Guide to Stamina


Dispari

 

Posted

This is a guide on how to get stamina without having to devote every powers from 16 to 20 to the fitness pool.

What it does:

Stamina boosts your endurance recovery. It's very interesting if you're running multiple toggles or if you don't want to bother to slot end reduction in most of your powers. It lets you run whatever it is you do, longer.

Who doesn't need it:

Some powersets like regeneration and willpower have built in stamina. Those powerset's stamina like ability is sufficient to run decently just about any build. Masterminds may like to let the pets do the job and woudn't use most of their endurance. (Honestly there's a secondary pool which is begging to be used but i'm not about to tell you how to play your toon).

Running without stamina:

If you want to save your power slots for primaries and secondaries you'll probably have to look into a solution to the end drain. You could slot your attack powers and toggles with one or two end reduction SO. Keep in mind the biggest end drain is your attack powers. Before 22 (SO), you'll be shorter on enh slots and might want to devote them to something else like attack rate and or damage. This playstyle requires a lot of resting but is playable.

How to get it:

To get stamina you have to be level 20 and have 2 powers in the fitness pool. Most characters have a few powers they'd like to skip on early in their path to 50 so this is what i suggest. Before level 14 devote one power to a travel pool and 2 power slots to get swift and hurdle from the fitness pool. This method opens up upper tier powers which you might want instead of lower ones.


 

Posted

... well, you've just described how to open up pretty much any power pool. >.<

I'd say... expand this. A lot. For such a small post, you're starting some assumptions, and honestly... not giving a lot of information.

Now, while most of the longer term forumites are going to be familiar with Stamina, someone new coming to the game, hearing how wonderful the power is, etc. isn't going to get a lot of information from this.

You're also phrasing it somewhat... badly. You don't need Stamina at 20 (avoiding the whole "if you need Stamina" argument at all.) Some powers are more useful at 20 than Stamina. (Kheldian Dwarf forms, for instance.) Sometimes you may want to put it off anyway. (VEATs, with a respec at 24 - stick with it for three more levels, and decide afterward if you want to fit it in.)

An idea of what I'd do - and I'm not saying "This is the one true way" or anything, but just trying to give you ideas:

Stamina:
- What is it?
- Why do you want it?
- Fitting it in. (Do you want to put it off 'til after 22, when you get SOs?)
- Slotting. (3-slotting, 2-slotting later, IO options such as uniques or sets.)
- Powersets that already have END recovery built in, or may not need it (say, some MMs)
- Alternatives to Stamina (slotting and IOs.)
- Alternates for really tight builds (using Fitness as a travel power, for instance.)
- Perhaps an example build or two from different ATs.

Fill it out! Give people the information they can really use not just to fit it in, but to understand the power and why they want (or don't want) it.

I'm sure you know the information, and you obviously want to be helpful - share what you know, like you were telling someone who just came into the game today.


 

Posted

I was expecting this to be some sort of silly joke, like:

Guide to Stamina:
Take it at 20.

(end of guide)


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

This last update sums up stamina to the best of my knowledge, feel free to chip in anything i would have missed.

EDIT: I don't get this. Why would ppl rate this thread badly. I mean why would they bother to?


 

Posted

I was kinda expecting more of an IO solution.

There are very few sets that i would really consider to not take stamina. Emp defenders is one that kinda can, any /kin can, regen and willpower yes, and then the afformentioned combos like ice/dark tanks who get double end gain powers and such.

Then as to those who get stamina (and QR) i always 4 slot it. If its a toon that needs the regen, i go for 4 efficacy adaptors, granting 1.5% recovery, 1.13% max hp, and 10% regen.

If its a toon that needs recovery more, or needs more max hp, such as things like willpower, or any set like fire armor, regen, or thermal/empathy/radiation who has a fast recharging self heal, i use 4 performance shifters for 2.5% recovery, 1.88% max hp, and as an unnecessary, but fun (and useful on stone armor) grants 5% movement bonus.

Both 4 slotted stamina instances of course get to the 96%ish end mod enhanced value cap.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

[ QUOTE ]
This last update sums up stamina to the best of my knowledge, feel free to chip in anything i would have missed.

EDIT: I don't get this. Why would ppl rate this thread badly. I mean why would they bother to?

[/ QUOTE ]

To warn others not to waste there time.


 

Posted

I didn't look into the sets much because all i really needed was recovery as is. I mostly 3 slot it with 25 io end mod.

As for wasting their time here, it's all a matter of perception. If you knew all about this there might be little content for you but keep in mind the world is not limited to your own very little person.


 

Posted

[ QUOTE ]
I didn't look into the sets much because all i really needed was recovery as is. I mostly 3 slot it with 25 io end mod.

As for wasting their time here, it's all a matter of perception. If you knew all about this there might be little content for you but keep in mind the world is not limited to your own very little person.

[/ QUOTE ]
Keep in mind that, Stamina is a no duh power pick and doesn't need to be explained to anyone, just like how you don't go explaining to just anyone how to pick something up with their hands.


 

Posted

I hate to say this, but that wasn't really much of a guide. Turboski might call it a "no duh power pick," but there are ways around taking it, so I can't agree with her. It was kind of like a quick outline, not a guide to it.

The first reply from memphis bill had some good suggestions, and a bit of searching on the discussions that always come up would have helped, like:

"Stamina increases your endurance regeneration rate by 25%" (I'm taking the number from memory so if it's wrong, it's just for an example.) "This is without slotting. What this means is if you had 0 endurance and stood around, without stamina it would take X seconds to fill up. With it, unslotted, Y seconds. With it three slotted with SOs, Z seconds."

And yeah, talking about endurance reductions and IO sets that give recovery would have been nice, too.


Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.