Best way to recover from Fatigue of Nukes and Force of Nature?


Azurel

 

Posted

What are the best ways to recover from using your nuke?

Conserve Energy
Power Sink
Drain Pscyhe

Something I've missed?


 

Posted

Quote:
Originally Posted by Talionis View Post
What are the best ways to recover from using your nuke?

Conserve Energy
Power Sink
Drain Pscyhe

Something I've missed?
Depends on what you mean by recover. If you mean recover as in firing you're nuke and getting right back into the fight, the answer is none of these. The fatigue intentionally counters endurance boosting effects, for a set length of time.

There are only two ways to get endurance back immediately after a crash.
  • Pop a blue inspiration.
  • Put a performance shifter proc in Stamina and pray it kicks in.

***

If you mean by recover as in wait for endurance recovery to kick back in, all of the endurance recovery powers are just about equal.

***

Now, you might be told that other archtypes can help you recover from your nuke a bit quicker. This is a both true, and not true.

Radiation Emmission'sAccelerate Metabolism, Force Field's Insulation Shield, and Storm Summoning O2 Boost all offer Resistance to Recovery Rate. At a first glance then, these buffs should be able to help counter the endurance drain from a nuke blast, until you look at the numbers.

Using the Defender numbers, Force Field offers 37.5% resistance at level 1, and 86.5% resistance at level 50. Accelerate Metabolism starts at 28.3%, and caps at 64.88%. O2 Boost starts at 37.5%, and eventually will offer 86.5%. If you stacked all of these on one player, they'd have 237.88% resistance at level 50.

All ranged full nukes, all nukes that drain endurance... have at a minimum recovery rate loss of 1000%.

So even if you have got team-members that offer resistance to endurance drain, the system is specifically designed so that they can't prevent you from loosing endurance.

There is one player power though that can fill you up on endurance immediately after a nuke. Ask a kinetics about Transference.


 

Posted

Drain Psyche. Here's why.

CP and PSink both require you to nuke, pop a blue, then activate them. With Power Sink, you'd need a mob or two still "alive" and in range. CP's pretty much the same story, excepting of course the availability of nearby mobs.

Drain Psyche, on the other hand, is preemptive. Optimally slotted for Endurance Recovery, you can get into the middle of a pack, hit Drain Psyche, nuke, and be pretty much fine. You WILL have a couple of toggles drop...most of the time. At 99% End Rec in Drain Psyche, you can pretty much negate the End Drain of the nuke if you hit 8 mobs (with DP). Nukes crash your end and impart a 15 second period of no recovery. Drain Psyche lasts for 30 seconds. So, if you get in the DP right before the Nuke, you'll still get the crash, but the End Recovery kicks in and you're fine.

This is all from experience; I've got a kind of oddly built Fire/MM/Force Blaster, who's not quite done yet (lvl 44). But I slotted Drain Psyche for the exact reason you mentioned in the thread title; to mitigate the crashes of Inferno and FoN. So far, mitigating the crash is pretty easy, even solo. Turn on World of Confusion, grab a bunch of bad guys (I try to get at least one whole group, running at 0/x6--I'm not quite softcapped to Range yet), turtle up with PFF, let the mobs group up, hit Aim+Concentration, drop PFF, hit Drain Psyche, nuke. If I hit enough of the mobs, my end is fine; in fact, it won't crash to 0, because the crash is a 1000% End "debuff", while my Drain Psyche is about 1150% with 8 mobs hit (can't recall off-hand, but that's close). If I hit the maximum amount of targets (again, can't recall off-hand, but I'm imagining it's 10 enemies, like most things), I don't even lose any of my toggles.

tl;dr version: Drain Psyche

EDIT: Edit to mention that Drain Psyche really only helps with PBAoE Nukes, or Ranged Nukes used in melee.


 

Posted

The absolute best way is to have a empath proactively hit you with Adrenalin Boost. With a single endmod SO(opr common IO) it outweighs the -recovery effect of the Nuke.

Then have a kin fire off transference after you pop.

Full end bar and positive recovery...



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Posted

cast RoA


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Since the OP was specifically asking about those 3 powers (CP, PSink, Drain Psyche), and not external buffs, I figured I'd post the build that lets me do the routine I mentioned in my post. Fully self-sufficient vis a vis End Recovery after the Nuke and/or FoN (but not both simultaneously), FoN is up roughly 1/3 of the time, darn near softcapped to Range, about 30% defense to AoE, yadda yadda...

Anyway, here it is.

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Posted

Quote:
Originally Posted by Talionis View Post
What are the best ways to recover from using your nuke?

Conserve Energy
Power Sink
Drain Pscyhe

Something I've missed?
Team with an Emp and have them cast AB on you before you nuke. When slotted up, AB is more than enough to overcome the -recovery from the crash.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Talionis View Post
What are the best ways to recover from using your nuke?

Conserve Energy
Power Sink
Drain Pscyhe

Something I've missed?
Well, aside from forgetting about Consume from Fire Manipulation you pretty much got it.

Downside is, Conserve Power just reduces the end you use, it does nothing to increase your recovery.

Drain Psyche (I think) can be slotted with enough end mod to put you in positive recovery after a nuke....IF you hit your maximum number of targets. Also must be used before the nuke, since afterwards there won't be anything left to drain.

