Pitfalls of Almost-Perma-Hasten


Bill Z Bubba

 

Posted

I'm working on a Perma-Hasten build for my current controller that ends up showing the recharge timer on Hasten as 119.7 seconds. With lag and attack chains, this means that it won't quite be perma, but at least it should always be either charged or active (ignoring slows as well, naturally).

I could get it down to 117 or even 115 by losing a 3% Ranged Defense set bonus, but since I'm not worried about the endurance crash on this hero, it seems like a small break in Hasten shouldn't hurt me. However, this is my first Perma-Hasten build (since i4 ~_^ ), so I could be forgetting something.

Are there any problems with small gaps in Hasten coverage, other than the endurance crash?

It's a Plant/Cold Controller, if that matters. (This is why I'm not worried about 15 endurance every 2 minutes. Heat Loss is only down for like 20 seconds!)


 

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Small gaps aren't a big deal. Go with whatever your priority is.


 

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Just don't put it on auto. People standing around idle in places where they don't need it and suddenly bursting into the Hasten animation are such knobs.


 

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Generally speaking, having Hasten perma doesn't immediately unlock a bunch of bonuses.

I was building my Widow a while back and decided to devote extra slots to Hasten so I could have perma-Hasten. I thought it was the coolest idea ever. After consulting with a friend and looking over the build, I found much better uses for the slots. What I was doing was building for perma-Hasten for the sake of perma-Hasten. It wasn't allowing me to do anything new. ML was already perma and my attack chains weren't changing.

So look over your powers and ask yourself if the few seconds on Hasten are worth it. Are they allowing you to do something you can't do right now, or are you just doing it so you can say you have perma-Hasten? If the latter, you can invest those slots elsewhere.


Quote:
Originally Posted by PRAF68_EU View Post
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The only advantage of perma-hasten is more recharge, more often. People oft forget this. Many of the better powers in the game are balanced by animation times, recharge, and endurance. Since animation times are set in stone, this is glossed over. Endurance usage can be reduced, and recovery enhanced- but there's a certain level where it becomes 'acceptable,' and extra is not very valuable. Recharge, on the other hand, makes your 'shiny' powers more available, more often. The more consistently you can use your most powerful abilities, the more powerful you can be. Of course, you still have the same toolbox. This is where people get messed up.

Some sets fare wonderfully with their abilities up more often, while other are lackluster. Fortunately for the OP, the best sets, in my humble opinion, with extra recharge are control sets and long recharge buff /debuff sets. Control being as binary as it is, the 'either it's there, or it isn't' is helped by recharge for it being 'there' more often. This is actually where I find control builds skewed in bonuses' performance. Nothing in the game improves control abilities as much as extra recharge.
This with buff/debuff sets' slow abilities being such based off of how strong their enabling/weakening abilities are, controllers are very often simply more powerful with more recharge. (Toss in the fact that their damage is limited by a small attack arsenal, the recharge makes attacks more available.)

But to be clear, this is not an absolute thing. If there are no powers you depend upon that you must wait for, extra recharge won't help as much.


 

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The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Kahlan_ View Post
Small gaps aren't a big deal. Go with whatever your priority is.
Agreed. I have a 2 second downtime with Hasten on my fire/rad controller and I've never noticed a single bit of difference in performance.


 

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Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
That depends on what else is in the rest of your build. I have an SS/Inv Brute that had near-perma Hasten and didn't see a downward trend in Endurance unless there was some sort of external drain involved. I've since left that build for one with high Defense, but still. It's possible to fuel a high-recharge build like that, but you have to enjoy the engineering design and tweaking of a power build for its own sake to get there.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
This isn't always the case, on my NRG/NRG blaster I have just a couple of seconds between hastens and with conserve power slotted for recharge in long battles I hit hasten then blast away till my end gets to 1/4 then hit CP and it regains my end faster than i'm using it so that by the time it wears off and i get back to about 1/4 end it's ready to fire again.


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Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Posted

Well, you could consider Conserve Power as an endurance buff. Sort of the same way a ToHit debuff is like defense.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
Unless you're buffing yourself.
My earth/rad controller has almost reached perma-Hasten, which means he already has perma-Accelerate Metabolism. Woo hoo!


Paragon City Search And Rescue
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Quote:
Originally Posted by Father Xmas View Post
a Gunstar after Death Blossom.
I just watched that last week!


 

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Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
This isn't true. I know, because I actually do have perma-hastened characters.


 

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What Laeva said. Actually, it's completely untrue. My Crab is sitting at +193.75% recharge and never runs out of endurance. Ever. And he can keep all his toggles up, keep rocking his perma-DP clone, keep rocking his perma-pets, and steamroll with his four/three attack chain. Blue insps. are only good for one thing: to be combined into more reds.


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Quote:
Originally Posted by Captain_Photon View Post
Just don't put it on auto. People standing around idle in places where they don't need it and suddenly bursting into the Hasten animation are such knobs.
In that case, I hope you enjoy the knobbishness that is ME.
I like to play without having to have a permanent in-head 2 minute timer.


Arc #6015 - Coming Unglued

"A good n00b-sauce is based on a good n00b-roux." - The Masque

 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
More specifically, the OP is /cold. Between the stealth aura and snow storm, he'll run out of end fast unless he cranks recharge through the roof and gets Heat Loss close to perma.

With good use of Heat Loss, it's practically impossible for a /cold to run out of juice. IIRC it only takes 1-2 nearby targets to hit the recovery cap, so even recovery debuffs aren't going to impact you much. Being able to stack Sleet also makes a huge difference on my AR/Cold, but since Plant/Cold neuters the knockdown I guess it's mainly nice for the res debuff and tiny damage.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
Which can be corrected through the use of +endurance accolades, chance for +end performance shifter procs, stamina, physical perfection, perma-accelerated metabolism, etc.

I don't have hasten in my current build on Bill Z because even with it, I was unable to attain the divine followup, slash, focus, repeat attack chain.

My current chain of followup, slash, focus, strike, repeat without pauses (97.5% global recharge) can be maintained indefinitely while running his six toggles thanks to physical perfection and stamina both having the chance for +end procs slotted.

Had hasten's 70% + the 97.5% global recharge been enough to attain the chain of followup, slash, focus, repeat, I'd have it and still not run out of end.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
I have a slight downtime for Hasten on my DM/SR, I have yet to run into end problems. I rarely even use Dark Consumption for endurance recovery, I use it more as an attack.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Arc ID: 413575

 

Posted

Quote:
Originally Posted by Father Xmas View Post
The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
Besides the other things people have mentioned, just about any build is going to be animating constantly, so Hasten doesn't have much effect on your endurance use.