Invuln or WP? EM or SS?


Biospark

 

Posted

I ask these questions because it is a concept character (think mafioso enforcer type, the guy who strongarm's people). None of the other primaries besides these two make sense for a Natural Origin human besides Invulnerability and WP. It seems that it isn't quite clear cut which is better: IN has better DEF and taunt (Invincibility) but WP can handle PSI. Is this correct? (sorry this is my first tanker, and first new toon since not playing for 2 years)

Same goes for Secondary; needs to be "natural". SS is the only true natural seeming one, but I guess EM could fit. Nothing else though. Sounds like SS is the clear winning here (based on quality of the powerset).

Energy Mastery sounds like the only applicable APP. (just would not take Energy Torrent)

What do you think? Thanks!

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Hmm. Sounds like a fun concept.

For a tank-
*WP/Mace (change mace in costume to something like a baseball bat). WP/Mace synergize
*Invuln/SS

I know you are not thinking scrapper but,
*Assault Rifle /EM for that Tommy Gun thug concept
EM gives you that hand to hand melee (as long as you change pom-pom color to something less distracting)


 

Posted

I agree with Oracle regarding WarMace as well.
You can make it a pipe-wrench, baseball bat, and I think there is another less magical/super-hero-ish choice. I just cannot think of it at the moment.

And Willpower is definitely a good "Natural" set.

So my vote would be Willpower/War Mace (for a Tanker)

Edit: Just looked into the game, and there are a couple wrench options, baseball bat, police batons, wooden club and even a sledgehammer (I like that one)


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Hmm, so it sounds like either WP or INV is viable. Is either one particularly better as a whole? I realize that's kind of a tough question to answer.

As for secondaries, I wasn't even thinking of Mace in terms of the new costume options (like I said, have been away for quite some time). Not sure if I like the character concept of always having some kind of "beating device" (bat, wrench, etc) lol, but maybe if they don't "talk" right away it will necessary haha. I still kind of secretly favor SS only because there's nothing like an old fashioned beatdown!
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

I think they are roughly comparable (and pretty strong) as mature powersets. Willpower has an easier time early on because of its endurance-providing power. Invulnerability is (IMHO) slightly stronger when equally slotted with late-game IOs, but it's still close. In my experience, the "psi hole" of Inv is indeed overstated; I rarely have any difficulty with it on a heavily-IOed 50 who routinely does all sorts of tough endgame content.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
I think they are roughly comparable (and pretty strong) as mature powersets. Willpower has an easier time early on because of its endurance-providing power. Invulnerability is (IMHO) slightly stronger when equally slotted with late-game IOs, but it's still close. In my experience, the "psi hole" of Inv is indeed overstated; I rarely have any difficulty with it on a heavily-IOed 50 who routinely does all sorts of tough endgame content.
Haven't played end game content in awhile, is INV flashy at all (graphically)? Also, how is WPs taunt aura vs INVs? It seems that INVs is better? Is it a big gap?


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

From Paragon Wiki, WP flavour text (I think):

"You aren't Invulnerable. Bullets don't bounce off of you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down! Willpower offers a strong balance of healing, damage resistance and defense. While you have no real vulnerabilities, you can't quite deal with 'alpha strikes' as well as some other protective powers. "

Last bolded part has me a bit worried. Is this true? Sorry for the questions and thanks much for the help. Trying to do the due dilligence now to be a great tank later on!
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Haven't played end game content in awhile, is INV flashy at all (graphically)? Also, how is WPs taunt aura vs INVs? It seems that INVs is better? Is it a big gap?
Both INV and WP's power effects can be set to "No FX," so flashy graphics can exist or not depending on your preference. Before power customization, INV would look like a disco ball.

On the subject of taunt auras: INV's is decidedly better at holding aggro. They are both auto-hit auras, but INV's has a longer duration which by the aggro calculation makes it stronger, and I think it pulses more often.

Quote:
Originally Posted by Master_Templar View Post
Last bolded part has me a bit worried. Is this true?
I wouldn't worry about it. Granted, I don't have a WP tank myself, but I do have a brute, and he seems to handle fine. I've also seen WP tanks in action, of all varieties of budgets, and they rarely have problems.

The reason that's said is because one of the highlights of WP is its regen. If it's all about recovering from damage, but all that damage comes at once, you could be in trouble. Except of course, it's not all about recovering from damage. WP has a fair amount of resist and defense built in to augment the regen.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Before Willpower came along, I was happy with most defense sets and felt INV was the best overall for survivability (early and late game). But none of the sets really made me happy when I played them on scrappers, until Willpower.

