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Demons/Nature?


Justisaur

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I've seen rather a lot of Demons/Nature lately, a couple yesterday on iTrials, and one on Summer Blockbuster, all different players (consdiering the number of MMs I run across that's a lot.)  The demons seemed to survive pretty well.  I'm wondering if anyone has one of these, and can go over some of the points/synergies, and/or has a build they could post?

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I would think the synergy is just that Nature--like Empathy, Pain, Storm, etc--requires a primary with pets that are naturally very tough. And the "very tough" pets are basically just Beasts and Demons, and arguably Bots.

 

So there just aren't a lot of valid choices for primary, if you wanted to run a /Nature MM.

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I have one Demons/Nature and one Necromancy/Nature and honeslty for me  its jusst self sufficiency, I can cat living spores on the target area send my minnions to attack then support anyone else or shoot stuff 🙂

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16 hours ago, JnEricsonx said:

Nature is good, but end-heavy.  

You can slot lifegiving stores for recovery.  I didn't notice any end issues until 35 (when it is expected), and i haven't slotted numina, miracle or perf shifter proc yet, so I think it will work out fine.

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Demons have naturally good resistances and nature buffs resistance. Combine that with the IOs for resistance, and your demons are very hard to kill, even when they insist on not standing on the healing grass and/or you can't be bothered to debuff the enemies. Add on to that the fact that your buffs affect you too (unlike /sonic) and are clickies (unlike /time) and it allows you yourself to also be both fairly active in the fight and tanky, while not needing to micromange as much as something like /rad. That said, you're quite squishy in the early stages, endurance can be an issue (like all MMs) and anything that makes you drop toggles is the bane of your existence in tough fights.

 

Of course, none of that is why I picked it. I did it for RP reasons. Enraged elf turns to demon summoning to engage in ecoterrorism ftw ;)

 

My build below. It's currently theoretical as my MM is only 45 and will need to respec to be fully in line with it, but currently its about 80% accurate to what I'm actually running, with the only real differences being a few pool powers and incarnates, and of course, missing IOs (poverty sucks T.T).

 

http://www.cohplanner.com/mids/download.php?uc=1533&c=712&a=1424&f=HEX&dc=78DA6594CB4F135114C6EF74A62050E46579B5A5B4C8B35068744F148C895024015157640253324999694A9BC8D2A58A92B801040557C68D31BA75615454FE055D69E2031541014537F530E70B9DD826ED6FE6BBF7BBF7BB67CE347AA9D7F5E0F4E56E2195F6C4D5A9A9D1A83A95D29293BA31EE8CAA13FA982C8470F598462AA98EEB29DD34F2490864678D0EA527274D23DCABD12F6E7463C26F9B71321D8B8507D4543AA98D9E88C574434F4D8BC241D38C8787129A36EEB22EFB353541C672EB66588B6B09339952F7772CB3A4A86AE88974DC52BCA712FA58D81EC24CC7117DBA9A02B6D277A154E093718A4D8710114538B6C01F4CE527B8CDCC7B275B7CD370E015A25658DA5BD224AC276DF0BCBCCFCC43EBE01766E157F01BF30A796589BDF20E6BA5BBE02F66F96F708F79A49A0C3E452CD2399CC8E20C709679D2F291257F8ED04CF39798958BE03CB37A01BCC5BC4A590A388BA3E0219FBBF631F888799BD62FC2FA45AB9CC7FB0A5C63D6BD045F80AF994BE42D66AFA3F8136B6D1FC08FCC6B94A104F52899E33DEBBD3C56EF03EB98013F58CFBC43EB97F1FA72D90E7B03EB7CB6865DAE4FC37B8755BB19DAA702E7A8E89378AC9F79340A0E8067994D83CC2015D88D3AB943BC6ED37FACA439559853D5C7F99ADDEC6FDEE6FB65CA5B830C3517151E1B66B69E0347C0F3CCB60BCCEB94DF8367EFC19E8DB4A70F9A0FFDB0427BF8A1F9A1DD206F90B329C1555EAFFD19B8C7756BFFCBEC8067963C8DA86DE30AC6EE82CBCCCE7BCCA774BC163CC316F474277ABA133D1D414F47D0D3913FB2F59C6AE80C21E40DE1FDF290168616CED047CC52942E285D38BD57B1BD99D6ACB61CA52B4789E428C77294E3394AFFBE22414185A2592D33A81CFC2308C9C3E305F42464D6321B85340EBFD4C1E39B59CD219D91AC6AB846B8635C01AED277BBAF857D5B761FDE98C337C119E67D6AF508B23D0F66AFBB6DFA13DBF53FDF4E06BB

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On ‎8‎/‎13‎/‎2019 at 9:53 AM, jacobpaige said:

Demons have naturally good resistances and nature buffs resistance. Combine that with the IOs for resistance, and your demons are very hard to kill, even when they insist on not standing on the healing grass and/or you can't be bothered to debuff the enemies. Add on to that the fact that your buffs affect you too (unlike /sonic) and are clickies (unlike /time) and it allows you yourself to also be both fairly active in the fight and tanky, while not needing to micromange as much as something like /rad. That said, you're quite squishy in the early stages, endurance can be an issue (like all MMs) and anything that makes you drop toggles is the bane of your existence in tough fights.

