Endurance.
You can't be serious.
That build is *horrible* considering what the goals were. Before I give criticism, the goal of your build is to defeat foes quickly, correct? That build, from what I can tell, is made to use as little endurance per activation as possible...not to defeat foes efficiently.
Some pointers:
-Do you know the endurance cost of Power Bolt? Around 5 END. What about the endurance cost with 1 SO of endurance redux? About 4. With 2 SOs, it's 3 END and with 3 SOs it's over 2.5. What's that tell you? Just to put it simply, for cheap attacks like tier 1s, 3slotting for endurance is not smart. Hell, 2 slotting a cheap attack like that is pushing it.
-Take a look at Power Burst. At base, it does around 75 dmg. With 1 SO of damage it'll do around 100 dmg. 3 slotted, that attack will do 150ish dmg! You'd have to spend far less time in combat, run far less risk and have to content with far less enemy regen if you did more damage more quickly.
-How many attacks do you have? I'll count them for you...9 (10 if you count Repulsion Bomb) and 3 of them do below lousy damage. Do you see how many slots you had to use on all those attacks? I'll count them for you...36! 36 extra slots! You didn't even get around to 6 slotting any of them! You'd do far better taking fewer attacks and fully slotting more of the better ones.
It's about balance. To sum up the above: I tend to not build for optimal attack chains but for optimal effect. I can get more damage for less endurance and activation time by better slotting fewer attacks for more damage but at a slightly higher cost.
If the goal of the experiment was to see how many attacks you could use before running out of endurance, that would be more relevant...
So you're wondering why you are taking an eternity to defeat a Rikti Boss with only using Air Superiority, just one attack, and you have 1 damage enhancement in it.
Try slotting your attacks with, y'know, damage, and see how that goes, maybe? I mean really, come on.
Ok, here's my question. What point are you trying to prove with that build?
I just ran the Incarnate arc on my Traps/AR Defender. I beat all four EBs easily and the only one I I had to use blues with was Holtz due to his stupid -50end attack. I run 6 toggles (2 fighting, 3 leadership, charged armor, combat jumping).
The problem with your slotting is that it doesn't actually change your damage/end but does decrease your DPS which in turn means you need to deal more total damage.
A power slotted with 3 damage and 1 end reduction does the SAME damage per endurance as one slotted with 1 damage and 3 end reduction. So from a practical point of view both attacks will do the same amount of damage before you run out of endurance with the difference being the second attack will take longer to do so. This has two effects. The first is that you will recover more endurance while spamming it, this can effectively be ignored since the same effect could be gotten by simply firing the first attack less frequently (in this situation EPS is the limit on your DPS, not recharge/cast time). The second, more important, difference is that the enemy will have more time to regen health which means you have to deal more damage to defeat him.
tl;dr:
Imagine that attacks are simply a means of converting your blue bar into damage. Both slotting types will convert your entire blue bar into the same amount of damage. The difference is the damage heavy attack will do it faster.
Not quite. I'm not concerned with taking a long time to defeat a foe so much as not having the endurance to do it. I've tried slotting like most of my characters (one EndRedx, one Accuracy, three Damage), and I've tried slotting two EndRedx and two Damage, but nothing I do seems to make any difference.
Keep in mind, this was an experiment of sorts. With maximal endurance reduction, I was still running out of endurance in seconds.
Also, I notice I've posted the wrong build. I'll rectify that when I get a chance.
Leo
Power Bolt is the most efficient end/damage of the set. Also, it's the lowest endurance use. Air Superiority was next lowest. That's why I used those. I suppose I should have repeated the experiment with each power to see the results. I'll try that.
I didn't six slot anything because I don't have enough slots.
If I turn off Weave, Tough and Manuevers, I have no defenses. The Rikti would hit me 3/4 of the time and do half my health instead of a third. It's not feasable. That said, I didn't used to have Combat Jumping or Assault. I also don't usually run Tough against foes with no smashing/lethal damage. Force Bolt is less valuable because it misses and uses more endurance than the toggles (being an attack).
Bunny
Did you read the other parts of the experiment, including the one where I fought normally?
