Author Topic: Can Nature Affinity really work this well?  (Read 6099 times)

Ankhammon

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Can Nature Affinity really work this well?
« on: August 06, 2014, 10:13:51 PM »
With the possibility of a CoH rez, I couldn't help but take another look at my NA/DP defender which I never got to finish.

One of my focuses was to get some overlap going with Entangle Aura so it can help during the Spring Attack/Hail of Bullets portion of my assaulting groups

Yes, this is a final build (overall variety but would like to stretch him out against AVs and the like), but I'm kind of concerned about power placement. I would also appreciate some thoughts about perma-hasten if you can see anything. 

Please take a look at it and tell me if you see any significant flaws or if you just think there would be a better way to build him. Also, I have no idea of the damage of Spring attack, so if you know what it is please let me know.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Wild Growth -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(5), S'fstPrt-ResDam/Def+(5), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11), Numna-Heal/Rchg(25)
Level 6: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(7), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(43)
Level 8: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/EndRdx(50)
Level 10: Swap Ammo
Level 12: Wild Bastion -- Numna-Heal(A), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg(17), Ragnrk-Knock%(21), Ragnrk-Dmg/EndRdx(34)
Level 18: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(34)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(42)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Entangling Aura -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(33)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(45)
Level 30: Regrowth -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(50)
Level 32: Overgrowth -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(33), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(37), Posi-Dam%(37)
Level 38: Hail of Bullets -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(39), SDefendersB-Dmg/EndRdx/Rchg(39), SDefendersB-Acc/Dmg/EndRdx(39), SDefendersB-Acc/Dmg/EndRdx/Rchg(40), SDefendersB-Rchg/Heal%(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 47: Spring Attack -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(48), Armgdn-Dmg(48), Armgdn-Dmg/Rchg(48), Armgdn-Dam%(50)
Level 49: Rebirth -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
------------



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Cogito, Ergo... eh?

DarkCurrent

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Re: Can Nature Affinity really work this well?
« Reply #1 on: August 06, 2014, 10:53:28 PM »
I wouldn't put the purple aoe set in Spring Attack.  The recharge on it is 120s, your slowest attack.  You'd get more proc use and damage from one of your DP attacks.

Ankhammon

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Re: Can Nature Affinity really work this well?
« Reply #2 on: August 06, 2014, 11:16:59 PM »
I wouldn't put the purple aoe set in Spring Attack.  The recharge on it is 120s, your slowest attack.  You'd get more proc use and damage from one of your DP attacks.

Nice catch. I moved it over to HoB (still long rech) and was able to get another 40ish HP to boot.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Wild Growth -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(5), S'fstPrt-ResDam/Def+(5), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11), Numna-Heal/Rchg(25)
Level 6: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(7), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(43)
Level 8: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/Rchg(40), Numna-Heal/EndRdx(50)
Level 10: Swap Ammo
Level 12: Wild Bastion -- Numna-Heal(A), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg(17), Ragnrk-Knock%(21), Ragnrk-Dmg/EndRdx(34)
Level 18: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(34)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(42)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Entangling Aura -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(33)
Level 28: Executioner's Shot -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(29), SDefendersB-Dmg/EndRdx/Rchg(29), SDefendersB-Acc/Dmg/EndRdx(31), SDefendersB-Acc/Dmg/EndRdx/Rchg(36), SDefendersB-Rchg/Heal%(45)
Level 30: Regrowth -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(50)
Level 32: Overgrowth -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(33), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(37), Posi-Dam%(37)
Level 38: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg(39), Armgdn-Dam%(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 47: Spring Attack -- Erad-Dmg/Rchg(A), Dmg-I(48), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-%Dam(50)
Level 49: Rebirth -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
------------



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Cogito, Ergo... eh?

DarkCurrent

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Re: Can Nature Affinity really work this well?
« Reply #3 on: August 07, 2014, 06:05:17 AM »
I'm guessing you're planning on buffing up, spring attacking into the middle of a mob with EA running, and unloading PB AoE bullets.

Biggest problem I see there is your ability to soak the alpha.  The range on spring attack wasn't huge as I recall (took it on a few characters), so you'll likely get blasted before you can attack.