Consume and Power Sink both require popping a blue before you use it, just to give you enough end to fire it off. Can be problematic unless there is another mob nearby. (note: Ice blasters can drop their nuke and fire either of these powers before the mob dies, but still need a blue on hand)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Pretty much what everyone else said.

My experience with Drain Psyche is not quite as... not quite as consistent as Storm Devil's. It comes down to playstyle- I'm generally on a fairly large team, I play blasters fast and usually my teammates play fast too. Shuffling NPC's around for optimal placement is not fast. Doesn't mean I'm right and Storm Devil is wrong; we're doing different things.

* Drain Psyche has a SMALL radius. I find it tough to get even five people with the power. (I remember five as being break-even for instantly getting end back. It's been a while.)
* Getting Build Up, Aim, Drain and Nuke in on a single spawn is sometimes challenging, if anyone else at all is shooting at them. As a workaround, I often Drain in one spawn, if I have enough end recovery going I use BU/Aim/Nuke on the NEXT spawn.

ClawsandEffect said

Quote:
Drain Psyche (I think) can be slotted with enough end mod to put you in positive recovery after a nuke....IF you hit your maximum number of targets. Also must be used before the nuke, since afterwards there won't be anything left to drain.

Consume and Power Sink both require popping a blue before you use it, just to give you enough end to fire it off. Can be problematic unless there is another mob nearby. (note: Ice blasters can drop their nuke and fire either of these powers before the mob dies, but still need a blue on hand)
Generally, there's one or two wheezy, sad Lieutenants or Bosses around after a nuke, and you can grab some endurance off them.


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So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Usually I just hold off on nukes or click powers that drain all endurance unless I have, or am able to mix, two or three Blue insps. If my toon is about to die, then I won't really care if it'll run out of endurance later as long as it lives through the fight.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post
Usually I just hold off on nukes or click powers that drain all endurance unless I have, or am able to mix, two or three Blue insps. If my toon is about to die, then I won't really care if it'll run out of endurance later as long as it lives through the fight.
That's what I currently do, but I have heard that Conserve Energy and Power Sink will allow you to pop the Blue and then kinda go on.

I would guess that Conserve Energy lets you do a little with the energy you get from the Blue, but you still only have the Blue you pop.

With Powersink, you have to have critters left to drain. Of course if the nuke killed everything, then you could probably at the worst wait for the nuke to recover.

I did not realize that Drain Psyche was that strong. I may have to try that some.


 

Posted

Team with a kinetics if you can. Free, complete endurance refill with just a tiny bit of coordination, thanks to transference and a surviving straggler. (Usually a boos) Even adrenalin boost takes longer to kick in, due to the -recovery debuff.


 

Posted

Fulmens is entirely correct in that it's far more difficult to make the Drain Psyche+Nuke combo work on teams, and especially on very fast teams. My experience with it has been mostly solo, as my particular /MM Blaster is edging up on some really pretty decent survivability capabilities, so I tend to not wait around if I can't find a team. On teams, when my Nuke is up, I typically rush spawns right behind the Tanker, doubly so if it's a smart Tanker that knows they don't need to stand around while stragglers get mopped up. The DP/Nuke combo is still viable on teams, there's just far more variability in how many mobs I hit with DP.


 

Posted

Another nod to Drain Psyche, used preemptively can completely counter the -recovery (not -end) of a nuke when slotted to enhance endmod. At least in Mids it looks to be 7 targets needing to be hit to do so.

Among the variety of powers mentioned from allies that can help you get back in action one I believe needs mentioning that has not ... Heat Loss. Heat Loss can be the best of both Transference (+end) and Adrenaline Boost (+recovery). It can both buff +recovery to counter a nukes crash (best used preemptively) and directly add endurance via +end if used post nuke. Do to the fact it also has -resistance (-30%), -rech (-300%) and -spd it is definitely best used prior to the nuke.

Edit: Doh oops: the +end effect in Heat Loss only works on "self" so great for nuking defenders not so much help for an allied blaster .. or does it, not so sure now that I think about it.


 

Posted

The +end on Heatloss works the same as the +Damage on Fulcrum Shift, you emit one from yourself and from up to 10 mobs you hit with the power so you and your team can have pretty much capped endurance recovery from one shot of HL.


 

Posted

Quote:
Originally Posted by Azurel View Post
The +end on Heatloss works the same as the +Damage on Fulcrum Shift, you emit one from yourself and from up to 10 mobs you hit with the power so you and your team can have pretty much capped endurance recovery from one shot of HL.
Yeah that part my sleep deprived brain knew ... it was the whole +end part not +recovery part it was a little shaky on. The part to note is Heat Loss does both +end and +recovery. Adrenaline Boost (+recovery) and Transference (+endurance) each do only one of the two, though they both do what they do exceedingly well.


 

Posted

Drain Psyche seems to win out here. Pop-a-blue powers aren't so bad, esp. Power Sink since it's auto-hit. The best recovery tools are paired with good mitigation as well, so other than arresting everyone in the nuke blast, a mag-3 stun like in Dreadful Wail can give you the time Drain Psyche or even a pop-a-blue needs to get you back to a decent-sized blue bar.