Willpower/SuperStrength Tank Guide (i11 of course)
Thanks for the nice guide! I was curious about the synergy between WP/Super Strength, and it seems to be just fine. I love SS, and hope I don't come to regret going with EM(my first toon ever to get EM past level six).
Thanks for putting all this together. A lot of the numbers & info I was looking for, all in one place too
Much like a spider traps a bug, wraps it up, then starts chewing on it when it's completely unable to escape or defend itself.
Re: What are dominators... Orignally posted by: Mid_Boss, 06/28/09 11:08 PM
Why did you 4-slot health? Isn't that Over the cap?
Very nice overview of the powers.
I don't see a reason for 8 melee and 1 ranged attack (more than you need or will use).
I use a speed on demand for hover/fly which allows a Kismit +6% acc if you fight from hover.
I added IOs to the powers. With a couple of Recharge bonuses and 6 slots in Rage, it is permanent (recharges before it crashes).
Personally I don't like Strength of Will and added in Focused Accuracy and Laser Beam Eyes.
Here is the rundown.
__________________________________________________
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam:40(5)
Level 1: Jab -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(43), Mako-Acc/Dmg/EndRdx/Rchg:30(43)
Level 2: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(43)
Level 4: Fast Healing -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(7), RgnTis-Regen+:30(17)
Level 6: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(17), Mako-Acc/EndRdx/Rchg:50(34)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(11)
Level 10: Hover -- Ksmt-ToHit+:30(A)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(13), Efficacy-EndMod/Rchg:50(13)
Level 14: Fly -- Srng-EndRdx/Fly:50(A), Frbd-EndRdx:50(15), Frbd-Fly:50(15)
Level 16: Swift -- Flight-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Knockout Blow -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(21), G'Wdw-EndRdx/Hold:50(21), G'Wdw-Hold/Rng:50(33), G'Wdw-Acc/Hold/Rchg:50(34), G'Wdw-Acc/Rchg:50(34)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(23)
Level 24: Indomitable Will -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(31)
Level 26: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Rchg+:50(27), LkGmblr-Def:50(31)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(33), AdjTgt-Rchg:50(33)
Level 30: Boxing -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(37)
Level 32: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt:50(46), Zinger-Taunt/Rchg/Rng:50(48)
Level 35: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(36), ImpArm-ResDam/EndRdx/Rchg:40(36), ImpArm-ResDam:40(36)
Level 38: Foot Stomp -- Mocking-Acc/Rchg:50(A), Mocking-Taunt:50(39), Sciroc-Acc/Dmg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dmg/Rchg:50(40)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42)
Level 44: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(45), Numna-Heal/Rchg:50(45), ImpArm-ResPsi:40(45), ImpArm-ResDam:40(46), Aegis-ResDam:50(46)
Level 47: Focused Accuracy -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(50), Dev'n-Dmg/Rchg:50(50), Dev'n-Acc/Dmg/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+13% DamageBuff[*]+3.75% Defense(Psionic)[*]+8.55% Max Endurance[*]+43% Enhancement(Accuracy)[*]+6% Enhancement(Heal)[*]+17.5% Enhancement(RechargeTime)[*]+337.3 (18%) HitPoints[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 25.1%)[*]+MezResist(Sleep) (Mag 7.5%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 10.3%)[*]+10.5% Recovery[*]+84% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+1.26% Resistance(Energy)[*]+4.39% Resistance(Negative)[*]+3% Resistance(Psionic)[*]+5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Impervium Armor[u]
(Mind Over Body)<ul type="square">[*] +2.5% Recovery[*] +1.88% Defense(Psionic)[*] +2.25% Max Max Endurance[/list][u]Mako's Bite[u]
(Jab)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +28.1 (1.5%) HitPoints[/list][u]Crushing Impact[u]
(Punch)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +21.1 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Mako's Bite[u]
(Haymaker)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +28.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Numina's Convalescence[u]
(Rise to the Challenge)<ul type="square">[*] +12% Regeneration[*] +35.1 (1.88%) HitPoints[*] +6% Enhancement(Heal)[/list][u]Efficacy Adaptor[u]
(Quick Recovery)<ul type="square">[*] +21.1 (1.13%) HitPoints[*] +1.5% Recovery[/list][u]Freebird[u]