I'd suggest getting some stealth in the build to counter that.  I see you've got a few def powers, so you could swap one of those for stealth, or get a stealth IO in travel power.

That way you could buff, run in close enough, spring attack alpha, bullets and entangle away.

I could see running with cryo rounds loaded to slow response attacks as well as the defense and hold your shooting for.

Another consideration is getting some sort of tactics or FA from the patron power to boost to hit so you could get the insta-snipe that was coming in I24.

You know... I kinda dig this strategy of jumping in and unloading aoes with hold aura protection.  As an alternative to the defense cap strategy it looks like you're going for you might want to consider something even more offensive and rely on power boosted holds / debuffs.  I'm looking at GW's patron set as a good one and imagining this strategy:  PB, spring attack, soul drain, aoe hell with hold aura running.  There's another ST hold there as well as the one from your DP attack, so getting bosses locked down would be easy enough.

You'd have to go with a resistance shield there, but you have your heal and absorb running anyway to compliment that.

Just some food for thought or maybe a 2nd build to try.

Ankhammon

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Re: Can Nature Affinity really work this well?
« Reply #4 on: August 07, 2014, 07:03:33 AM »
I'm guessing you're planning on buffing up, spring attacking into the middle of a mob with EA running, and unloading PB AoE bullets.

Biggest problem I see there is your ability to soak the alpha.  The range on spring attack wasn't huge as I recall (took it on a few characters), so you'll likely get blasted before you can attack.

I'd suggest getting some stealth in the build to counter that.  I see you've got a few def powers, so you could swap one of those for stealth, or get a stealth IO in travel power.

That way you could buff, run in close enough, spring attack alpha, bullets and entangle away.

I could see running with cryo rounds loaded to slow response attacks as well as the defense and hold your shooting for.

Another consideration is getting some sort of tactics or FA from the patron power to boost to hit so you could get the insta-snipe that was coming in I24.

You know... I kinda dig this strategy of jumping in and unloading aoes with hold aura protection.  As an alternative to the defense cap strategy it looks like you're going for you might want to consider something even more offensive and rely on power boosted holds / debuffs.  I'm looking at GW's patron set as a good one and imagining this strategy:  PB, spring attack, soul drain, aoe hell with hold aura running.  There's another ST hold there as well as the one from your DP attack, so getting bosses locked down would be easy enough.

You'd have to go with a resistance shield there, but you have your heal and absorb running anyway to compliment that.

Just some food for thought or maybe a 2nd build to try.

Good thoughts in there.

I know an alpha is really the only thing that would take this char down. Once the -dam is applied to the enemy (~41% to groups and closer to 97% on single target) it takes a huge amount to bring down this guy... I took out AV Manticore with him only at level 30ish and SOs only.
IMO, chem rounds beat the crap out of Cryo rounds... particularly with this set up.

As long as I set it up correctly, I should be able to beat most alphas, but you do have me rethinking resistances vs. defense for the build. As you said, I get to throw on a HoT or two with Renew and Wild Bastar... Bastion. W. Bastion does have a long recharge on it.

Does Piercing Rounds count as a snipe? That would make me rethink things a bit. Maybe the GW set but it's version of soul drain has a really long recharge... only up about half the time. 

I like the stealth added idea. I can prolly get by with a stealth IO in Sprint.

I'll work through an alternate build and post it tomorrow.

You know what would help? A game to play this build in. :)
Cogito, Ergo... eh?

DarkCurrent

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Re: Can Nature Affinity really work this well?
« Reply #5 on: August 07, 2014, 01:46:19 PM »
I think a resist + absorb + heal would make this pretty unkillable.  Considering all the IO set changes that were coming that added more +resists to various sets you could easily find a bunch of S/L and whatever else you wanted.

Biggest advantage of the DEF build is dodging mez attacks.  But again, if you have all this absorb and heal ticking you'd have plenty of time to pop a BF before getting smushed.  Might even consider fight pool and grabbing tough then to go with patron shield.

