Electric Armor: Power Sink


Aett_Thorn

 

Posted

Hey guys, I'm going to be respecing my electric tank soon, I was just wondering if taking Power Sink is worth it?

I mean if suitably slotted does it make a big difference to helping your endurance?

Thanks


 

Posted

Power Sink is auto-hit, so you don't have to worry about missing with it. Unenhanced, PS returns 25 points of endurance per enemy. With one even-level SO (or a level 25 IO), you get around 33ish points of endurance per enemy.

It's once a minute without any recharge enhancements/bonuses/buffs.

Power Sink is ridiculously worth it if you have ANY kind of endurance issue at all.

It's even worth it if you DON'T have any endurance issues, as it drains your enemies of endurance and makes them unable to use their big attacks, and negates endurance recovery to boot!


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Posted

Quote:
Originally Posted by Aggelakis View Post
Power Sink is auto-hit, so you don't have to worry about missing with it. Unenhanced, PS returns 25 points of endurance per enemy. With one even-level SO (or a level 25 IO), you get around 33ish points of endurance per enemy.

It's once a minute without any recharge enhancements/bonuses/buffs.

Power Sink is ridiculously worth it if you have ANY kind of endurance issue at all.

It's even worth it if you DON'T have any endurance issues, as it drains your enemies of endurance and makes them unable to use their big attacks, and negates endurance recovery to boot!
Thanks very much for that information. Much appreciated!

I generally don't have much of an endurance issue when I am in a group even as small as two. As said tank grows the endurance back rather well and is not doing 100% of the fighting. However, when I am soloing (I prefer to group so don't solo much), I find that I can't keep up the momentum and have to pause 2 or 3 times in each mish. I know a tank doesn't need that "constant momentum" a brute does, but admitedly, I do like to keep moving.

I have to admit, being as I've only been playing regularly for 6 months, there is still much I don't know, or consider. I never considered the tactical benefits of having it for instance. But that's great. I'll have to pick it up, thanks again.


 

Posted

Quote:
Originally Posted by BigBoss Eyepatch View Post
Thanks very much for that information. Much appreciated!

I generally don't have much of an endurance issue when I am in a group even as small as two. As said tank grows the endurance back rather well and is not doing 100% of the fighting. However, when I am soloing (I prefer to group so don't solo much), I find that I can't keep up the momentum and have to pause 2 or 3 times in each mish. I know a tank doesn't need that "constant momentum" a brute does, but admitedly, I do like to keep moving.

I have to admit, being as I've only been playing regularly for 6 months, there is still much I don't know, or consider. I never considered the tactical benefits of having it for instance. But that's great. I'll have to pick it up, thanks again.
Even as a Tank in a group, you should be constantly attacking, especially with AoEs. You want the enemy attention on you, and attacks are a great way to get and hold it. Your aggro aura is good if you've taken it, and so is Taunt, but against massive amounts of enemies, your AoE attacks are going to be key to holding aggro. And they take up a lot of endurance. As such, on my Elec Armor Tanker, I've found that I use Power Sink MORE on teams, since I'm constantly using AoEs to keep aggro.


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Posted

Quote:
Originally Posted by Aggelakis View Post
Power Sink is auto-hit, so you don't have to worry about missing with it. Unenhanced, PS returns 25 points of endurance per enemy. With one even-level SO (or a level 25 IO), you get around 33ish points of endurance per enemy.

It's once a minute without any recharge enhancements/bonuses/buffs.

Power Sink is ridiculously worth it if you have ANY kind of endurance issue at all.

It's even worth it if you DON'T have any endurance issues, as it drains your enemies of endurance and makes them unable to use their big attacks, and negates endurance recovery to boot!
Just expanding on this a bit.

The -recovery part of Power Sink isn't a 100% chance (it's 30%) and can't be kept indefinitely (it only lasts 4 seconds), but even still keeping your enemies at low endurance helps a lot in limiting the number of incoming attacks. Especially if you slot Lightning Field with one or two slots for Endurance Modification, which will drain the endurance that normal mobs up to +2 recover between ticks - they start just using Brawl and weaker attacks because it's all they have endurance for.

For Brutes and Tankers, it's also an autohit taunt on up to 10 things around you, which is useful to keep things on you if your to-hit is floored or the mobs are high defense, because Lightning Field and Gauntlet attacks need to hit.

Then you add in the unlimited endurance (the more recharge you have, the more end you need, but Power Sink recharges that much faster too) and it really becomes a question of why you'd skip it instead of why you'd take it.


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Posted

Its a great power, don't know why one would pass it up. Helps with mitigation with its end drain, keeps your end full so you can go non stop, lets you get away with under slotting Stamina, and helps keep agro.

You can also slot if with Taunt sets, and get some great set bonus.

My brute has it 4 slotted with Mocking Beratement (to help me softcap S/L) and 2 efficacy
adaptors (hp bonus)


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Posted

I never would of skipped it to begin with :O

Besides helping with END issues, it's a great survival tool! Drain the enemies, they can't attack!


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Posted

Quote:
Originally Posted by Siolfir View Post
For Brutes and Tankers, it's also an autohit taunt on up to 10 things around you, which is useful to keep things on you if your to-hit is floored or the mobs are high defense, because Lightning Field and Gauntlet attacks need to hit.
Really? I'd always thought that the Taunt portion of all tank/brute auras was autohit, and only the damage component (if it has one) required an attack roll. Granted, I've never played a tank with a damage aura, and my brutes never worry about holding ALL the aggro, so I've never noticed the difference.


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