Beam/Poison REALLY bad, or just bad for hardcore players?


Calhou

 

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Hi. First time poster on the Corruptor board, haven't really played corrs before.

I've made a heroic Beam/Poison corr and thematically, Beam/Poison is great. I thought I'd check out this forum for some ideas of how to choose powers/use her etc, and I've seen lots of 'Poison is crap' comments.

/Traps might fit the theme, amd she's only lvl 2 as yet so I could reroll her np, but I like the look of Poison.

I'm nit a great player by any stretch. I solo or duo mostly on lowest dufficulty settings. I don't need to kill AVs or PvP. I've got a few 50s with loads of inf so I can afford to pimp her out if necessary.

Is it just players who know the ins and outs of numbers etc who notice Poison's shortcomings? If I'm bimbling along just slowly playing for story, will I be ok?

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

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Originally Posted by Samuel_Tow View Post
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Originally Posted by MrCaptainMan View Post
Hi. First time poster on the Corruptor board, haven't really played corrs before.

I've made a heroic Beam/Poison corr and thematically, Beam/Poison is great. I thought I'd check out this forum for some ideas of how to choose powers/use her etc, and I've seen lots of 'Poison is crap' comments.

/Traps might fit the theme, amd she's only lvl 2 as yet so I could reroll her np, but I like the look of Poison.

I'm nit a great player by any stretch. I solo or duo mostly on lowest dufficulty settings. I don't need to kill AVs or PvP. I've got a few 50s with loads of inf so I can afford to pimp her out if necessary.

Is it just players who know the ins and outs of numbers etc who notice Poison's shortcomings? If I'm bimbling along just slowly playing for story, will I be ok?

Eco
I think a lot of the problem is "busyness". Poison is reasonably clicky, Beam Rifle works well well you can focus on it in other to Spread Disintegration. Both are pretty single target focused (which means you tend to get drowned out on 8 man teams sometimes).

I'd say for a Soloer / Duoer it's not going to be too bad of a choice.


 

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You are probably referring to the negativity in my thread a few posts down on 'fixing' Poison.

Let me give you an objective summary:

- The basic, entry level powers (aside from the heals) are 'good'. Debuffing is something that not only helps you solo but in teams.

- The powers that are supposed to reward you for sticking with your character in the late 30's/40's etc, are junk.

- Beam works best if you are working disintegration like a fiend. Now even though people complain about poison's animation times, and it's labour intensive nature, I really don't think there are 'seemless' sets that fit with beam. I just don't think it exists. They ALL interrupt your ability to work on Disintegrate. That is the bottom line.

As a side note, I've tried to be objective about poison and I still prefer it to some other choices. I mean Time is a -great- power... but with beam? That's crazy stuff. I have time characters and there's no way I would put it with beam.

A lot of it is going to depend on how you play the character. Regardless, with poison, be prepared to only choose one of the last 5 powers of the set (the hold). That's the sad part.

You could say, 'well it's a hardcore player thing' but you're on the forum asking the question. So yes, even an every day player will find some frustration with the set. It's incomplete.


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

 

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Originally Posted by _Elektro_ View Post
- Beam works best if you are working disintegration like a fiend. Now even though people complain about poison's animation times, and it's labour intensive nature, I really don't think there are 'seemless' sets that fit with beam. I just don't think it exists. They ALL interrupt your ability to work on Disintegrate. That is the bottom line.
Traps says hi!

It's silly how much blasting my Traps/Beam gets to do once she's dropped Acid Mortar, Seekers or PGT and maybe thrown Trops around myself.

When I find myself toebombing with Trip Mine I'm usually thinking "Yes, that was an entertaining *BOOM* but I could have spent those 5 seconds lasering things to death"


 

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That's fine. And I think it's great you like traps. At the same time you just confess to a 'set up' period. That's my point... EVERY single set that isn't directly assisting your ability to 'blast' is going to take time away from the Beam Rifle aspect of your character.

Every single set, I don't care how good the animations are...or the powers are, they will in fact interrupt, or delay your killing of things.

