Michel Frosts Guide to /Poison
Hello and welcome to what may be the first guide devoted to a mastermind secondary power. I chose to write this guide since the mastermind primaries are identical in terms of essential power choices and as such barely worth discussing. Some may debate this point, but when five out of nine of your primary powers are Absolutely Indelibly Require for each and every build, I feel like theres just not that much wiggle room when it comes to power choices. With that out of the way, Ill get to the meat of this guide; poison.
/Poison: An Overview
The poison secondary is an eclectic one. Like all of the mastermind secondaries, it focuses on support that is, buffs, heals and debuffs. Poison is primarily debuff oriented. It boasts 3 single target debuffs (envenom, weaken, paralytic poison), a debuff trap (poison trap), a cone debuff (neurotoxic breath), and a minion-based AoE debuff (Noxious Gas). As far as buffs and heals go, poison has the only single target auto-hit heal (alkaloid), a mutate resurrect (elixir of life), and a status effect cure/resist buff (antidote). Thats six debuffs and 3 support powers. We can safely say that poison is a heavily debuff oriented set, focusing on powerful, single target debuffs, with some AoE eclecticism. Now, on to the powers.
Poison Powers Rundown
1) Alkaloid: This is the required 1st level power, and not a bad one. Alkaloid heals for a rather small sum, but it is the only single target heal available to masterminds. It also has a fast recharge, costs very little and gives a boost to toxic resistance for a while. I use this power both in groups and solo. I wouldve taken it even if Id had a choice.
Overall rating: 8/10
Recommended slotting: 3 heal
2) Envenom: I would go so far as to call this the defining power of the poison set. A single target debuff, it debuffs damage resistance, defense, regen rate, and the lucky recipient will be healed for less. Its relatively inexpensive (13 power), with a longish reload time (12 seconds). This power will noticeably increase the rate at which a mob dies. Its effects stack, so if you fire a second envenom before the first one wears off, it will debuff the target multiplicatively. A must have.
Overall Rating: 10/10
Recommended slotting: 3 accuracy/2 recharge/1 defense debuff (note: you really, really want this to hit so that your other debuffs/pet attacks will have a better chance to hit. You might consider trading out a recharge for another defense debuff)
3) Weaken: Envenoms twin brother, weaken debuffs one lucky mobs damage output, accuracy, and secondary effects, meaning holds, sleeps, disorients, slows, etc. All of these effects will last about half as long when fired from a Weakened mob. This power also comes highly recommended, but you can probably wait on it if need be. Really shines on hard-hitting purple bosses, elites, and AVs/Heroes.
Overall Rating: 9/10
Recommended slotting: 2 accuracy/2 recharge/2 to-hit debuff
4) Neurotoxic Breath: I didnt take this until I respected at 32, and while I dont regret the decision, Breath has been very good to me in the higher levels. The cone is immense-, easily the broadest Ive ever seen, at a good 60 degrees. Affected mobs will be slowed and have their recharge time increased. I dont have numbers on this, but it changed the pace of a battle significantly. I almost always lead with breath, followed by envenom on my attack target. As a final note, this can cause a choking effect on some mobs affected by it. Im not sure if this is a hold or what, but the choking mob cant move or act for about 3 seconds after being affected.
Overall Rating: 7/10 You can get away with skipping this, but I dont recommend it.
Recommended slotting: 2 accuracy/1 range/1 recharge/1 end redux/1 slow (note: Ive yet to find a slotting combo on this as it is not 6 slotted yet. The enhancements listed are just a musing on possible slots)
5) Elixir of Life: Elixir is similar to /rads Mutation power. Its a combat resurrect with a high cost and very short range, but the resurrected player will have increased accuracy, damage, attack speed, and endurance recovery. This is a brutes best friend. When it wears off, it will cause a brief hold effect as the resurrected vomits up the potion. This cannot be used on your pets, and is therefore skippable if you solo a lot.
Overall Rating: 5/10 skippable if you solo
Recommended slotting: 1 recharge redux or 1 end redux or 1 range increase. Not worth more than 1 slot.
6) Antidote: This power will remove status effects and leave the recipient resistant to such effects. I play a Robot MM, and as such my minions are resistant to the more debilitating status effects. This has some use in groups, but I cant recommend it.
Overall Rating: 3/10 Good at what it does, which isnt that much.
Recommended slotting: 1 recharge redux if you get it.
7) Paralytic Poison: A single target hold. Holds are something, in my opinion, that is always welcome. Whether its holding a boss with the help of another hold-toting player, de-toggling a behemoths Temp. Invuln., or just holding a mob still while you gank it, hold is your friend.
Overall Rating: 10/10 How can you go wrong?
Recommended slotting: 2 hold/2 recharge/2 accuracy
8) Poison Trap: The stinker of the set. This ability drops a trip mine-like trap that, upon detonation, releases a cloud of noxious vapors that causes a sleep state in all surrounding enemies (they stand there puking their guts up). It also drains some endurance, and has a chance to hold the mob that triggers the trap. This suffers from 2 detriments. 1) Sleep is not particularly useful, particularly if you use AoE-oriented henchmen like me. 2) Mines are notoriously bad at going off on anything but a totally flat surface. If you plant this on an incline, good luck getting a mob to trigger it
Overall Rating: 3/10
Recommended slotting: 2 acc/1 or 2 recharge
9) Noxious Gas: As far as a final power goes, gas is disappointing. This power is an AoE click targeting a minion that will release a 10 radius cloud that debuffs Acc, Dam, Def, and Res, while carrying a small chance to cause a brief hold. The downsides are: 1) If you dont have pets that engage in melee, it is unlikely that you will have the opportunity to use this power. So robo/merc MMs will get very little play out of this, unless you want to send a minion into the midst of your foes. 2) Its expensive, about a quarter of your power bar 3) it has a long reload, on the order of 5 minutes. This is a power that can be useful, but I found my power-pool choices to have more utility. Id like to hear from a necro/undead MM concerning the viability of this power.
Overall Rating: 5/10 If you actually get this power to work, it can be incredibly devastating, effectively giving an AoE Envenom/Weaken/Paralytic Poison all in one convenient package.
Recommended Slotting: 2 Acc/3 recharge/whatever else
Power Pools
I find poison, despite its low individual power costs, to be a power-hungry pool. As such I took the fitness pool so I could blaze through relentless missions even faster. Fitness also helps with the End. crunch when upgrading your pets at the mission start. In groups and in pvp when youre basically chaining Envenom/Weaken/Breath it can be a life-saver. That being said, its not essential to your damage output and is therefore optional, though recommended.
As is the prevailing trend among MMs, I took the leadership powers of Assault/Tactics. This doesnt mesh with poison in particular, but I recommend it. Tactics sports a resistance to confusion, which can really be a lifesaver when going up against succubi.
Final Thoughts
Poison is a highly offensive, single target-oriented debuffing secondary with a cone-debuff gem in Neurotoxic Breath. It is a useful power set both solo and in groups, and its single target nature means it really shines when killing bosses/elites/AVs. Solo it greatly increases the rate at which you can kill minions, and can turn that purple CoT mage at the missions end into a blind kitten with no legs. Poison is weak in that it doesnt boast many defensive perks other than a heal and a rez, and its AoE debuffs, aside from breath, are situational and dicey at best. Poison is a powerful set best utilized in solo and pvp play.