Madam_Enigma

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  1. Quote:
    Originally Posted by Red Pirate Boggarts View Post
    Hey, all the bickering aside, here's an advise from a tank that had end issues.

    Slot an end reduction into each of your attack powers. I had to do this on my shield tanker or else I'd be bone dry on endurance.

    People might this is hogwash but I find attack chains much more draining than most toggles).
    And it is. My ice/mace tanker will end up with end redux in both toggles and attacks.
  2. Quote:
    Originally Posted by Lonelyshade View Post
    Post Deleted
    Because RESISTANCE powers do not grant DEFENSE debuff resistance. They innately resist -resistance debuffs.

    Maybe you should start thinking about what we're saying instead of disregarding it. The only powers which grant def debuff resistance are personal +def armors. In fact, they are the +def armors from defensive primary/secondary powers. Namely the powers for melee characters.

    Just double checked, and you know what? +def armors gained from PPP don't have def debuff resistance either. So it looks like it's just the ones in defense based armor sets (Ice Armor, SR, Ninjitsu, excreta) that get it. Nothing that grants +def outside of melee based armor sets gets def debuff resistance. So again, why do you think they should make an exception here?

    You want them to add it to the TT: Maneuvers power? Ok, what are you willing to trade to get it? Because that is how the devs work. You want a buff for an archtype that isn't underpreforming, you have to give something up. SoA are potentially very powerful. One of the balancing factors is that they are subject to cascading defense failure.

    The defense armor sets got def debuff resistance long ago due to players proving it was needed. At the time +def armors underpreformed because almost everything could debuff defense. And that was their only form of damage mitigation.

    SoA can (depending on type) soft cap defense with reletive ease, have strong control abilities, and/or have damage resistance to back up their defense. Interestingly, Willpower doesn't get def debuff resistance either. And it too combines defense and resistance. Don't take my word for it though, check for yourself.

    As for where I get my 'out of date' numbers... I have my defense values monitored IN REAL TIME while playing my SoA. I also monitor my resistance, endurance usage, endurance recovery, run speed, current infamy, debt, and xp to next level.

    So here are some of those 'out of date' numbers you don't like. A small luck gives +12.5% defense. It is not 12.5% of your current defense. It is ADDED directly to your current defense. Got that? So just using small lucks here are my 'out of date' defense values:


    Ranged (no insps): 27.33
    Ranged (1 small luck) 39.83
    Ranged (2 small lucks) 52.33

    Everything Else (no insps) 15.63
    Everything Else (1 small luck) 28.13
    Everything Else (2 small insps) 40.63

    At 30% defense you avoid most attacks. This is the 'baseline' defense for a super reflexes scrapper using a +3 SO enhanced set of powers. At 40% defense you rarely get hit. At 45% or more defense you only get hit once in a blue moon. Enemies will miss you 95 times out of 100 swings.

    My endurance usage is as follows:
    Endurance Recovery: 2.60%/sec
    End Usage: 0.83%/sec (0.59%/sec if I turn off Tough)

    And that's my huntsman build. The one that uses the most end/sec. For my crab spider build, use the 0.59/sec value.

    And many people around here can tell you exactly how to soft cap those defenses. You could be running around with 45% defense to pretty much anything that matters.

    Wait, you claim you need an AV/EB to risk death, but your complaining about how your SoA needs buffs because they are horribly weak defensivly and do low damage?! Are you even reading what you write?
  3. Quote:
    Originally Posted by Lonelyshade View Post
    Hello those are old numbers :P , at 30% they still hit for 25% chance !!!
    Go watch your combat logs and be uptodate please !!!

    If you have - to hit debuff on target then the numbers change but why am i telling stuff to people who are too lazy to watch there own combat logs .
    Yeah, why are you talking if your too lazy to pay attention to your combat logs?

    Defense soft caps at 45%. At that point an even level minion through boss has a 5% chance to hit you. And an even level AV/EB has a 7.5% chance to hit you.

    A single luck gives my SoA over 45% or so defense to Ranged, and about 30% defense to everything else. A medium luck gives me over 45% defense to everything, including psi. I tend to stockpile medium lucks just for EB fights.

    I monitor my defense values at all times on my SoA. Enemies that use a lot of def debuffs (Cim traitors for example) might negate the defense from my leadership for a bit. But rarely long enough to matter. If I grow concerned about it, I eat a single luck. Or better yet I stop standing around, and actually defeat the mob debuffing my defense.