The GW hold is longish on rch... you have your paralyzing shot already, so it's not critical to build.  I was just thinking of it for a late lvl 49 pick for that odd EB / tough boss where you need to layer on some holds.  But then again, if you're relying on hold spams to save your butt you probably should be building a dominator or controller.

Overall, I really like the concept.  It's my kind of style... doing crazy scrapper things with a 'squishy' character and showing that you don't need a bunch of shields to survive alphas and take down large mobs.  It'd be fun teaming with this character and watching the carnage.  If only Cox were back...

Ankhammon

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Re: Can Nature Affinity really work this well?
« Reply #6 on: August 07, 2014, 05:28:13 PM »
I hear ya DarkCurrent, utilizing uncommon power sets in new ways was one of my favorite past times. I actually came up with this basic idea while reading/chatting about a dark/kin tank combo discussing -Dam.

Looking at the whole Soul Drain idea, it hit me that I am only 30% from the damage cap for defenders. This kind of limits the effectiveness of SD for this char.

I did come up with a further bit of craziness with the build. I added in the Elec Mastery and positioned him for End Drain ability too. While it does lose a significant amount of Defense (and so lower level mez prot), it gains the Endurance control and a significant amount of Resistance.
I also put in SS +Stealth for Inviso-power.
I think it might be an overall stronger char as long as I'm willing to keep up the BF creating.
Have a look.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Regrowth -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/EndRdx/Rchg(36)
Level 4: Wild Growth -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Panac-Heal/+End(36), Panac-Heal(37), Panac-Heal/Rchg(37)
Level 6: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb(23)
Level 8: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34)
Level 10: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Wild Bastion -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(34)
Level 14: Swap Ammo
Level 16: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(46), Ragnrk-Dmg/Rchg(46), Ragnrk-Knock%(46)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Suppressive Fire -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(23)
Level 22: Super Speed -- Clrty-Stlth(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 26: Entangling Aura -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
Level 28: Executioner's Shot -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dmg(31), Apoc-Dam%(31)
Level 30: Jump Kick -- Acc-I(A)
Level 32: Overgrowth -- RechRdx-I(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33)
Level 35: Piercing Rounds -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(37), SDefendersB-Dmg/EndRdx/Rchg(40), SDefendersB-Acc/Dmg/EndRdx(40), SDefendersB-Acc/Dmg/EndRdx/Rchg(42), SDefendersB-Rchg/Heal%(42)
Level 38: Hail of Bullets -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Dmg(39), Armgdn-Dam%(40)
Level 41: Spring Attack -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Dmg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Electric Fence -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(45)
Level 47: Charged Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(48), GA-3defTpProc(48), S'fstPrt-ResDam/Def+(48)
Level 49: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(50), Efficacy-EndMod(50), Efficacy-EndMod/Acc(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3)
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Clarion Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
------------



 
Cogito, Ergo... eh?

DarkCurrent

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Re: Can Nature Affinity really work this well?
« Reply #7 on: August 07, 2014, 08:56:13 PM »
End drain is an interesting twist.  I can see going for the elec armor to get the nrg resist + the S/L.  On top of that you'll have heals, absorb and resist from your primary.  And I'm looking at end recovery as well in a couple of the powers.  If you get PS, that gives you insta-end gain and end drain as a debuff.

Only thing I see there is it has same rch as Soul Drain, so I guess it's a matter of what you'll need more of... dmg or the endurance to keep spamming attacks.

Is this a soloing build?  If so, you won't have the Vigilance end discount ever kicking in, so I think the elec set is a good choice.  But if you team, you'll lose your dmg boost from Vig and would benefit from the SD more I'd think.  Maybe a dual build is in order here... solo vs team.

If you do want to solo mostly, then I'm thinking you should look at Mu mastery over Electric.  You'll get the charged armor and power sink powers that you want, but you'll get them 1-2 in the set.  That way you could just skip the single target immob, unless that was something you wanted.  I'm not a big fan of those powers myself (dot is pretty slow), but maybe you want it for AV fights or something.  If you went Mu, and still wanted a control power, you'd have the option to snag elec shackles (st hold), which is actually a decent damage power.  It does a bit more dmg per hit than elec fence, damages 2x as faster, and costs a little less endurance.  Unless you plan to spam the faster immob as part of the attack chain you'd get more use from the occasional hold I think.  But it looks like you're slotting for immob, so I'm guessing you want the control aspect for bosses/AVs (?).