Emberly
I do usually slot with damage, but I only have so many slots to go around. If I wasn't willing to listen to advice, I wouldn't have started this thread. You may notice I haven't suggested changing the game, but have asked how to change my character.
Adeon
The build is largely to test a theory, that changing the slotting to favour endurance reduction would still not reduce endurance use enough to be noticable. WHat I may have to do is reselect powers, dropping some of the attacks and adding the slots to specific, more damaging attacks and/or more endurance efficient attacks. Of course, I was ridiculed for doing that on the original build of this character.
My true final goal is little more than to enjoy playing the character. It's not any fun gasping for breath after every foe and/or standing around for several minutes at a time waiting for enough blue to come back that I can fire an attack without detoggling.
Ultimo,
Out of curiousity (dang, can't spell), what is your End use per second and your End recovery per second?
Try getting the accolades for health and end and using sets that give a recovery bonus.
I would prefer that you pull that from the game, not Mids.
Powers/Combat Attributes/Base
Recovery Rate and End Consumption. Be sure to have all of your toggles running.
1) You maximise damage-per-endurance by slotting equal numbers of end redux and damage, eg 1 acc, 2 end redux 2, damage in your attacks would work better.
2) Rikti resist energy and smashing fairly heavily. (30% + I believe?) This will skew your results. You should try fighting CoT mages instead if you're after scientific validity. They have no resistances or vulnerabilities.
3) 5-slotting your single target attacks with Thunderstrikes (Ignore Dam/Rech) will give you capped damage, and 60% or so Accuracy and End Redux. (and 2% Recovery per set). They are available right now, today, at a very reasonable price. Can you give me a good reason not to use them?
Alrighty, try something like this, I just threw it together so someone could probably do better, but it is a definite improvement. Oh and remember that fitness in inherent now so make sure to leverage that. Interestingly enough by the end of the build I was having a hard time with slotting because there were so many slots and just not enough places to put them that would give all that much benefit. Did my best to keep as many things in as possible despite utility. But that snipe had to go, and Power build up is better than conserve power in my opinion.
Also, what was the point of the experiment? It just doesn't make much sense really. Also, and I might have missed it, you didn't mention what the experiment was trying to show.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Technaught: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff-I(A)
Level 1: Power Bolt -- Dmg-I(A), Dmg-I(3), Dmg-I(3), EndRdx-I(5), EndRdx-I(5), Acc-I(23)
Level 2: Force Bolt -- KBDist-I(A)
Level 4: Energy Torrent -- Dmg-I(A), Dmg-I(7), Dmg-I(7), EndRdx-I(9), EndRdx-I(9), Acc-I(46)
Level 6: Air Superiority -- Dmg-I(A), Dmg-I(11), Dmg-I(11), EndRdx-I(13), EndRdx-I(15), Acc-I(46)
Level 8: Hover -- EndRdx-I(A), EndRdx-I(19), DefBuff-I(21), DefBuff-I(21)
Level 10: Power Blast -- Dmg-I(A), Dmg-I(15), Dmg-I(17), EndRdx-I(17), EndRdx-I(19), Acc-I(27)
Level 12: Assault -- EndRdx-I(A), EndRdx-I(13)
Level 14: Fly -- EndRdx-I(A)
Level 16: Boxing -- Dmg-I(A)
Level 18: Tactics -- EndRdx-I(A), EndRdx-I(33), ToHit-I(33), ToHit-I(34)
Level 20: Aim -- RechRdx-I(A), RechRdx-I(31)
Level 22: Dispersion Bubble -- EndRdx-I(A), EndRdx-I(23), DefBuff-I(29), DefBuff-I(29), DefBuff-I(31)
Level 24: Tough -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), ResDam-I(27)
Level 26: Repulsion Bomb -- EndRdx-I(A), EndRdx-I(34)
Level 28: Weave -- EndRdx-I(A), EndRdx-I(36), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
Level 30: Power Burst -- Dmg-I(A), Dmg-I(31), Dmg-I(34), EndRdx-I(39), EndRdx-I(39), Acc-I(40)
Level 32: Maneuvers -- EndRdx-I(A), EndRdx-I(33), DefBuff-I(37), DefBuff-I(37), DefBuff-I(40)
Level 35: Explosive Blast -- Dmg-I(A), Dmg-I(39), EndRdx-I(46), EndRdx-I(48), EndRdx-I(50)
Level 38: Vengeance -- DefBuff-I(A)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42), EndRdx-I(42)
Level 44: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(45), ResDam-I(45), ResDam-I(45)
Level 47: Total Focus -- Dmg-I(A), Dmg-I(48), RechRdx-I(48), EndRdx-I(50)
Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(40), Heal-I(43)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Will do. Of course, that also will have to wait until I get home. How do I access that info? I'm sure someone told me but I don't recall.
