Willpower Fire Taunt or Rez


Arbegla

 

Posted

After reading abit about taunt, and realizing i wanted a true 'tank' like character when my willpower tanker becomes big and nasty i got to thinking about replacing the slotting of my self rez with taunt, and reworking my power selection to get it faster in the build (my tanker just dinged 11, and i got plenty of vet specs to burn) But.. taunt sets dont have HP bonuses, and i read up that willpower loves to be as near the HP cap as possible... so I wanted to come to you guys and ask around a little. Let me know what you guys think.

This is the self rez build.

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

Click this DataLink to open the build!

Totally on Fire: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx(3), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7)
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 6: Indomitable Will -- RedFtn-Def(A), RedFtn-EndRdx(17), RedFtn-Def/EndRdx(19), RedFtn-Def/EndRdx/Rchg(19)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(25)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Fast Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(29)
Level 18: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(34), Mrcl-Rcvry+(36)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 30: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 44: Resurgence -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Regen/Rcvry+(50), P'Shift-EndMod(50), P'Shift-End%(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet



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The taunt is merely replacing the self rez power with taunt, and slotting it up with either of the taunt sets (i have money to blow..)

I know i did'nt take tough/weave, but i think SoW is more then enough to handle things going south, especially with fire melee and its two PBAoEs backing it up. (that and a team full of people..) But i do know the value of defence, so im leaning more towards the mocking beratement taunt set (bonus 4, and 5 affect defence in high amounts.)

Please let me know what would work best.


 

Posted

No taunt?, plus your build is short on def. You can raise your S/L def, take out some of your attacks, and add in taunt.


 

Posted

Quote:
No taunt?, plus your build is short on def. You can raise your S/L def, take out some of your attacks, and add in taunt.
Thats what I was asking, in regards to the self rez vs the taunt. Everything else I'm happy with, as the attacks allow me to be more solo friendly, and SoW allows me to tank pretty much anything out there, with my PBAoEs allowing me to fuel RttC. And due to the high damage numbers of fire melee (even on a tanker) things will die before SoW drops, and before RttC runs outta fuel and starts failing me.

I don't want to build for S/L defence as my lethal/smash resistance with SoW is over 80%, and SoW is naturally up over half the time, with next to zero crash, so relying on that to save me is a pretty viable option IMO. and over 25% defence to the Energy/Neg/fire/cold plus my tidbits of resistance, and regen from RttC pretty much means over half the attacks aimed at me are going to miss, of which I'm taking 10 - 30% less damage from (due to natural resistance and depending on if SoW is up) and then I'm regenerating over 80hp/second with one person in my face. I'm not seeing raising my defence as adding much more to my multi layered protection plan.

I'm asking if the self rez, which will be used in the event I do fall as a means to come back with a vengence (the massive bonuses seems pretty nice from it) is worth not having the actual taunt power, as I have both the PBAoE attacks, and Combustion has the same range as Taunt. With punchvoke included, and even accounting for missing which with my slotting, i'll be able to peg +3s 95% of the time without Build Up active it should be more then enough taunting. Also the set in have in Resurgance gives me more hit points (21.1 actually, which isn't that much) where the taunt sets don't offer any hit point bonuses at all.

Would my idea of a durable, solo friendly tanker work best with a taunt, or the self rez power, as I would like to also use this character to be able to play the 'main tank' in the event I do team.


 

Posted

s/l def is useful against alot more than pure s/l attacks. Many attacks have smashing or lethal components but deal mostly another type of damage ( ice attacks, energy melee / blasts etc). This makes s/l def very valuable. Putting some effort into +def will help you alot more than +regen or +hp. +HP is great too, but +def isn't any thing to gloss over either.

