Willpower vs. Inv.


BlackSly

 

Posted

I'm making a War Mace based brute and am trying to decide wither I should go with WP or Inv.
I'm making this character based off a concept, and am trying to stay true to the character so please do not post on how much better Stone or SD is, or any of the others.
I just want to hear about WP and Inv and which on is better suited for a Mace wielding brute.


 

Posted

I hear War Mace is quite heavy on end usage, which Willpower can sort out with due to Quick Recovery. In issue 16, you can probably change the yellow glowing from Willpower into another colour of your choice. :3

Both Inv and WP work in a similiar manner to each other; use enemies to fuel Invincibility/Rise To The Challenge. With IOs, both sets can be pretty awesome, so in the end, it's just a matter of choice. :3


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Posted

Umm, other than having their taunt aura feed one of their stats, they dont work anything like each other.

WP is almost like a lower grade regen with no active heal, but a bit of resistance and def, where as Inv is a massive resist set with a bit of defense.

As far as working with mace, WP has a bit of an advantage in that with QR, especially stacked with Stam if you go that route(I would), end is pretty much a non issue. Inv can burn through some end, and mace is pretty mean on end, combined I can see it being a bit of a drag.

Both can be made tough as can be, but seriously, any of the secondaries can. Out of the box, Inv is going to be stronger, and is probably harder to screw up the build on. But if you plan on going with IOs, they both are just amazing.

At least Inv for brutes doesn't turn you into Rainbow Brite anymore.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Heh, yeah, the pink inv toggles were awful.

Willpower is better out of the box and it's much easier to level than Inv is (I'm looking at you, level 28 Invincibility). With IOs and softcapped both are hard to beat, however.


Virtue:
Miserya - 50 EM/ELA Brute (Perma-shelved)
Adriana Rayne - 42 Katana/Dark Scrapper
Cyberpulse - 26 Super Strength/Willpower Brute
Steel Heart - 24 Invuln/Super Strength Tanker

 

Posted

Does anyone have a recent WM/Inv build using non-purple IO's?
Ive got a lvl 24 WM/Inv and and fairly new to IO slotting and want to try to understand the WHY's of it, not just do what other people have done because they have done it.


Cheers


 

Posted

I haven't played WM, but I do have a BA/WP(very similar sets) at 50, and he's a ton of fun to play. I tend to play pretty aggressively while leveling, and somehow, this guy didn't have his first faceplant until his mid 20's, which is well beyond what I've experienced with any other character. And no, I don't use AE to level. This is all legit missions and street hunting.


 

Posted

Both will be fine toward the endgame. /WP more balanced, while /Inv being stronger against S/L and weaker against other types of damage.

/WP will be easier to level with though and starts to be very good post level 20 with Quick Recovery to solve all your endurance issues. /Inv is a late bloomer and doesnt shine before you get at least Invincibility and Tough.

Good luck


 

Posted

IMO, it basically comes down to this: WP has better mitigation in all but the most extreme situations; Inv excels in those rare situations where a WP would fail, but otherwise is (when compared evenly) weaker mitigation-wise. It's one insurmountable plus is its taunt aura, which is far more of an asset to Tankers than Brutes. While Brutes certainly thrive with more aggro, it's definitely not necessary, as plenty of Fury can be built with only a few enemies attacking you or the rest of the team is out-damaging you anyway and you're already superfluous (IOW, aggro obsessed Brutes are a laugh).

For Brutes and Scrappers, I definitely prefer WP to Inv. For Tankers, it's the other way around, as their non-T9 survivability is already potent, and WP is often either overkill (in standard minion to boss groups) or (in those extreme situations) not enough. My opinion, though.


 

Posted

Both sets can be built for massive typed defense (not Positional, typed defense is defense to specific types of damage ak Smashing/Lethal etc.).

Got an Invuln/SS tanker on the EU servers with softcapped typed defenses (except Psi) and she is nigh-unkillable.

Meanwhile a friend has a WP/SS tanker with the same sort of build and is equally unkillable.

Invuln has a better taunt aura and benefits more from building typed defense since you automatically get a big boost thanks to invincibility.

I would say, as the person above me, Willpower is probably more suited to Brutes and Scrappers, it may lack a self heal and have a taunt aura with a weak taunt (not really needed for Brutes or Scrappers) but it's good all round survivablity and with Quick Recovery combined with Stamina endurance issues aren't much of a problem.

Both of them well built (i.e. decent IO sets slotted) will turn into complete monsters though and can survive pretty much anything thrown at them.


 

Posted

In terms of performance, I would say each secondary has it's own special curve but the end point at 50 is quite solid.

Without IOs, or set bonuses, I would say WP has the performance edge over Inv. Both have their con opener enemies of course, but WP's regen works generally better than INV's +Def, without io bonuses (thats just how defense works).

I thin the MAJOR difference between the two is playstyle. WP's quick recovery is a godsend for brutes and definitely will help you out with the blue bar without the unique IOs. WP's regen, -to hit from RTTC and +Def from HS work wee together.

INV's solid resists are a good start (especially to the abundant S/L) but the +to Hit is kind of like an odd man out, not really complementing any exisiting survival tool built into the secondary (unlike -toHit in WP). I guess you could use it to help out with the attack slotting but even there the numbers are too small to make any significant difference in your +Acc slotting.

Psi attacks will definitely rip you a new one in INV, and elemental damage, without IO support to your DEF will be tougher to deal with than WP. But the new changes that give you exotic resists (slows and -recov) make you slightly stronger against WP's bane (-regen/-recov and slows) but not by a landslide.

