Zem

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  1. Quote:
    Originally Posted by Angelxman81 View Post
    TY
    Im not sure yet if Kin goes well with ninjitsu...
    Except in the sense that defense-sets go well with ANY stalker. When you assassin strike and demoralize hits everything with an unresistable 7% tohit debuff, it might as well be a +7% defense buff that stacks with your existing defense for 8 seconds. If you don't already have a decent amount of defense, this tohit debuff is fairly unnoticeable.

    Aside from that, Caltrops can help in bunching up an ambush for AoE. Hide around a corner. Let them pile up into it. Then dash around and Burst before they can hit you and break Hide (which again is where defense is nice). Or dust a spawn with non-aggroing Blinding Powder before opening with Burst to give yourself a little more protection.

    Or you might consider Ninja Blade. Doesn't have a PBAoE like Kin but has some nice soft controls in its KU and KD attacks Soaring Dragon and Golden Dragonfly, the latter of which is also a short range narrow cone (where again a pile up caused by Caltrops can let you hit multiple enemies with a very damaging attack). Divine Avalanche can over-soft-cap you on melee defense allowing you to shrug off Cimeroran defense debuffs on the ITF, for instance. Not to mention giving you some build flexibility in defense IOing. You can pretty much ignore soft-capping for melee defense in favor of other bonuses.
  2. Quote:
    Originally Posted by Areimus View Post
    [COLOR=#489aff]
    By the way, I noticed something interesting when I had 4 slots in Hide and 1 in Danger sense vs. 1 slot in Hide and 4 slots in Danger Sense. One common trend I had noticed is that people were only putting 1 slot into Hide and leaving it at that. My observations show that putting 4 slots into Danger Sense only increases Ranged Defense by 3.4% while losing out on the gains listed below.
    Mid's unfortunately by default shows you the total defense while Hide is engaged. The majority of Hide's defense value is actually suppressed as soon as you attack, are damaged, or click a mission object, including that huge chunk of AoE defense. What's left is a mere 1.875% base defense(all). Slotting this to the ED limit for defense gains you only about another 1% defense(all) while unhidden during combat. This is why most people don't bother slotting it for much, if any, defense.

    Regarding Danger Sense... I don't see what you mean by only adding 3.4% defense. Danger Sense provides a base 13.875% ranged defense. Slotted to the ED limit for defense you'd gain another 8% for about 21.8% total. You don't want to skimp on defense slotting your main defense toggles.
  3. Quote:
    Originally Posted by Golden Girl View Post
    No mention of Villains?
    The elves hate villains.
  4. Quote:
    Originally Posted by Jade_Dragon View Post
    Maybe because they haven't had time to fully datamine these changes to the extent that they were able to datamine the issues that Stalkers had before? Heck, the fact that Castle posted says that they are still watching Stalkers, even several issues after the buff.
    It's been two and a half years since scaling criticals went in! If they haven't datamined its effectiveness by now, do you honestly think they are still at it? It's not that I want to be the voice of doom and gloom but at this late date, when Castle tells me they think they have made Stalkers as strong as they want to make them, I believe them. Not that *I* believe Stalkers are strong enough, mind... just that THEY believe it.

    Quote:
    You sound like you have concluded that the bonus is ONLY supposed to come from other meleers, Tankers, Scrappers, and Brutes. (Well, and other Stalkers as well) Does anything in Castle's post support that conclusion?
    I don't know how far back you are reading to come up with this conclusion, but I have in the past pointed out that I think it is mostly melee allies that DO account for the scaling crit we CURRENTLY have (and have had since 05/2008). I'm not saying I want it to be that way. That's just pretty much how it is. These are the folks who are most likely to be within 30ft of you. It's a generalization of course. There are always exceptions.

