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Any/Poison build.


SableShrike

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Been getting my Beast/Poison towards 50 with this, but it'll pretty much work with ANY Mastermind primary.

 

Don't sleep on /Poison, gang.  It's turned out to be a hell of a lot of fun.  This is not a "sit back and watch" Mastermind.  This is flat-out offensive; you perform better by playing like a rabid honeybadger.

 

How to get the most out of /Poison for a Mastermind:

 

Why Mastermind?

Mastermind gets two unique and overlooked benefits compared to other Poison Archetypes.  Yes, the Noxious Gas uptime sucks, but it's ranged for us.  This means you aren't chained to melee and can fly.  This makes cones a lot easier to line up, as well as lets you easily build toward Ranged and AoE Defense.  The other big plus is pets.  Poison is very strong with debuffs, but it can leave little time to actively attack.  But wait!  All your real damage as a Mastermind is coming from pets; your pets attacking doesn't affect your personal rotations at all.  This is huge as it lets you debuff AND attack at the same time.  I've tried /Poison on other ATs and MM just plays smoother and faster with it.

 

Healing and Mez Buff

Your heal is a noob trap.  It's very slow to fire, travels slow, and often your target will die before the heal helps them.  If you take it, I'd just mule it with the +Absorb as I have.  Same with your Antidote; it's too slow and cuts into your much-more-important debuffing.  If you take Antidote it can slot the Resist set Uniques, though.

 

Debuffs

This is why you go /Poison.  You can neuter and just flat out destroy hard targets.  God forbid a teammate also has -Res powers, as you can almost floor AV or GM Resistances.  Strong debuffs also let you not "need" to get 45% Defense in things.  Anything approaching the 32-35% Defense value is usually enough to "cap" you once you've got your target debuffed.  And if you're worried, a small Luck will hit cap of 45% if you're natively at 32.5% or more Defense.

 

Procs

Guess what.  You can proc the crap out of all your AoE debuffs and do some very respectable damage while you're actively neutering mobs with debuffs.  Neurotoxic Breath in particular does reliable AoE damage; almost as reliably as Poison Trap for damage proccing.  This trait makes Neurotoxic go from nice to must-have on a /Poison Mastermind.  It'll usually do more damage than your MMs maxed out AoE blast AND apply all the debuffs it has.  I've tried a bunch of slotting for Poison Trap and the Unbreakable set with Armageddon proc is my fave.  Two purple damage procs, maxed Hold and Recharge.  You want Trap for every spawn, and an 18 seconds AoE Hold lets your pets murder entire groups in safety.  The few lone Bosses you can stack Paralytic on to Hold, or just neuter with Envenom+Weaken.  Speaking of Paralytic, it reliably does over 200 damage every shot.  The trick to all this stupidity is you keep any Recharge off most of your debuffs.  Poison Trap is wierd in that you can put a lotta Recharge on it and it still fires procs reliably.

 

Below is the build I'm currently running, but it's very easy to swap in other powers or a completely different Primary and keep the same ability to shred with debuffs.  If you're tired of sitting about as a MM watching your pets fight, I'd seriously give /Poison another look.  The more aggressive you play the better with this.

 

Edit: Final Update!  I got sick of my T1s dying to a single Foot Stomp, so bit the bullet and threw in all six pet auras.  Had to pull some procs off the Holds, but they actually do their job of Holding stuff a little better like this anyways.  Procced out Wolves, as they're the best at it and your lowest-level bois if you exemplar.  Achilles' in Wolves against a hard target has almost 100% uptime as all three will proc it.

 

... And this is easily able to S/L farm at +0x8 on the asteroid map.  Wasn't expecting that, but there ya are.  Pets rarely die, as every time you drop Trap they can attack and regen in safety for 18 seconds.  You can just float out of reach as they mill below you.  This has 31-32ish Ranged/AoE, and maxed out 75% S/L resistance.  The way the Purple Patch works I wouldn't go too high above even-con mobs, as your debuffs drop off in effectiveness fast.  Buzzsawing full groups of 50s still gives you the most chance for purple IOs over time anyways.

