Passives or Fighting pool?
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More toggles = more end use = more end reducer slotted
Less toggles = less end use = less end reducers / more recharges slotted
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no i got ya still i wasnt really that much in reply to you, just your post has got me thinking about what is commonly accepted good slotting when it comes to end reducers i need to look at how i play, my attack chains and ask myself whats good slotting for me.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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More toggles = more end use = more end reducer slotted
Less toggles = less end use = less end reducers / more recharges slotted
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no i got ya still i wasnt really that much in reply to you, just your post has got me thinking about what is commonly accepted good slotting when it comes to end reducers i need to look at how i play, my attack chains and ask myself whats good slotting for me.
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I had a cunning plan on my Brute for working out where to put end reducers.
I ran a mission, with Herostats on and at the end of the mission put the number of times in that mission I used each attack power into a spreadsheet, I then got the end cost from CoH Builder and worked out, in the duration of the mission which my most end hungry powers are ( including toggles ). The theory is to slot the end hungriest ones for end reduction. I was suprised that most attacks ( slotted for 1 end reduction ) were around the same cost as the 2 Fire Shields. I thought they would be way over.
@Unthing ... Mostly on Union.
ok so does that mean in your case its generally good to have 1 end cost in every power or what?
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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ok so does that mean in your case its generally good to have 1 end cost in every power or what?
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This is rapidly going off topic ...
For best return on slots it is best to slot end reduction in the most expensive power over the mission*. In my case it is worth having an end reduction in both shields and all attacks. Tough, Knockout Blow ( 2 end reds currently ) and Haymaker needed more IIRC. Powers such as Healing Flames and Combat Jumping were not endurance hungry enough to need an end reduction.
*Ideally you would want to compare this with the total damage done by each power, so if jab is doing less damage than punch but costing about the same endurance, it may be worth replacing a damage in jab with an end reducer.
@Unthing ... Mostly on Union.
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I wouldn't have got it if I didn't think Weave was worth it too. It is a trade off between slightly better defences and worse endurance. More Endurance can be equated with offence, even if it is just that you can swap a endurance reducer for recharge in the best attacks.
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until i7 defence is unscaleable i have a super reflex so i valued resists/defence through feel and the fact you cant really measure how often you are not hit.
If you add a endurance enhancer and lose a recharge you lose on a use of an attack over time (less offence) or add a recharge and lose an endurance enhancer you can lose use of any attacks over time (less offence) but hopefully they are all dead by then.
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When I read this I realised how unclear my post was. I meant to say something like this
More toggles = more end use = more end reducer slotted
Less toggles = less end use = less end reducers / more recharges slotted
So taking the fighting pool = less offensive build. I know that if I didn't have the fighting pool I would have at least 5-6 extra slots to put into my powers which could be devoted to attacks. I probably would also have an extra attack too. It is the balance of defences vs damage, I went for defences because I always team with blasters.
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My point being in every strength lies a weakness and i often wonder if what looks like bad slotting is in actual fact good slotting.
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The whole experience of playing a Brute completely changed my ideas on slotting. This is an AT about damage where slotting damage is not always the best way to do more damage due to Fury. Adding the Rage power to the mix and it starts getting really confusing.
@Unthing ... Mostly on Union.