Endurance Modifications vs Endurance Reduction per power
I can't speak for Masterminds as thats one set I'm not all that familiar with but with many of the other AT's three slotting stamina will not fix all possible endurance problems. It will certainly help but for most power sets it will not stop you having to keep an eye on your endurance. Oh and it is rarely worth while slotting anything with four slots of any one kind. With diminishing returns the fourth slot will get you one or two percent extra at best.
Also consider using the Performance Shifter: +End proc as your third slot in Stamina, it will on average give you more end/sec than a third slotted enhancement will.
As far as Incarnate Abilities go, if you're hard up for Endurance you'll definitely want to pursue the Cardiac Alpha tree.
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The short answer is "no". It depends pretty heavily on your character, but most attack chains use upwards of 3 END/s and that slotting of Stamina gives you 2.53 END/s (2.78 with all the Accolade buffs). There are some Mastermind builds that have little trouble with END however. Bots/Traps isn't too bad. You can probably get away with 3-slotted Stamina, but you'd be much better off using some EndRed in your frequent use or high END use powers. I'd suggest looking into franken-slotting (that just means choosing IOs solely for their enhancement and ignoring set bonuses altogether) cheap set IOs if you don't want to worry about set bonuses. Especially on a Mastermind that can get lots of cheap Pet Set IOs.
On a side note: The 4th IO is largely wasted, as ED reduces it to 15% of its nominal value which yields 100 END/60 sec (base recovery) time 25% (Stamina's base value) times 42.4% (an L50 IO enhancement value) times 15% (all you get from that after ED) = 0.0265 END/s or just 1 additional END every 37.7s versus 3 slotting. 3 L50 IOs gives 2.50 END/s.
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I should probably note that I am also maintaining 4 toggles of 0.32/s in order to reach roughly 40% defence on everything, and extra to hit and resitance.
The short answer is "no". It depends pretty heavily on your character, but most attack chains use upwards of 3 END/s and that slotting of Stamina gives you 2.53 END/s (2.78 with all the Accolade buffs). There are some Mastermind builds that have little trouble with END however. Bots/Traps isn't too bad. You can probably get away with 3-slotted Stamina, but you'd be much better off using some EndRed in your frequent use or high END use powers. I'd suggest looking into franken-slotting (that just means choosing IOs solely for their enhancement and ignoring set bonuses altogether) cheap set IOs if you don't want to worry about set bonuses. Especially on a Mastermind that can get lots of cheap Pet Set IOs.
On a side note: The 4th IO is largely wasted, as ED reduces it to 15% of its nominal value which yields 100 END/60 sec (base recovery) time 25% (Stamina's base value) times 42.4% (an L50 IO enhancement value) times 15% (all you get from that after ED) = 0.0265 END/s or just 1 additional END every 37.7s versus 3 slotting. 3 L50 IOs gives 2.50 END/s. |
Should have done the math myself, but thank you for pointing it out to me.
I suppose I'll start with some Endmod IO in Stamina and look into getting a Performance Shifter: +End pro.
Then see what I need to put some endurance reduction in with some play testing.
Since my high endurance cost traps have recharges 20, 50 and 60 seconds, but web grenade and Photon Grenade I really need to spam so they overcome immobilise/stun protection.
Quick note, you can 4 slot stamina with 3 end mod io's and a perf shifter +end
This ED caps stamina but also adds the perf global +end proc bonus.
(And as it is a proc it is unaffected by ED so you still gain the additional end bonus.)
So here's my question:
Does slotting fitness with 3 or 4 Endurance Modifications solve all endurance problems? |
So, if you're that heavy on endurance usage, the better bet is to slot for both: 3 IOs in Stamina, and one endurance IO in your really expensive powers to defray the immediate END cost per use.