Taunt > rez for Willpower because wp toons almost never die in normal game play if you put a tiny investment into +def and +hp.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
s/l def is useful against alot more than pure s/l attacks. Many attacks have smashing or lethal components but deal mostly another type of damage ( ice attacks, energy melee / blasts etc). This makes s/l def very valuable. Putting some effort into +def will help you alot more than +regen or +hp. +HP is great too, but +def isn't any thing to gloss over either.
After taking your advice, I swapped out the self rez, added in the taunt, and put in the Mocking Beratement IO set in it. I gained a little more recovery, but lost some HP/regen in the process. I also moved my powers around a little bit, as my highest willpower I every had was 35 (Willpower/Energy Melee tanker) and I deleted him to make this toon I'm working on now. Would you say the powers are ok, or would it more advisable to get Heightened Senses earlier? (like swapping out an attack or so) I know some attacks that have a smashing or lethal defence tag, usually have multiple tags as well (pretty much all energy melee for example have Melee, Smashing, Energy defence tags) and defence works off the highest value, so having the higher Energy/Neg/Fire/Cold defence numbers would off set attacks that also have lethal/smashing tags.

What do you think?

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

Click this DataLink to open the build!

Totally on Fire: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx(3), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7)
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 6: Indomitable Will -- RedFtn-Def(A), RedFtn-EndRdx(17), RedFtn-Def/EndRdx(19), RedFtn-Def/EndRdx/Rchg(19)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(25)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(31)
Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(33), Mocking-Rchg(33)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 22: Fast Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36)
Level 24: Swift -- Run-I(A)
Level 26: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(37), Mrcl-Rcvry+(37)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 35: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(42), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 38: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(50), P'Shift-End%(50), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet



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Posted

First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.


 

Posted

Quote:
First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.
You had SoW enabled, which gave you the high KB protection numbers, its the way SoW is. and I don't think I'll be needing the added regeneration as much as I would need other things (taunt, Build Up, Mind over Body, etc) more. RttC adds enough regen at the lower levels to make up for not having fast healing and health until later. I want to try to have taunt, and Build Up within the Posi TF level range (level 20) and then just working up from there.

But any advice you can give me would be great. I wasn't very happy with my Willpower/Energy Melee, but I think it was due to Energy Melee and the problems is has (long animations, lack of AoE, etc)


 

Posted

I made you a build to give you a pretty good Idea but i made it before you mentioned that you wanted taunt and build up for posi range. anyone else feel free to see what you can do to help.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), ImpSkn-Status(3), ImpSkn-ResDam/EndRdx/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(7)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dmg/EndRdx(48), T'Death-Dam%(48)
Level 2: Mind Over Body -- TtmC'tng-EndRdx/Rchg(A), TtmC'tng-ResDam(13), TtmC'tng-EndRdx(13), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/Rchg(15), TtmC'tng-ResDam/EndRdx/Rchg(21)
Level 4: Fast Healing -- Heal-I(A)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def/EndRdx(11), Ksmt-ToHit+(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(21)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Rise to the Challenge -- DisWord-ToHitDeb/Rchg(A), DisWord-ToHitDeb(29), DisWord-ToHitDeb/Rchg/EndRdx(36)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/Rchg(27), GSFC-ToHit/EndRdx(27), GSFC-ToHit(29)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 30: Taunt -- Zinger-Taunt/Rchg/Rng(A), Zinger-Acc/Rchg(31), Zinger-Taunt/Rchg(31), Zinger-Taunt(31), Zinger-Dam%(34), Zinger-Taunt/Rng(36)
Level 32: Strength of Will -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(34)
Level 35: Tough -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(37), TtmC'tng-ResDam(37), TtmC'tng-ResDam/EndRdx/Rchg(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), Heal-I(46)
Level 47: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Greater Fire Sword -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Code:
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Posted

Quote:
Originally Posted by LSK View Post
First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.

WP has some great benefits going for it.

Fast Healing, which can be gotten at lvl 2 starts with 75% regeneration compared to Fitness's Health which starts with 40%. On top of that at lvl 12 you get Quick Recovery! Quick Recovery is Stamina on steroids... well, maybe caffeine.

Quick Recovery starts you off with 30% recovery compared to Stamina's 25%. Between the two of them (Fast Healing and Quick Recovery) you can skip the Fitness pool altogether if you choose to, as long as you slot properly. If you want to take Fitness you can certainly put it later in your build without handicapping things.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by LSK View Post
First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.
Who is this person? Do they have any knowledge of the Willpower set at all??

