Fitness(/Stamina) on Masterminds
I have a bots/traps that runs without stamina. He took powers from leadership, teleportation, provoke, and hasten. That's all four power pools that I'm allowed, so there was no room for stamina.
No, I don't need stamina, even with three leadership toggles running full time. I can handle +4/x8 with bosses on most stuff and anything set for +0/x8.
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Thugs/traps here with leadership. Because of the way traps works out I didn't feel the need to get stamina. I can easily use all my toys each spawn without holding back. The only time it would make a difference is supertough fights that keep killing pets so that they need recasting.
I'd consider Leadership one of the most important pools for most Masterminds (I do have a Tankermind that runs without it, but she's a weird build) - MMs get the second best numbers out of Leadership redside (excepting the VEATS from the race) and have a small farm of minions to benefit from them even when solo.
Both of my level 50 MMs have Fitness - the Tankermind needs it, because she burns through end pretty quick running a bunch of defensive toggles and having Dark Miasma as a secondary. My other MM, a Bots/Traps, could almost certainly do without it, but I really have no idea what I'd take in its place, so she keeps it. Fitness fits with her concept anyway - genetically engineered perfection, so Fitness reflects her "better than human average" abilities.
The two builds, with pools, are:
Tankermind: Thugs/Dark, with Fitness, Flight, Presence (for Provoke) and Fighting (for Tough/Weave).
Mastermind: Bots/Traps, with Fitness, Leaping, Leadership and Medicine.
Can't imagine not having Stamina on my Thugs/Pain. Start with the toggles (Soothing Aura + Leadership + Patron shield), then add in all the healing I have to do on that [redacted] Arsonist.
I also took Stamina on my Bots/Dark. There's a chance I could get by without it if I took extra care in slotting, but I'm not really sure what I would take in its place.
My Necro/Thermal is languishing at level 19 where he will probably remain (I do miss my flamming zumbeez though ), but I know I was hurting for extra endurance during those first 19 levels with all the buffing and healing I was doing.
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Definitely run it on my Bot/dark Tankermind. I find its essential for those unpredictable times when pets decide to die on you mid fight, but it also means I only need to use 1 default slot for equip + upgrade, thus adding 1 or 2 more possible IO bonuses to other sets
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Some MM's can get by without stamina. My bot/poison retains stamina in both his builds simply due to Poison being an end hog at times.
I still prefer Stamina. Then again, I tend to be pretty active. Poison and Dark Miasma definitely "need" Stamina, ultimately. The way I run my FF and Traps guys, I still feel I need it, because I'm usually running a bunch of toggles (Maneuvers, Tough, Weave, Dispersion Bubble, Hover, Patron Armor Toggle, sometimes Tactics, etc). So to me, Stamina is always desired on a Mastermind.
Now, unlike other characters, you can delay picking it up. I don't push for Stamina at 20 like I do on other characters. But my personal preference is to always take it.
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I think the secondary in question probably best determines how well a MM can do without Stamina. Fire-and-Forget secondaries like Traps and FF probably do best without it, while active ones like Dark and Poison probably need it the most.
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My FF MM has it but I'm about to respec out, I think.
The rest of them... I couldn't dream of a Stamina free life -
PD - no way, especially since this was built for true tankerminding
Dark - I wouldn't do it, though I suppose a clever build could get away with it. I use my epic AOE attack with this guy though.
Poison - I can't see how I'd skip it since I spam the secondary powers.
I don't have hands-on experience with Thermal, Storm and TA for MMs, though I do on other ATs. I don't consider any of those 3 endurance friendly outside of MMs, can't imagine it would be better for MMs.
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Bingo. I have 2 traps, both with no Stamina. As mentioned previously, it's only an issue if resummoning becomes hot and heavy. I definitely like to have 2 columns of blues in reserve.
My FF MM has it but I'm about to respec out, I think. The rest of them... I couldn't dream of a Stamina free life - PD - no way, especially since this was built for true tankerminding Dark - I wouldn't do it, though I suppose a clever build could get away with it. I use my epic AOE attack with this guy though. Poison - I can't see how I'd skip it since I spam the secondary powers. I don't have hands-on experience with Thermal, Storm and TA for MMs, though I do on other ATs. I don't consider any of those 3 endurance friendly outside of MMs, can't imagine it would be better for MMs. |
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At the moment all my MMs have Stamina, although some could no doubt scrape by without it. The main difference for me between MMs and most non-MMs, is that I don't see it as burningly urgent to take it at 20, or to slot it up right off. On my /Storm MMs, for example, I get Hurricane first even as endurance hungry as /Storm is - Hurricane is that good on an MM.
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I have ninja/dark misma and I have stamina and still have end issues lul.
Merc/Traps runs fine without it while Ninjas/Storm has it. Reasoning matches that people said above of fire and forget versus constant toggles.
Thugs/traps here with leadership. Because of the way traps works out I didn't feel the need to get stamina. I can easily use all my toys each spawn without holding back. The only time it would make a difference is supertough fights that keep killing pets so that they need recasting.
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Depending on the selected secondary pool, certain mm builds seem to have enough recover to cover their needs even without stamina. Do you still to choose to take fitness pool? What power pools do you consider most important for a mm(plz mention your build)?