Nature Affinity


fur_nes

 

Posted

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.


@-Kurgain

-FAP-Renegades-Whirligig-Velocity-Bedlam

 

Posted

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

 

Posted

lolwut


 

Posted

i thought you were kidding - then I saw the video...I can now make a weed RP NA/Fire toon called upnsmoke.


 

Posted

Quote:
Originally Posted by fur_nes View Post
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

 

Posted

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.


 

Posted

Quote:
Originally Posted by fur_nes View Post
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.
Team of nature/pain mm's would own zone base camping...


@-Kurgain

-FAP-Renegades-Whirligig-Velocity-Bedlam