Nature Affinity! Masterminds, Defs, Corrs, Trollers


Agent White

 

Posted

New powerset in the works for some squishies.

http://prezi.com/gxtjyz0f3ouw/city-o...s-spring-2012/

Corrosive Sap
regrowth
wild growth
spore cloud
life giving spores
wild bastion
rebirth
raging tempest
overgrowth


Very high amount of heal over time, location targeted buffs, and a new mechanic, bloom mechanic.


 

Posted

Out of all the leaked sets, this is the one I am most excited for, and now that it was revealed at the Pummit I can't wait.

That location-based toggle that grants regen and recovery sounds delicious in particular. No doubt I will have a couple of toons that take advantage of this set.


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You might know me as FlintEastwood now on Freedom

 

Posted

This is an actual thing? ...that makes me happy.


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Posted

I like the idea of the AoE heal too, it basically being a version of Vorpal Judgement where it will heal the allies in the direction you're facing, no targeting needed.

I never got a chance to play with Vorpal Judgement as none of my incarnate characters fit that theme but this will be a chance to try the mechanic out. Planning to side-roll my Plant/Thorn dom into a Plant/Nature controller.


 

Posted

I do think another heal-y set will be very popular. I'm glad to have a second version of Plant.

Now if only they'd confirm Swarm Blast based on those powers from Beast Mastery!


 

Posted

Quote:
Originally Posted by JayboH View Post
That location-based toggle that grants regen and recovery sounds delicious in particular.
Although I'm leaving my final thoughts until I can see the set in action; I'm not too thrilled about this. Location based buffs make little sense IMO in a game where groups spend less than 1 minute on a mob before they move on. So unless it is quick recharging I don't think I'm going to be too enthusiastic about it.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Arc ID: 413575

 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Although I'm leaving my final thoughts until I can see the set in action; I'm not too thrilled about this. Location based buffs make little sense IMO in a game where groups spend less than 1 minute on a mob before they move on. So unless it is quick recharging I don't think I'm going to be too enthusiastic about it.
yeah, tree of life and triage beacon don't tend to see a lot of use til it's time to throw down with the AV.


 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Although I'm leaving my final thoughts until I can see the set in action; I'm not too thrilled about this. Location based buffs make little sense IMO in a game where groups spend less than 1 minute on a mob before they move on. So unless it is quick recharging I don't think I'm going to be too enthusiastic about it.
Luckily, the set has lots of other healing based abilities at its disposal. To be unenthusiastic about this is like being uninterested in Empathy having a location based heal in its arsenal...I'd certainly take that over Healing Aura as I don't have to actively be where I need healing to be.

So think of it like that, it's a placed healing aura that also happens to grant endurance. You'll still have a ranged heal and even a PBAoE buff/regen + whatever +bloom does.


 

Posted

Itll probably work out better for those players that actually bump their mob/difficulty levels up.


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Posted

Yeah you don't understand the context - I've had several laughs with Castle in the past hammering away at giving Spirit Tree and Triage Beacon a recovery ability, plus it sounds in line with my Energy Orbs powerset ideas.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Looks like I'm gonna get my Shaman together finally. Water Blast/Nature Affinity corruptor. Me likey. In 6 months or so I'm gonna be really happy.


 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Although I'm leaving my final thoughts until I can see the set in action; I'm not too thrilled about this. Location based buffs make little sense IMO in a game where groups spend less than 1 minute on a mob before they move on. So unless it is quick recharging I don't think I'm going to be too enthusiastic about it.
I would agree, should the recharge be prohibitively long, though I'll "speculate" that's not likely to be the case in this instance.

Frankly I dislike the idea of it being a toggle. I can see why they made Dimension Shift a toggle, because it's an effect that you may very well want to end early.

There's absolutely no reason for you to want this power to end early though, and in fact being a toggle makes it WORSE because now enemy mez shuts it off.

I'd frankly prefer it were just a standard place and forget power, with a reasonable recharge.

The toggle aspect makes no sense.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Leo_G View Post
I like the idea of the AoE heal too, it basically being a version of Vorpal Judgement where it will heal the allies in the direction you're facing, no targeting needed.

I never got a chance to play with Vorpal Judgement as none of my incarnate characters fit that theme but this will be a chance to try the mechanic out. Planning to side-roll my Plant/Thorn dom into a Plant/Nature controller.
Ewwww, they are using THAT god-awful mechanic again? I hate it on Vorpal and don't understand why it can't just be a normal cone.



 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
Ewwww, they are using THAT god-awful mechanic again? I hate it on Vorpal and don't understand why it can't just be a normal cone.
Because without an ally to target that means you couldn't use your heal on yourself.

Being a self targeted cone lets you activate it when solo.

I used to be accustomed to cones of this type from various other games I played, but it's been a fairly long time since then, so I'll have to readjust to it.

Unfortunately this means the heal is going to conflict with any PBAoE based powers and sets.

EDIT: Now I'm actually wondering if there's a way to have it behave differently if you actually have an ally targeted. We know they can have powers do different things if it's targeting an Ally vs a Foe, and now there's a power that does something different depending on if you target is defeated or not. Could they have the heal behave as a normal cone if you have an ally targeted (Automatically faces your target before activating) and a self targeted cone if you have no target/an enemy target (To heal yourself without needing an ally). I kinda doubt it, or I'd figure that's how they'd have programmed it in the first place (maybe not, though).