Tune in for their next post on Willpower at a Forum near you Soon


 

Posted

Well, that pretty much backs up what I thought about things, and why my build is set up the way it is. The posted build they gave me slammed too much into too little and it seemed like they were going for broke to try to soft cap a willpower, while disregarding the other factors that help with their protection. The last build I posted, with the taunt replacing the self rez, how does that look in regards to being able to follow the playstyle I'm looking for, which is being able to solo (hence the high number of attacks) being able to survive without taking the fighting pool (defense, resistance, regeneration numbers plus recharge on attacks killing things before they kill me) and being able to tank for a high end team in the event I do team with him. (SoW, defense, resistance, regeneration)?

Also how are the placements of the powers? Are any of the powers 'Need Naos' like in other builds, or can heightened Senses be put off until later like I placed it?


 

Posted

Quote:
Originally Posted by British Battler View Post
Who is this person? Do they have any knowledge of the Willpower set at all??

Tune in for their next post on Willpower at a Forum near you Soon
No I am not new to the WP tank, I play mostly with my fire tank, and stone tank. I do have some WP tanks that are not that high yet.


 

Posted

Quote:
Originally Posted by Arbegla View Post
I don't want to build for S/L defence as my lethal/smash resistance with SoW is over 80%, and SoW is naturally up over half the time, with next to zero crash, so relying on that to save me is a pretty viable option IMO. and over 25% defence to the Energy/Neg/fire/cold plus my tidbits of resistance, and regen from RttC pretty much means over half the attacks aimed at me are going to miss, of which I'm taking 10 - 30% less damage from (due to natural resistance and depending on if SoW is up) and then I'm regenerating over 80hp/second with one person in my face. I'm not seeing raising my defence as adding much more to my multi layered protection plan.
Smash, and especially Lethal attacks frequently have def debuffs attached to them. Swords, guns, Bane Spider maces, etc, all reduce your defense. This isn't too much of a problem for those two damage types - as you say, SoW will help a lot. (Note: SoW is up 120s out of 300s, or 40% uptime, unenhanceable.) The problem comes from enemy groups that deal mixed damage. Defense is your main form of mitigation to f/c/e/ne, so when the defense crashes, you'll be hurting quite a bit. The higher your s/l def, the less likely those types of debuffs will get through, and the less purples you'll need to eat to overcome it.

You don't have to build for it, mind you. My first build (before the typed def set bonus changes) wasn't built that way, and I was still able to tank pretty much anything - I just had to pay closer attention is all. Just some food for thought.

Quote:
Originally Posted by Arbegla View Post
Would my idea of a durable, solo friendly tanker work best with a taunt, or the self rez power, as I would like to also use this character to be able to play the 'main tank' in the event I do team.
If you're serious about being the "main tank" as WP, you have to take Taunt. RttC's taunt duration isn't long enough to reliably keep aggro - especially when fighting up level enemies. (I'd go so far as say that for every set, for other reasons.) If you've played other types of Tankers, then it will be very obvious by the 20s.

Additionally, you shouldn't be dying frequently enough to make taking the self rez that useful. I wish I could have squeezed the power into my build for thematic purposes, but death is so infrequent that it's not worth it, imo. I'd definitely go with Taunt, prefereably sometime in the 20s.

Quote:
Originally Posted by LSK View Post
First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.
I consider Stamina by 20 to be a waste of powers at that level for WP. You're burning a precious 3 powers out of 12 (a quarter of those available) for duplicate powers you already have in the set. If you already took FH and QR (which you should), that's almost half your powers just in passives (exactly half if you count HPT). At low level, you want to pick powers that give the best bang for their buck, and I don't think pushing Health/Stamina that early is wise. I'd aim for the mid to late 20s. (Personally, I didn't pickup Fitness till the 40s.)

In the long run, stacking +regen is one of the weakest ways to make WP more survivable - stacking res/def/maxhp all yield better results.

Don't forget that Fire Melee is one of (if not the) most end efficient melee sets because of all the free dots - not to mention the two AoEs which can be levereged. (The only catch is it's very tempting to blow AoEs on single targets at low levels when you only have two single target attacks. Vet Reward powers help to mitigate this a bit if you have them.)