    Quote:
    Heck, if you conclude that that IS Castle's intended design, then it would be FAR more logical to add a per teammate bonus of 5% per meleer within range, and then cap that bonus at 20%. This would give the exact same spread of Crit chances as current, but with only 4 meleers in range instead of a full team of 7. How many teams of 8 are made up of all meleers?
    You are assuming that the current scaling crit along with all the rest of the post-i12 Stalker changes are not performing as well as they want them to. Castle's post seems to indicate that they are happy with all that and only believe Stalkers underperform due to issues outside the design of the Stalker. Obviously there are two ways to address that: Change the Stalker (again) or change the system. It would seem to be easier to change the Stalker but Castle's post seems pretty clear on this point. They would consider changing the system. And that's where I read between the lines, "but the system is so hard to change don't hold your breath."
  5. Quote:
    Originally Posted by Biospark View Post
    The One that you are subscribing to is that they have identified the ONE problem they feel exists for stalkers and will only be looking at fixing that. So sorry Stalkers, sucks being you.
    What one problem would that be? Castle said "problems"... plural. He gave only one example but presumably there are other systemic problems he just hasn't listed. But again, he's fairly clear that the problems are with the system not with the Stalker deisgn anymore. The design is what they want it to be and they don't seem interested in adding more. I'm sure Shared Aggro isn't the only problem. It can't be. On the other hand, you are right on target with that last bit. I DO think the subtext of the OP is "Sorry Stalkers. Sucks being you." He doesn't make it sound like the odds of these systemic problems ever being fixed are high.
  6. Quote:
    Originally Posted by Jade_Dragon View Post
    I just think it's too early to abandon the thought that these changes could themselves be tweaked. If the changes have problems that are THEMSELVES systemic; if the scaling Crit chance is not achieving as high a value as expected because the radius to the nearby teammates is too short; if the demoralize effect is not achieving the team support function that is expected because the foe dies and loses the buff instead of surviving the AS; then those are additional issues that can still be addressed.
    Why would he have said they think Stalkers are as strong as they want to make them if their changes weren't working as well as they expected? Systemic means a problem "with the system". In that context I assume it means "as opposed to the Stalker itself". So the example of Shared Aggro being directly addressed would mean changing the way aggro is distributed on a team, NOT changing Stalkers again to compensate them for it.

    Quote:
    It seems to me as if Castle's intentions are being inferred by the results, instead of his intentions inferred by his statements, and the results analyzed to see if they meet them.
    Not by me. I am reading what he wrote and attempting to understand it. After all, these are the folks who decide what gets done and what doesn't. Armchair developing by the players can be a fun mental exercise but in this case it's all just theoretical if it has no chance of actually being implemented because the devs are against further changes to Stalkers themselves. And it sounds like they are.
  7. Quote:
    Originally Posted by Leo_G View Post
    OR

    Alter Stalker Dynamics so they aren't trying to avoid combat to get their benefit!

    Get your head in the game!!
    Leo, this is just what Castle did with the last Stalker buff. What do you think a scaling crit outside of Hide is meant to accomplish but to boost our performance in a way not related to obtaining that initial alpha strike? Read the bloody OP again. He says he's DONE that. Now the devs think Stalkers are strong enough and only want to directly address those systemic issue. They are done painting around them.

    I know it's easy just to assume I am narrow minded, my head isn't in the game, or whaever your next creative insult will be... but I am not the one telling you how it is. Why your ideas aren't going to be implemented. It's not my decision. I'm just telling you why *I* don't like them, which is as I said pretty academic. I don't make the rules around here so my opinion doesn't count for more than that.

    At this point, I've probably said all I can on the subject. This is rapidly becoming a waste of time. I better get back to my single-minded boss-killing.
  8. Quote:
    Originally Posted by Leo_G View Post
    It's only 'academic' because you're purposefully narrowing your viewpoint. You keep saying 'on-kill debuff' even though I said 'on-kill buff'. I'm not even talking particularly about some extra effect gained like an AoE fear or a +damage buff for every kill, I'm talking about an addition to combat the 'systemic' issues of the aggro and how it interferes with Stalker's burst damage, mostly.
    How? If it's an on-kill benefit of some kind it occurs *after* you kill something. Shared aggro is a problem *before* you kill anything. You get aggro shared to you from some Brute charging into the spawn and then you get hit and interrupted while waiting for AS to land.

    Quote:
    Should I point you back to the initial statement that I commented on? Or can we simply agree that, if we gained some benefit (perhaps extended duration of demoralize, instant rehide, chance of instant placate recharge, ect.) for the death of your target, it is *not* disingenuous to the AT? It is a viable, possible and thematic addition. Do you have to favor the idea? No, but that's all it really is is an idea. Does it incur a style of play that is adverse to the AT? Not if I can prove otherwise, it doesn't.
    I'm not convinced it's worth much to have an on-kill effect. And it's not happening anyway. Not because I'm "narrow minded" but because Castle has already said that they added damage and they added demoralize and NOW Stalkers are as strong as they want them to be. We're not getting more piled on top of that as on-kill buff/debuff/whatever. If you want to address Shared Aggro you do that by helping the Stalker avoid hits at the start of the fight. What else might be allowed eventually in terms of Stalker changes depends on what these other unspecified "system issues" are.
  9. Quote:
    Originally Posted by Leo_G View Post
    Then you should.