My point is, regardless of your choice, those power make killing stuff... easier, better, funner, etc.

That's why people who really rag on Poison for animation... well I'm not so sure they are going to be happy with anything, and I'd recommend to those people: Go blaster. You'll be able to just blast away.

Traps is good... I had it on my MM. I also took my Ninja/Poison MM to 45 before just getting tired of babysitting Ninjas. But there I learned how potent debuffing is. It's all good stuff if it fits your playstyle.


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

 

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Originally Posted by _Elektro_ View Post
That's fine. And I think it's great you like traps. At the same time you just confess to a 'set up' period. That's my point... EVERY single set that isn't directly assisting your ability to 'blast' is going to take time away from the Beam Rifle aspect of your character.
I find with Disintegrate having about a 10 second duration it's not about how soon it takes you to start blasting, its more about how much blasting you can do continuously in order to get some spread going so you can follow it up with the cone, without having to refire Disintegrate as I find the DoT and Animation a bit long.

Also the more chaining you can do without needing to holster to apply / reapply a debuff to someone (or use any power other than a Beam Rifle one) means less redraw penalty.

That's why I think Traps is the closest thing you get to a seamless pairing for Beam Rifle.

But again for the OP if you're enjoying the Beam/Poison combo then go for it, it's all good (except for the poor unfortunates you're covering in toxic goo and then hitting with a disintegration beam of course, but hey,. screw them, if they didn't want to be horribly disfigured by chemicals and plasma burns they shouldn't have taken up Crime / Crime Fighting [Delete as appropriate])


 

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I just got my DP/Poison to 50, and there is a lot of synergy between the sets. I think it is mostly due to both the T9's being up close and personal though: lead off with weaken, waltz in and have venomous gas further debuff the mob's tohit and damage. Envenom, soul drain and HoB, move onto the next spawn.

So for DP anyway, poison works fine. I think in order for the set to be at its maximum potential venomous gas needs to be used offensively, which may not be something folks consider doing with BR's ranged T9.

Overall, I'm liking /poison but again it probably meshes a lot more with the primary I picked over BR: if you are not wading into melee range to put the T9 debuff to use then half the set is wasted I think.


 

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Well there you go captainman... you have a level 50 who is happy with it.

Venemous gas doesn't apparently use enhancements.... so I'm reluctant to take it. It COULD be handy even for a beamer.... if you end up in a cave, or perhaps against flyer npc types.

It is a massive end hog though but it's something to ponder (if it worked with enhancements)

Poison trap is kind of 'fun' but... it's quirky. Aside from the lethargic dot, it's hard to tell if it's doing anything.... at all.

Still I stand by the meat of the set being: Envenom - Weaken - Paralytic. After that it's playstyle. And those powers do indeed have a potent effect.


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

 

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I'd say skipping Venomous Gas is akin to skipping foot stomp in Super Strength, or skipping Rise to the Challenge in willpower. It isn't just the best power in /Poison, I'd go so far as to call it among the best debuffs in the game.

You have close to the effect of both much-loved /Rad toggles at once, at a third of the base endurance cost, and with none of the anchor hassles. The fact that you have even more -resistance/damage/tohit/defense to stack it with is icing on the proverbial cake.

The only problem is that you have to be somewhat close to the foe - but 15ft is plenty long for safety, the only real issue is lining up your cones.


 

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I was leveling both a Beam/Traps and Beam/Poison at the same time (level pacted...maybe the last pair I'll be playing). I'd swap off between each build (they are Twins...same look, almost same powers, but slightly diff names) about every other level.

From about 35 onwards, I stuck with the Beam/Traps character and only pull out the Beam/Poison for special arcs and TFs to get the badges/accolades. I just find it an inferior set to /Traps in almost every way short of the heal. And on /Traps, I never take Triage anyways instead opting for the Medicine pool.

The nice thing about /Traps is you don't have to take the time for setup via toe-bombing unless you WANT to. On teams, there's seldom time to do this anyways unless I'm being a jerk and running ahead to every spawn in advance of the rest of the team. I do Toebomb during AV fights when someone else has aggro, or create chokepoint traps during the Tips missions that include wave after wave of ambushers. But throwing out Acid Mortar and Poison Gas takes just a few seconds. Seeker drones are a great power...send them to distract the mob, follow in behind them and drop acid mortar and poison gas, then jump back and start Bzzzzzzting.

