Aim versus Double Leadership/Tactics
I don't have an answer to your question, but I thought I better mention that Aim and Tactics both give To Hit bonuses, which isn't the same as the +acc granted by slotting enhancements, and so cannot completly substitute for them.
I really should do something about this signature.
I realise that, though I have to admit I'm not good at the math in these situations as I don't know the exact formulae or how they work in practice. I currently have 2 Acc per attack, I was planning to drop to 1 Acc after this.
If you have CT: Offensive you wont need any acc in your attacks with Tactics and TT: Leadership. I'm assuming you slot CT:O with acc (2-3) and Tactics + TT:L with 2-3 ToHit enhancers each.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
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Downsides:
It's still going to be another expensive toggle to run. Can I handle 6 combat toggles? (All 3 VEAT Leadership toggles, 2 normal Leadership toggles, and Fortification)
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Both my Crab and Bane run six toggles constantly with no trouble at all. Aside from a little trouble in the mid-levels before I got Stamina slotted (full set of Performance Shifter on the Crab vs three - End, End/Acc and Chance for +End - on the Bane), I have found it fine. That said, without Stamina it's not a great idea, so if you don't have/don't want Stamina then I'd probably avoid it. Picking up IO set bonuses helps with the endurance drain as well.
One thing that will affect you in a big way is the attack chain you run - if you have a chain which is not well-slotted for endurance reduction you can burn through any amount of endurance (I should point out that my Bane is rather non-standard and runs a Build Up > Venom Grenade > School of Sharks > Bile Spray attack chain as standard, so not exactly what anyone would normally play ).
A bigger issue is retoggling whenever your toggles get dropped - if you get held/drained/killed/slept/whatever then you will have to retoggle them all again, which can be less than amusing at times
As far as Aim goes, I have that on my Crab as well as both Tactics toggles, and I find the main use is for the Vengeance-stacking Nemesis groups in large teams, since there are times when I drop below a 95% hit chance then. Your mileage may vary, but Aim is probably skippable in my opinion (Build Up on the Bane is a different story, as it delivers a bigger +damage component and Bane is more oriented towards a large first strike than a Crab).
[edit] Happy to add more information about my builds if you want, although my Crab build is a little lacklustre compared to some.
One bit of maths I just did.
you would need to get the recharge of Aim up to +170% in order for it to give an avarage damage buff equal to TT: Assault but you would only need to get the recharge of Aim up to +80% to give an avarage to hit buff equal to TT: Leadership.
I really should do something about this signature.
Aim doesn't affect the pets, though.
Sounds like you answered your own question
My Crab Spider recently hit level 49. Not knowing that power to take, I went for Assault to double my damage bonus from 15% to 30%. My Endurance obviously appears to have taken a hit but I seem to be holding out.
I was wondering, would it be a good idea to swap out Aim for Tactics and replace an Accuracy in all of my attacks with an EndRed instead?
Potential upsides and motivation:
I barely ever use Aim. I just don't get the mental urge to use it on a character that doesn't have any hard-hitting attacks or nukes. The 45 sec recharge doesn't seem to justify the 50% damage bonus for 10 seconds. The 30% from double Assault seems fine.
My pets are currently slotted with 3 recharge, 2 damage and 1 unique pet IO, each. They rely on TT: Leadership for the ToHit Boost. While they seem to be doing okay, the combat log reports that their chance to hit isn't quite 95% yet, though I'd rather not drop any damage or recharge enhancements. This would help them.
Dropping an Accuracy enhancement in each attack for an EndRed might reduce the hit to my endurance drain noticeably?
Then there's the confuse/fear protection and perception, which is always handy, and probably even handier stacked with TT:L.
As VEATs are difficult to mez I should be able to keep all these toggles up with little to no problem in combat.
Downsides:
It's still going to be another expensive toggle to run. Can I handle 6 combat toggles? (All 3 VEAT Leadership toggles, 2 normal Leadership toggles, and Fortification)
Is it worth the cost?
Will I miss Aim even if I use it so infrequently?
Thoughts and suggestions and your own experiences would be appreciated. I'll post my actual current build later, when/if I manage to get it into Mids somehow.