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Poison: does it work?


Sarsaparilla

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I'm considering a Poison/ defender (or perhaps a /Poison corruptor, or even a controller) for thematic reasons, but I ran into some difficulty. First, I'm having trouble finding a powerset to pair it with. Second, I'm looking at the powers and wondering if the strong focus on single-target debuffs would be frustrating to play.

 

Plenty of pixels have been lit to defend (or criticize) Trick Arrow, and other less-popular sets. But very little has been said about Poison, one way or the other. Is it so bad that it's not even worth discussing? Or is there a secret cabal of Poison Defenders out there, keeping their secrets to themselves?

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Envenom and Weaken are technically AE, but they're melee-range AE. That being said, they're probably the best 1-2 punch for crippling an AV/GM out there. They're just less effective against large spawns.

 

Unfortunately, that's pretty much where the tree ends up being worthwhile.

 

Alkaloid is like a bad version of O2 Boost - which is no one's candidate for a fantastic heal.

 

Neurotoxic Breath is a far less effective -speed debuff than virtually any other found in support sets.

 

Rezzes, pure status removal effects and single target Holds are generally amongst the powers people skip in support sets.

 

Poison Trap is an AE Hold - but it's an AE Hold done in the most clunky manner possible (as a Trap). Nor does the set have any sort of Stealth to help you place that trap.

 

Venomous Gas would be a great effect... if it weren't a PBAoE toggle. These sort of effects just tend to get players killed. What inevitably happens is you stroll in melee range to apply your debuffs - and then you get stunned/held/slept, turning off the toggle and removing the effect that was keeping you from getting crushed.

 

Contrast with Nature.

 

Nature has the same sort of debuffs, but one of them (the defensive one) is a ranged toggle.

 

Nature's healing can heal the player themselves (in multiple ways).

 

Nature's rez doubles as a heal.

 

Nature can also self-buff resist, +damage and endurance management.

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This seems like it is, in theory, actually ok in some ways.  I don't have practical experience, but this is my take just looking at it.

 

Specifically, one of the most important jobs for a defender on a team is to quickly apply as much -Resist as possible to a group to magnify the efforts of the damage dealing teammates.  I don't have the game open, so I'm going off city of data's corrupter info and scaling it by 1/0.75, but assuming that's correct the poison defender can apply a 25% debuff while taking no action other than walking near something and a 20% AOE resist debuff on a fast cast and short recharge.  That matters a lot when steamrolling, as things are going to die fast with that kind of -Resist being thrown around, and is actually unusually high for a defender set.  Most sets get one -30% AOE resist on a relatively high timer.

 

For AV killing, you have access to the secondary effect debuffing like cold has in Benumb, strong -Regen and -65% total -Resist, making you competitive for best in class on AV killing.

 

On the other primary job for a Defender, making sure the team doesn't die, it does not look as good.  Weaken looks decent, but its a far cry from Rad's toggles and suffers the same issues all the debuff sets have in that it does nothing against spread out enemies or where you don't open with the debuff.  One small single target heal is going to have issues keeping up if you're the sole support in any kind of really dangerous situation.  If you don't push too hard or have other defenders to layer defenses, however, this isn't as big a deal.

 

Overall, I'm intrigued.  I think I might make one at some point, it seems like a valuable contribution in many common teaming situations.

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I did /Poison onan MM back on live, and its...underwhelming?  Regardless of numbers, it doesnt FEEL especially impactful.  I will say the poison gas PBAOE is WAYY better on an MM where you can put it on one of your pets, ideally the one that runs into Melee alot.  I did Thugs but beasts might be a good candidate.  Other than that, yea, I cant speak for numbers because MMs tend to chew through normal content pretty easily unless you are at ridiculous difficulty, but at times it felt like, outside of AV fights, there really wants much of a point to bothering to use my secondary. 

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I'm running a Posion/Water Defender (shoutout Rotgut!), and it's the most fun I've had since the game went re-live.

 

I teamed with you Rotgut on Everlasting! Was a fun group, enjoyed your debuffs and green whirlpools!

 

Twas I! And thanks, it's a really fun character and build.

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Sounds like my gut reaction was more-or-less on target. It seems to me like the problems might be more structural than numeric.

 

But it's also nice to have the reminder that a skilled player with a good attitude can turn any powerset into gold.

 

I've got 2000 defender ideas so I'll be putting this one on ice for a while. But maybe someday...

