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Posted

Might also want to work towards getting the Atlas Medallion as soon as you can; that's a free 5% extra endurance that's always on and is easily obtainable. Since the recovery formula is MaxEnd / (60  / 1 + EndMod%) every increase to MaxEnd actually raises your overall recovery 'rate' and makes each of the various Miracles/Numina's/Panacea/PerfShift slightly more effective, too.  

 

 

 

 

 

 

 

 

 

 

 

 

 

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I killed them.... Con Carne

Posted

I solo lower levels at -1/0. this way I hit more and kill stuff in less time. A good chunk of your leveling xp comes not from killing stuff in missions but in mission and story arc completion bonuses. During the early levels your everything sucks, why make it harder for you by bumping up the difficulty? Think less about xp/mob but more xp/hour.

 

Once you have some foundational elements built up by your late 20s or mid 30s THEN you can ramp up difficulty.

 

Generic advice about endurance management also overlook your built-in toolkit from your primary/secondary. Some are more endurance friendly than others. There are plenty of brute armors that offer endurance management. I find the recovery serum temp power, which you can purchase from the START vendor, is all I need on most of my endurance hungry builds at the early levels.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
On 2/12/2025 at 9:58 AM, Uun said:

Blasters get "sustain" powers at lvl 20 that boost their endurance and health recovery.

 

If you do run them, blaster sustains are generally twice as powerful as Stamina for recovering endurance.  For my blasters, I usually leave only a Performance Shifter +Endurance in Stamina, as putting the End Mods in my sustains doubles slot efficiency.  Also, the first 2 End Mod enhancements in a sustain give (slightly) more average endurance per second vs. the Performance Shifter proc, so the slotting priority does change somewhat.

 

On 2/12/2025 at 9:33 AM, JMacClear said:

- I specify my Brute / Scrapper as opposed to Blaster(s) I play as the Blaster 'use range - hit and run" techniques seem to mitigate the issue more so.

 

Depending on your Blaster Secondary, you can skip the hit and run on some enemies: Immobilizing mobs cripples a surprising number of them.  Many low level enemies have very weak, if any ranged attacks, and immobilizing them is almost as good as holding them (and is generally better if you can break LoS or out-range them - many immobilizes are relatively cheap, fast recharging, and have long durations).  You can even stand about 15-20 feet away from some bosses and just keep them immobilized while you wait for your endurance to recover (Bone Daddies are really susceptible to this, but don't try it with a Damned).

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