so the entire darn game disagrees with you. -
Quote:Is the Core smashing damage lower than the Radial smashing damage to compensate for the fact that additional lethal damage will (likely) follow? Or is it the same in both versions?
They both do the same initial damage.
My advice is to use the Core if you have an Alpha that buffs damage. More damage being multiplied by a damage buff is solid synergy. The Radial path is superior for everything else because of the defense buff, particularly if you have a range boost from your Alpha slot which synergizes with the higher target cap potential. -
Quote:I don't think anything that I have posted in this thread is about creating an UBER-leet divide. My only expectation is that trials should function better than they currently are. Team content 1-50 was hard gated behind level requirements for Task Forces and Trials. So is each tier of content 1-50 only meant for the uber-leet? If so then I guess my expectations have ben shaped by, oh I don't know, the entire darn game then.Yes, change your expectations that the trials are only meant for the uber-leet.
Proper gating whether hard or soft is required for there to be a proper difficulty progression in these trials. -
Quote:It's funny that you brought this up. While walking about town I thought that the best solution would be to implement SKing and LKing like it used to be. League and Team leaders could pair a level 50 with a level 53, thus bringing them up to level 52 for harder incarnate trials.I think they should just go back to the idea of SSK and make everyone -1 to the highest level shift on the trial, so everyone provides a similar contribution to the trial.
I agree that it would be nice for low level characters to contribute more harder icnarnate trials, but while level shifts are paramount, you also need all of the potential granted by the skills themselves. Having an entire league Super SK/LK up to 52 just because a lone level 53 is on the trial won't work all that well. -
Quote:Dark can stack more -resistance, and more -damage against a single target. These are supposed to be strengths for Poison. Then there is -ToHit, which Dark combined with its pet can nearly triple the values that poison grants against a single target, but ALSO does this against an entire spawn. Stop and think about that for a minute...Poison has a lot of advantages Dark doesn't have, just like Dark has a lot of advantages Poison doesn't have. When you lrn2ply you might see what I mean.
Dark also has a superior Rez.
Dark also has superior -Regeneration (and guess what's most important against hard single targets in this game??).
Dark also has utterly superior Heals.
Dark also has Stealth, and grants Defense and Resistance.
Meanwhile, Poison has Poison Trap and -Special. That's about all it does better than Dark. -
Quote:It was clear, and I merely used 1-50 as an analogy for 50-53+ that we have so far in the Incarnate trials. These Incarnate powers and level shifts really are just a proxy for regular powers and levels. We even have our own iXP that applies to these abilities. I don't see how hard gating is fine for 1-50, but needs to stop for levels 50+ and something as simple as effective soft gating is anathema to gameplay.I was not talking about levels 1-50. I was talking about the fragmentation of "incarnates" further from "other" incarnates. Sorry if what I said was not clear on that point.
Your thoughts about smaller servers are spot on and should really be addressed by a comprehensive cross server Team Up Teleporter. I personally would much rather log in and have access to the entire CoH population than be relegated to Freedom, which already has a large population. -
Quote:That makes no sense. Levels 1-50 are already fragmented by hard gating on trials (level requirements) and level ranges for enemies.Incarnate fragmentation is not a good thing for the game IMHO.
Should a fresh level 50 character be able to go fight Cole or the Hamidon without a hitch once the trials progress to that point? That would trivialize everything-- story, power progression, rewards, and the complete end game. -
Quote:I used to feel the same way, and then I started to pay attention to the overall combat potential of each respective league that either failed or succeeded.I have completed the MOM and UG a few times each, but never had fun or felt like I would like to run them on a regular basis. The fails on those trials in particular has always felt like a loss to the mechanics and not the trials themselves.
Almost universally, successful trials had higher level incarnate shifted characters while failed trials has a glut of level 50s. This reveals several aspects that are key to success. First, the majority of your league needs to be able to properly contribute damage against scaled enemies. Second, the newer trials rely on proper use of of your powers, and not having Judgement, Lore, or Destiny on a great many players severely hinders the league. Third, higher level characters have more experience with the Incarnate trials and generally (but not always) listen better and coordinate with each other becuase of their increased experience with the game mechanics. -
There have been some great contributions so far. The problem is that level shifts and incarnate abilities are a proxy for the previous advancement that we have made from 1-50. We now get new new powers and increased combat potential (levels) in a different fashion, through crafting abilities with salvage received from Incarnate level content. If the trials are going to have an upward progression in difficulty, then a combination of reward incentives, game mechanics, and hard or soft gating needs to take place for this to succeed. Some suggestions:
- 1- Move the level shifts to Judgement/Interface tier 1. (Oedipus Tex)
I like this suggestion a lot, but it seems to trivialize the level shifts which are arguably the most powerful attribute granted thus far. I would suggest combining this with a more linear progression: grant +1 level shift at tier 1 Alpha; grant +1 level shift at tier 2 Judgement or Interface; grant +1 level shift at tier 3 Lore or Destiny. This is a much more linear progression, and achieving a +2 level shift requires a bit of effort but comes in short order.
