WP/DB Help
Well, you've got a pretty decent combo for what you're look for. Willpower is one of the best 'out of the box' sets in the game, with decent amounts of resistance, defense, regeneration, and even endurance recovery which makes it pretty survivable. Dual Blades is a set with good single target damage (good for dealing with bosses), and good aoe damage (good for dealing with large groups of enemies).
With Willpower you want almost every power, except maybe the last two. The self-rez can be nice if you don't want to hit the hospital, but not everyone likes using up a power pick on rez powers. Strength of Will can be very useful for helping you survive large alpha strikes, but some people feel tough enough without it.
Simplistic slotting advice for toggles 3*/1 endred. 3 SO's of whatever it does (resistance, defense, etc) will get you to the ED cap for that attribute. Pick up Quick Recovery asap and put 3 End Mod enhancements in it.
With Dual Blades you have the option of using combos and for those to work you need them to hit. So I'd recommend slotting 1-2 Accuracy SO's in each power. After that, probably 3 Damage, and either a recharge reduction or endurance reduction. Please note that you don't need to utilize the combos, although most people do. Blinding Feint (your buildup power) followed by the Attack Vitals combo is the high end attack chain for Dual Blades and combines single target and aoe attacks making it fairly nice.
You should be able to find some good guides both here, and in the scrapper/brute forums that go into detail on both sets. If I weren't in the middle of a mission with a team I'd throw more out there, but rest assured WP/DB is an excellent combo for what you want to do.
Here is how I'm building my own WP/DB Tanker. This combination gives you the ability to maintain a constant stream of damage, without worrying too much about your Endurance. Solo, and on small teams (with non-extreme difficulty settings) you won't be worrying too much about your Hit-points, either - although Bosses and AVs with massive attacks may be able to chop you down, if you don't have support.
In the upper levels, you may find yourself wishing for Tough & Weave - I'm only 30 so far and I don't miss them at all.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Rogue Nightwolf: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Heal(A), Heal(5), Heal(11), ResDam(40), ResDam(40), ResDam(40)
Level 1: Nimble Slash -- Acc(A), Acc(3), EndRdx(9), Dmg(27), Dmg(42)
Level 2: Power Slice -- Acc(A), Acc(3), EndRdx(9), Dmg(15), Dmg(42)
Level 4: Ablating Strike -- Acc(A), Acc(5), EndRdx(7), Dmg(11), Dmg(43)
Level 6: Fast Healing -- Heal(A), Heal(7), Heal(13), Empty(48)
Level 8: Indomitable Will -- EndRdx(A), DefBuff(34)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Quick Recovery -- EndMod(A), EndMod(13), EndMod(15), Empty(50)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Acc(A), Acc(17), EndRdx(17), Dmg(31), Dmg(43)
Level 18: Rise to the Challenge -- EndRdx(A), Heal(19), Heal(19), Heal(27), ToHitDeb(31), Taunt(37)
Level 20: Blinding Feint -- Acc(A), Acc(21), EndRdx(21), Dmg(31), Dmg(43)
Level 22: Mind Over Body -- EndRdx(A), ResDam(23), ResDam(23), ResDam(34)
Level 24: Heightened Senses -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(34)
Level 26: Hurdle -- Jump(A)
Level 28: Vengeful Slice -- Acc(A), Acc(29), EndRdx(29), Dmg(33), Dmg(45)
Level 30: Health -- Heal(A), Heal(33), Heal(37)
Level 32: Stamina -- EndMod(A), EndMod(33), EndMod(37), Empty(50)
Level 35: Sweeping Strike -- Acc(A), Acc(36), EndRdx(36), Dmg(36), Dmg(45)
Level 38: One Thousand Cuts -- Acc(A), Acc(39), EndRdx(39), Dmg(39), Dmg(46), Empty(48)
Level 41: Assault -- EndRdx(A), EndRdx(42)
Level 44: Tactics -- EndRdx(A), EndRdx(45), ToHit(46), ToHit(46), Empty(48)
Level 47: Taunt -- Range(A)
Level 49: Strength of Will -- ResDam(A), ResDam(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Fireheart
WP/DB has always struck me as something of a tough road to run, but for good reasons. There are few obviously skippable powers. All of them are good, all are straightforward, and all do pretty much what they say they'd do.
Accuracy, accuracy, and more accuracy are key to Dual Blades, because of the combo system which the game will cheerfully walk you through. My high level DB tanker is Fire/DB.