|
In the upper left corner of the powers window are the words 'Combat Attributes'. Click on that. That opens up Combat Attributes window.
The Combat attributes window is divided up into sections, the first section is 'Base'. Expand that section. It lists a lot of stuff. Endurance consumption and recovery rate are listed next to each other.
Hey guys, I was wondering if I could get some help with my build too. I'm having the same endurance issues as Ultimo and I can't seem to figure out why. I've got Stamina slotted with as much End Mod as possible, and I have all my attacks slotted for max end reduction too. I can't even make it through a single fight with a -3 minion without running out. I have to rest like every 30 seconds, even when I'm not in combat. Endurance in this game is broken!!11!
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Energy Blast
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: O2 Boost -- EndRdx-I:50(A), EndRdx-I:50(3), EndRdx-I:50(3), EndRdx-I:50(33)
Level 1: Power Bolt -- Acc-I:50(A), EndRdx-I:50(5), EndRdx-I:50(5), EndRdx-I:50(33), RechRdx-I:50(36), Dmg-I:50(37)
Level 2: Snow Storm -- Slow-I:50(A)
Level 4: Power Blast -- Acc-I:50(A), EndRdx-I:50(7), EndRdx-I:50(7), EndRdx-I:50(37), RechRdx-I:50(37), Dmg-I:50(39)
Level 6: Steamy Mist -- ResDam-I:50(A), ResDam-I:50(9), ResDam-I:50(9), DefBuff-I:50(11), DefBuff-I:50(11), DefBuff-I:50(13)
Level 8: Boxing -- Acc-I:50(A)
Level 10: Maneuvers -- DefBuff-I:50(A), DefBuff-I:50(13), DefBuff-I:50(15), EndRdx-I:50(40)
Level 12: Hurricane -- KBDist-I:50(A), KBDist-I:50(15), KBDist-I:50(17), ToHitDeb-I:50(17), ToHitDeb-I:50(19), ToHitDeb-I:50(19)
Level 14: Tough -- ResDam-I:50(A), ResDam-I:50(25), ResDam-I:50(27), EndRdx-I:50(42)
Level 16: Assault -- RechRdx-I:50(A)
Level 18: Tactics -- ToHit-I:50(A), ToHit-I:50(27), ToHit-I:50(29)
Level 20: Weave -- DefBuff-I:50(A), DefBuff-I:50(29), DefBuff-I:50(31), EndRdx-I:50(43)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 24: Super Speed -- Run-I:50(A)
Level 26: Sniper Blast -- Acc-I:50(A), EndRdx-I:50(31), EndRdx-I:50(31), EndRdx-I:50(33), RechRdx-I:50(39), Dmg-I:50(39)
Level 28: Aim -- RechRdx-I:50(A)
Level 30: Freezing Rain -- Acc-I:50(A)
Level 32: Thunder Clap -- Acc-I:50(A), Dsrnt-I:50(34), Dsrnt-I:50(34), Dsrnt-I:50(34)
Level 35: Stealth -- DefBuff-I:50(A), DefBuff-I:50(36), DefBuff-I:50(36)
Level 38: Nova -- Acc-I:50(A), RechRdx-I:50(43), RechRdx-I:50(45), EndRdx-I:50(46), EndRdx-I:50(46), EndRdx-I:50(46)
Level 41: Scorpion Shield -- DefBuff-I:50(A), DefBuff-I:50(42), DefBuff-I:50(42), EndRdx-I:50(43)
Level 44: Focused Accuracy -- ToHit-I:50(A), ToHit-I:50(45), ToHit-I:50(45)
Level 47: Whirlwind -- KBDist-I:50(A), KBDist-I:50(48), KBDist-I:50(48)
Level 49: Summon Disruptor -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(40), Heal-I:50(40)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21), EndMod-I:50(23), EndMod-I:50(23), EndMod-I:50(25)
To be blunt, the fact you went through six blues for one target that isn't sapping you, even if it is a 30% resistant boss, screams you're doing something wrong.