- 2- Remove level shifted AVs from the harder trials (various posters)
I am not sure how I feel about this. I think the AVs on harder trials need to have level shifts in order to make them difficult. Do you know how fast Maurader dies if you can bug him to stand still? I have been on leagues that have beat him in less than 15 seconds. The same goes for poor Siege and Nightstar when facing a league with even just a handful of level 53 Incarnates.
- 3- Allow players to see all level shifts, not just Alpha, when forming a League (Mokalus)
This absolutely needs to happen, and it is what I would call "soft gating." While I agree that having an elitist attitude is not proper, the health of the incarnate trial progression depends on a proper risk-versus reward ratio. You can't have scaling difficulty as the trials progress into the future with a league comprised of level 50 or 51 characters contributing nothing against a 56 AV. That inevitably leads to the downward spiral that we have right now on some servers, where BAF and LAM are run almost exclusively.
Allow the league leaders to properly soft gate the upper tier trials if they want to. Not everyone has to be level 53, but right now there is no way to tell whether a character skipped their alpha and is level 52 in trials, or whether another character is 51, 52, or 53 when the do have their Alpha slotted. We simply have no clue until we are in the trial.
- 4- Improve the Team Up Teleporter
I think this has to happen no matter what. First and foremost, players should be able to see the pool of available characters waiting for each respective trial or in the general "take anything" pool. Harder incarnate content should probably be hard gated by level shifts or a minimum overall league combat level to start, unless you want a league of 50s and 51s going up against a level 56 AV. -
Quote:This makes sense. It would probably be smoother to have Alpha grant +1, then either Judgement or Interface grant a +1, and finally to have either Destiny or Lore grant the last +1. The current progression is indeed kind of whack and creates a lot of players that have put in scores of hours and could still be level 50 or 51.My recommendation is to move the level shifts way down the ladder to Judgment and Interface, tier 1. That would create a much more solid middle tier of incarnate character and fix some of the issues with the later AVs. It's also at least somewhat reasonable that a character could fill those slots after only a couple of runs of the lower trials.
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I think my server is probably one of those that is most prone to grindy repetition, but I also think that there is a very fundamental flaw in the current design.
PS-- If anyone has a further recommendation for other servers that have reliable nightly attempts on the four upper tier trials, I would love some leads.
Quote:The reason this doesn't work well in practice is because in the grand scheme of things, the percentage of players actually interested in a progressively difficult post-50 "endgame" is extremely low; perhaps just the bottom ten percent across all level 50 players (which themselves are the minority across all players).
I don't think that the upper tier Incarnate trials are extremely difficult, that is unless you have a sizable percentage of the league under the intended power curve for the trial. The current gating mechanisms rely solely on incentivizing the higher tiers with greater rewards. I can't see how that is going to succeed at all in the grand scheme of things-- especially since people in this community have complained about both adding new currency and removing rewards from lower tier trials once a power plateau is reached.
Quote:The Incarnate Trials represent a narrow play style wedged into a broad player base. While they's nothing wrong with them as a mechanic (the pebble is a different matter entirely), they don't work well in practice because people don't always value things the way the Incarnate dev team does. What the devs think of when they think of Incarnate Trials are increasingly challenging tasks built on the ones that came before them. BAF and Lambda seem to be geared towards getting your Incarnate Shifts, and it seems to be like a stepladder going from Keyes (54) to Underground (54 +1) to TPN/MoM (54 +2). You can't even think about going after TPN if you don't have the power to take on Keyes, for instance, so it's a bit of progression with some storyline mixed in. You do lower trials, you become more powerful, you do higher trials, you get all strong and stuff. Everyone wins.
From that narrow, restricted point of view, the Incarnate Trials make a lot of sense.
But there is no proper reward ratio. There is no reason for people to run harder trials on the incentive side of the proposition for further Incarnate advancement. And even if the developers were to make Dark Astoria have a proper rate of incarnate development like you advocated, effectively granting another path for characters to diversify their time, these trials would still face the same issues. (PS-- I agree with everything you wrote about a solo/small team path.)
