JumpinJackSlash

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  1. Quote:
    Originally Posted by Vanden View Post
    This is really just bad advice. Never, EVER slot for end reduction over damage in attacks. Slotting damage is universally better until you've hit the ED soft cap.
    Your analysis is nice and all, but when you hit 0 endurance, six slotting damage enhancers still produces 0 dmg.
  2. I had the same issue on several tanks I started then deleted in disgust. That is until my latest tanker, a WP/Fire. WP is a very well designed primary for a tanker, with key powers becoming available as they are needed during the troublesome lower levels, i.e. Quick Recovery, RttC. The 15 yd radius of Combustion is also a nice aggro grabber/dmg dealer of a power from the fire set. I pretty much cruised through the teens with very little trouble.

    I also picked up the flight pool for the first time on any character for the Air Superiority power and couldn't be more pleased with how much it added to my dmg and mitigation for minimal end cost.

    Edit: Wow, I type slow. By the time I got this posted two other people had already mentioned the accuracy :P

    One thing I would point out is that low accuracy is an endurance killer, especially if you are soloing or in a small team. Missing means you have to attack more often to defeat a mob, which means you are going to drain your endurance bar. At low levels when all you have are TOs, forego the dmg enhancers and fill all of the slots with accuracy until at least DOs, then you can start to replace some of the accuracy with other things.