Rinwen Posted July 1, 2019 Posted July 1, 2019 Hail and well met, folks. I was reading a thread where somebody was complaining about some new, endurance free, sustain toggles for Blasters. Now, thus far I've only made an En/En Blaster, but in the creation screen, reading over the powers, I didn't see anything about a toggle, and only some click power that didn't seem all that impressive to me. So, is there any truth to these endurance free toggles that help with sustain? Did I pick the only secondary that doesn't have a good sustain power? Thanks for any insight you may have. Take care, Tachyon Pulse, NoOb Extraordinaire Proud member of... nuttin' yet
Vanden Posted July 1, 2019 Posted July 1, 2019 Actually, Energy Manipulation might have the best sustain power. Three slots and it's perma, and it gives you almost 4 (pre-ED) SOs worth of end reduction in every power, along with slotted-Integration levels of regen. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Rinwen Posted July 1, 2019 Author Posted July 1, 2019 Well alrighty then... I like that... not a new experience for me... I stand corrected, lol. Thank you.
Novacat Posted July 2, 2019 Posted July 2, 2019 "Sustain" is the name for the blaster-wide buff by which one power in every secondary set gained a survival and endurance improvement. These were added to the powers rather than replace them and installed at level 20 at the latest. A common example is Field Operative: Once Cloaking Device, it no longer costs endurance, and instead gives 225% Regen and 50% Recovery. Still cloaks, just, gives instead of takes. (Yes you read those numbers right. It's clear this was a bit of a slap-patch job and would probably later on have been dissolved into a more complete secondary rework, but we'll gladly take the "oh no I HAVE to take this power at 20" for what it offers us.) Most are toggles but some are clicks and one (arguably the worst of the lot) is actually off a fear attack. Ninja training has another clicky, while Fire just toggles it on and won't need to re-click until they die. There's a handful of exceptions: Most of them are that instead of Regen you get an Absorb (temp HP) layer that lasts a few seconds every few seconds. In your case (/Energy) it's instead the endurance side of things that's an alternate, with a 119.2% global End Reduction applied to everything you do above and beyond whatever redux your IOs may already offer. Means getting things to 1/3 of their original cost is effortless come IO sets and some electrical blasts will regularly refund more than they actually cost on hit! 1
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