 

Of course, none of that is why I picked it. I did it for RP reasons. Enraged elf turns to demon summoning to engage in ecoterrorism ftw ;)

 

My build below. It's currently theoretical as my MM is only 45 and will need to respec to be fully in line with it, but currently its about 80% accurate to what I'm actually running, with the only real differences being a few pool powers and incarnates, and of course, missing IOs (poverty sucks T.T).

 

http://www.cohplanner.com/mids/download.php?uc=1533&c=712&a=1424&f=HEX&dc=78DA6594CB4F135114C6EF74A62050E46579B5A5B4C8B35068744F148C895024015157640253324999694A9BC8D2A58A92B801040557C68D31BA75615454FE055D69E2031541014537F530E70B9DD826ED6FE6BBF7BBF7BB67CE347AA9D7F5E0F4E56E2195F6C4D5A9A9D1A83A95D29293BA31EE8CAA13FA982C8470F598462AA98EEB29DD34F2490864678D0EA527274D23DCABD12F6E7463C26F9B71321D8B8507D4543AA98D9E88C574434F4D8BC241D38C8787129A36EEB22EFB353541C672EB66588B6B09339952F7772CB3A4A86AE88974DC52BCA712FA58D81EC24CC7117DBA9A02B6D277A154E093718A4D8710114538B6C01F4CE527B8CDCC7B275B7CD370E015A25658DA5BD224AC276DF0BCBCCFCC43EBE01766E157F01BF30A796589BDF20E6BA5BBE02F66F96F708F79A49A0C3E452CD2399CC8E20C709679D2F291257F8ED04CF39798958BE03CB37A01BCC5BC4A590A388BA3E0219FBBF631F888799BD62FC2FA45AB9CC7FB0A5C63D6BD045F80AF994BE42D66AFA3F8136B6D1FC08FCC6B94A104F52899E33DEBBD3C56EF03EB98013F58CFBC43EB97F1FA72D90E7B03EB7CB6865DAE4FC37B8755BB19DAA702E7A8E89378AC9F79340A0E8067994D83CC2015D88D3AB943BC6ED37FACA439559853D5C7F99ADDEC6FDEE6FB65CA5B830C3517151E1B66B69E0347C0F3CCB60BCCEB94DF8367EFC19E8DB4A70F9A0FFDB0427BF8A1F9A1DD206F90B329C1555EAFFD19B8C7756BFFCBEC8067963C8DA86DE30AC6EE82CBCCCE7BCCA774BC163CC316F474277ABA133D1D414F47D0D3913FB2F59C6AE80C21E40DE1FDF290168616CED047CC52942E285D38BD57B1BD99D6ACB61CA52B4789E428C77294E3394AFFBE22414185A2592D33A81CFC2308C9C3E305F42464D6321B85340EBFD4C1E39B59CD219D91AC6AB846B8635C01AED277BBAF857D5B761FDE98C337C119E67D6AF508B23D0F66AFBB6DFA13DBF53FDF4E06BB



just replying so I can turn the build into an actual link and download it.

Edited by SmalltalkJava
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  • 2 weeks later

Nature is just an amazing set all around.  I brought this up in another thread,  but -res,  +res,  shields,  a decent duration damage buff,  to-hit buff,  and endurance discount,  a ground patch AoE heal and endurance restoration,  decent length AoE heal with a great HoT component made better by your bloom count,  a revive for parties,  so on and so forth.  The set really is just amazing and can help even the anemic damage of Mercenaries while keeping them alive.   Combining it with a set like Demons that already has its own -res,  shields,  and heals just seems like overkill to me.  But fun overkill.

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1 hour ago, Justisaur said:

Now I'm wondering if /Nature could keep Ninjas alive.

My personal feeling is that Nature is great, but wants tougher pets like Demons, Beasts, Bots, or Thugs.

 

Ninjas are too fragile, they're going to die in one hit when they get hit. It might work once you get Wild Growth to perma, but that needs Hasten and a fair chunk of global recharge bonus (Because you need to get Hasten's uptime to the point where you're eating enough of Wild Growth's recharge time before it drops). Personally I'd try to get as much +Recharge on the build as possible and get Bastion's uptime up... It's never going to be anything close to perma, but it's helpful to be able to cast it frequently.

