INV/SS end redux and Taunt duration
I would normally slot damage first. Damage to do more damage per endurance and have a lower fight duration and use the attacks less in the long run. However tanks need to make every hit land in my book and so when acc becomes an issue acc it up. Then after acc and dam, add endurance, widen the dam per end in your attacks and watch the end bar take longer to decrease.
Endurance in toggles will only noticeably effect how long it takes to recover end again between fights. I would normally leave that until much later and kit everything else out first. The toggles don't cost much anyway.
I wouldn't have taunt slots in attacks. Damage is fine for increasing your ability to hold aggro. The non damage aura and/or taunt are the only places I'd put taunt slots in. Its a to taste thing depending on how many you do. Also certain mixes of primaries and secondaries could need taunt slots lesser than others. If you find your not remembered long enough then you do something about it. My Invincible has never had less than 1 from the moment I got it. Def usually gets added first but I did what I did. XD
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.
Assuming you attack non-stop it is generally more efficient to slot attacks for endurance than your toggles.
However, as noted above you might want to concentrate on damage slotting first. Accuracy is also nice to have, but since you are a Superstrength user Rage (after you get it) might be able to help you out sufficiently that you can avoid slotting more than one or so Accuracy enhancement.
Also, you can look into the crafted Invention enhancements (IOs). There are several IOs that boost both damage, endurance and accuracy. They are one of the best ways to boost several power attributes at once.
Keep in mind that if you pick up Hasten or slot heavily for recharge, your attacks will start to use up even more endurance each second compared with your toggles.
As for the Taunt duration, I am unsure. I recommend you go to the City of Data site by Red Tomax, where you can find statistics on most powers.
I do have my attacks already slotted much as you describe, I was asking really because I'm thinking of doing a respec and was wondering if I'd gain more benefit from them by shifting them to my toggles.
Thanks for the link Jessica couldn't find the info I was looking for but it is an interesting site.
I was inquiring over the times of taunt to try and make a comparison between punch-voke with aura and Taunt power ( which taunts according to the info on test server for 20 secs, an absolute lifetime for most mobs) . Why dispose of taunt you ask, well I'm looking to respec in stamina to soften the crash caused by unstoppable ( something I haven't yet experienced, just 2 more lvls to go).
My other dilema is whether to swap my movement pool to jumping as I believe one of the first to powers gives you a def donus this might cause a 'stutter' in my attack chain though as it would mean sacrificing an attack.
Generally there doesn't seem to be a lot of room to manuever in this AT as all the primaries and secondaries are pretty useful to your main task, so there seems little room for pool powers.
Just a further thought if I do manage to squeeze a pool in fitness ( for hp regen and end managment ) or fighting for it's tough and weave (would also fill out my attack chain).
Thanks for the advice though.
as an INV i would definatly get fitness pool, i also have tough and weave.
the thing with tanking is to remember your main objective is to get and keep agro and let others help you with the taking down of mobs, so on my tanks i go for a hard hitting short repeatable attack chain of prehaps 3 attacks and try and boost my suvivability as much as possible.
and keep taunt, your taunt aura can only do so much even when slotted, remember the bigger mob you have around you the higher your defense bonus.
Is anyone aware whether it is more efficient to slot toggles or attacks for best endurance saving results?
And also does anyone know the base time that an enhance tanunt enhancement works on when slotted in an attack?