I wanted to like Beam/Poison more than I have but playing them both side by side....its just not as much fun or powerful as Beam/Traps.


 

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Originally Posted by Calhou View Post
I'd say skipping Venomous Gas is akin to skipping foot stomp in Super Strength, or skipping Rise to the Challenge in willpower. It isn't just the best power in /Poison, I'd go so far as to call it among the best debuffs in the game.

The only problem is that you have to be somewhat close to the foe - but 15ft is plenty long for safety, the only real issue is lining up your cones.
That may be true, but being that the OP is asking about Beam Rifle, I'd have to strongly disagree. As someone who has in fact tested this, the power is nothing more than an end drain unless you are too close... Beam is a kiting set. There's no doubt about that. There is no power, aside from Cutting Beam that even forces you to get remotely close... nor should you.

(My cutting beam is good for 75 feet...so that's even a stretch).

It may very well be the best debuff in the game, but as a post above says, it's gotta gel with your primary.... Dual Pistols might be the best example.


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

 

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Originally Posted by Crysys View Post
I was leveling both a Beam/Traps and Beam/Poison at the same time (level pacted...maybe the last pair I'll be playing).

But throwing out Acid Mortar and Poison Gas takes just a few seconds. Seeker drones are a great power...send them to distract the mob, follow in behind them and drop acid mortar and poison gas, then jump back and start Bzzzzzzting.

I wanted to like Beam/Poison more than I have but playing them both side by side....its just not as much fun or powerful as Beam/Traps.
I think Traps does have more toys.... and that's the cool part of traps. It's the one thing that attracts me too traps.

But more powerful? Not really. When I look down the list of Traps, what always brings me back to poison is something Traps doesn't have:

Envenom. -30% res? -36% def (in my case).... (Acid Mortar is only 20/20) that's really sweet... and no set up... It's a to hit that is usable at range... and if I actually need more than 30 seconds... It's 70 feet, I can easily reapply it without getting close. (But I rarely do).

Weaken. It's just a great power against top level content/baddies/av's etc. -30% dmg -30% to hit... that's huge for a squishy. Nothing like it in Traps.

Paralytic Poison: It's a fantastic hold, and irreplaceable by traps. Plus a great place for 6 slotted lock down. Here's a quick way to shut down Sorcerers, or any Mez lovin' Lieutenant. When the +2 mag hold bonus kicks in... these guys are toast.

So I'll concede the end game powers for Traps are very cool... some nice toys in the whole set... but more powerful? I don't really agree. That's a very subjective term... YMMV on traps, but those powers for poison I listed above are the meat and potatoes of Poison. Unfortunately the rest of the powers in Poison I find quite blah.


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

 

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/Poison in general is not a good set. I was one of the ones in beta testing for /Poison Corr and I already knew the set won't do well. It is really "average" at best.

/Poison is a very busy set. The splash effect is nice addition but the area is still not large. You'll be using Envenom a lot and maybe even Weaken.

The biggest problem with /Poison is activation time. You may need to use Envenom 3-4 times (1.33s) against a large spawn and use Weaken 2-3 times (over 2s!!). And Breath takes 2.67s and poison hold takes 2s. You really spend a lot of time on /Poison.

And Beam Rifle isn't exactly a "fast activating" set to begin with. Beam Rifle gets most benefit when you keep on using beam attacks. This is one of the reason why I chose Blaster over Corr because 1. I hate redraws. 2. Beam Rifle is a lot better when you can focus on disintegration mechanism. And also, /Poison's signature power Venomous Gas is a pbaoe and Beam has no pbaoe attack or even target aoe. It serves very little purpose for you to get close to the mob.

You probably picked one of the worst secondaries for Beam Rifle. I hate to say it. Trick Arrow could be another bad one but at least TA has aoe debuffs that you don't need to use all the time.