Improve your slotting. Something like 3 dmg, 2 acc, 1 end or 2 dmg, 2 acc, 2 end or 2 dmg, 2 acc, 1 end, 1 rech. You're much better off landing decent blows at decent accuracy with decent endurance usage than amazing little usage but piddling damage and accuracy. Also, accuracy is more efficient than endurance reduction simply because a missed attack is wasted endurance, no matter how little you used.
Unslot those useless attacks. Boxing? No, drop it. Total Focus? As much as I love it, it's pretty useless without a good source of damaging buffing on a Defender. Air Superiority? Some people swear by it, but personally I ignore it. If you want to keep someone on their back, your Force Bolt is safer and more accurate. Sniper Blast? Sniping attacks are cool, but hardly efficient.
Get Aim. And ED recharge cap it. That period where your damage and to-hit is buffed is a period where you're using your endurance much more efficiently.
You shouldn't be going down in three-hits from a Rikti boss unless they're smacking you with that sword. Hover blast him or keep him on his back. Or get and use Force Bubble. You can shut off some of those excess toggles to make things easier on the blue bar.
Don't use AoE/Cone attacks on a single target. It's one of the least endurance efficient ways to fight (and is the biggest reason I'm suspecting why your burning through your blue bar so fast).
Finally, turn off Sprint, Fly, etc.
i think my headdesk was so energetic it caused a volcanic eruption on the other side of the planet. Ow.
Ultimo_, read and try some of the serious advice given regarding slotting. As pointed out, attacks exist to convert endurance into damage. The most efficient method is to first slot for damage, then endurance reduction. Of course that damage means nothing if it doesn't hit, so at least one accuracy is a good idea.
The thing that puzzles me every time is that none of this is new. The math and principles behind basic attack slotting has been explained many times before in other threads. It's not complicated, and is covered in just about every basic guide. Are you sure you're not giving our legs a tug? i mean the build you posted looks a lot like some of the joke builds posted in humor threads.
Hell, this was covered about a year ago in your "MY FF Defender Suxxors" thread. Back then people gave simple, useful, effective advice on slotting. Either you're ignoring it just to tweak us, or...? Yeah, i got nothing.
Good luck with whatever it is you're attempting to do.
Dr. Todt's theme.
i make stuff...
I'm not sure if this warrants this much attention or not, but here's a battle tested FF/Energy build exactly as my Defender is at this very moment in the game as exported by the Titan Sentinel.
Meet Aegis Rose, veteran FF/Energy Defender.