Quote:The reason this doesn't work well in practice is because in the grand scheme of things, the percentage of players actually interested in a progressively difficult post-50 "endgame" is extremely low; perhaps just the bottom ten percent across all level 50 players (which themselves are the minority across all players).
Quote:Thirdly, something that can't be said enough: raids aren't fun when you have to do them multiple times. The Incarnate Trials are the only viable path to the Incarnate Abilities, and they quite simply are not fun. They're tedious, they're repetitive, and after the first time, they're really not all that interesting. -
Quote:I'll be honest and say I didn't read anything except what I've quoted but...
Come to Liberty...we are running more than BAF/Lambda (on a daily/nightly basis too!)!
I might just do that if some of my names are free. There are so few TPN and MOMs now on Freedom... -
Right now, more than ever, it feels like the BAF and LAM trials are run over-and-over incessantly. Perhaps it is just on my server, Freedom, which has a community of players that are content to farm. But maybe the issue is more widespread.
The first two weeks following the release of the Media Blitz update were wonderful because of the diversity of trials that were departing. I was able to join plenty of teams that would run TPN and MOM, and both Keyes and UG had a serious uptick as well. However, it now appears that my server is once again locked in a familiar rut: BAF-BAF-BAF-SLAM-BAF-SLAM. And this leads me to the biggest problem with the trials:
- 1- People are content to run BAF and Lambda because the reward ratio still seems to favor them.
- 2- Far too often when a MOM, Underground, or TPN gets organized there is a glut of level 50 characters that join aboard to either experience something new, or to leech the increased rewards from higher tier trials, and both motivations invariably cause a disproportionate amount of these trials to fail. This happens despite requests for characters to be level shifted to +2 minimum.
- 3- Point #2 above creates a loop of failed trials and frustrated players that reinforces the habits of point #1.
There was a proposal on Beta server to lessen the rewards of BAF and LAM at some point in a character's career and force them to move up the Incarnate content food chain so that they could properly progress. Oh how I wish this had happened. The more difficult trials NEED characters that have developed to a certain point of power in the incarnate system to properly contribute, but there is a chasm between the current state of Incarnate content and where it needs to be for a healthy end game. What should be a linear progression towards more difficult trials with the option to return to older content has become an incessant grind fest of the easiest content at the detriment of gaming experience and long term VIP retention.
Is there any way to fix this? -
Quote:Yes, you will have to buy the whole Master Mind set if you let your VIP subscription slide unless that one month unlocks Masterminds though theIm a F2P and If I become vip for 1 month and I make a mastermind and my vip subscription ends do I have to buy the whole mastermind set to be able to use it as a premium and buy character tockends?
Quote:and also my bros use to play alot (mom never let me play) so the have like every thing but if I find my old city of villains cd and install it will that give me the mastermind?
Quote:And some 1 said somthing about rewards tokens How do I get them? And if I get my here t lvl 50 can I still get those 2 power polls? or do I have to re buy them?
Check this thread out for a lot of your questions: http://boards.cityofheroes.com/showthread.php?t=271724 -
This should have been fixed YEARS ago.
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I would have to shuffle some procs out of Hail of Bullets, but Poison Trap would run the wonderful Armageddon and Gladiator's Fury procs SOOOooo much more often. I am also going to drop Antidote for Super Speed + Stealth IO. Antidote is, sadly, completely useless in 99.726% of this game.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Maldehyde: Level 50 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Poison
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Dual Wield -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Alkaloid -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(9), Panac-Heal(9)
Level 2: Envenom -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/Rchg(25), HO:Lyso(46), Achilles-ResDeb%(48)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(15), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/Rchg(17), HO:Lyso(23)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(13), Ragnrk-Knock%(13)
Level 10: Kick -- Empty(A)
Level 12: Maneuvers -- SW-Def/EndRdx(A), SW-Def/EndRdx/Rchg(27), SW-Def(27), LkGmblr-Rchg+(29)
Level 14: Tough -- GA-ResDam(A), GA-End/Res(39), GA-3defTpProc(40), GA-Res/Rech/End(40)
Level 16: Elixir of Life -- Aegis-Psi/Status(A)
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 20: Weave -- SW-Def/EndRdx(A), SW-Def/EndRdx/Rchg(23), SW-Def(43), LkGmblr-Rchg+(39)
Level 22: Combat Jumping -- SW-Def/EndRdx(A)
Level 24: Antidote -- S'fstPrt-ResDam/Def+(A)
Level 26: Piercing Rounds -- JavVoll-Acc/End/Rech(A), JavVoll-Acc/Dmg/End/Rech(31), HO:Centri(34), HO:Centri(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(31), GSFC-Build%(46)
Level 32: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(48)
Level 35: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36), UbrkCons-Dam%(37), Lock-%Hold(42)
Level 38: Venomous Gas -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(48)
Level 41: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43)
Level 44: Soul Transfer -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-ToHitDeb%(46)
Level 47: Dark Embrace -- GA-ResDam(A), GA-End/Res(50), GA-Res/Rech/End(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Musculature Radial Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Empty(A), Empty(42)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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My general play style is to be as aggressive as possible when HOB is up. I will jump in and immediately use Poison Gas Trap while simultaneously debuffing foes with Venemous Gas, which is then followed by Bullet Rain->Hail of Bullets->Bullet Rain. Not much survives this except for bosses on Incarnate level content. Any stragglers either get debuffed by Weaken/Envenom or hit with my single target attack chain (Dual->Executioner->Dual->Piercing).
