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Guide to Poisoning The Enemy

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Art of Poison

Since there are no guides to the Poison set, I shall provide one. Having gotten a Ninja/Poison to 50, I feel I know the set well. It’s a very versatile set, with proper slotting and tactics can allow for an AV to be soloed. It has all you need to bring anything to its knees, -accuracy, -damage, -recharge, -speed, -regeneration, even –special effects to lessen any effects that are put on you from an enemy.

Alkaloid
When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists of just the right amount of amino acids to safely heal a single targeted ally or henchman. The healed target is also left with some resistance to Toxic damage (this Toxic damage resistance cannot be enhanced). You cannot use this power to heal yourself.
• Cast time 1.53 seconds
• Recharge time 4 seconds
• Endurance cost16.25
The 1st power you get from the poison set. While it’s not a strong heal, it can save a henchman, or keep a teammate alive long enough to survive a fight. This can be spared slotting if you have other powers that need slots more 1st. I slotted mine with 3 heal, 1 endurance cost, and 2 recharge.

Envenom
You Envenom your foe with a nasty poison. The toxin directly attacks the immune system, reducing the affected target's Defense, Damage Resistance and Hit Point Regeneration rate. The poison is so potent, that the target actually responds less to Healing while affected by the poison.
• Cast time 1.33 seconds
• Recharge time 12 seconds
• Endurance cost 13
The 1st debuff in your arsenal of Poisons. Great for taking down the tougher foes, like Bosses in the early levels. For the later levels, when fighting the Elite Bosses and Arch-Villains/Heroes, this is just as good as any other –regen power (Transfusion, Lingering Radiation, and Twilight Grasp). For PvP, this will destroy anyone’s regen rate; just don’t trip on the Regen Scrappers as you walk over them. Slot with 2-3 accuracy, 1 endurance cost, 1-2 recharge, and a defense debuff.


Weaken
You poison a single targeted foe with a venom that significantly Weakens their strength. The affected target's Accuracy and Damage output is severely reduced. Additionally, the affected target's secondary power effects are all weakened. The target's power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more are all weakened.
• Cast time 2.07 seconds
• Recharge time 16 seconds
• Endurance cost13
The 2nd debuff to be added to your arsenal, and completing the 1-2 punch of the poison set. This is what makes an enemy seem pathetic in a fight. They can’t hit, hurt less, and any mezz they hit you with lasts for only a fraction it should. It acts as a sort of inverted Power Boost. Slot with 2-3 accuracy, 1 endurance cost, 1-2 recharge, and To hit debuffs.

Neurotoxic Breath
You can breathe a cone of Neurotoxin gas that quickly starts to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced.
• Cast time 2.67 seconds
• Recharge time 30 seconds
• Endurance cost 13
The “crowd control” power of the poison set. While not lessening the alpha strike, it will decrease the rate of the attacks coming in from anything it hits. Keeps things in their place, since whatever is hit will be running at a Turtle’s Pace. Could be argued to be skipped, but I highly recommend this power since it does such a good at slowing the attack rates. 2-3 accuracy, 1 endurance cost, 1-2 recharge, and slows.


Elixir of Life
With this Elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, Accuracy, Endurance recovery, and attack speed, and gains a resistance to Toxic damage. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Elixir will eventually wear off. Elixir of Life can only be used on players and cannot be used on your henchmen.
• Cast time 1.83 seconds
• Recharge time 180 seconds
• Endurance cost 32.5
Good for teaming, can skip if you solo a lot. Good for a laugh when the boost wears off and the rezzee throws up. I took it at level 49 for some free slots. 1-2 recharge.


Antidote
This Antidote can free an ally from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. The antidote also grants the target some resistance to Cold and Toxic damage. Some of the effects of the power will improve with multiple applications as you advance in level.
• Cast time 1.53 seconds
• Recharge time 4 seconds
• Endurance cost 6.5
This is another arguably skippable power. A CM-like power, this is good for breaking a henchman or teammate out of a mezz, and protecting them from Cold and slowing effects. Since I had squishy Ninja’s to protect, I took it on my MM. 1-2 damage resist.


Paralytic Poison
This Paralytic Poison viciously attacks a foe's nervous system and can leave an affected target completely Held and defenseless.
• Cast time 2 seconds
• Recharge time 16 seconds
• Endurance cost 9.75
Being able to take a foe out of the fight for a moment is always advisable, and this will do that just fine. Hold time is good, but longer is always better. 2-3 accuracy, 1-2 recharge, and Holds.


Poison Trap
You can build a Poison Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a knock-out gas, and any foes in the affected area may be drained of much of their endurance and quickly put to Sleep. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will still detonate.
The Sleep effect only applies when the Trap is set off. The gas cloud it releases will infrequently drain Endurance from enemies within it, or Hold them as they retch and vomit, for as long as the cloud exists. Contrary to the power's debion, the Endurance drain effect is weak as well as infrequent. The vomiting effect is not unusually strong like the one in Noxious Gas
• Interrupt time 4 seconds
• Cast time 4 seconds
• Recharge time 60 seconds
• Endurance cost 16.25
Oh if only this was the same power from the Traps set, then this would make Poison Trap worth taking. All this does is make a cloud of green, and make enemies choke for a moment, then run away or tear your guts out. I have it on my mastermind, but that’s only because I like the rest of his build at the moment to not drop it. 2-3 acc, 2-3 recharge.


Noxious Gas
You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchman will be overcome with the Noxious Gas. Their Defense, Accuracy, Damage, and Damage resistance will all be reduced. Additionally, there is a chance that any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as he empties the contents of his stomach.
• Cast time 2.07 seconds
• Recharge time 300 seconds
• Endurance cost 22.75
The true flower of the Poison set, take this and love it. While it’s harder to use for some pet sets, such as Mercenaries and Robotics, some stupid enemies will still come in melee range of you at some point. This takes what Weaken, Envenom and what Poison Trap SHOULD do, and amplifies it. And as the debion says, it can even make foes vomit. Slap 3 recharge on it, and let it shine.

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User Comments
...Interesting  Fury_Dragon on 06/10/08 23:51

I enjoy being in melee more than anything else, but this guide makes me want to go and try something new. Good job!

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