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Aegis Rose: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(5)
Level 1: Power Bolt -- Acc-I(A), Dmg(5), Dmg(7), Dmg-I(7)
Level 2: Power Blast -- Acc-I(A), Dmg-I(9), Dmg(11), Dmg(11)
Level 4: Force Bolt -- Acc(A)
Level 6: Fly -- Flight(A)
Level 8: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def/Rchg(13), RedFtn-Def(13)
Level 10: Personal Force Field -- DefBuff(A)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(19)
Level 14: Detention Field -- Acc(A), RechRdx(15), RechRdx(15), RechRdx(50)
Level 16: Hover -- Flight(A)
Level 18: Aid Other -- Heal(A), Heal(21), Heal(21), RechRdx(31), RechRdx(33), RechRdx(33)
Level 20: Aid Self -- Heal(A), Heal(23), Heal(23), RechRdx(34), RechRdx(34), RechRdx(34)
Level 22: Power Burst -- Acc-I(A), HO:Centri(25), HO:Centri(25), HO:Centri(27), RechRdx(27), EndRdx(29)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-Def/Rchg(31)
Level 26: Resuscitate -- RechRdx(A)
Level 28: Repulsion Bomb -- Acc(A), Dmg-I(36), Dmg(36), Dmg(36), RechRdx-I(37), RechRdx(37)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(42)
Level 32: Energy Torrent -- Acc-I(A), Dmg(37), Dmg(39), Dmg-I(39), RechRdx(39), EndRdx(40)
Level 35: Force Bubble -- EndRdx(A), EndRdx(42), EndRdx(42)
Level 38: Vengeance -- DefBuff(A)
Level 41: Dominate -- Acc(A), HO:Perox(43), HO:Perox(43), HO:Perox(45), Lock-Acc/Rchg(45), Lock-EndRdx/Rchg/Hold(45)
Level 44: Mind Over Body -- EndRdx(A), ResDam(46), ResDam(46), ResDam(46)
Level 47: Mass Hypnosis -- CSndmn-Heal%(A), CSndmn-Acc/Sleep/Rchg(48), CSndmn-Sleep/Rng(48), CSndmn-Acc/EndRdx(48), CSndmn-EndRdx/Sleep(50), CSndmn-Acc/Rchg(50)
Level 49: Aim -- RechRdx(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod(A), EndMod(33), EndMod-I(43)
This one has little to no Endurance trouble. She doesn't have infinite End, blasting for a minute straight will have her needing a refill, or at least slowing down the attack rate a bit. This is okay, as most enemies are down before that. I know the HOs and some of the inventions give her an edge, yes, but I'd say the biggest difference is the choice of defense. Rose is mixed, both active and passive. Running Hover, Dispersion Bubble, Mind Over Body and Dispersion Bubble when she's solo. This isn't a perfect defense, but when something gets through, she uses Aid Self to patch up. Or Personal Forcefield to take a break and patch up with Aid Self. PFF and Aid Self is an awesome combo.
Then, of course, there's the choice of Epic Pool, Rose went Psychic for a couple of reasons. With Mass Hypnosis and Dominate, she's equipped to neutralize a lot of foes outright. Most bosses fall for Dominate on auto, with the various single target blasts for damage. As long as the boss is held, it doesn't matter if I turn off my toggle defenses since it can't do anything to me. I'd never take Tough and Weave on Rose, mind you. She's at her limit at the amount of toggles she can run and still fight. So I went with Aid Self and Dominate for personal defense. And Force Bolt, of course. Cheap, accurate, and "Get away from me!" all in one package, and for a single slot. Gotta love it. Detention Field is my last resort power. If something dangerous is getting a little too close for comfort, it gets a 30 second time out. Mind Over Body is all I need for resistance toggles, and I mainly got it for patching up the Psi hole in Dispersion Bubble before it got positional defenses added.
So... I know it's possible to create an FF/Energy Defender that can fight tough enemies solo without gasping for End all the time. She's right there. She'll never solo an AV, but most EBs are fair game. Bosses are, I wouldn't say speedbumps, but not really something I worry about with her either. It's just something that takes a little longer to die. I'd never call Rose the perfect Forcefielder, but she is pretty good. A couple of Thunderstrike, Detonation, and Miracle sets are pretty high on her wishlist, mind you. I'd go for the Aegis set for MoB, you know, for the name, but I'm not sure it's the best set for Rose. I've gone for Damage Buffs in her IOs until now, in case you wonder about the IO choices.
I'm not quite sure why I posted this, to be honest, but if there's anything anyone wants to take from Rose's build, feel free. It's no secret and I can guarantee that it works pretty well as it is. Also: She can provide a whopping 44.6% Defense buff to all except Psionic type to bubbled allies within Maneuvers range. Just thought I'd mention that. 15 more Incarnate Shards and that number is a little over 46%.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
1.76 end use/second
2.45 recovery/second
I can provide endurance use by the powers if you need that.
