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Ill/nature


WitchofDread

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I've never played with nature before so my knowledge of slots and general capability is very limited for it.

 

How Would this build fare in a solo situation in theory? Im guessing slow? The idea was that Overgrowth would boost the damage of PA and Phantasm enough that it would counter the lack of -Res within the set.

 

Am i asking too much of this combo?

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Level 49 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Nature Affinity
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
------------
Level 1:    Spectral Wounds            Apc-Dam%(A), Apc-Dmg/EndRdx(3), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), GldJvl-Dam%(7)
Level 1:    Corrosive Enzymes        Acc-I(A)
Level 2:    Blind                UnbCns-Dam%(A), GhsWdwEmb-Dam%(7), GldNet-Dam%(9), GldJvl-Dam%(9), NrnSht-Dam%(11), SprWntBit-Acc/Dmg(11)
Level 4:    Deceive                CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf%(17)
Level 6:    Flash                UnbCns-Hold(A), UnbCns-Hold/Rchg(17), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(19), UnbCns-EndRdx/Hold(21)
Level 8:    Superior Invisibility        ShlWal-ResDam/Re TP(A), Rct-ResDam%(21), LucoftheG-Def/Rchg+(23)
Level 10:    Wild Growth            UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 12:    Spore Cloud            DS:DSyncEndDefDebuffToHitDebuff(A), DS:DSyncEndDefDebuffToHitDebuff(27)
Level 14:    Mystic Flight            BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48)
Level 16:    Lifegiving Spores        Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 18:    Phantom Army            ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(31), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(33), RechRdx-I(34)
Level 20:    Wild Bastion            Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(36)
Level 22:    Hasten                RechRdx-I(A), RechRdx-I(36)
Level 24:    Kick                Empty(A)
Level 26:    Spectral Terror            SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SprWiloft-EndRdx/Rchg(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39), SprWiloft-Rchg/Dmg%(39)
Level 28:    Rebirth                RechRdx-I(A)
Level 30:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39)
Level 32:    Phantasm            ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Rchg(40), ExpRnf-Acc/Dmg(40), ExpRnf-Acc/Dmg/Rchg(40), OvrFrc-Dam/KB(42)
Level 35:    Weave                LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42)
Level 38:    Overgrowth            GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45)
Level 41:    Dark Embrace            EndRdx-I(A)
Level 44:    Dark Obliteration        SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(45), Ann-ResDeb%(46), PstBls-Dam%(46), Bmbdmt-+FireDmg(46), CldSns-%Dam(47)
Level 47:    Soul Drain            Erd-Acc/Rchg(A), Erd-Dmg/Rchg(47), RechRdx-I(47)
Level 49:    Maneuvers            LucoftheG-Def/Rchg+(A), RedFrt-Def(49), RedFrt-Def/EndRdx(49)
Level 1:    Containment    
Level 1:    Brawl                Empty(A)
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Hurdle                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A)
Level 1:    Stamina                PrfShf-End%(A)
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

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     Well that's part of weakness of Illusion Control (if you want to go there) is PA and Phantasm's duplicates can not be buffed, only Phantasm itself can be buffed.  Only Nature's debuffs will help defeat their foes faster outside of effecting Phanty.

 

 

Edited by Doomguide2005
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2 hours ago, WitchofDread said:

Ah! Well that blows that idea out the window then haha!

    Don't give up on it too fast.  Nature is a very potent set.  Even Ill/Rad has several buffs, isn't all debuffs and is well known as a solid solo combo.  And it (Nature) does have both resist and regen debuffs as well as self buffs, versatility in what it can do.

Edited by Doomguide2005
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Nature does have a -RES power. It's only single target and only -18.75%, but for tough targets its available. You also get -50% damage against single targets by combining the toggle debuff with the single target debuff + a nice -regen (150%) and -tohit (-15% base). So while nature debuffs are nowhere near rad debuffs, it's still pretty neat. And all of natures buffs include yourself.