(Fly)<ul type="square">[*] +8% Regeneration[/list][u]Mako's Bite[u]
(Knockout Blow)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[/list][u]Ghost Widow's Embrace[u]
(Knockout Blow)<ul type="square">[*] +5% RunSpeed[*] +35.1 (1.88%) HitPoints[*] +2.25% Max Max Endurance[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] +21.1 (1.13%) HitPoints[*] +1.5% Recovery[/list][u]Red Fortune[u]
(Indomitable Will)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[/list][u]Luck of the Gambler[u]
(Heightened Senses)<ul type="square">[*] +10% Regeneration[*] +21.1 (1.13%) HitPoints[*] +9% Enhancement(Accuracy)[*] +7.5% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
(Rage)<ul type="square">[*] +2% DamageBuff[*] +1.26% Res(Energy, Neg)[*] +9% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +7.5% Status Effect Duration Reduction[/list][u]Mako's Bite[u]
(Boxing)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +28.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.75%)[*] +10% Regeneration[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] +2.5% Recovery[*] +1.88% Defense(Psionic)[*] +2.25% Max Max Endurance[/list][u]Mocking Beratement[u]
(Foot Stomp)<ul type="square">[*] +1.8% Max Max Endurance[/list][u]Scirocco's Dervish[u]
(Foot Stomp)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] +10% Regeneration[*] +21.1 (1.13%) HitPoints[*] +9% Enhancement(Accuracy)[/list][u]Numina's Convalescence[u]
(High Pain Tolerance)<ul type="square">[*] +12% Regeneration[*] +35.1 (1.88%) HitPoints[/list][u]Impervium Armor[u]
(High Pain Tolerance)<ul type="square">[*] +2.5% Recovery[*] +3% Resistance(Psionic)[/list][u]Devastation[u]
(Laser Beam Eyes)<ul type="square">[*] +12% Regeneration[*] +42.2 (2.25%) HitPoints[*] +3% DamageBuff[/list]
Reddy Kilowatt
Children of Data
2nd SG on Infinity
Earth Tech
Desert Princess
Bloody Decker
(and that is only some of the ones on Infinity)
[ QUOTE ]
Why did you 4-slot health? Isn't that Over the cap?
[/ QUOTE ]
one build also has fast healing four slot with heal and then another has fast healing (a passive) with 3 recharges.....need a lil cleanup
I have a build that I used in Beta and it worked very well for me. Now, it isn't built for IO slotting, this is more of a traditional SO build (easily swapped out with regular IO's) for those of us who don't have teh moniez to play the market (or the patience). It's a solid build never the less.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(17), ResDam-I:50(17), EndRdx-I:50(50)
Level 1: Jab -- Dmg-I:50(A), Dmg-I:50(3), Dmg-I:50(3), Acc-I:50(7), Acc-I:50(27), EndRdx-I:50(34)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(27), Heal-I:50(31)
Level 4: Haymaker -- Dmg-I:50(A), Dmg-I:50(5), Dmg-I:50(5), Acc-I:50(7), Acc-I:50(15), EndRdx-I:50(33)
Level 6: Indomitable Will -- EndRdx-I:50(A)
Level 8: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(9), EndRdx-I:50(43)
Level 10: Air Superiority -- Dmg-I:50(A), Dmg-I:50(11), Dmg-I:50(11), Acc-I:50(15), Acc-I:50(25), EndRdx-I:50(37)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Fly -- Flight-I:50(A)
Level 16: Taunt -- RechRdx-I:50(A)
Level 18: Heightened Senses -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), EndRdx-I:50(43)
Level 20: Knockout Blow -- Dmg-I:50(A), Dmg-I:50(21), Dmg-I:50(21), Acc-I:50(23), Acc-I:50(23), EndRdx-I:50(25)
Level 22: Swift -- Flight-I:50(A)
Level 24: Health -- Heal-I:50(A), Heal-I:50(34), Heal-I:50(34)
Level 26: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), ToHit-I:50(40), ToHit-I:50(42), ToHit-I:50(42)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Strength of Will -- ResDam-I:50(A), ResDam-I:50(33), ResDam-I:50(33)
Level 35: Hurl -- Dmg-I:50(A), Dmg-I:50(36), Dmg-I:50(36), Acc-I:50(36), Acc-I:50(37), EndRdx-I:50(37)
Level 38: Foot Stomp -- Dmg-I:50(A), Dmg-I:50(39), Dmg-I:50(39), Acc-I:50(39), Acc-I:50(40), RechRdx-I:50(40)
Level 41: High Pain Tolerance -- ResDam-I:50(A), ResDam-I:50(42), ResDam-I:50(43), Heal-I:50(46), Heal-I:50(46), Heal-I:50(46)
Level 44: Tough -- ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45), EndRdx-I:50(45)
Level 47: Weave -- DefBuff-I:50(A), DefBuff-I:50(48), DefBuff-I:50(48), EndRdx-I:50(48)
Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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The Great Debate: Hurl vs. LBE's - I chose Hurl instead of Laser beam eyes, but the pwoers are switchable if you put HPT in place of hurl and LBE's in place of HPT. Could be re-worked for Energy torrent for those who long for more AoE. I like hurl, I have a peacebringer for my Laser Beam eye fixation .