Ok, this is the new build (more or less). I haven't actually changed over to this, and I made a couple of adjustments based on what I've been told here.
Specifically, I left out Power Blast and rearranged a little to get Hasten in there (even though I rather dislike Hasten). Originally it would have gone in place of Sniper Blast, and Sniper would have been moved to L30 in place of Hasten. I considered dropping Nova instead and keeping Power Blast...
The slotting is pretty much how it is on the character now. That is, two EndRedx, two Damage. With that, he's gasping in no time flat. If someone with more expertise with IOs can suggest the best sets to consider, that might be helpful.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Technaught: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff(A)
Level 1: Power Bolt -- EndRdx(A), EndRdx(3), Acc(3), Dmg(5), Dmg(5)
Level 2: Force Bolt -- EndRdx(A), Acc(7)
Level 4: Energy Torrent -- EndRdx(A), EndRdx(7), Acc(9), Dmg(9), Dmg(11)
Level 6: Air Superiority -- EndRdx(A), Acc(11), Dmg(13), Dmg(13), Dmg(15)
Level 8: Hover -- DefBuff(A), DefBuff(15), DefBuff(17)
Level 10: Power Burst -- EndRdx(A), EndRdx(17), Acc(19), Dmg(19), Dmg(21), Dmg(21)
Level 12: Dispersion Bubble -- EndRdx(A), DefBuff(23), DefBuff(23), DefBuff(25)
Level 14: Fly -- Flight(A), Flight(25)
Level 16: Boxing -- EndRdx(A), Acc(27), Dmg(27), Dmg(29), Dmg(29)
Level 18: Tough -- EndRdx(A), ResDam(31), ResDam(31), ResDam(31)
Level 20: Weave -- EndRdx(A), DefBuff(33), DefBuff(33), DefBuff(33)
Level 22: Maneuvers -- EndRdx(A), DefBuff(34), DefBuff(34), DefBuff(34)
Level 24: Aim -- RechRdx(A), RechRdx(46)
Level 26: Repulsion Bomb -- EndRdx(A), Acc(36), Dsrnt(36), Dsrnt(36), Dsrnt(37)
Level 28: Sniper Blast -- Range(A), Acc(39), Dmg(40), Dmg(40), Dmg(48)
Level 30: Assault -- EndRdx(A)
Level 32: Hasten -- RechRdx(A), RechRdx(48)
Level 35: Explosive Blast -- EndRdx(A), EndRdx(40), Acc(42), Dmg(42), Dmg(42)
Level 38: Nova -- Acc(A), Dmg(43), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 44: Temp Invulnerability -- EndRdx(A), ResDam(45), ResDam(46), ResDam(46)
Level 47: Force of Nature -- RechRdx(A), RechRdx(48)
Level 49: Total Focus -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A), Heal(37), Heal(37)
Level 2: Stamina -- EndMod(A), EndMod(39), EndMod(39)
Dr.Mike
It may actually be better to stay with the Rikti. Better to test against a tougher foe than an easier one. I'm supposed to be able to defeat both, after all. However, I'll consider trying the test against COT. Maybe I'll do both.
Panzer
I didn't say the game was broken (not in this thread anyway). You seem to be stuck arguing an old thread. Also, your build uses Storm.
Twilight
Most of your suggestions are helpful, but are unfortunately things I already do. I often open with Dispersion Bomb, regardless of the number of foes, because I use it for disorienting rather than damage. Of course, this is less useful on Bosses, so I don't use it there.
Boxing was necessary to get Tough and Weave, but I might slot it less, since I use it less. Total Focus was taken for two reasons - nothing struck me as being better, and it's pretty darn cool.
I usually do keep out of reach of the sword, but I was in a kind of cramped space, so he could reach me regardless. Again, if I try it again against a different foe, it might produce different results.
Schism
I'm trying to take a more constructive route with this thread. We all know I have a strong opinion regarding the endurance mechanic, but I'm not here to argue that. I'm here to see if I can work with what I've been given.
Part of the reason I start new threads is that I have no desire to wade through 30 pages of flaming and trolling to find the nuggets of actual information. As I say, I'm trying to keep things constructive.
