02-27-2007, 08:43 AM
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#1
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Join Date: Feb 2007
Posts: 8
Server: Thunderaxe
Name: Parias
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Endurance 100?
Is there any chance that the Endurance cap will be raised from 100? Or maybe a buff/armor/weapon that will make it regen faster? It is kinda interesting watching one of my parry moves vanish while waiting for the 34 or so endurance to build back up. I have over 400 energy(which I barely need) and only 100 endurance(which ALL of my attacks use).
btw, lvl 9 ranger
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02-27-2007, 08:54 AM
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#2
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Join Date: Jan 2007
Posts: 222
Server: Varking (Alt PvP)
Name: Alithyra
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Rancor is a fairly useless spell. When fighting solo, the endurance cost doesn't even come close to justifying the amount of damage done, and the 'buff' doesn't apply to yourself.
In a group setting, Rangers don't make the best of tanks, and endurance should be saved for higher-damage skills (if off-tanking), so you can hold aggro on the mob. I didn't even train the next rank on my last level.
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__________________
Alithyra
34 Wood Elf Ranger, as of 2/28/07
9 Artificer
Guild leader of Order's Chaos
Varking: PvP
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02-27-2007, 09:13 AM
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#3
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Join Date: Feb 2007
Posts: 78
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Quote:
Originally Posted by Hexen525
Is there any chance that the Endurance cap will be raised from 100? Or maybe a buff/armor/weapon that will make it regen faster? It is kinda interesting watching one of my parry moves vanish while waiting for the 34 or so endurance to build back up. I have over 400 energy(which I barely need) and only 100 endurance(which ALL of my attacks use).
btw, lvl 9 ranger
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Higher level weapons can add to endurance regen, not sure if this is in combat or not and how effictive it is but I know at least weapons can have this stat.
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02-27-2007, 10:09 AM
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#4
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Join Date: Jan 2007
Posts: 63
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Clerics have an endurance regen buff, which makes them the most wanted healers for melee groups.
Btw, ranger seems to have the highest endurance costs on their abilities. Particularly ranged attacks (besides critical shot, dawn arrow, sun arrow and the higher lvl utility shots) are not worth spending the endurance they cost.
Seen a necklace some weeks ago at the auction broker, around item lvl 20 if I recall correctly, which would give +1 endurance regen. But it wouldn't change much with endurance costs of around 30 per ability.
Don't know about higher levels.
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02-27-2007, 10:26 AM
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#5
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Join Date: Jan 2007
Posts: 127
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Quote:
Originally Posted by Masita
Btw, ranger seems to have the highest endurance costs on their abilities. Particularly ranged attacks (besides critical shot, dawn arrow, sun arrow and the higher lvl utility shots) are not worth spending the endurance they cost.
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Umm.. as a bard I am out of endurance after 4 specials.
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02-27-2007, 10:29 AM
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#6
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Join Date: Feb 2007
Posts: 8
Server: Thunderaxe
Name: Parias
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I get off 2 arrows to pull mob, then I get 2 attacks and wait a sec for a 3rd, then I am done. Mostly melee until something lights up, and even then it's usually my lowest damage attack. My "big" arrow attack does around 75-80 while my basic arrow does around 30. I have the +10 to distance arrows(since I use them for pulling mainly) that do 6 damage, and I have a cheap 7-7 bow right now(still only lvl 9).
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02-27-2007, 10:44 AM
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#7
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Join Date: Feb 2007
Posts: 116
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Quote:
Originally Posted by Hexen525
Is there any chance that the Endurance cap will be raised from 100? Or maybe a buff/armor/weapon that will make it regen faster? It is kinda interesting watching one of my parry moves vanish while waiting for the 34 or so endurance to build back up. I have over 400 energy(which I barely need) and only 100 endurance(which ALL of my attacks use).
btw, lvl 9 ranger
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I don't think it's going to be raised anytime soon (or at all). Limiting endurance is the only way to balance our damage output. Like someone said, at least cleric (maybe other classes too) have an endurance buff, so you will see much faster regen in groups generally (along with more crits, which allow you to use less endurance-costing finishers).
I wouldn't use parry except in a situation where you get aggro of a mob which you can't tank (overall ranger is a better tank than most believe, but it may be that your healer just doesn't have the mana for your overaggro right now).
For myself, I usually start pulling with Critical shot, followed by dawn arrow (you won't have that one yet). As soon as mob goes into melee with me, I start a swelter combo (Cripple, Winter, Summer), usually with a little pause between the cripple and winter to regen endurance because if I take too much time between winter and summer, the combo is lost.
I do not remember very clearly at what level you get which possibilities, but as far as I remember you will not have a lot of possibilities at lvl 9 - this will change as you "grow up". Ranger works best with using combos and finishers and is at the moment - if played well - probably highest sustained dps even with limited endurance  .
About energy, just forget about it, as you will most probably never or nearly never experience any shortage on it.