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
There's absolutely no reason for you to want this power to end early though, and in fact being a toggle makes it WORSE because now enemy mez shuts it off.
No it doesn't. This is a buff power that does not affect enemies at all, so it will stay on while mezzed, if it follows the rules all other toggles do.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by JayboH View Post
No it doesn't. This is a buff power that does not affect enemies at all, so it will stay on while mezzed, if it follows the rules all other toggles do.
ARG! GAH! You're right. Stupid brain.


@Oathbound & @Oathbound Too

 

Posted

Yeah it depends how it is set up - this could be a pseudo-pet that can be toggled off, but we will see. The Energy Orbs powerset idea uses pseudo pets, to answer the next question.

EDIT: just noticed it is a heal over time, not regen


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Raging Tempest is the power that has me most curious. A K-up toggle? Combined with Spring Attack, it could be a very affective alpha absorber.


 

Posted

Quote:
Originally Posted by Oathbound View Post
I would agree, should the recharge be prohibitively long, though I'll "speculate" that's not likely to be the case in this instance.

Frankly I dislike the idea of it being a toggle. I can see why they made Dimension Shift a toggle, because it's an effect that you may very well want to end early.

There's absolutely no reason for you to want this power to end early though, and in fact being a toggle makes it WORSE because now enemy mez shuts it off.

I'd frankly prefer it were just a standard place and forget power, with a reasonable recharge.

The toggle aspect makes no sense.
Wait. This is not a damage toggle so why would it shut off if mezzed? The only toggles that currently shut off when mezzed are ones that effect enemies, like choking cloud, the damage auras etc. The other toggles that benefit the caster and allies usually stay on even if they are mezzed.

EDIT: Whurps I saw someone else beat me to it lol.


 

Posted

I love the theme, so I'm almost certainly going to give this set a try. That said, for it to be what sounds like mostly healing doesn't have me very excited.

Several sets do healing plenty well as is.

But, I guess it depends on the other buffs and the debuffs available.

I'll for sure play it, so it'll get a fair shake, but I'd be a LOT more excited if it was a mostly debuff set with some heals and buffs chucked in. Sorta like time. I don't want a time clone, but that sort of mix to me makes the most fun and interesting powerset.


 

Posted

I've been anonymously lurking in this thread for a while, and I was hoping to see a little more discussion on this new powerset. I'm personally very excited about it. According to the slides posted by the OP, it will be a set with a very strong focus on heal-over-time (HoT) accented with some buffs and debuffs. The only set that might be seen as a distant parallel to this is Pain Domination. It seems very unique.

I have a sincere hope that Nature Affinity will finally give healing a good name. I'm sure it won't change the fact that buffs and debuffs are far more effective mitigation in most circumstances, and Nature affinity won't be without, but maybe it will provide enough green so that it's not considered completely superfluous in the presence of other modes of support.

One reason I think its healing could be so effective is that it's primarily heal-over-time. This could possibly allow one to preemptively spread heals throughout the team then shift focus to other priorities such as buffing/debuffing/blasting/controlling, and the steady stream of HoTs would keep everyone on their feet. Imagine big HoTs with +heal bonuses from IO's, +heal from Clarion, +heal from the new Support Hybrid incarnate slot, Power Boost, plus this set's unique Bloom mechanic (which provides a stacking bonus to healing)...it could be serious!

I picture the breakdown of powers like this (all wild speculation, of course):

  • Heals
    • Regrowth
    • Wild Growth
    • Lifegiving Spores
    • Rebirth (rez, hopefully not too vanilla)
    • Overgrowth
  • Buffs
    • Wild Bastion
  • Debuffs
    • Corrosive Sap
    • Spore Cloud
    • Raging Tempest

Of course, I'd really like if some folks around here that seem to have a rather uncanny intuition regarding the new powersets would truly "speculate" about what could possibly be in store for Nature Affinity...


 

Posted

Quote:
Originally Posted by Plexius View Post
Of course, I'd really like if some folks around here that seem to have a rather uncanny intuition regarding the new powersets would truly "speculate" about what could possibly be in store for Nature Affinity...
Yeah, it's just that the people who know the more detailed info are wary of "speculating" because they don't want to get in trouble. (Technically all we're supposed to know about the set is what we were told at the Player Summit... which is basically just the power/set names and the order.)

Quote:
Originally Posted by Plexius View Post
I picture the breakdown of powers like this (all wild speculation, of course):
  • Heals
    • Regrowth
    • Wild Growth
    • Lifegiving Spores
    • Rebirth (rez, hopefully not too vanilla)
    • Overgrowth
  • Buffs
    • Wild Bastion
  • Debuffs
    • Corrosive Sap
    • Spore Cloud
    • Raging Tempest
I would "speculate" that this is fairly accurate, though Overgrowth belongs in the Buff list, rather than the Heal list and Raging Tempest might need to be moved into it's own Control list.


@Oathbound & @Oathbound Too

 

Posted

A healing set that gives you absorb changes the support ball game. Not only are you getting teh healz you are also getting "HP Mitigation" so a healing support toon can now prevent and patch incoming damage.



 

Posted

Quote:
Originally Posted by Tater Todd View Post
A healing set that gives you absorb changes the support ball game. Not only are you getting teh healz you are also getting "HP Mitigation" so a healing support toon can now prevent and patch incoming damage.
Not as much as you might think. Cold domination already has +max HP, and in the same way, Absorb can be treated as +res (all), which you can get from Sonic.


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Posted

Quote:
Originally Posted by PRAF68_EU View Post
Not as much as you might think. Cold domination already has +max HP, and in the same way, Absorb can be treated as +res (all), which you can get from Sonic.
I think it's a bit too early to tell one way or another. I do, however, think it's note worthy that Absorb will circumvent HP and resist caps.