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Robotics / Poison


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Poison is awesome but can be very player intensive. You have no self heal, no shields, self buffs, etc. Your only defense is to debuff or hold.

 

 

The good news is debuffs are what make Poison insane.

 

Short of maybe Benumb (single target, long cooldown) you aren't going to find more powerful overall debuffs in the MM sets with very short cooldowns.

 

The last level ability is extremely powerful but is better suited for Melee pets as it casts an aura around a pet that has a hold chance (non-resistible) and constantly AoE debuffs with no acc check. This stacks with Envenom + Weaken as well.

 

 

All of Poison debuffs require an accuracy check except Noxious Gas (And maybe Trap?).

 

BUT all of poison except for the last two abilities are mob target abilities. You don't have to keep an enemy in a specific location or place the debuff on the ground. Debuff on the go!

 

This is especially good for PVP.

 

 

They added a small area AoE spread with Envenom and Weaken in one of the later updates. The effect is weaker than the primary target but at least there is one!

 

Poison is known for it's ability to weaken mob negative effects on you, kill bosses, and kill players.

 

Think of it as a single target killer.

 

If you miss your debuff or have too many mobs it is going to be an issue. Noxious Breath / Gas / Trap does help with this late game however.

 

 

Thugs / Poison was considered to be #1 when it was first launched in PvE and PvP. It is still good today.

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Very interested in gearing for debuffs, then. I've been told to skip all of Robotics/ except for pet powers and upgrades to pets. One thing I noticed is /Poison starts off with a single target ranged heal that can heal teammates as well as robots. Robotics/ also has Repair, which is a heal that can only target a robot, not a teammate. Taking Repair doesn't seem worth the effort, especially when the Protector Bot has a targeted heal used on the other robots.

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I play a thugs /poison build let me tell you ambushes are not your friend. You will die and you will die often because they cannot handle a lot of mobs, against smaller groups it is great but ambushes really display its weakness.

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I had a Robots/Poison back on Live.  I've been avoiding recreating him, only because I wanted to get my feet under me before I tried a Mastermind.  I remember those debuffs being pretty insane, made me feel like quite the Boss-killer.

 

IIRC, looking at the set, I tended to go Weaken, Envenom, Neurotoxic Breath, and let the Robots blow the crap out of the mobs once they had the audacity to disapprove of my chemical warfare.

 

I may be remembering older versions of the powers, but I do not remember getting a lot of mileage out of the top two powers.  (The T9, probably I'd use on a set where one of the guys can be more easily encouraged to go into melee.)

 

If I can dig out my Mids build tonight, I'll try and remember to post it.

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Here's what I've got.  I was clearly mid-process at the time of the shutdown.  :)  Note this is out of Mids, not Pine.  As I suspected, I totally ditched the top two powers from Poison.

 

Later,

Generator

 

============================

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Steel Sleeper - I19: Level 50 Technology Mastermind

Primary Power Set: Robotics

Secondary Power Set: Poison

Power Pool: Flight

Power Pool: Leadership

Power Pool: Concealment

Power Pool: Teleportation

Ancillary Pool: Mace Mastery

 

Villain Profile:

Level 1: Battle Drones

  • (A) Sovereign Right - Accuracy/Damage: Level 50
  • (3) Sovereign Right - Damage/Endurance: Level 50
  • (3) Sovereign Right - Accuracy/Endurance: Level 50
  • (5) Sovereign Right - Accuracy/Damage/Endurance: Level 50
  • (5) Sovereign Right - Accuracy: Level 50
  • (45) Sovereign Right - Resistance Bonus: Level 50

Level 1: Alkaloid

  • (A) Empty
  • (7) Empty
  • (7) Empty
  • (9) Empty
  • (9) Empty
  • (11) Empty

Level 2: Pulse Rifle Blast

  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (11) Thunderstrike - Damage/Endurance: Level 50
  • (13) Thunderstrike - Damage/Recharge: Level 50
  • (13) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (15) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (15) Thunderstrike - Damage/Endurance/Recharge: Level 50

Level 4: Envenom

  • (A) Shield Breaker - Defense Debuff: Level 30
  • (17) Shield Breaker - Accuracy/Defense Debuff: Level 30
  • (17) Shield Breaker - Accuracy/Recharge: Level 30
  • (19) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
  • (19) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
  • (21) Shield Breaker - Chance for Lethal Damage: Level 30

