Tanker Willpower and Dark melee


Dersk

 

Posted

ok so i think i finally found a tanker build i enjoy, WP/DA, my problem is that i'm not sure on the slotting, i have powers and everything in mind, just how to slot them, that always seems to get me, if anyone can give me some tips or pointers that would be great, thanks in advance to anyone who can help.


 

Posted

Are you looking for SO/Common IO build for leveling?


 

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yeah just something to get me going lvling based.


 

Posted

its that or i might like to try an Electric armor tanker, just wondering what secondary i should take, i was thinking maybe Dark Melee or Stone Melee. any tips?


 

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Quote:
Originally Posted by Solgath_X View Post
ok so i think i finally found a tanker build i enjoy, WP/DA, my problem is that i'm not sure on the slotting, i have powers and everything in mind, just how to slot them, that always seems to get me, if anyone can give me some tips or pointers that would be great, thanks in advance to anyone who can help.
WP/DA is a great combination. I've played it to level 50 on a brute and a tanker.

Skip Dark Consumption, you don't need it.

Recharge, recharge, and more recharge is your friend.

Be like everybody else and get Stamina at level 20. You can put off Mind over Body and Heightened Senses to work it in. You'll enjoy playing your character a lot more this way.

Don't even think about skipping Taunt.

Once you get Tough and Weave on, you can respec out of Strength of Will if you want to free up a power pick. If you work them in before 32, you never need to pick it.

Supplement your weak AoE capability with epic/ancillary pool picks. I recommend Earth Mastery; it puts several large and useful ones within reach without going to third tier.

This is my old-school wannabe build for my WP/DM tanker, actually largely finished with the exception of some of the low-priority healing sets. It's old school, built around +hp and +regen rather than defense bonuses. Works pretty well, and this is my tanker of choice for Lady Grey, Rikti raids, and Maria Jenkins bosses.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Melaena: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(7), S'fstPrt-ResDam/Def+:30(33)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(43), Zinger-Dam%:21(43)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(5)
Level 4: Shadow Maul -- Oblit-Acc/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Dmg/Rchg:50(27), Oblit-Dmg:50(42), Zinger-Dam%:30(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 8: Rise to the Challenge -- Mrcl-Heal:40(A), Numna-Heal/EndRdx:40(9), Numna-Heal:50(9), Mrcl-Heal/EndRdx:40(11), DarkWD-Slow%:50(15), Taunt-I:50(15)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(46), C'ngImp-Dmg/EndRdx/Rchg:40(46)
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: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam:40(23), ImpArm-ResDam/Rchg:40(31)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(25)
Level 26: Siphon Life -- Numna-Heal:50(A), Numna-Heal/Rchg:50(27), Mrcl-Heal:40(34), Mrcl-Heal/Rchg:40(34), Acc-I:50(37), Acc-I:50(37)
Level 28: Soul Drain -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-Rchg:50(34), Acc-I:50(40)
Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(31), GftotA-Run+:40(33)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Touch of Fear -- DarkWD-ToHitDeb/Rchg:30(A), DarkWD-ToHitdeb/Rchg/EndRdx:30(36), DarkWD-Rchg/EndRdx:30(36), DarkWD-ToHitDeb/EndRdx:30(36), Acc-I:30(37), Acc-I:50(48)
Level 38: Midnight Grasp -- TotHntr-Acc/Rchg:50(A), TotHntr-Acc/EndRdx:50(39), TotHntr-Acc/Immob/Rchg:50(39), TotHntr-Dam%:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(45), S'dpty-Def:40(45), S'dpty-EndRdx:40(45)
Level 47: Salt Crystals -- RechRdx-I:50(A)
Level 49: Quick Sand -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Acc/EndRdx:50(50), P'ngTtl-EndRdx/Rchg/Slow:50(50), P'ngTtl--Rchg%:50(50)
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

awesome, thanks very much for the quick replay, might be something to take a look at, would this build be viable as a lvling build? cause i mean i love WP/DM just sometimes lvling and slotting get me down.


 

Posted

Quote:
Originally Posted by Heraclea View Post
Be like everybody else and get Stamina at level 20.
I personally think pushing for Stamina at lvl20 is wasting too many powers too early on end management - it's a third of your powers. If you still have issues you can pick it up in the 20s. Besides that, at lvl22 you get SOs will make QR that much stronger anyways. (Heraclea and I disagree on this, so I'd just suggest you play it by ear. If you're not having trouble with end, you don't need to push for Stam as early. If you still feel the end crunch, start the prereqs for the pool.)

