Noobish End question


5th_Elemental

 

Posted

Hello Peeps

I know this is a really noobish question, but im having HUGE problems with my scrapper and his Endurance.

He's currently a level 45 StJ/SR scrapper. During hard fights I usually have the 3 toggles on, plus Combat Jumping, Sprint and Acrobatics. All his attacks are double endurance slotted, and all his toggles are single endurance slotted. And yet I cant last more than a couple of minutes before I have to rest and thats WITH conserve power and physical perfection slotted and endurance triple slotted.

I feel that the huge collection of endurance SO and IO's could be better spent on damage, but then my guy would get out of breath going to the fridge!

Can anyone help me with some suggestions?


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Hi Rockshock,

I would suggest downloading mids hero designer from here and trying to put your current build in there so we can see where you are starting from.


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Posted

Quote:
Originally Posted by Rockshock View Post
During hard fights I usually have the 3 toggles on, plus Combat Jumping, Sprint and Acrobatics. All his attacks are double endurance slotted, and all his toggles are single endurance slotted.
Without seeing a Mids build, the first thing I'd suggest would be to turn off
Sprint and Acrobatics - make sure you have Runspeed enhancements in Swift
and Quickness to get around quickly without Sprint. Acrobatics is unnecessary,
since you have Practiced Brawler (and you do have 2 Recharge enhancements so
it is always available, right?)

You didn't say what your accuracy and damage slotting was like for attacks.
Make sure you have at least 1 SO of accuracy and 2-3 damage in each
attack (preferably 3 damage, of course)

For ease of generating a Mids build, grab Titan Sentinel from http://cit.cohtitan.com/
It has an option to export current character to a Mids data chunk.


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Posted

Quote:
Originally Posted by Rockshock View Post
During hard fights I usually have the 3 toggles on, plus Combat Jumping, Sprint and Acrobatics.
Well, to start with, turn off sprint during fights will help a lot.

Also, you shouldn't need Acrobatics toggled on as long as you have Practiced Brawler from SR, which should be much better knockback protection.

I run a StJ/SR on my secondary account myself. One thing I find is you can get suckered in to using your area effect finisher moves too often. When you've got Combo level 3, it's just too tempting to get full effect from a Finisher. Sweeping Cross and Spinning Strike are well worth it if you have a lot of targets to hit. But, against a single tough opponent, you are spending Area effect endurance costs for nothing. If Crushing Uppercut isn't recharged, sometimes it's better to wait for it than to use the one of the more end-heavy options at Combo level 3. I find that cutting back just a little bit on when you use the AoE attacks moderates StJ endurance burn rate quite a bit.


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Posted

Drop Combat Jumping, Acrobatics and Sprint. You shouldnt need those when fighting (or at all really).

Put some Recipes in your attacks (Mako's bite for example)

Grab Miracle+rec and Numinas +rec/health (You can 4-slot physical perfection 2-end mod and these 2-uniques)

Once you have your attacks filled with recipes and you stop those 3-toggles, you should have no problems. (If you cant get recipes slot your attacks 3-dmg/2-acc/1-end red)


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Posted

Sorry, I was at work and coulnt post my mids doodaa

Here it is!

