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Talk:The Stamina Crunch

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Revision as of 18:53, 30 September 2009 by Professor Immortal (Talk | contribs) (just my two cents on a travel power)

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Most of the opinions stated on this page are wrong and most likely rooted in a poor understanding of game mechanics IMO.

List of "useless"? powers :

SWIFT adds move bonus for NO end cost. It's the difference between catching the runner before he heals or running around corner to live long enough for your heal.. without activating another end draining power like sprint.

HURDLE gives you about same movement speed as a person using the end draining sprint while hopping. Also it is one of the best defences against speed siphoners. A person with hurdle can hop with little to no move penalty. And cost NO end.

HEALTH cost NO end and greatly improves a chars ability to survive by making you regenerate hit points faster. Also it is one of best places to stick that recovery proc that adds .25/sec end recov.

COMBAT JUMPING Now this one is huge. In poster's examples he used a blaster. My blasters ussually pick of CJ in early levels even if they plan to respec out of it later for other moves. End cost is negligable at .06/sec yet it gives nice liitle def boost but more importantly it gives immobilization protection. In low level game play an immobilized blaster is a dead blaster.

Poster swaps these "useless" powers for other pretty flashy ones and asks which would be funner to play. Well since using each attack ONCE in a fight (in 2nd build) costs 156.2 endurance points all while trying to run a toggle that uses .78/sec. I would say PLAYING the first build would be funner then standing around waiting for enough end to fire my next attack. Having all a sets powers but not being able to use them in a fight has little appeal to me.

There is some good advice on this page but nothing not found on another page. Even using the second build as a power bypass is subjectional. Sure I do it sometimes, but have many alts that are better off using the dual builds for a team vs solo build. After all you really don't need your shields/team buffs when solo. Also I take issue with the last line about Stamina being useful not required. For MY playstyle it very much IS required on all but 1 or 2 builds I made, but technically it IS true.. with the exception of the first power of your secondary set ALL the powers are "usefull but not required". However in my opinion the effectiveness of my chars is directly related to the usefullness of my powers. — Preceding unsigned comment added by Robray946 (talkcontribs) 01:26, September 30, 2009

Thanks for your opinions. Your input is appreciated, but does not change my guide in the least. Please note that I did say that you can use utility powers if you want:
Heck, you can even substitute SWIFT in for one of the powers if you like the movement speed bonus, or play with random power pools
Goodnight. ~ AGGE talk/cons 01:31, 30 September 2009 (UTC)

Combat Jumping/Hurdle

I just wanted to point out if you take combat jumping and hurdle together, you get pretty decent jumping speed; not quite super jump speed but much better than just running. I've used this combination on many characters and put off taking a travel power until the late 20s many times. Nowadays, especially with mission teleports, ouroboros portals, wentworth/black market teleporters and others, long-range mobility isn't as big a deal, so this more than serves well. I agree entirely with the mention of inspirations, too- some powersets struggle more than others but all of them are much easier just by carrying a few blue inspirations. --Professor Immortal 18:53, 30 September 2009 (UTC)