Charge Discrepancies: Power Vs. Endurance

Endurance Charge seems to be getting overshadowed by its siblings, particularly Power Charge. Each should ideally carry their own unique flavor and gameplay utility but I fear the STR/Fire side is (yet again) getting the short end of the stick.

Comparing the charge consumption & damage bonuses for Falling Thunder and Infernal Yell leaves much to be desired. Power Charge grants Falling Thunder more projectiles and an obscene amount of type-agnostic "More Damage" - that scales limitlessly with the user's gear - per charge. Endurance Charge lets Infernal Yell empower more attacks, but offers no bonuses to the skill's damage. Furthermore, Infernal Yell's damage scaling is gated twice by the Monster Power mechanic: once in Gain as Extra Damage and again in the Combust. The latter even explicitly states that only "More Fire Damage" is gained with Monster Power, so type-conversion loses out on Combust's scaling.

Lastly, all 3 Charges can grant temporary Defenses to their Archetype. Perhaps its a sick joke that Endurance Charge gets stuck with an impotent boost to Armour while Power Charge provides the strongest scaling Defense in Energy Shield.

/rant
Last edited by LeFlesh#9979 on Jul 3, 2025, 8:42:44 PM
Last bumped on Jul 4, 2025, 9:45:39 AM
Instead of weak %increased Armour (and some modest healing), Endurance Charge's Defense contribution from the Passive Tree could provide Additional Physical Mitigation, base "Equipped" Armour (so that it can scale better), Ailment/Stun Threshhold, Critical Damage Resistance, partial application of Armour's mitigation to non-physical Hits/DoTs, temporarily modify the Armour formula so that it functions like a true Resistance to Physical Damage, or something wild like immunity to Charge-Theft. (I say this as a Monk player that is too far away from the Grit Notable to benefit from these changes.)

The passives for Power Charge grant massive amounts of critical damage bonus and inarguably the (current) superior defensive layer. Minor Health Recovery and %increased armour can't compete.

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