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Posts
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You'll basically end up playing it like a Dominator with some actual defense, stealth, and good damage. It can be effective, although you shouldn't expect to be as effective as controlling as a Dominator, nor as damaging as a Night Widow.
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Are we talking Night Widow or Fortunata? Night Widow, definitely. Just running it in Mids, you'll need about 62.5% recharge (so 42.5% from IOs) or thereabouts and a 6-slotted Mind Link. Fortunata? Probably not.
Edit: Just to add: if you really want to softcap, just 6-slotting Mind Link and then slotting your normal Defense powers with common IOs will be more than enough to softcap you, assuming that Mind Link is permanent. -
Foresight gives the debuff resist, and it can't be enhanced. The scaling resist can't be enhanced, either, only the Psionic resist.
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You do have Hurdle/Swift and Health, yes? It's on my Widow.
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Here's MrLiberty's WP/SS build that was cooked up in another thread a while back. 110 HP/s with one enemy in range, capped to all typed defense except psionic, 70% Smashing/Lethal resists, and capped HP. I don't think you can min-max much more than this, really. Note that the empty slots are for the PVP IOs.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Fitness
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(13), Numna-Heal(33), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(36), Empty(36)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(9), P'ngS'Fest-Dmg/Rchg(17)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(7), Numna-Heal(7), RgnTis-Regen+(37), Heal-I(46)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 10: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/Rchg(11), HO:Golgi(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(15), Efficacy-EndMod/Rchg(15)
Level 16: Super Jump -- Jump-I(A)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/Rchg(25)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(45)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A), Empty(33)
Level 35: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(40), Annoy-Taunt/Rchg/Rng(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40)
Level 41: Hurl -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Dmg/EndRdx(46)
Level 44: Swift -- Run-I(A)
Level 47: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/Rchg(48)
Level 49: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50), Efficacy-EndMod/Rchg(50)
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Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
The only big downside to Mind is that you tend to feel a bit anemic on larger teams. Terrify is pretty nice, but I'd much, much prefer to have Ice Slick or Earthquake or Seeds of Confusion every spawn. Ice Slick can lock down a spawn like nothing else, whereas Terrify, while being a great debuff, doesn't fully prevent everything from wailing on your party.
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Finally, the decisive thread on the AE issue has arrived.
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Aid Self helps enormously here. Once you get close enough, their Chomp attack becomes a fairly predictable source of damage, so you can time your heals correctly if need be.
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If not that, how about some sort of Stamina-equivalent for Beginner's Luck? You gain a significant recovery boost early on that gradually dissipates as you get to 20.
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Some builds are able to generate it ridiculously well (I think one of the better ones posted was Ice/Stone) and thus have no need for Taunt. Some builds, however, have relatively weak built-in threat (WP/DB, for instance), and to them Taunt is absolutely indispensable. I can't tell you how much easier it was to hold aggro after getting Taunt on my WP/DB character.
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Stone and WP go together like bread and honey. Stone provides you an almost excessive amount of KB, which is fantastic when you consider that one of WP's main strengths is regenerating a ton of damage, something that's much easier to capitalize on when everything around you is knocked flat. You also have the advantage of Stamina + Quick Recovery to cover the otherwise end-heavy nature of Stone.
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If you want to make a team oriented WP/DB tanker, that's probably the way to go. You lose the best single target attack in your secondary; you also lose your DoT combo, which helps Willpower specifically. You've also chased defense bonuses at the expense of accuracy and to hit bonuses, which I think are important in Dual Blades. But if you are going to be a team tanker with Dual Blades, that's probably as good a build as you can get.
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I finagled around with it again and it is possible to fit in Vengeful Slice (though you do sacrifice the bonus regen from Stone Prison slotting). I think the accuracy bonuses are good, for the most part, assuming a repeated stacking of Blinding Feint. I will admit that it is a much tighter build than most others and I wouldn't really play it if I wasn't doing it solely for the style and feel of Dual Blades. vv
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Of the ones you list, the only one I would avoid is Dual Blades. That set has problems with a primary as demanding as Willpower, which all but forces you to take eight of the nine powers. Dual Blades has a variety of attacks that are weak in their own right, and whose power is entirely dependent on the combo system. I'd avoid it unless you plan on soloing for almost your entire career and think you can get away with skipping Taunt.
