Poison's Poison Trap


daveyj3

 

Posted

So, how is it? I'm 9 levels away from having access to it on my corr, but nobody seems to talk about the new Poison Trap.

A forumite fella said it was still lackluster, drained almost no end, almost never held, but he also said he played it only during beta and there were patches that buffed it later but he didn't test it.

Anyone?

Thanks!


 

Posted

Quote:
Originally Posted by Kioshi View Post
So, how is it? I'm 9 levels away from having access to it on my corr, but nobody seems to talk about the new Poison Trap.

A forumite fella said it was still lackluster, drained almost no end, almost never held, but he also said he played it only during beta and there were patches that buffed it later but he didn't test it.

Anyone?

Thanks!
I'm only lvl 35 so I just got it myself and I only have Basilisk's Gaze Acc/Rech slotted in it...with that out of the way it still takes 1 or two uses of the power before it even drains 1/2 the mobs end...as far as the hold it's pretty solid and reminds me a lot like the Trap version. UNFORTUNATELY I can't test how it performs with procs until I get to lvl 36. I will keep you posted though.



 

Posted

Update: It's accepting procs but they are not firing. I added two procs Energy Manipulator:Chance of Stun and Lockdown: Chance for +2 Hold. I have it also slotted with two lvl 40 Invention: Accuracy IO's.

It held the mob for about 3 to 4 seconds...I think it also slowed them.



 

Posted

Wasnt Poison Trap set equal to /trap poison trap? Thats still a very solid and strong power.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

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Posted

Quote:
Originally Posted by SinergyX_EU View Post
Wasnt Poison Trap set equal to /trap poison trap? Thats still a very solid and strong power.
Not quite. It doesn't have the -regen. Or the choking.


Killjoy - AR/Kin Cor | Grimwind - Dark/Cold Corr
Fallowlord - Plant/Ice Dom | Game Warden - TA/A Def
Thought Police - Mind/Psi Dom | Gammarauder - Rad/Traps

 

Posted

When I asked Synapse about changing the name to Venomous Trap or something similar, he said that it was on region lockdown during the beta, but perhaps they will look at it after Freedom launches. They are not the same power.


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You might know me as FlintEastwood now on Freedom

 

Posted

Hrmm, Thanks for the heads up Jay, also the poison version does make the mob puke.



 

Posted

Poison version:

You can build a Poison Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a highly toxic nerve gas, and any foes in the affected area may be drained of much of their Endurance and quickly Held or begin choking while suffering a minor amount of Toxic damage over time. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate.
The Sleep effect only applies when the Trap is set off. The gas cloud it releases will infrequently drain Endurance from enemies within it, or Hold them as they retch and vomit, for as long as the cloud exists.



And there's this addendum on paragonwiki:



Contrary to the power's description, the Endurance drain effect is weak as well as infrequent. The vomiting effect is not unusually strong like the one in Noxious Gas.



Traps version:


You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected foes regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate.



The Traps version doesn't need acc enhancements according to pwiki (can't check now because I'm on Mac OS X, I have a 50 fire/traps I haven't played in ages) and is the only source of -regen in Traps, the Poison version needs acc and does -recovery. Onmly the /Traps version does -recharge.

Hmm pwiki also says only the traps version allows Hold enhancements, weird. I was gonna play my corr to get him to 35 but I got sidetracked by Pretty Strong, my Brute (yeah you know what the powerset combo is lol)


 

Posted

The only advantage that (Poison) Poison Trap has over (Traps) Poison Trap is the lack of interrupt and one second animation. I love this aspect of the (Poison) version.

That said, while the (Traps) version has an interrupt period and long animation, it also has Seeker Drone to eat the alpha and provide AoE stun and -ToHit as well as FF Generator to protect the caster. This makes the (Traps) Poison Trap very reliable to cast, and well worth the SIGNIFICANTLY superior array of effects that it offers.

I could live with the current version of (Poison) Poison Trap if the set outside of Envenom and Weaken wasn't so inferior. Why the heck does Time have a superior -Heal debuff?? I can understand how Time would have superior -Regen, and it already does, but Poison should have higher -Heal, to name but one disparity between Poison and a top tier support set.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
The only advantage that (Poison) Poison Trap has over (Traps) Poison Trap is the lack of interrupt and one second animation. I love this aspect of the (Poison) version.

That said, while the (Traps) version has an interrupt period and long animation, it also has Seeker Drone to eat the alpha and provide AoE stun and -ToHit as well as FF Generator to protect the caster. This makes the (Traps) Poison Trap very reliable to cast, and well worth the SIGNIFICANTLY superior array of effects that it offers.