 

The main problem is that Nature is great, but it has a lot of little mitigation bonuses, rather than stacking one type of mitigation. And unfortunately with the way CoH works, stacking one type of mitigation to its cap (Or close to it) works much better than having 3-4 types of mitigation that don't stack close to the caps.

 

You can get Wild Growth to around 16-17% resistance, but that's... not a lot. It's helpful, but Ninjas are likely to die in one shot still anyway. That does stack with Spore Cloud's -damage, but -damage is resisted by damage resistance, and mobs tend to be resistant to the types of damage they deal, so...  And yeah, you have -ToHit, but it's a base of -11.25, which you can enhance to maybe -18%. Which of course will be resisted, and if you're fighting +4s (As everyone does on teams and sometimes solo), then you're only going to be doing 48% of those debuffs which comes to 8.5% -ToHit, and 8.1024% -damage. The radius on Spore Cloud is also very small, and it's a mob anchored toggle which means if the mob decides to run off or dies early in the fight you may lose the effect entirely.

 

I'm absolutely not trying to say Nature is bad. It's great. But... You probably want to stack that 17-18% resist on a pet type that has great resists to start with, not on a pet type with pitifully low defense and no resist at all like Ninjas.

 

Ninjas, I feel, really, really, really want their Mastermind to have a Secondary with extremely strong shields. Force Field, Sonic, Thermal, Cold, Time, etc.

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The absorb shield in nature is really nice.  It is a good health buffer.    I run a beast nature but I haven’t really invested any build research into it recently.    I am thinking that it would work wonders with demons natural resist shields. 

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  • 2 weeks later
On 8/28/2019 at 12:04 PM, SmalltalkJava said:

The absorb shield in nature is really nice.  It is a good health buffer.    I run a beast nature but I haven’t really invested any build research into it recently.    I am thinking that it would work wonders with demons natural resist shields. 

 

 

Nature is very underestimated for MM and it's the Absorb SmalltalkJava mentions that makes it perform much better than people are imagining.   Far from needing to be paired with sturdy pets, Nature actually makes pets sturdy.   

 

Slotted Nature gives you an aoe Absorb Shield equal to 51% of the target's base HP, plus has a 17% aoe Resistance.  That's a massive good EHP increase, especially for the tier 1 and even tier 2 pets.  Tier 1 pets have just 575 HP, so Nature's Absorb Shield fully slotted is roughly 295 HP.  Meaning Nature more than doubles your tier 1 pets EHP:    295 HP Absorb + 575 base HP.  Except it's actually more because if I understand correctly Absorb functions like temporary HP, so the Resistance you have decreases incoming damage first.  That means the 295 Absorb is effectively buffed when Nature's 17% resistance reduces the incoming dmg making the Absorb equal to around 355 EHP  with the base HP similarly buffed to 692 EHP.   Putting them together you're tier 1 pets go from 575 HP to 1047 EHP.     Except it's actually better because of course you're going to use the two +10% Resistance IO procs.   So actually the that 295 HP Absorb shield is buffed by a 37% Resistance up to 468 EHP!   Combined with base HP similarly buffed from 575 HP to 858 HP, for a whopping total of 1326 EHP.    And it's even better on Demon's because they have Ember Demon Shield for 10-13% Resistance and plus one of the all highest base Resistance of all the MM pets.  

 

[Incorrect values] Slotted Nature gives you a 650 HP aoe Absorb Shield plus a bonus 17% Resistance.  That's a massive EHP increase, especially for the tier 1 and even tier 2 pets.  Tier 1 pets have just 575 HP, so Nature's Absorb Shield fully slotted is more than the pets entire base HP.  Meaning Nature more than doubles your tier 1 pets EHP:    650 HP Absorb** + 575 base HP.  Except it's actually more because if I understand correctly Absorb functions like temporary HP, so the Resistance you have decreases incoming damage first.  That means the 650 Absorb is effectively buffed when Nature's 17% resistance reduces the incoming dmg making the Absorb equal to around 783 EHP  with the base HP similarly buffed to 692 EHP.   Putting them together you're tier 1 pets go from 575 HP to 1475 EHP.     Except it's actually better because of course you're going to use the two +10% Resistance IO procs.   So actually the that 650 HP Absorb shield is buffed by a 37% Resistance up to 970 EHP!   Combined with base HP similarly buffed from 575 HP to 858 HP, for a whopping total of 1828 EHP.    And it's even better on Demon's because they have Ember Demon Shield for 10-13% Resistance and plus one of the highest base Resistance of all the MM pets.  