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Poison
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Summon Wolves

  • Hamidon Origin:Nucleolus Exposure (x3)
  • (5) Touch of Lady Grey - Chance for Negative Damage
  • (5) Shield Breaker - Chance for Lethal Damage
  • (7) Achilles' Heel - Chance for Res Debuff

Level 1: Envenom

  • (A) Accuracy IO
  • (7) Accuracy IO
  • (9) Endurance Reduction IO
  • (9) Touch of Lady Grey - Chance for Negative Damage
  • (48) Shield Breaker - Chance for Lethal Damage

Level 2: Alkaloid

  • (A) Preventive Medicine - Chance for +Absorb

Level 4: Weaken

  • (A) Accuracy IO
  • (11) Accuracy IO
  • (11) Endurance Reduction IO
  • (17) To Hit Debuff IO
  • (19) To Hit Debuff IO
  • (48) Cloud Senses - Chance for Negative Energy Damage

Level 6: Train Beasts

  • (A) Endurance Reduction IO

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (21) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (27) Kismet - Accuracy +6%

Level 10: Neurotoxic Breath

  • (A) Accuracy IO
  • (29) Accuracy IO
  • (29) Endurance Reduction IO
  • (31) Ice Mistral's Torment - Chance for Cold Damage
  • (46) Impeded Swiftness - Chance of Damage(Smashing)

Level 12: Summon Lions

  • (A) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (13) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (13) Superior Command of the Mastermind - Accuracy/Damage
  • (15) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (15) Edict of the Master - Defense Bonus
  • (17) Call to Arms - Defense Bonus Aura for Pets

Level 14: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 16: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (34) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 18: Fortify Pack

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 20: Boxing

  • (A) Empty

Level 22: Summon Dire Wolf

  • (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (23) Superior Mark of Supremacy - Accuracy/Damage
  • (23) Superior Mark of Supremacy - Damage
  • (25) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (25) Sovereign Right - Resistance Bonus
  • (27) Expedient Reinforcement - Resist Bonus Aura for Pets

Level 24: Paralytic Poison

  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (36) Lockdown - Accuracy/Hold
  • (37) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold

Level 26: Tame Beasts

  • (A) Endurance Reduction IO

Level 28: Poison Trap

  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (40) Lockdown - Endurance/Recharge/Hold
  • (40) Lockdown - Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold

Level 30: Tough

  • (A) Aegis - Resistance/Endurance
  • (34) Aegis - Resistance/Endurance/Recharge
  • (48) Aegis - Resistance
  • (50) Aegis - Psionic/Status Resistance
  • (50) Aegis - Endurance/Recharge
  • (50) Steadfast Protection - Resistance/+Def 3%

Level 32: Weave

  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance

Level 35: Temp Invulnerability

  • (A) Gladiator's Armor - End/Resist
  • (43) Gladiator's Armor - Recharge/Resist
  • (45) Gladiator's Armor - Recharge/Endurance
  • (45) Gladiator's Armor - Resistance/Rech/End
  • (45) Gladiator's Armor - Resistance
  • (46) Gladiator's Armor - TP Protection +3% Def (All)

Level 38: Noxious Gas

  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO

Level 41: Elixir of Life

  • (A) Unbreakable Guard - +Max HP

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 47: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Supremacy 


Level 1: Brawl

Edited by SableShrike
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I love that your having fun with it and that you got it to work for you. And that you got the worst secondary to work with the worst primary is quite impressive. But poison is still awful on mm's compared to any other AT (at least for me). You start out by saying that mm's aren't chained to melee because noxious is ranged but that 2 minute downtime makes it almost useless and your still going into melee for the poison trap anyway, you may as well be there all the time especially if your running melee pets. At that point a pbaoe -to hit/- def would make it so much more survivable. Otherwise you have to spend a lot of slots building up defences skipping out on recharge and all the pet uniques and all the procs that could otherwise be slotted in the pets but now aren't. 

 

Weaken, great power if your fighting single targets, useless vs mobs unless someones herded/fold spaced them into a nice tight 8 foot radius. Same goes for envenom. Which is where poison shines on other AT's. Venemous Gas has a 15 foot radius and does pretty much both jobs with no clicking. You don't need to be in the centre of the mob to make it work which lets you move around and stack the cones on top.