(lvl 32 ranger)
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02-27-2007, 02:36 PM
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#8
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Join Date: Feb 2007
Posts: 209
Server: Florendyl (RP)
Name: Jinpo
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Casters Get Energy
Melee get Endurance
Casters get items with +energy
Melee don't get items with +endurance?
Could this be a bit of the caster-snobbery we saw in EQ? Hopefully not, probably not.
And no, hp doesn't count. I'm not about putting out damage here, not taking it.
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02-27-2007, 03:00 PM
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#9
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Join Date: Jan 2007
Posts: 661
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There is a definite imbalance of sorts between energy classes and endurance classes.
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02-27-2007, 03:39 PM
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#10
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Join Date: May 2006
Posts: 81
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There is also armor in game with +endurance regen. The piece I have is for level 30. So I suspect as you get higher you will find higher +regen rates on various things.
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02-27-2007, 03:40 PM
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#11
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Join Date: Feb 2007
Posts: 426
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Quote:
Originally Posted by Jinpo
Casters Get Energy
Melee get Endurance
Casters get items with +energy
Melee don't get items with +endurance?
Could this be a bit of the caster-snobbery we saw in EQ? Hopefully not, probably not.
And no, hp doesn't count. I'm not about putting out damage here, not taking it.
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I dont mean to pee on anyones parade but
I got a rogue level 13 and also a druid, as far as a substained dps goes Ill take my rogue any day of the week.
In a long fight my rogue is still dealing damage and is actually passing my druid in dps.. wilst my druid is trying to regain his mana throu taproot
A caster without mana is no good to any one, endurance builts at pretty decent clip, and defualt hit is way above the caster staff attack.
So with out plus+ engery items my druid can be out of the fight in 10 secs(not to metion your healers are out mana quicker)
while my rogue if not taking any damage hits from the mob can go indefentity..
and believe me Im really close to turning rogue in to my main...
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Last edited by Nassir : 02-27-2007 at 03:58 PM.
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02-27-2007, 04:02 PM
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#12
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Join Date: Feb 2007
Posts: 115
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Endurance comes back at such a huge rate that I can't believe people see this as an imbalance. Energy pools fill a lot slower than the endurance pool. It keeps people from spamming the "most uber leet" combat move... while also giving melee classes the ability to have special flashy things, rather than "turn on auto attack and go afk"
That being said
Clerics get a buff that increases endurance regen
Disciples get a buff that reduces endurance cost by 10%
Bards get a song component that reduces endurance costs
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__________________
Xiarn - 30 Bard
Djarin - 20 Disciple
Eternal Eclipse
Shidreth Server
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02-27-2007, 04:42 PM
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#13
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Join Date: Feb 2007
Posts: 309
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I don't understand the logic in limiting endurance to a set value for life when casters are capable of increasing their energy to very high levels and waylaying targets with spell after spell.
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02-27-2007, 05:01 PM
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#14
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Join Date: Feb 2007
Posts: 115
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Quote:
Originally Posted by Aeronis
I don't understand the logic in limiting endurance to a set value for life when casters are capable of increasing their energy to very high levels and waylaying targets with spell after spell.
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Caster spells also increase in cost as they go up in levels. My melee skills are holding steady in the endurance cost, but getting more and more powerful as they go up in level, and as I upgrade my weapons.
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__________________
Xiarn - 30 Bard
Djarin - 20 Disciple
Eternal Eclipse
Shidreth Server
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02-27-2007, 05:34 PM
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#15
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Join Date: Feb 2007
Posts: 277
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Just though't id add that as a sorceror some of my spells (including my AE) chew through BOTH endurance and energy. Some even use upwards of 30 endurance per cast - so 3 spells and im done.
You aren't alone.
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Last edited by david99 : 02-27-2007 at 05:39 PM.
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02-27-2007, 05:34 PM
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#16
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Join Date: Feb 2007
Posts: 209
Server: Florendyl (RP)
Name: Jinpo
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Quote:
Originally Posted by Charnas
Caster spells also increase in cost as they go up in levels. My melee skills are holding steady in the endurance cost, but getting more and more powerful as they go up in level, and as I upgrade my weapons.
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That's not the case, and yet there is even more to consider.
Increased end cost, tougher mobs, longer fights all mandate more endurance
Quote:
Originally Posted by Nassir
I dont mean to pee on anyones parade but
I got a rogue level 13 and also a druid, as far as a substained dps goes Ill take my rogue any day of the week.
In a long fight my rogue is still dealing damage and is actually passing my druid in dps.. wilst my druid is trying to regain his mana throu taproot
A caster without mana is no good to any one, endurance builts at pretty decent clip, and defualt hit is way above the caster staff attack.
So with out plus+ engery items my druid can be out of the fight in 10 secs(not to metion your healers are out mana quicker)
while my rogue if not taking any damage hits from the mob can go indefentity..
and believe me Im really close to turning rogue in to my main...
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A melee without endurance is no good either. Unlike EQ, this game is build around special attacks. Casters use mana, Melee use endurance.