    You do realize dead mobs don't debuff or deal damage right? And if you have trouble with a specific Elite Boss, then forming a team to beat it down isn't a sin. Most of them I can handle easily enough. I needed help for Kalinda due to her psi damage completely bypassing my resistances. I needed help for Silver Mantis because her heals and using a MoG version that leaves her current health total alone meant I ran out of inspirations by the time I got her down to 1/4 health the second time.

    The damage levels of SoA isn't a problem, with or without Assault. Nor is the defense levels. Some mobs will just plain be your foil. It happens. With Madam Enigma (level 50 claw/sr scrapper) I try to avoid fighting ruulu (or however it's spelled). Most of them aren't so bad, but the overseers (the eyeballs) can hit me through 120% defense with a 95% chance to hit. I can beat them, just don't like fighting them.

    Masterminds tend to get ripped apart by anything that uses a lot of aoe (especially burn patches).

    Blasters get chewed up by high damage melee mobs.

    Kelds have a specific enemy group that shows up in every single mission that can lay some serious hurt on an unwary keld.\

    Controllers and Doms have trouble with Elite Bosses, Archvillains, and anything that is resistant to mez.

    any melee char will have a specific type of foe their weak to. Usually it's psi, sometimes something like fire or neg energy though.

    But you think that SoA deserve to be the one AT without a weakness. Aint gonna happen. Ever.
  4. Quote:
    Originally Posted by Lonelyshade View Post
    Post Deleted
    No, you are acting like one. Defense debuff resistance would be nice, but they wont give it to SoA. If they did, they would have to add def debuff resistance to EVERY pool power which grants defense. which they would have done a long ago when they gave it to Super Reflexes, Ice Armor, and other defense based armor sets.

    Let me explain it this way: You want TT: M to give def debuff resistance. Your treating it like an armor. It's not, it's a team buff. Force Field's bubbles don't have def debuff resistance either. Why don't you try making a case for that. Luck inspirations don't have def debuff resistance either. You'd better start lobbying to have it added to them too. Stealth has no def debuff resistance. Neither does Hover or Combat Jumping. Diddo Weave and Leadership: maneuvers. Force Field Generator doesn't have it either. Nor do set bonuses that grant defense.

    Every single defensive ability in this game has holes in their coverage.. What makes you think that SoA should be an exception to that?
  5. Quote:
    Originally Posted by Lonelyshade View Post
    You are not even know what is designed about what .
    We have so many change in designs oh guess what defenders got a damage buff for soloing !!!
    Tanks gotten a damage buff in most powers that were too low .
    Oh hurray your philosphy dont fly !!!


    Here is the picture of MMO people come in here alone . and want to level .
    Oh 20 they unlock a VEAT , hurray lets try it out .
    Eh i dont understand why i am taking TTM cause everybody out there makes it go down to 0 (cause maybe they didn´t slot it properly )
    Why am i running it anyway every gun shot (woot there are tons at lower levels and 40+)
    reduces it to 0 , why am i paying 0.21 (slotted if they do know that) 0.16 endurance for it ?

    Ha this is the reason why people skip TTM, not cause its the highest value DEF around 10% . But cause when leveling it doesn´t provide much with all those stupid def debuffs on all mobs .

    She hovers around complete safety blasting crap out of stuff , where did i hear those ******** stories again >.<
    She teams 100% and cry for mommy when its a end of a arc for help .
    Or put it on -1 godsake go tell your stories to kiddies who says WAUW
    Am a vet player here who saw too much already .

    Man if you have gotten 30 with the ARC from aran , you would have known how hard BABS EB version hit , thats with me being 22% def and 30% resistance unbuffed .
    LoL cant imagine what positron would do to my poor crabby .
    Jaded player is jaded!

    Seriously, it's no where near as bad as you claim. I run on -1/x4 for the extra experience. I could easily run +2/x2 or +1/x3. In fact, I was running that last one for a while. And the only time I've had problems with def debuffs was in Cim and fighting Silver Mantis.