 

I like your build and i'm happy you enjoy it and appreciate you wanting others to try it and feel the same but i'm into 5 /poison mm's from live and HC and i've only ever seen 2 good ones in all that time and at no point playing them did i think to myself this is a good power set compared to any of the other secondarys. It needs some help. Like a lot of help.

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Personally, until they get rid of the annoying triangles of doom on all pets I'm not keen on constantly building around the pet Uniques.  It's a bit of a bummer, cuz no other AT has to make themselves look visually worse to use their ATOs.

 

Yes yes, I know.  Sacrilege.  The visual garbage they cause is that annoying to me, is all.  And hey, can't fit in 3 full Blood Mandates with em unless you're running Demons, Thugs, or Necro.  There's always tradeoffs.

 

I do agree with you all the way about Noxious, though.  It needs a huge look at the recharge times.

 

Poison Trap's easy enough.  I dance and constantly retarget.  With Evasive Maneuvers you're easily at fly cap.  Easy to flit in and drop Trap, that's the only time I ever stay near melee.

 

Lemme see if I can solo a few DE GMs once I've got the last of my purples and I'll get back to ya.  Admittedly, I've not done that test yet.  No Envenomed Daggers; that's cheating!

Edited by SableShrike
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I just took my Necro/Poison to 50. No softcap with most of my defenses in the teens. It's heavily recharge focused with the intent to maximize poison trap and soul extraction uptime. The plan is to combine weaken with the to-hit debuff from henchmen to provide enough safety for the build to do its thing. One thing that changed since the last time I played poison is that the movement changes made it so that I can joust poison trap more reliably. If I recall, prior it was very difficult to joust the power because it would place where you land. With that revelation the following opening sequence has worked well for me.

 

Jump in -> mid jump weaken -> land hop joust poison trap back out of the group -> Neuro breath as I land -> more debuffs

 

On support powers I always take the anti-mez on any set that offers it because I've played squishies enough to understand the importance of not being mezzed. It's not about efficacy of cast time or whatnot, even if the power took 3 seconds to cast I'd still take it because in the grand scheme of things, there are few sets out there that provide mez protection and even fewer players proactively using them. I might not use it all the time but I'm happy to have the tool when content calls for using it. The fact that antidote also takes resist sets makes it a easy inclusion from a slot efficacy perspective as well.

 

Here's my build, it takes a bit more finesse than the typical tank mage softcap build. Don't expect it to solo +4/8 all the time but it can do well with a little support. Understanding target priority is key, targeting the nearest minion with your debuffs with the boss/priority target 9 feet away is not going to get you far with this build.

 

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Kim Pandashian: Level 50 Natural Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde

  • (A) Superior Mark of Supremacy - Accuracy/Damage
  • (3) Superior Mark of Supremacy - Damage/Endurance
  • (3) Sovereign Right - Resistance Bonus
  • (5) Edict of the Master - Defense Bonus
  • (5) Soulbound Allegiance - Damage/Recharge/Accuracy
  • (7) Soulbound Allegiance - Chance for Build Up

Level 1: Alkaloid

  • (A) Preventive Medicine - Chance for +Absorb
  • (15) Preventive Medicine - Heal
  • (36) Preventive Medicine - Heal/Endurance
  • (48) Preventive Medicine - Endurance/RechargeTime
  • (48) Preventive Medicine - Heal/RechargeTime
  • (48) Preventive Medicine - Heal/RechargeTime/Endurance

Level 2: Envenom

  • (A) Accuracy IO
  • (31) Achilles' Heel - Chance for Res Debuff
  • (31) Analyze Weakness - Chance for +ToHit

Level 4: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Kismet - Accuracy +6%
  • (40) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (46) Reactive Defenses - Scaling Resist Damage

Level 6: Enchant Undead

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (29) Steadfast Protection - Knockback Protection

Level 8: Weaken

  • (A) Cloud Senses - Accuracy/ToHitDebuff
  • (9) Cloud Senses - Accuracy/Recharge
  • (9) Cloud Senses - Accuracy/Endurance/Recharge
  • (11) Cloud Senses - Chance for Negative Energy Damage
  • (11) Siphon Insight - Chance for +ToHit