Level 6: Equip Robot

  • (A) Endurance Reduction IO: Level 50
  • (21) Endurance Reduction IO: Level 50

Level 8: Weaken

  • (A) Siphon Insight - ToHit Debuff: Level 50
  • (23) Siphon Insight - Accuracy/ToHit Debuff: Level 50
  • (23) Siphon Insight - Accuracy/Recharge: Level 50
  • (25) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
  • (25) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
  • (27) Siphon Insight - Chance for +ToHit: Level 50

Level 10: Fly

  • (A) Freebird - Endurance: Level 50
  • (27) Freebird - FlySpeed: Level 50
  • (50) Freebird - +Stealth: Level 50

Level 12: Protector Bots

  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (29) Blood Mandate - Damage/Endurance: Level 50
  • (29) Blood Mandate - Accuracy/Endurance: Level 50
  • (31) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (31) Defense Buff IO: Level 50
  • (31) Defense Buff IO: Level 50

Level 14: Hover

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

Level 16: Elixir of Life

  • (A) Empty

Level 18: Assault

  • (A) Endurance Reduction IO: Level 50
  • (33) Endurance Reduction IO: Level 50

Level 20: Antidote

  • (A) Empty

Level 22: Neurotoxic Breath

  • (A) Tempered Readiness - Accuracy/Slow: Level 50
  • (33) Tempered Readiness - Accuracy/Endurance: Level 50
  • (34) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (34) Slow IO: Level 50
  • (34) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50

Level 24: Tactics

  • (A) Empty
  • (36) Empty
  • (46) Empty
  • (48) Empty

Level 26: Assault Bot

  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (36) Blood Mandate - Damage/Endurance: Level 50
  • (37) Blood Mandate - Accuracy/Endurance: Level 50
  • (37) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (37) Blood Mandate - Accuracy: Level 50
  • (39) Blood Mandate - Damage: Level 50

Level 28: Paralytic Poison

  • (A) Lockdown - Accuracy/Hold: Level 50
  • (39) Lockdown - Accuracy/Recharge: Level 50
  • (39) Lockdown - Recharge/Hold: Level 50
  • (40) Lockdown - Endurance/Recharge/Hold: Level 50
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (40) Lockdown - Chance for +2 Mag Hold: Level 50

Level 30: Repair

  • (A) Empty
  • (50) Empty

Level 32: Upgrade Robot

  • (A) Endurance Reduction IO: Level 50
  • (42) Endurance Reduction IO: Level 50

Level 35: Maneuvers

  • (A) Empty
  • (42) Empty
  • (46) Empty
  • (48) Empty

Level 38: Stealth

  • (A) Empty

Level 41: Scorpion Shield

  • (A) Empty
  • (42) Empty
  • (43) Empty
  • (45) Empty
  • (45) Empty

Level 44: Power Boost

  • (A) Empty
  • (46) Empty

Level 47: Vengeance

  • (A) Empty
  • (48) Empty

Level 49: Recall Friend

  • (A) Empty

Level 1: Brawl

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 1: Supremacy

Level 4: Ninja Run

Level 2: Swift

  • (A) Empty

Level 2: Hurdle

  • (A) Empty

Level 2: Health

  • (A) Empty

Level 2: Stamina

  • (A) Empty
  • (43) Empty
  • (43) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

------------

 

 

 

 

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Is Alkaloid worth buffing for healing? How big do the late game numbers get?

 

I've been running late-teen to early-twenties Missions against Council and Freakshow. Envenom, Weaken, and Neurotoxic Breath haven't been feeling like they do enough. I'm interested in knowing more about, experientially, how do they feel? Can you see effects from your bots steamrolling through mobs/Bosses? Do teammates seem to benefit more? Should I be hitting a Lt./Boss or should I just aim for the enemy that's closest to the middle of the mob, just to make certain I hit as many as I can? Should I stress out about the A.o.E. at all or just look at that as icing on the cake, targeting the big debuff on the most important target? Should I drop all three onto the same target or spread the debuffs around? Any priorities I should follow in what debuff to apply first (before they aggro and start moving around)?

 

As for the robots I'm happy to see I'd already been looking to use some of these sets, but I have been thinking about using them in different powers. Let's geek out and discuss the why!

 

I was going to six slot Battle Drones with Blood Mandate. You're six slotting Assault Bot and four slotting Protector Bots and buffing their Defense Buff (I presume to improve their Forcefield power). Is this because Sovereign Right is that much better for them for some reason?