Think of it this way; if we can find a build that will satisfy me, even a little, imagine how much it will help OTHER people!
McNum
How do you find your survivability? Looking at that build in Mids, the defenses seem rather low...
1.76 end use/second
2.45 recovery/second I can provide endurance use by the powers if you need that. |
I always shoot for 2.0eps NET recovery in my Builds AND ED-capped damage in my attacks.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Rose's survivability does not depend solely on Defense numbers, although they help.
Her solo defensive strength comes from an unlikely source: Mass Hypnosis. Her usual minion/lieutenant battle plan goes like this: Mass Hypnosis on everyone. Dominate the first target. Burst, Blast, Bolt. Down. Repeat for the rest. Use Aim when it's up, or the enemy has high Defense. Since I'm mostly using single target blasts, the enemies don't wake up. When fighting strong bosses or Elite Bosses my very first line of defense is Hover. Took out Protean solo with that, for instance. If it can't reach me, it needs to use ranged attacks. If it CAN reach me, it gets Force Bolted.
The dirty secret here, of course, is inspirations. With 20%-ish Defense already, I just need two small Lucks to get close to capped. If I get hit, I use Aid Self for well over 400HP healed. That goes a long way towards staying alive. And if all else fails, Personal Forcefield is my safe place. So yeah, I'll happily admit that by the numbers, Rose might seem a bit under-defended, but the numbers aren't the full story. Aid Self and Mass Hypnosis make up for a large part of it. That and a lot of purple inspirations. My EB fight tray is usually 12-16 Defense and 3-4 Endurance. Lets me fight at almost softcapped defense for up to 8 minutes. Healing is handled with Aid Self and since the target is just one enemy, I keep clear of Repulsion Bomb and Energy Torrent since they're not worth it against just one enemy.
As I said, that build is battle tested. It works pretty well. You could most likely make both a more defensive or a more offensive FF/Energy build, I'm sure, but I don't think you can make one much more balanced between that than what Rose is now. Does she meet enemies or missions that she can't handle without Temp powers? Yeah. So I use them. She's an Incarnate thanks to a Vanguard HVAS she bought for that exact purpose, for instance.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
This is your problem, combined with not getting ED-capped damage in each of your attacks.
I always shoot for 2.0eps NET recovery in my Builds AND ED-capped damage in my attacks. |
My thinking was that IOs might be the solution, but I've never dealt with them at all; they tend to be prohibitively expensive to buy or make.
Hm. The question becomes, then, where can I squeeze out more endurance? As I say, I've tried slotting for endurance, damage and both at once. Nothing seems to help. On the other hand, those numbers include Combat Jumping and Assault. The projected build doesn't include Combat Jumping (that extra 2% Defense didn't seem to make a significant difference), though it uses very little endurance.
My thinking was that IOs might be the solution, but I've never dealt with them at all; they tend to be prohibitively expensive to buy or make. |
A) You can get End recovery in many set bonuses (Thunderstrike for example)
Three sets of this will give you 6% more endurance recovery. That's enough to cover the cost of Hover.
B) Slotting IOs will net you more enhancement than simple SOs. Again Thunderstrike is a great example. 6-slotted Thunderstrike will yield 2 SOs ACC, 3 SOs DMG, 2 SOs Recharge and 2 SOs EndReduc. Thats 9 SOs if you were counting, but with only 6 slots.
If you 6-slot each of your three single target attacks with Thunderstrike you will ALSO get;
6% Endurance Recovery
21% GLOBAL Accuracy
12% GLOBAL Movement speed increase AND...
11.25% Defense to Ranged, Energy, Negative
Both my Energy Blast characters are Hover style blasters with Range Defense as their Focus. Thunderstrike is THE set for that tactic.
One last note regarding your build which you can take to the bank. You are running too many toggles.
My FF/Energy Defender runs Dispersion/Hover/Tough/Weave and that is pushing the envelope a little.