Level 10: Life Drain

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (19) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (19) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (21) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (21) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 12: Grave Knight

  • (A) Superior Mark of Supremacy - Damage
  • (13) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (13) Call to Arms - Accuracy/Damage
  • (15) Call to Arms - Damage/Endurance
  • (17) Call to Arms - Accuracy/Damage/Recharge
  • (17) Call to Arms - Defense Bonus Aura for Pets

Level 14: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (43) Luck of the Gambler - Defense

Level 18: Hasten

  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO

Level 20: Antidote

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 22: Lich

  • (A) Superior Mark of Supremacy - Accuracy/Endurance
  • (23) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (23) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (25) Superior Command of the Mastermind - Damage/Endurance/Recharge
  • (25) Superior Command of the Mastermind - Damage/Endurance
  • (27) Superior Command of the Mastermind - Accuracy/Damage

Level 24: Elixir of Life

  • (A) Unbreakable Guard - +Max HP
  • (37) Unbreakable Guard - RechargeTime/Resistance
  • (39) Synapse's Shock - EndMod/Recharge
  • (39) Synapse's Shock - Damage/Recharge/Accuracy
  • (47) Synapse's Shock - Damage/Rechage

Level 26: Dark Empowerment

  • (A) Healing IO

Level 28: Poison Trap

  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (37) Unbreakable Constraint - Chance for Smashing Damage
  • (37) Obliteration - Chance for Smashing Damage
  • (43) Eradication - Chance for Energy Damage
  • (43) Armageddon - Chance for Fire Damage
  • (46) Fury of the Gladiator - Chance for Res Debuff

Level 30: Noxious Gas

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Soul Extraction

  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (33) Expedient Reinforcement - Accuracy/Recharge
  • (34) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (34) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 35: Tactics

  • (A) Endurance Reduction IO

Level 38: Web Envelope

  • (A) Gravitational Anchor - Immobilize/Recharge
  • (39) Gravitational Anchor - Immobilize/Recharge/Accuracy
  • (42) Gravitational Anchor - Recharge/Accuracy
  • (42) Gravitational Anchor - Immobilize/Endurance
  • (42) Gravitational Anchor - Chance for Hold

Level 41: Neurotoxic Breath

  • (A) Ice Mistral's Torment - Endurance/Slow
  • (45) Ice Mistral's Torment - Damage/Slow
  • (45) Ice Mistral's Torment - Accuracy/Damage/Endurance
  • (45) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge
  • (46) Ice Mistral's Torment - Chance for Cold Damage

Level 44: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 47: Grant Invisibility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Supremacy


Level 1: Brawl

 

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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@Nemu were you running that on an MC yesterday, 1 of the panda toons? If that was you that was 1 of the 2 good /poison mm's i've seen played well (along with Living Brains bots/poison)

Pretty sure you were low lvl 40's and not dying every 2 seconds or summoning pets it was impressive.

Just saw the name on the build download, definitely you 😛

 

Edited by Meknomancer
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How do you guys feel about the current implementation of Antidote and Alkaloid?

 

Personally the activation needs to be way faster if they're gonna keep the travel time.

 

That and I sure wouldn't say no to increasing the radius on Envenom and Weaken.

Edited by SableShrike
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I've played /poison mm's with envenom and weaken and skipped pretty much the entire set and not noticed and difference from the ones i played where i tried taking most of the powers which is why i rate it as the equivalent of the super strength set, 2-3 powers you really need and the rest junk/mules/skippable. The heal i just use as a mule for preventetive and treat it like i would with /storms O2 boost. Antidote just a mule for 4 pits of unbreakable or a steadfast/glad unique i think i tossed it on a team mate once. Just the once mind and it was probably a misclick. Both powers need to be given the aoe treatment if they are going to be made playable. Radius on both envenom and weaken is pathetic but i would keep them at 8 foot if they introduced venemous gas over noxious that way you have both a great st debuff chain for heavy hitters like gm/av's and a debuff aura for trash mobs.

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Reactive skills such as single target heals should all have a cast time/effect trigger review because of their reactive nature.  If you look at heal other or sooth they have even longer cast times than alkaloid.