If you play difficult content, I would highly recommend taking Soul Transfer on a Corruptor. It takes a little while, but you begin to realize that your character is the ultimate conundrum for the foes: Either I kill you, or you kill me and then I use a mag 30 stun and and then kill you. I find this skill much more enjoyable on a squishy than on a Tank or Brute.
It's sad, but because of the terrible AoE radius and rather long animation on Envenom and Weaken I have found very little use for these skills outside of AV fights. I get much more return by using Poison Trap as an alpha opener followed by an AoE barrage.
I generally use fire rounds, but have found that chemical rounds combined with the rest of the set's -damage and -resistance debuffs provide some potent synergy as they augment each other and stack to very high levels.
- Antidote is trash.
- Alkaloid is worse than trash, and I would drop it if I could.
- Nerotoxic Breath would be fun, if it weren't for the fact that the set opperates best in melee range and has absolutely no synergy with the rest of the set because of its narrow cone.
- Elixer of Life is good, but YAWN... let's just clone Mutation! Wouldn't that be great?!
- Venemous Gas absoultely needs a debuff duration longer than .5 seconds on a set that forces a squishy AT into melee range to be most effective. It detoggles constantly. See: Hurrican as a skill done right.
- Paralytic Poison is a long recharge, short duration mag3 hold with no secondary effects. At least Dark Miasma can skip it because it has so many other awesome powers. Poison? Not so much...
But just to add-- Posion Trap:Awesome!!!!!! -
Quote:There is an initial 8 second mag3 hold upon exploding. It then creates a cloud that pulses a chance for a 4 second mag3 hold and -endurance for 30 seconds while also pulsing -100% recovery for the full 30 seconds (I believe). Procs will check once upon casting and two more times at 10 and 20 seconds respectively. I think the final 30 second mark is not included, but can't test it right now because the blasted training dummies have disappeared in RWZ. They seem to be gone every time I want to use them for testing.Well, my only doubt is if PT is a pulse power like Volcanic Gasses or is it like a Trip Mine (one boom and thats it).
This skill can do a LOT of damage and an insane amount of control when socketed with procs. The best Proc slotting that I can think of is:- 1x [level 50 +++++ Unbreakable Constraint Rech/Hold]
- 1x [level 50 +++++ Unbreakable Constraint Acc/Hold/Rech]
- 1x [Unbreakable Constraint %Chance for Smashing]
- 1x [Armageddon %Chance for Fire]
- 1x [Fury of the Gladiator %Chance for -Resist]
- 1x [Lockdown %Chance for Mag 2 Hold]
I currently use 5x Unbreakable Constraint with the proc and Lockdown %Chance for Mag 2 Hold. It works great, but I am debating weather to sacrifice 10% global recharge and superior hold/recharge/acc numbers to use the above slotting instead.
The average amount of damage that Poison Trap would do against an AV or GM with my socketing above would be 250 points if the procs tic 3 times per cast (1,10,20 seconds) and 318 if they tic 4 times per cast (1, 10, 20, 30 seconds). It also checks to apply a -resistance debuff 3-4 times over the course of its duration. Considering that you spend just one second animating this thing, it basically counts as a 200+ DPA attack against AVs. It can also decimate spawns with the Lockdown proc and all of the damage it does.
Poison Trap is, unfortunately, the only skill in Poison that is truly spectacular. Envenom and Weaken are good, but they just don't function all that well in an AoE-centric game. Venemous Gas is nice on paper, but falls short in actual game play where it's anemic debuff values ruin the risk-versus-reward ratio. Everything else in the set is average (Elixer of Life, Neurotoxic Breath) or significantly below average (Alkaloid, Antidote, Paralytic Poison).