 

For solo play there are sets that kill faster, but in a team nature really shines. While damage isn't buffed to kinetic levels it's still very solid and the group protection aspect is much better than kinetics. Nature really does nothing "the best", but it has a pretty nice tool kit. Resist buff, regen buff, absorb buff, damage buff, endurance discount, endurance providing life spores and pretty good heals on top.

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18 hours ago, WitchofDread said:

every troller i have ends up being /Dark Affinity. 

Absolutely NOTHING wrong with this.  /Dark for controllers can be on another level.  Sometime I just wish it had a +Damage component.

I play where my toons are... and they are everywhere.  But Everlasting is my current main home.  Come on by my base GOLD-11404.  And, yes, most of my toons start Gold Side (Bold Side)!
If you want to make a fortune of Inf in City of Heroes, watch my guide on the Auction House.
Or come on by and visit my Discord.

I run my theme groups there and chat with Twitch viewers in voice there.
And lastly, come see my on Twitch.  City of Heroes is my main game!

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39 minutes ago, Dahle said:

Absolutely NOTHING wrong with this.  /Dark for controllers can be on another level.  Sometime I just wish it had a +Damage component.

....literally, i have ill/dark, plant/dark, grav/dark, fire/dark, elec/dark....Its ridiculous. 

 

i love buffing/debuff but for me nothing really compares to /dark

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My list of /Dark just on Everlasting... I have a few repeats.

Fire Dark
Fire Dark
Plant Dark
Illusion Dark
Fire Dark
Plant Dark
Ice Dark
Dark Dark
Electric Dark
Gravity Dark
Earth Dark

 


But back on topic. /Nature pairs reasonably well with Illusion/ IMO.  But it isn't a toon I'd be playing solo if I made it.  I think it would make an enjoyable team toon because you have an excellent pet and some potent Debuffs for the enemies, but also a good bit of team oriented buffing/healing to do.  I could almost see this as mostly focused on the buffing of a team and only throwing out the occasional other item.  Might even be a good duo toon as it would be able to keep the other alive and eat a good bit of aggro.

I play where my toons are... and they are everywhere.  But Everlasting is my current main home.  Come on by my base GOLD-11404.  And, yes, most of my toons start Gold Side (Bold Side)!
If you want to make a fortune of Inf in City of Heroes, watch my guide on the Auction House.
Or come on by and visit my Discord.

I run my theme groups there and chat with Twitch viewers in voice there.
And lastly, come see my on Twitch.  City of Heroes is my main game!

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Agreed, /dark on controller is what I'd call a bit overpowered even.  Only drawbacks to me are no -defense or +tohit powers (so grabbing tactics is a must imo) and how much I hate Fade turning my whole team into ghosts/wraiths against their will (personal pet peeve and nothing to do with how powerful it is though).

 

But yes, illusion/nature might not be the most synergistic in the world, but I think it'd still do great.  One synergy is that it has an effective aoe hold toggle (entangling aura which is very similar to choking cloud), which helps a lot with setting up containment and that is something illusion struggles with otherwise.  

 

And I just noticed no entangling aura in your original build.  Personally I'd fit it in if you do decide to stick with it.  Drop flash.  Entangling aura is actually a lot more useful than flash imo.

Edited by Riverdusk
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  • 4 weeks later

Just put this together to include entangling aura:

 

Spoiler

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Can't see the build but while in many ways I agree with Riverdusk in that if it came down to choosing Entangling Aura over Flash that would be the way to go.  Flash is slow to activate and seems an eternity when you're standing in melee.  But if you can I'd take both as the ability to stack 6+ mag on many targets well you're now looking at statues rather than active foes.  EBs would need a greater than 6 result so need one or more ways to add +1 mag (Overpower, Hybrid).

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I actually went a different route - trying to aim more for Hard mode content:

 

Spoiler

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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