Willpower is my favorite defense powerset for two main reasons;

1) Its overall tiered survival of Regen+Defense+Resist makes the road to 50 a smooth ride, even for scrappers. Its very good at what you want from a defense set: keeping you alive.

2) Willpower is a "set-and-forget" powerset. You turn on your toggles and then focus on clicking attacks only. I absolutely love that aspect, because thats how I like to play a melee oriented character.

That being said, there are two things that you need to watch out for; certain villains types will eat you alive, like anything that debuffs your regeneration. And secondly, you can be taken down by a heavy alpha strike. For the former, I recommend learning which Villains to take out first (which is something you will probably do with any character) and it is very helpful to have a power like a hold or knockdown to disrupt them while you beat em down. (My Tank has Air Superiority AND Char from Pyre Mastery)
As far as the alpha strike, having something like footstomp would help, but my approach is to focus on my Defense using IOs. Willpower is a little expensive to get to softcap on S/L/E/N but it can be done. You can get into the 30% defense range fairly easily by using the Smashing Haymaker IO set and getting a couple additional defense toggles like Combat Jumping and Weave.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
The reason that's said is because one of the highlights of WP is its regen. If it's all about recovering from damage, but all that damage comes at once, you could be in trouble. Except of course, it's not all about recovering from damage. WP has a fair amount of resist and defense built in to augment the regen.
Correct me if I'm wrong, but it sort of sounds like if "Regeneration" was a Tanker primary, this would be it? If so, that makes it much more clear to me how WP tanks operate, and why the comment about the alpha strike. Playing a Regen scrap to 50 I totally "get" it.

Quote:
Originally Posted by Biospark View Post
2) Willpower is a "set-and-forget" powerset. You turn on your toggles and then focus on clicking attacks only. I absolutely love that aspect, because thats how I like to play a melee oriented character.
Aren't there 3 auto powers though (passives)? Are they junk or worth slotting out?

Thanks for all your replies.

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Correct me if I'm wrong, but it sort of sounds like if "Regeneration" was a Tanker primary, this would be it?
Yeah, that was essentially the idea. In my mind, there's no way regen could reliably tank until you add IOs and defense into the mix. At that point it becomes stupid powerful.

Quote:
Originally Posted by Master_Templar View Post
Aren't there 3 auto powers though (passives)? Are they junk or worth slotting out?
/em jawdrop

High Pain Tolerance: It gives you resist to all (minor, but still...) and +Max HP! Regeneration is a function of your max HP, not base, so increasing max HP in turn makes all regeneration more effective.

Fast healing and quick recovery are clones of the regen powers by the same name. They're more effective versions of health and stamina, which pretty much everyone takes anyway, so how could you call these junk?


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
/em jawdrop

High Pain Tolerance: It gives you resist to all (minor, but still...) and +Max HP! Regeneration is a function of your max HP, not base, so increasing max HP in turn makes all regeneration more effective.

Fast healing and quick recovery are clones of the regen powers by the same name. They're more effective versions of health and stamina, which pretty much everyone takes anyway, so how could you call these junk?
Not junk, just wanted an informed opinion that's all Sounds like regen + more. Cool.


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

I can share my experience have a few of each.

1. I would not think of wp as regen. I think of wolverine as regen. I cannot think of a comparitor for WP (maybe Rambo) but they are different. Aside from thematic difference, regen is button mashing at its finest and requires babsitting of heals and etc...WP is toggle and forget.

2. If you want SS, I think Invuln is a far better choice than WP. WP will work too but my personal preference after trying both is Mace. Stone melee would also work but not thematically.

3. For wp, resurgance is about the only primary power I dont take. For SOW, i normally put in 1-2 resist damage depending on the rest of the build and any setbonus I might need. Also, I do slot hasten and try to get my recharge up if I pick mace.


 

Posted

My Willpower characters all take the passives, all of them. They are excellent !

In fact, a third reason for liking WP is that there is not a single power in the set that I dont like. That cannot be said about 95% of the powersets out there. There is always at least one "eewww" power.

