Need help with WP/DB please.


Grey Pilgrim

 

Posted

I tried to take a look through previous guides that had been posted on WP and on DB but I don't know if there's something wrong with the way the guides ported over or just my browser, the links won't open.

I can't find the answers to the questions I'm asking, so I'm asking you guys.

This is my first tanker, and I'm really loving wp/db.

My questions are (don't laugh), how do I slot taunt? Do I even need to slot it? Are there different ways to slot it? I had only the original enhancement slot with range in it so far.

On Rise to the Challenge, should I slot for -to hit? And if so, how many?

And, are tough and weave really necessary for a willpower tanker? I took the medicine pool for the occasional Aid Self, would switching out be worth it?

I'm using generic IO's, not inventions.


 

Posted

Taunt, on its own, is fairly good already, so I only ever find myself really slotting it if I'm trying to do something like softcap Smashing/Lethal defense. Two Taunt durations might be useful since you are WP and your Taunt aura is somewhat weak.

Speaking of Taunt auras, you're best served slotting RttC with one or two Taunt durations (since the Taunt baked into it is somewhat anemic), and then putting Heals into the rest. The -ToHit aura is just too weak to justify spending slots on it, in my opinion.

I'd say Tough and Weave are pretty necessary for a Willpower Tanker, at least if you're interested in tanking for a full group. Willpower has a lot of nice layered defenses, but they do start to crumble after a while if you get hit for too much damage. Tough and Weave help to annul this somewhat, and you have the advantage of being Willpower, so running an obscene amount of toggles isn't that bad for you.


 

Posted

Quote:
Originally Posted by Teehka View Post
My questions are (don't laugh), how do I slot taunt? Do I even need to slot it? Are there different ways to slot it? I had only the original enhancement slot with range in it so far.
Generally, it isn't necessary to slot Taunt. I usually devote two slots to it and put in two Mocking Beratement (the cheap level 50 set) to buy a small endurance bonus. Taunt, Recharge, and Range are good; you don't need Accuracy.

Quote:
On Rise to the Challenge, should I slot for -to hit? And if so, how many?
Don't slot RttC for -to hit, at least not directly. I have a standard recipe for RttC, which is the only power in your primary that really needs six slots.

Two Heal/Endurance frankenslotted from the cheaper heal sets, of which there aren't really any, but we're not milking bonuses here either. One full Heal, either to complement your frankenslot (if you are lucky) or generic.

Two generic Taunts; that's all it's supposed to take. Unfortunately, you can't slot taunt sets in taunt aura powers.

One Dark Watcher Despair Chance for Recharge Slow. This is from a to hit debuff set. This gives a 20% chance to apply a 25% -recharge effect on every critter being affected by your aura.

If you want to at least get your feet wet with inventions, these are the ones to choose first.

Quote:
And, are tough and weave really necessary for a willpower tanker? I took the medicine pool for the occasional Aid Self, would switching out be worth it?
I wouldn't say they're necessary but they are very helpful - especially Tough. This is one reason why I dislike the WP/DB combination; it is a very tight build because of the combo system, so working in full Fitness, full Fighting, and a travel power requires sacrifice.



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Posted

Thanks guys!

I'm going to respec...


 

Posted

My WP/DB Tanker is very resilient, and picked up Tough and Weave. I usually have Weave running just for the extra defense to avoid debuffs, etc., and only turn on Tough when the going is going to be, well, tough (AVs and such). Even then, I've soloed some EBs without Tough on, and depending on the team, AVs as well.

I do just fine without Stamina as well. I'd get a little winded in the 20s when soloing and fighting hard, but it wasn't that bad (I'd have to be fighting War Wolf spawns in the Bonny Morass in Striga to really notice my blue bar getting affected). Then I started slotting IO sets for recovery and end bonuses, as well as picking up the Atlas Medallion in the late 30s. Every little bit helped and made a difference: now my blue bar just lasts and lasts. Quick Recovery can be enough without Stamina if you plan out your build right. Heck, my WP/DB has the same accolades, etc. as my Fire/Fire, and has better endurance efficiency than the Fire/Fire. Doesn't matter as much for the Fire/Fire, of course, since he has Consume, but it is worth noting. QR and good planning goes a long way.


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Grey Pilgrim: Fire/Fire Tanker (50), Victory