Slotting - The attacks can re-slotted easily for sets, or if You want FA instead on conserve power you can slot them for endurance reduction. I personally prefer Crushing Impacts (use them on my scrapper with great success) as they combine a very good amount of endurance, recharge and accuracy with maximum damage potential. Also, for those who must slot IO's everywhere, Slots can be re-arranged easily, as attacks can function with only five slots in need be, HPT can be cut down 3 slots, and SoW can be removed altogether.
Strength of Will - I know, this power to most is now skippable, But I chose it for one reason: I am a Tank first and foremost before a Scrapper. SoW may not be the gravy it used to be, but it still kicked [censored] even after the new version took it's place. With this build, and SoW activated, I am maxed out on Smashing lethal resistance, and have around 30% resistance to the other damage types, and 63% to psionic resists. Those aren't bad numbers to me, and can help me take an AV alpha with much more success.
Indomitable Will - While the idea of Psionic defense does offer quite a bit to the table, you will have plenty of resists to compensate for not having this power slotted up. I treat it as mez protection, slot it one end red and be done. However, slots can be rearranged if you really want this power maxed out or IO'd out.
Medicine: the Fighting pool can be substituted with Medicine pool IF you think you will need healing. However, if done right, RttC will more than compensate for lack of a self heal, Pull the mob around a corner to herd them up, this way they're all in RttC range.
This build got me through solo groups or 8+ Ritki mobs at +2-+3 my level. I popped SoW for the tougher bosses, and even the drones had a bit of a time hitting through my defenses (as RttC does debuf them a minor bit as well). Is it the best build? No, but it's cheap and easy to do. Just my two cents.
As a WP newbie (leveling my first Tanker ever as a WP/EM), why does everyone push back High Pain Tolerance all the way to the 40s? Is it not that essential?
Thanks for the Guide. I'll use it for my WP/Axe.
Two nits though: (1) KO Blow has a hold, not disorient (though the FX has the swirling head thingy when stunned); and (2) Haymaker comes right after Punch (Taunt was pushed back to lvl 10).
Let me explain a bit, about why I've slotted the way i did, for the first two builds...
The enhancements are in place to "fill the voids" until I can afford/craft the IO's that i really want in there. Yes, 4-slotting SO's is over the ed cap... but you'll still gain benefit from the 4th enh. and you'll need it, until you start getting your io's in place.
I'll put a plain text version of that build at the end of this post
"I don't see a reason for 8 melee and 1 ranged attack (more than you need or will use)"
Well, hurl, footstomp, and handclap are aggro tools(and some damage mitigation). Air superiority is a VERY nice damage mitigation power, and fills a nice slot in the attack chain till later, AND gets you to fly(sure hover works too...but in my mind, enemies standing up> a SLIGHT increase in defense) Boxing is a wasted pick, imho, but necessary to get tough/weave(and MUCH better than kick if you need to use it in a pinch)
"As a WP newbie (leveling my first Tanker ever as a WP/EM), why does everyone push back High Pain Tolerance all the way to the 40s? Is it not that essential? "
Because this guide was written during closed beta, and HPT has gone through signifigant changes since it's gone live. As things stand now, you should probably take HPT earlier.
My tank is leveling SLOWLY so it may be a while before i can post from a lvl 50 perspective
"Two nits though: (1) KO Blow has a hold, not disorient (though the FX has the swirling head thingy when stunned)"
You're right, in that it is a hold. While writing the guide, I was pulling the power text info from another guide. I shoulda checked facts better before posting. my bad. I also took a short vacation from the game about a week after posting, so the editing period expired :-( sorry. Feel free to write up your own guides, using your own builds. and if you've hit the big 50, post both pre and post respec builds if you would :-)
Happy tanking!
Thanks, now I can see the Willpower numbers in one convenient spot. Thanks a lot!
you can 3 slot both health and fast healing with only three slots, putting two numina (1 is the unique) and a health IO in fast healing and 2 numina and the +regen +recovey form miracle in health, then put the regenerative tissue in RTTC along side two from numinas and a health IO. Try that slotting and look at your regen per second. Four slotting them will not get you enough regen to make it worth the sots.
