Any Word On Poison getting Fixed?
That's good news about Venemous Gas. Unfortunately, I play a few beam characters now (yes I am that crazy) and it just may not suit the character.
Wait a second... I just rechecked the numbers. Apparently Venemous gas is... 70 Feet? Is this true? This -could- make it worth while? I still think trap is buggered and apparently not handled by the patch in any way. For the sake of this thread, I re-slotted Poison Trap and could not see any appreciable difference with any enhancements in it. Honest, I could not tell the difference. I started to think perhaps I am placing poison trap too far from my enemies/fight area... but unfortunately at higher levels AOE's wack the device almost instaneously.... It's useless. I don't mean to be derogatory but if Poison Trap is working as intended, it isn't very useful... expecially for a Tier 8. Unfortunately I am running out of Vet-specs. I am going to post my build for 21.5.... see what you guys think. |
I still say Trap's pretty useful, though I have to admit that the stun procs I mentioned happen only *very* rarely, and I did some checking and what I *thought* were the Lockdown procs were actually native PT holds, so I'm just full of 'I don't know' about that. The stuns definitely do happen, though.
Even so, it holds every non-boss in range (though yeah, it looks like the hold isn't enhanceable, even though endurance, recharge, etc) and periodically applies holds to things after that. Not amazing, and it's no PGT, but definitely a gamechanger for my Corr.
Ah crap... there goes that idea. lol
What was I thinking...? It is actually 15 feet.
On the poison trap, how do you use it? I find I seem to place it too far and it has no effect, or it is too close the action and it gets destroyed almost instantly.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Yeah like Brick said...I also like to just lay two down for good measure and aggro the mob then run to where the trap is...but I have to /Trap toons so I'm kinda set in my ways.
It's ok Brick, I hope they fix the power!
I do think it's funny that the posters that were making fun of Elektro for bringing up the bugs are now silent.






Mastermind has the time to debuff one by one but the set is terrible for MM because the debuff is not good enough to protect all 6 pets and it costs a lot of endurance.
2. Neurotoxic is an ok aoe control. It just needs to take Hold Sets.
3. Poison hold is slow and has no secondary effect.
4. 3 powers are for ally-only. I honestly don't think people think of /Poison as a "Buff Set" but it has 3 powers that are very "buff/healer" like. Speaking about healing, the green ball travels too slow. It has should have a Splash effect as well.
5. Poison Trap has been improved a lot. The old version is beyond terrible. It used to have 4s casting time, 4s INTERRUPT time and it used to only cause Sleep and some endurance drain. The endurance drain is terrible for Mastermind because none of the pets really drain endurance so there's really nothing to stack with. Endurance Drain is ALL OR NOTHING. You either drain the target dry and keep it that way or don't bother with draining at all.
The current version is ok. I just don't like the constant low DoT damage because those DoT damage do draw aggro to you and DoT messes with Sleep power. I thought about Elec/Poison Troller but the dot ruined it.
6. And lastly, Venomous Gas. It is a neat power but its pbaoe doesn't fit well with Corr who has many cone attacks and lack aoe control to go in. It used to cost A LOT of endurance too. The debuff values are ok. Put -resistance aside, Time's Time Juncture can easily compete with VG. Time Juncture, a tier 3 power, has 25' radius (VG only has 15'), debuff Tohit more and Damage more. Both toggles cost the same endurance. Yes, I do know Time Juncture is more defensive while Venomous Gas is more offensive but VG's radius is smaller and it costs the same endurance. VG should cost less or have larger radius.
7. Visually UNIMPRESSIVE. People probably can't tell what you spit out.
Overall, I am not surprised that people find /Poison subpar. It has always been a very subpar set on MM and its weakness is even more enlarged in Corr who can't handle /Poison's weaknesses.
Oh, one more note, I used to think /Poison has very good -Regen but the numbers just don't add up. I used to think Envenom debuff -Regen by base 500%?? But it is only listed as 50% and 25%? I don't know why two numbers but even if you can stack -regen, it is still weaker than /Cold and /Thermal. So if you plan on soloing AV with /Poison, good luck. You probably have a much better experience with /Cold Domination and /Rad.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
In a good team you really are rolling every spawn in a matter of seconds so unless the buff/debuff set contributes to this then it's .. well... not what makes the team good.
