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Posted (edited)

So I made something stupid.

 

I've always liked Poison, but struggled to get it to FEEL right across various ATs.

 

Had the concept for a Poison/DP and came up with this.  It wound up far, far tougher than I was expecting.

 

It has full-time softcap Ranged and AoE, and 32.9% Melee Defense.  With your maxed Venomous Gas, this makes even +3s whiff in melee as you bust a cap on their ass.  Note that this is WITHOUT using Envenom/Weaken, this is just on all the time.

 

Why Dual Pistols?  Two huge synergies:  Suppressive Fire with Chemical Ammo combos with Poison Trap to lock Bosses, and Chemical Ammo stacks even more -Damage on top of Poison's already crazy high -Damage.  You can just neuter the boss or even AV and shoot it in the face.

 

Been mucking about with dropping Defense levels some to fit in procs, but honestly I like the sheer stupidity I can get up to with this level of survival.

 

On teams you can wade into Melee and dramatically increase kill times.

 

Toggles: I only run Combat Jumping, Maneuvers, Weave, Temp Invuln, and Venomous Gas.  This is built to let you solo non-stop without relying on Vigilance to shore up Endurance.

 

Krait - Hero Defender
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Poison
  • Secondary powerset: Dual Pistols
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Concealment
  • Epic powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Envenom

  • A: Shield Breaker: Accuracy/Endurance/Recharge
  • 7: Shield Breaker: Accuracy/Recharge
  • 9: Shield Breaker: Accuracy/Defense Debuff
  • 9: Shield Breaker: Defense Debuff/Endurance/Recharge
  • 15: Shield Breaker: Defense Debuff
  • 17: Shield Breaker: Chance for Lethal Damage

Level 1: Pistols

  • A: Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge
  • 17: Superior Defender's Bastion: Accuracy/Damage/Endurance
  • 42: Superior Defender's Bastion: Accuracy/Damage
  • 43: Superior Defender's Bastion: Damage/Endurance/Recharge
  • 43: Superior Defender's Bastion: Damage/Recharge
  • 43: Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal

Level 2: Weaken

  • A: Cloud Senses: Accuracy/Endurance/Recharge
  • 3: Cloud Senses: Accuracy/Recharge
  • 3: Cloud Senses: Accuracy/ToHitDebuff
  • 5: Cloud Senses: ToHit Debuff/Endurance/Recharge
  • 5: Cloud Senses: ToHit Debuff
  • 7: Cloud Senses: Chance for Negative Energy Damage

Level 4: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 6: Maneuvers

  • A: Red Fortune: Defense/Endurance
  • 11: Red Fortune: Defense/Endurance/Recharge
  • 11: Red Fortune: Defense
  • 13: Red Fortune: Defense/Recharge
  • 13: Red Fortune: Endurance
  • 15: Red Fortune: Endurance/Recharge

Level 8: Elixir of Life

  • A: Invention: Endurance Reduction

Level 10: Boxing

  • (Empty)

Level 12: Swap Ammo


Level 14: Tough

  • A: Unbreakable Guard: +Max HP

Level 16: Bullet Rain

  • A: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 45: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 45: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 45: Superior Frozen Blast: Accuracy/Damage
  • 46: Superior Frozen Blast: Damage/Endurance
  • 46: Superior Frozen Blast: Recharge/Chance for Immobilize

Level 18: Weave

  • A: Red Fortune: Defense/Endurance
  • 19: Red Fortune: Defense/Endurance/Recharge
  • 19: Red Fortune: Defense
  • 40: Red Fortune: Defense/Recharge
  • 42: Red Fortune: Endurance
  • 42: Red Fortune: Endurance/Recharge

Level 20: Suppressive Fire

  • A: Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
  • 21: Superior Vigilant Assault: Accuracy/Damage/Endurance
  • 21: Superior Vigilant Assault: Accuracy/Damage
  • 23: Superior Vigilant Assault: Damage/Endurance/RechargeTime
  • 23: Superior Vigilant Assault: Damage/RechargeTime
  • 36: Superior Vigilant Assault: RechargeTime/PBAoE +Absorb

Level 22: Poison Trap

  • A: Lockdown: Accuracy/Endurance/Recharge/Hold
  • 29: Lockdown: Accuracy/Recharge
  • 29: Lockdown: Accuracy/Hold
  • 31: Lockdown: Endurance/Recharge/Hold
  • 31: Lockdown: Recharge/Hold
  • 31: Lockdown: Chance for +2 Mag Hold

Level 24: Executioner's Shot

  • A: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 25: Superior Winter's Bite: Accuracy/Damage/Recharge
  • 25: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 34: Superior Winter's Bite: Accuracy/Damage
  • 36: Superior Winter's Bite: Damage/RechargeTime
  • 36: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge

Level 26: Venomous Gas

  • A: Enzyme Exposure
  • 27: Enzyme Exposure
  • 27: Enzyme Exposure

Level 28: Tactics

  • A: Rectified Reticle: Increased Perception

Level 30: Hail of Bullets

  • A: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 33: Superior Avalanche: Accuracy/Damage/Recharge
  • 33: Superior Avalanche: Accuracy/Damage/Endurance
  • 33: Superior Avalanche: Damage/Endurance
  • 34: Superior Avalanche: Recharge/Chance for Knockdown
  • 34: Armageddon: Chance for Fire Damage

Level 32: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 35: Power Build Up

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff
  • 37: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
  • 37: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
  • 37: Gaussian's Synchronized Fire-Control: Recharge/Endurance
  • 40: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
  • 40: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 38: Temp Invulnerability

  • A: Gladiator's Armor: End/Resist
  • 39: Gladiator's Armor: Resistance
  • 39: Gladiator's Armor: TP Protection +3% Def (All)
  • 39: Steadfast Protection: Resistance/+Def 3%
  • 48: Steadfast Protection: Knockback Protection

Level 41: Force of Nature

  • A: Steadfast Protection: Knockback Protection

Level 44: Grant Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 47: Stealth

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Infiltration

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Vigilance


Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • A: Invention: Healing

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Miracle: +Recovery
  • 48: Numina's Convalesence: +Regeneration/+Recovery
  • 50: Panacea: +Hit Points/Endurance

Level 1: Stamina

  • A: Synapse's Shock: EndMod
  • 46: Synapse's Shock: EndMod/Increased Run Speed
  • 48: Performance Shifter: EndMod
  • 50: Performance Shifter: Chance for +End
  • 50: Power Transfer: Chance to Heal Self

Level 12: Chemical Ammunition


Level 12: Cryo Ammunition


Level 12: Incendiary Ammunition


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Edited by SableShrike
Posted
  • Maneuvers and Weave are overslotted. If you're going for set bonuses, there are better choices than Red Fortune (i.e., Reactive Defenses, Shield Wall).
  • You're missing the Reactive Defenses and Shield Wall +res uniques. 
  • Elixir of Life can mule any of the resist set uniques (except Impervious Skin +regen).
  • Unbreakable Constraint or Gladiator's Net are better options for Poison Trap than Lockdown. It procs quite well, so you can slot at least 2 %dmg procs and still maintain hold duration and set bonuses.
  • Don't skip Piercing Rounds. It provides 20% -res.
  • 1-slotting Tactics with Rectified Reticle is pointless. It only provides +100 ft of perception, while Tactics already provides +432 ft. You need to slot end red if you want to run Tactics.
  • Power Build Up is a questionable choice. While you do benefit from the +dmg and +tohit, Poison doesn't really benefit from the +special. I would go with a different epic.
Posted

I don't run Tactics, man!  It's just a mule that lets me see ghosts.  Anything in Venomous gets debuffed to hell; Tactics is never on.


Gotta hard disagree on the Red Fortunes.  The other sets would cut my Ranged Defense by 5%, which is notable.  Same reason I went with Lockdown; it ups both AoE and Ranged.

 

Poison's biggest weakness has been mez, much of which is Ranged.  Getting hit more means getting mezzed more.  Per above you've got 45% Ranged and AoE; it cuts mez problems dramatically.  Soft mez protection, if you will; they can't mez if they don't hit.  I've played squishies without mez protection and Resist builds; it's not even close.  Defense wins hands down for Poison, as if you get mezzed Venomous Gas shuts off.

 

And Poison DOES get use out of Power Build Up!  It adds about 8 seconds duration to the Hold from Poison Trap.  Gives you a 23 second AoE Hold on a far shorter recharge than any Controller can hope for.  I've gotten in the habit of PBU, Poison Trap, Hail of Bullets.  Anything that survives is easy to hammer with your debuffs or Suppressing to stack Holds.

 

I'll definitely try your Piercing Rounds suggestion out.  I mainly took Executioner's due to the faster animation time.

Posted

I don't sweat defense as much on my Poison/Sonic. I took Scorpion Shield, skipped Tough/Weave, and have 38% S/L, 45% En and 29% ranged. I also have Rune of Protection and Melee Core, so mezz isn't usually an issue. 

  • Thumbs Up 1
Posted
On 2/13/2025 at 1:21 AM, SableShrike said:

I was thinkin Melee or Clarion for similar reasons, yeah.  Pretty sure Psi can even ignore Ranged in some instances!

If you tweak this build, can you share it?  I'm liking what I see and would like to hear how you liked the tweaks after making them! 

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