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I don't think Dual Blades is too terrible with Willpower, though not the strongest combination. Here's a dummy build I did up to show some possibilities:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Zinger-Acc/Rchg(15)
Level 2: Fast Healing -- Numna-Heal(A), H'zdH-Heal(5), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), RgnTis-Regen+(21)
Level 4: Power Slice -- KntkC'bat-Acc/Dmg(A), Zinger-Acc/Rchg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17), Taunt-I(17), Taunt-I(19)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), Ksmt-ToHit+(50)
Level 14: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(21), Numna-Heal/EndRdx(50)
Level 16: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Acc/Dmg/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(27)
Level 18: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 20: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(48)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 24: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Zinger-Acc/Rchg(46)
Level 26: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(46)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-EndRdx(37), RctvArm-ResDam/Rchg(37)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 35: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dmg/EndRdx(50)
Level 38: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Taunt -- Zinger-Taunt(A), Zinger-Dam%(42), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rchg(45), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(45)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48)
Level 47: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48)
Level 49: Super Jump -- Zephyr-Travel(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
6% away from softcapped S/L (which could be hit fairly easily with some sacrifices in other defense-types), 2% away from N/E, 98 HP/s, and every combo available except Attack Vitals (although the main ones you'll be using are Sweep/Weaken). You could axe Super Jump if you wanted to get Strength of Will. I will admit that, comparatively, the Willpower/Super Strength Tanker that was cooked up in that thread a while back can get superior defensive stats without sacrificing as much (and I'd assume Stone can as well), but Dual Blades can still achieve very respectable numbers, I feel. If I can make a comparison, it's the Martial Arts of the Tanker world. It's ignored a lot and possibly not as strong as some of the other primaries, but it won't make you unable to do your job if you take it. -
Battle Axe and Mace are both pretty good sets, providing a lot of additional mitigation in the form of Disorient/Knockback. Stone is probably the most control-heavy, though, as mentioned, it is a bit of an endurance hog (though is still quite nice thanks to the fact that you've got to excellent sources of Endurance, plus the fact that Knockdown gives more time for your regen to catch up). Dual Blades is sort of an "eh" set that doesn't really accelerate at anything, and you have to wait for some time to get to the real meat and potatoes of the set (AKA One Thousand Cuts so that you can finally get the Sweep combo), though it does have the advantage of Blinding Feint (which can be double stacked for +20% to ToHit and +60% damage).
I'd personally recommend Stone if you're looking to be as powerful as possible, or any of the others if you're just looking for a concept build. You can hold aggro and tank well with any combo; some just have an easier time of it than others. -
Random bronze rolls can also produce you quite a nice chunk of change, on occasion. They're relatively cheap (as far as tickets goes) and more than make up their worth when you get Doctored Wounds/Numinas/Crushing Impacts/etc.
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Never heard of it before now.
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It's the only story arc in all of City of Heroes that I've actually been interested in getting to the end of, mainly because it throws you a curveball in nearly every single mission. -
The newest TF does kind of suck apparently though, so I don't think that's a good metric to really judge pickup groups by.
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Mines soloable. But then, its designed for lowbies so if that turns you off..then oh well. :<
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I have to say "thank you" for the arc because it's the one I tend to go to immediately on new alts I make. It's very easy for any lowbie, not too tedious, and gives good EXP and tickets for gearing up with DOs. -
In conclusion, Willpower is kinda crazy when fully IOed.
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As a side note, could of uped it's Regen more, but would of sacrificed acc in attacks for it.
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This is the one area where SS does have a definite advantage, since you can skimp on Accuracy slots to pump up Regen or whatnot some more. That's not to say that other sets are horrible or anything, granted. By the time you get near to 100 HP/s with one guy and capped S/L and near to the HP cap you're already pretty much Mr. Goofy as it is, and a difference of a few HP/s probably won't be felt that much. -
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Thanks Vermain!
I'll check your numbers out!
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I did some more finagling around and it is possible to push some of the numbers even higher. I managed to get HP/s up to 109.5, End/s up to 4.24, and S/L and N/E Def up to 43%, but it requires some really awkward slotting (read: slotting Brawl with 2x Pounding Slugfest) and getting rid of Hasten. -
EDIT: Noticed I underoptimized a few slots, so I revised it a lil bit.