 

Another way of thinking about this is that 50% Absorb shield effectively increases the value of any resistance by 50%.  This helps illustrate an important point:  the Absorb most benefits pets and characters with high resistance.  So having high base resistance like Demons, maximizes the EHP from the Absorb shield.  

 

 

All these buffs apply to your Incarnate pets and of course your MM's EHP too.    So it makes sense why we'd see these on iTrials.      Nature's big struggle is the Absorb power has a high 240s Rech, with a duration of just 60s.  Normal slotting only gets it to around 68s cool down, so not even up 100%.   But you'd like it up far more often that.  So probably pairs best with Teams that have Destiny Ageless,  Kins, Time, or Radiation  for +Rech buffs.   

 

In sum Nature is a top tier MM set in terms of pet survivability.   Probably strongest when paired with Thugs, or Bots (and maybe Beast.)   Since they all  have okay base resistances, but most importantly get +Def bufffs that the Nature set lacks.    A high Defense means pets are less likely to get hit, so less likely to deplete the Absorb shield and get hit a 2nd time before the Absorb is off cooldown again...   But also very good on Demons since they have the top overall pet Resistance, maximizing the Absorb shield EHP buff.   Whereas Ninjas having 0 base Resistance, except for Oni's 52% fire, means Nature won't buff them as much as the other set's pets are buffed.  (Sadly, nothing short of Dev rebalancing is going to make Ninja's as sturdy as other set's pets.)

 

 

**Edit 2 **  Kelly Rocket explained the the Absorb value from Mid's is for the MM itself, but would be equal to just 50% of the target's base HP, so would be much smaller for MM pets, then the 650 HP number I got from Mid's.

 

**Edit** Wanted to mention that this number is pulled from Mid's and I have been unable to verify it from in game data.   From looking at the grey Absorb graphic bar it actually appears the Absorb is only slightly below 1/2 of the Tier 1 Pet HP and about 1/3 of the MM HP....assuming it's to scale...   That would still be a major EHP buff, but significantly less than Mid's displays...  Beyond the gray bar ontop of the HP bar, the only in game number I can find show 25% Absorb which if correct would mean it does not get enhanced by IO's or Alpha Incarnate. 

Edited by Dr Causality
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6 hours ago, Dr Causality said:

(Sadly, nothing short of Dev rebalancing is going to make Ninja's as sturdy as other set's pets.)

Ninjas are just MASSIVELY shortchanged on the survival side of the ledger.  They ALL offense with barely any token vestigial protection via Defense that's simply too anemic to keep them alive.

 

Best way to make Ninjas "sturdy" is with Defense buffing secondaries, such as Force Field and Time Manipulation, and of those two Time Manipulation is superior since it offers both added Defense AND Healing (and Healing over Time) to help Ninjas reach for the Defense Softcap in an effort to pretend to be on par in survival.  The rest of their survival is trying to desperately cram as many Pet Aura IOs into a mere 3 Pet powers as possible while still giving them useful amounts of Accuracy, Damage and Endurance Reduction.

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On 8/27/2019 at 4:12 PM, Justisaur said:

Now I'm wondering if /Nature could keep Ninjas alive.

I have lvl 30+ish Necro/Nature. Haven't played him much lately. But, Nature makes my squishy Zombies very tough. My pets (and team mates) survive quite well, much to my surprise. So taking that and Dr Causality's post into consideration, I say it's worth a try. 

Edited by tjknight
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6 hours ago, Dr Causality said:

 

 

Nature is very underestimated for MM and it's the Absorb SmalltalkJava mentions that makes it perform much better than people are imagining.   Far from needing to be paired with sturdy pets, Nature actually makes pets sturdy.    Slotted Nature gives you a 650 HP aoe Absorb Shield plus a bonus 17% Resistance.  That's a massive EHP increase, especially for the tier 1 and even tier 2 pets.  Tier 1 pets have just 575 HP, so Nature's Absorb Shield fully slotted is more than the pets entire base HP.  Meaning Nature more than doubles your tier 1 pets EHP:    650 HP Absorb** + 575 base HP.  Except it's actually more because if I understand correctly Absorb functions like temporary HP, so the Resistance you have decreases incoming damage first.  That means the 650 Absorb is effectively buffed when Nature's 17% resistance reduces the incoming dmg making the Absorb equal to around 783 EHP  with the base HP similarly buffed to 692 EHP.   Putting them together you're tier 1 pets go from 575 HP to 1475 EHP.     Except it's actually better because of course you're going to use the two +10% Resistance IO procs.   So actually the that 650 HP Absorb shield is buffed by a 37% Resistance up to 970 EHP!   Combined with base HP similarly buffed from 575 HP to 858 HP, for a whopping total of 1828 EHP.    And it's even better on Demon's because they have Ember Demon Shield for 10-13% Resistance and plus one of the highest base Resistance of all the MM pets.  

