Antidote on /poison troller?
Far from necessary. If I have an extra slot I'll take a power like this. I tend to use it more reactionary than preventative, because yeah the need for status protection buffs doesn't seem "mandatory" in the majority of content.
I'll usually set up some kind of bind/macro that reminds the team to push (insert name of) button, usually Help! if they get mezzed.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I doubt you'll see yourself kicked off of a team for lacking antidote, in part because I doubt it's likely that /poison will be popular enough that people will know to expect it. I think it's something that is optional, but desired, especially in the case of stun-happy villain groups and situations where incarnate abilities like Clarion won't come into play such as WTFs.
Personally, my earth/poison is skipping both antidote and elixir of life on his main build, but I'm also making a second build with both powers in the event that they're needed. That way, I get the freedom of a few extra power picks and enhancement slots to go to more damage (because Earth/ needs it!) but also the ability to bring a more team-supporting build if it's needed.
My story arcs: #2370- Noah Reborn, #18672- The Clockwork War, #31490- Easy Money
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Off Topic: Like I said on the beta Forums Earth/Poison looks pretty solid...with Achieles Hell Proc and Fury of the Gladiator one could get up to -140% Resistance on foes...well if the procs in poison was firing properly.
Are they not proc'ing properly?
I haven't checked if my procs were working... perhaps I should.
Malakim
-Playing since COH beta and still love the game!
For Poison in general, if you are heavily reliant on your pets and don't intend to take Tactics, you might consider taking it or having an alternate build with it just to deal with confusions. It's rare but Succubi, Lilitu and some of the new critters use confusion and that can be disastrous for pet users, especially MMs.
Plant/Poison however isn't very pet-centric.
Arc #40529 : The Furies of the Earth
Poison Trap is not proc'ing properly at all and We're still a little Unsure about Venomous Gas. I believe the procs are working in Envenom though.
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My character is only at level 33 now so I haven't tried poison trap or venomous gas. I'm going to try putting FotGladiator proc in the latter when I can. I'll have to start saving up my INF now!
Malakim
-Playing since COH beta and still love the game!
For Poison in general, if you are heavily reliant on your pets and don't intend to take Tactics, you might consider taking it or having an alternate build with it just to deal with confusions. It's rare but Succubi, Lilitu and some of the new critters use confusion and that can be disastrous for pet users, especially MMs.
Plant/Poison however isn't very pet-centric. |
I'd hate to add another toggle to my build though... indeed I was considering of dropping leadership altogether save for assault as the damage gained individually or team wide is often worth it.
The alternative though is to hold the Succubi first, which is often what I do against the CoT.
Malakim
-Playing since COH beta and still love the game!
Regarding the OP I think it's skippable, but it is nice to have. I tend to take the anti-mez powers in sets that have them, but their durations are so short they're just not practical to use proactively. That leaves them to be used mostly just if someone calls out or if you happen to notice that someone is mezzed. I will occasionally use them proactively on another squishy using offensive toggles in a mez-heavy environment, just to keep those toggles from getting shut down.
For level 50 content anyone who needs mez protection probably has Clarion already. That just leaves exemplaring as a possible source of use for anti-mez powers. I think it's easy to justify skipping if you have another useful power you'd rather take.
One other thing; it can take resistance sets so you can use it to slot those for the set bonuses/steadfast -kb/etc without having to take resistance based armor later.
Arc #40529 : The Furies of the Earth
I totally consider Antidote skippable and don't expect Poison characters I play with to have it. Its pretty active, generally you're pretty busy doing other things that I think are more important than protecting some of the team from mezzes. I never gave it a second thought on my mastermind. Trollers also tend to be pretty active.
_Victory_
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One other thing; it can take resistance sets so you can use it to slot those for the set bonuses/steadfast -kb/etc without having to take resistance based armor later.
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There were a couple times in game where my rez was down and I had to revive a team mate with an inspiration. Those were the times that I wished I had antidote to remove that effect, but its certainly been rare.
Malakim
-Playing since COH beta and still love the game!
Back in the day, powers that undid status effects, like clear mind, were a necessity.
I'm now leveling up a plant/poison controller (and loving it). So far, I'm not taking antidote to protect my team from mezzes. People now a days don't seem to need it as badly as they once did.
Am I completely off base here? Is antidote skippable? Or will somewhere down the line I'm going to get booted off a team because I didn't get this important signature power?
Malakim
-Playing since COH beta and still love the game!