Edit: /Poison is probably at best if you team with a Brute or MM who can take aggro for you. You don't have /Trap's defense/mez protection and alpha taker like Seekers. Oh and you can't heal yourself with /Poison too.


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.

 

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Originally Posted by _Elektro_ View Post
But more powerful? Not really. When I look down the list of Traps, what always brings me back to poison is something Traps doesn't have:

Envenom. -30% res? -36% def (in my case).... (Acid Mortar is only 20/20) that's really sweet... and no set up... It's a to hit that is usable at range... and if I actually need more than 30 seconds... It's 70 feet, I can easily reapply it without getting close. (But I rarely do).
As any Corrupter who plays /Traps should know, Acid Mortar stacks to 40/40 and its quite easy to do that when you build for recharge. You can't stack Envenom. And Acid Mortar is a drop-and-forget aggro magnet + continues to debuff for 60 seconds. Appx same END cost for both powers I believe? I don't have Mids up here so can't say for sure.

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Weaken. It's just a great power against top level content/baddies/av's etc. -30% dmg -30% to hit... that's huge for a squishy. Nothing like it in Traps.
FFG gives +DEF from /Traps. That's not much different than -TOHIT. Its also your mezz protection. And since its a single cast with long duration, you don't really have to maintain it until it expires. A mezz protecting +DEF shield makes it easy to drop your other toys around like Poison Gas Trap, etc.

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Paralytic Poison: It's a fantastic hold, and irreplaceable by traps. Plus a great place for 6 slotted lock down. Here's a quick way to shut down Sorcerers, or any Mez lovin' Lieutenant. When the +2 mag hold bonus kicks in... these guys are toast.
While you are holding them, I'm sending in my Seekers to distract them, then running up and toebombing them to death. And that's just from my secondary. You are...still holding them.

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So I'll concede the end game powers for Traps are very cool... some nice toys in the whole set... but more powerful? I don't really agree. That's a very subjective term... YMMV on traps, but those powers for poison I listed above are the meat and potatoes of Poison. Unfortunately the rest of the powers in Poison I find quite blah.
To each their own. I find Poison weak and blah. I'll still level my pacted twin to 50 but in my opinion, its just sub-par to /Traps. Maybe a different primary would have provided better synergy but for Beam, I just don't see how you can beat Traps in almost any situation. Maybe /Rad but /Traps is pretty uber out of the box, better with IO's.


 

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Originally Posted by _Elektro_ View Post
That's fine. And I think it's great you like traps. At the same time you just confess to a 'set up' period. That's my point... EVERY single set that isn't directly assisting your ability to 'blast' is going to take time away from the Beam Rifle aspect of your character.
Not really true for traps, since setup time is minimal and your debuffs won't expire in a single mob like /rad (or poinson where you have to apply your best powers multiple times) unless your acid mortar is killed and that's not common.

My fire/traps and beam/traps are the same for 'setup period' - summon seekers, charge into melee before anyone else, lay down mortar and PGT, start blasting and forget about traps until next mob. With traps you have to play aggressive at least as a corr if you wanna keep up with the team.

So I disagree, Traps isn't more 'laborious' on Beam Rifle than Fire Blast or whatever, unlike Poison or Time that force too much redraw and are very annoying for me on a Beamer (deleted a Beam/Poison at 28 - besides the damn redraw hell, the other reason was that my BM/Poison was never in need to be in melee and the tier 9 power is an aura and changing my playstyle because of that would suck, algo getting in the way of Beam's great and fast recharging cone).


 

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As primarily a soloist or duo player on a low difficulty setting I doubt you'll be bothered by playing Poison as a secondary set. I have very little experience with poison outside of the old MM version but I've been spending a lot of time on my Beam/Rad Corruptor and when I solo at low setting I don't even really need to use my secondary outside of a few of the more difficult fights. Poison will offer you plenty of help in the times your beam rifles damage just isn't enough to do the job on it's own.