    Did you know a single small luck gives you soft capped ranged defense, and around 30% melee/aoe defense? Or that a single medium luck soft caps those defenses too? No need to OD on lucks. Carry a stock for the really tough fights, just like anyone else would. And I didn't just get to 30 on my SoA. I'm at level 40 so far. Endurance isn't really an issue outside of EB fights. But then during those endurance is usually an issue. Defense and Resistance levels aren't really a problem either, unless dealing with an EB either. Then again, I need to stock up on inspirations for an EB fight no matter what character I play. And most of them require eating 3 or 4 lucks at a time to get the same level of protection my SoA gets with one.
  6. I'd love that idea... but sadly they probably wont use it.
  7. Quote:
    Originally Posted by Lonelyshade View Post
    Always the same story >.<

    IF you dont click and just make a bot and just chat while playing you will never have endurance problems with any build godsake even forget about taking stamina .
    If you team always you will never know how hard DAMN BABS Elite boss version hit :P
    (babs you are a cheater your EB version costed me full tray of big inspiration)

    Go kill a Elite Boss or try to do a 15 min mission with your build solo .
    FAIL !!!!
    So that issue solved , new generation of players like to click !!
    Dont like to rest , like to do hardstuff , they wont want slow pace AFK action then put on auto follow , if i want that i can use my 2nd account to bot my 2nd character .

    Now each there own play style , i am saying this from fast solo perspectief .
    Damage is too low is ok its fair , but the endurance is killing me that i have to slot my inspiration setup with atleast 3 blues to not lose speed .
    Funny, I ran some repeatable missions in Cim the other day with a crab spider build. The fifteen minute timed missions were a cake walk (and those mobs love their def debuffs). Switched to my huntsman build (which at the time had no real resistances) and said mission was finished even faster, with fewer endurance recovery pauses.

    And if your afraid to use Rest, I'm not sure what to say. It recharges fast enough these days, it's Okay to use it. Especially when solo.

    And I don't know anyone who 'afk fights'.
  8. Quote:
    Originally Posted by Lonelyshade View Post
    Always the same story >.<

    IF you dont click and just make a bot and just chat while playing you will never have endurance problems with any build godsake even forget about taking stamina .
    If you team always you will never know how hard DAMN BABS Elite boss version hit :P
    (babs you are a cheater your EB version costed me full tray of big inspiration)

    Go kill a Elite Boss or try to do a 15 min mission with your build solo .
    FAIL !!!!
    So that issue solved , new generation of players like to click !!
    Dont like to rest , like to do hardstuff , they wont want slow pace AFK action then put on auto follow , if i want that i can use my 2nd account to bot my 2nd character .

    Now each there own play style , i am saying this from fast solo perspectief .
    Damage is too low is ok its fair , but the endurance is killing me that i have to slot my inspiration setup with atleast 3 blues to not lose speed .
    Actually, I find that having to use blue insperations during EB fights is pretty standard. And the wolf spider tree IMO is better suited to fighting a good number of EB's then crab spider tree. My EB loadout of inspirations depends on character. For some it's heavy on Lucks. Some are heavy on Respites. Some heavy on CaBs. And others have a mix.

    You want to see endurance issues? Run a DM/DA scrapper or brute. Even with stamina you'll find you need a full tray of catch breaths... for minion fights.
  9. Endurance issues? Uhm... I have a huntsman style build at 40 which has all three of the Tactical Training toggles, Fortification, and Tough. When I have all that running it's 80/sec or so endurance. Only 60/sec or so without tough. Compare that to my end recovery of 2.8/sec and I get plenty of end recovery. And I only put one end redux in each toggle.

    As for the low single target damage... Running on -1/x4 with bosses, I have no problems. As a crab spider I have some good aoe damage, and better single target damage. Or with my second build I destroy all but the boss with 3 attacks (4 if you include the wide area web grenade)

    But yeah, def debuffs are a pain. But then, outside of +def armor toggles nothing gets def debuff resistance.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    Agreed! I'm sorry if I came across sounding like my build is better. Hardly the case at all!

    It was not my intent, I was just bringing to the front where our difference in opinion probably started.
    You didn't. I was just pointing out for the newbies to kelds reading this that it was just one option of many. As is how I slotted. For example, most love the little fluff balls of doom and try getting as many as possible. I found them meh. Some love quasar, but I found it to suck. Sure the damage is nice if double mired. But I decided I'm gonna drop it in a respec. It didn't do enough damage to me to be worth the crash. And if it did kill everything, I'd have killed everything just as easily with nova form and without the crash.
  11. I have never had a problem with names actually changing. I have had minor annoyances of them being rearranged in the pet window though. And villain side, I play masterminds almost exclusively.

