Pairing with Nature Affinity


Agent White

 

Posted

With the new version of Mids supporting Nature Affinity, I'm trying to come up with a build for a new Controller. The two Controller Primary sets I'm looking at (for flavor reasons) are Ice & Electric, and I'm trying to figure out which has the better synergy.

Nature Affinity seems like the sort of secondary that would encourage an up-front style of play, with Wild Growth, Wild Bastion, Entagling Aura and Overgrowth all being PBAOE. At first glance, it would seem that both of the primaries in question have PBAOE toggles that nicely compliment that style. Ice control also has Glacier for PBAOE hold stacking, but Electric control might get more benefit from the buffs and AOE heal since it gets 2 pets.

So, any thoughts on which would work better?


 

Posted

Quote:
Originally Posted by Xarei View Post
With the new version of Mids supporting Nature Affinity, I'm trying to come up with a build for a new Controller. The two Controller Primary sets I'm looking at (for flavor reasons) are Ice & Electric, and I'm trying to figure out which has the better synergy.

Nature Affinity seems like the sort of secondary that would encourage an up-front style of play, with Wild Growth, Wild Bastion, Entagling Aura and Overgrowth all being PBAOE. At first glance, it would seem that both of the primaries in question have PBAOE toggles that nicely compliment that style. Ice control also has Glacier for PBAOE hold stacking, but Electric control might get more benefit from the buffs and AOE heal since it gets 2 pets.

So, any thoughts on which would work better?
I'd say that depends.

Wild Growth, Wilda Bastion and Overgrowth are all long recharge clicks that don't require your to stay within close range. Conversely Regrowth, the set's primary heal, is a self-targeted cone which requires you to remain on the exterior of the group to be effective.

Entangling aura is an outlier, and IMO not a good fit for the rest of the set. That said it could be useful for stacked PBAoEs. I'd imagine the end drain for Ice/Nature would be fairly punitive though, certainly pre-Overgrowth.

I'd ultimately say that Nature Affinity will pair better with ranged capable sets such as Mind, Earth, Gravity and Dark.


IMO, YMMV, etc.


@Oathbound & @Oathbound Too

 

Posted

I find electric control miserable to play unless you've got some control in your secondary. Mainly because the only control Electric really has is the sleep, and the confuse. However being as stubborn as I am I went on a search for something to compliment this set because I really wanted to make an Electric Controller. My solution was an Elec/Rad controller because with the end from Conductive Aura I'm able to run Choking Cloud's extensive end cost.

Because I don't have any experience with Nature Affinity I'm not sure whether or not it'll need the endurance from Conductive Aura, however I do know that the toggle hold from Nature will work very well with Electric.

On my Elec/Rad/Mu I put the lockdown +Mag proc into Choking Cloud and I'm able to take the alpha by throwing out static field, my 2 rad toggles, my confuse, and then I jump into the mob and hit electric fences so they're losing endurance from my static field, conductive aura, and electric fences. Mean while my gremlins attack as I spam my heal and ball lightning (from Mu Mastery, also draining end). As they sit there helplessly asleep, confused, held, or out of endurance. Either way they make easy pickings for my team. I obviously am strongly recommending electric.


 

Posted

My elec/nature affinity controller has been a joy to play thus far (sitting at lvl 48) but I think the real joy is going to be once I finish the build and get my S/L soft capped. Not really doing much of any damage but I've been thanked many times for my control capabilities coupled with the team buffs from the Nature Affinity set Pick something you like and make it work for you


"Forgiveness is between them and God..it is my job to arrange the meeting."

 

Posted

I'm enjoying my gravity/nature controller thus far but I'm still pretty low level (11 atm) and I've largely taken Gravity powers to get my controls and attacks in. But so far I've noticed the Nature powers have done pretty well for keeping my health at max except when I just overaggro and even then I've been able to pull myself out.


 

Posted

Plant/Nature/Stone all the way.


Virtue and Freedom
Hi, my name is Northman, and I am an Altoholic. No wait, I'm Lost Nova, no wait, Arc Havoc, no, Dragon Moon, no, Lord Fury......

 

Posted

Plant/NA is fun, no doubt about it, but honestly, it is not very synergistic. I have one currently at lvl 27 and it is great. I just rolled a fire/na to take advantage of the patch nature of NA's more powerful powers. Plant/ plays best from range - cones & range attacks. /NA plays (or seems to play) best in melee from what I've seen of it. I'm hoping for great things with my fire/na...


 

Posted

Quote:
Originally Posted by Northman View Post
Plant/Nature/Stone all the way.
Exactly what I've got


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

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Posted

Quote:
Originally Posted by MikeRobe View Post
Plant/NA is fun, no doubt about it, but honestly, it is not very synergistic. I have one currently at lvl 27 and it is great. I just rolled a fire/na to take advantage of the patch nature of NA's more powerful powers. Plant/ plays best from range - cones & range attacks. /NA plays (or seems to play) best in melee from what I've seen of it. I'm hoping for great things with my fire/na...
Fire/NA = Synergy. Plant/NA = Theme
Theme>Synergy every time IMO


Virtue and Freedom
Hi, my name is Northman, and I am an Altoholic. No wait, I'm Lost Nova, no wait, Arc Havoc, no, Dragon Moon, no, Lord Fury......

