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Leadership end drain is pretty minor (0.32 end/second), at least compared to a lot of toggles. Ice Control's Arctic Air for instance eats a full 1.0 end/second, and it's not even the biggest hog I've seen.

 

But yeah, dropping 1 or 2 endurance reductions in them doesn't hurt... Though with /Time honestly you may not need it if you have Perma Chrono Shift because the endurance recovery buff from that is very significant.

 

time is expensive to run well in a difficult situation. when battling tough av's that just can't seem to miss or if you are playing a primary that can't softcap their defense then spamming temporal mending is extremely expensive, as is keeping time crawl and time stop up for the -regen. it's typical for an mm to have a recurring end cost of 1.3-1.5 and if you are a busy mastermind or forced to be busy due to the situation, anything under 5 end per second is going to be harsh. chrono shift will only bring you to a little over 4.4 with all accolades.

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