Reduce End at Low Levels?


Arctic_Princess

 

Posted

Hey

I think the devs needs to sort this out a bit, but just for lower levels. I was on my L21 spines/invul scrapper earlier and could barely run 1 of my 3 toggles (Temp invun, unyielding and quills) without having to rest after every single mob. I don't have stamina yet, but I don't think stamina should be as composory as it is. I feel at the moment I'm going to have to take it or put 2-3 -endurance enhancments in every power, taking away from my damage potential. I know low level tanks, controllers, and many other combos have problems at low levels.

I suggest that we get a temp power, similar to the temp power every gets depending on their origin, that gives increased recovery for the first, say 25 levels, by which time you either have stamina or you or your team mates have aquired powers that help out with end usage, EG. Speedboost, transference (At 26), etc.

Why should we be forced to take stamina? Any other ideas/opinions?


 

Posted

Hehe, my grav/rad controller is lvl 6 and runs out of end after a single mob. And then i don't even have the rad toggles or group immobilize yet... So i see your problem, a better and a lot easier solution would be to lower the end cost of some powers.


 

Posted

Uh-huh, try actually slotting your toggles for reduced enduance cost. My current main is a /WP Scrapper. At level 20 she was running 3 toggles continuously when fighting and had no real trouble because I slotted for end rec.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

[ QUOTE ]
Uh-huh, try actually slotting your toggles for reduced enduance cost. My current main is a /WP Scrapper. At level 20 she was running 3 toggles continuously when fighting and had no real trouble because I slotted for end rec.

[/ QUOTE ]

[ QUOTE ]
I feel at the moment I'm going to have to take it or put 2-3 -endurance enhancments in every power, taking away from my damage potential.

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Posted

Quills is well known as an End hog too. Most spines guides I've read recommend leaving it out until the 20s.

Accuracy was changed a while back so lowbies have an improved change to hit. So you can forgo slotting with Acc and slot with End Red instead in the teens.

I've no idea what your Grav/Rad is up to Jimmy. Contained Propel should tear through early enemies fairly "cheaply" in terms of End usage.


 

Posted

[ QUOTE ]
Uh-huh, try actually slotting your toggles for reduced enduance cost. My current main is a /WP Scrapper. At level 20 she was running 3 toggles continuously when fighting and had no real trouble because I slotted for end rec.

[/ QUOTE ]

Also, not everyone gets Quick Recovery, which is better than Stamina.


 

Posted

Spine/Invul is definitely worth sticking out to the higher levels but it did really hurt till stamina was slotted (and I took quils at 22).

My Claw/WP was good for end even before Quick Recovery (they dont get it at such an early level as those lazy Regen's)

But yeah I tend to rush through till 22 on all toons now, cause there's now enjoyment when you have downtime


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

QR is a glory, but single slotted it won't hold three un-slotted toggles up that well.

People tend to massively overlook end red in their toggles because they believe it's all about damage or damage resistance or defense, or whatever. 'Secondary' slotting is ignored until high levels (and more slots), and then people wonder why they have endurance problems.

(Equally typically, people slot up their attacks for damage, neglecting accuracy and recharge because they don't understand the statistics of attacks. People often go for 'big bang for the buck' instead of actually analysing the data.)


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

[ QUOTE ]
Uh-huh, try actually slotting your toggles for reduced enduance cost. My current main is a /WP Scrapper. At level 20 she was running 3 toggles continuously when fighting and had no real trouble because I slotted for end rec.

[/ QUOTE ]
Um, I take it she didn't happen to pick up the Quick Recovery (= Willpower Stamina lookalikey) at level 20?


 

Posted

[ QUOTE ]
QR is a glory, but single slotted it won't hold three un-slotted toggles up that well.

People tend to massively overlook end red in their toggles because they believe it's all about damage or damage resistance or defense, or whatever. 'Secondary' slotting is ignored until high levels (and more slots), and then people wonder why they have endurance problems.

(Equally typically, people slot up their attacks for damage, neglecting accuracy and recharge because they don't understand the statistics of attacks. People often go for 'big bang for the buck' instead of actually analysing the data.)

[/ QUOTE ]

Actually, all my resistance toggles like Temp Invul have 1 -end cost and 3 resistance, same as every other res power like that.

What I'm trying to say though is that many powersets don't come with anything to help endurance, and therefore we need something to boost recovery rather than being forced to take stamina, unless we wanna have to rest after every 1-2 groups.


 

Posted

It's a trade off, you either slot for endurance reduction or damage. Then you either tear through a group of mobs in ten seconds then have to spend five minutes resting or you take five minutes to take them down due to hardly any damage and move on to the next group without pausing. Guess the devs just wanted you to take five minutes per fight at that level

I find it annoying too but it gives you something to look forward to at higher levels...


 

Posted

[ QUOTE ]
Actually, all my resistance toggles like Temp Invul have 1 -end cost and 3 resistance, same as every other res power like that.

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And mine are stacked for 2 end red and 2 (defensive enhancement). And I don't have endurance problems. More than two is a waste, but only one is statistically a much higher drain in situations where you are running multiple toggles.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

I find that for most 'attack' sets, 1 EndRed is sufficient in all attacks. You can slot another in a toggle you will be using all the time (don't forget, not all mobs require use of all of your toggles all of the time) or one in each toggle.

If you're using Hasten, don;t forget that a) you will use more endurance up because Hasten doesn't replenish it and b) when the Hasten effect wears off you will lose a small amount of Endurance (which if you're running low anyway can lead to de-toggling).

Damage, EndRed and Recharge are my main priorities when Scrapping early on because, well, we're not as powerful as Blasters so we need to keep the DPS up. I know it can be annoying that Stamina seems to be needed for the majority of characters but there are ways of reducing its need (have a look at any Recovery or +Base Endurance bonuses on IOs - you don't have to take the really expensive ones first or at all. Any bonus is a good one).

Also, if it weren't for endurance then, well, we could just continually fire off powers and there would be little or no need for tactics in a fight or indeed (in my opinion) variety. Downtime teaches you valuable things the same as aggro management and picking Group Fly .

And if you think end drain is bad, try a Dark Armour / Invulnerability / Stone Tank with an equally high endurance draining attack set.


 

Posted

i dont get it...
i never have any problems with my endurance... only without it

jbWarsmith out!

P.S. it's the same with alcohol


 

Posted

[ QUOTE ]
[ QUOTE ]
QR is a glory, but single slotted it won't hold three un-slotted toggles up that well.

People tend to massively overlook end red in their toggles because they believe it's all about damage or damage resistance or defense, or whatever. 'Secondary' slotting is ignored until high levels (and more slots), and then people wonder why they have endurance problems.

(Equally typically, people slot up their attacks for damage, neglecting accuracy and recharge because they don't understand the statistics of attacks. People often go for 'big bang for the buck' instead of actually analysing the data.)

[/ QUOTE ]

Actually, all my resistance toggles like Temp Invul have 1 -end cost and 3 resistance, same as every other res power like that.

What I'm trying to say though is that many powersets don't come with anything to help endurance, and therefore we need something to boost recovery rather than being forced to take stamina, unless we wanna have to rest after every 1-2 groups.

[/ QUOTE ]
Well at 21 you don't have SOs and DOs are not worth much. Personally I don't slot with RES/DEF Enhancements until I hit SOs at the very lowest.