This post is tailored to Albion, and, more specifically, to joining pick-up groups as a tank. Typically, I play the game in a set group with a paladin. This is fine, no complaints with the resource management required and resultant gameplay under these conditions.
However, in PUGs, I've had a different set of experiences:
Endurance management (e.g. canceling sprint while my target is caught, using endurance heal potions on cooldown, using the fastest shield possible) alone isn't enough, eventually I reach a point where I'm out of endurance and unable to play effectively unless I disable sprint and forgo melee styles for a significant amount of time. This will likely be exacerbated with time, paladins are not regarded as a necessary RVR class ( groups need spec. buffs, groups need speed 5 and CC, and casters being exempt from endurance as a resource — potion endurance alone is sufficient) and some tank players in Albion getting frustrated and re-rolling to a caster.
This worked okay in the past, but a couple things happened: I 'upgraded' to the significantly more expensive instant endurance heal potions (that feel weaker than their strong counterparts) and I've gotten closer to cap speed by training ranks of Mastery of Arms.
My problem is this — doing more in the name of endurance conservation is fine, thinking about whether I need to be sprinting or not, keeping tabs on my current endurance and using a heal potion if necessary, great. Sitting around doing nothing, not using class abilities because they're too end intensive, or futilely chasing players while not sprinting — not so exciting. Also, what I'd classify as 'light' endurance usage results in endurance slowly being depleted. If I'm sprinting and using flank on an occasional target, I'll never regain endurance while on potion timer.
My suggestions are the following:
Buff the instant endurance heal potions. 40 endurance is not enough to sustain the current usage rate in paladin-less groups, we shouldn't be using 2x the materials for a potion that isn't definitively superior to the strong potions. My suggestion — bring the instant endurance potions in line with the power potions on Phoenix, change the instant endurance delve to 80. Power potions are currently structured like this, the instant potions are higher delve and lack the cast-time of the strong powers.
Buff the second wind RA. Look at the current values, it's unthinkably bad. I suggest something closer to MCL, 3pts for a 2-3 minute full endurance heal, remove the ranks.
Scale style endurance usage with MoA ranks, I'm currently considering respeccing out of it to alleviate my endurance issues in PUGs.
However, in PUGs, I've had a different set of experiences:
Endurance management (e.g. canceling sprint while my target is caught, using endurance heal potions on cooldown, using the fastest shield possible) alone isn't enough, eventually I reach a point where I'm out of endurance and unable to play effectively unless I disable sprint and forgo melee styles for a significant amount of time. This will likely be exacerbated with time, paladins are not regarded as a necessary RVR class ( groups need spec. buffs, groups need speed 5 and CC, and casters being exempt from endurance as a resource — potion endurance alone is sufficient) and some tank players in Albion getting frustrated and re-rolling to a caster.
This worked okay in the past, but a couple things happened: I 'upgraded' to the significantly more expensive instant endurance heal potions (that feel weaker than their strong counterparts) and I've gotten closer to cap speed by training ranks of Mastery of Arms.
My problem is this — doing more in the name of endurance conservation is fine, thinking about whether I need to be sprinting or not, keeping tabs on my current endurance and using a heal potion if necessary, great. Sitting around doing nothing, not using class abilities because they're too end intensive, or futilely chasing players while not sprinting — not so exciting. Also, what I'd classify as 'light' endurance usage results in endurance slowly being depleted. If I'm sprinting and using flank on an occasional target, I'll never regain endurance while on potion timer.
My suggestions are the following:
Buff the instant endurance heal potions. 40 endurance is not enough to sustain the current usage rate in paladin-less groups, we shouldn't be using 2x the materials for a potion that isn't definitively superior to the strong potions. My suggestion — bring the instant endurance potions in line with the power potions on Phoenix, change the instant endurance delve to 80. Power potions are currently structured like this, the instant potions are higher delve and lack the cast-time of the strong powers.
Buff the second wind RA. Look at the current values, it's unthinkably bad. I suggest something closer to MCL, 3pts for a 2-3 minute full endurance heal, remove the ranks.
Scale style endurance usage with MoA ranks, I'm currently considering respeccing out of it to alleviate my endurance issues in PUGs.