    A Stalker is not simply a boss killer.
    I never said they were. Leo, you are cherry-picking a few responses and taking them way out of context. I attack whichever target needs to die first. I have ALREADY mentioned such things as Sappers and Surgeons so stop thinking you can teach me something here about how to play a Stalker. I am talking about the general rule here, not the exceptions to it. Most of the time, someone who has high single-target burst damage is best used against something that is high threat and has a lot of hit points. That usually, but not always, means a boss.

    It's particularly effective when the rest of the team is focused first on AoE damage because they will be killing the weaker foes first. If your efforts to down the boss first cause him to fall at the same time as everything else then the fight is over and you can all move on. That is not a stalker being narrow-minded or selfish in going after a boss. That is actually contributing something useful to a team.

    Quote:
    Nowhere does it say a reward for killing would force or even favor killing a minion first.
    As I've explained, debuffs are more useful the earlier in a fight you can deploy them. If you have to kill to get the debuff then it follows the enemeis that can be killed fastest will get you the debuff sooner. If you scale back the debuff so you have to kill a bunch of minions then it favors AoE stalkers unfairly. If you prevent AoE from stacking buffs on a single AoE attack, then at that point you've made the debuff pretty undesirable unless you DO kill a boss and.... I've already talked about how long that can take.

    Quote:
    It would be purely up to the player what they choose more valuable: their on-kill buff so kill what goes down faster or removing the problem target/boss first in favor for ease and safety of battle. Each comes with their own advantage. When that problem target *is* a minion is simply win-win, just move on, placate and work on the boss next.
    This particular idea of demoralize on-kill wouldn't make me change how I target, so yeah... on ITFs it'll be nice with all the one-shot Surgeon kills. But this is my point. It's just not enough to get excited about. When last they buffed Stalkers we got scaling crits, demoralize chance on AS (if the target survives unfortunately but at least it's good against bosses), more hit points, etc. In short we got a lot of stuff that helps us pretty much ALL the time. This what we're discussing now is just not that big a deal.

    Quote:
    1.Teammate sometimes takes your kills? You can easily return the favor. Can’t count how many times I see my Brute teammate throwing down a couple hits on a Lt and then I walk up all hidden and take it out in one stroke.
    I don't care whose kill it is. That's not my issue. It's simply the case that even everything I've said about the benefit of this on-kill debuff aside, a FURTHER reduction in its impact is due to the fact that you just won't get every killing blow you aim for on a team. That's not because anyone is doing anything wrong. There's no kill-stealing. Everyone is trying to kill the same enemies so statistically you will miss some opportunities to trigger this debuff on a team. That reduces its overall value even further.

    Quote:
    The reason there’s no clear solution is because of how people view Stalkers. This skews the issues. What’s more important? Your own little battle vs that boss? Your total contributions to the team? Overall utility for broader choice in battle? Relative AT balance? Since a choice has been made, and Stalkers won’t be getting any more damage, I’m more inclined to favor utility of tactics for more choice.
    Castle's post is broader than that. He talked about having added damage AND the demoralize debuff and then said that Stalkers were "strong enough". It's not clear to me that "strong" comment is limited just to damage. I don't think they're open to adding anything which does not directly address what they view as "systemic" issues. So all this jawing we're doing about this or that proposed buff for Stalkers is pretty much just academic.
  10. Quote:
    Originally Posted by Biospark View Post
    The argument that someone presented about not being able to deliver the killing blow before the Fear Aura would provide any benefit. Seriously ??? We are talking about Stalkers here right. Last time I checked, my stalker was 2-shotting Bosses (AS being the first shot).
    Were you level 10 last time you checked? A level 40 boss has 2000 hp. A level 50 boss has 2500ish. That's aside from any resistances they might have. I really doubt you are two-shotting them unless you've a stack of Fulcrum Shift buffs. And if your team has that, the fight will be even shorter all around.