    Actually, playtesting my demon mastermind proved it also. Using all the first 5 pets, I set up pet target binds using the generic demon names (since they are unique among each other). And I found that the order they appeared in the window would change if I had to do a partial resummon sometimes. The only reason that's an annoyance is because of my bind setup.

    I normally use the same six keys for pet selection. So when they change position it can mess me up. I'll have it set up for example to target Flames McGee when I press PageUp. But when he's the 1st tier one in the window instead of the 3rd one, I might hit the wrong key to heal him. I'll be so use to the normal window order, I'll hit Delete to try healing him (which is used to target 4th Street Boyz). My binds still work to target the correct pet. I just get messed up because their order in the window is different then I'm use to.
  12. Quote:
    Originally Posted by Energizing_Ion View Post
    I really like the new changes with the MMs. The pets zoning with you along with the AoE buffs is nice; however, it could always be 'better'.

    I'd like to see that change to where the endurance cost is based off of how many of your pets are getting buffed/upgraded.

    If not that, I wouldn't be opposed to having 2 separate powers: 1 being a single-target upgrade/buff and the other the AoE upgrade/buff. Although saying that, if they do that, they'd have to make the upgrade powers have a really fast recharge time. Having 2 "extra" powers...no extra enhancement slots to go around....so...*shrugs* something to think about.
    Ironically I ended up creating a pet dismiss bind which I use before entering every mission. That way I don't have to worry about my henchmen going "Wee! an elevator! Let's ride it up and down all day!"
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    This is our disconnect right here. I have most of the dwarf powers five slotted, mire is six. Nova looks very similar. It's likely that I spend much less time in human form than you do.

    I occasionally Gravity Well a pesky enemy or Gravatic Emanation a group, rarely I end up using an Unchain Essence, but usually, the only time I spend in human is to eclipse, mire, summon a fluffy and stygian circle.

    As such, there's a lot of human form powers I won't get to use, so they might as well be set mules.
    And that's your choice. Kelds can fit a wide range of play styles.
  14. me, I wont tell them they must take it. I'll ask why they didn't, and explain the benefits. If they don't take it then, their loss. Heck, I met a mastermind who at level 40 hadn't taken either pet upgrade power, and had no plans to take them either. I explained what they did, and he said he hadn't realized they gave additional attacks to his henchmen. He just saw the end costs and thought them useless.
  15. Quote:
    Originally Posted by Derangedpolygot View Post
    Mine is.

    Well, usually, because I have the OP's issue with the names swapping between my tier 1 thugs.
    The name of the pet doesn't swap. The pet's position in the window might change, but if your arsonist is normally named "Jake", and the other thugs are "Mike" and "Phil" then Jake will always be the arsonist, no matter where Jake appears in the pet window. If Mike and Jake both die, and when summoned Mike is at the bottom with Jake at the top, it's still naming the proper pet each name. Their position in the pet window is all that changed. While it's annoying, it's nothing to worry about. Your pets aren't name swapping. Just position changing in the pet window.

    For example with my thug mastermind the pet window normally looks like this:

    Bruiser: Big Joe
    Enforcer 1: The Specialist
    Enforcer 2: The Operative
    Thug 1: 4th Street Boyz
    Thug 2: 5th Street Boyz
    Arsonist: Flames McGee

    Sometimes when a pet dies from tier 1 or tier 2 it might look like this after I resummon:

    Bruiser: Big Joe
    Enforcer 2: The Operative
    Enforcer 1: The Specialist
    Arsonist: Flames McGee
    Thug 1: 4th Street Boyz
    Thug 2: 5th Street Boyz.

    How do I know that is what is happening? Because 5th Street Boyz and Operative didn't die, and are hurt. And when I go to target Flames McGee it is always the arsonist. When I go to target 4th Street Boyz it is the generic thug I just resummoned. Not an arsonist, or the thug which had previously survived.
  16. One of my stories takes place on my tri-form warshade. It wasnt complete scrapper lock though. I retained enough situational awareness to switch roles for what the team needed at the moment. Namely dwarf if the tank went down, or human if the controller went down. But anyway. This is at level 32, so I'd just gotten unchain essence. Anyway, onto the story.