Dark Melee has an edge at lower levels due to Shadow Maul anyways - it is incredibly end efficient. Against a single target it beats out most other other st attacks, and it can hit up to 5 targets. Learn to line up the cone and hit 2-3 targets with it and it will carry you far. For an illustration of what SM's cone looks like, here is an example. You can think of it as a short V starting at your character. (If you already know what cones look like, my apologies! I know the cone has gotten a bad rep in the past.)

Quote:
Originally Posted by Heraclea View Post
Once you get Tough and Weave on, you can respec out of Strength of Will if you want to free up a power pick. If you work them in before 32, you never need to pick it.
I disagree with this assessment of SoW. Normally you won't need it, however there are two situations (STF, ITF) where is is a tremendous help and I wouldn't want to be without it. If you (Solgath) don't plan on running / tanking those TFs, then you probably won't miss it. If you do plan on doing them, however, I think skipping it isn't wise.

Quote:
Originally Posted by Heraclea View Post
This is my old-school wannabe build for my WP/DM tanker, actually largely finished with the exception of some of the low-priority healing sets. It's old school, built around +hp and +regen rather than defense bonuses. Works pretty well, and this is my tanker of choice for Lady Grey, Rikti raids, and Maria Jenkins bosses.
While a maxhp / regen build is pretty good, keep in mind that defense oriented builds will be able to take more damage. Focusing on +maxhp / +def with regen as tertiary yields the best survivability.

Some IOs that are useful for +def (no particular order):

Kinetic Combat (single target melee): +3.75% s/l
Perfect Zinger (taunt): +3.13% s/l
Aegis (resistance): +3.13% f/c
Eradication (pbaoe): +3.13% e/ne
Mocking Beratement (taunt): +2.5% s/l, +3.13% f/c
Reactive Armor (resistance): +1.25% s/l/e/ne
Rectified Reticle (tohit): +1.88% s/l

Keep in mind that defense is also far more expensive to build if money is a concern / constraint. A lot of the advice given will vary if you're on a tight(er) budget than if you're able/willing to blow hundreds of millions.


 

Posted

Nice post Serrate. I agree with everything you said. Once more for emphasis, Shadow Maul, when properly used, is an incredible power. Easily able to hit 3+ bad guys in a mob.

Initially I took Strength of Will out of my build, but found that if I wanted to team post-50, and I was going to be the main tank, SoW was indespensable in the very TFs you mentioned..ITF, STF.


 

Posted

still comes back to my previous post, giving me a slot set for when i hit 50 is all well and good, but i gotta get there first, i need a build that will help me lvl, i mean i don't know many ppl in CoH as it is, and finding grps is next to impossible most times due to time zone, so i need something that can help me solo.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Keep in mind that defense is also far more expensive to build if money is a concern / constraint. A lot of the advice given will vary if you're on a tight(er) budget than if you're able/willing to blow hundreds of millions.
This is because there are too many other players pursuing defense bonuses. We need to tell them that they aren't worth bothering with and that something else - say, run speed bonuses - is really the way to go.

What other players will enjoy is going to be subjective. All I can say is that my Willpower characters that got both QR and Stamina very early were characters I looked forward to playing, and moved up in level very quickly. The toggles don't do a whole lot early on, especially not when you stack HPT, RttC, and Health.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
This is because there are too many other players pursuing defense bonuses. We need to tell them that they aren't worth bothering with and that something else - say, run speed bonuses - is really the way to go.
No, I absolutely refuse to say something else is more effective (in terms of effectiveness) when it isn't in reality just to drop prices. Defense is highly sought after because it's a very strong way to build. A player may not need that much defense / survivability depending on what they do / how they play, but that's a completely different matter. (I usually try to say that, as well.)

Quote:
Originally Posted by Heraclea View Post
What other players will enjoy is going to be subjective. All I can say is that my Willpower characters that got both QR and Stamina very early were characters I looked forward to playing, and moved up in level very quickly. The toggles don't do a whole lot early on, especially not when you stack HPT, RttC, and Health.
I won't argue that people have different perceptions of what is fun. I fully believe that you find getting QR at 20 to be worthwhile, I don't doubt it for a second. Likewise, I don't think pushing it that early is worth it. It's why I suggested he play it by ear - it's actually how I plan a lot of my builds. I'll fidget with a build for a while, but I won't know exactly what I'll need when until I actually get in game and start playing it.

Tying that to your first point, however, it's possible that other bonuses may be more important to an individual (such as how you like +runspeed), but that doesn't mean they're the most effective. It's also why I very rarely post full build suggestions - they're examples of how I would build to suit my playstyle, but it doesn't mean they'd work for anyone else.