    Keep in mind. I am not saying you get NO benefit. I am saying that benefit is reduced by the fact that you have some work to do before it is realized. Build Up, AS, Placate, follow-up attacks.... all that is going to take ten seconds or more, which is a long time in combat, especially if everyone is hopped up on damage buffs. I'm not exaggerating when I say the fight can be as much as half over by the time you finish the first boss. Or even entirely over. In either case, the enemy will have been reduced in number and threat, again obviating the need for a debuff 10 seconds or more into a fight.

    I can think of a few situations where fights are not over so quickly. The second mission of the ITF comes to mind where the spaws are entirely composed of bosses. But these are exceptions. In most teaming situations, this will provide little benefit.
  11. Quote:
    Originally Posted by Leo_G View Post
    Because you'll be getting said reward by simply doing what you're already doing?
    But I'm NOT already bashing minions first. Why would I? Unless you are playing an AoE stalker, which I currently do not, you will more likely be going after bosses if you can. So this change does nothing for me or any other Stalker who believes their best use on a team is killing bosses. This does not help.

    Quote:
    Tantamount to asking 'What good is it to a Brute to gain Fury by fighting the foe if it'll be dead in short order?'...because it's not as if he's going out of his way to get said fury...he's just doing his job.
    Not even close to the same thing. Brutes gain and maintain fury by attacking and being attacked. They don't have to go out of their way to kill some minion if it is tactically not the best thing to do. They are in fact better off bashing a boss themselves and keeping its attention while letting their AoEs (or their team) damage minions. Being surrounded by live minions is actually good for them.

    Quote:
    And I say you should be more open in the scope of possibly improvements. My previous comment was directed more toward:
    [CENTER]"No thank you to this and pretty much ANY on-kill buff/debuff for the same reason."
    [LEFT]
    ...and not the particular proposal you were commenting on.
    You act like I am just being contrary here. I have explained why I don't like on-kill effects. I think the idea is fundamentally flawed because of how it interacts with what most ST stalkers will want to do first: Kill bosses. If I do kill a boss, I get the on-kill benefit but only after killing the boss, which may be too late to be of use. It's also less effective on a team where teammates will take a percentage of these killing blows from me. I'll be for a change that is MORE useful on teams, which is where Stalkers need the most help. It also does squat in an AV fight where a Scrapper or Brute might pull ahead in sustained DPS. Do I need more reasons? That seems like a lot already.

    Quote:
    The only reason to *really* improve Stalker's burst damage is if there is some type of imbalance with the AT. As is, Stalkers function perfectly fine on teams and solo. Why people want to improve Stalker damage is because they feel Scrappers do more and survive more...not because Stalkers don't do enough damage themselves.
    You're telling me this like you think I disagree. Not sure why. I have always pointed to the Stalker vs. Scrapper damage comparison as "the problem". If we survive less, we should do more damage. Adding some control or debuff capability is not something I would be completely against in lieu of more damage but it would have to be done in a useful way. Getting that effect off of sweeping up trash minions is not going to do MY stalker any good. Perhaps those AoE stalkers out there feel differently, I suppose, but I don't.
  12. Quote:
    Originally Posted by Leo_G View Post
    OR

    It be a reward for minion bashing which is nearly pointless when the team can wipe them out easily.
    So why reward that? That's my point. All you're doing is generating a weak debuff that a debuff AT can beat with the click of a button at the start of the fight.

    Quote:
    Do we need more encouragement to go after bosses? Isn't defeating such targets quickly that could pose such threat encouragement enough?
    I didn't say we needed more encouragement. What Stalkers need is more effectiveness at what they do. This proposal doesn't do that. If I go after the boss first, even if it generates a larger debuff I STILL have to kill it first. By that point on a decent team the fight is mostly, if not entirely, over. What good is a debuff/fear then?

    If you're looking to make Stalkers better ask first what they DO best. Stalkers do burst damage whether in single-target or AoE-from-Hide form. If you're not improving their ability to do that then you're not improving Stalkers in a way anyone will care about. At least not on teams... and Stalkers are already fine soloists.
  13. Quote:
    Originally Posted by Biospark View Post
    What if ???

    The demoralize effect was changed to be an Inherent power that triggered ANYTIME the Stalker defeated (dealt the killing blow) to any critter, AND it was changed to activate off of the stalker instead of the target being defeated ?
    It would encourage Stalkers to go after weak minions instead of bosses first. No thank you to this and pretty much ANY on-kill buff/debuff for the same reason.
  14. Quote:
    Originally Posted by FourSpeed View Post
    The way I finally did tell is: unslot the Alpha, and then on your Enhancement
    screen, rather than in Combat Attributes, look at your powers and see what
    the actual recharge values are listed for each power, and then check them
    again after you re-slot the Alpha boost.

    For my Brute, the change ranges anywhere from ~.5 sec (for tier 1 attack)
    to 20+ seconds for Rage. Not huge, but still helpful.
    Recharge is already a diminishing returns kind of enhancement in the sense that the more you have, the less each % point of recharge added affects the overall recharge time of powers. People with high global recharge builds are likely to be disappointed by the recharge alpha. It's going to be far more useful to people who have not already slotted for recharge bonuses and/or don't have Hasten.
  15. Quote:
    Originally Posted by Robo_Knight View Post
    I recently did the Incarnate Arc on my Kinetic Melee/Electric Armor/Body Armor Stalker and got the Spiritual Uncommon Boost (I forgot the exact name, but it boosts Recharge Rate & Healing).

    Anyway, right after I slotted it, I noticed that my Regen Rate didn't really change, heck, I think it might've actually gone down by one point.

    Any ideas guys? Am I just looking in the wrong area? I've been looking at my stats from the Combat Attributes Window.
    You might have to zone first before it starts working, I've heard. Also, it's only going to enhance powers you already possess that do regen and heal. Not your base regen rate. So it should have some positive effect on Health at the very least. Did you respec to inherent fitness? If not, do you have Health in your current build? How is it slotted? Only 1/6th of the common alpha bonus will be able to apply after E.D. So if you have a heal power already slotted up to E.D. with health enhancements, the common alpha will have very little effect... but still you should see some small positive increase in the combat stats.
  16. Quote:
    Originally Posted by AnElfCalledMack View Post
    Just the one nitpcik. My analysis isn't just dependant on team size - it's dependant on the number of allies within 30 feet of the stalker - rougly, the number of other melee characters on the team.
    I think it's worse than that. Even with five melee allies how many of them are within 30 feet EVERY time you use an attack? Just from my own experience spawns can be spread out and even teams can be spread out moving through a map. You eventually gather on a spawn, but not necessarily before you might have gotten in an attack or two with one or two of your teammates still lagging behind and outside your crit radius. Or just having one guy (or maybe you!) going off to chase a boss on the periphery of the battle.

    In other words, even with 5 melee allies, the average number of them in crit range over the course of a mission or TF is likely somewhat less than 5. And that's an almost ideal team for stalker criticals. Consider the average team composition and I am willing to bet the true average number of allies contributing to the stalker scaling crit on a full team of eight is probably around 3. At any given time it could be more or less than that, but if you're comparing to a Scrapper whose damage output is consistent and unconditional, you gotta look at the average.

    I'm not sure how to parse Castle's statement about Stalkers being "as strong as we want them to be". I don't know if that means Stalkers *would* do better damage than Scrappers if these "systemic" issues were addressed or if Castle even believes Stalkers *should* outdamage Scrappers. To me that's a given. Less survivable = More damage. Because I can't think of what else we bring more of.

