Nature Affinity: what are you skipping?
"I have something to say! It's better to burn out then to fade away!"
wow a lot of people are skipping entangle aura. i mean... i KNOW why but...but... its so pretty, and it's the staple "Poison Ivy Plant Controller" power :go-go-gadget-VINES!:. and i'm going to use it a LOT and slot it a LOT on my planned plant/nature troller. but i get it
i'll probably skip rebirth myself.
wow a lot of people are skipping entangle aura. i mean... i KNOW why but...but... its so pretty, and it's the staple "Poison Ivy Plant Controller" power :go-go-gadget-VINES!:. and i'm going to use it a LOT and slot it a LOT on my planned plant/nature troller. but i get it
i'll probably skip rebirth myself. |
Seriously though, a PBAoE toggle in a mid-ranged set is just silly design. If it's meant to be a self defense against stray agro that breaks through the pack, then its effectiveness(proc chance/magnitude) and end cost are completely out of line with that.
I like Rebirth...I think it's the second most awesome Rez in the entire game. I will treat this set like a distant cousin of Rad...because I can't level a Rad to save my life.
I honestly cannot decide what kind of character I am going to make tomorrow. Throughout my CoH career, Defenders were my favorite archetype... but lately I've been having a harder time justifying having the best buffs in the game for such weak damage... and it's only going to get worse with issue 24.
I never picked up Beast Mastery but obviously there is some decent synergy there in both mechanics and theme.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I honestly cannot decide what kind of character I am going to make tomorrow. Throughout my CoH career, Defenders were my favorite archetype... but lately I've been having a harder time justifying having the best buffs in the game for such weak damage... and it's only going to get worse with issue 24.
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
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.
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
How are you guys/gals going to slot Wild Growth? I honestly can't decide if I should go 3 resist/3 heal or 3 recharge/3 resist. Unless Mids is wrong, Wild Bastion doesn't get increases to Absorption with slotted heals - only the HOT seems to be affected.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
How are you guys/gals going to slot Wild Growth? I honestly can't decide if I should go 3 resist/3 heal or 3 recharge/3 resist. Unless Mids is wrong, Wild Bastion doesn't get increases to Absorption with slotted heals - only the HOT seems to be affected.
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But I do think Mids is wrong and that that absorb in WB does increase with heal enhancements, but it's a new mechanic (as far as I know), absorb depends on the targets HP, so maybe that's not in the program yet. I did test +heal in the Sorcery absorb and it worked there.
In my specific case, I'm likely to be skipping the whole set.
Nice powers, pretty graphics[...] |
...but I already have /Darkness Affinity for my Trollers (which, IMO, provides just as much; if not better mitigation) and /Poison for my Trollers and Corrs.
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
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. |
I've played a NA quite a bit on beta and while I don't have the numbers on Lifegiving Spores, I can tell you that the heal patch is quite good. I've been using it extensively on my NA/DP defender and with it on I do not see any end issues. At level 31-33 I've used it to take on several EBs and the like and except for Malaise (end draining jerk) I've been able to stand with em for 10-15 minutes at a time while only popping one or two blues.
Granted, I've been using chem rounds quite a bit so I can stand toe to toe with em, but the build has no IOs and end usage is quite nice. For normal mobs and even Boss levels, I rarely use the heal now.
Note: with an EB, you will have to use the heal some, but not exhaustively.
I did skip rebirth and Entagle Aura as I was trying the Sorcery PP too.
I honestly cannot decide what kind of character I am going to make tomorrow. Throughout my CoH career, Defenders were my favorite archetype... but lately I've been having a harder time justifying having the best buffs in the game for such weak damage... and it's only going to get worse with issue 24.
I never picked up Beast Mastery but obviously there is some decent synergy there in both mechanics and theme. |
If you want damage, you can take Dark Mastery with Overgrowth and give yourself a hefty amount of damage for any secondary you want.
I've thought about making a NA/Sonic/Dark Defender that should be huuuuge on damage. When using Soul Drain, you can get damage boost from ~160-232% (solo) depending on how many SD hits.
How are you guys/gals going to slot Wild Growth? I honestly can't decide if I should go 3 resist/3 heal or 3 recharge/3 resist. Unless Mids is wrong, Wild Bastion doesn't get increases to Absorption with slotted heals - only the HOT seems to be affected.
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For IO set(s), I was looking at Numina: H/R, H/E/R and H plus two (optional) vanilla resist IOs; optional because you could probably recoup the loss from not slotting them with the set bonus changes slated for i24
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
Something to consider JayboH, having the best buffs in the game this time means You have the best Tier 9... by quite a bit. Overgrowth is clocking in at a +82.5% Dam for defenders (66% for Corrupters, Controllers and 49.5% for MMs).
If you want damage, you can take Dark Mastery with Overgrowth and give yourself a hefty amount of damage for any secondary you want. I've thought about making a NA/Sonic/Dark Defender that should be huuuuge on damage. When using Soul Drain, you can get damage boost from ~160-232% (solo) depending on how many SD hits. |
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
You might have convinced me to shell out some points this time around.
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Personally, I'm gonna make take my NA/DP from test and remake him live. With this combo you can make a pretty strong -Dam/+Dam machine. With this combo, i've been able to deal with some EBs and Manticore at +1 with relative ease without IOs.