As for beam rifle in general on a defender or corruptor I've pretty much decided to start running my own teams and setting the difficulty high so after I lay down my debuffs I still get my share of blasting in from spawn to spawn. One big positive of being a corruptor and blasting after the debuff stage is that mobs are usually close to or already in scourge range so half of my attacks are landing for double damage.


 

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Leave secondary aside, Beam Rifle is at its best if you focus on the same target to trigger Disintegration.

This means if you switch between primary/secondary powers often, you may delay the chance to trigger Spread. That same target may die by the time you use your secondary powers.

/Trap seems better than /Poison for Beam Rifle because after the traps are set, you are pretty much free to focus on the target for Disintegration; whereas for /Poison, you may need to keep using Envenom/Weaken to get the best out of the set. And /Poison has a hold and Beam Rifle has a stun. They don't stack. The synergy is just not there.

Yes, /Trap does have long set-up time but once the traps are set, you can focus on firing. /Poison is too active and Venomous Gas doesn't fit well with a set that ONLY has a cone attack for aoe.

If I am looking for a debuffer, I would take /Trap and /Rad over /Poison. But if I am going for PvP, I would take /Poison because once you hit the target, he can't run outside of anchor range. The debuff stays on the target for 30s. And of course the con is that you may miss to start the fight. :P


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.

 

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Originally Posted by Jibikao View Post
Yes, /Trap does have long set-up time but once the traps are set, you can focus on firing. /Poison is too active and Venomous Gas doesn't fit well with a set that ONLY has a cone attack for aoe.
This. I love my ice/time corr and how busy she is, but the beamer/poison drove me crazy with taking my weapon in and out ALL THE FREAKING TIME.

Plus except for Frost Breath which I don't know if I'll keep, Ice Blast works pretty well in melee range (/time has a debuff aura too, and the heal and buffs so you want to get close to the melee mans sometimes).

That said I'm thinking about which primary could go well with poison... Ice certainly could but I have my ice/time whose theme is to be the ultimate slow corr, and she does well at that. Fire, meh, done too many times. Rad may be a good choice but the damage seems lackluster from what I've talked to other people, I never played rad blast tho. Dark relies on cones and sonic too.


 

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In my eyes Poison fails mostly because of Venomous Gas. The power is just not a good fit for Corruptors, Controllers, or (eventually) Defenders. The suggestion made a few times in open beta was to have the duration of the debuff last 10 seconds instead of 1 so that sets with cones could occasionally make use of it. Or make it bigger. It works ok with a few blast and control sets and rots with most others: not good for a power of this particular type, in a "debuff" set such small radii debuffs, and little to no personal survivability.

[That power, however, would make an excellent APP power for Blasters, Dominators, or a melee AT, even at greatly reduced efficiency.]


 

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We can go back and forth. The point about the hold vs. seekers? Really? Srsly?.... there's no way I've read, or experienced anything that makes me think Traps is any better than Poison... unless we are talking specifically about end game powers. In which case, yes, Poison is screwed there.

Rather than rehash old arguments, I can easily pump up a Beamer-Devices to mid 40's and compare him, but the truth is I look at the powers and find them too meh... or at least I perfer what I'm doing.... Again going back to when I played both sets with MM... I never could keep a devices going to 50. But again, maybe to satisfy my own curiousity I'll try it...

But I am really posting to point out the irony of the forum. In this thread poison is getting lots of negativity. I have another thread going about what, or when to fix poison... and most of the respondents think it's just great the way it is... ironic.


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

 

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Traps is a shell of its former self. It is still decent now, but people are overrating it. PGT isn't as potent as it used to be, and you can't port around acid mortar anymore (I suppose with a heavy recharge build that doesn't matter). Furthermore, using hover to lay down traps as quickly as possible has been also nixed. Laying mines is nice...if you have time to kill.

Seekers have to be summoned on top of a spawn because the A.I. is absolutely dumb. If you don't put acid mortar down to "tank" damage the FFG bites the dust fairly quickly.

People complaining about redraw with BR/Poison I find strange. I don't see anyone complaining about the redraw or animation times with Mace mastery which is a popular epic for Corruptors. *shrugs*


 

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Originally Posted by Kioshi View Post
This. I love my ice/time corr and how busy she is, but the beamer/poison drove me crazy with taking my weapon in and out ALL THE FREAKING TIME.