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For AV killing, you have access to the secondary effect debuffing like cold has in Benumb, strong -Regen and -65% total -Resist, making you competitive for best in class on AV killing.

 

 

I don't recall poison having any particularly strong -regen abilities.

Now if SCORE would swap in  the poison trap from traps then I'd be all over poison.

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For AV killing, you have access to the secondary effect debuffing like cold has in Benumb, strong -Regen and -65% total -Resist, making you competitive for best in class on AV killing.

 

 

I don't recall poison having any particularly strong -regen abilities.

Now if SCORE would swap in  the poison trap from traps then I'd be all over poison.

 

Ah, you're correct, it looks like I did get the poison trap details mixed up, mistook the -Recovery for -Regen and mentally mixed it with Traps' version.  It looks like they get decent -Regen off of Envenom, but nothing overly strong, more in line with Kinetics than Cold or Rad. 

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There was an old posting (I think it was by Dechs Kaison) about a Poison/BR build that looked really promising if you can find it. Basically, embrace lots of defensive powers and the fact you will faceplant (I think he had soul transfer on it) but it had huge amounts of single target kill to it.

 

Come to think of it, it might have been a corrupter... carry on. :)

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There was an old posting (I think it was by Dechs Kaison) about a Poison/BR build that looked really promising if you can find it. Basically, embrace lots of defensive powers and the fact you will faceplant (I think he had soul transfer on it) but it had huge amounts of single target kill to it.

 

Come to think of it, it might have been a corrupter... carry on. :)

 

This sounds awesome.

@Force Redux on Everlasting

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I have been running a Poison/Sonic build over on everlasting

 

ST wise you can melt just about anything with the stacking -res

 

The fact that you can skip a lot of the primary and not miss many doses allow for some handy utilities

 

Here is my 2 cents on all the poison powers at least for defenders

 

Alkaloid- So it's a single target heal that's going to give about 230 ish hp at 50 unenhanced, not bad but it's slow really slow... It also grants 20% res to toxic so you can buff that tank when fighting zombies in the low levels. skip it at the start, take it when you have nothing else to grab its only Okay

 

Envenom- Now this is the good stuff, -50% def all types -60% Res -50% Regen and it reduces heals on target as well, this thing is nasty.  Small splash effect means the best use is going to be having a tank gather targets first or corner pull to maximize targets hit. Did I mention it recharges in 12s unenhanced and lasts 30s. You take this power as soon as you can first thing its the Best you get Period

 

Weaken- your other Good debuff -28% tohit debuff -37% dam and it guts the targets power effects by 74% so heals holds imobs, buffs debuffs, all of it gutted. Sam small splash as above, however, this power has a longer recharge of 16s

 

Neurotoxic Breath- so -81% recharge sounds really good, and it's stronger than frost breath and almost the same as infrigidate from cold domination, except this, is a cone. the issue is it does nothing for that alpha strike. this power gets a bad stigma due to -recharge being the kind of power that only shines in drawn-out combat. take it if you can its handy but not game changing like the last two debuffs

 

Elixir of Life- This is basically mutation, the "crash" is problematic on a target that already face planted a few mins ago and it could actually cause them to crash out again due to end loss at bad times but its not super hard hitting but a bit of a surprise. the 50% dmg buff is nice and the +Rech 100% is nothing anyone is going to complain about 90s later the throw-up and are sudo held.

 

Antidote- its basically clear mind with some toxic res buf thrown on for flavor if you would take clear mind take ikt but its not a thing to ever slot

 

Paralytic Poison- one of the worst ST holds iv ever used, 11s mag 3 hold 16s recharge so you cant stack it with itself unenhanced, it deals no damage (it really should or at the very least a slow effect as its supposed to paralyze the target) has no debuff associated with it no slow effect no - reach SKIP, unless you have another hold to combo with its not worth the slots or the power.