[ QUOTE ]
As a WP newbie (leveling my first Tanker ever as a WP/EM), why does everyone push back High Pain Tolerance all the way to the 40s? Is it not that essential?
[/ QUOTE ]
I took HPT as the first power on my WP/SS tank, and have not regretted. Mind over body is one I pushed back until my teams as fast healing combined with the HP gained from HPT was sufficient to serve my tanking needs. Added HP and minor resistance to all is a damage mitigation combination hard to pass up. And it all costs no end and can't be detoggled by those annoying COT mages you might not have IW for yet.
Not a bad guide. I'm at lvl 46 at this moment although I'm WP/DB ... I haven't had the need for end reduc hancers for anything. Also haven't even considered Tough or Weave,so that's something to think about. Thanks for taking the time to write one up. Good to see how others approach WP.
Regen Tanking and You [I11]
I'd like to begin by paying homage to Superman Returns (Superman 4.0) [I8] and beg pardon for blatently ripping off Hero14's most excelent writing skills, and words. If i had to do it from scratch, it never would have been done.
What NOT to expect :
The maximum ammount of defense possible.
Optimized for PVP.
Not much, but important to a lot of people. I'm happy with my build as it is(so far). It's definately playable...
What you SHOULD expect from this build:
Maximize defense, resists, and regen without gimping yourself.
Maintain a solid attack string.
Be good for solo play, as well as groups.
Be able to fly early.
Please note, this is primarily a PVE build. I don't want to exclude PVP, but I honestly don't PVP much so I can't say how this build would work.
I'm going to borrow from the Havoc Happy Index as people are already used to it... but you get my comments too .
Build Strengths:
Willpower is a fairly well-rounded set. It provides ok resistance, and moderate defense. It provides psionic resistance and ok protection from mez effects.
Super Strength helps maintain survivability through knockdown stun and hold effects on most attacks. Keeping your enemy off his feat means you're throwing more punches then they are. Add to this Rage which boosts your damage and accuracy to scranker levels. Alas, it's not all roses and kittens...
Build Weaknesses :
It's simple you have 1 weakness:
You're not a stone tank. :-)
Unlike almost every other tank build, you MAY NOT have to end up slotting end reducers in every power you own. You also have choosen a set that is the closest thing to a regen tank yet... and regen syncs VERY well with tanker HP levels.
In trade, you're a bit squishier than your resistance based peers, you're easier to hit than your def based peers, and you have NO click heal powers!
So what is the build?
What you see here is an end-game build, slotted as you would with Crafted Origin enhancements towards the late stages of the game. I wouldn't recommend slotting in this exact order. In other words, take the slots at the levels indicated, but pick enhancements to meet the needs of your level.
Notes on individual powers are in the section beyond this, but basically...you find you need Accuracy and Endurance Reduction enhancements in all your attacks at the early stages, just like other tanks. BUT you can begin weaning from end reducers once you get quick recovery.
Archetype: Tanker Endgame set-IO build
Primary: Will Power
Secondary: Super Strength
01) --> Mind Over Body==> DmgRes(1) DmgRes(3) DmgRes(31) EndRdx(37)
01) --> Jab==> Acc(1)
02) --> Punch==> EndRdx(2) Dmg(3) Dmg(5) Dmg(5) Acc(40)
04) --> Fast Healing==> Rechg(4) Rechg(11) Rechg(19) Heal(31)
06) --> Haymaker==> EndRdx(6) Dmg(7) Dmg(7) Dmg(17) Acc(17) Rechg(42)
08) --> Rise to the Challenge==> Heal(8) Heal(9) Heal(9) ToHit DeBuff(15) ToHit DeBuff(37) ToHit DeBuff(43)
10) --> Air Superiority==> EndRdx(10) Acc(11) Dmg(15) Dmg(25)
12) --> Quick Recovery==> EndMod(12) EndMod(13) EndMod(13)
14) --> Fly==> Fly(14) Fly(37) Fly(43)
16) --> Swift==> Fly (16)
18) --> Health==> Heal(18) Heal(19) Heal(34) Heal(36)
20) --> Knockout Blow==> Acc(20) Dmg(21) Dmg(21) Dmg(25) EndRdx(27) Taunt(42)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Indomitable Will==> EndRdx(24) (43) (46) (46)
