How to Avoid the Fitness Pool as A MasterMind.
I did just that with my stamina-less controller. While it is a very valid option, bear this numbers in mind:
Without stamina, you recover 100 points of endurance per minute.
If you put together a total of, let's say, 15% recovery using IOs, you'll recover 115 per minute. That is 15 points more. Good.
Now, take into consideration what powers you use more often during a minute of fighting. Consider their endurance cost. And the cost it would have witha single endurance reduction.
For the sake of an example, I use Pulse Rifle Burst and Web Grenade a lot during combats.
PRB. Endurance cost 10.66. Recharge 8 secs.
WG. Endurance cost 9.75. Recharge 4 secs.
Let's say I'll use PRB 6 times in a minute and WG 10 times (I really could try to spam them more often, but let's keep it reallistic). That makes a total endurance cost of (10.66 x 6) + (9.75 x 10) = 161.46
Now let's consider I have an endurance reduction SO in each one of those powers: 161.46 / 1.33 = 121,39
I have saved more than 40 endurance. With two SOs.
See my point?
I think +Recovery is good. But only really useful when combined with endurance reduction.
And, on the other hand, endurance reduction SOs are really cheaper than +recovery IO sets.
Just my 0.02 inf.
Well, I can see this work for /Traps and /FF Masterminds, but other sets might have more trouble. I don't know about /Trick Archery, but I know from first-hand experience that a staminaless build is not doable for /Dark and /Poison without losing a sizeable chunk of your potential.
Heck, with these powersets I manage to drain my endurance despite having Stamina and slotting for endurance reduction.
Other MMs may be content with a more passive role, but for /Dark and /Poison this is just not the most efficient way to go... besides I wouldn't know which powers to take instead of the Fitness pool anyway without further increasing my endurance cost, again increasing the importance of Stamina.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
Thank you for the replies gang. I have only played this one MM, the ninja trapper, so my thread title is a bit..expansive.
I can see as a trapper or FF Mastermind, potentially using less stamina than a poison or dark, truly I dont have the personal build experience to say. Thank you for your input on other MM secondaries and Stamina Sitriel.
Generally I run ruthless or relentless difficulty. Ruthless lets me not do the "pull/setuptrapshop " game as much, and with Relentless, yeah a few more web nades, and trip mines, and a bit more stamina used in the process.
I would have slotted stuff like WebNade and Caltrops with Endo reductions, there just isnt room for them with "Pacing of the Turtle" and Traps of the Hunter" Complete Sets.
That was another reason I had to focus on stamina recovery with my MM. Because as Inercia noted, WebNade is thirsty. And slotting one or two endo reductions would ease my stamina woes a lot. Because I dont "pull" every mob, I need my traps to be there for me, so I can keep rolling. hence Acid Mortar, Poison Trap, ect are all slotted with Three Recharges, and just NO room for endo reductions.
I just didnt want to "waste" two powers to get to a third, and with the IO set bonus's its a no brainer.
I do run out of stamina in LLOOONG PvP matches. I just throw down some Caltrops and hit the rest button.. Presto! Stamina back! Its always good for some spectator chuckles to see someone resting during a PvP match, while the other one is high stepping in place, being harassed by 5 angry ninja and one hot Oni!
Im not running out during EB or single AV fights.
I did have some issues with a "secret " Council mission where we had to kill FIVE AV's in a row... Yeah ran out then.. But I wasnt alone baybee..
Your
Private Dancer
While my experience in normal masterminds is limited (see the other stupid thread), I can say that trick arrow is pretty much like traps when it comes to endurance and your desire to spam effects. You're going to want to and if you go crazy and don't plan, you will run out of endurance. My mastermind has Stamina and, while it doesn't happen often, once every few missions a fight will go on just a little too long and I'll run dry of endurance. Trick Arrow isn't endurance heavy...but since you'll be motivated to Glue/Ice/Acid/Oil Slick arrow the world, it might as well be.
Great post, Privates. And yes, resting in a pvp match is a sign of awesome. See you in Warburg very soon.
-jared
A Mastermind IMVHO relies on his pets and his secondary to defeat foes. Since constant buffing/summoning/secondary casting can be quite draining in battle, it seems that stamina is unavoidable.
I have a ninja trap MM. It felt like as I went from lvl 35-36 up to lvl 39, the trap set just kept getting a little more endo heavy. Now all my "Main" traps are slotted with three recharges first, because I want my traps to be ready for use. This allows a bit of battlefield mobility and not being forced to wait for a recharge and pull every mob.
With that being done, the stamina bar was being sucked down quickly in every battle.
I had just respec'd my MM< and the fitness pool was no where to be found in my build. Stamina was becoming a major issue.
IO set bonus' give between a 1% to 2.5% percent boost to stamina recovery. Lets try to focus on the sets that can give 2.5% boost to recovery, and remember, its not about completing a set, its about the set bonus that you want, AND stacking the same bonus to good effect.
Most MM's have some form of healing. Aid Self and Aid other are common MM power picks.
Slot any 2 "Miracle" healing sets in both Aid Self and Aid Other. = Instant 5% stamina recovery boost. Go for the ones you can afford and will enhance your power of course.
The "Positrons Blast" set also gives a 2.5 recovery bonus, for just 2 IOs in the same set. Slot two in one power, and two in another= a 5% boost in recovery
So for 8 slots, 4 powers, we can easily and relativly cheaply end up with a 10% recovery boost to stamina.
There are a few other sets that give a 1.5% percent boost. Stacking two of those when you can fit it in your build is also great. Just try to get your MM's recovery above 10%. To a level where you can feel it. My MM has almost 15 % recovery now, a mini Stamina. And yes I feel it. The blue is there a lot more now, leading to more Ninja and trap goodness, and not waiting for the blue to lay down some damage.
The Miracle Healing also gives a nice health increase as a third set bonus, so it is worth triple slotting the Miracle if it fits into your build concept.
With my MM and sets, I go for the set bonus I want to stack.
Having 3 ranged defense set bonus does help a bit. One does not do a thing. Please, dont go for a set bonus unless you plan on stacking it three or more times.
Some set bonus give accuracy as a bonus, I wouldnt try to go for a lot of improved accuracy set bonus, as they will come into play on thier own, based on sets you want.
If you do get the recovery bonus, and still need stamina, consider how many toggles you run, how they are slotted ( a third endo redu in Tactics or Acrobatics could make a difference. Try turning off toggles betweeen mobs.
I hope this lil mini guide helps. MMs should let the pets do the work! Stamina =NOOO
Your:
Private Dancer