I favor tough and weave myself, but you may need to put them off for a while. With them, you will seldom need Strength of Will, but it is helpful to have in case of emergencies, and it does not eat slots either.
I have mildly controversial ideas about power selection order for Willpower. I generally postpone some of the defensive toggles and go for stamina at 20 the way I would any other character. Those toggles don't do a great deal for you until you get the ability to slot them with SO enhancements. Even with WP's endurance advantages, you still will be running a lot of toggles.
This build also postpones a travel power until later than some may prefer; but if you have ninja run, it won't really be missed IMO.
It gives you every combo except Sweep.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), ResDam-I:50(15), ResDam-I:50(34), ResDam-I:50(34)
Level 1: Nimble Slash -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(15), Dmg-I:50(42), EndRdx-I:50(42)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(34)
Level 4: Ablating Strike -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(11), Dmg-I:50(40), EndRdx-I:50(42)
Level 6: Indomitable Will -- EndRdx-I:50(A), DefBuff-I:50(46), DefBuff-I:50(46)
Level 8: Rise to the Challenge -- EndRdx-I:50(A), Heal-I:50(9), Heal-I:50(9), Heal-I:50(11), Taunt-I:50(17), Taunt-I:50(33)
Level 10: Taunt -- RechRdx-I:50(A)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Swift -- Run-I:50(A)
Level 16: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(43)
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 -- EndRdx-I:50(A), ResDam-I:50(23), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Blinding Feint -- Acc-I:50(A), Acc-I:50(25), Dmg-I:50(25), Dmg-I:50(39), ToHit-I:50(40), ToHit-I:50(40)
Level 26: Typhoon's Edge -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(31), Dmg-I:50(33), RechRdx-I:50(33)
Level 28: Vengeful Slice -- Acc-I:50(A), Acc-I:50(29), Dmg-I:50(29), Dmg-I:50(37), Dmg-I:50(39), RechRdx-I:50(39)
Level 30: Heightened Senses -- EndRdx-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31), DefBuff-I:50(43)
Level 32: Super Jump -- Jump-I:50(A)
Level 35: Sweeping Strike -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37), RechRdx-I:50(37)
Level 38: Strength of Will -- ResDam-I:50(A)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- EndRdx-I:50(A), EndRdx-I:50(45), ResDam-I:50(45), ResDam-I:50(45), ResDam-I:50(46)
Level 47: Weave -- EndRdx-I:50(A), EndRdx-I:50(48), DefBuff-I:50(48), DefBuff-I:50(48)
Level 49: One Thousand Cuts -- Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50), Dmg-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
One Thousand Cuts at 49? Seems a little odd to leave a good cone attack till that late.
One Thousand Cuts at 49? Seems a little odd to leave a good cone attack till that late.
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The alternative would be to swap it with Strength of Will. But I find that SoW is important for survival before Tough and Weave are in place.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I entirely agree. On the other hand, a WP/DB that tries to tank is going to want Tough and Weave before facing the level 45+ content. Something had to be postponed; I chose to postpone the attack that wasn't a part of any combo.
The alternative would be to swap it with Strength of Will. But I find that SoW is important for survival before Tough and Weave are in place. |
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Bladed Justice: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(15), Numna-Regen/Rcvry+(27), S'fstPrt-ResDam/Def+(40), Numna-Heal(46)
Level 1: Nimble Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Dmg/EndRdx(45)
Level 2: Power Slice -- F'dSmite-Acc/Dmg/Rchg(A), F'dSmite-Acc/Dmg(3), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 4: Ablating Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9)
Level 6: Mind Over Body -- RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(11), RctvArm-EndRdx(15), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29), ImpArm-ResPsi(50)
Level 8: Combat Jumping -- DefBuff-I(A)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Typhoon's Edge -- C'ngBlow-Acc/Dmg(A), M'Strk-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(23), M'Strk-Acc/Dmg/EndRdx(25)
Level 18: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(19), RgnTis-Heal/EndRdx(34), RgnTis-Heal/EndRdx/Rchg(36), RgnTis-Heal/Rchg(46)
Level 20: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Dmg/EndRdx(46), F'dSmite-Acc/Dmg/Rchg(50)
Level 22: Fast Healing -- Heal-I(A), Heal-I(33), Heal-I(37)
Level 24: Heightened Senses -- GftotA-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(33), GftotA-Def(40), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48)
Level 26: Taunt -- Mocking-Taunt/Rchg(A)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(42)
Level 30: Kick -- Acc-I(A)
Level 32: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 35: Sweeping Strike -- C'ngBlow-Acc/Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37), Erad-%Dam(45)
Level 38: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), Sciroc-Dam%(42)
Level 41: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(43), LkGmblr-Def/Rchg(45)
Level 44: Aid Other -- Tr'ge-Heal/EndRdx(A)
Level 47: Aid Self -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx(48)
Level 49: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Aid Self is kind of nice for really dire situations where you are taking more damage than you can handle... I usually get out of LOS and use it quick, but it isn't very often. Frankly, WP with Tough and Weave + IO bonuses is just crazy durable.