I'd extend that reasoning to stuff like single target buffs like fortitude/thaw/antidote.  I can't save everyone but it does feel bad to have a teammate fall to spike damage because your buffs took a second or two too long to apply.

 

Poison seems to be designed around spamming envenom + weaken on different targets to make up for lack of area coverage in a single application and this is even more paramount on MMs because Noxious Gas seems so underwhelming. I wouldn't mind if the radius increased to 10" for the former or if their recharge was reduced a bit to allow faster applications to cover the battlefield without investing heavily into recharge bonuses. On the other hand one can just buff Noxious Gas, keep the henchmen anchor, cut the recharge to 90 seconds and make it last 60 seconds. This way we have a reasonable chance to re-apply it if our henchmen die mid combat.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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  • 1 month later

I had a Thugs/Poison on live and recreated it on Homecoming. I think the most fun part about it is using Noxious Gas on the Bruiser, since he's always going to go into melee range with enemies and then subsequently watching them all empty their stomachs. I just sit back and let the pets do their thing while I debuff everything.

 

Spoiler

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Gangster Choke: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Call Thugs

  • (A) Superior Command of the Mastermind - Accuracy/Damage
  • (9) Superior Command of the Mastermind - Damage/Endurance
  • (19) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (21) Superior Command of the Mastermind - Damage/Endurance/Recharge
  • (21) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (23) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura

Level 1: Alkaloid

  • (A) Preventive Medicine - Heal
  • (15) Preventive Medicine - Heal/Endurance
  • (15) Preventive Medicine - Endurance/RechargeTime
  • (17) Preventive Medicine - Heal/RechargeTime
  • (17) Preventive Medicine - Heal/RechargeTime/Endurance
  • (19) Preventive Medicine - Chance for +Absorb

Level 2: Envenom

  • (A) Achilles' Heel - Chance for Res Debuff
  • (3) Analyze Weakness - Defense Debuff
  • (3) Analyze Weakness - Accuracy/Defense Debuff
  • (9) Analyze Weakness - Accuracy/Endurance/Recharge

Level 4: Weaken

  • (A) Siphon Insight - ToHit Debuff
  • (5) Siphon Insight - Accuracy/ToHit Debuff
  • (5) Siphon Insight - Accuracy/Recharge
  • (7) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (7) Siphon Insight - Accuracy/Endurance/Recharge
  • (13) Siphon Insight - Chance for +ToHit

Level 6: Equip Thugs

  • (A) Endurance Reduction IO

Level 8: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 10: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (11) Reactive Defenses - Scaling Resist Damage
  • (13) Reactive Defenses - Defense
  • (48) Reactive Defenses - Defense/Endurance
  • (50) Reactive Defenses - Defense/Endurance/RechargeTime

Level 12: Call Enforcer

  • (A) Sovereign Right - Resistance Bonus
  • (29) Edict of the Master - Defense Bonus
  • (31) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (31) Superior Mark of Supremacy - Accuracy/Damage
  • (31) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (33) Superior Mark of Supremacy - Accuracy/Endurance

Level 14: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 16: Elixir of Life

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Steadfast Protection - Knockback Protection
  • (45) Gladiator's Armor - TP Protection +3% Def (All)

Level 18: Gang War

  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (23) Call to Arms - Defense Bonus Aura for Pets
  • (25) Expedient Reinforcement - Accuracy/Recharge
  • (25) Expedient Reinforcement - Accuracy/Damage
  • (27) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (27) Expedient Reinforcement - Endurance/Damage/Recharge

Level 20: Antidote

  • (A) Aegis - Psionic/Status Resistance
  • (40) Impervium Armor - Psionic Resistance
  • (40) Impervious Skin - Status Resistance/Regeneration

Level 22: Call Bruiser

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (33) Soulbound Allegiance - Chance for Build Up
  • (33) Soulbound Allegiance - Damage/Recharge/Accuracy
  • (34) Soulbound Allegiance - Recharge/Accuracy
  • (34) Soulbound Allegiance - Damage/Recharge
  • (34) Soulbound Allegiance - Damage/Endurance

Level 24: Paralytic Poison

  • (A) Essence of Curare - Accuracy/Recharge
  • (37) Essence of Curare - Accuracy/Hold
  • (37) Essence of Curare - Accuracy/Hold/Recharge
  • (37) Essence of Curare - Accuracy/Endurance

