WP Def


Dechs Kaison

 

Posted

I have been looking into respeccing my WP/SS Tank for PvE.

Is there any point in trying to get her softcapped if WP offers no Defense Debuff Res...?

It looks quite easy to get capped to energy, neg, Fire, cold and prob with some work S/L too... However I don't see her lasting long against romans with all that -def

thoughts?


Consciousness: that annoying time between naps.

 

Posted

Against Romans, pop one small purple inspie before your fight to keep your defense from cascading.

Watch the Dark Armor Sucks video in my sig. That's what softcapping S/L/E/N has allowed me to do. I don't have debuff resistance either, but last night I just tanked +4 cimerorans by accident (long story) on an MoITF.

EDIT: Actually, Willpower (Heightened Senses) does have some defense debuff resistance. It's not as much as shields or /SR, but it's a lot more than Dark Armor (none).


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

Oh thats quite good then..

Was looking at positional def for ages but seems WP is one of those sets that works easier going for type def.

Impressed by your Dark Armour tank btw... at the moment mine is spec'd for pvp but I fancy a TF tank ill post a build soonish


Consciousness: that annoying time between naps.

 

Posted

Here we go... not quite capped... so im hoping someone may better it please??

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance

  • (A) Healing IO
  • (45) Healing IO
  • (46) Healing IO
  • (46) Gladiator's Armor - Resistance
  • (50) Gladiator's Armor - End/Resist
Level 1: Jab
  • (A) Empty
Level 2: Mind Over Body
  • (A) Gladiator's Armor - End/Resist
  • (3) Gladiator's Armor - Resistance
  • (3) Impervium Armor - Resistance
  • (45) Impervium Armor - Resistance/Endurance
Level 4: Fast Healing
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (5) Numina's Convalescence - Heal
  • (5) Miracle - +Recovery
  • (7) Miracle - Heal
  • (46) Miracle - Heal/Recharge
Level 6: Boxing
  • (A) Absolute Amazement - Stun
  • (7) Absolute Amazement - Stun/Recharge
Level 8: Indomitable Will
  • (A) Gift of the Ancients - Defense/Endurance/Recharge
  • (9) Gift of the Ancients - Defense/Endurance
  • (9) Shield Wall - Defense/Endurance
  • (43) Shield Wall - Defense
Level 10: Rise to the Challenge
  • (A) Discouraging Words - To Hit Debuff
  • (11) Discouraging Words - To Hit Debuff/Recharge
  • (11) Discouraging Words - To Hit Debuff/Recharge/Endurance
  • (40) HamiO:Golgi Exposure
  • (43) HamiO:Golgi Exposure
  • (43) HamiO:Golgi Exposure
Level 12: Quick Recovery
  • (A) Endurance Modification IO
  • (13) Endurance Modification IO
  • (13) Endurance Modification IO
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Reactive Armor - Endurance
  • (15) Reactive Armor - Resistance
  • (19) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance/Endurance/Recharge
Level 16: Combat Jumping
  • (A) HamiO:Enzyme Exposure
  • (17) HamiO:Enzyme Exposure
  • (17) HamiO:Enzyme Exposure
Level 18: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 20: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (21) Endurance Reduction IO
  • (34) Endurance Reduction IO
Level 22: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
  • (33) Unbreakable Constraint - Accuracy/Recharge
  • (34) Unbreakable Constraint - Accuracy/Hold/Recharge
Level 24: Heightened Senses
  • (A) HamiO:Enzyme Exposure
  • (25) HamiO:Enzyme Exposure
  • (25) HamiO:Enzyme Exposure
Level 26: Maneuvers
  • (A) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
Level 28: Rage
  • (A) Rectified Reticle - Increased Perception
  • (29) Rectified Reticle - To Hit Buff/Recharge
  • (29) HamiO:Membrane Exposure
  • (31) HamiO:Membrane Exposure
  • (31) HamiO:Membrane Exposure
Level 30: Taunt
  • (A) Mocking Beratement - Taunt
  • (36) Mocking Beratement - Taunt/Recharge
  • (36) Mocking Beratement - Taunt/Recharge/Range
  • (37) Mocking Beratement - Accuracy/Recharge
  • (37) Mocking Beratement - Taunt/Range
Level 32: Weave
  • (A) HamiO:Enzyme Exposure
  • (33) HamiO:Enzyme Exposure
  • (33) HamiO:Enzyme Exposure
Level 35: Strength of Will
  • (A) Gladiator's Armor - Recharge/Endurance
  • (37) Gladiator's Armor - End/Resist
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 41: Salt Crystals
  • (A) Lethargic Repose - Accuracy/Recharge
  • (42) Lethargic Repose - Accuracy/Endurance
  • (42) Lethargic Repose - Accuracy/Sleep/Recharge
  • (42) Lethargic Repose - Accuracy/Sleep
Level 44: Quick Sand
  • (A) Tempered Readiness - Accuracy/Slow
  • (45) Tempered Readiness - Range/Slow
Level 47: Stalagmites
  • (A) Razzle Dazzle - Accuracy/Recharge
  • (48) Razzle Dazzle - Endurance/Stun
  • (48) Razzle Dazzle - Accuracy/Endurance
  • (48) Razzle Dazzle - Stun/Range
  • (50) Razzle Dazzle - Accuracy/Stun/Recharge
  • (50) Razzle Dazzle - Chance of Immobilize
Level 49: Resurgence
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 6: Ninja Run



