Nature Affinity: what are you skipping?


Adeon Hawkwood

 

Posted

I can't wait for this set. I play primarily support and this looks like a very defensive but impactful set which is just up my alley.

What powers are you all planning on skipping? Entangling Aura doesn't look like it will fit my playstyle so if I take it it'll just be as a set mule. Lifegiving Spores doesn't look too amazing but I didn't get far enough on beta to test it.


 

Posted

If I have to skip something it will be Entangling but I will be taking everything else. I love the iTrials and I can think of a few spots where I will be dropping Lifegiving Spores.


 

Posted

Build was absolutely packed sadly...

I won't be taking Entangling Aura and Lifegiving Spores currently. It's not that I don't like them, just they were at the top of the list compared to the other powers.



Issue 24 PPM Calculator // The Great Makeover: The Vindicators

 

Posted

If I skip anything, it'll be Lifegiving Spores and Entangling Aura.

Lifegiving Spores is mostly unimpressive in what it does (less Healing than other Heal toggles and +Endurance that doesn't even fully offset the cost to run it for the caster without slotting*), and Entangling Aura is just too expensive for it's limited mezzing capability.

*And why there's a toggle that grants endurance while costing endurance is beyond me.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

I basically don't skip anything when I'm trying something out for the first time. So I'll be taking 9/9 powers.


Global = Hedgefund (or some derivation thereof)

 

Posted

I'll be skipping the set entirely, the play-style doesn't appeal to me which is a pity since I do love the visuals .


 

Posted

I will be skipping Entangling Aura.



 

Posted

Regrowth actually, since I playing solo like 90% of the time so an ally only heal/rez just doesn't appeal. Everything else, on the other hand, will find a use.


 

Posted

If anything, Entangling Aura.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Quote:
Originally Posted by Agent White View Post
Regrowth actually, since I playing solo like 90% of the time so an ally only heal/rez just doesn't appeal. Everything else, on the other hand, will find a use.
Think you mean Rebirth. Regrowth is the cone heal.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Trickshooter View Post
If I skip anything, it'll be Lifegiving Spores and Entangling Aura.

Lifegiving Spores is mostly unimpressive in what it does (less Healing than other Heal toggles and +Endurance that doesn't even fully offset the cost to run it for the caster without slotting*), and Entangling Aura is just too expensive for it's limited mezzing capability.

*And why there's a toggle that grants endurance while costing endurance is beyond me.

This is false, as of the last time I tested the set (about 2-2 1/2 weeks ago). Lifegiving spores now hasa lower end cost, and even unslotted gives more than that back (much more if memory serves, but again, 2 weeks) I remember using the power whenever I knew I was going to be in a protracted battle to help me last that much longer, or to recover faster from unexpectedly trying spawns.
The spore's not giving nearly as much end as they cost was changed a few weeks after the introduction of the set on beta if I remember right.
As to the question, my beta defender has just skipped the rez, although I had planned on doing alot of soloing. Since rebirth can be used to heal someone before they die I can see it having more value, but it still has a long recharge (for a ST heal, normal for a rez) so it seems very skipable still.



Edit----
Just logged onto my beta nature defender, the cost on lifegiving spores is higher than I remember, but still lower than the end given. I have a performance shifter chance for +end, and a heal/end in the power, and thanks to the double end cost on toggles when logging in bug, managed to get my end usage from toggles higher than my listed recovery, yet with spores I went from near empty (under 10% end) (second edit, used a stop watch rather than eyeballing it) to full in under 1:30.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

Quote:
Originally Posted by Agent White View Post
Regrowth actually, since I playing solo like 90% of the time so an ally only heal/rez just doesn't appeal. Everything else, on the other hand, will find a use.
Regrowth is a cone heal that Heals YOU and anything in front of you. I wouldn't suggest skipping it as a soloer.


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Posted

Quote:
Originally Posted by Trickshooter View Post
*And why there's a toggle that grants endurance while costing endurance is beyond me.
Devs sez its because it gives END to an entire group.


