I'm considering farming my Colors of the Queen in Primal now that we have melee power.
The biggest drawback is that it requires TWF. It also works on unarmed and animal forms but those are limited to very specific builds, I'm talking about melees in general.
http://ddowiki.com/page/Primal_Avatar
Main bonuses:
Cores:
** +30 Spellpower. Useful for stronger heals. Useful for Energy Burst twist.
** Primal Travel: +50% Dodge that ignores Dodge cap for 12 seconds every 60. [Bursts of Survivability]
** Walk with the Spirits: 25% Incorporeality, but it's super hard to maintain so might as well forget about it.
Tier 1:
** Coccoon: Potentially saves a twist slot, or saves SP, or does almost nothing if you're a Bladeforged...
** Ephemeral Evolution: Useful in boss fights for 15 PRR.
Tier 2:
** +3 Reflex
** +3 Dodge Aura for the entire group, but it does not ignore dodge cap so it's probably just for you and some random gimps. Lasts for 6 seconds after being hit.
Tier 3:
** Balanced Attacks: Huge bonus to damage and survivability. [Knocks down for 2 secs on Vorpal, enemy is considered helpless] - One of the main reasons I'm considering this.
Tier 4:
** 5% bonus to physical damage.
** Dryad heals your group, saving SP overtime. Wikia says her regenerate hits for 50 per tick, which isn't bad.
Tier 5:
** Chill of Winter: Not that good but it's an Aura, affecting your entire group. It reduces attack and movement speed which is certainly useful for everyone. The damage stacks, which might be useful against bosses.
Tier 6:
** Nature's Fury: +1 Crit Mult on 19-20s... 'Nuff said. You could alternatively pick Evasion.
** Avatar of Nature.
Avatar of Nature is tricky, I've heard people say it usually lasts for little less than 30 seconds and it should take around one minute and half to fully recharge, it does MASSIVE damage when it's on. I was considering building for it, then I could activate it every 45 seconds or so. If somehow I could activate all three spirit-charges categories every 3 seconds I could keep Avatar over half the time.
Biggest drawback is: You can't cast spells... You could alternatively trigger Avatar when you have around 15 Spirits, instead of 30, potentially offsetting the healing loss by giving it a lower duration, but it costs 35 SP every time.
Avatar of Nature could potentially allow coding exp- I meant "intelligent uses" of it. A developer said it's for all means considered "Unarmed" damage, even though you're using 2 weapons. But any tricks involving it would be better off left out of the discussion, even because I don't think they're very applicable outside of a Druid build.