???/Poison


Cabin_Boy

 

Posted

I've been thinking bout making a /poison corruptor since I recently got my fire/poison controller to 50. But not sure which blast set to put with it. I had thought of rad, since the debuff and places to put achilles heel procs could be good with irriddate for example working well with venemous gas. Although I have heard stories of rad blast being low on damage. So I'm looking for suggestions for what would be best to put with poison on a corruptor


 

Posted

Quote:
Originally Posted by Holjix View Post
I've been thinking bout making a /poison corruptor since I recently got my fire/poison controller to 50. But not sure which blast set to put with it. I had thought of rad, since the debuff and places to put achilles heel procs could be good with irriddate for example working well with venemous gas. Although I have heard stories of rad blast being low on damage. So I'm looking for suggestions for what would be best to put with poison on a corruptor
I paired it with Sonic. It has good damage, a damage resist debuff in the blasts without having to slot any IOs, control with Siren's Song and Screech, but only has a single non-nuke AoE attack.

It's great if you're running solo a lot, but if you're into AoEs you might be better off going with Fire again.


 

Posted

I like Dual Pistols/Poison. A lot.

Poison is a set that wants to play at range from 1-34. All of its skills from tiers 1-7 are best used at range and there is absolutely no reason for you to dive into a spawn or enter melee range. However, at levels 35 and 38 something odd happens. A set that primarily played at range is suddenly forced to enter melee range to use two of its most powerful skills. Once you get Poison Trap and Venemous Gas, you will drastically change your play style.

This is why I like Dual Pistols with Poison so much. Just like Poison, Dual Pistols is a set that plays best at range up until level 32, at which point it receives Hail of Bullets and a dramatic incentive to enter melee range to unleash carnage. These sets synergize perfectly in regards to leveling approach and they are insanely potent together. You have the option stack massive amounts of -damage debuffs with Weaken, Venemous Gas, and Toxic Rounds all being multiplied by your -resistance debuffs. You also can lay down serious AoE damage with Incendiary Rounds, Bullet Rain, Hail of Bullets, Poison Trap, and all of your debuffs.


 

Posted

I've been pretty pleased with my Rad/Poison. Thematicallly they are an easy link, and the animation/visual style of the sets goes well.

The debuff of the rad blasts with the debuffing of poison really helps set the opponents up to be dismantled.


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Posted

I would say Fire/Poison but I see that's what your troller was

Poison covers alot of debuffs that you will get out of your blast, making Fire's pure damage secondary an ideal add. If you don't want to go Fire, Elec would be my #2. I would love to see Elecs -end combo with Poison's 100% -endrec. Sounds like a nasty sapper combo.

Beam Rifle would be good too if it wasn't for redraw :/


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Cathodian (50 Rad/Rad)
Archanix (50 Ill/FF)
Dr. Deadface (Current: 40 Rad/MM)

 

Posted

I have one and I am trying to get it to be as best as possible but I think the devs need to look at /Poison carefully to see if it is working on par with other debuff sets.

Electric Blast/Posion
Mind Control/Poison/Earth
Psychic Blast/Poison
Fire Control/Poison
Sonic Attacks/Poison


Nothing seems to be working for me.

Mind/Poison has the issue that if you mass sleep a mob and throw down poison Trap, the sleep is broken by the dmg. The trap isn't -regen but -recovery. The dmg doesn't even warrant the slotting for damage and the trap has a chance to hold after effect, this on its own irritates me, powers have a chance to hold. It is a hold....and it should do as such.


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Posted

Quote:
Originally Posted by Shadow Wail View Post
The dmg doesn't even warrant the slotting for damage and the trap has a chance to hold after effect, this on its own irritates me, powers have a chance to hold. It is a hold....and it should do as such.
Poison Trap already does this. It has an eight second mag 3 hold up front that is only limited by accuracy. The chance to hold is tied to a lingering cloud, and can continuously reapply an additional 4 second hold, applies -Recovery and a chance for -endurance, and has a chance to induce the dreaded puking animation (mag 1000 hold for 2 seconds) on even an AV-- as rare as that is.


 

Posted

Poison Trap is all about Procs.



 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Poison Trap already does this. It has an eight second mag 3 hold up front that is only limited by accuracy. The chance to hold is tied to a lingering cloud, and can continuously reapply an additional 4 second hold, applies -Recovery and a chance for -endurance, and has a chance to induce the dreaded puking animation (mag 1000 hold for 2 seconds) on even an AV-- as rare as that is.
I built an Elec/poison with an eye on the -end properties of poison trap. The chance for
-end works but the values are so low it makes no noticable difference. As of my last testing, (a couple or months ago) the -recovery was not working at all. I sapped them with various elec/ power and poison trap had no effect on the recovery rate of the MOB.

That being said, I still enjoy the character. The initial hold in PT is very hand and like mentioned, you can get some nice effects with procs.


 

Posted

What about Ice/Poison?

Seems like it would be fun to double stack holds on a hard target, poison them, and then rip them up with ice. Or maybe hold+weaken+envenom+hold+Blizzard on a single guy, just because you can.

Lewis


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Posted

I am finding that Beam Rifle/Poison is VERY effective. It accentuates the already powerful scourge ability. I am still only level 22 atm, but no problems thus far


FNORD

 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
I like Dual Pistols/Poison. A lot.

Poison is a set that wants to play at range from 1-34. All of its skills from tiers 1-7 are best used at range and there is absolutely no reason for you to dive into a spawn or enter melee range. However, at levels 35 and 38 something odd happens. A set that primarily played at range is suddenly forced to enter melee range to use two of its most powerful skills. Once you get Poison Trap and Venemous Gas, you will drastically change your play style.

This is why I like Dual Pistols with Poison so much. Just like Poison, Dual Pistols is a set that plays best at range up until level 32, at which point it receives Hail of Bullets and a dramatic incentive to enter melee range to unleash carnage. These sets synergize perfectly in regards to leveling approach and they are insanely potent together. You have the option stack massive amounts of -damage debuffs with Weaken, Venemous Gas, and Toxic Rounds all being multiplied by your -resistance debuffs. You also can lay down serious AoE damage with Incendiary Rounds, Bullet Rain, Hail of Bullets, Poison Trap, and all of your debuffs.
+1 for this. My Dual Pistols/Poison corr and blueside main, as I think OP knows , is a big favorite toon of mine that feels like it can be very versatile in combat, with PBAoE slayage in the high levels and flexible in movement while exemplared. I am sure the combo will only be more entertaining if/when the dwevs look at Dual Pistols and increase the DPA of the set!


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Posted

Quote:
Originally Posted by JuliusSeizure View Post
I like Dual Pistols/Poison. A lot.

Poison is a set that wants to play at range from 1-34. All of its skills from tiers 1-7 are best used at range and there is absolutely no reason for you to dive into a spawn or enter melee range. However, at levels 35 and 38 something odd happens. A set that primarily played at range is suddenly forced to enter melee range to use two of its most powerful skills. Once you get Poison Trap and Venemous Gas, you will drastically change your play style.

This is why I like Dual Pistols with Poison so much. Just like Poison, Dual Pistols is a set that plays best at range up until level 32, at which point it receives Hail of Bullets and a dramatic incentive to enter melee range to unleash carnage. These sets synergize perfectly in regards to leveling approach and they are insanely potent together. You have the option stack massive amounts of -damage debuffs with Weaken, Venemous Gas, and Toxic Rounds all being multiplied by your -resistance debuffs. You also can lay down serious AoE damage with Incendiary Rounds, Bullet Rain, Hail of Bullets, Poison Trap, and all of your debuffs.
This is right on the mark. Nice post.


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