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Posted

The short version of my question is basically: How do you manage end usage on your characters with no additional +recovery or +end powers?

 

The longer version is:  Even with Panacea, Miracle, Numina's, and Performance Shifter, and 1 end redux in most of your powers, trying to fight continuously seems to basically be impossible, particularly if you're also trying to run multiple leadership and/or other such toggles.  Yes, I know you can selectively turn some of those toggles off, and there's always inspirations, set bonuses, and incarnate abilities to help with end management, but before getting all those, it just seems like such a chore to play such characters.

 

To add to this, I almost always want *at least* maneuvers + tactics + APP or PPP shield, (for non-melee ATs).  For melee ATs, I usually want maneuvers + tactics + armor toggles + tough + weave + cj.  I get that all of these aren't strictly necessary, but they seem like a very strong "want", if you're trying to really push up that level of performance.  And, again, while I understand that if the baseline to be used is +0/x1 content, then pretty much anything will suffice, but even then, and if we do assume you're on a full team, that also doesn't mean that any of your teammates will have other +end/+recovery or healing powers to make up the difference.  Is it basically to be assumed that, barring such buffs, the fights simply shouldn't last long enough for you to bottom out your end and drop your toggles, or perhaps to trade HP for a bit of extra time for your end to recover "naturally"?

 

Personally, I just tend to play ATs or powersets that include ways of recovering endurance more quickly, to make up the shortfall... but how do you folks address this issue?

 

Thanks for reading!

Posted (edited)
1 hour ago, biostem said:

The short version of my question is basically: How do you manage end usage on your characters with no additional +recovery or +end powers?

 

The longer version is:  Even with Panacea, Miracle, Numina's, and Performance Shifter, and 1 end redux in most of your powers, trying to fight continuously seems to basically be impossible, particularly if you're also trying to run multiple leadership and/or other such toggles.  Yes, I know you can selectively turn some of those toggles off, and there's always inspirations, set bonuses, and incarnate abilities to help with end management, but before getting all those, it just seems like such a chore to play such characters.

 

To add to this, I almost always want *at least* maneuvers + tactics + APP or PPP shield, (for non-melee ATs).  For melee ATs, I usually want maneuvers + tactics + armor toggles + tough + weave + cj.  I get that all of these aren't strictly necessary, but they seem like a very strong "want", if you're trying to really push up that level of performance.  And, again, while I understand that if the baseline to be used is +0/x1 content, then pretty much anything will suffice, but even then, and if we do assume you're on a full team, that also doesn't mean that any of your teammates will have other +end/+recovery or healing powers to make up the difference.  Is it basically to be assumed that, barring such buffs, the fights simply shouldn't last long enough for you to bottom out your end and drop your toggles, or perhaps to trade HP for a bit of extra time for your end to recover "naturally"?

 

Personally, I just tend to play ATs or powersets that include ways of recovering endurance more quickly, to make up the shortfall... but how do you folks address this issue?

 

Thanks for reading!

 

There really is no need for all that on every toon.  I understand the want, but there is no need.   So, if you've maxed out all the possible +end and +recovery options in your build through procs and set bonuses and are still coming up short - then you have to just make the hard choice of want vs. need, and perhaps eliminate some of those extraneous toggles.  It may also free up slotting or provide room for extra attacks that allow you to kill faster, thusly saving overall endurance.

 

Your toons do not have to be capped on def or resists to be effective.  Leadership is a nicety, but is not a necessity.  I rarely take Tactics - while it is a great power, I hit fine without it with whatever global accuracy I get from set bonuses, and that's even in elevated/higher level content.  Maneuvers - great power too, but Combat Jumping gives almost the same amount for far less endurance usage.  But again, capped def or resists are nice, but not needed.  

 

Only for specialized content do you need such specialized builds.  So, of course, I can see doing this type of building for that specialized content (like 4-star TFs/SFs, and such).  But you'll also most likely be teamed with someone who will provide you with some sort of end/recovery.  Even most incarnate content, you will be fine without (and also probably teamed). 

 

Remember those things called inspirations??  Those shore up any shortfalls in your build when you need them.  Play comfortably, kill quickly, and use inspires for the really tough moments.  

 

That's all I can think to suggest.  🙂  

 

 

Edited by Frozen Burn
Filthy typos!
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Posted

There is the obvious Ageless Destiny Incarnate, along with a few Alphas like Cardiac. But I dislike power pairings that are too rough on the END as I view such tools as an unreliable crutch, and they are not always available. Another option is the P2W recovery serum, you can buy 50 charges (i think?) for a bit of moneys and it's like a little mini ageless boost that functions on every AT and is useable at all levels. Other than that - blue inspirations. But I also consider that a band-aid because you can run out.

 

In this case I think "an ounce of prevention is worth a pound of cure" comes into play. If you are going to pair something that is very END intensive like a Titan Weapon/Dark Armor, then you have to also plan accordingly. Personally, I can't stand setups that struggle with a blue bar and try to avoid it.

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Posted

I tend to use Unbreakable Guard (2 slots) often for the end discount, other sets that give end reduction bonuses, and the various procs.