I could see grabbing Swift and Health so you can run faster and get evn more regen, but for that build, Aid Self or SoW would help a lot more in that regard. If that build can't take a situation, a bit more regen on top of what he has is not going to cut it.
And as usual, we're disagreeing about Stamina on a WP Tank. To me, the great bonus of WP is NOT having to grab Stamina. On that build, Bladed Justice has 111 endurance and recovers 2.37 end/sec. I haven't found a time where he runs out of endurance with that setup. Solo, he doesn't need both Tough and Weave, so you turn off Tough (though he could have both up if needed). On a team, he's able to steam along with everyone just fine. I don't ever find myself wishing for more with him, to be honest.
His high defenses make it so he doesn't get hit much, or have end drain land on him much.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Thanks for suggestions. Just curious, why didn't anyone pick Energy Mastery? I figured Focused Accuracy and Physical Perfection would be good powers to take.
Thanks for suggestions. Just curious, why didn't anyone pick Energy Mastery? I figured Focused Accuracy and Physical Perfection would be good powers to take.
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Focused Accuracy has a prodigious endurance cost (.78 end/sec; your regular toggles cost .21 end/sec). Definitely want Stamina and maybe also Physical Perfection if you take this. It adds a base 5% to hit, and you could do better than that just by adding the Kismet 6% "accuracy" (to hit, actually) IO to a defensive power. My Fire/DB has one in Combat Jumping. Its other effects are perception and resist to-hit debuffs, which may have some value in PvP or if you fight a lot of Arachnos. Not worth it IMO.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Focused Accuracy has a prodigious endurance cost (.78 end/sec; your regular toggles cost .21 end/sec). Definitely want Stamina and maybe also Physical Perfection if you take this. It adds a base 5% to hit, and you could do better than that just by adding the Kismet 6% "accuracy" (to hit, actually) IO to a defensive power. My Fire/DB has one in Combat Jumping. Its other effects are perception and resist to-hit debuffs, which may have some value in PvP or if you fight a lot of Arachnos. Not worth it IMO.
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I really can't think of any good reason to take FA; I've seen it used as a set mule for Gaussian's, but Build Up works just as well and is far more useful overall.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
My Characters
Knight Court--A CoH Story Complete 2/3/2012
You're right, some sets like DB and DM need accuracy in their Build Up equivalent; I had forgotten about that. That's one case where you might want to take FA as a set mule. Either that, or make sure you have *lots* of global acc and ToHit bonuses--that's the route I took on my Claws/SR scrapper.
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Teamed, I don't rely on the combos nearly as much, and mostly I just spam Weaken because it ends with the full circle PBAOE.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I don't think I've ever seen a need for Focused Accuracy, myself. It's an end hog, and you can get plenty of accuracy from IOs. I've never had an issue with a lot of missing from the above build, and that's got +32% to accuracy, besides what is slotted into the powers.
When I just have one power pick available from an epic pool (which is common for my Tankers), I like to grab a hold power. It's helpful for fighting annoying mobs, which are frequent in the +40s game. WP doesn't have too much to fear from Sappers, especially with high defense, but there are other mobs that are worth taking out. It's even more useful if you fight a lot of AE mobs, which tend to have even more tricksy powers.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I mainly just play with my friend, but I created a character without any understanding of what was what. I made my costume, and picked my powers from that.
So I'm a Willpower/Dual Blades tank, and I have don't know if that was even a good choice. So far I'm just placing slots in anything, with no idea of what I should be doing. The way I usually play is just run straight into a large group of enemies, and hack away. And with a team mate, it mostly goes well, with no endurance or health issues, unless mobs are too large or too high in level. I hardly take breaks. I've been running missions at +1 one of my level as a group of 3 solo, and found it doable, but now its getting much more difficult.
I want to take on more with less problems, I like that. And I want to hold mobs better. I don't know if or what the caps are for the powers, and what to take, how many slots to put in each, and what enhancements to use.