 

Another way of thinking about this is that because the Absorb shield is greater than the pets entire base HP pool, it effectively doubles the value of any resistance the pets have.  So the 20% Res from pet IOs, the 17% from Nature, the 10  - 13% from Ember Demons, base resistances etc. are all effectively doubled in value.     This helps illustrate an important point:  the Absorb most benefits pets and characters with high resistance.  So having high base resistance like Demons, maximizes the EHP from the Absorb shield.  

 

 

All these buffs apply to your Incarnate pets and of course your MM's EHP too.    So it makes sense why we'd see these on iTrials.      Nature's big struggle is the Absorb power has a high 240s Rech, with a duration of just 60s.  Normal slotting only gets it to around 68s cool down, so not even up 100%.   But you'd like it up far more often that.  So probably pairs best with Teams that have Destiny Ageless,  Kins, Time, or Radiation  for +Rech buffs.   

 

In sum Nature is a top tier MM set in terms of pet survivability.   Probably strongest when paired with Thugs, or Bots (and maybe Beast.)   Since they all  have okay base resistances, but most importantly get +Def bufffs that the Nature set lacks.    A high Defense means pets are less likely to get hit, so less likely to deplete the Absorb shield and get hit a 2nd time before the Absorb is off cooldown again...   But also very good on Demons since they have the top overall pet Resistance, maximizing the Absorb shield EHP buff.   Whereas Ninjas having 0 base Resistance, except for Oni's 52% fire, means Nature won't buff them as much as the other set's pets are buffed.  (Sadly, nothing short of Dev rebalancing is going to make Ninja's as sturdy as other set's pets.)

 

 

**Edit** Wanted to mention that this number is pulled from Mid's and I have been unable to verify it from in game data.   From looking at the grey Absorb graphic bar it actually appears the Absorb is only slightly below 1/2 of the Tier 1 Pet HP and about 1/3 of the MM HP....assuming it's to scale...   That would still be a major EHP buff, but significantly less than Mid's displays...  Beyond the gray bar ontop of the HP bar, the only in game number I can find show 25% Absorb which if correct would mean it does not get enhanced by IO's or Alpha Incarnate. 

Bastion is indeed a 25% Absorb, but it *is* affected by enhancements. With say, a full set of Preventative Medicine, it reaches 51.36% absorb. What that means is it scales to the max HP of the target. So if your tier 1 pet has 575 max hp, Bastion will give it a 295.32 hp absorb shield. This isn't bad, but it's not the 650 you initially wrote about. If you were using old Mid's for your numbers, it was probably showing you what 51.36% of YOUR hp (As in, the actual Mastermind you're building) was.

 

My copy of Mid's Reborn shows 25%, and it gets better with healing IOs.

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Well, if you really want to make a Ninja/Nature/Mace build ... you could start with the foundation laid out in my Ninja/Time/Mace build and the look to either @SmalltalkJava's post on Beast/Nature (and now /Mace in the latest iteration in that thread) and/or my Mind/Nature/Primal Controller for inspiration on how to cross-pollinate Ninjas with Nature.

 

And yes ... you're going to want to take your personal attacks (trust me on this one) as a Ninja Mastermind ... while also doing everything you can to cram in Hasten, Maneuvers, Assault, Tactics (do NOT skip slotting Gaussian's in Tactics!), and Power Boost out of Mace Mastery (need 1 other power as pre-req).  Smoke Flash is "optional" depending on how you want to play your Ninjas.  If you need to sacrifice a power pick in order to take a travel power, I'd recommend dropping Smoke Flash in order to give yourself the needed power pick to do that.

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On 9/9/2019 at 7:35 PM, kelly Rocket said:

Bastion is indeed a 25% Absorb, but it *is* affected by enhancements. With say, a full set of Preventative Medicine, it reaches 51.36% absorb. What that means is it scales to the max HP of the target. So if your tier 1 pet has 575 max hp, Bastion will give it a 295.32 hp absorb shield. This isn't bad, but it's not the 650 you initially wrote about. If you were using old Mid's for your numbers, it was probably showing you what 51.36% of YOUR hp (As in, the actual Mastermind you're building) was.

 

My copy of Mid's Reborn shows 25%, and it gets better with healing IOs.

Thanks.  I've corrected the numbers in my post accordingly.