I am considering switching to Leadership instead of Fighting when I get my Ancillary Toggle, but that is going to be even more difficult to manage endurance with. I am thinking that the final solution to my endurance troubles will come with the Alpha slot, which is most likely going to be the end-reduction one.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Ok, I know what you're thinking, but this isn't the usual rant. Instead, I've decided to describe a little experiment, and see if anyone can suggest anything to improve the experience of the game, with regard to endurance (I know, there have been suggestions in the past, but this will make it a little easier to read, considering the direction many of those threads went. Try to keep it constructive).
The experiment went like this.
I went into a mission against Rikti. My Defender (build is below) is L41, FF/Nrg. His toggles are: Dispersion Bubble, Tough, Weave, Manuevers, Assault, Combat Jumping, Hover.
With all that running, he's pretty hard to kill.
The character has Stamina, fully slotted, and all his attacks are triple slotted for endurance reduction.
I went into a fight against a single L41 Chief Mesmerist. The experiment was to see if I could defeat him (one on one) without running out of endurance. I did it several ways.
First, I fought him normally. I was able to defeat him using all my powers, but was pretty well out of endurance before he was out of health. It took 6 blues to defeat him.
Second, I fought him using only Power Bolts. They were not using up my endurance, but they were not doing enough damage to overcome his regeneration and damage rate (he was hitting me roughtly 25% of the time, doing around 300 damage - a third of my health - with each attack). If I had unlimited health, I might have defeated him, but it would likely take well over an hour or two.
Third, I fought him using only Air Superiority. The endurance it was using was more than I was recovering, so I would have eventually run out of endurance before defeating him. Of course, he would have defeated me long before that.
It seems to me that being forced to chew through 6+ blues to defeat an even conn boss shows excessive endurance use. Even turning off some of the toggles was unhelpful, because then I lacked the defenses to make use of the endurance benefit.
That leads me to ask, what else can I do? I have Stamina. Everything has had its endurance reduced as much as possible. I don't see what else is left.
Here's the build (sort of, I'm still tinkering in the wake of I19).
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Technaught: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Legacy Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff-I(A)
Level 1: Power Bolt -- EndRdx-I(A), EndRdx-I(3), EndRdx-I(3), Acc-I(5), Dmg-I(5)
Level 2: Force Bolt -- EndRdx-I(A), Acc-I(7)
Level 4: Energy Torrent -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(9), Acc-I(9), Dmg-I(11)
Level 6: Air Superiority -- EndRdx-I(A), EndRdx-I(11), EndRdx-I(13), Acc-I(13), Dmg-I(15)
Level 8: Hover -- Flight-I(A), DefBuff-I(15), DefBuff-I(17), DefBuff-I(23)
Level 10: Power Blast -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(19), Acc-I(19), Dmg-I(21)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(21)
Level 16: Boxing -- EndRdx-I(A), EndRdx-I(23), EndRdx-I(25), Acc-I(25), Dmg-I(27)
Level 18: Health -- Heal-I(A), Heal-I(27), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Dispersion Bubble -- EndRdx-I(A), DefBuff-I(31), DefBuff-I(31), DefBuff-I(33)
Level 24: Tough -- EndRdx-I(A), ResDam-I(33), ResDam-I(33), ResDam-I(34)
Level 26: Repulsion Bomb -- EndRdx-I(A), EndRdx-I(34), EndRdx-I(34), Acc-I(36), Dsrnt-I(36)
Level 28: Weave -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(37), DefBuff-I(37)
Level 30: Power Burst -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(39), Acc-I(39), Dmg-I(39)
Level 32: Maneuvers -- EndRdx-I(A), DefBuff-I(40), DefBuff-I(40), DefBuff-I(40)
Level 35: Explosive Blast -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42), Acc-I(42), Dmg-I(43)
Level 38: Sniper Blast -- EndRdx-I(A), EndRdx-I(43), EndRdx-I(43), Acc-I(45), Dmg-I(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(46), ResDam-I(46), ResDam-I(48)
Level 47: Total Focus -- EndRdx-I(A), EndRdx-I(48), EndRdx-I(48), Acc-I(50), Dmg-I(50)
Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 12: LEGACY BUILD