The biggest playstyle difference, for me, is Dull Pain. WP has an Auto +HP power with no heal while INV has a +Heal/HP power. Since you are going with mace, Dull pain will cause redraw since it is a click power. Situationally, Dull Pain will work better than WP's HPT, as it will heal and boost you when you really need it. But the flipside is it might be recharging when you need it again.

With IO bonuses, both build can be put to amazing levels of performance, with INV, in my opinion, havinng a sliver of an edge.


 

Posted

I run a WM/WP, and had the same choice. I went with the Recovery feature of WP over Invuln's slightly higher defenses. A Brute should plan on a large part of their mitigation being killing/stunning/knocking down mobs, and that means faster attacks and more End usage. A Tank can depend on just his defenses and get by with slowing down their attack chain if they get tired, so running Invuln fits them better, but I think that if a Brute does this, they are wasting a major selling point of the AT, high damage.

WP runs very solidly overall until you hit difficulties, but like Regen it has problems that when things start bad they go bad fast. Inspiration use can beat this, so be sure to keep a solid inspiration tray ready, and just eat blues, reds, and yellows when they appear (and of course Break Frees), and save the defensive inspirations for the tough spots.


 

Posted

Quote:
Originally Posted by Failsight View Post
IMO, it basically comes down to this: WP has better mitigation in all but the most extreme situations; Inv excels in those rare situations where a WP would fail, but otherwise is (when compared evenly) weaker mitigation-wise. It's one insurmountable plus is its taunt aura, which is far more of an asset to Tankers than Brutes. While Brutes certainly thrive with more aggro, it's definitely not necessary, as plenty of Fury can be built with only a few enemies attacking you or the rest of the team is out-damaging you anyway and you're already superfluous (IOW, aggro obsessed Brutes are a laugh).

For Brutes and Scrappers, I definitely prefer WP to Inv. For Tankers, it's the other way around, as their non-T9 survivability is already potent, and WP is often either overkill (in standard minion to boss groups) or (in those extreme situations) not enough. My opinion, though.
I wouldn't say that WP has better mitigation, I would say it has better survivability due to you getting those HP back after they have gone down. Inv has better mitigation, as you take less damage in the first place. When you get those bad streaks, Inv actually mitigates some of the damage through resistance. For overall survivability, I like WP better because of its regeneration. You aren't as reliant on DP being available when you take a big knock, and your hp are higher without DP, so you should be able to take those hits and regen without worrying about it.

Even for tankers, the benefits of Inv over WP aren't that big, even in "extreme" circumstances, for evidence of that, watch Powerforge's vid. Tanking 10 AVs solo is more extreme than you are going to get in any of the normal content.

I wouldn't call aggro obsessed brutes a laugh, if they have the ability to hold all the aggro AND pile on the damage, what is the problem. Now, if they are aggro obsessed and aren't built well, then yeah, watching 'em hit like the skinny kid in gym class and/or faceplant is funny.

Quote:
Originally Posted by BlackSly View Post
A Brute should plan on a large part of their mitigation being killing/stunning/knocking down mobs, and that means faster attacks and more End usage. A Tank can depend on just his defenses and get by with slowing down their attack chain if they get tired, so running Invuln fits them better, but I think that if a Brute does this, they are wasting a major selling point of the AT, high damage.
This is the big selling point in my opinion. With QR, you get better recovery than stam. with the 2 stacked, end is a non issue. No more watching that stupid blue bar while you rain pain down on your enemies. This issue alone is why I hate my Inv/Fire tank. I like speed, and waiting on that blue bar slows me down.

Just remember with IO stacking, Defense is your friend. Believe it or not, you can still stack the hell out of regen, HP, and bonus damage while stacking up that defense. Hitting that softcap is important, there is a sticky in the player help section on how important. Remember, you can't kill things when you are dead.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Even for tankers, the benefits of Inv over WP aren't that big, even in "extreme" circumstances, for evidence of that, watch Powerforge's vid. Tanking 10 AVs solo is more extreme than you are going to get in any of the normal content.
For a /WP to do that is quite impressive. I've always assumed /Invuln to take alpha alot better over /WP. Situation reminds me of when a LRSF went bad and had to face the wrath of all the heroes minus, Numina. I ported to base to grab a tray full of large purples with my SS/Invuln and popped one and another just before it started to wear out while our /Stone would pull a hero off one at a time through the rest of the TF.

I dont think you can go wrong with either /WP or /Invuln


 

Posted

Quote:
Originally Posted by TrancEnding View Post
For a /WP to do that is quite impressive. I've always assumed /Invuln to take alpha alot better over /WP. Situation reminds me of when a LRSF went bad and had to face the wrath of all the heroes minus, Numina. I ported to base to grab a tray full of large purples with my SS/Invuln and popped one and another just before it started to wear out while our /Stone would pull a hero off one at a time through the rest of the TF.

I dont think you can go wrong with either /WP or /Invuln
To be honest, there is no good reason why WP shouldn't be able to handle an alpha. From what I can tell, people dont really run perma Dull Pain anymore, so the HP pool of the WP tank will be a lot higher. Between the hp pool and moderate resists of the WP and the high resists of the Inv, the difference in the percentage of hp lost from the alpha should be relatively close. I can't back this up with numbers, just extrapolating based on what I know of both builds when IO'd numberswise. This is assuming both have tough and weave, and are softcapped.

With a good IO build, the WP should be able to handle the LRSF no problem, handling the job the stoner did in the run you mentioned without a hitch. Hell, if he's really good he might even be able to handle all the rest at once.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

I go Wp at 50 with capped def and Inv at 50 with cap def. Both are potent. At the top end I would say my Invul brute is better same def, more resist and high hp but the wp leveled better.