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Regarding bastion.   Mids is indeed wrong in its estimation.    Regardless,  The pets get the exact same HP number the MM gets.  And from what I can tell it uses the same HP number for all effected players also.  ** unless the floaty number in game is wrong **. The only way that I could find to validate what the pets were getting is by the floaty numbers.     The same number floats above everything’s head.   Also I noticed that the absorb/health ratio on the pet selection window is different for each tier pet.   This backs up my idea that it applies the same raw hp number to each target 

 

Bastion uses the +heal\absorb iO percent of your actual max health to get the raw HP amount and then applies that number to anything in range. 

 

 

I also found out that the Unbreakable Guard +Max health IO is counted in your max health calculation also as part of your total HP

 

However from what I can tell the Alpha ability that increases heal power values doesn’t seem to impact the absorb percent.  It is just heal percent not heal/absorb percent like actual IO’s.

 

Actual in game Raw bastion numbers from my beast nature Build 

 

MY health

Base: 998.95

Power Boosted Bastion = 656.9

My Hp with pboosted Absorb:  998.95 + 656.9 = 1655.85

 

T1 Wolves

Base: 574.95

Boosted w/ Absorb  574.95 + 656.9 = 1231.85

 

T2 Lioness

Base:  768.83

Boosted w/ Absorb:  768.83 + 656.9 = 1425.73

 

T3 Dire Wolf

Base:  963.81

Boosted w/ Absorb:  963.81 + 656.9 = 1620.71

 

as you can see it more than doubles the pre-fight health of my t1 pets.    

 

 

I’ll do some double checking tonight.   

Edited by SmalltalkJava
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Send a message to me  @Smalltalk on everlasting if anyone wants to do some other testing.  I’m really digging nature.  I just need to get my damage side up.

 

—-

Ok doing some quick testing on live

 

my hp. 998.9

non powerboosted Absorb amount added to my HP: 493.2

powerboosted absorb hp amount :  656.9

 

In this screenshot you can see the different ratios of base health vs absorb that is on the pets

 

919F40F0-4C6B-459D-9044-A9A58C59A53D.jpeg

 

Sorry for crappy images. Had to use my phone and email the pic to reduce the size.  

329552EF-EA40-4B73-AB7E-871BB9E127E4.thumb.jpeg.1b267adbe0e7e26c5964cd1342c168ff.jpeg

Edited by SmalltalkJava
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  • 1 month later
On 9/11/2019 at 11:47 PM, SmalltalkJava said:

Send a message to me  @Smalltalk on everlasting if anyone wants to do some other testing.  I’m really digging nature.  I just need to get my damage side up.

 

—-

Ok doing some quick testing on live

 

my hp. 998.9

non powerboosted Absorb amount added to my HP: 493.2

powerboosted absorb hp amount :  656.9

 

In this screenshot you can see the different ratios of base health vs absorb that is on the pets

 

919F40F0-4C6B-459D-9044-A9A58C59A53D.jpeg

 

Sorry for crappy images. Had to use my phone and email the pic to reduce the size.  

329552EF-EA40-4B73-AB7E-871BB9E127E4.thumb.jpeg.1b267adbe0e7e26c5964cd1342c168ff.jpeg

 

Any chance of posting your build?  Would be appreciated :D

 

 

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5 hours ago, Hurricana said:

Any chance of posting your build?  Would be appreciated 😄

Next time I’m in the computer I’ll post a couple. I don’t remember which exact build those pictures were from.  I’ve done several.  Demons/nature is really solid across the board.   Even with the different demon builds that I’ve done, it’s more of player preference on the differences.  Sacrifice a smidge here, gain a smidge there.   Even my current build that I use on live rocks, and it’s not Uber tweaked.  Just super solid in terms of game play.  

 

Demons/nature just works.  Nature has been successful for me on other primaries also.  I’ve tested beasts, ninjas , mercs, demons on the test server.  All were fun.  Mercs just had lower overall damage compared to other pet types. 

Edited by SmalltalkJava
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On 10/12/2019 at 6:41 AM, Hurricana said:

Any chance of posting your build?  Would be appreciated 😄

This first build is my current build on live.  It works perfectly well for me.   The second build is a slightly different variation, that is just shy of capping S/L resists,  It does cap out S/L resists with Resilient Radial Alpha which also by the way boosts your absorb which when combined with Powerboost, will cap your Absorb to your HP which is 802 or 803 IIRC.   At this point with Demons/Nature, I'm just experimenting to see what fun stuff i can come up with.  If you look over the various threads that I've posted you will find some other /Nature builds for other primaries.   They were all fun, and they can all be tweaked to fit what you would like to do.  If you look at my Beast/Nature thread where i asked for input, you will find that that build changed over time, and I took that build and then adapted it to Demons,  and then i took that and adapted it for different demon crazy fun stuff.   So have fun!   So you basically, take one of these builds, swap the primary to another pet and then play around and find something you like.