Plus except for Frost Breath which I don't know if I'll keep, Ice Blast works pretty well in melee range (/time has a debuff aura too, and the heal and buffs so you want to get close to the melee mans sometimes).

That said I'm thinking about which primary could go well with poison... Ice certainly could but I have my ice/time whose theme is to be the ultimate slow corr, and she does well at that. Fire, meh, done too many times. Rad may be a good choice but the damage seems lackluster from what I've talked to other people, I never played rad blast tho. Dark relies on cones and sonic too.
How about elec/poison. you get to play sapper which will help with damage control in close. Two AoEs and a big bang of a tier 9. Plus a semi pet that can blast away while you debuff.


 

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Originally Posted by Oedipus_Tex View Post
In my eyes Poison fails mostly because of Venomous Gas. The power is just not a good fit for Corruptors, Controllers, or (eventually) Defenders. The suggestion made a few times in open beta was to have the duration of the debuff last 10 seconds instead of 1 so that sets with cones could occasionally make use of it. Or make it bigger. It works ok with a few blast and control sets and rots with most others: not good for a power of this particular type, in a "debuff" set such small radii debuffs, and little to no personal survivability.
I can see it being good for a fire or ice controller, my fire/kin troller and ice/psi dom live in melee, but that's because of hot feet and arctic air, so still, too few powersets. Elec control might be good with Venomous Gas too, mine's still a lowbie so I haven't played it very much but many people like elec doms with melee secondaries like stone (mine is thorns) due to conductive aura so an elec troller would get good mileage of it too I guess. Even a rad blast corr or fender doesn't spend so much time in melee imo to justify Venomous gas, I see them using irradiate and jumping away. My DP/Dark corr is often in melee, might be a good pick, except that the redraw poison forces you bothers me too much, the /dark one doesn't have to debuff every target every few seconds so I don't have a problem with redrawing once in a while.

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Originally Posted by _Elektro_ View Post
We can go back and forth. The point about the hold vs. seekers? Really? Srsly?.... there's no way I've read, or experienced anything that makes me think Traps is any better than Poison... unless we are talking specifically about end game powers. In which case, yes, Poison is screwed there.

Rather than rehash old arguments, I can easily pump up a Beamer-Devices to mid 40's and compare him, but the truth is I look at the powers and find them too meh... or at least I perfer what I'm doing.... Again going back to when I played both sets with MM... I never could keep a devices going to 50. But again, maybe to satisfy my own curiousity I'll try it...

But I am really posting to point out the irony of the forum. In this thread poison is getting lots of negativity. I have another thread going about what, or when to fix poison... and most of the respondents think it's just great the way it is... ironic.
I don't see many people saying Poison is 'great' as it is. I find it lacking and as posted, the tier 9 is bad for most blast sets, everyone know Poison Trap didn't get changed enough by now, the saving grace of the set is the -special in Weaken. I like the set but most other powers have better equivalents on other sets (Sleet is better than Envenom, the heal is meh, the rez is good but it's just like rad's, so nothing new, Neurotoxic Breath is WAY worse than Shiver, especially the Blaster version, and /Time has better slow powers too, Antidote is also meh, and Paralytic Poison is just your run of the mill hold which time has a better one since if you stack it with the tier 1 power it becomes a mag 4 hold). And if I got my BM/Poison to 38 I'd have to completely change his playstyle to make good use of Venomous Gas.

Also, traps is basically 'complete' by level 28 on corrs after seekers. On any decent team you won't spend time toebombing. Don't compare it with devices, which most consider a gimped set. People who defend devices talk about toebombing, how Time Bomb can be useful sometimes (What were you saying about Traps' final powers? They are the same as lolDevices) because Devices offers little these days compared to other Blaster secondaries. I'm no min maxer, I love my human PB, I find poison decentish on a non-redraw set (although better on a controller mainly for the tier 9), but I don't touch Devices with a 10-foot pole (I tried it to 32 long ago actually, on a Fire Blaster, all the time I couldn't stop thinking I didn't need the stealth and targeting drone because I started playing in i9 when we had IOs, the only thing I liked was Caltrops+Rain of Fire combo which I can do on my 50 fire/traps for more damage since it scourges and RoF has blaster modifier).