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Streeker: Level 45 Mutation Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Initial Strike -- Dmg(A), Dmg(3), RechRdx(3), EndRdx(5), EndRdx(5), Acc(43)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(7), DefBuff(7), DefBuff(9)
Level 2: Focused Senses -- EndRdx(A), DefBuff(9), DefBuff(11), DefBuff(11)
Level 4: Sweeping Cross -- Dmg(A), Dmg(13), RechRdx(13), EndRdx(15), EndRdx(15), Acc(46)
Level 6: Jump Kick -- Dmg(A)
Level 8: Agile -- DefBuff(A), DefBuff(17), DefBuff(17)
Level 10: Heavy Blow -- Dmg(A), Dmg(19), EndRdx(19), EndRdx(21), Acc(21)
Level 12: Practiced Brawler -- RechRdx(A), RechRdx(23)
Level 14: Super Speed -- Run(A), Run(23), EndRdx(25)
Level 16: Rib Cracker -- Dmg(A), Dmg(25), Acc(27), EndRdx(27), EndRdx(29)
Level 18: Dodge -- DefBuff(A), DefBuff(29), DefBuff(31)
Level 20: Combat Jumping -- EndRdx(A), Jump(31)
Level 22: Spinning Strike -- Dmg(A), Dmg(31), RechRdx(33), Acc(33), EndRdx(33), EndRdx(34)
Level 24: Quickness -- Run(A), Run(34)
Level 26: Shin Breaker -- Dmg(A), Dmg(34), EndRdx(36), Acc(36)
Level 28: Lucky -- DefBuff(A), DefBuff(36)
Level 30: Acrobatics -- EndRdx(A)
Level 32: Crushing Uppercut -- Dmg(A), Dmg(37), Acc(37), RechRdx(37), EndRdx(39)
Level 35: Evasion -- EndRdx(A), DefBuff(39), DefBuff(39), DefBuff(40)
Level 38: Conserve Power -- RechRdx(A), RechRdx(40)
Level 41: Physical Perfection -- Heal(A), EndMod(42), EndMod(42)
Level 44: Combat Readiness -- RechRdx(A), ToHit(45), ToHit(45), ToHit(45)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(42)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(43), EndMod(43)
Level 1: Brawl -- Dmg(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Looks pretty solid to me. Might want to swap an endred in each attack out for 3rd damage. The thought being higher damage output will speed up the fight so you end up using less end in a given fight. What relative level/settings are you fighting? How often do you see "Miss" float up?

Combat Jumping costs trivial end to use (0.06 end/sec). Wouldn't bother using endred here ... an endred here saves you 0.02 end/sec roughly. And I personally would miss the maneuverability it offers. Only time mine is not running is when Ninja Run is toggled on.

Run some hero tips, 4 hero merits (or whatever aquisition method you prefer) and grab a Miracle +recovery and a Numina's +recovery/+regen. Slot them up and it should help tremendously. Ideally I'd drop those into Health as both those IO's are dependent on the power being active not on their level. They'll work fine in Physical Perfection but any time you exemplar more than 3 levels below when you took PP you'll lose the benefit of the Miracle and Numina procs. After that go for 2 Perf Shifter +End (one for Stamina and one for PP).

Acrobatics should be shut off ... and next respec go the way of the dodo.

Make sure Sprint is off when you fight.

Don't not use Rest and likewise don't feel like you have to Rest until all your bars are full again. Nothing says you can't get up with half or 3/4 of an end/health bar and head to the next spawn long as Rest gets recharged by the time you want/need to use it again.

And assuming your positional defenses are around 32% don't be against popping a purple and just standing there gaining end while reading a newspaper till you can be bothered to attack them again. Slightly tongue in cheek but it is a worth remembering you don't have to attack non-stop if your end is running low, pace yourself and use the attack that'll finish them without wasting the damage output as generally the big hitters also burn more end.

Doomguide


 

Posted

Accolades are also worth mentioning. If you're a hero or vigilante, the Atlas Medallion in particular is pretty easy to obtain, and that +5 endurance both increases your recovery and gives you more to spend before running dry. Fighting for a couple minutes solid before running into problems isn't so bad for an SO build, too, when using both a primary and secondary known for being rather endurance-hungry.


 

Posted

You do realize that you can set up Practiced Brawler to go off automatically, right?

If not, here's how you do it: Hold down Ctrl and click on it. You should see a green circle appear around the power icon. When that happens it will fire automatically every time it recharges, assuming you do not have something queued up at the time.

Do that and you can get rid of Acrobatics, it's completely unnecessary for an SR scrapper. That will help your end problems by itself.

