Time is Ruining My Poison! (Poison power Q's)


CelestiaCoH

 

Posted

I think I figured out why my Beam/Poison corruptor is taking such a back seat to my fire-time guy....

Time is incredible. But you can't put time, IMHO, with a very busy set... Fire is so easy to pair up with it, because of so many dots. The Dots work in the background while you're doing your other stuff.

Time does debuff (not as early as poison) but has a great hold (so does poison) a host of slows that again IMHO way better than poison.... And not to mention the second power in Time is this amazing heal that you can fire off BEFORE a battle, and let it trickle heal you as the fight begins.

Towards the end of the power list, Time gives you this great buff for def... it just keeps getting better.

I'm looking at the end of Poison and I don't even remember if these poison powers are any good.... (I had a Ninja/Poison MM up to the 40's that I deleted but I can't remember using the end game poison powers).

So enough is enough... I like the beam rifle, and I want to make it a little funner.... Even after hours and hours of play, I'm not convinced Poison is the best choice, but most of the animations are quick, and it falls in the category of debuff/soft control which helps.

Time, unfortunately, debuffs/buffs (yourself)/Heals!(yourself)/Regen/Rchg... wow. Time is stellar.

So I spoiled myself with time. Time is the crack of corruptor powers. I'm convinced of it.

I intend on posting my Beam Rifle/Poison build shortly. It's hardly 'optimized' but fun is key.... The only thing I'm uncertain of is the final Corruptor version of Poison powers.

Can anyone tell me how Poison Trap and Venemous Gas perform with Beam Rifle. Also what do you recommend for slotting those two (if any?).


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Time IMO is just a well built set
It took Poison being exported to Rupters and Controllers for the Devs to realize the fact that its two ST Debuffs really should be AE debuffs. Or that its Poison Trap was the weaker cousin of Traps
Things I would like to see with Poison
1) Make Alkaloid a Aura Heal from a ST targeted heal
2) Make its Poison Trap a Ranged (Location AE), unlike Traps, you don't have Seekers, and unlike a MM you don't have minions to distract, even devices has its Cloak and smoke to help with deploying its bombs
AND/OR
Make Venomous Gas a Ranged (Location AE, its a great power, BUT, it does encourage being in melee to fully leverage, and its for an AT w/o mez protection. I'm not against Aura Toggles on Rupters or Defenders, but Toggle Auras in other sets, actually work well other powers within the set, where in Poison you have two Cone Debuffs that require being in range, and a toggle aura that requires you to be in melee range,


 

Posted

Poison would really benefit from an aoe blind power and wider splash area for the debuffs.


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