Endurance Management Guide
Before I continue with the next AT I will talk about when stamina is required. I feel that stamina is required if any of the following is true
<ul type="square">[*] If you like going from one spawn to the next with little down time
[*]If you set your difficulty to invincible.
[*]If you choose hasten., I will never choose hasten again because I agree with those that feel it make their hands look like power ranger hands.
[*] Or you want to slot for something other than endurance reduction.[/list]
Choosing stamina is left up to you but you can do without and still function quite well. I know that I will choose a villian next.
BRUTES
The first power in their primary is dark consumption in the dark melee primary. It has a three minute recharge which can be reduced to 92 seconds with recharge reduction. This power drains hit points of your enemies and increases your endurance.
The Brutes in their secondaries have conserve power and power sink in the electric armor set. Both powers are about the same as they are for the blaster. The last power in the electic armor is power surge. For three minutes your endurance recovery rate is increased. But, after it wears off you are exhausted and drained of almost all of your health and endurance.
In Energy Aura we have energy drain and conserve power. Energy Drain is similar to power sink. In the Fire Aura we have consume which is similar to consume in the blaster's secondary. No patron power can help a Brute manage endurance.
Ebony Fists: Level 50 DM/Regen Scrapper, Gloom Piston Robotics/Dark mastermind level 34, QueenFireMare: Level 34 Fire blaster (pure fire),
CONTROLLERS
Controllers have recovery aura from empathy. Recovery Aura increase endurance recovery for 90 seconds. It has a recharge of 500 seconds. It has an endurance cost of 26. With enhancements you can reduce it endurance cost to 13. It's recharge can be brought down to 256 seconds. Enhanced you can use this power every two minutes and forty four seconds for thirteen points of endurance. This power also is not available until level 28.
Next we have transference from kinetics, which leeches endurance from the enemies. But you must wait until level 35 to get it. From Radiation we have accelerate metabolism. For two minutes it increases your endurance recovery. The amount it gives is a little .27 which is small, but remember little things do mean alot. All powers do not have to give the same amount of help.
The controllers have epic pool powers that can help. But like Stamina you must be willing to sacrifice power slots to get it.
Fire mastery has consume. In order to get consume you must have two other fire mastery powers to get it. So you must be willing to sacrifice three power slots to get consume. In primal forces you have consume power. Just like all epics you must be willing to wait until level 41 before you can aquire them.
CORRUPTORS
From cold domination we have heat loss. This drains heat and changes heat into endurance. It has a recharge time of 360 seconds and a cost of 15.6 of endurance. Also you have to wait till level 38. It's recharge time can be reduced to 184 seconds or three minutes and four seconds. It's endurance can be reduced to 8.
Kinetics has transference like controllers. Radiation emission has accelerate metabolism like controllers. They have on patron power called power sink from mu mastery. you have to wait till level 41 to get it.
Ebony Fists: Level 50 DM/Regen Scrapper, Gloom Piston Robotics/Dark mastermind level 34, QueenFireMare: Level 34 Fire blaster (pure fire),
Power Sink and Consume are quite different powers.
Power Sink is auto hit. It drains endurance from your opponents and gives it back to you. Thus, slotting it with END MOD enhancements both increases the amount of END that the power drains AND the amount you get back.
Consume is can be slotted for ACC, but is not auto hit. Consume does small amounts of Fire damage to anything it hits. It aso gains back some endurance for each foe you hit with it. You can slot Consume for END MOD, but this only affects the amount of END you get from each successful hit, since Consume does not actully drain any END.
Also, speed boost from Kinetics does and can also be slotted for endurance recovery.
The one you use on yourself, siphon speed, can not however.
I have to thank the both of you for telling me there are different ways to slot those powers for effectiveness. From here on I will only talk about the powers of the AT and Show that each AT has powers that could be use to help manage endurance, along with stamina, and slotting for endurance and slotting rest with recharge reduction. Does this limit our choices and make stamina a must? Not at all unless what has already been mentioned before is true for you.
DEFENDERS
They have the same powers that controllers have but they get them sooner and are more powerful than the controller version because they are their primary powers instead of secondary like the controller. Even the defenders inherent helps reduce endurance usage in teams, not the solo defender.
In the epics the controller has dark consumption from dark mastery. I cost .65 endurance and has a recharge rate of 360 seconds. It drains hit points and gives you endurance in return. I do not know the ratio of hit point drain to endurance returned. From electric mastery they get power sink. It has a recharge of 120 seconds and a cost of 16.25 endurance. Also it is the last power in the electric mastery meaning you must use three power slots to get it. From power mastery they get conserve power which they can get at level 41.
DOMINATORS
From fiery assault they get consume. From psionic mastery they get drain psyche. It weakens the health and endurance recovery of the foe and gives you both hits points and endurance in return. It cost 13 points of endurance and has a recharge time of 120 seconds. Why even the dominators inherent when fully charged will give them all of their endurance back when used.