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Originally Posted by Gemini_2099 View Post
Traps is a shell of its former self. It is still decent now, but people are overrating it. PGT isn't as potent as it used to be, and you can't port around acid mortar anymore (I suppose with a heavy recharge build that doesn't matter). Furthermore, using hover to lay down traps as quickly as possible has been also nixed. Laying mines is nice...if you have time to kill.

Seekers have to be summoned on top of a spawn because the A.I. is absolutely dumb. If you don't put acid mortar down to "tank" damage the FFG bites the dust fairly quickly.

People complaining about redraw with BR/Poison I find strange. I don't see anyone complaining about the redraw or animation times with Mace mastery which is a popular epic for Corruptors. *shrugs*
1) Traps was broken. Sure it was hilariously fun to nuke a mob every 30 seconds on an ITF with a PGT full of procs, but it was OP'ed - in normal farming the old days, a friends' fire/traps blew every fire/psy doms' times by far because of the nuke PGT. Now tell me that P. Trap is a bad power when a level 20 corr allowed an entire team to use wakies and recover just using that power along ffg because mobs were choking. Remember it does all of these effects on a TWENTY FIVE feet radius:

- Regeneration -10 for 10s PvE only [Ignores Enhancements & Buffs] Effect does not stack from same caster

- RechargeTime -30% for 10s [Ignores Enhancements & Buffs]
Effect does not stack from same caster

- +5.96s Held (mag 3) (after 0.25 second delay)

2) Traps starts being effective on SOs, it's kinda lackluster before because the powers take too long to recharge, after that it only grows stronger. Especially after level 30ish when teams (and you) usually pick higher difficulties with pink mobs and whatnot so battles last enough to have your toys ready every mob.

3) Toebombing works a bit well playing aggressively but not for long - you get trip mine at 35, when you can use one or two mines if you get ahead of everyone (as you should as a trapper) but it's not long before the teams are steamrolling and you don't get much use from it.

4) You don't really need Hover if you're playing aggresively because it doesn't take that long to set up your debuffs and they don't interrupt like Trip Mine, summon seekers on top of spawn, lay down pgt and acid when they're tohit and dmg debuffed, there you go, my /dark and /rad don't need to go to melee to do that but they take about the same time to setup say, tar patch, darkest night, fearsome stare for the team. One thing that worked very well for me was SS+Stealth IO + grant invis for the FFG (I was gonna pick some LOTG mule anyway, was surprised how effective it was for laying your traps in the late game when , you're right, some mobs can destroy the FFG quickly - although I'm leveling a new trapper and in the 20s I don't have grant invis or SS yet and have no problem laying debuffs, maybe it's a late game problem as the enemies get harder, I took my fire/traps to 50 long ago)

5) Most corrs that take Mace Mastery do it because of Scorpion Shield and maybe Foc Accuracy (good set mule too), those don't cause redraw (how often do you see them taking web cocoon? And even if they take the crappy pet it takes forever to recharge even in a top build, even web coccon has a hideously long recharge - 32s - for a simple hold so you'd need an IO build to use it every 8 secs, Envenom and Weaken recharge in 12 and 16s unslotted, with SOs you can get those to about 6 and 8s). And even if you pick the mass immob which can be a nice power, you won't use it every 5 seconds like the Poison debuffs. The problem with Poison you don't seem to grasp is NOT the redraw, but the FREQUENCY you do it. Unlike Traps, Dark, Rad, Cold, the 'debuff phase' of Poison is almost never over, if there are 3 tough pink bosses you will want to use your debuffs on each of them, which is already more often than if your rad anchor dies, because if you play smart and choose a decent target, by the time your anchor dies you will likely not need to use the debuff again since your team will already have killed half of them. Even if you do need, it's still way less often than poison. For the record I wouldn't play Empathy with Beam Rifle either, seeing as how my first and most IO'ed hero, a Mind/Emp troller, alternates between her primary and secondary so much, even though I don't need to heal all the time like when I was noobish and/or in the lower levels, it almost feels like her primary and secondary are from the same powerset since I don't think which is which and use both a lot - meaning, on a weapon toon, it would also be redraw hell, and I think /kin would bother me a bit as well even with the AoE Speed Boost since my fire/kin is quite the switcher too. (I'm not criticizing you for not understanding why people complain about redraw specifically for poison, after all I could have the same doubt if I didn't play one to 28 and got sick of seeing redraw because I had to use some debuff for the 5th time on the same battle unlike my dp/dark, the only other toon I have that has significant redraw since others are melee and I think the only one who has a power that's up often is my db/elec scrapper - power sink - and it's not 5 seconds often and 'must use almost every time it's up' like weaken/envenom/maybe neurotoxic depending on team/difficulty).