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Consciousness: that annoying time between naps.

 

Posted

I find that +hp is the first thing to build for and +def second. With only 20% s/l and 30% en/neg, I do just fine against +3s lts and lower. Purples are the danger zone for WP due to higher burst damage and tohit.

Defense will help alot against the purple mobs, but I generally don't face purples very often.

Of course my build is hp capped and regen's 65 hp/sec with no RTTC.


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

Donna_,

I'm at work right now, so I can't open up mids. I'll try to remember to come back to this topic when I get home.

Quote:
Originally Posted by Lohenien View Post
I find that +hp is the first thing to build for and +def second. With only 20% s/l and 30% en/neg, I do just fine against +3s lts and lower. Purples are the danger zone for WP due to higher burst damage and tohit.

Defense will help alot against the purple mobs, but I generally don't face purples very often.

Of course my build is hp capped and regen's 65 hp/sec with no RTTC.
Purples don't get tohit until they're +6. They do get very high accuracy modifiers though. You are correct though, that the more defense you have, the less these modifiers help the enemy. For more info, see the softcap guide in my sig.

I certainly agree that HP cap is important (easiest to achieve with all the accolades first). I wouldn't focus much on +regen. When you have 120 hp/sec or more with RttC running, 10 hp/sec more from accolades isn't going to make much of a difference.

Try to remember that layered mitigation has a multiplicative effect, and is why my DA tank is so survivable. He has a high resists, softcapped defense, and a huge heal. A lot of stuff misses. The stuff that hits gets resisted. The remaining damage that piddles through gets healed.


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

I have a wp tank that soft-cap typed defense except psionic. I went to Cimerora and grab a "newspaper" mission. The mission was set to +2/x8 with bosses. If I remember correctly, my tank dropped after like 20 or 30 seconds. Obviously, Dechs Kaison's DA tank is much better as it can fight against +4. I tried the mission again with strength of will, then I did ok. I do ok tanking in ITF. It's different to tank in a full team compared to soloing x8 with bosses. In a team, mobs may die quickly, and there are many things going on like buffs, debuffs, and controls.

For your build, I think you need a second build for pve. I don't think you need to change a lot. You can just shift the slots from superspeed, combat jumping, and maybe a couple slots from fast healing as well to jab and boxing. By slotting jab and boxing with kinetic combat, your s/l defense can be soft-capped. You can also change your slotting of mind over body to reactive armor, then your e/ne defense can be soft-capped too.


 

Posted

You probably don't need to completely cap. Sure, it'd be nice, but with high defenses, Tough, +HP, and good regen, it might be overkill. I have had to fall back with my WP tanker that isn't defense capped, but that was usually after everyone else on the team dropped from fighting multiple mobs of vengeance-stacked Nemesis or multiple Rularuu mobs. Other than those rare occurrences, he's able to take a lot of mobs fighting him (and he was okay in those other instances after he was able to use Heal Self out of sight).