 

Poison Trap- 31 ticks of 2 toxic dmg and a AoE hold...in trap form so you need to drop this and get a mob to walk on it or AoE near it. once it pops it active for a long time 260s and you can drop that nasty mine in 1.1 seconds. completely stops end recover on all targets (not really useful as end recover stoping will almost NEVER come in to play with normal spawns) it can apply 2 mag3 holds but then the suck starts. 2% chance of having the holds stack. 1 of the mag 3 holds applies every time the other only has a tiny chance to proc and that second hold only lasts 4s so stopping boss is a maybe at best. if you take it slap the chance for mag 2 hold from GW set in it. it could be slotted with a Ton of procs as it takes hold and damage sets but i have not tested to see if that's worth it or how often it proc it is a spawned pet causing the effect and they act ...odd with procs

 

Venomous Gas- So on a MM this is great, plop it on a pet and they run into melee -25% res on target they are kicking in the face Great.

on a defender, its on you to walk into melee to apply that -25% Res -12% Def and -12% tohitdebuff (again unenhanced) This power will kill you, but it is useful. stacking this with your other -res will stack to 85% and that's A lot of damage potential

 

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Poison is everything you need except Venomous Gas. If only it can be casted onto someone else or has a wider radius.

 

The numbers on the MM version are not as high but it makes up for in damage. Poison is still better on a MM.

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i have tried this with dual pistols and was good just extremely underwhelming on the damage front but i could sit in a mob of s/l hardly taking damage

i would say fire or watter would be better watter being fun with an added heal and tons of aoe may also be best as a corr but lower debuff numbers but still not bad

and for poison i took nothing but the first 3/4 powers and t9 if u want to heal and res just go dark or rad the hold may be ok not sure there but its single target

 

 

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Made a Poison/DP yesterday and got up to level 12 by pewpewing my way through the KR arcs. My thinking with DP is to double down on the damage debuffs with chemical ammunition, with the added option of switching to -res (piercing rounds/Achilles proc in pistols) and -def with normal ammo. Venomous gas with hail of bullets also seems like it would be fun too. However, as much as I like the idea in theory, I'm not sure I'll be getting to 38 on this char. Poison just feels clunky. Some specific thoughts:

 

-No real way to mitigate alphas. The radius on weaken is tiny, and it still has to hit to take effect. I could open with envenom to reduce defense before applying weaken, but that still leaves me open to attack before the -tohit is applied. In any case, the -tohit debuff is quite weak (compared to other, similar tier debuffs) at ~10% for adjacent mobs.

-Without any healing or self-buffs, there's no way to recover from the alpha. The self-heal from dark blast or water blast would have been a pretty nice compliment had either of those sets fit my character thematically.

-Coming from storm and rad, I'm not used to my debuffs missing. It happens enough at +0/x0 to be obnoxious, although I haven't slotted for accuracy yet. Given how central debuffs are to the set, each miss feels like a big WOMP. Tactics might be good here, but I'm reluctant to add toggles into the build because...

-Debuffs are expensive! Weaken and envenom are both 10.5 endurance a cast, and I spam them a lot to spread the debuff love. I'll have to dedicate some slotting for end reduction (probably just one), and slots for accuracy, which means there will be less slots to dedicate to enhancing the debuff values themselves. Some creative frankenslotting is probably called for here.

-Neurotoxic breath is nice, but the duration is shorter than I expected at 20 seconds. See it mostly as a way of keeping mobs close together. The hold happens more often than I thought, but it's so short and unreliable (and unenhanceable for that matter) as to be a non-factor. The arc is also narrow at 30 degrees, and hitting the whole group means getting closer than I'd like to at level 12.

-Aside from venomous gas, there aren't any other powers to look forward to. The res, ST hold, and clear mind aren't exciting to me. Poison trap seems like an unreliable hold with a bizarre -end component--maybe elec blast could capitalize on it.

 

Not sure what my long term build goals would be for this char. Maybe ranged defense, but venomous is going to put me in melee quite a bit...

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Envenom and Weaken are technically AE, but they're melee-range AE. That being said, they're probably the best 1-2 punch for crippling an AV/GM out there. They're just less effective against large spawns.

 

Okay, but also I just tested envenom and it doesn't stack with itself. How is it so good at killing AVs/GMs when it can't stack -regen or -res? The numbers aren't that good, and looking at raw stats you'd be MUCH better going with cold/

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Hmm. Well poison is a very strong debuffing set. Especially with defender mods. It is good for 8 man teams, task force, trial, and endgame content. The healing the set provides is plenty to patch up teams to keep them going when there may otherwise be no healing.

 

Envenom and Weaken are central to what makes the set so great. Theses powers were originally designed as single target debuffs and the aoe splash debuff should be considered extra. For regular spawns always target the boss, sometimes if a Lt. is in the middle of the pack that can work better because of the splash, but where the powers shine is for archvillains.