26) --> Heightened Senses==> End Rdx(26) Def(27) (31) (34)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) ToHit(33) ToHit(34) ToHit(37)
30) --> Boxing==> Acc(30)
32) --> Strength of Will==> Res(32) Res(33) Res(33)
35) --> Tough==> EndRdx(35) Res(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(40)
41) --> Weave==> EndRdx(41) Def(42)
44) --> High Pain Tolerance==> Res(44) Res(45) Heal(45) Heal(45)
47) --> Hand Clap==> Acc(47) EndRdx(48) Rechg(48) Rechg(48) Taunt(50)
49) --> Hurl/Foccussed Accuracy/Conserve Energy==> All remaining slots (49) (50) (50)
---------------------------------------------
Archetype: Tanker Alternate SO Build(a bit more flexibility for swapping out powers)
Primary: Will Power
Secondary: Super Strength
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Hero Profile:
------------
Level 1: Mind Over Body ResDam(A), ResDam(3), ResDam(3), EndRdx(43)
Level 1: Jab Acc(A)
Level 2: High Pain Tolerance ResDam(A), ResDam(17), Heal(17), ResDam(34), Heal(34)
Level 4: Haymaker Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(31), RechRdx(37)
Level 6: Air Superiority Acc(A), Dmg(7), Dmg(15), Dmg(31), EndRdx(34)
Level 8: Rise to the Challenge Heal(A), Heal(9), ToHitDeb(9), Heal(15), ToHitDeb(37), ToHitDeb(43)
Level 10: Fast Healing Heal(A), Heal(11), Heal(11), Heal(43)
Level 12: Quick Recovery EndMod(A), EndMod(13), EndMod(13)
Level 14: Fly Flight(A), Flight(46)
Level 16: Swift Flight(A)
Level 18: Health Heal(A), Heal(19), Heal(19), Heal(40)
Level 20: Knockout Blow Acc(A), Dmg(21), Dmg(21), Dmg(23), RechRdx(23), EndRdx(25)
Level 22: Indomitable Will EndRdx(A)
Level 24: Stamina EndMod(A), EndMod(25), EndMod(37)
Level 26: Heightened Senses DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Rage RechRdx(A), RechRdx(29), RechRdx(29), ToHit(31), ToHit(36), ToHit(36)
Level 30: Boxing Acc(A)
Level 32: Strength of Will ResDam(A), ResDam(33), ResDam(33), EndRdx(33)
Level 35: Tough ResDam(A), EndRdx(36), ResDam(46), ResDam(46)
Level 38: Foot Stomp Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
Level 41: Handclap Acc(A), EndRdx(42), Dsrnt(42), Dsrnt(42)
Level 44: Weave EndRdx(A), DefBuff(45), DefBuff(45), DefBuff(45)
Level 47: Hurl Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), EndRdx(50)
Level 49: Taunt Taunt(A), Taunt(50)
I don't suggest this build, unless you have your Sands of Mu vet reward, to fill out the attack chain a bit. Once you do though, it should prove a most simple method of tanking, without ever having to touch the dirty loot/p-bay system. Just cause it's there, doesn't mean you HAVE to use it :-)
Tricks of the Trade:
Some common sense stuff, some personal opinion:
* Rage will give you a 10 second period where you can't attack and it will drain some endurance.
* Rage boosts accuracy enough that you MAY not need to slot your attacks for accuracy, until you get this power, however, you will need it.
* At least one endurance reduction in each toggle and one in every attack you use regularly will help endurance issues, even with Quick Recovery. Staminia should allow removing End reducers from your toggles or some attacks.
* Many tankers feel that the taunt aura of RttC, plus Gauntlet, is more than sufficient for aggro management. Others feel the Taunt power is a must-have. If you want Taunt, I reccomend taking it when you feel it's "needed".
Toggle Powers to Keep Active:
All of them. you're a toggle monger.
Learn to love it, or else.
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The Poor Man's Guide to WillPower/Super Strength
Ok wanted to throw this in for those curious seekers who are new to tanks and needed a guide to know what powers do and what they should do!
Will Power
High Pain Tolerance
Resist: 7.5%
HP increase: 10% un-enhancable plus 10% enhancable
Havok Happy Index:
Description: An inherent power, this power increases resistance to everything and raises your base hit point count. If you're relying on solely your Primary for defense and resistance, than HPT is must-haves. If you're looking at pool powers like Fighting and Medicine, than this passives are powers you MAY be able to sacrifice. Adds a base 10% resistance to everything, adds 10% unenhancable to your health total, and adds an enhancable amount also!