I could live with the current version of (Poison) Poison Trap if the set outside of Envenom and Weaken wasn't so inferior. Why the heck does Time have a superior -Heal debuff?? I can understand how Time would have superior -Regen, and it already does, but Poison should have higher -Heal, to name but one disparity between Poison and a top tier support set.
you got those slightly reversed, poison poison trap has the interrupt time (which i think was removed with the revamp) and traps has always had no interrupt

the current stats of poison poison trap are:

1 min base rech time
13 end cost base
1 sec activation time
no interrupt
-100% recovery rate
minor toxic dmg
mag 3 start hold (8 sec base) with 2% chance to hold
1.5% chance for -10% end
(dont know if its autohit)

for the traps posion trap

1.5 min rech base
13 end cost base
2.57 sec activation
no interrupt
-1000% regen
-30% rech
mag 3 (5 sec base) start hold with 2% chance to hold
minor toxic dmg (slightly more than poison poison trap)
(is definitely autohit)

these numbers taken from in game


 

Posted

Thanks for the Number Necrotech. That kinda matches the experience the other guy said from Beta experience:

I tried Poison Trap in the beta and it was still very very meh. The -endurance did basically nothing (kept some even con minions in the gas for its full duration and they still had endurance left at the end). The damage DoT is very weak (maybe 10% off the minion's health by the end). The hold didn't seem to trigger very often (group of 4 minions, I only saw one hold go off - subsequent tests didn't fare much better). Still miles behind the Traps version. I'm definitely skipping this one - making use of the lower unlock for APP/PPPs instead.

The 1.5% chance for -10% end certainly matches his feedback of the trap not sapping anyone, he said it there was a patch later but reading again the rest of his post he didn't actually know if Poison Trap was specifically buffed later, he just said the subsequent patches might have buffed it but he didn't test it later to keep his experience fresh when it hit live.

The -100% recovery may not be that good also, EMP Pulse has -1000% and Drain Psyche from Dominators has -500%, can reach -995% slotted with endmods (Mid's numbers). So I guess it's not enough to stop recovery like these two powers. Power Sink has -100% recovery like the Trap (slotted near -200%, Poison Trap must have the same numbers slotted), but Power Sink also takes -80% end slotted instead of a lousy 1.5% chance for -10% end. Also lightning field ticks every second for -3% end so it can keep mobs sapped on an Elec Armor toon.

Edit: Hmm definitely the initial -100% recovery won't halt anyone, it's the same percentage that Blaster's charged bolts does, like others in electrical blast but blasters use them successively and still need Short Circuit which does massive -end to be able to drain mobs quickly (and it's not that quick, I think only Elec Control really drains everyone pretty fast).

And Julius like he said, Traps never had interrupt, I have a 50 Fire/Traps that I haven't touched since i12 (kinda lost the fun of broken proc-nuke PGT), it never had an interrupt. Only Trip Mine and lolTime Bomb have interrupts in /Traps.


 

Posted

missed a few numbers on traps poison trap so i updated my post, still need to test if poisons poison trap is autohit


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
you got those slightly reversed, poison poison trap has the interrupt time (which i think was removed with the revamp) and traps has always had no interrupt

the current stats of poison poison trap are:

1 min base rech time
13 end cost base
1 sec activation time
no interrupt
-100% recovery rate
minor toxic dmg
mag 3 start hold (8 sec base) with 2% chance to hold
1.5% chance for -10% end
(dont know if its autohit)

for the traps posion trap

1.5 min rech base
13 end cost base
2.57 sec activation
no interrupt
-1000% regen
-30% rech
mag 3 (5 sec base) start hold with 2% chance to hold
minor toxic dmg (slightly more than poison poison trap)
(is definitely autohit)

these numbers taken from in game
Ahh, cool. Thanks for clearing that up.

The (Traps) Poison Trap gets some pretty amazing debuffs for a mere 30 seconds longer recharge. But the (Poison) Poison Trap has great control.

Can't say I understand why Poison has -50% regeneration baked into the set while traps has -1000%. And, since a pseudo pet delivers that debuff, I imagine that it can stack on high recharge builds. That disparity is pretty absurd.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Ahh, cool. Thanks for clearing that up.

The (Traps) Poison Trap gets some pretty amazing debuffs for a mere 30 seconds longer recharge. But the (Poison) Poison Trap has great control.