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

 

Posted

Quote:
Originally Posted by Twilight_Snow View Post
I have a wp tank that soft-cap typed defense except psionic. I went to Cimerora and grab a "newspaper" mission. The mission was set to +2/x8 with bosses. If I remember correctly, my tank dropped after like 20 or 30 seconds. Obviously, Dechs Kaison's DA tank is much better as it can fight against +4.
Yeah, I said I tanked it, not soloed it. I also had fortitude on me so the cascade failures didn't happen before the groups were dead. There was one point where the romans got a few lucky shots close together and I had a really close call. Was down below 10% health for sure, healed myself to full, freaked the empath out, popped [Eye of the Magus] and kept on going. What helped most is the fact that I still had 70% resist after my defenses were gone.

Oh, and we only did the first mission on +4. Like I said, it was an accident.

Quote:
Originally Posted by Grey Pilgrim View Post
You probably don't need to completely cap. Sure, it'd be nice, but with high defenses, Tough, +HP, and good regen, it might be overkill.
Sure, it is overkill. Dark Armor is survivable on SOs with only the defense from Cloak of Darkness (add weave and CJ/hover to taste), mostly due to relying on the heal. As I finished my build, I noticed using the heal much less often. Nowadays, I go through most TFs (notably not the ITF or STF) these days without ever firing Dark Regeneration.

Did I need all that defense to be able to main tank TFs? No.

Is it really nice to not rely on the heal? Yes.

Can I do stupidly difficult and mostly pointless things that tanks shouldn't be able to do? Depends. Do you count herding six DE monsters at a time indefinitely, holding the aggro of four AVs and Reichsman indefinitely, and the things in my video as stupidly difficult?


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

I managed it !!!!!!!


S/L 45.3
NRG 46.1
NEG 46.1
FRE 45.1
CLD 45.1

Net Recovery 2.24/s

Regen 636% with 1 mob in range
Regen 831% with 5 mobs in range
Regen 1074% with 10 mobs in range


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Consciousness: that annoying time between naps.

 

Posted

Okay, yes, you're capped.

Now the downside. All your attacks are underslotted and it's going to take you a long, long time to defeat stuff.

Granted, if you're just looking to pure-tank and aggro-manage while on a team, this isn't a huge issue. But your damage output will be gimped. This will lead to longer fights and the increased likelihood of you being overcome by "lucky shots".



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

not much tho..

Perma Rage should cover the damage and accuracy, main power I wanted up often and slotted well was Footstomp.

Don't think it would make a massive difference...


Jab 22.94% Acc 85.45%dmg
Haymaker 22.94% Acc 85.45%dmg
Knockout Blow 22.94% Acc 85.45%dmg
Footstomp 96.11% Acc 95.23%dmg

without rage..

Mids Acc + Dmg figuers

Jab 92.2% (75)
Haymaker 92.2% (75)
Knockout Blow 92.2% (75)
Footstomp 147.1% (75)

With Rage..

Jab 130.6% (75)
Haymaker 130.6% (75)
Knockout Blow 156.7% (75)
Footstomp 208.3% (75)


Consciousness: that annoying time between naps.

 

Posted

I have been meaning to post this build for a while. Before I post this, its a pure Team Tanking build. It has enough offense IMO to not be a drag. I have 11 level 50 tanks, all primaries and some duplicates so I have my offensive tanks when I feel like going all out. On that note a few have asked for me to post this. I made it about a year or so ago. Here are the highlights.

S/L 46.6% Defense 70.7 % Resist
F/C 45% Defense 11.6% Resist
E/N 45.6% Defense 12.8 % Resist
Psy 33.7% Defense 43.3 % Resist

Capped HP's 3212.69


Regeneration

None in Melee 475% 63.7 HPS
1 In Melee 721% 96.8 HPS
5 In Melee 918% 123.2% HPS
10 In Melee 1164% 156.2 HPS