 

Spoiler

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Handsome Devil: Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Nature Affinity
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1:    Summon Demonlings        SprMarofS-Acc/Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(50), SlbAll-Dmg(50), SlbAll-Acc/Dmg/Rchg(50), SlbAll-Build%(50), ImpSwf-Dam%(50)
Level 1:    Corrosive Enzymes        Acc-I(A)
Level 2:    Corruption            SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Rchg/SlowProc(50), SprWntBit-Dmg/Rchg(50), SprWntBit-Acc/Dmg(50), SprWntBit-Acc/Dmg/EndRdx(50)
Level 4:    Wild Growth            UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-ResDam(50), UnbGrd-Rchg/ResDam(50), StdPrt-ResDam/Def+(50)
Level 6:    Enchant Demon            EndRdx-I(A)
Level 8:    Crack Whip            FrcFdb-Rechg%(A), PstBls-Dam%(50), PstBls-Dmg/Rng(50), PstBls-Dmg/EndRdx(50), PstBls-Acc/Dmg(50), PstBls-Acc/Dmg/EndRdx(50)
Level 10:    Regrowth            Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(50), Pnc-Heal/Rchg(50), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50)
Level 12:    Summon Demons            SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg(50), CaltoArm-Acc/Dmg(50), CaltoArm-Dmg/EndRdx(50), CaltoArm-Acc/Dmg/Rchg(50), CaltoArm-+Def(Pets)(50)
Level 14:    Boxing                Empty(A)
Level 16:    Lifegiving Spores        Pnc-Heal/+End(A), Pnc-Heal(50), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal/Rchg(50), Pnc-Heal/EndRedux(50)
Level 18:    Hell on Earth            SprCmmoft-Acc/Dmg/EndRdx/Rchg(A), SvrRgh-PetResDam(50), EdcoftheM-PetDef(50)
Level 20:    Teleport            BlsoftheZ-ResKB(A)
Level 22:    Wild Bastion            Prv-Absorb%(A), Prv-Heal(50), Prv-Heal/EndRdx(50), Prv-EndRdx/Rchg(50), Prv-Heal/Rchg/EndRdx(50), Prv-Heal/Rchg(50)
Level 24:    Provoke                PrfZng-Taunt/Rchg/Rng(A), PrfZng-Taunt/Rng(50), PrfZng-Taunt(50), PrfZng-Acc/Rchg(50), PrfZng-Taunt/Rchg(50), PrfZng-Dam%(50)
Level 26:    Summon Demon Prince        SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg/EndRdx(50), SprCmmoft-Acc/Dmg(50), SprCmmoft-Dmg/EndRdx(50), SprCmmoft-Acc/Dmg/Rchg(50), SprCmmoft-Rchg/PetAoEDef(50)
Level 28:    Spore Cloud            DarWtcDsp-ToHitDeb/EndRdx(A)
Level 30:    Hasten                RechRdx-I(A), RechRdx-I(50)
Level 32:    Abyssal Empowerment        EndRdx-I(A)
Level 35:    Entangling Aura            BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50)
Level 38:    Overgrowth            RechRdx-I(A), RechRdx-I(50)
Level 41:    Scorpion Shield            LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(50), RedFrt-Def/Rchg(50), RedFrt-Def/EndRdx/Rchg(50), RedFrt-Def(50), RedFrt-EndRdx(50)
Level 44:    Tough                GldArm-3defTpProc(A), GldArm-End/Res(50), GldArm-ResDam(50)
Level 47:    Weave                LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), ShlWal-Def(50), ShlWal-ResDam/Re TP(50), ShlWal-Def/EndRdx(50)
Level 49:    Power Boost            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                Run-I(A)
Level 1:    Supremacy    
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Empty(A)
Level 2:    Health                NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50)
Level 2:    Hurdle                Jump-I(A)
Level 2:    Stamina                PrfShf-End%(A), PrfShf-EndMod(50)
Level 0:    Ember Shield Owner    
Level 0:    Ember Shield    
Level 50:    Resilient Radial Paragon    
------------

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

 