Mind Over Body
Endurance: .14/s
S/L Resist: 22.5%
Psionic Res: 20%
Havok Happy Index:
Description:When you toggle on this power, you empower your Mind Over Body to become highly resistant to Smashing, Lethal and Psionic damage.
Fast Healing
Regeneration: 75%
Havok Happy Index:
Description:You heal Hit Points at a faster rate than normal. This power is always on.
Indomitable Will
Mezz Resist: -10
Endurance: .14/s
Psi Def: 10%
Havok Happy Index:
Description:When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Confusions, Repel, Knockback and Hold effects. Indomitable Will also grant a moderate defense to Psionic based attacks.
Rise to the Challenge
Regen: 125%
Taunt: Mag4-13.5s
ToHit Debuff: -3.5%
Endurance: .21/s
Radius: 8
Havok Happy Index:
Description:The more the odds are against you, the more determined you become. When surrounded by foes, your ability to regenerate health increases greatly. Additionally, your resolve and the look in your eye is enough to leave most foes shaken, so their attacks are less accurate. The first foe you engage in melee grants the highest regeneration bonus, and up to 10 foes can contribute to this effect.
Quick Recovery
Recovery: 30
Havok Happy Index:
Description:You recover Endurance at a faster rate than normal. This power is always on. Actually BETTER than Staminia! get it, 3-slot it early, enjoy! Don't bother slotting the endmod proc, unless you have a slot, and NOWHERE ELSE to put it(say, even more regen?) Even as a tank, 3-QR and 3-Staminia will keep your blue bar happy for a long time.
Heightened Senses
Endurance: .21/s
S/L Def: 3.3%
Nrg/Neg/Fire/Cold Def: 13%
Havok Happy Index:
Description:You become more aware of your environment and its hazards while this power is activated. This will increase your Defense versus environmental damage as long as it is active. Your Heightened Senses also allow you to perceive stealthy foes and resist Defense Debuffs. every little bit helps, and it's GREAT at keeping out the elements.
Resurgence
Recharge 300s
Duration: 90s
Cast: 4.33s
Heal: 83.3%
DamBuff: 28%
Havok Happy Index:
Description:Should you fall in battle, you can Revive yourself from the brink of death. You will revive with most of your hit points and half your endurance and be protected from experience debt for 20 seconds. Additionally, for 90 seconds, your damage and accuracy will be improved, then for another 45 seconds, your damage and accuracy will be diminished. Mini-SelfMutate. Takeing this lets your teammates know you PLAN on dying a lot.
Strength of Will
Cast: 1
Endurance: 2.6
Recharge: 300s
Duration: 120s
Havok Happy Index:
Description: When you activate this power, you not only become extremely resistant to most damage, but also to Disoreint, Immobilization, Hold, Knockback, Repel and Sleep effects. Strength of Will costs little Endurance to activate, but when it wears off you are left exhausted, and substantially drained of Endurance. For a 2 minute period you are a god. Your endurance recovery rate is through the roof, you are almost impossible to Mez (you are still vulnerable to Fear), and your RES rates become much better (25S/L, 12.5 to most else). Pity the fool who can't survive 2 minutes of your pounding! Then there is the downside. After those 2 minutes the wild ride ends with you losing 50 endurance. Now if you can handle that this power is pretty good.
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Super Strength
Note: Remember all powers listed in here have a PBAoE Taunt component, a.k.a. Gauntlet. and that's enhanceable now!
Jab
Accuracy: 75%
Activation: 1.07
Endurance: 3.536
Recharge: 2.0
Range: 5
Brawl Index: 1.8889
Havok Happy Index:
Description: Tag this on the bottom of your attack chain in PVE combat, just for the mild disorient effect it has on minions. In PVP, replace it with Brawl. If you MUST slot it, put in a nice proc.
Punch
Accuracy: 75%
Activation: 1.2
Endurance: 7.5
Recharge: 4.0
Range: 5
Brawl Index: 2.7778
Havok Happy Index:
Description: A decent punch attack complete with knockdown. In the lower levels, slot accuracy first, and at least one endurance reduction second. Standard SO slotting at later levels is 3 Damage, 1 Endurance (accuracy handled by Rage).
Taunt
Accuracy: 80%
Activation: 2.2
Recharge: 10.0
Range: 70
Havok Happy Index:
Description: A decent aggro control tool that auto-hits 5 foes, at range. When you're in the thick of it, Gauntlet and Invincibility will handle most all of your aggro needs, but nothing grabs foe's attention at a distance like Taunt. It is not a required power for a team tank, but it can be the power for anyone who wants to be the Rock that teams are built upon. optional
Haymaker
Accuracy: 75%
Activation: 1.5
Endurance: 8.53
Recharge: 8.0
Range: 5
Brawl Index: 4.5556
Havok Happy Index:
Description: Another good solid power with a Knockdown component. Slow to recharge, and heavy on endurance...so in early levels, slot accuracy and endurance first. SO slotting is 3-DMG, 1-END, 1-ACC, 1-2 Recharge (your choice).
