EndUse vs EndRec in Mids
I'm working on a build and according to Mids, it has 1.28/s EndUse and 3.3/s (198%) EndRec. Is there a "rule of thumb" as to how much EndUse is allowable before the toon becomes unplayable? Let's say there are no recovery buffs of any sort.
|
There's no real rule of thumb, primarily b/c there's so much variance between ATs and powersets as far as EndUse goes. For melee toons the diff between EndUse and EndRec should be higher than for support toons. Also, some ATs, like Defs and Doms get End discounts under certain circumstances.
Also, you probably know this, but it bears repeating just in case: the EndUse number does not include attacks or other clicky powers, just toggles running.
But if you want examples: my level 50 Inv/SS has 1.4/s EndUse and 3.58/s EndRec and rarely has blue bar problems. (of course, a P-shifter proc helps with that)
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
My most End-focused build is my L50 SJ/WP brute: 1.57/s EndUse, 4.9/s EndRec (plus four P-shifter procs), and 117 max End. The attack rate increase on this toon is also heavily boosted, making her attack chain more or less continuous during a fight, and I imagine that if it weren't for the set IOs in all her attacks providing almost 70% EndReduc, she might actually have minor End problems in long fights. As it is, she is never out of End, even through extended periods of continuous fighting. It takes a lot of L52+ Carnies dying all around her to make much of a dent, and she can usually survive one or two Sapper hits without losing all her toggles.
Some might say my build is over-concerned with Endurance, but it is one thing I like to not have to really ever think about.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
The amount of recharge a character has is a strong influence on actual in-combat endurance usage but this can be hard to quantify. The rule of thumb that I use (based on my experiences playing ranged characters) is that a net endurance recovery (so endurance recovery minus endurance usage) of about 2 endurance per second will generally cover most normal combat situations but might need to use inspirations in longer duration fights such as AVs (normal combat includes a brief fight and then time to recover while moving to the next group).
I agree with Adeon's comment. I also try and get my end cost per attack as close to the same number as the recharge time as possible on top of that. IE. If it takes 4 seconds to recharge I want the end cost to be close to 4 endurance. You're attacks, when poorly slotted for endurance reduction, will use more end/sec. then your toggles.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
I know my rule of thumb for melee toons with no extra recovery outside of Stamina is absolutely no more than half of my recovery can be used by toggles (end use). Any more and you will really start to suffer. This is of course after factoring in that extra 10% ish recov from the perf proc and Accolades.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
I'm working on a build and according to Mids, it has 1.28/s EndUse and 3.3/s (198%) EndRec. Is there a "rule of thumb" as to how much EndUse is allowable before the toon becomes unplayable? Let's say there are no recovery buffs of any sort.