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Provoke Demon -Nature: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Summon Demonlings        ExpRnf-Acc/Dmg(A), SlbAll-Acc/Rchg(3), SlbAll-Dmg(3), SlbAll-Acc/Dmg/Rchg(5), SlbAll-Build%(5), ExpRnf-+Res(Pets)(7)
Level 1:    Corrosive Enzymes        Acc-I(A)
Level 2:    Corruption            Dcm-Acc/Dmg/Rchg(A), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg(9), Dcm-Dmg/EndRdx(11)
Level 4:    Wild Growth            UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-EndRdx/Rchg(17), StdPrt-ResDam/Def+(17)
Level 6:    Enchant Demon            EndRdx-I(A)
Level 8:    Crack Whip            Ann-ResDeb%(A), FrcFdb-Rechg%(11), Rgn-Dmg/EndRdx(19), Rgn-Acc/Dmg/Rchg(19), Rgn-Acc/Rchg(21), Rgn-Dmg/Rchg(21)
Level 10:    Regrowth            Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal(27)
Level 12:    Summon Demons            SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Acc/Dmg(27), SprMarofS-EndRdx/+Resist/+Regen(29), SprMarofS-Acc/EndRdx(29), SprMarofS-Dmg/EndRdx(31), SprMarofS-Dmg(31)
Level 14:    Hasten                RechRdx-I(A), RechRdx-I(42)
Level 16:    Lifegiving Spores        Pnc-Heal/+End(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/EndRedux(31), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33)
Level 18:    Hell on Earth            CaltoArm-+Def(Pets)(A), SvrRgh-PetResDam(34), EdcoftheM-PetDef(34)
Level 20:    Teleport            BlsoftheZ-ResKB(A)
Level 22:    Wild Bastion            Prv-Absorb%(A), Prv-Heal(34), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37)
Level 24:    Provoke                MckBrt-Taunt/Rng(A), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Taunt/Rchg(37), MckBrt-Acc/Rchg(37), Acc-I(39)
Level 26:    Summon Demon Prince        SprCmmoft-Acc/Dmg/EndRdx/Rchg(A), SprCmmoft-Dmg/EndRdx/Rchg(40), SprCmmoft-Acc/Dmg(40), SprCmmoft-Dmg/EndRdx(40), SprCmmoft-Acc/Dmg/Rchg(42), SprCmmoft-Rchg/PetAoEDef(42)
Level 28:    Spore Cloud            DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50)
Level 30:    Boxing                Empty(A)
Level 32:    Abyssal Empowerment        EndRdx-I(A)
Level 35:    Entangling Aura            Lck-%Hold(A), UnbCns-Dam%(43), UnbCns-EndRdx/Hold(43), UnbCns-Hold/Rchg(43), UnbCns-Acc/Hold/Rchg(46), UnbCns-Hold(46)
Level 38:    Overgrowth            RctRtc-ToHit/Rchg(A), RctRtc-ToHit(39), RechRdx-I(39), RechRdx-I(45)
Level 41:    Scorpion Shield            LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 44:    Tough                GldArm-3defTpProc(A), GldArm-End/Res(46), GldArm-Res/Rech/End(48)
Level 47:    Weave                LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def/EndRdx/Rchg(50), ShlWal-EndRdx/Rchg(50)
Level 49:    Power Boost            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:    Supremacy    
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Run-I(A)
Level 2:    Health                NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13)
Level 2:    Hurdle                Jump-I(A)
Level 2:    Stamina                EndMod-I(A), PrfShf-End%(13)
Level 0:    Freedom Phalanx Reserve    
Level 0:    Portal Jockey    
Level 0:    Task Force Commander    
Level 0:    The Atlas Medallion    
Level 0:    Ember Shield Owner    
Level 0:    Ember Shield    
Level 50:    Resilient Radial Paragon    
Level 50:    Barrier Core Epiphany    
Level 50:    Melee Radial Embodiment    
Level 50:    Reactive Radial Flawless Interface    
Level 50:    Void Radial Final Judgement    
------------

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I just rolled a Demons/nature named Nurse Joy with Charmander, Bulbasaur, Squirtle, Lugia, Ho-oh, and Mewtwo along for the ride. Besides giggling constantly at my own character concept, it's ridiculously fun to play. 

/natures cone heal is a 90% arc, 15m radius cone. Considering most PbAOEs are 15 feet, the sheer area you can douse with hit points with /nature is hilarious. It is not uncommon for the numbers most visible to everyone to be green, outpacing both the damage our team is taking, and at times the damage our team is doing lol. Granted I'm lower level but still, get some bloom going and /nature is absurd. 

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21 hours ago, TheSpiritFox said:

I just rolled a Demons/nature named Nurse Joy with Charmander, Bulbasaur, Squirtle, Lugia, Ho-oh, and Mewtwo along for the ride. Besides giggling constantly at my own character concept, it's ridiculously fun to play. 

/natures cone heal is a 90% arc, 15m radius cone. Considering most PbAOEs are 15 feet, the sheer area you can douse with hit points with /nature is hilarious. It is not uncommon for the numbers most visible to everyone to be green, outpacing both the damage our team is taking, and at times the damage our team is doing lol. Granted I'm lower level but still, get some bloom going and /nature is absurd. 

Wait to you try it with a +5 boosted Ranged Enhancement.   🙂

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