 

The debuffs poison offers is stronger than any other set - Between Envenom, Weaken, and Noxious Gas on a single target that is:

-65% resistance (85% with achilles proc, 105% with fury of glad or annihilation procs)

-about 60% tohit debuff

-18.75% dmg debuff

-50% defense debuff (or more)

-50% regen debuff, but also packs a healing debuff making it more effective against things like CoT Behemoths, War Walkers, Freakshow tank smashers and more!

-Reverse power boost effect on the enemy weakening their heals further, any endurance drains they have, CC, debuffs, etc.

 

Now sure there are other sets with stronger -regen but when dps is as high as it is for endgame content these days, -resistance is the #1 debuff. The biggest competition poison faces as a debuffer is sleet.

 

Neurotoxic Breath has an enormous recharge debuff along with the slow and chance to hold making it one of the most potent slows in the game, hence the shorter duration. Between some of the other powers having some utility and skippable/choice powers allows you to dip more into pools and epics. Having so much power in 3 abilities for poison is an amazing benefit. Lastly poison trap is a proc monster and being a trap is not an issue here, you should be running in with super speed to get in with venomous gas anyways, the trap is uninterruptable and is a 1 second cast.

 

Before level 50 the set is still a support set and should be played carefully. The set does just fine on teams without IOs. With them, you can be very tanky.

 

The build I have here hits 45% ranged defense and 22.9% ranged/aoe defense with 75% S/L resistance, 23% fire/cold, 12 nrg, and 36 neg. 181.25% global recharge hits perma hasten with two +5 recharge IOs. Also just shy of perma soul drain.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Defender

Primary Power Set: Poison

Secondary Power Set: Radiation Blast

Power Pool: Speed

Power Pool: Leadership

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Dark Mastery

 

Hero Profile:

Level 1: Alkaloid -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(23)

Level 1: Neutrino Bolt -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(3), SprVglAss-Acc/Dmg/EndRdx(3), Apc-Dam%(5)

Level 2: Envenom -- Acc-I(A)

Level 4: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(11), CldSns-Acc/ToHitDeb(13), CldSns-Acc/EndRdx/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-%Dam(40)

Level 6: Irradiate -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(7), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(9), Arm-Dam%(9), FuroftheG-ResDeb%(15)

Level 8: Elixir of Life -- GldArm-3defTpProc(A)

Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)

Level 12: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(37), RedFrt-EndRdx(37), RedFrt-Def/Rchg(40), RedFrt-Def/EndRdx/Rchg(40)

Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(15)

Level 16: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(17), StnoftheM-Dam%(19), StnoftheM-Dmg/EndRdx/Rchg(19)

Level 18: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(43), Rct-ResDam%(43)

Level 20: Electron Haze -- Empty(A)

Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(25), Stp-Acc/EndRdx(48), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(50), Stp-KB%(50)

Level 24: Tough -- HO:Ribo(A)

Level 26: Poison Trap -- UnbCns-Dam%(A), NrnSht-Dam%(27), GhsWdwEmb-Dam%(27), Lck-%Hold(31), ScrDrv-Dam%(34), Obl-%Dam(34)

Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(34)

Level 30: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(43), RedFrt-Def/EndRdx(46), RedFrt-Def/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-EndRdx(48)

Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-ToHitDeb/Rchg(33), AchHee-ResDeb%(42)

Level 35: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(36), Stp-Acc/Stun/Rchg(37), Stp-KB%(50)

Level 38: Atomic Blast -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(39)

Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(45)

Level 44: Soul Drain -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Acc/Dmg/Rchg(45)

Level 47: Assault -- EndRdx-I(A)

Level 49: Vengeance -- LucoftheG-Rchg+(A)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Sprint -- Empty(A)

Level 1: Vigilance

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Mrc-Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-EndMod(A)

Level 0: Portal Jockey

Level 0: Freedom Phalanx Reserve

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Vigor Core Paragon

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

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

Set Bonus Totals:

 

 

 

 

 

 

 

 

Currently on fire.

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Envenom and Weaken are technically AE, but they're melee-range AE. That being said, they're probably the best 1-2 punch for crippling an AV/GM out there. They're just less effective against large spawns.

 

Okay, but also I just tested envenom and it doesn't stack with itself. How is it so good at killing AVs/GMs when it can't stack -regen or -res? The numbers aren't that good, and looking at raw stats you'd be MUCH better going with cold/

Cold is an incredibly strong set because of its mix of shielding and debuffing. My personal favorite set in the game. That said, I would also say it is strictly better on a corruptor, and you will get significantly better results with higher damage mods, higher damage cap, and scourge to play off all that -res you're able to lay down. Poison gets a nod towards defenders because all the debuffs are stronger and defenders can make good use out of proc damage to make up for their lower base damage and damage cap.