Why spend almost 3 seconds breathing on people when they are practically dead by the time the animation is over?
The best sets either prebuff everyone so they don't waste time in combat doing their business or they have one or two "go to" moves that affect wide areas with considerable power behind them. Poison was once considered the "AV killer" but the other sets are very proficient at this anyway and AVs are even more soloable nowadays than ever before.
Poison was once considered the "AV killer" but the other sets are very proficient at this anyway and AVs are even more soloable nowadays than ever before.
|
Now the real good AV Killer is /Cold and /Rad.
I also heard that /Poison had one of the best -Regen debuff but I am not seeing it. Is the in-game value wrong? I only see 50% and 25%. And are they even stackable?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
You'll have 15% Resistance debuff from Splash and if you use Envenom again on the main target, he'll get another 30% Resistance debuff, which will result in 45%.
/Poison really sounds NICE on paper but I just don't think it's very practical because it's too active and just like some of you said, on a good team, the other sets AoE debuffs will take care of it.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
the sad part here, is that Poison has been improved, and many of the same problems people have mentioned since it has been ported, was even worse when it was MM only.
Here's what I would like to see,
1) Its heal converted into a aura heal
2) its tier 2 & 3 debuffs cones' increased as to hit more foes, or made it into targeted AE debuffs
3) Poison trap made identical to Traps
4) its tier 9 made into a location based AE with a decent recharge
See... as far as I understand... Poison is supposed to be a strong ST debuff set... Which it is. It got buffed recently to alolow for a little AoE, but it's primary design is still a ST debuff.
So, seems to me to be WAI. [Troll] And it seems the cries of "Buff Poison" are "Wah!" [/troll] |
http://s305.photobucket.com/albums/n...stumes%202011/
If it is a ST based debuff, will it be a deadly choice on a Mind/Poison/Fire Controller?
|
I do know well into my incarnate experience I am actually 'wanted' on teams doing incarnate trials. I turn into debuffer extrodinaire, hitting the AV's/Elite Bosses. Combining my proc loaded debuffs on top of the -reg of Beam Rifle.
It's been refreshing, because to be frank, a lot of low end content doesn't truly help as much as it does in late game. Don't get me wrong it still helps, but you will find if you are on a massive damage team.... the debuffs aren't quite as important, but any level... Recluse, for example, can be an issue.
If the controller numbers are as high, I think it will be a good debuff set for them as well. I'm certainly glad I stuck it out. Again, end game powers still stink bad.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Fatal error: Uncaught mysqli_sql_exception: You have an error in your SQL syntax; check the manual that corresponds to your MariaDB server version for the right syntax to use near 'Rai'' at line 1 in /var/www/vhosts/cityofheroes.dev/forumarchive.cityofheroes.dev/topic.php:262 Stack trace: #0 /var/www/vhosts/cityofheroes.dev/forumarchive.cityofheroes.dev/topic.php(262): mysqli->query() #1 {main} thrown in /var/www/vhosts/cityofheroes.dev/forumarchive.cityofheroes.dev/topic.php on line 262
That's good news about Venemous Gas. Unfortunately, I play a few beam characters now (yes I am that crazy) and it just may not suit the character.
Wait a second... I just rechecked the numbers. Apparently Venemous gas is... 70 Feet? Is this true? This -could- make it worth while?
I still think trap is buggered and apparently not handled by the patch in any way.
For the sake of this thread, I re-slotted Poison Trap and could not see any appreciable difference with any enhancements in it. Honest, I could not tell the difference.
I started to think perhaps I am placing poison trap too far from my enemies/fight area... but unfortunately at higher levels AOE's wack the device almost instaneously.... It's useless. I don't mean to be derogatory but if Poison Trap is working as intended, it isn't very useful... expecially for a Tier 8.
Unfortunately I am running out of Vet-specs.
I am going to post my build for 21.5.... see what you guys think.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)