SD - Grant Cover


blueruckus

 

Posted

I thought it was a bug, but I was corrected. You are right in that it used to be modified by adding +def. I can't find where it was stated in patch notes, but I was informed by Kosmos in this thread:

http://boards.cityofheroes.com/showt...82#post2828782


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Posted

Those claiming it is not end heavy are ignoring the fact there is no recovery powers in the set and having to continually spam the dizzy protection that costs over 10 endurance a pop without enhancements.


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Posted

Quote:
Originally Posted by _Pine_ View Post
Shield Defense is End Heavy? ... REALLY?

You have 3 toggles at .21 end/sec base and one with .16 end/sec base... Contrast that to Invuln's 3 toggles. 2 at .26 end/sec and one that is .21 end/sec. Or Dark Armor's 3 that are .21, two that are .52, one that is .26, one that is .08. SR has 3 toggles at .26 end/sec base too. SD is looking pretty low on the end usage. >.>
Quote:
Originally Posted by JayboH View Post
Those claiming it is not end heavy are ignoring the fact there is no recovery powers in the set and having to continually spam the dizzy protection that costs over 10 endurance a pop without enhancements.
I don't see any set that Pine listed to have a end recovery power. Also /SR as the same type of Mezz protection. If you think Shield Defense is End Heavy then all Scrapper Secondary but Regen are end heavy.


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Posted

Plus, over time don't PB and AD work out to less end/sec than the mez protection toggles like Unyielding/Integration/etc?

I seem to remember having read something like that, anyone know for sure?

Still largely moot though because with moderate global recharge AD is perma by itself so you can put 1-2 end rdx in it.

SD is end-heavy like Fire Blast is low damage.


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Posted

Quote:
Plus, over time don't PB and AD work out to less end/sec than the mez protection toggles like Unyielding/Integration/etc?
If I'm looking at numbers correctly, it certainly seems so (let's be honest here, the endurance costs in either case are so low I don't really look for it).

10.4 end every 120 sec = 0.09 eps
Mez protection toggles are usually about 0.2 eps

So that's twice lower. Of course, it's back to about the same thing if you double-stack AD for DDR. Let's call that a wash.

Other than that, SD has two "main" toggles and one optional one with standard costs, one T9 that is equivalent to 0 (you recover 60 end in total during these two minutes, then lose 60 end at the crash), but once you add CP and alternate with it it's actually a bonus.

Then there's AaO, which is an endurance buff through damage buffing (more damage = less hits needed to kill). It costs 0.2 per second, so 0.15 with one end red, and gives from 20% to 80% damage. With one target that's 133% damage per endurance, with ten targets that's 533% damage per endurance. Now personally, on IOed out builds while attacking I use about 2 to 3 end per second, with ~200% damage slotted. Thats 66% to 100% damage per endurance. So AaO, even with just one target in range, is definitely helping your endurance.

SD doesn't have end mitigation tools, that is true ; but to claim it's endurance heavy is ridiculous. It has better end efficiency than SR, DA, Invul, Nin and Stone. It has worse end efficiency than Ice, Fire, Elec, Energy, WP, Regen. In my book that makes it middle of the pack. Otherwise you can just call half of the defensive powersets "endurance heavy" and then the expression is meaningless.