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On a different note, I thought of two other suggestions:

1) If you can swing it, try to get a good mix of damage and healing enhancement into Siphon Life. It's actually a good attack now and worth the investment. If you don't care about set bonuses, one of the best slottings I've seen is 2 Acc/Dmg HOs, 2 End/Heal HOs, 1 lvl50 Dmg/Rech IO, 1 lvl50 Heal/Rech HO. That's 66.6% acc/end, 90% dmg/heal, and 53% rech. (Just a suggestion, not necessarily the best for your build in particular.)

2) Make sure to slot MG as an attack, not an immobilize. I think Midnight's Grasp is the second best DPA in the set, so you don't want to skimp on its damage enhancement.


 

Posted

Quote:
Originally Posted by Sarrate View Post
No, I absolutely refuse to say something else is more effective (in terms of effectiveness) when it isn't in reality just to drop prices. Defense is highly sought after because it's a very strong way to build.
Nobody lets me have any fun.

Quote:
Make sure to slot MG as an attack, not an immobilize. I think Midnight's Grasp is the second best DPA in the set, so you don't want to skimp on its damage enhancement.
I slotted up accuracy, recharge, and endurance reduction while trying to freeze out the immobilize with an immobilize set, and added two generic Damage buttons. This allowed me to claim a defense bonus for a fraction of the cost of the melee sets with defense bonuses.

So run speed really is the way to go. Seriously. Q. E. D.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
I slotted up accuracy, recharge, and endurance reduction while trying to freeze out the immobilize with an immobilize set, and added two generic Damage buttons. This allowed me to claim a defense bonus for a fraction of the cost of the melee sets with defense bonuses.
Did you accidentally slot the wrong set in MIDs? The build you posted uses Trap of the Hunter which (for 4 slots) only offers +5% immob, +1.88% maxhp, and +9% accuracy. From what you're saying, it sounds like you meant to use Enfeebled Operation, which would yield 3% immob, 1.88% ne res, and 2.5% s/l def. If it wasn't an error, you should have justed used Crushing Impact.

If cost is an issue, yes, that's one way of doing it. If money isn't an issue, then it's not the best choice. (Another reason I don't post builds - budgets are different from person to person.)

Quote:
Originally Posted by Heraclea View Post
So run speed really is the way to go. Seriously. Q. E. D.
Sorry if I missed it, but was this a joke / sarcasm? If not, I'm not sure what you just proved, since (from what you wrote) you were still aiming for +def, not runspeed.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Sorry if I missed it, but was this a joke / sarcasm? If not, I'm not sure what you just proved, since (from what you wrote) you were still aiming for +def, not runspeed.
I think she was trying to go for the most ridiculous set bonus to make the sarcasm plain, though she should have gone with immobilize resistance.


 

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Quote:
Originally Posted by Dersk View Post
I think she was trying to go for the most ridiculous set bonus to make the sarcasm plain, though she should have gone with immobilize resistance.
Well, I know that (s)he has had a focus on +runspeed in past builds, so that threw me for a bit of a loop.

Sorry for missing any humor, I'm too good at that sometimes. :\


 

Posted

Quote:
Originally Posted by Sarrate View Post
If cost is an issue, yes, that's one way of doing it. If money isn't an issue, then it's not the best choice. (Another reason I don't post builds - budgets are different from person to person.)
Yes - that's an old-school build, as I noted. My most recent /dark melee tanker is inv/dark, and that one does use Enfeebled Operation.

Immobilize resistance. That's the ticket! It's like -- if you get enough immobilize, and that seems to be the most frequent debuff that stacks enough to break through, it doesn't last as long! What's not to like?

(Actually, I do like a rather eccentric desire for run speed on non-Stone tankers. But given the many players who turn on travel powers inside missions, which is a bit of a pet peeve, they aren't as useful as they might have been. The omnipresence of kinetic this and that doesn't help, either.)



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Back on topic:

Solgath, for any future characters you start, I would say this. Stamina can be a big game changer and you will definitely want to get it early, however Serrate is correct in that you waste too many early powers while leveing up to get it at 20. However, have no fear, there is a solution.

Play and experiment with whatever you want until 20-22, then use your second build option to actually take the powers you want. This way, new players can find out what they want, make a build they like, and not have to worry about respecs. Since most of the vets have several vet respecs on every character, many of us lose sight of what it was like to be without them.


FWIW, Willpower needs neither Fitness nor Fighting to work effectively, however, YMMV.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight