Nature Affinity: what are you skipping?
Yeah believe me, I was excited at the idea of Lifegiving as I've wanted a location-based recovery power for awhile now, and I asked for buffs to the end recovery during beta, but Synapse buffed the heal on it instead.
...I don't get it either.
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From testing on beta and now on live, I've found that slotting Lifegiving Spores with a Performance Shifter +Endurance it procs on everyone who stands in it. On top of that, since it's your toggle, while active, it procs on you personally. This is separate from the patch. Double the proc'ing goodness!
As a Beast/Nature I will be skipping Rebirth and Entangling Aura, but I absolutely love my Lifegiving Spores!
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Nature is so pretty. Only thing skipping on my toon is ME..skipping through my fields of flowers.
Nature is so pretty. Only thing skipping on my toon is ME..skipping through my fields of flowers.
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I personally plan to take everything. I was pretty excited about this set, because I feel like it was "make for me." I love plant themes, generally play support, and like all the different things incorporated into the set. And here I thought I wasn't going to find much else to love after Dark Control/Affinity.
Entangling Aura seems a lot like Choking Cloud, which I like but I know a lot of people consider skippable. I was a little sad to see so many people say Lifegiving Spores was skippable since that's an end grant for others, but I can see that if you are more of a solo person.
My main problem now is deciding what to play it on- a Defender, Corrupter, Mastermind, or Controller. Controllers tend to be my favs, but it seems like a set that would also work great with pets as a MM, but its tempting to play it on a Defender just to be at maximum power. I'm not sure what Nature really synergizes best with in terms of powers, though there are several sets that would be a nice thematic synergy, plant being the most obvious, but also water, beast, and ice.
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Skpped Spores, the Rez and the hold.
Everything else looks pretty good.
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Just wanted to chime in here. Ran a few missions and trials with a few nature guys. WOW, the healing power of this set is really strong. No I mean REALLY REALLY strong.
Is it supposed to exceed empathy?
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Just wanted to chime in here. Ran a few missions and trials with a few nature guys. WOW, the healing power of this set is really strong. No I mean REALLY REALLY strong.
Is it supposed to exceed empathy? |
Long story short, I love this powerset. But I hate... and I mean HATE HATE HATE HATE when people call me a healer.
To reply to the original question, I'll be skipping Rebirth, that's it. I don't like rez powers. We have inspirations for that :P
Ok, so I am not imagining it. I'll say while I will not be getting the set for myself, I am much more open to teaming with an NA player than I was before.
Still not feeling the mushrooms lighting up my entire screen, but I love when I get absorb or whatever the heck gave my 1300 HP corr an additional 485 hps! WTF was that power?
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The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Too many 50's to list here's a few you may know.
Slazenger, Area51, Area53, Area54, Erruption, Mind Plague, Thresher, Sheath, Broadside, Debt
It's those new tricky powers with absorb I think. I don't really know since I have zero seat time with them, but I have REALLY benefited from their healing prowess and it is off the hook good.
I like it and it seems to be very popular with the customers so that is good too.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Indeed something is way out of whack, I am lvl 30 plant/nature controller atm and have already hit 3mil healing delivered, it took me way longer on an Empath to hit them numbers. Also I hardly feel that I have healed much compared to when I used my Empath.
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I feel like I am a walking league of Corruptors and Defenders with all the green numbers around my team. It's the Healing over Time, I guess.
I think when/if I reach 50 and get IOd out the abilities will feel much better. With sufficient +recharge it looks like the major ones are all pretty much permanent which is very very nice Unfortunately at the lower levels it feels like too many heals and not enough useful stuff :x
The life giving spores ability looks pretty and gets spammed a lot but really the time used to cast it is IMO mostly wasted. The patch is small, the healing is slow, it really needs something more to make you actually care about it in the first place.
I could make a bad pun about a late blooming set or something here I suppose :x
It's those new tricky powers with absorb I think. I don't really know since I have zero seat time with them, but I have REALLY benefited from their healing prowess and it is off the hook good.
I like it and it seems to be very popular with the customers so that is good too. |
Anyone know if there's an absorb cap?
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Because of this, I don't think there is a maximum amount of absorb you can have so long as you get a lot of buffs from different source. Perhaps absorb cannot go higher than your actual health bar.
Right now my corr has about 1300 hps and got an additional 685hps from absorbs on a UG trial today. Damm near half my health bar was grey absorb.
I am loving this set on my team. Make more people and come team on Freedom.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
My 2 inf, skipping the aura, the rez, and possibly lifegiving spores. The lifegiving spores should really be more of a "tar patch" kind of cast or a toggle (that stays with you). The whole cast, de-toggle, re-cast is not fun... for me anyway.
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My 2 inf, skipping the aura, the rez, and possibly lifegiving spores. The lifegiving spores should really be more of a "tar patch" kind of cast or a toggle (that stays with you). The whole cast, de-toggle, re-cast is not fun... for me anyway.
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i usually cast lifegivesporez as the tank/brutes are running in to absorb the alpha strike for larger mobs and it's nice during the time that squishies are taking down that mob and tanks/brutes are pulling other mobs to our location. better in larger rooms. :shrug: and not as you plow through caves, tunnels, and office-tunnel-caves.
i likes it. but the bird chirping still throws me a bit XD
Max absorb cap from a single source for a bio brute is 100% of your _unenhanced_ hps. My brute with 2700hp and a default level 50 max of 1499? gets 1496 absorb when popping an absorb power. Thats 4200 effective hps.....
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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.
What I noticed on beta was that when I did not use LS, but still used Spore Cloud, Wild Growth and my offense, I would use more endurance than when I used LS.
My assumption is that it provides enough of a heal that you don't need to fire off your regrowth hardly at all. So in that respect, it saves a ton of endurance you would otherwise need for heals.
And for those wondering about Wild Growth I can say it's been my experience that slotting it for the resist is pretty nice. I was using it with LS and Spore Cloud to provide almost all of the mitigation I needed to get through a fight. I hadn't slotted Wild Growth for regen as I only got to my low to mid 30s and didn't have the slots yet.
I figured to wait on the regen portion because Defenders have low HP and regen doesn't give as much bang for the buck for them.