Shadowwake Posted July 24 Posted July 24 I've heard multiple conflicting reports that slotting pets with endurance reduction will actually affect the pets endurance consumption. Can anyone 100% confirm if the endurance reduction affects: 1) ONLY the initial summoning cost of the pet 2) The actual endurance consumption of every ability the pets themselves cast? I've been struggling to keep my pets endurance up on a Demons/Thermal MM (without manually feeding them a ton of blues) so if slotting end reduc will help i'll reslot that right away but ingame help chat has said it both does and doesn't work. So hopefully someone here can absolutely confirm one way or the other.
StrikerFox Posted July 24 Posted July 24 It's number 2. It will reduce the end consumption of each pet power.
tidge Posted July 24 Posted July 24 Both! (although the initial summons isn't something I pay attention to, so *shrug*). Slotted Recharge has no effect on henchmen, except the ability to recast the summons sooner. Even with the MM/pet global pieces, I find there is a need to slot Accuracy/Damage/Endurance reduction. the T1 henches need more Accuracy than the T3 because of level shifts, so it becomes something of a balancing act. Usually each tier of henchmen gets 2 pieces of Mark of Supremacy.
Shadowwake Posted July 24 Author Posted July 24 Thank you both for your thoughts, i'll adjust my slots later to compensate!
Riverdusk Posted July 24 Posted July 24 Slotting for endurance definitely helps them. Also, some sets pets hardly use any endurance at all, others use a lot, so that's why some people probably don't notice one way or the other. My necro pets I find I really don't have to worry about. My Bots (once they get the 2nd upgrade) on the other hand are always running dry even with decent endurance slotting. I went bots/cold partly so that I wouldn't have to worry about their endurance anymore, once you get heat loss, problem solved. 1
JediDave Posted July 25 Posted July 25 It won't help while leveling, but this is why I suggest Vigor Alpha for most MM builds. The end reduction and acc on everything makes frankenslotting the henchmen a LOT easier to do without sacrificing too much. The healing main stat is simply a cherry on top for sets that can use it. 1
tidge Posted July 25 Posted July 25 5 minutes ago, JediDave said: It won't help while leveling, but this is why I suggest Vigor Alpha for most MM builds. The end reduction and acc on everything makes frankenslotting the henchmen a LOT easier to do without sacrificing too much. The healing main stat is simply a cherry on top for sets that can use it. That isn't a bad suggestion, but you'll have to pry the Musculature damage boost from my claws!
JediDave Posted July 25 Posted July 25 1 hour ago, tidge said: That isn't a bad suggestion, but you'll have to pry the Musculature damage boost from my claws! I'll still have plenty of endurance left to pry on it when you're all tuckered out.
tidge Posted July 25 Posted July 25 31 minutes ago, JediDave said: I'll still have plenty of endurance left to pry on it when you're all tuckered out. *shrug* I don't really have Endurance problems... the henchmen don't run out with my slotting of them, the MM don't use Hasten, and I don't proc out my MM attacks (instead they are slotted with sets with Endurance Reduction pieces and also provide bonuses). The sets I use in my MMs tend to offer +MaxEnd and/or Recovery and/or Global Endurance discounts. Plus accolades, natch. The only times I come close to running down my blue bar (that aren't related to something doing Endurance Drain) is in drawn out fights (5+ minutes) when I've done something like taken the 90 minute attack speed boost and I'm running an additional toggle... my main MM has a bunch of defense/resist toggles that I typically don't even bother turning on, although with the increased ToHit given to Giant Monsters, I will occasionally do so now. The 90 minute recovery boost from the SG base covers me here. So in other words... not getting tuckered.
