Skipping Stamina on TA/A defender?


Barata

 

Posted

So I started up a TA defender and I'm curious of how many other TA defenders think Stamina is a good idea.

I'm at 26 right now and so far I haven't had many Stamina problems, but of course I haven't picked up all my powers.

Considering that TA powers have longer recharge and small endurance cost, I'm thinkin TA might be one of the rare sets where Stamina just isn't as important and even skipable.

Thoughts?


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

With Vigilance you may be able to do without Stamina. If you do a lot of soloing, you'll need Stamina, as Vigilance does jack squat solo.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

My 50 TA/A went without Stamina for a very long time. In fact I only went with Stamina after deciding to run two of the leadership toggles late in his run.

Before picking up Stamina the only factor that annoyed me was not being able to use Hover unless I was on an 8 man team.


 

Posted

So far my TA/A has achieved L36 without Stamina. I have a few issues with end when it comes to soloing, but never on a team.


I'm not the droid I'm looking for.

MA Arc ID 8121: Rapp'Mas'Ta's War. The Rikti are trying to incorporate sonic effects into their weapons? THAT can't be good. Maybe we should ask them to stop.

 

Posted

My level 42 TA/A is also without Stamina. It works fine, the only time I really have End trouble is when using EMP Arrow or if I try to solo an EB. Just picked up Conserve Power, though, it seems to cover that.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

I just posted this in another thread here....

I do the same thing for all of my characters..... I play them, level up, and pick the most compelling powers that are available at the time. That is, when I have characters that eat through endurance more quickly (tanks, scrappers), Stamina becomes a compelling power early on, so I take it. Generally, I can see long before level 20 that I'll need it, so have already picked up Health. Swift is so good by itself, it gets chosen early just to cut back on travel time. By 20, those endurance-hungry builds that need Stamina will get it.

But on some builds (mainly my defenders and some controllers), I've found that the Fitness line may not be as attractive. I brought a Dark Defender up to the late 30's before I got Stamina, and that was because the most attractive powers were already chosen and Stamina looked better than the choices left.

Play your toon and see how it works out. If you feel you need Stamina, take it. If you feel you're getting along fine and there's other powers you'd rather have, take those. You'll find out eventually if you're really going to need it. At worst, you just have to pace yourself for a couple levels until you can get it.


Arc ID#30821, A Clean Break

The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens

 

Posted

TA/A is one of the rare sets in which stamina is optional. It totally depends on your playstyle and your build. For a soloer, the leadership toggles are very handy and they can hog the endurance a bit, so if you are going to run any toggles, you probably want to get it. If you usually team with someone that can buff your recovery, you can probably skip it and make do when you solo on blues.


Never argue with stupid people. They drag you down to their level and beat you with experience.

@vanda1 and @nakoa2

 

Posted

I do a lot of soloing with my TA/A, so I picked up Stamina at either 20 or 22. I could probably do without if I absolutely need the power pick back, but I also run Leadership toggles so it's nice to have around.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Level 35 TA/A here. Not had Stamina and cope easily on teams. Solo, blues take care of dramatic issues, and I've built a little bit of +Recovery from IO sets: Thunderstrike/Posi in ranged attacks and four slots of Gaze of the Basilisk in Ice Arrow. Adds up to +18-20% recovery without much investment which is less than unslotted Stamina, but not by much. You may sacrifice some damage/end/recharge in those attacks, but it won't be much. Gaze caps out at 30 anyway, so there's nothing to stop slotting that right now (unless you don't have Ice Arrow!)

Moving up into the 40's - getting 20-25% recovery (unslotted Stamina) with sets isn't too difficult depending on your build. There's no need to spend a fortune on the uniques (Numina & Miracle) unless you have the cash to burn, or a desparate desire for better-than-stamina recovery levels. Here's a L30 build with +22% recovery as an example (using L30 IO's). Obviously you don't have to have the exact same enhancements or powers. This is just an example of how you could get to L30 and have almost-stamina.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/


Level 27 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight

Hero Profile:
Level 1: Entangling Arrow -- Empty(A)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Empty(3)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Empty(7), Empty(11)
Level 4: Fistful of Arrows -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(5), Empty(13), Empty(15)
Level 6: Hasten -- Empty(A), Empty(7)
Level 8: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(15)
Level 10: Poison Gas Arrow -- Empty(A), Empty(11)
Level 12: Glue Arrow -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(13)
Level 14: Super Speed -- Empty(A)
Level 16: Acid Arrow -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(17), Empty(17)
Level 18: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Empty(19), Empty(25)
Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(21), Empty(21), Empty(25)
Level 22: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(23), DarkWD-Rchg/EndRdx(23)
Level 24: Hover -- Empty(A)
Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Empty(27)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance

Bonuses:
+2.5% Defense(Energy)
+2.5% Defense(Negative)
+1.25% Defense(Ranged)
+7.5% Enhancement(RechargeTime)
+15.3 HP (1.5%) HitPoints
+22% (0.37 End/sec) Recovery

-H


 

Posted

For me there is nothing more important to me than the blue bar. I can't help teammates or Defend at 1% Endurance. I can still fight at 1% health but that ain't gonna happen at 1% endurance.

Blue trumps all, at least for me. I would work in Stamina sooner rather than later, but I am constantly doing something in a fight.

No Halfenders on my roster.

TTR


 

Posted

Sacred cows--they're what's for dinner. Every defender primary can be used to full effect without stamina. This is true even with a broad selection of pool power toggles active.

The real deciding factor is how spammy you want to be with your secondary. You can dish out offense in short bursts without stamina but sustained attacking will drain you fast no matter how much end cost reduction you slot unless you've got a solid amount of +recovery.


 

Posted

I agree with Laughing Man here.

Out of my current set of characters, my Sonic/Mental blaster and my PeaceBringer dont have Stamina but make up the shortfall with Set Bonuses from Thunderstrike and Positron's. Both have an extra END management tool (Drain Psyche and Nova Form) but I often find myself getting by without those tools. It helps that Thunderstrike also gives you +50-odd % End reduction in each single-target attack.

Grabbing Stamina at 20 can be deceptive. At 22 you get SO's, which means more damage (and therefore more damage per end) and more value out of any end reduction you slot in your attacks. If you find yourself gasping for endurance at 20, hanging off a couple of levels may be quite instructive - I definitely found it the case when I was levelling these two up.

My end problems got a whole lot better at 22 without Stamina (and without the set bonuses yet)


 

Posted

I hit 50 with this one last week. I had to take stamina. No way around it if you want to be effective.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run