The new "Going Rogue" answer is, "Work on your Incarnate abilities." The Cardiac tree is IMO the most useful one for any endurance-intensive build, and at Tier 4 you get significant savings on all your powers. I run an illusion/stormie and I'm the type that's melee-deep into a fight, so I'm burning up blue like it's going outta style. With the Cardiac tree (I have the Cardiac Core Paragon), I was able to net significant power savings for my normal combat antics. Coupled with 3 end mod IOs in Stamina, and it's a rare day that I run outta blue now.
For more info on the Incarnate System's "Alpha Slot" powers tree, look here:
http://wiki.cohtitan.com/wiki/Alpha_Slot_Abilities
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Quick note, you can 4 slot stamina with 3 end mod io's and a perf shifter +end
This ED caps stamina but also adds the perf global +end proc bonus. (And as it is a proc it is unaffected by ED so you still gain the additional end bonus.) |
If you're running endurance hogging toggles you'll still need to slot those for some endurance reduction. Prior to 20.5 I would have recommended at least one extra endurance reducer in the equipment powers, but as they had their costs greatly decreased you probably can get by fine with just the one slot in them.
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So here's my question:[/FONT]
Does slotting fitness with 3 or 4 Endurance Modifications solve all endurance problems? |
The best slotting for Stamina (for most characters, in MY opinion) is 4 slots - 3 endurance modification and the Performance Shifter +END IO. Now, the good.... no, the OUTSTANDING feature of Invention Origin enhancements is that they will get you the same accuracy and damage you had with SO's, but also adding additional enhancement like extra recharge and endurance reduction. Start by slotting IO's in the powers you use most often. Adding 30-40% endurance reduction without reducing other enhancement categories is easy and will have a major impact on the characters performance.
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Does this go for VEATs, too? From what I know VEATs have higher base recovery and regeneration, so they would benefit from Stamina more. Is a PerfShift still a better choice for the third slot on VEATs?
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Doesn't matter. The proc is a percentage as well, so the ratios stay the same no matter what your base is.
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The performance shfiter proc is based of 10% of your total endurance. However... that's not the question.
Veats have the same base endurance, but their base /recovery/ is higher. It's described as conditioning, but the power icon you see does nothing. So any percentage increase to recovery via buffs does more per percent than it does for non-VEATS. Now is it enough to make the +End proc worth less than a 3rd End mod in stamina over time? Not sure.
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Actually if you plan on 4 slotting stamina your best course is to use 4 performance shifters: End Mod, End Mod/Acc, End Mod/Recharge & Chance for +End. This gives less in and of itself from the actual slots but confers a 2.5% Recovery Bonus from the set bonus (plus 5% travel speed & 22HP). Making it slightly more effective @50 than 3 End Mod & 1 Proc.
Checked in Mids but been running my characters like this since the advent of IOs
People have given lots of good slottings for Stamina. The big thing to remember is most of these IO sets you will be going for will have End Reduction built in. So in the end, your needs will be more than covered.
But you were interested in saving slots. With IO sets, the best way to save slots is by looking at 6th bonuses. If the 6th bonus for a set is something of marginal use, then 5 slot the power and use the slot elsewhere. Especially now that we have Alpha Incarnate Slots. If for example you picked Musculature, you could not slot a DMG/End IO from one of your sets, not get the 6th bonus, yet still have over 100% enhanced damage and have a slot to spend elsewhere.
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Hi, I am a returning player after being disappointed by both Champions Online and DC Universe Online.
I am now picking up my mastermind again and apparently have all sorts of work to do to make him competitive again with new super purple enhancement sets and Incarnate Enhancements that weren't around when I left.
But this made me wonder.
Everyone seems to get a free Fitness power pool now.
What if I just slot fitness with 4 level 50 Endurance Modification IO's
It should give around 108% increase to the 25% endurance recovery from fitness, for a 50% increase over the base power regeneration.
Which should be enough to allow me to put down all my traps and then keep throwing Web grenades and Force Mastery Blasts every 2 seconds, without needing to slot endurance cost reduction enhancements into anything.
It would leave me on average 1 extra enhancement slot per power, which seems pretty useful.
So here's my question:
Does slotting fitness with 3 or 4 Endurance Modifications solve all endurance problems?