I have the first 7 powers ( I skipped the self rez and the tier 9), but not because I dont like them.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Yeah, I'd have to do some serious searching to find the quote, but someone summed it up well in a thread about proliferating Regeneration to tanks. It went something like:

"Well, since tanks are usually the first ones in the fight, it needs to be altered slightly to be able to perform its role. It should have a moderate mix of resists and defense, and the +HP from dull pain should probably be made passive, but less HP overall. Also, instant healing should be turned into a sort of toggle that provides regen proportional to the present threat. Regen doesn't have any particular hole to damage since all damage heals equally, so psi defense/resist should be there too. Then call the set something else... something perhaps... like... Willpower."


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Haven't played end game content in awhile, is INV flashy at all (graphically)? Also, how is WPs taunt aura vs INVs? It seems that INVs is better? Is it a big gap?
Inv has an option to completely turn off all graphics effects so you won't have any visible armor glow. On Taunt Aura... well, on those grounds there's literally no comparison.

Inv's aura, Invincibility, has a 17 second duration MAG 4 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

WP's aura, Rise to the Challenge, has a 1.25 second duration (no typo) MAG 3 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

By way of comparison, every other taunt aura has a minimum duration of 14 seconds and is MAG 4. WP is so incredibly much weaker that you'll need to rely almost exclusively on your secondary to hold aggro... against +2 enemies that aura won't even last the 1 second it takes the power to tic again.

Willpower can be tough defensively, but Invuln can be second only to Granite Armor with moderate IO bonuses. With WP you would really have to work to hold aggro because your primary is very little help... Inv has one of the strongest taunt auras in the game and holds aggro extremely well.

If it weren't for the pathetic taunt aura of WP I'd say it was a good choice... as things stand if you want to hold aggro it's the worst choice out there. I guess I'm biased, but I firmly believe that a tanker's primary purpose is to hold aggro so the rest of the team doesn't have to worry about it... from that standpoint WP is terrible. Yeah, in competent hands it can work but it's much more difficult.


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Posted

Quote:
Originally Posted by ORACLE View Post
Aside from thematic difference, regen is button mashing at its finest and requires babsitting of heals and etc...WP is toggle and forget.
Apologies, I was remembering back to when Regen was still a toggle set. IIRC, Dull Pain was the only frequently used regeneration power for the set that was click-type.
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Inv has an option to completely turn off all graphics effects so you won't have any visible armor glow. On Taunt Aura... well, on those grounds there's literally no comparison.

Inv's aura, Invincibility, has a 17 second duration MAG 4 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

WP's aura, Rise to the Challenge, has a 1.25 second duration (no typo) MAG 3 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

By way of comparison, every other taunt aura has a minimum duration of 14 seconds and is MAG 4. WP is so incredibly much weaker that you'll need to rely almost exclusively on your secondary to hold aggro... against +2 enemies that aura won't even last the 1 second it takes the power to tic again.

Willpower can be tough defensively, but Invuln can be second only to Granite Armor with moderate IO bonuses. With WP you would really have to work to hold aggro because your primary is very little help... Inv has one of the strongest taunt auras in the game and holds aggro extremely well.

If it weren't for the pathetic taunt aura of WP I'd say it was a good choice... as things stand if you want to hold aggro it's the worst choice out there. I guess I'm biased, but I firmly believe that a tanker's primary purpose is to hold aggro so the rest of the team doesn't have to worry about it... from that standpoint WP is terrible. Yeah, in competent hands it can work but it's much more difficult.
Thanks very much for this in-depth comparison. I also agree 100% that it is the Tank's job to hold aggro at all costs. From this post it sounds like INV does it more effectively, and the margin is very wide.
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Thanks very much for this in-depth comparison. I also agree 100% that it is the Tank's job to hold aggro at all costs. During the many hours I've spent playing CoH, I remembering seeing a few tanks without taunt and the first thought that came to my mind was simply "go delete that character, you're doing it all wrong." That may be a little harsh, but hey, they generally couldn't hold aggro as well as a tank with Taunt.
-MT
If you're still debating secondaries for a "natural" character I'd say your choices would be:

Super Strength - the classic pairing with Invuln and quite functional... it's popular for a reason. Good single target damage and mitigation and a very good AOE, unfortunately you have to wait until 38 for it.

Mace - in the final analysis you've simply picked up a big stick to smack somebody upside the head; there's many weapon options. Stick, Mace, Ball Bat, Shovel, Sledge Hammer etc. Mace also offers quite a lot of mitigation with knockdown and stuns and has decent AOE. Hard to get much more natural than a baseball bat.

Axe - somewhat similar to Mace with lots of weapon options... even a shovel. Good damage with knockup/down. Pick up the wood axe and you've the Shining. Heck, I could walk out to the garage and grab an axe and be all set IRL

Dual Blades - kind of an oddball set in that it has a lot of reliance on combination attacks to maximize it's effectiveness... start with attack A then use attack C then attack D to get the combination off. It's effective, I just tend to think a tank has other things to worry about than using attacks in the correct order.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Willpower can be tough defensively, but Invuln can be second only to Granite Armor with moderate IO bonuses. With WP you would really have to work to hold aggro because your primary is very little help... Inv has one of the strongest taunt auras in the game and holds aggro extremely well.

If it weren't for the pathetic taunt aura of WP I'd say it was a good choice... as things stand if you want to hold aggro it's the worst choice out there. I guess I'm biased, but I firmly believe that a tanker's primary purpose is to hold aggro so the rest of the team doesn't have to worry about it... from that standpoint WP is terrible. Yeah, in competent hands it can work but it's much more difficult.
I completely agree with you CMA. This was one of the main reasons I have mostly played WP on scrappers. But I had always wanted to play a Tanker to see how much tougher it played, since regen is helped by Hit Points and Tankers have it so much better than Scrappers.

To the OP, if you go with either INV or WP, you will not be dissappointed. Both are great sets. If you want more in-depth understanding of WP tanking, I would check out Heraclea's guide on this forum. It is very informative.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
If you're still debating secondaries for a "natural" character I'd say your choices would be:

Super Strength - the classic pairing with Invuln and quite functional... it's popular for a reason. Good single target damage and mitigation and a very good AOE, unfortunately you have to wait until 38 for it.

Mace - in the final analysis you've simply picked up a big stick to smack somebody upside the head; there's many weapon options. Stick, Mace, Ball Bat, Shovel, Sledge Hammer etc. Mace also offers quite a lot of mitigation with knockdown and stuns and has decent AOE. Hard to get much more natural than a baseball bat.

Axe - somewhat similar to Mace with lots of weapon options... even a shovel. Good damage with knockup/down. Pick up the wood axe and you've the Shining. Heck, I could walk out to the garage and grab an axe and be all set IRL

Dual Blades - kind of an oddball set in that it has a lot of reliance on combination attacks to maximize it's effectiveness... start with attack A then use attack C then attack D to get the combination off. It's effective, I just tend to think a tank has other things to worry about than using attacks in the correct order.
Gangsters don't use axes so that's out (I can get shovel on Mace). Dual Blades, although a cool set, doesn't fit my character concept. It's between SS and Mace. SS is cool, but it is conceptually just "punching". Hurl is also out of concept too kinda. Gangsters are good at intimidation, and a baseball bat, sledgehammer and pipe wrench all fit quite nicely I think I think we have a winner!

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Biospark View Post
... To the OP, if you go with either INV or WP, you will not be dissappointed. Both are great sets. If you want more in-depth understanding of WP tanking, I would check out Heraclea's guide on this forum. It is very informative.
I agree, Heraclea's guides are excellent for the Willpower Tanker - she even has one on maximizing Taunt.

For Invulnerability... Well, it's an old set, so your 'primer' guides are whatever you like, but Call Me Awesome's two guides, focussed on Maximizing Invulnerability, are superb for both the lower levels and upper. I find them Useful, even if I don't take the advice! My own Invulnerability Tanker is only 'half Awesome', as I tend to emphasize the attacks too much to go the 'Full Awesome' route.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Master_Templar View Post
Gangsters don't use axes so that's out (I can get shovel on Mace). Dual Blades, although a cool set, doesn't fit my character concept. It's between SS and Mace. SS is cool, but it is conceptually just "punching". Hurl is also out of concept too kinda. Gangsters are good at intimidation, and a baseball bat, sledgehammer and pipe wrench all fit quite nicely I think I think we have a winner!

-MT


Great character concept! Inv/WM is a rock-tastic combo, with some work, you'll be one of the toughest guys out there. Some tips:

Read the Inv guides for soft-capping! It helps a lot.

Max your Dull Pain, recharge, then heal.

Three cytoskeletons in Invincibility is hard to argue with.

While optional, I'd recommend picking either stun or knockdown as your "secondary effect of choice." Knockup goes with knockdown, btw.

I feel that Whirling Mace is...not so good, except for gauntlet. Crowd control is beyond awesome, so it balances out.

Have fun, you've got the bones of a great build there.