Hand Clap
Accuracy: 55%
Activation: 1.23
Endurance: 13.0
Recharge: 30.0
Havok Happy Index:
Description: I don't hate this power I just don't personally find it the best usage of a Tankers endurance or attack cycles. I think you'll get better usage out of Footstomp, but if you want it take it. It does no damage, does knockdown, and has a chance to disorient so it can make a decient combination with some Controller powersets. Good place for some of those combat procs to sit.
Knockout Blow
Accuracy: 95%
Activation: 2.23
Endurance: 18.51
Recharge: 25.0
Range: 5
Brawl Index: 9.8889
Havok Happy Index:
Description: Take this power. It does awsome damage, knockdown, and a strong chance to disorient. It doesn't get any better. SO Slotting is 3-DMG, 1-END, 1-2 Recharge, 1-ACC.
Rage
Activation: 1.17
Endurance: 5.2
Duration: 120
Recharge: 240
Havok Happy Index:
Description: Rage, rage against the dying of the light...This power rocks hardcore. It's 80% Damage Enhancement and 20% ACC boost. It lasts for 2 minutes but when it drops you are unable to attack for 10 seconds (you can only use powers which affect yourself). You will also face a nasty end drop, so watch your toggles and have a blue or two ready. Three SO recharges make this a perma-power, and I highly recommend this. Just remember to inform your teams before combat if you use it continuously, so they'll know why you spend 10 seconds every couple of minutes contemplating your navel.
Hurl
Accuracy: 75%
Activation: 3.83
Endurance: 9.36
Recharge: 8.0
Range: 80
Brawl Index: 4.5554
Havok Happy Index:
Description: A solid power that is ranged, has a knockdown component, and can take a flying PC out of the air in PvP. The downside is a horribly long activation time. The upside is, it looks really cool!
Foot Stomp
Accuracy: 75%
Activation: 2.1
Endurance: 18.51
Recharge: 20
Brawl Index: 3.94444
Havok Happy Index:
Description: Solid AoE damage, with Knockdown. An awecome, must-have power for SS tankers, second only to Knockout Blow. Focus on that EB/AV in a fight, throw this in every time it recharges, and by the time you're done with that boss, hey look! The minions are dead too! Slotting is...aw, you know the drill.
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Flight/Speed/Fitness/Energy Mastery
I'd be remiss if I recommended powers from these sets and didn't tell you what they gave!
Flight
Hover
Activation: 1
Endurance: 0.2 End/Sec
Recharge: 1
Havok Happy Index:
Description: Prior to ED,6 slotted hover was as fast as 1 slotted Flight with far cheaper endurance cost. It gives you 5% defence to everything, and has pretty low end costs now...but I still wouldn't take it.
Air Superiority
Accuracy: 75%
Activation: 1.5
Endurance: 6.5
Recharge: 4.0
Range: 5
Brawl Index: 2.7778
Havok Happy Index:
Description: The best non-epic power pool attack IMHO. It's pretty awsome. It's fast, does decent damage, does knock up, and has a chance to knock fliers out of the air. That's fun! As a bonus, with some minor recharge, you can keep many mobs in a permanent juggle.
Fly
Activation: 1
Endurance: 1.0 End/Seec
Recharge: 1
Havok Happy Index:
Description: As far as travel powers go, It's MEHh.... Freedom to travel in any direction. Not the Fastest movment ever(even slotted with swift too) but it will get the job done, and is a brain-free travel power. Plus, what kind of Superman@tm would you be without being able to fly?
Group Fly
Activation: 2.03
Endurance: 2.0 End/Sec
Recharge: 1
Havok Happy Index:
Description: Craptastic. It grants you and your closest friends (i.e. those who are hugging you at the time) flight. So long as you have endurance and they stay close to you they will remain flying.
Speed
Flurry
Accuracy: 75%
Activation: 3.07
Endurance: 5.5
Recharge: 3.0
Range: 5
Brawl Index: 3.176
Havok Happy Index:
Description: This power does crap damage and has a small chance to disorient. It's coolest aspect is also it's downfall. It has a neet animation that fits its description but the animation is long which hurts it in a solid damage string. Think Sands of Mu, but without any of the good stuff.