Hedgefund2 Posted July 25 Posted July 25 (edited) 22 hours ago, Shadowwake said: I've heard multiple conflicting reports that slotting pets with endurance reduction will actually affect the pets endurance consumption. Can anyone 100% confirm if the endurance reduction affects: 1) ONLY the initial summoning cost of the pet 2) The actual endurance consumption of every ability the pets themselves cast? I've been struggling to keep my pets endurance up on a Demons/Thermal MM (without manually feeding them a ton of blues) so if slotting end reduc will help i'll reslot that right away but ingame help chat has said it both does and doesn't work. So hopefully someone here can absolutely confirm one way or the other. I've long considered this "conventional wisdom" that may or may not be true. Pet endurance consumption isn't monitored (that I can find) in the combat logs so I've never seen empirical evidence, one way or the other. Until now. I copied a bot MM to open beta. I stripped out all incarnates, made a second build with no slotting whatsoever, so no bonuses, obviously. I set out to just monitor the endurance bar manually as a Prot Bot attacked a pylon. With no upgrade, the prot bot only has Laser Burst in its attack chain. I watched it spam Laser Burst on a pylon and saw it used 5 endurance per each attack. That doesn't match what CoD says but I'll not concern myself with that. Then I dismissed the pet, added 3 level 50 endurance reduction IOs into prot bot slotting and still it only used 5 end per attack. Then I used Equip (first upgrade) which gives another attack - Plasma Cross. Both attacks, took 5 endurance. Total endurance would bounce around from 100 to 95 to 90. This is still with the max ED slotting of 3 end redux level 50 IOs. Then I dismissed and took out the 3 end redux, resummoned, Equipped and started again. Then I saw endurance begin to tank. 90-85-80.... So, I'm here to 100% confirm your (2 above. I don't know that it's "every" ability as it didn't seem to affect Laser Burst but it certainly makes a difference. I didn't bother using Upgrade (second upgrade) since testing results were already clear. Edited July 25 by Hedgefund2
StrikerFox Posted July 25 Posted July 25 1 hour ago, Hedgefund2 said: I've long considered this "conventional wisdom" that may or may not be true. Pet endurance consumption isn't monitored (that I can find) in the combat logs so I've never seen empirical evidence, one way or the other. Until now. I copied a bot MM to open beta. I stripped out all incarnates, made a second build with no slotting whatsoever, so no bonuses, obviously. I set out to just monitor the endurance bar manually as a Prot Bot attacked a pylon. With no upgrade, the prot bot only has Laser Burst in its attack chain. I watched it spam Laser Burst on a pylon and saw it used 5 endurance per each attack. That doesn't match what CoD says but I'll not concern myself with that. Then I dismissed the pet, added 3 level 50 endurance reduction IOs into prot bot slotting and still it only used 5 end per attack. Then I used Equip (first upgrade) which gives another attack - Plasma Cross. Both attacks, took 5 endurance. Total endurance would bounce around from 100 to 95 to 90. This is still with the max ED slotting of 3 end redux level 50 IOs. Then I dismissed and took out the 3 end redux, resummoned, Equipped and started again. Then I saw endurance begin to tank. 90-85-80.... So, I'm here to 100% confirm your (2 above. I don't know that it's "every" ability as it didn't seem to affect Laser Burst but it certainly makes a difference. I didn't bother using Upgrade (second upgrade) since testing results were already clear. Right click on a pet and select Combat Attributes to view their info like res, def, regen, end consumption etc. Protector Bot's end has been sketchy ever since their i27.5 update.
Hedgefund2 Posted July 25 Posted July 25 20 minutes ago, StrikerFox said: Right click on a pet and select Combat Attributes to view their info like res, def, regen, end consumption etc. Protector Bot's end has been sketchy ever since their i27.5 update. This does not show endurance usage by attack I'm well aware of Combat Attributes but that did not provide the data I was looking for in this case.
Maelwys Posted July 25 Posted July 25 1 hour ago, Hedgefund2 said: I've long considered this "conventional wisdom" that may or may not be true. Pet endurance consumption isn't monitored (that I can find) in the combat logs so I've never seen empirical evidence, one way or the other. Protector Bots have always guzzled endurance like it was going out of fashion if you didn't slot them for EndRed, but after the set revamp the AssBot became almost as bad, even with the benefit of Conserve Power. I typically try to cram North of 60% EndRed in each of them, with the PBs usually getting 80% ISH unless I have an allied recovery buff. The drones can go all day even with only ~20%.
Maelwys Posted July 25 Posted July 25 18 minutes ago, Hedgefund2 said: This does not show endurance usage by attack I'm well aware of Combat Attributes but that did not provide the data I was looking for in this case. It shows up in the detailed power effects window. 5.2/1.414 = 3.6775
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