Level 26: Upgrade Equipment

  • (A) Endurance Reduction IO

Level 28: Poison Trap

  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (29) Performance Shifter - Chance for +End
  • (40) Power Transfer - Chance to Heal Self
  • (48) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (50) Superior Entomb - Recharge/Chance for +Absorb

Level 30: Noxious Gas

  • (A) Recharge Reduction IO

Level 32: Boxing

  • (A) Accuracy IO

Level 35: Tough

  • (A) Aegis - Resistance
  • (36) Aegis - Resistance/Endurance
  • (36) Aegis - Resistance/Endurance/Recharge
  • (36) Aegis - Endurance/Recharge

Level 38: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Red Fortune - Defense
  • (39) Red Fortune - Defense/Endurance
  • (39) Red Fortune - Endurance

Level 41: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - Endurance/RechargeTime
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (43) Unbreakable Guard - +Max HP

Level 44: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 47: Assault

  • (A) Endurance Reduction IO

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Supremacy


Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (48) Miracle - +Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
Level 22: Bruiser's Fury

Level 1: Punk
Level 1: Arsonist
Level 22: Bruiser
Level 12: Enforcer
------------

 

 

 

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  • 7 months later
On 1/1/2023 at 7:09 AM, Meknomancer said:

I've played /poison mm's with envenom and weaken and skipped pretty much the entire set and not noticed and difference from the ones i played where i tried taking most of the powers which is why i rate it as the equivalent of the super strength set, 2-3 powers you really need and the rest junk/mules/skippable. The heal i just use as a mule for preventetive and treat it like i would with /storms O2 boost. Antidote just a mule for 4 pits of unbreakable or a steadfast/glad unique i think i tossed it on a team mate once. Just the once mind and it was probably a misclick. Both powers need to be given the aoe treatment if they are going to be made playable. Radius on both envenom and weaken is pathetic but i would keep them at 8 foot if they introduced venemous gas over noxious that way you have both a great st debuff chain for heavy hitters like gm/av's and a debuff aura for trash mobs.

 

I've seen a few people point at heals for preventative and other procs.... Is there a reason why you don't just use the Health power? Do they not work there? They can be slotted there.

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On 1/1/2023 at 9:54 AM, Nemu said:

Reactive skills such as single target heals should all have a cast time/effect trigger review because of their reactive nature.  If you look at heal other or sooth they have even longer cast times than alkaloid.

I'd extend that reasoning to stuff like single target buffs like fortitude/thaw/antidote.  I can't save everyone but it does feel bad to have a teammate fall to spike damage because your buffs took a second or two too long to apply.

 

Poison seems to be designed around spamming envenom + weaken on different targets to make up for lack of area coverage in a single application and this is even more paramount on MMs because Noxious Gas seems so underwhelming. I wouldn't mind if the radius increased to 10" for the former or if their recharge was reduced a bit to allow faster applications to cover the battlefield without investing heavily into recharge bonuses. On the other hand one can just buff Noxious Gas, keep the henchmen anchor, cut the recharge to 90 seconds and make it last 60 seconds. This way we have a reasonable chance to re-apply it if our henchmen die mid combat.

 

Or just make it a toggle like with the other ATs... I thought it already was.

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11 hours ago, Gentoo said:

 

I've seen a few people point at heals for preventative and other procs.... Is there a reason why you don't just use the Health power? Do they not work there? They can be slotted there.

 

Not slotting the preventetive in health saves a slot, thats what i meant by using the heal as a mule.

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5 hours ago, Gentoo said:

 

 

Oh I see. You are valueing number of slots over number of power picks?

 

 

 

If you plan your build out before making your character with specific goals in mind like perma hasten or certain defence/resist numbers or dps then yes, you have a ton of power picks but you can only use 1 power at a time when attacking so you can make a good attack chain from 3 single target attacks 2-3 aoe/pbaoe which lets you skip weaker/less useful powers of which there are many or powers that you'd never use (such as black hole which i've only seen used in 2 builds and if used in teams will annoy players) and focus your slots on useful set bonuses.

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