Also, you should takle Combat Readiness MUCH earlier than you have it here, and slot it with 3 recharge immediately. You don't really need even one to-hit buff in there, let alone 3.

And for the love of Pete, get rid of Jump Kick! You didn't slot it, and you don't need it to get Combat Jumping.


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Posted

I dont think the way ive set out the powers according to levels is right so I may well have taken Combat Readiness much earlier than I have. I also think I chose Jump Kick as I didnt have any powers to choose that i liked the look of. I often get to a point where I have no valid powers to chose from so I have to pick a random rubbish power for that level.

Thanks for all the advice though. I think ill respec Acrobatics and Jump kick out and maybe use them to pick up a healing power or go for the (much hated) Kick/Tough/Weave combo.

Ill definatley look into getting the atlas medallion. I think ill do that this weekend after my SSA marathon!


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Quote:
Originally Posted by Rockshock View Post
I dont think the way ive set out the powers according to levels is right so I may well have taken Combat Readiness much earlier than I have. I also think I chose Jump Kick as I didnt have any powers to choose that i liked the look of. I often get to a point where I have no valid powers to chose from so I have to pick a random rubbish power for that level.

Thanks for all the advice though. I think ill respec Acrobatics and Jump kick out and maybe use them to pick up a healing power or go for the (much hated) Kick/Tough/Weave combo.

Ill definatley look into getting the atlas medallion. I think ill do that this weekend after my SSA marathon!

O.o huh? for the bolded part. Much hated I thought it was much loved almost every 50 build I see has it on live and when you gotta take that rubbish power punch/kick fills that spot nicely. Everyone else pretty much covered everything else though


 

Posted

Quote:
Originally Posted by Lucky666 View Post
O.o huh? for the bolded part. Much hated I thought it was much loved almost every 50 build I see has it on live and when you gotta take that rubbish power punch/kick fills that spot nicely. Everyone else pretty much covered everything else though
I mean its much hated by me. It seems to be the new fitness pool before it became inherant. No matter what your power set, you have to sacrifice 2 to 3 power slots just to get this into your build.


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Quote:
Originally Posted by Rockshock View Post
I mean its much hated by me. It seems to be the new fitness pool before it became inherant. No matter what your power set, you have to sacrifice 2 to 3 power slots just to get this into your build.
In an SR build tough alone is worth it though because you can slot a Steadfast +
3% global def in it.

Do you plan to switch over to IOs at 47-50? Also, the Performance shifter +end proc is nice in Stam and PP.


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Posted

Quote:
Originally Posted by Zyphoid View Post
In an SR build tough alone is worth it though because you can slot a Steadfast +
3% global def in it.
And a Glad proc which these days is plunging in price. Not to mention giving /SR resistance even when at 100% health. While I understand your position of "everyone and their cousins" taking it like Stamina, in the case of /SR it was a good idea long before everyone started using it and part of why it is so ridiculously easy to soft cap /SR.

Doomguide


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
You do realize that you can set up Practiced Brawler to go off automatically, right?

If not, here's how you do it: Hold down Ctrl and click on it. You should see a green circle appear around the power icon. When that happens it will fire automatically every time it recharges, assuming you do not have something queued up at the time.
I feel really stupid that I didn't think of this before.

For the OP, buy a Perf Shifter Chance for End proc and slot it in stamina. I was also having end issues on my /SR scrapper until I put one of those in there. As it stands now I rarely ever use Conserve Power anymore after doing that.


 

Posted

Quote:
Originally Posted by 5th_Elemental View Post
Drop Combat Jumping, Acrobatics and Sprint. You shouldnt need those when fighting (or at all really).
Just a quick note... combat jumping uses very little endurance... so while you may not need it, it's not hurting either.


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Posted

Quote:
Originally Posted by Shred_Monkey View Post
Just a quick note... combat jumping uses very little endurance... so while you may not need it, it's not hurting either.
And it adds Def, so it's not bad to have on either.