!! discontinued
let's say THAT i actually got sustained crowd control on 10 mobs: there would not be much endurance left to do anything else. i run in, keep the mobs on the ground and wait until the party has dealt with them, then on to the next enemy group. Sounds kind of boring. If i used it just for difficult enemies, that are low in number, it might work. but then i also would not have to jump through all these hoops to have maximum sustained recovery.
Conclusion:
- even in success i would not actually play this build
!! discontinued
Morning!
this is going to be a short one. For some months now, I have played around with the idea of making the skill 'Whirlwind' from the Speed-Power pool as sustainable as I can. Testing it out, I have learned a couple of things and had to correct some of my misconceptions. So, this is going to be a documentation about a failure of sorts, and may offer some useful insights on endurance regen, or - more generally - the hunt for the improvement of a small number of stats.
'Whirlwind' looks like an extremely useful form of crowd control, and i can see its use in pvp. It contains a inward repel (there is not a lot of resistance against repel), a knockup, as well as a small damage component. Whereas the cost of keeping it running is already high, but manageable, the real endurance cost comes when you actually start hitting. For every opponent hit every second you loose one endurance. So i figured, i just need to raise endurance regen to a maximum and see where it goes.
all the best, Thilenium
Summary 'Whirlwind'
+ very solid crowd control for a small number of opponents
+ can be used for a short time on larger numbers
+ can use other skills while 'Whirlwind' is running (it is a toggle after all, but there were some confusing reports on this one)
- rapidly drains your endurance if you are not careful
- endurance cost for 5+ opponents not sustainable, even with a dedicated build (but i still have some ideas)
Contents
a) 'Burnout'
b) On Endurance Recovery
c) 'Ageless Core Epiphany'
d) Conclusion
a) 'Burnout'
'Burnout' - from the same power pool as 'Whirlwind' negates that endurance cost for ten seconds. But I wanted it permanent for as many opponents as possible. This skill also comes with a crash that reduces your maximum endurance. As endurance regen is dependant on the maximum endurance this skill is making achieving my target of a sustained 'Whirlwind' harder.
b) On Endurance Recovery
The fuel that you need to run your build. It starts with a basic value of 100, and a recovery rate of 100% which amounts to 1,67 endurance recovery every second. So, if you use a skill that uses 5 endurance you have gained that endurance back within 3 seconds (1,67+1,67+1,67=5,01). The knobs to turn to increase that number are endurance recovery and maximum endurance. And a small number of seperate sources like the +Endurance proc from the set Performance Shifter.
b1) Raising Maximum Endurance
Using
https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables#Endurance_2 and a build that allows easy access to the boni i managed to raise base endurance to 127. If you also include the Accolades 'Portal Jockey' and 'The Atlas Medaillon' (both +5% maximum Endurance) you get 137 base Endurance. Incarnate Genesis passive 'Socket Core Flawless Genesis' raises it to 147.
b2) Raising Endurance Recovery Rate
The choice of class is important to increase the maximum cap for endurance recovery. I did not know that most classes are capped at 500%. A controller however is capped at 750%. The Secondary 'Time Manipulation' has a nice buff to improve regen and has a 100% uptime.
c) 'Ageless Core Epiphany'
Incarnate destiny power 'Ageless Core Epiphany' has some fineprint to it that Mids does not necessarily display correctly. While it gets my regen to a whopping 17,13 endurance per second, that part of it only lasts 10 seconds. after that it drops until it settles at a general 100% for the second half of its duration.
d) Conclusion
With this build i can manage 4-5 opponents at the same time, and it is hilarious to see them fall over. For larger parties i will need a different source of endurance regen. Maybe I ll try 'Electrical Control'. It has an pbaoe aura that keeps giving you endurance. I still like this build for a number of things and maybe use it as an idea for something different. It has two pbaoe debuff toggles that are complimentary and sustainable, they force you to go into melee range of opponents which you would do anyway if you also wanted to use the healing skill on your frontline.
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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