Hasten
Activation: 0.73
Endurance: 20.0
Duration: 120
Recharge: 450
Havok Happy Index:
Description: Possibly one of the 2 most powerful Power Pool abilities in the game this ability significantly ups the recharge rate of all your powers (acts as a 70% Recharge Reducer). At the end of it's duration it does drain a pretty chunk of endurance though so watch those toggle drops! Take it late in the game with Conserve Power, and it's a great way to have your heavy hitters up more often.
Super Speed
Activation: 1
Endurance: 0.4 End/Sec
Recharge: 1
Havok Happy Index:
Description: An awesome travel power, this ability adds a nice stealth component along with giving you one of the fastest travel powers in the game. As nice as it is it does lack a vertical component which hurts.
Whirlwind
Activation: 1.17
Endurance: 1.0 End/Sec
Recharge: 20.0
Havok Happy Index:
Description: Previously the most underrated power in the game, a recent change casts it's usefulness in doubt. When active, you spin like a cuisinart and every foe around you goes flying from knockback. It's endurance heavy, and since it was change from knockup to knockback, it's utility for tankers is questionable.
Fitness
Swift
Havok Happy Index:
Description: A simple base power that increases running speed. Its inherent and really is just a power to get you to Stamina. Since I already took Flight, I choose this. you can slot run OR fly enh into it depending on wether you want more speed mission-to-mission or mob-to-mob.
Hurdle
Havok Happy Index:
Description: Another possible stepping stone on the way to Stamina.
Health
Havok Happy Index:
Description: This power acts like a 40% enhancer to your heal rate, plus grants resistance to Sleep. A highly underrated power for Tankers, who have the highest HP of anyone in the game. Take it, 3-slot for heals.
Stamina
Havok Happy Index:
Description: Geko once called this power the most powerful power in the game. It is an inherent that increases your Endurance regen rate by 0.42 End/Sec.
Addendums
Fast Healing
How quickly does Fast Healing recover Hit Points?
A character without Fast Healing recovers 25% of his Hit Points every minute, which means he can recover fully in four minutes. With Fast Healing (unenhanced), a character recovers roughly 35% of his Hit Points every minute, allowing him to fully recover in just under 3 minutes (171 seconds, according to testing in beta). With six single-origin Heal enhancements in Fast Healing, the character recovers 55% of his Hit Points per minute, or full recovery in less than 2 minutes (109 seconds).
Does Fast Healing stack with Health (from the Fitness power pool)?
Yes. Unenhanced, Fast Healing increases the recovery rate by 40%, while Health increases the recovery rate by 30%.
Fast Healing and Health together (both unenhanced) allow a character to recover 42% of their Hit Points every minute, giving a full recovery in under two and a half minutes (141 seconds). With six single-origin Heal enhancements in Fast Healing, the rate rises to 62% per minute, or full recovery in just over a minute and a half (96 seconds). Placing those enhancements in Health instead provides a lower effect (57%, full recovery in 104 seconds).
If a character takes both Fast Healing and Health, and places the maximum of six single-origin enhancements in both powers, their recovery rate increases to a maximum of 77% per minute, or recovery from 1 Hit Point to full in 77 seconds.
Should I slot The Unique Healing IO's, and where?
Here's where fine tuning gets kicked into high gear. With 8 slots to dedicate between health and fast healing(we're "Regen Tankers" remember, so slotting your regen and health is important!) I've found the best split for me is, slot your uniques into health. Numinia Unique and Heal, for health boost, regen, recovery, and the 10% set bonus and a Miracle Heal. Miracle Recovery(paired with the Miracle Heal for even more recovery) and Regenerative tissue go into the "spare" 2 slots.
Quick Recovery
How quickly does Quick Recovery recover Endurance?
Unenhanced, Quick Recovery gives a 33% increase over the standard Endurance recovery rate. See below for a table showing the relative benefits of Quick Recovery, Stamina, and Quick Recovery (with 6 Single-Origin Endurance Recovery Enhancements) + Stamina.
Does Quick Recovery stack with Stamina (from the Fitness power pool)?
Yes. Quick Recovery increases the Endurance recovery rate by 33%, while Stamina increases the recovery rate by 25%. Fully enhanced with 6 single-origin Endurance Recovery enhancements in each power, Quick Recovery and Stamina will bring a character from 0 Endurance to full in 21.8 seconds.
Enclosed below is my supersecret Set IO build. No peeking now, it's in code!
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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