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Posted

Melee characters can take Energy Mastery for their APP for additional recovery and/or endurance discount powers. For my non-melee characters with endurance issues, like Storm Summoning, I use recovery serum and the Increase Recovery base empowerment. Beyond that, I look for set bonuses that provide global endurance discounts (Unbreakable Guard, Reactive Defenses, Preventive Medicine, Cupid, etc.) or +Max Endurance, or +Recovery. There's also the accolades that provide +Max Endurance. Those can help too. At 50, Cardiac or Vigor and Ageless usually solves the problem.

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Posted (edited)

There's the START vendor Survivability Amplifier - gives you +20% Recovery. I always have that running, but it does get expensive

Cheaper than that there's the Base Empowerment +Recovery buff, which gave me +17% just now. Stock up on the ingredients for that and refill it every 90 minutes as you zone through bases. (And the End Drain resistance one if you're fighting Clockwork or Freak or whatevs)

And the Recovery Serum from the START vendor gives +100% in bursts. It can't be made perma, and you are quite obviously stopping to shoot up during missions 🙂

 

For slotting, I'll get by with a Panacea in Health and Performance Shifter +End in Stamina, and no extra slots in them. 

I find my end woes tend to disappear in the 30s when I start slotting sets in all my attacks.

Sets like Crushing Impact or Thunderstrike give you around +50% to +70% End reduction for the full set as you level up, in addition to good set bonuses. Its like slotting 2 end reducers in each attack without having to compromise on anything else.

 

Before that - it makes sense that my characters run low on end in the absence of external help. It makes me appreciate that Kineticist who joined my team, or the ease I experience after slotting, or the ease I have when I pick Regen or some powerset with a self-sustain power (like all Blasters now).
 

If I had my way, I'd make blue insps a bit more powerful. Either give you double the current end back (so the big ones are a full bar refill), or a lingering recovery buff and even some drain resistance. 

Edited by MonteCarla
Posted

In the situation you've outlined, which I try to avoid on builds but cannot be helped at times, I lean hard into doing everything I can to positively effect my Endurance economy. 

 

Many sets have a recovery boosting 2 slot bonus, especially PVP sets which at 50 give you a really nice bonus of being able to +5 enhance while still staying active in their slots all the way down to lvl 7. There's also the End Redux Lemming mentioned, now also available in 2pc Cupids Crush.

 

End Redux can also be found in the 5 set bonus for Reactive Defense and Preventative Medicine. These are great sets that are usually worth taking out to 6 slots. You can score global 10% End Redux with these two sets 5 slotted plus a 2 slot Unbreakable Guard or Cupids Crush.

 

Finally, after boosting Recovery and global End Redux, possibly the most powerful but hard to score is raising your Endurance cap. This is for two reasons: like Regen, Recovery scales higher with a higher stat score. Also, your End-producing procs like Panacea and Performance Shifter don't return a flat value of end, its percent based off your max End. So ar 120 max End, you're getting 12 instead of 10 on Performance Shifter procs. That adds up fast.

 

The most straightforward and broadly applicable way to boost max End is with Accolades. This can be tricky to do early on but if you're good with some farming and faction swapping, you can have 110 End as early as level 30 (or lvl 23 if you plan exquisitely to score all the Prae AV kills).

 

After that, various ATO bonuses can help you push that number up, especially if you break up the slotting like on 2pc (Superior) Might of the Tanker. And if you're fat on slots, a 2pc Preemptive Optimazation in Stamina can make a big difference alongside a 2pc Performance Shifter. 

 

But that's just off the top of my head. I'm sure there's more ways you can get creative with set bonuses. 

Posted

-Slot for end reduction in powers while leveling.
-Three slot Stamina as soon as possible.
-Look for IO set bonuses that provide +rec, +max end and end discount.
-Logout in Arena to earn the Duelist Badge (+6 end for 2 hrs).
-Carry endurance inspirations.

Level 1: Select the Recovery Enhancer reward from Death From Below

Level 1: Buy the Blue Wisp Pet (Or equivalent) from the START Vendor

Level 1: Buy the Secondary Mutation Power from the START Vendor to try to get the Pain Tolerance Mutation

Level 1: Buy the Recovery Serum from the START Vendor

Level 1: Buy the Survival Amplifier from the START Vendor
Level 7: Slot Panacea proc in Health
Level 17: Slot Miracle unique in Health
Level 18: Slot Performance Shifter proc in Stamina

Level 20: Consider taking Unleash Potential and/or Unrelenting from Power Pools
Level 23: Start working on the Atlas Medallion accolade, and finish it asap.
Level 27: Slot Numina proc in Health
Level 35: Take Superior Conditioning from the Body Mastery pool and slot a Performance Shifter proc (Brutes and Stalkers)
Level 40: Start working on the Portal Jockey accolade, and finish it asap.
Level 41: Take Physical Perfection from the Body Mastery pool and slot a Performance Shifter proc (Melee ATs)

Level 50: Consider taking Musculature Radial or Agility Alpha for end modification
Level 50: Consider taking Cardiac or Vigor Alpha for end reduction
Level 50: Consider taking Ageless Destiny for end recovery boost
Level 50: Consider taking a radial Lore pet that provides a +end boost
Level 50: Consider taking Support Hybrid for the passive end reduction

Level 35-44: Alot of ATs have Soul Consumption and Consume in their Ancillary Pools

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