 

Corr cold 54% resistance debuff before procs

defender cold 60% resistance debuff before procs

defender poison 65% resistance debuff before procs

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How important is building for recharge on poison? I'm imagining some kind of envenom/weaken debuff machine gun build. Having poison trap up more often seems like it would be...OK, but I'm still figuring out what role the power has in the set.

 

The set doesn't really offer much in terms of personal survivability, so I'm wondering if building for +def takes priority over +recharge. Obviously both would be great, but for a budget build what should I shoot for?

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How important is building for recharge on poison? I'm imagining some kind of envenom/weaken debuff machine gun build. Having poison trap up more often seems like it would be...OK, but I'm still figuring out what role the power has in the set.

 

The set doesn't really offer much in terms of personal survivability, so I'm wondering if building for +def takes priority over +recharge. Obviously both would be great, but for a budget build what should I shoot for?

 

Actually, would depend more on your secondary and any tertiary pools you draw from.

Even if you take Soul, you can easily get Power Boost (for mega debuffs) down into the 40ish range.

 

I've been toying with the idea (for a Poison/BR of going for ranged D only and trying out the hold procs available... maybe even inviso power (stealth + SS) and then getting Presence line.

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Update at level 34 on Poison/Dual Pistols:

 

-Thought about shelving the character, but I decided to wait until picking up venomous gas. Well, I got it yesterday and it is...underwhelming. The debuff values are great and promising in theory, but with a 15' radius the power requires that I get uncomfortably close to the action for the debuffs to take effect. I regularly got pounded by AoEs and stuns when I edged close to the action to apply it. Drawing aggro was a problem too if the mobs hadn't been taunted or otherwise engaged yet.

-If it weren't for the "spines" sound effect on venomous gas, I wouldn't know that it was being applied. There's no clear visual zone of delineation between "debuffed" and "not being debuffed anymore and about to kill you", unlike with powers such as hurricane, time's juncture, or choking cloud. I've found this to be a theme with the whole set actually. There's not a ton of visual feedback about who has been debuffed, which makes spreading the love efficiently a bit of guessing game on a full team.

-For solo-ing mez=death. The gas gets toggled off and since the debuffs don't linger the mobs start hitting again right away. I've started carrying a tray of breakfrees. Feel a bit like a blaster, but without the damage or snazzy protection toggle. The set would really benefit from some position tools to make the most of the debuffs and venomous gas' small radius.

-Still struggling to deal with alphas, especially as more and more mobs have mez. Council vampires, for example, ruin my day if they don't get held by the gas trap--which is unreliable, even with the lockdown proc. I could target my debuffs on mezzers to initiate, but even then that leaves other mobs un-debuffed to wreck my face (e.g., the Warwolf throwing concrete at me), and doesn't solve the de-toggling problem. I'll be picking up my ST hold when I respec, but if there are multiple mezzers or other hard hitting mobs it's still a crap shoot.

-On the bright side: the -dmg stacking from chemical ammo, weaken, and venomous gas is pretty great. A +3 Warwolf boss swiped me for ~65 damage, after knocking me for about 4 times that earlier in the fight.

 

My ambivalence is resolving into a big nope, which is unfortunate since I like the char concept and I love defenders. A different secondary that offers more control and safety would probably help the situation. Dark especially, with its self-heal, -acc, and TT would be a great pairing. I could also see the set improving with incarnates and a lot of investment for ranged defense, but that's time and influence I'd rather save for a power-set that feels good out of the box.

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Corr cold 54% resistance debuff before procs

defender cold 60% resistance debuff before procs

defender poison 65% resistance debuff before procs

 

You're missing the elements of uptime and stacking.

 

Poison's debuffs don't self-stack and have 100% uptime, so that's easy - your numbers are accurate.

 

Cold has two debuffs. One - Sleet - can self-stack and be made overlapping. The other - Heat Loss - takes considerable effort to get 100% uptime. If you've actually managed to do so, then you'll have 30% from Heat Loss and 60% from the two stacking Sleets for a total of 90%. (Note: Storm Summoning also has -resist debuffs figures in this range due to the self-stacking issue).

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