    I'm happily teleporting into the middle of large spawns in dwarf form to eat the alpha, then using black dwarf mire. I frequently follow up by dropping to human form for a sunless mire and finish off with nova form AE. Sometimes I instead use human form blasts to kill one mob, then hit unchain essence. I'd previously warned the empath on the team I don't need healing unless in the red or enemies aren't dying fast. Didn't realize that our empath was the team leader. Or that they were a 'pure' empath gimpfender.

    After a while our tanker goes down as he racing me into the next group of enemies. I imediately drop to human form, turn on inky aspect and TP into that group. Once the horde of minions were stunned I switched to dwarf and began taunting and rotating which enemy I smack around. You know, standard tanking tactics. Still not really paying attention. I only saw our tanker die cause he was in my field of view.

    After that me and the tanker started to race from enemy group to enemy group, seeing who could reach them first. At some point the controller thought it was a brilliant idea to try tanking too. And face planted faster then the overweight kid in Willy Wonka and the Chocolate Factory fell in the chocolate river. I drop to human form and start to mez everything we find. And through all this I not once called out the voids and quantum gunners. I'd also ran off once to solo a cyst that spawned before the team noticed it.

    With the cyst gone I hit rest (no enemies around to fuel Stygian Circle). While recovering endurance I glance at my chat window, and see that our blasters, scrappers, and controller have been chewing me out for stealing their roles in the team. With the next group I once more annihilate everything, then heal to full health/endurance from the corpses.

    Aaaaand.... then I find myself loading. I'd been booted from the team. I sent the team leader a PM, and he told me he'd had enough of my stealing everyone else's job on the team. And that my stealing HIS job of healing was the last straw. As I sat there scratching my head over that, I decide to get something to eat.

    As I ate some supper I saw the team run back to the mission 3 or 4 times. Finally the tanker zoned out of the mission, alone. He PMed me and said he'd just quit the team. After I'd been booted the party kept getting wiped out on what had previously been 'easy' fights. And the team leader was blaming the tanker for that.

    That was also when I found out the gimpath team leader's personal battle tactics turned out to be "healing aura on auto, only heal the tank cause only the tank should be taking damage".
  17. Heh, you never fought a /poison have you? In two debuffs I nuke your ability to be healed, your regen rate, AND your ability to heal. Plus to-hit, damage, resistance, and defense. And about any defense debuff resistance you might have? I'm also debuffing your ability to grant defense buffs to begin with. Not to mention any controls you might have are reduced to 0.25% power.

    Put it this way, when I fight a /poison AV in architect on Madam Enigma, I worry. If envenom hits, even with a 3 slotted for defense Elude, I'm *maybe* getting 15% defense before the def debuff is applied.

    There's a reason regen scrappers feared Madam Enigma. I once saw a regen scrapper hit Reconstruction after I debuffed them, and it healed for only 25 points at level 50. Dull Pain also proved less then useful. And instant healing? It was a joke after my debuffs. Ok, MoG was annoying. But still not helpful.
  18. Quote:
    Originally Posted by Smiling_Joe View Post
    This. And I'll extend that to any tank that hangs back without warning and lets a team run in to make a point about how important he/she is to their survival.
    Dude, I remember trying to tank outcasts and clockwork on a level 12 ice/mace tank. They bypassed my defenses like they weren't there. In fact, my defenses didn't exist for clockwork. AND YET I TANKED THEM! I would charge in first, and I would keep aggro on myself. I knew I couldn't kill anything, but I kept aggro on myself. I faceplanted about 15 times a mission, and I kept aggro on myself. Even when the dark armor scrapper on the team told me to let him tank, I kept everything attacking me. When I'm playing a tank, it's professional pride to tank no matter how useless my defenses are.

    Micro Madness is there so the squishies don't get hit. He does his job, even if he can't protect himself.
  19. Or a good way to think of it is this: Resistance debuffs will always let you do that percentage more damage.

    If your attack was doing 100 damage before the resistance debuff of 20%, with the resistance debuff you will do 120 damage. Because you will do 20% more damage. If your attack was doing 55 damage before the debuff, you do 66 damage after it.

    In PvP this as I understand it -damage effects gets even weirder.

    Let's say player A has a fire attack which does 100 damage, and 50% resistance to fire damage. You would think your -30% damage debuff will reduce his damage to 85. However your debuffing his damage BEFORE enhancements are applied. Someone correct me if my math is wrong here please. Let us assume this hypothetical player has slotted for +95% damage.