Last thing... you're taking jump kick to qualify for Spring Attack.  Seems a wasted pick as I can't imagine you using it more than once in a blue moon given all your DP options and the slow animation of JK.  You'd probably get more use out of taking SJ as a second travel power to supplement SS (and you'd be ready for PvP!!!).  You could one slot that as well and at least fire it up when you need some vertical movement.  And bang, now you can take Spring Attack.

Ankhammon

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Re: Can Nature Affinity really work this well?
« Reply #8 on: August 07, 2014, 10:06:05 PM »
I was actually going with Elec over Mu simply because it works better (drains more) without clarion radial Epiphany. and using the immob to drain end too it made it able to drain a boss in two shots.
At the point I would get CRE the boost to end drain makes the immob an extra for the other part of my theory crafting that I hadn't mentioned...

The whole Spring Attack concept could be swapped out easily if the game ever got the Magic pool that was on test. There would be an extra absorb like power (if I remember correctly), a fly and a really powerful targeted aoe dot damage with fear (run away type). Placing that instead of the Jump pool would be incredible.  Plus I could just hold the boss instead of immobing him (but it did make AV level Manticore runnoft).

You do have a better idea with the SJ over Jump Kick. The SJ can mule another kb prot too.

Going Mu, I could get a (near perma) pet too. I like that.

As for the type of build, it's a jack of all trades. Solo vigilance gives a 30% damage boost and in groups it gives an end discount based on the amount of damage your team has taken.
Ultimately,  I want to try to get him into a position to solo AVs and maybe even a GM but that might be stretching it too much. For those fights I would be better off with an End regain ability.

Holy sheep dip Batman! With the CRE in place, my -tohit on Spore Cloud jumps up to -43.49%.

Here's how it looks now.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Regrowth -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/EndRdx/Rchg(36)
Level 4: Wild Growth -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Panac-Heal/+End(36), Panac-Heal(37), Panac-Heal/Rchg(37)
Level 6: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb(23)
Level 8: Lifegiving Spores -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34)
Level 10: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Wild Bastion -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(34)
Level 14: Swap Ammo
Level 16: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(46), Ragnrk-Dmg/Rchg(46), Ragnrk-Knock%(46)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Suppressive Fire -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(23)
Level 22: Super Speed -- Clrty-Stlth(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 26: Entangling Aura -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
Level 28: Executioner's Shot -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dmg(31), Apoc-Dam%(31)
Level 30: Super Jump -- Zephyr-ResKB(A)
Level 32: Overgrowth -- RechRdx-I(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33)
Level 35: Piercing Rounds -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(37), SDefendersB-Dmg/EndRdx/Rchg(40), SDefendersB-Acc/Dmg/EndRdx(40), SDefendersB-Acc/Dmg/EndRdx/Rchg(42), SDefendersB-Rchg/Heal%(42)
Level 38: Hail of Bullets -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Dmg(39), Armgdn-Dam%(40)
Level 41: Spring Attack -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Dmg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-End%(45)
Level 47: Charged Armor -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResDam/EndRdx(48), S'fstPrt-ResKB(48)
Level 49: Summon Adept -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Acc/Rchg(50), C'Arms-Acc/Dmg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3)
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Clarion Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
------------



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Cogito, Ergo... eh?

DarkCurrent

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Re: Can Nature Affinity really work this well?
« Reply #9 on: August 08, 2014, 02:16:54 AM »
This build's looking really tight.  Now you just gotta build it!

Ankhammon

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Re: Can Nature Affinity really work this well?
« Reply #10 on: August 08, 2014, 03:28:52 AM »
Yep. Just give me a backstory and a game and I'll go.

Thanks for the help with the build.
Cogito, Ergo... eh?

DarkCurrent

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  • Posts: 211
Re: Can Nature Affinity really work this well?
« Reply #11 on: August 08, 2014, 03:36:19 AM »
NP.  Let's me play vicariously.