 

I haven't looked at the numbers for the robot that is summoned instead of the power that summons them. I was turned off from slotting anything to help their Defense because I was afraid of the pets not using the power often enough. (I thought about this a lot like the Broadsword power Parry, granting a temporary buff you can't unilaterally turn on.) How close does the pet's Forcefield power get someone to the soft cap? Is the power the same as a player's use of a Forcefield power?

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Hey,

 

I can't go into that much detail on your questions right now, because as I said, I haven't actually played this character since 2012.  But here's what I remember.

 

What I think of as the "big three" debuffs (Envenom, Weaken, Neurotoxic Breath), you should definitely notice them.  You ever want to see a good time, hit one of those Freakshow you've been fighting with Envenom, then watch as his Dull Pain only gives him like, 5 HP.  :)  I liked to start with Weaken, targeting the boss/most threatening guy in the enemy spawn, so that their counter-attack against me was cut off at the knees.  After that, maybe go Neurotoxic while the enemy is still relatively gathered up.

 

Alkaloid, I remember being a little "ehh" as a heal, but if you want to heal something besides one of your robots it's the only game in town.

 

The rest of it, I'm too far out of practice to comment on, sorry.

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Sounds awesome :)

One thing I understand since last I looked at Poison was that the set got some splash AoE.

 

Uh, maybe?  Again, it's been forever, and I haven't played this on Homecoming yet, but my recollection is that the splash was small.  You were unlikely to see a lot of mileage from it unless guys were jammed together, Night-At-The-Opera-level.

 

This Mastermind is probably second guy on-deck as far as old characters I plan to recreate, just after my Sonic^2 Defender.

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Sounds awesome :)

One thing I understand since last I looked at Poison was that the set got some splash AoE.

 

Uh, maybe?  Again, it's been forever, and I haven't played this on Homecoming yet, but my recollection is that the splash was small.  You were unlikely to see a lot of mileage from it unless guys were jammed together, Night-At-The-Opera-level.

 

This Mastermind is probably second guy on-deck as far as old characters I plan to recreate, just after my Sonic^2 Defender.

yeah it's pretty small... Range 8? So basically melee range sound the target.

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

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What is the magnitude on the -Def?
According to the old RedTomax data, a nice zesty -22.5%.

That isn't a Magnitude. Magnitude is usually rated from 1-3 (for most enemies), and is a stat I'm not seeing on these lists. Here's a wiki article that explains what Magnitude is. https://paragonwiki.com/wiki/Protection

 

I'm asking because I'm trying to find the reason I'm not feeling like there's any difference in hitting the enemy when I use the debuff and when I don't. I thought they may be resisting the effect somehow. I guess the other option is the debuff just isn't big enough to make a difference.

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What is the magnitude on the -Def?
According to the old RedTomax data, a nice zesty -22.5%.

That isn't a Magnitude. Magnitude is usually rated from 1-3 (for most enemies), and is a stat I'm not seeing on these lists. Here's a wiki article that explains what Magnitude is. https://paragonwiki.com/wiki/Protection

 

I'm asking because I'm trying to find the reason I'm not feeling like there's any difference in hitting the enemy when I use the debuff and when I don't. I thought they may be resisting the effect somehow. I guess the other option is the debuff just isn't big enough to make a difference.

 

i understand your question. you want to know exactly how much of that -defense is actually being applied.

 

google 'city of heroes purple patch'. it will explain the who and the why.

 

as an MM in general you will rarely feel the differnce a single -defense -resist power makes because few mm pets are hitting for more than low double-digits and you for sure won't feel it in your 20's when mobs dont really hvae the resists they will later on.

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What is the magnitude on the -Def?
According to the old RedTomax data, a nice zesty -22.5%.

That isn't a Magnitude. Magnitude is usually rated from 1-3 (for most enemies), and is a stat I'm not seeing on these lists. Here's a wiki article that explains what Magnitude is. https://paragonwiki.com/wiki/Protection

 

I'm asking because I'm trying to find the reason I'm not feeling like there's any difference in hitting the enemy when I use the debuff and when I don't. I thought they may be resisting the effect somehow. I guess the other option is the debuff just isn't big enough to make a difference.

 

Um... dude... Only CC effects have a magnitude. Debuffs do not.

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