My WP/Nrg Build


DSorrow

 

Posted


This is my recent Willpower/Energy build.
It just reached lvl ten and it's slotted for that lvl.

A few observations i've made while playing.

End hogging: Not so bad actully upto lvl 8 and RttC. Then you started to have to rest between fights but I expect that to change again at lvl 12 and Quick Recovery. Though even with Stamina i expect i'll allways need an Endred in Bonesmasher.

Combat Jumping: Was originally taking fly just because you need some sort of transportation and fly allows me to type and travel at the same time. But when I selected hover in Midas i saw by a chance that the defence values jumped from 13 to a more respectable 15.8% for elemental damages plus gave me 2.5% against AOEs. Which made me realise that WP will actully benefit from CJ since it has the same effect as hover but is less end hogging. (I know the fighting pool is probably even better but Kick doesn't have that great m/s value )

RttC taunt: It works but is very weak when it comes to retaining agro.
RttC: heal: The question is does the regen only work as long as you have ten foes agroed or will it continue working even after the fire blaster have scattered the mob with a fireball? Also for how long after you killed the foes will the regen continue to work or is it lowered instantly once you kill of the minions in a mob?
Two very important question to answer when it comes to tactics for WP tanks. You don't want to tank an Boss or worse and once the minions are dead have to face him with only 125% regen.


Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Ms Dynamo: Level 48 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Mind Over Body -- EndRdx(A), ResDam(3), ResDam(5)
Level 1: Barrage -- Acc(A)
Level 2: Energy Punch -- Acc(A), Dmg(3), EndRdx(9)
Level 4: Bone Smasher -- EndRdx(A), Acc(5), Dmg(7)
Level 6: Indomitable Will -- EndRdx(A), DefBuff(7)
Level 8: Rise to the Challenge -- EndRdx(A), RechRdx(9)
Level 10: Combat Jumping -- EndRdx(A)
Level 12: Quick Recovery -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: High Pain Tolerance -- Empty(A)
Level 18: Taunt -- Empty(A)
Level 20: Swift -- Empty(A)
Level 22: Health -- Empty(A)
Level 24: Stamina -- Empty(A)
Level 26: Heightened Senses -- Empty(A)
Level 28: Fast Healing -- Empty(A)
Level 30: Whirling Hands -- Empty(A)
Level 32: Strength of Will -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Resurgence -- Empty(A)
Level 44: Build Up -- Empty(A)
Level 47: Conserve Power -- Empty(A)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

A quick update on my ongoing adventure as an WP/nrg tank.

I think I've spotted the flaw with a regen tank (which WP sort of is).
You can't regen when you are dead. At least not until the late thirties when you get a selfrez but you still get debt.
You see it's all down to how you handle the Alpha.
Now with one of the older powersets a tank would jump into a mob and the alpha would bounce right off.

For a WP tank he jumps into a mob and BAM! his health bar is in the red. But don't worry he has his trust RttC to fall back on and standing in the middle of that big mob means he'll gett a wooping 300% extra regen to bring him back to health.
That's when we encounter an incy tincy flaw in the concept.
You see that regen better bring his health back up to in the next few seconds because the Beta is coming and considering what the Alpha did and with his health already in the red, face planting time is approching quickly.

Of course, all is not bad, especially if you are supported by a good team and especially by blasters. Fireblasters with all their nice little AOEs are my favorite.
You se, once you have taken the Alpha and is waiting for the Beta to kill you, then WHAM, a nice little fireball draws all the agro away from you and now it is the Blaster that's doing the faceplanting instead. Hoooray!!

Which is a bit backwards from normal tanking but then I've noticed that WP tanks have a bit backwards tanking style.
For instance normally a tank would tank a boss or LT while the rest of the team killed of the minions before all concentrated on the boss.
WP tanks want to do things a bit difference since they much rather would like their teammates to kill the boss first so that they can keep the nice big mob of minions boosting their regen. Doing things the traditional way just leaves the WP tank with a big nasty, angry boss hitting him while only getting a measly 25% boost to his regen.

That's when us WP tanks use the trusted Corner tactic. We'll find one to hide behind while the brutish bugger slaugthers the rest of the team.

Stay tuned until next time when I'll tell you more tall Stories of Life as a WP tank. Then I'll tell you all about quick recovery or How I stopped resting and got on with saving the world.


 

Posted

My NOOB mistake.

I've realized that i've made a stupid newbie mistak when i Rolled my WP tank. I concentrated on toggel powers first esp. the no KB/mess/hold toggel. The reason for this is simple. I'm just new to WP and more used to Inv where taking the toggels early is the smart thing to do.
In WP you get almost all your elemental defences from the first auto power HPT.
So if you're making a WP tank learn from my mistake and take HPT ASAP.

Here is the build i should have made!!

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Ms Dynamo: Level 48 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Mind Over Body -- EndRdx(A), ResDam(3), ResDam(5)
Level 1: Barrage -- Acc(A)
Level 2: Energy Punch -- Acc(A), Dmg(3), EndRdx(9)
Level 4: Bone Smasher -- EndRdx(A), Acc(5), Dmg(7)
Level 6: High Pain Tolerance -- Empty(A), Empty(7)
Level 8: Rise to the Challenge -- EndRdx(A), RechRdx(9)
Level 10: Combat Jumping -- EndRdx(A)
Level 12: Quick Recovery -- Empty(A)
Level 14: Super Jump -- Empty(A), Empty(15)
Level 16: Indomitable Will -- Empty(A)
Level 18: Taunt -- Empty(A)
Level 20: Swift -- Empty(A)
Level 22: Health -- Empty(A)
Level 24: Stamina -- Empty(A)
Level 26: Heightened Senses -- Empty(A)
Level 28: Fast Healing -- Empty(A)
Level 30: Whirling Hands -- Empty(A)
Level 32: Strength of Will -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Resurgence -- Empty(A)
Level 44: Build Up -- Empty(A)
Level 47: Conserve Power -- Empty(A)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

A short update on QR. What tank wouldn't loved to have that power at 12. I sure did.


 

Posted

Can you pick up QR at lvl 12 then for tanks as i had to wait until 20 on my brute?


 

Posted

Yep, WP is a primary set for tanks and a secondary for brutes so tanks get all the WP stuff earlier.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

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