Quote:
Originally Posted by Charnas
Endurance comes back at such a huge rate that I can't believe people see this as an imbalance. Energy pools fill a lot slower than the endurance pool. It keeps people from spamming the "most uber leet" combat move... while also giving melee classes the ability to have special flashy things, rather than "turn on auto attack and go afk"
That being said
Clerics get a buff that increases endurance regen
Disciples get a buff that reduces endurance cost by 10%
Bards get a song component that reduces endurance costs
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Using your logic, a limited mana pool should keep players from spamming the "most uber leet" dd spells, and learn mana management. Or have I stumbled upon another double standard?
There was an extreme caster bias in EQ (yes, I played both caster and melee), and I'd really hate to see it show up in Vanguard. This preconception that casters deserve a vastly superior special-abilty mana/energy regen and melee to do not is an old, outdated way of thinking that needs to go away.
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02-27-2007, 05:37 PM
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#17
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Join Date: Feb 2007
Posts: 115
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If a caster spams his most powerful spell, he is going to snag aggro and become a dead caster. There are checks and balances in the system. Even if they somehow survive the aggro from that, they'll still be an out of mana caster, and they're no longer dealing damage. Fine, a caster can beat us in burst damage, but as a DPS class, I can sustain a high level of dps over a longer period of time, especially due to basic endurance regen rates vs. energy regen rates.
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__________________
Xiarn - 30 Bard
Djarin - 20 Disciple
Eternal Eclipse
Shidreth Server
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02-27-2007, 06:03 PM
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#18
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Join Date: Feb 2006
Posts: 102
Server: Florendyl (RP)
Name: Roarschach
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Quote:
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There is a definite imbalance of sorts between energy classes and endurance classes.
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It's been acknowledged by people who would know (Sigil's Sorc. Class Lead for example, as well as most of the class leaders) that there is a significant imbalance in sustained DPS in melee vs. caster. You may be suprised to learn that it is in Favor of the Melee classes, by a LOT. You can probably still find the info. archived on the Vanguard forums but believe me, it's not close.
The crux seems to be the regen rates, fairly rapid end. vs. the glacial energy
regen. That and the DPS per Auto attack while waiting for regen stack the deck pretty heavily in favor of the melee DPS.
I wouldn't believe me either but run the numbers and you'll see.
Now I'm going to go before I have to endure the inevitable "WTF my Bard is OOM in three swings and that sux, Sorcerors pwn" posts.
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02-27-2007, 06:41 PM
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#19
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Join Date: Jan 2007
Posts: 19
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Quote:
Originally Posted by Hexen525
Is there any chance that the Endurance cap will be raised from 100? Or maybe a buff/armor/weapon that will make it regen faster? It is kinda interesting watching one of my parry moves vanish while waiting for the 34 or so endurance to build back up. I have over 400 energy(which I barely need) and only 100 endurance(which ALL of my attacks use).
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That is one of the skills in playing a melee is to manage your Endurance. I am a 24 Warrior and I seem to manage my Endurance pretty well. I very rarely miss a special attack as I know when certain skills will be available and make sure I have enough endurance available at that point to use the skill. Also when I am out of Endurance it seems to regerate fast enough for me to do my special attacks. I am sure the higher you get the faster it will regen for you with better equipment.
If you get more VIT I think it is that regenerates your Endurance faster. It is still at 100 for me and I think it will stay at that amount through out the game. it is like 100% and a kick uses a certain % of your endurance.
If we have 400+ Endurance then all the Melee classes would be doing is spamming special attacks and reaction attacks with no other skill involved except push all the buttons available.
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02-27-2007, 08:15 PM
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#20
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Join Date: Jan 2007
Posts: 661
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Quote:
Originally Posted by Jinpo
Casters Get Energy
Melee get Endurance
Casters get items with +energy
Melee don't get items with +endurance?
Could this be a bit of the caster-snobbery we saw in EQ? Hopefully not, probably not.
And no, hp doesn't count. I'm not about putting out damage here, not taking it.
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Quote:
Originally Posted by Kovacs
It's been acknowledged by people who would know (Sigil's Sorc. Class Lead for example, as well as most of the class leaders) that there is a significant imbalance in sustained DPS in melee vs. caster. You may be suprised to learn that it is in Favor of the Melee classes, by a LOT. You can probably still find the info. archived on the Vanguard forums but believe me, it's not close.
The crux seems to be the regen rates, fairly rapid end. vs. the glacial energy
regen. That and the DPS per Auto attack while waiting for regen stack the deck pretty heavily in favor of the melee DPS.
I wouldn't believe me either but run the numbers and you'll see.
Now I'm going to go before I have to endure the inevitable "WTF my Bard is OOM in three swings and that sux, Sorcerors pwn" posts.
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What fights last long enough that sustained dps due to regen even matters? I could see maybe end game raid fights but as it is I have never had a group stop to regain mana. Ever.
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