Can't say I understand why Poison has -50% regeneration baked into the set while traps has -1000%.
Actually Traps' Poison Trap has better control - besides the basically identical hold, which is not anything special on Traps, it has -recharge as well. Also from what Negate said, procs are not firing on Poison's Trap, one great proc for Traps' Trap (ok this trap/poison thing is getting on my nerves) is the lockdown chance for +2 hold because it actually makes Traps' PT hold much better.

But the actual reason people love Trap's PT is the -regen, the hold was never anything great. Plus it's autohit, unlike the Poison one which needs acc enhancements.

IMO the reason it's worse than Traps' is that it used to be a completely garbage power, and usually the devs won't make it a fantastic power. Average one tops.

You made me kinda sad now, I realized even if I managed to stack Envenom 5 times (the -regen from it is stackable) I still will only do half of Lingering Radiation's -regen (-500%) and 1/4 of Trap's PT (-1000%). I was sure that Poison had more -regen than -50%, now I'm reconsidering my secondary lol. -50% sucks, it's the same as Kinetics' Transfusion which is a set that nobody cares about -regen.

I don't remember if PT is stackable (I think it is, haven't played my trapper in ages) but I know Acid Mortar is - so you can stack -20% res from each mortar, plus an extra 20% since it accepts the achiles heel proc.


 

Posted

It's working now guys go crazy!



 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Why the heck does Time have a superior -Heal debuff?? I can understand how Time would have superior -Regen, and it already does, but Poison should have higher -Heal, to name but one disparity between Poison and a top tier support set.
One little thing people don't know about Weaken is that it's a negative Power Boost to the target. This means heals, Endurance drains, Defense buffs/debuffs, mezzes... They're all sliced by 75% for the 30s that the effects are active... in addition to the -ToHit and -Damage that the power is known for.

Show me Time Manipulation doing the inverse equivalent of Power Boost and we'll talk.


 

Posted

How are you folks slotting this power for PvE?


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Yeah I would like to see how Tater does it - he says he loads it with procs but I don't know which ones.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

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).


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Sadly a lot of the procs have really jumped up there in price. This is how I would proc Poison Trap pre-30 to level 40. The Acc and Recharge can be slotted to however you see fit. I just slotted mine that way because I normally wait late in the game before I buy Sets that add to the Global Recharge or Global Acc.


Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Poison Trap: Level 49 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Poison

Villain Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(36), Sciroc-Dam%(36), Acc-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)

This is what I go for when my Global Recharge and Accuracy is decent and my toon is level 50. I still throw Recharge in there because I play my Poison Toon like a Traps toon so I want Poison Trap to be up as soon as possible. You can mix and match however you want but I would STRONGLY suggest the first 4 Procs. With these Procs slotted Poison Trap becomes a Power House. At times Taking out blue/white con minions in one pulse...it gets even more silly when you stack it. The procs only Fire every 10 seconds but believe me it's worth it!
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Poison Trap: Level 49 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Poison

Villain Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: Poison Trap -- Lock-%Hold(A), UbrkCons-Dam%(36), FotG-ResDeb%(36), Armgdn-Dam%(36), G'Wdw-Dam%(37), RechRdx-I(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)

Feel free to critique away.



 

Posted

Quote:
Originally Posted by False_Fiction View Post
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).
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.



Quote:
Originally Posted by False_Fiction View Post
How are you folks slotting this power for PvE?
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).


 

Posted

Julius hit the nail on the head and provided DPA numbers...Thank god for math people like Julius Eh? lol

I was in the same situation as you were Julius and I think I narrowed down to two things to factor in...

1)Primary
2)Style of Play

So what is your toon's build and How do you go about kicking the baddies butt?

Poison Trap is really amazing, It makes the rest of the powers in the set look rather meh'.



 

Posted

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
------------
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!!!!!!


 

Posted

Last I heard, procs were not working in this power. Was that fixed at some point?


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
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
------------
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!!!!!!
Oh yeah, going by your build and your play style I would recommend keeping poison trap the way it is now. Your toon is an incarnate and most things don't stay around long enough to survive HoB and Bullet Rain...now if you fancy playing on lets say +3, +4 I would say go for the Procs but if not, keep Poison Trap the way it is.

Poison needs love...hopefully the devs will come back around to it...but I think it's going to be a long wait...maybe a year or less from now. I'm just basing this on when TA is going to be fixed.

My Toon is a little poor, so I play my Fire/Poison Defensively. I have a feeling when he finishes his incarnate Stuff he will be as aggressive as my Traps toon (except less safe lol but more deadly!) I took the Damage Proc Route over Recharge because I like how Poison Trap Works behind the scenes holding and killing things While I sling forth Fiery DOOM.

@GuyPerfect-They fixed it during the Second I21.5 update? It's only been a few weeks at most.