Ebony Fists: Level 50 DM/Regen Scrapper, Gloom Piston Robotics/Dark mastermind level 34, QueenFireMare: Level 34 Fire blaster (pure fire),
Dominators get power sink from mu mastery. From soul mastery they get dark consumption. That is what they get from their patron powers.
MASTERMINDS
The mastermind seems to be one of the exception to the rule that many AT's have powers to help them manage endurance. The mastermind does not have any extra powers to help him. Does that mean that he must use stamina. Not at all, because I have read post of experienced masterminds that said this AT properly slotted could survive without stamina because of all of the henchmen they have available to them. Masterminds with henchmen are a team without extra players. We know that on a team you will use less endurance because you have more players or henchmen that are also fighting along with you.
PEACEBRINGERS
They have no epics and only one primary and one secondary. When in bright nova form their endurance recovery is increased. When in white dwarf form their endurance recovery is increased. They also get conserve energy which is similar to conserve power.
SCRAPPERS
Regeneration has quick recovery which increase you endurance recovery. From body mastery they have conserve power.
STALKERS
From energy aura they have energy drain which is an endurance leech power. You drain endurance from your foes and get some of what you drained back. Enduarnce cost of 13 and a recharge time of 60 seconds. Energy aura also gives a stalker conserve power.
TANKERS
From fiery aura they get consume. From the epic pool power of energy mastery they get conserve power available at level 41.
WARSHADES
They have Dark Nova form and a Black Dwarf form that increases endurance recovery. Stygian circle may help recover endurance, I am not sure about this one. Like peacebringers they have no epic pool powers.
In closing it is up to us as players to decide how we will manage our endurance according to our playstyle, not according to the playstyle or based on the choices of other players. Why even rest can be reduce to 92 seconds with enhancements. As heroes and villians we have many ways to manage endurance. Do not force your way of endurance management or playstyle upon any other player whether in game or on these forums. Do not force them by kicking them from teams or say they will suck without stamina. That is childish, acting like a little child. Yes I am aware that young children play this game. But all players do not have to act like young children. We can use one or all of the tools that each AT has to manage endurance. Have fun playing either the heroes or the villians.
Ebony Fists: Level 50 DM/Regen Scrapper, Gloom Piston Robotics/Dark mastermind level 34, QueenFireMare: Level 34 Fire blaster (pure fire),
I will try my best to make my own endurance management guide even though I have not played every AT to fifty, I will do the best that I can. Endurance management has changed since this game first launched. At launch the powers costed more endurance. Their were no epic pool powers. Rest was ten minute recharge. Stamina was the only power available to all AT's and was a must have power.
Today things are different, rest is three minutes instead of ten. You have epic pool powers that can help you manage endurance. Powers now cost less endurance than before. Now Stamina is not required like in the past. Stamina is a choice. with it's pro's and con's. Before going any further please go here for a good short guide to endurance management. I felt that a guide needs to be written on a AT by AT basis. I will start with blasters.
You know that endurance management is all about eps (endurance per second) that your toon uses. hopefully you have read the short guide mentioned above. Stamina is just one of many powers/tools used for endurance management. For all AT's you could choose to not use stamina and slot rest with recharge enchancements and you maybe able to rest in between every fight. Yes that does increase downtime but there are those that do not mind or have a narrow concept that stamina would cripple. All times come for SherkSilver's character builder.
BLASTERS
First blasters have three secondary powers that can help. First is electricity has the power called power sink. This power leeches endurance off of your foes. The bad side of this is you have to wait a long time to get it because it is the eitghth power in the secondary. Still you would need to slot your powers with endurance reduction enhancements. Power sink has a recharge time of 60 seconds.
Second is energy, which has conserve power which helps you because for 90 seconds you are using less endurance for all of your powers. You get it sooner than power sink and consume from fire. But it has a long recharge time 600 seconds or ten minutes. if you do the math without recharge reduction enhancements you have to wait eight and a half minutes before you can use it again. With recharge reduchtion enhancement SO's you get the time down to 307 seconds. subtract 307 minus the 90 the power is on and you get 217 seconds, which translates to three minutes and 37 seconds. That is 37 seconds longer than rest unenhanced which is not too bad.
Third and last is from fire which is consume. It too is an endurance leech like power sink. You get this power early than power sink. but it has a longer recharge time which is three minutes like rest. With recharge enhancements you can cut it down to 92 seconds.
Blasters have no epic powers to help them manage endurance. This is a work in progress and I will in time include the rest of the hero AT's as well as the villian AT's.
Ebony Fists: Level 50 DM/Regen Scrapper, Gloom Piston Robotics/Dark mastermind level 34, QueenFireMare: Level 34 Fire blaster (pure fire),