 

Posted

Fire is a very important part of nature.... there are trees that cannot reproduce without it. It clears the dead brush and mobs.... Great theme!

I like plant/na too, don't get me wrong, but my fire/na has synergy and a theme.... burning mushrooms!


 

Posted

Quote:
Originally Posted by MikeRobe View Post
Fire is a very important part of nature.... there are trees that cannot reproduce without it. It clears the dead brush and mobs.... Great theme!

I like plant/na too, don't get me wrong, but my fire/na has synergy and a theme.... burning mushrooms!
I wouldn't smoke mushrooms if I were you. They're much more effective if ingested.:P


When there is no room left in Hell, the Dead shall walk the earth.

 

Posted

Xarei,

Between the two, I think Electric is better. I think the range that the chain knockdown and chain confuse work at are also the range in which the heal cone will be convenient. Then once you get some confuse and stuff going on, you can move in and do PBAOE buffs, and rock everything from melee range, and then you can move out and in as needed.

Ice would be crazy-high on endurance costs, and while the AA + Entangling might be neat, I dont think it would be as safe as an Ice/Rad doing the same since the Spores power isnt quite as good on the numbers. Also, Nature doesnt have much control really, and Ice (IMO) is one of those sets that needs a bit of extra control from the secondary. Not that the heals and regen and stuff wouldnt be good, but running the AA and Entangle toggles without being able to floor foe accuracy ... it could get tedious. Not that you couldnt build for defense but ...

I dunno. I just think electric has a lot more control. That targeted confuse is gold, in my opinion, and frankly so is the targeted knockdown. I find it under-rated. Plus you have the best sleep in the game and a typical long recharge AOE hold.

As for myself, I made Dark/Nature, Fire/Nature, and Earth/Nature. I may also make Illusion/Nature. My Earth/Nature is the one I am working on now, and it is very awesome so far. I am leveling fairly slowly, and I am only level 19, but its tons of fun, and I am super happy with my endgame build.

Lewis

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Wild Shaman: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 2: Regrowth -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(43), Numna-Regen/Rcvry+(46)
Level 4: Wild Growth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(40), S'fstPrt-ResDam/Def+(48)
Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Stone Cages -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SWotController-EndRdx/Rchg(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SWotController-Rchg/Dmg%(37)
Level 10: Spore Cloud -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17)
Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/EndRdx(17)
Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(40)
Level 20: Wild Bastion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(31), Dct'dW-Rchg(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Acc-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), Lock-Rchg/Hold(29)
Level 28: Tough -- EndRdx-I(A), GA-3defTpProc(50)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(46)
Level 35: Entangling Aura -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37)
Level 38: Overgrowth -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-Rchg(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Prestige Power Dash -- EndRdx-I(A)
Level 1: Prestige Power Slide -- EndRdx-I(A)
Level 1: Prestige Power Quick -- EndRdx-I(A)
Level 1: Prestige Power Rush -- ULeap-Stlth(A)
Level 1: Prestige Power Surge -- EndRdx-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23)
Level 50: Vigor Core Paragon
------------



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by Oathbound View Post
I'd ultimately say that Nature Affinity will pair better with ranged capable sets such as Mind, Earth, Gravity and Dark.
I've started a Praetorian Mind/Nature Controller, and already (at Level 7/8) I'm starting to see some interesting synergies that I hadn't readily anticipated.

The first thing I noticed, in Mids', was the potential for stacking Telekinesis (of all things...) with Entangling Aura while using Lifegiving Spores to keep your Endurance refuelled.

The second thing I noticed, in actual gameplay, is that Corrosive Enzymes draws aggro (because it's a Debuff) but doesn't break Sleep ... which has important implications for deploying and using Mesmerize, particularly in the early going (1-10). Combined with Confuse in Mind Control, there are all sorts of devious things that you can accomplish very early on.

The third thing I've noticed, in actual gameplay, is how "useful" (if inconsistent) the Science Origin Power (Tranq Dart) is in setting up Containment for increased DPS throughput in the early going. Tranq Dart only does a Sleep, but it lasts more than an eye blink when it happens (unlike the Tech Origin power) meaning it can be used as both Containment setup and also for diversionary delays so as to kite your Foes into a convenient string to begin the process of round-robin control/containment damage.

The fourth thing I've noticed is that Regrowth and Terrorize are both 90 degree cones ... although Regrowth is shorter at only 45 ft instead of 60 ft. This means that if you're comfortable with Terrorize's AoE, mapping skillset to Regrowth is relatively trival.



All in all, I'm thinking that Mind/Nature is going to wind up being a pretty potent combination, in part because Nature can shore up Mind Control's few weaknesses in ways that Empathy is hard pressed to rival/replicate. Likewise, Mind/Kin is more of a "rollercoaster ride" combination that is very Click heavy, but Mind/Nature should have a much more "even" performance profile which isn't dependent upon Foes for fuel.


It's the end. But the moment has been prepared for ...