Just from messing around in Mids, it's fairly easy to get numbers close to that. It depends on what you're shooting for, really, although as Obitus mentioned, I'd try and stack S/L firstoff before going for N/E or F/C. The Defense values I have aren't softcapped, though they're near enough (especially with the -ToHit coming from RttC), and would probably be there if you could stick the PVP IO in there. Granted, it's probably not perfectly optimized, though it shows that you can get near to those numbers. I suspect a lot of it has to do with your secondary. I just picked SS here since it's fairly generic.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance[*] (5) Impervious Skin - Resistance/Recharge[*] (7) Impervious Skin - Resistance/Endurance/Recharge[*] (7) Numina's Convalescence - Heal/Endurance[*] (9) Numina's Convalescence - Heal[*] (37) Numina's Convalescence - Heal/Recharge[/list]Level 1: Jab <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (3) Kinetic Combat - Damage/Recharge[*] (5) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (9) Numina's Convalescence - Heal[*] (11) Numina's Convalescence - Heal/Recharge[*] (48) Healing IO[/list]Level 4: Haymaker <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (11) Kinetic Combat - Damage/Endurance[*] (13) Kinetic Combat - Damage/Recharge[*] (13) Kinetic Combat - Damage/Endurance/Recharge[*] (15) Accuracy IO[/list]Level 6: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Resistance/Recharge[*] (15) Reactive Armor - Resistance/Endurance[*] (17) Reactive Armor - Endurance[*] (17) Reactive Armor - Resistance[*] (29) Steadfast Protection - Resistance/+Def 3%[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Taunt Duration IO[*] (19) Taunt Duration IO[*] (21) Numina's Convalescence - Heal/Endurance[*] (21) Numina's Convalescence - Heal[*] (23) Numina's Convalescence - Heal/Recharge[*] (23) Numina's Convalescence - Heal/Endurance/Recharge[/list]Level 10: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (19) Perfect Zinger - Chance for Psi Damage[*] (25) Perfect Zinger - Taunt/Recharge[*] (25) Perfect Zinger - Taunt/Recharge/Range[*] (27) Perfect Zinger - Taunt/Range[*] (27) Perfect Zinger - Accuracy/Recharge[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO[*] (29) Performance Shifter - EndMod[*] (31) Performance Shifter - Chance for +End[/list]Level 14: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Health <ul type="square">[*] (A) Regenerative Tissue - +Regeneration[*] (31) Miracle - +Recovery[*] (31) Numina's Convalescence - +Regeneration/+Recovery[*] (34) Numina's Convalescence - Heal/Endurance[*] (42) Numina's Convalescence - Heal[/list]Level 18: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (33) Luck of the Gambler - Defense/Recharge[*] (33) Luck of the Gambler - Defense[*] (33) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod/Recharge[*] (34) Performance Shifter - Chance for +End[*] (34) Performance Shifter - EndMod[/list]Level 22: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (36) Kinetic Combat - Damage/Endurance[*] (36) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[*] (37) Mako's Bite - Damage/Endurance[/list]Level 24: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (48) Kinetic Combat - Damage/Endurance[*] (50) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 26: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (37) Reactive Armor - Resistance[*] (39) Reactive Armor - Endurance[*] (39) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 28: Rage <ul type="square">[*] (A) Recharge Reduction IO[*] (39) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 30: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (40) Luck of the Gambler - Defense/Recharge[*] (40) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 32: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 35: Indomitable Will <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Eradication - Damage[*] (43) Eradication - Accuracy/Recharge[*] (43) Eradication - Accuracy/Damage/Endurance/Recharge[*] (45) Multi Strike - Accuracy/Endurance[*] (45) Scirocco's Dervish - Accuracy/Damage[*] (45) Scirocco's Dervish - Damage/Endurance[/list]Level 41: Hurl <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (46) Devastation - Damage/Endurance[*] (48) Devastation - Damage/Recharge[/list]Level 44: Stone Prison <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage[*] (46) Entropic Chaos - Damage/Endurance[*] (46) Entropic Chaos - Damage/Recharge[/list]Level 47: Combat Jumping <ul type="square">[*] (A) Defense Buff IO[/list]Level 49: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
So, if you added in the PVP +Def IO, you'd be looking at roughly:
68% S/L Resistance
42.8% S/L Defense
44.7% N/E Defense
37.5% F/C Defense
27% Psionic Defense
3193 HP
100 HP/s (assuming 1 target with RttC)
4.15 End/s -
Blight (140423). The best arc in the entire MA system right now. It's pretty much a crime that it only has 68 votes as of this writing.
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Broadsword/Willpower and Katana/Willpower are both ridiculously great combos with nutty survivability with just SOs. The only two mobs that actually ever gave me trouble were Overseers (which I only really fought because I wanted the katana model) and Mu Guardians (because of EM Pulse).
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Wasn't there a brief period after the initial release of WP when the taunt aura for scrappers worked far better than intended? All I can think of that might be a nerf that would stop them from tanking.
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I wasn't around for it, but from what I've read it was basically that no one actually knew how Taunt worked, so the Taunt aura on RttC made it so that Scrappers would apply Taunt to everything around them and then when they did an AoE it would glue everything to them (since Taunt actually just multiplied the threat of abilities you used on a taunted target, rather than overriding all threat as was previously thought).
As for this Willpower dude, he's probably just got A Gut Feeling that it was nerfed. I haven't noticed any change at all on Willpower recently. You see this crop up in just about every MMO, with people coming completely out of the blue to say something significant has changed. (My JBoots feel slower/Onyxia seems to be Deep Breathing more/etc.)