Quote:
Originally Posted by Shadey_NA View Post
How about elec/poison. you get to play sapper which will help with damage control in close. Two AoEs and a big bang of a tier 9. Plus a semi pet that can blast away while you debuff
That could be a nice combo. It'd be REAL nice if the -end component from Poison's Poison Trap was stronger, its chance now is too low. I find elec blast kinda low on damage but it's a good idea, has a hold to stack with the poison one, no annoying redraw and the pet.

Anyway, if I had to 'guess', I think that since MMs have been praising Poison for AV killing for ages (and it's undoubtedly a great set for really hard single targets) the devs didn't want to change much for fear of making it OP - the problem for me is that for big mobs it's just too much work to debuff everyone and the AoE powers like Neurotoxic Breath are subpar, as is the tier 9 that despite having good numbers, at least in my case it would only mesh well with a controller that has some aura, which aren't all - for example, Mind/Fire and Earth/Fire doms are very popular, and most of them skip Incinerate (a great attack) because you can have a ranged attack chain with /fiery assault and Mind and Earth have little reason to go melee, I myself respecced out of it on my Earth/Fire. Now if she was Ice/, Fire/ or Elec/ I'd never skip it. But the problem with Venomous Gas is that unlike Doms and some trollers, most Defs and Corr blast sets have little reason to stay in melee, even those with PbAoE attacks usually jump in, use them and jump out. My Ice/Time corr spends significant time in melee but time has good self protection tools (the aura you get early, heal) and buffs that you have to approach the melee dudes to use well (Farsight, Chrono Shift), unlike Poison where most debuffs (and all buffs except the rez) you can do from afar.


 

Posted


Based on the replies here, I'd say that it is an issue with those more concerned with numbers than you are.


(Please don't read my humor as disrespect for the logical arguments based around efficiency... I could see how some people would not like this pairing of powers, but I think it is more a matter of personal preference, which is something we can't really answer for the OP one way or the other... We could ask what playsets a person does enjoy and ones they do not enjoy and maybe that would lead to a better answer to the original question)


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Electric-Knight View Post

Based on the replies here, I'd say that it is an issue with those more concerned with numbers than you are.


(Please don't read my humor as disrespect for the logical arguments based around efficiency... I could see how some people would not like this pairing of powers, but I think it is more a matter of personal preference, which is something we can't really answer for the OP one way or the other... We could ask what playsets a person does enjoy and ones they do not enjoy and maybe that would lead to a better answer to the original question)
I think you're right actually. I think the most 'efficient' Beam Rifle Corruptor is a Beam Rifle Blaster. Get the better damage, take a 'passive' secondary and go to town.

The more I think about this, the more I truly believe Beam is a very tough Corruptor set. It's very active, and requires a lot of attention.

I'm not saying it doesn't work as a corruptor power... you just have to be willing to live with redraw (which I can and do) and you have to be willing to kind of 'set up' a battle.

The advantage of the beam corruptor? Survivability, and as a result, better solo capability, and probably most of all.... a better team helper (although the argument could be made a blaster doing more damage will also lend to a team nicely.)

I think if I were to drop my beam/poison I would probably go straight to a blaster set.


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