Yep, that makes sense. Powers like that, and Quicksand, are part of why SR gets decent Slow resists, so you can run out of a -Def field like that fairly easily.
That's not how it works. They cannot use high endurance cost abilities if they have no end. Often their toggles do drop and don't come back instantly.
I suspect what's happening is you aren't looking closely enough at their endurance when things like this happen, you think they're still at zero, but they're not.
Well, I figured it would be nerfed in size, power, AND cooldown. But I'm open to different ideas. It probably needs to be a power that affects both self and ally, so no ally only Force Fields.
Energy Mastery for Sentinels:
t1 Repulsion Field (keep guys back, instead of an aoe immob or sleep)
t2 Bone Smasher
t3 Boost Range (probably not perma like the Manipulation version, but that's ok)
t4 Whirling Hands
t5 Damping Bubble (team debuff resistance)
Energy Mastery for Sentinels:
t1 Repulsion Field (keep guys back, instead of an aoe immob or sleep)
t2 Bone Smasher
t3 Boost Range (probably not perma like the Manipulation version, but that's ok)
t4 Whirling Hands
t5 Damping Bubble (team debuff resistance)
Now an Energy Mastery EPIC for Sentinels, with a Force Field power of some kind, and Bone Smasher for a melee attack, sounds like a great idea! Let's do THAT!