STamina needed for /Poison?
Its here and there, but I had stamina on my test server event toon and it worked ok. Your travel power also affects the decision somewhat, and whether you concentrate on pvp or pve. for pvp Id recommend it I think. Imo poison doesnt have high end costs as such, but it has a lot of powers you will be spamming or using as soon as you can..
Stamina helps alot with poison. since alkaloid seems to use decent amount of endurance. That combined with leadership+travel power will use up ALOT of endurance, so if you can, stamina would be a good option.
OK. Well its a PvE build, undescided on travel power (probably flight or telepor, both high costs)...
Ok this means I will have to skip 2 poison powers to get my assault + tactics pool. Poison trap is a definite must to drop...
Whats the other one? Elixir of Life looks the tempting to drop, mainly cos all the other look fab...
Suggestions?
Definitely take stamina for poison. As for what to drop, posion trap is first, then propably the res and mez protection, depending on how much you team. If you team a lot, the ST hold might be one to drop.
I usually team to be honest. Looks like a very tough call on the ones to drop
Im inclined towards dropping the rez. The status protection looks far to good to miss. STH is also very handy.
Ok neither of the the 2 chars I ran in the test event or the 1 I have on test have either stamina or leadership and tbh I've never noticed any problems.What I did do is take medicine,stimulant to stack mes protection on my PvP teammates and Aid self to keep myself alive.
I feel you can get away without tactics as the enforcers own seems to work perfectly well, just slot them with 2 tohitbuffs and they just don't miss.As to stamina just include an endrec in your slots and you'll be fine.Oh yes one thing I did was take swift and 3 slot it you'd be surprised how fast you can be with no end cost.Hope that helps,I have to say i found the RV test event very useful for getting a solid thugs/poison build.
TBH I view any defender / troller / MM / Corruptor without at least 1 leadership pool as rather substandard.
I recall once a 6 MM / 1 brute team. All the MM had assault. THe poor brute barely managed to reach the mobs before they had been gunned down by the MM. After that experience, I simply cant do without Assault at the least. If everyone took leadership pools in the game, it would feel like god mode.
[ QUOTE ]
TBH I view any defender / troller / MM / Corruptor without at least 1 leadership pool as rather substandard.
I recall once a 6 MM / 1 brute team. All the MM had assault. THe poor brute barely managed to reach the mobs before they had been gunned down by the MM. After that experience, I simply cant do without Assault at the least. If everyone took leadership pools in the game, it would feel like god mode.
[/ QUOTE ]Thugs get all the leadership powers, and they affect other thugs as well. Besides, leadership is highly overrated.
I agree with max, leadership is not the be all and end all. Besides whatever powers you DO take , something else has to go.
I will say though I've not felt the need for stamina at all on my lvl40 mercs/poison MM.
Leadership is under-rated, until you have a large team with everyone running leadership, at which point I changed my mind - try it!
[ QUOTE ]
Leadership is under-rated, until you have a large team with everyone running leadership, at which point I changed my mind - try it!
[/ QUOTE ]It is good when the whole team has it, true, but not that useful solo or in PuG's.
[ QUOTE ]
TBH I view any defender / troller / MM / Corruptor without at least 1 leadership pool as rather substandard.
I recall once a 6 MM / 1 brute team. All the MM had assault. THe poor brute barely managed to reach the mobs before they had been gunned down by the MM. After that experience, I simply cant do without Assault at the least. If everyone took leadership pools in the game, it would feel like god mode.
[/ QUOTE ]
In a PvE perspective, Leadership is fine on some builds and less needed on others. Don't know much about villains (yet), but at least for controllers, I would only see it as extremely useful on /kins for Tactics (and Assault becomes useless after Fulcrum anyway). On some tight builds such as illusion/empathy, I would certainly not see it as a priority over other available powers.
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Well, in any team of 5+ its hard to beat leadership IMO. Just cos its "invisible" doesnt mean it doesent pack a significant wallop. Even if your damage is slotted up to +100% from enhancements, its a +10% damage to every team member for every attack (as a defender, and using aprox figures).
Can you imagine the esctasy of 8 rad defenders all running assault with Accelerate Metabolism vs enemies with no resistance or defence?
And, Assault only needs 3 slots at most.
Point taken about kinetics however. My kineticist at level 14 had assault. Perhaps I should change it to manuevers at level 32? (Def Taking Tactics as a kinetics). Not that Im a huge fan of manuevers (but then again, 9% defence, or 18% damage/mez/secobdary effect avoidance for whole team....) [please correct my figures im thinking 5% base 3 SO slots] but since damage will be maxed out anyway?
Just to clarify, I was not implying that I didn't like the Leadership pool, and of course, the powers scale nicely so if 5+ on a team have them, they give a fantastic buff (it's just that it probably won't happen very often unless you're on an all-defender team). And I was speaking about controllers, but for defenders I agree they are almost a must-have. The defence buff from Maneuvers is still tiny (less than 5% fully slotted for both defenders and trollers) so I'm not sure I would bother swapping it for Assault (and I never put in more than 1-2 slots in it), just in case you exemp below 32. An all-controller team would probably need them less (as long as there are 1-2 kins with Fulcrum) since (with containment and debuffs) they will be at the damage cap anyway.
PS and sorry for hijacking the thread
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
[ QUOTE ]
Can you imagine the esctasy of 8 rad defenders all running assault with Accelerate Metabolism vs enemies with no resistance or defence?
[/ QUOTE ]8*AM is 240% buff, with 2 SO's in attacks that already caps damage
AM is not perma tho You would need to alternate AM "shifts" and plug the gaps with assault.
So fully slotted manuevers is 5% aprox? Thats not so shabby in issue 7. It effectively means 10% mez/damage/secondary effect mitigation which is pretty helpful.
(Def > Resistance x2)
[ QUOTE ]
AM is not perma tho You would need to alternate AM "shifts" and plug the gaps with assault.
[/ QUOTE ]
You sure when all those people AM each other? Hmm..
Wasnt aware AM has +recharge? mez resistance, speed boost, end boost, damage boost for sure... Are you positive it does +recharge? (That would make it even more absurdly good than it already is!)
[ QUOTE ]
Wasnt aware AM has +recharge? mez resistance, speed boost, end boost, damage boost for sure... Are you positive it does +recharge? (That would make it even more absurdly good than it already is!)
[/ QUOTE ]
Course it does! Very handy for setup times for a MM pre-I7. Still handy for the End boost now
Having become a little bored of my mercs/ff mastermind at the grand old level of 33, Im going to roll a thugs/poison.
Bearing in mind Im not going to get any attacks, but will run assault and tactics, Is stamina needed/helpful?
Im asking because im debating how much end cost the poison set has... and I wont have a whole hill of slots to shimmy shammy around on end reducers...