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Opinions requested - Endurance use of primary powers on Tankers


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Posted

Hello!

 

So I was looking at making a tanker and it ended up as a Dark/TW.  I've done a little due diligence and it appears the I might have an endurance problem as both are quite endurance hungry, so I expect to slot for that at stages of the toons leveling. This raised a question in the caverns of my mind.

 

  • What Primary sets tend to use the least endurance
  • What Primary sets tend use the most endurance

 

Obviously, exact build matters a lot, so anyone's response is assumed to include a YMMV, but how would you rank the endurance use of each Primary Power set.  For the sake of argument, we can use "The Tier List" system

 

  • S - this power set uses very little endurance, meaning that you will not have to slot much, if at all for endurance reduction.
  • A - this powerset uses some endurance, but it is not normally a concern.  A few endurance reduction enhancements will solve any issues.
  • B - this power set uses a moderate amount of endurance with a standard build, but it does not necessarily allow you to do foolish things.
  • C - this power set drinks endurance and it might even be detrimental if you select a secondary powerset that also uses a lot of endurance.  It is highly likely that a number of enhancement slots are used to alleviate the endurance drain.

 

Your input and opinions are appreciated,  If you have rationalizations for your grades, please share!

 

Posted (edited)

I'll preface that this is my own personal opinion on how end heavy the primaries are.

 

This is also very build dependent even if you don't count secondary power picks. What power pools you pick (fighting, leadership, etc) can make a big impact and a lot of toggles.

 

D Tier: dark and stone armor.

C Tier: shield

B: Invuln, WP, SR

S: Ice, bio, rad, fire, electric

 

Note that some are in S because of the end recovery powers that they have (energy absorption, consume, etc) and that without those powers they could potentially jump 2 tiers.

Edited by Warshades
Posted

Hello!

 

 I'm no expert but I can attest to Darks thirsty nature, however I can also attest to how fun it is on a tanker. It lends itself quite well to many, many ideas, thematically.

 

My favorite Tankers since I've been back have been a Dark Armor/ Staff Fighting tanker ( I took Energy Mastery as my Epic Pool ) and a Dark Armor/ Martial Arts (With Soul Mastery as the epic pool)

 

 

 

 

Posted

C - Dark Armor
B - Stone Armor (Crystal Armor has +Recovery), Shield Defense, Super Reflexes, Invulnerability
A - Willpower, Radiation Armor (without a Theft of Essence Proc in Radiation Therapy)
S - Radiation Armor (with a Theft of Essence Proc in Radiation Therapy), Fiery Aura
SS - Electric Armor, Ice Armor
SSS - Bio Armor

- Dark is the absolute worst for Endurance drain; soooo many Toggles (including Death Shroud) and no recovery at all.
- Stone used to be the same; but they buffed Crystal Armor. So now if you're not in Granite it gets enough Recovery to offset some of its own toggles.
- Shield and SR and INV all have no recovery abilities and three toggles. Shield's actually cost the least; but it gets Shield Charge. INV is a smidge less costly than SR.
- Willpower has four toggles; but gets Quick Recovery. Radiation Armor and Fiery Aura both get a decent recovery ability... although FA's has a pretty long cooldown; and RA's tends to be slotted with damage procs and Healing rather than for Recovery (although Gamma Boost helps too as long as your health bar stays high!). It's also worth pointing out that a single Theft of Essence Proc slotted in Radiation Therapy can works wonders.
- Electric Armor (and Energy Aura; which isn't available to Tankers but is to the other Melee ATs) have both a very solid recovery ability plus ~60% Endurance Cost Reduction (from Energise); and Ice Armor gets Energy Absorption (which is good out of the box for +Endurance and they will be spamming anyway for +Defense).
- Bio Armor gets Inexhaustible, DNA Siphon and Parasitic Aura. It will comfortably sit at the RECOVERY HARDCAP even in "Offensive" stance.

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