    For his attack to do 100 damage he I think would have roughly 50 damage base. This is actually off by a few points according to my calculator, but I'll use it for illistration. First multiply 50 by 0.85 to determine the unenhanced damage after the debuff. This gives roughly 42.5 damage base. Then multiply the new base by 1.95 to determine the enhanced damage. My math says this is 82.875.


    Again, I could have the math horribly wrong. Someone correct me if I do please. Keep in mind my math is going to be off by a few points to begin with. 50*1.95 isn't an even 100. It actually comes to 97.5 thus my example isn't 100% accurate to begin with. Again, if I did horribly mess up the calculations, someone correct me.
  20. Yeah, that is the beauty of them. Their versatile enough to fit a wide range of playstyles. My usual playstyle is miring nova blast platform. In teams, I adjust play style for what the team need. Personally, I'm gonna respec out of quasar. The end crash does *not* fit my play style in the least. Unchain essence though, I love it. And I didn't really find essence extraction as 'must have' as others when I had it.
  21. Quote:
    Originally Posted by FightingCanadian View Post
    I just want to post what I'd like to do with the only MM I have. I have a Ninja MM and I'd just really like to be able to design my ninja henchmen with the given robe/martial arts costume pieces that have been added since MM's first came out. I dont want to make them women to be a pimp, I dont want to make them 3 feet tall...I just want to make each one look unique enough so that my henchmen dont look like twins, and dont look like your Ninja Henchmen. That is my one problem with this very unique powerset...if I'm a ninja MM and you are a Ninja MM, the suspension of disbelief is shatterd when your henchmen look exactly like mine.
    FightingCanadian, I do understand your point. And I agree that henchman customization would be great. I doubt we'll ever get it though. and for your ninja...

    Yes, your ninja should look so very different then any other ninja. Because a ninjitsu outfit is so unlike any other ninjitsu outfit. Traditionally they should be black (night ops) or white (winter ops). And they should all look different because a ninja's true advantage is that they are indistinguishable from anyone else. The ninja garb we traditionally think of is designed for stealth and keeping one's identity secret after all.

    Granted, it's more likely if you saw a real ninja, you'd not know it.
  22. My build underslots Dwarf Form, but then I only really use it for tanking and soloing freakshow tanks. I slotted up human form attacks though, because on some teams I spend more time in human form acting as a blasting controller. My current respec build messed up though. I took the first blast too, forgetting I had originally respeced out of it for a reason. I find that while I'd rather use nova form blasts, sometimes the human form blasts can be effective too. Especially when inky aspect is keeping the team alive.
  23. Hmm, test server? Then uhm.. Poison Bloom, level 50 Ninja/Poison mastermind. Will need to know when though. I plan on partying down on the 28th with the devs.
  24. if heavily slotted with IO sets, your right. You don't really need CT:O. But then at that point you don't really need Tactics either do you? But until you've got that perfectly IOed out build, CT:O can help out with a slot crunch. For a crab spider at least, you have a lot of powers which want slots. At least 3 added slots to many of them. Some can use six slots. As such, anything to create slotting wiggle room can help out.

    Between TT: Tactics and CT: Offensive you can hit a +3 minion roughly 86% of the time. Or at least I do. And that lets me get away with only 3 slotting attacks till I have excess slots. now at level 40 I'm having the extra slots to start putting a fourth one in attacks. however I wont have too many extra slots really. I plan on getting Serum, Frag Grenade, and the two pet powers. Frag Grenade will probably be 4 slotted. Serum and the pet powers will likely get six slotted. Anything extra will go towards a 4th slot in attacks. That way I can slot 4 enhancement sets in attacks.

    But then, I didn't ignore the passive +resist powers. I 3 slotted them for resistance. I also 4 slotted CT: Defensive. 3 Def Buff enhancements, and a unique KB Protection enhancement. If I get an extra slot I may try getting one from a resist set too (if I can).

    But then, I don't plan my builds around set enhancements usually. I plan any set enhancements around what I can slot after my build's finished.
  25. Madam_Enigma

    Poison Trap

    Quote:
    Originally Posted by Von_Doom View Post
    Well the I guess I wont be using poison again. Ty for the help.
    It has situations where it's handy *coughambushingghostwidowduringpatronarccough*. However the situations are so few and far between, it's a waste of a power choice. If it's a choice of Poison Trap or a 'for fun' power, either can be used as a for fun power. Although... Elixir of Life (on a solo mainly build) is more useful.