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Posted

Quote:
Originally Posted by Come Undone View Post
This is false, as of the last time I tested the set (about 2-2 1/2 weeks ago). Lifegiving spores now hasa lower end cost, and even unslotted gives more than that back (much more if memory serves, but again, 2 weeks) I remember using the power whenever I knew I was going to be in a protracted battle to help me last that much longer, or to recover faster from unexpectedly trying spawns.
The spore's not giving nearly as much end as they cost was changed a few weeks after the introduction of the set on beta if I remember right.
Quote:
Edit----
Just logged onto my beta nature defender, the cost on lifegiving spores is higher than I remember, but still lower than the end given..
Lifegiving Spores grants 1% Endurance every 4 seconds.

Lifegiving Spores costs 1.04 Endurance every 4 seconds (0.26 per 1 second).

For someone without +MaxEndurance, Lifegiving Spores costs more Endurance than it grants.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Well I don't like to do beta because I'm not very good with giving feedback and I prefer to wait for the finished product. I will not be using Lifegiving Spores in the Trials, thanks for that.


 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
Devs sez its because it gives END to an entire group.
I mean, I know WHY... Support toggle end costs have to be balanced for more than the caster getting their benefit. But toggles that cost endurance and grant endurance and/or recovery are still weird to me. It'd be like a toggle that granted 10% Defense to a team, including the caster, but also cast an 11% -Defense on just the caster.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Rebirth I meant. Kind of obvious which one I meant when I said the ally only heal/rez guys, duh


 

Posted

Quote:
Originally Posted by Trickshooter View Post
For someone without +MaxEndurance, Lifegiving Spores costs more Endurance than it grants.
I suspect that, in addition to "it also helps other people", there's the issue that it is thus susceptible (perhaps) to +endmod or endredux.


 

Posted

Quote:
Originally Posted by seebs View Post
I suspect that, in addition to "it also helps other people", there's the issue that it is thus susceptible (perhaps) to +endmod or endredux.
True, but it's still strange.

Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else.

You could slot it up to 15.6% Defense for the team, but the 11% -Defense (which we'll assume is unaffected by enhancements for simplicity) would still leave the caster with only 4.6% Defense.

It's not terrible, no, but should the caster have to slot just to get a non-negative net value from their own toggle's effect? That's what I have an issue with.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Trickshooter View Post
True, but it's still strange.

Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else.

You could slot it up to 15.6% Defense for the team, but the 11% -Defense (which we'll assume is unaffected by enhancements for simplicity) would still leave the caster with only 4.6% Defense.

It's not terrible, no, but should the caster have to slot just to get a non-negative net value from their own toggle's effect? That's what I have an issue with.
That sounds fairly close to Grant Cover.


But I hear ya; I figured this would follow the same format as Conductive Aura... but it Heals too... so, I suppose a cost is warranted. [As well as bypassing recovery debuffs by giving straight endurance]


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Trickshooter View Post
True, but it's still strange.

Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else.

You could slot it up to 15.6% Defense for the team, but the 11% -Defense (which we'll assume is unaffected by enhancements for simplicity) would still leave the caster with only 4.6% Defense.

It's not terrible, no, but should the caster have to slot just to get a non-negative net value from their own toggle's effect? That's what I have an issue with.

Isn't it normal to build around end costs though? I know what you are saying that the caster does not get then end gain from the power, but they do get the healing, so they are getting half the effect for only .04 end per second. Just ask a pain user if they would trade the a weaker heal for no end cost on soothing aura.


Dirges

 

Posted

I'll be skipping Rebirth and probably Lifegiving Spores.

I might also skip Corrosive Sap (on ATs where that's possible), because I really find it underwhelming. I'm kinda sad that 3 out of the 4 ATs are saddled with the power.


@Oathbound & @Oathbound Too

 

Posted

On Wiki it's Corrosive Enzymes and it's -res and -dmg Isn't this something Controller's, Corruptor's and Masterminds would want?


 

Posted

Entangling Aura. Lifegiving Spores actually costs nothing if you stand in it, from what I understand, so I'm taking it - it's a constant heal patch that grants end to your teammates. I just wish it ticked faster, that's all, but no way am I skipping it.


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Posted

Quote:
Originally Posted by _Klaw_ View Post
On Wiki it's Corrosive Enzymes and it's -res and -dmg Isn't this something Controller's, Corruptor's and Masterminds would want?
They're effects that you would want, sure. But as a single target power it's basically only useful against Bosses/EBs/AVs, making it skippable for me.

Less skippable that some others, but skippable nonetheless.

Entangling Aura at least serves as a set mule.


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