    Except style of course.
  17. Quote:
    Originally Posted by Irish Fury View Post
    Yum....that does sound tasty. Decision made. So long BS/Regen, HEEELLLLLOOOOOO elec/nin!!! Looking way down the road, assuming I eventually hit 50, is this build viable with with SO's or will I need to invest in sets to really be effective? I only ask because I recently emptied my bank to IO my elec/shield brute and I shudder at the thought of marketeering for another multi billion inf build.
    Anything is merely "viable" on SOs. But it seems likely you'll end up disappointed if you are comparing a billion-inf Brute to an SO'd Stalker. At the very least you will want to get either a -KB IO or pick up Acrobatics since Ninjitsu has no KB protection.
  18. Quote:
    Originally Posted by Vaped View Post
    Virtue must be a better server for stalkers. I've actually been on tf's with 3 stalkers before.
    I've done two ITFs and one Moonfire TF with an entire pick-up team of eight stalkers. Not the easiest way to do a TF but it sure is a lot of fun.
  19. Quote:
    Originally Posted by seebs View Post
    Yeah, I play on Virtue, and I've simply never seen that. I see stalkers on teams sometime. I've never seen anyone suggest or hint that stalkers are a problem, or that there is a downside to having a stalker on a team. Typically, stalkers eliminate nuisance enemies (PPD Equalizers, for instance) early in every spawn, and that makes life good.
    If Helpy McHelperson can get a team, anyone on Virtue can. !
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Of course, I'm not saying that Incarnate content should be made so easy that I could do it if I woke up from a five-year comma five minutes ago and were plopped down in front of a computer. Obviously. But what I AM saying is that assuming the average is people who have been playing their level 50 characters consistently and seriously ever since they got to 50, even though there was no end game to speak of, is simply not founded. In fact, the reason people are flabbergasted that they're seeing so many 50s all of a sudden is just that: Players who were playing other characters took their favourite 50s out of the mothballs and converged on the new content.
    Is it really so unreasonable to expect people to get back into practice with their 50s before attempting to solo content that specifically advises you to grab some friends? On a toon that is not a strong soloer in the first place? Who doesn't have a decent IO build? The entire point of the Incarnate system is to go beyond IOs. If it has to be as accessible as everything else then what really is the point of having it at all? Just get rid of it and the new TFs are like any other TFs. Bleah.

    Oh and the nonsense about practicing a game = a job. Please! Have none of you people ever tried to play golf recreationally? I guess I doubt it because it sounds like you would object to practicing your swing without first being paid to do it.
  21. On topic and misty-eyed idealism aside... a Kinetic corr or defender. Well-played of course. While it is always great to have good teammates of any kind, I have to be honest here. No one else I've seen can take a team and "turn them up to eleven" like a good Kin. Speed Boost and Fulcrum Shift are just *that* overp.... er... good. Particularly since I like playing lethal damage toons (guns and blades, what can I say?), Fulcrum Shift takes that annoyingly bad bit of game design known as lethal damage resistance and makes it largely irrelevant.
  22. Quote:
    Originally Posted by Test_Rat View Post
    The reality is that a majority of the playerbase will not team with or consider a team with a stalker.

    Period.
    Test, this stalker nonsense is getting tiresome. You were all over the boards proclaiming how hard it would be to get Incarnate on a stalker too. I got my tier 1 alpha on my Ninja Blade stalker within a few hours of logging into i19 for the first time. According to you I should not only not be able to get a TF team but probably get kicked for not having the AoE "everybody" cares about.

    Give it a rest already. Or leave Freedom. I've certainly not had these problems on Virtue.

    Don't get me wrong. I'm not as popular on my stalker as on my Dark corruptor. I definitely get more unsolicited team invites on that corr. Point is though, you're exaggering when you claim most people will absolutely not team with a stalker. At least this is not true on all servers. Maybe it IS true on Freedom. You got me there. I don't play on Freedom.

    I DO agree there are some idealistic viewpoints here that are indeed in the minority. The truth is that most PuG teams do care about team composition... but only to a point. Many will want to fill a couple roles like tanker/brute and one or two supporty types but few are as picky as to specifically exclude certain ATs. At least not in normal PvE gameplay like TFs and mission teams. Don't know about farm teams. Don't care.
  23. Quote:
    Originally Posted by Patteroast View Post
    Yeah, knockback in general is also unfairly demonized.
    It is just as often *fairly* demonized. Simple fact is that KB is usually a secondary effect on an attack power and while you always want the damage, sometimes you want the KB and sometimes you don't. KB fans like to claim it's all about skill, but if it's the skill to know when NOT to use a power then clearly KB has cost you the use of that power in that particular situation. Or at the very least some time spent positioning to reduce or remove the unwanted KB.

    KB is a double-edged sword even in the best of hands. And it's usually not in the best of hands.
  24. @OP.... here's an idea. Those inherent fitness powers? Pretend they aren't there.

    Remember your Incredibles: If everyone is super then no one is!

    No really. Inherent fitness is the new normal. Everyone will have them so they are no longer a point of differentiation. Your physically unfit characters can still be physically unfit. If you really believe not being able to run a marathon has ANYTHING to do with your ability to fire a gun or blast someone with your MIND (or whatever it is you do) you can just leave them unslotted. Hey! Maybe drop some endurance slotting from your other powers to "compensate" so you can suck wind as badly as before!

    The possibilities are nearly endless for screwing up a well performing build. You can do it!