Here are some of the -Dam numbers this combo can acheive.
For aoe and you will have to use Chem rounds that provide -Dam.
Spore Cloud with a -28.13%.
Hail of Bullets with a -25% for 8 sec.
Bullet rain with a -12.5% for 8 sec.
Empty clips with a -12.5% for 6 sec.
This would provide a small window of 78.18% -Dam and a sustainable (if you keep blasting and jumping) of 53.18%. SC + BR + HoB. Sprinkle in BR and EC as available.
Looks like I miscalculated on this part and it's even better than originally anticipated.
For single target you have
Spore Cloud with a -28.13%.
Corrosive Enzymes with a -31.25% for 30 seconds.
Hail of Bullets with a -25% for 8 sec.
all other single target blasts go for 12.5% for 6 to 8 sec.
That's 59.38 with just spore cloud and corrosive enzymes. Adding in the other numbers (many variations) and you can get to 85% consistently. This assumes you can maintain 2 blast debuffs going (actually it's at 84.38%). You should be able to keep 3 going (for 96.88%) with relative ease.
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. |
Yeah I guess the resistance is just average from Wild Growth but stacking 200% regen is fairly nice once slotted for that.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
It gets better, Overgrowth also adds a base 12.5% tohit buff. This means you can do the fast snipe without tactics. You will still need the Kismet though.
Personally, I'm gonna make take my NA/DP from test and remake him live. With this combo you can make a pretty strong -Dam/+Dam machine. With this combo, i've been able to deal with some EBs and Manticore at +1 with relative ease without IOs. Here are some of the -Dam numbers this combo can acheive. For aoe and you will have to use Chem rounds that provide -Dam. Spore Cloud with a -28.13%. Hail of Bullets with a -25% for 8 sec. Bullet rain with a -12.5% for 8 sec. Empty clips with a -12.5% for 6 sec. This would provide a small window of 78.18% -Dam and a sustainable (if you keep blasting and jumping) of 53.18%. SC + BR + HoB. Sprinkle in BR and EC as available. Looks like I miscalculated on this part and it's even better than originally anticipated. For single target you have Spore Cloud with a -28.13%. Corrosive Enzymes with a -31.25% for 30 seconds. Hail of Bullets with a -25% for 8 sec. all other single target blasts go for 12.5% for 6 to 8 sec. That's 59.38 with just spore cloud and corrosive enzymes. Adding in the other numbers (many variations) and you can get to 85% consistently. This assumes you can maintain 2 blast debuffs going (actually it's at 84.38%). You should be able to keep 3 going (for 96.88%) with relative ease. |
Not much of a DP guy; so I'll probably have to grab my -dmg from Interface (and I just recently learned that -res can actually help with -dmg)
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
Trickshooter,
I've played a NA quite a bit on beta and while I don't have the numbers on Lifegiving Spores, I can tell you that the heal patch is quite good. I've been using it extensively on my NA/DP defender and with it on I do not see any end issues. At level 31-33 I've used it to take on several EBs and the like and except for Malaise (end draining jerk) I've been able to stand with em for 10-15 minutes at a time while only popping one or two blues. Granted, I've been using chem rounds quite a bit so I can stand toe to toe with em, but the build has no IOs and end usage is quite nice. For normal mobs and even Boss levels, I rarely use the heal now. Note: with an EB, you will have to use the heal some, but not exhaustively. I did skip rebirth and Entagle Aura as I was trying the Sorcery PP too. |
The thing that bothers me is that it's a toggle that costs endurance to grant endurance, and because it costs more endurance than it grants, the caster essentially doesn't get access to that bonus endurance. That leaves it as just a weak heal over time with an effectively small endurance cost for the caster. It's not horrible, but it's not that impressive either, which is why I said that I'd skip it if I had to (my current build plan includes it, but with only the single base slot). This is all while unslotted, by the way. A single slot of either EndRedux or EndMod and the power will give more endurance than it takes away. I'm just not sure slotting should be required to avoid a power making one of it's own buff values be effectively a negative value.
Toggles that cost endurance and grant endurance or recovery are very strange and, minus Lifegiving Spores and (I think) some bonus effects in the upcoming Bio Armor toggles, these kinds of powers typically have no endurance cost.
Obviously, as a team toggle it should have an endurance cost. With that said, I don't think it should be granting endurance. I think the +Endurance (possibly converted to +Recovery) should be moved in to one of the Click powers, and Lifegiving Spores should gain some other effect to replace the +Endurance. Perhaps add 25-30% +Recovery to Wild Growth (1% Endurance every 4 seconds is comparable to about 15% +Recovery, so I'd increase that to compensate for the reduced uptime of Wild Growth compared to Lifegiving Spores), reduce Wild Growth's +Regen to 50%, and then add another 50% +Regen to Lifegiving Spores.
In my specific case, I'm likely to be skipping the whole set.
Nice powers, pretty graphics, but I can't think of any concepts I'd want to play with the set and I already burned myself once picking up Beam Rifle and never using it due to lacking concept ideas that I personally found interesting.
As far as the powers themselves - as others have said, Entangling Aura looks very skippable.