Nature Affinity
Furthermore do you think in 5v5+ you use it mainly as form of disruption by spreading as much -dmg as possinle on the opposing teams dps, while passing absorb shields and getting bloom on your teammates?
@-Kurgain
-FAP-Renegades-Whirligig-Velocity-Bedlam
lolwut
i thought you were kidding - then I saw the video...I can now make a weed RP NA/Fire toon called upnsmoke.
Yea, I just looked at the powers as they were listed. Today I rolled a ill/nature thinking it would be great for zone, but upon further play and power usage I realize there are other support toons that do everything better minus the absorb shield/aoe heal/ bloom application. Its prob decent for a zone MM, but otherwise I just don't see much use for it outside of assisting killing melee. I would not bring this toon to any arena match unless it was gonna be vs melee heavy teams that don't believe in travel powers or perfer fightclubish rules.
@-Kurgain
-FAP-Renegades-Whirligig-Velocity-Bedlam
seems like it would work in a pvp 5-6 man team with stalkers and mms if they were all nature - in a tutle tp mode.
So I was thinking...
8v8: maybe
5v5: Is there room?
3v3: yes
2v2: yes
1v1: LOL? ???/Nature Affinity (Dark or Water sets perhaps?)
My question is Nature Affinity looks great in theory, but in a team pvp setting what is the tipping point of +bloom / - heal decay.