Secondary
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Axe and Mace are very similar. Both are slow to start, but your last three powers are awesome/fun AoEs. All axe powers have a good chance for knockdown, which is pretty decent mitigation. Mace is a mix of disorient and knockdown.
Stone is an awesome single target damage and utility set. You get four great single target attacks, the strongest of which holds a boss in one hit! Fault is an awesome AoE knockdown/disorient control power- it has no damage, but goes a long way toward keeping you and your team alive. Tremor is your only AoE, and it's slow to activate,but knocks down everyone around you. [Edit: Btw, stone is pretty end heavy]
I know nothing of dual blades... Hope this helps
I would go with Stone Melee. It offers good damage, great mitigation and a very powerful feel. It is an endurance heavy set but that is less of a worry with Willpower. I played an Invy/Stone all the way to 50 and it was an absolute blast every step of the way!
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

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.
I wrote a guide to holding aggro with a Willpower tanker, which discusses the merits of the several secondaries from that perspective.
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.
The other secondaries you mention will all serve you well.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
[ QUOTE ]
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)
------------
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.
Well I kinda always wanted to do a Battle Axe tank so I will prolly go that route. Any build Ideas are more than welcome.
Thanks for all the input guys. It was really a big help.
I'm not going to claim that WP/DB is unplayable; I have one. 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.
Dual Blades goes well with Dark Armor (which needs a low endurance attack set) and with Fire, Stone, and maybe Invuln (skippable powers) better than it does with Willpower. But since they were introduced at the same time, a lot of people have tried to make it work, and maybe some have succeeded.
I abandoned mine --- not because she's WP/DB, but because she's on Freedom. Maybe some day I will rescue all of those characters.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
[ QUOTE ]
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
I am making a willpower Tank and would like to see what you guys think of these secondarys. My choices are.
Battle Axe
Mace
Dual Blades
or Stone