Net 2.73 RPS

45% Recharge

Here is the build

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance

  • (A) Numina's Convalescence - Heal
  • (3) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Heal/Recharge
  • (5) Aegis - Resistance/Endurance
  • (5) Aegis - Resistance
  • (7) Aegis - Resistance/Recharge
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (9) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Mind Over Body
  • (A) Reactive Armor - Resistance
  • (11) Reactive Armor - Resistance/Endurance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (13) Reactive Armor - Resistance/Recharge
  • (13) Steadfast Protection - Resistance/+Def 3%
Level 4: Fast Healing
  • (A) Numina's Convalescence - Heal
  • (15) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Heal/Recharge
Level 6: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Endurance
Level 8: Rise to the Challenge
  • (A) Numina's Convalescence - Heal
  • (19) Numina's Convalescence - Heal/Endurance
  • (21) Triage - Heal/Endurance
  • (21) Triage - Heal/Recharge
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
Level 12: Quick Recovery
  • (A) Performance Shifter - EndMod/Accuracy
  • (23) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Heightened Senses
  • (A) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense/Endurance/Recharge
Level 20: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 22: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (31) Numina's Convalescence - Heal
  • (31) Numina's Convalescence - Heal/Endurance
  • (33) Regenerative Tissue - +Regeneration
  • (33) Miracle - Heal
  • (33) Miracle - +Recovery
Level 24: Stamina
  • (A) Performance Shifter - EndMod
  • (46) Performance Shifter - EndMod/Recharge
  • (48) Performance Shifter - EndMod/Accuracy
Level 26: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge
Level 28: Rage
  • (A) Adjusted Targeting - Recharge
  • (34) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Rectified Reticle - To Hit Buff
  • (36) Rectified Reticle - To Hit Buff/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (37) Rectified Reticle - Increased Perception
Level 30: Kick
  • (A) Damage Increase IO
Level 32: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance/Endurance/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
Level 38: Foot Stomp
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (40) Eradication - Damage
  • (40) Eradication - Damage/Recharge
  • (42) Eradication - Accuracy/Damage/Recharge
Level 41: Taunt
  • (A) Mocking Beratement - Taunt
  • (42) Mocking Beratement - Taunt/Recharge
  • (42) Mocking Beratement - Taunt/Recharge/Range
  • (43) Mocking Beratement - Accuracy/Recharge
  • (43) Mocking Beratement - Taunt/Range
  • (43) Mocking Beratement - Recharge
Level 44: Punch
  • (A) Kinetic Combat - Accuracy/Damage
  • (45) Kinetic Combat - Damage/Endurance
  • (45) Kinetic Combat - Damage/Recharge
  • (45) Kinetic Combat - Damage/Endurance/Recharge
Level 47: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Recharge Speed
Level 49: Strength of Will
  • (A) Reactive Armor - Resistance
  • (50) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance/Endurance/Recharge
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 6: Ninja Run


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I actually run this build (Without the 7.5s as I have been cheap about it) here are the screenshots

http://img.photobucket.com/albums/v6...ear/IK/WP1.jpg

http://img.photobucket.com/albums/v6...ear/IK/WP2.jpg

1 last thing, if you wanted Foot Stomp ad the ED damage cap, take out the 20% perception IO and move that slot to Foot Stomp and add another IO. You would loose 6% regen.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Can I do stupidly difficult and mostly pointless things that tanks shouldn't be able to do? Depends. Do you count herding six DE monsters at a time indefinitely, holding the aggro of four AVs and Reichsman indefinitely, and the things in my video as stupidly difficult?
Yup, it depends on what you want to do with it. A lot of people on the forums seem to think you need to go to the bleeding edge with everything, and I tend to be the voice that says "hold on there!" and notes that you can do well with a different approach. Not necessarily wrong with either.

Quote:
Originally Posted by Hyperstrike View Post
Okay, yes, you're capped.

Now the downside. All your attacks are underslotted and it's going to take you a long, long time to defeat stuff.

Granted, if you're just looking to pure-tank and aggro-manage while on a team, this isn't a huge issue. But your damage output will be gimped. This will lead to longer fights and the increased likelihood of you being overcome by "lucky shots".
This is kind of what I mean by going too far with some things (i'm agreeing with this quote, by the way). Some people who play Blasters say you should get to the def cap for ranged, even though it gimps their performance a bit. I'd rather get to the low 30s, have some good recharge, procs, etc., than be at the def cap. It's just not needed.

For WP, I don't think it's worth sacrificing on your damage or recovery (2.24 end/sec is going to feel the drain if you go all out, I think) to get to the def cap to all those positions. To each their own, but I don't know that Donna's WP build will be getting as much benefit as all those defense percentages imply.


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

 

Posted

For a wp tank, it's not hard to soft-cap defense. Unlike scrappers, I don't think much sacrifice needs to be made. The build can be tweaked a bit such that all powers can be slotted better, but it's probably not a big deal. It is quite common for characters with super strength to slot powers a bit differently, because rage makes up for low accuracy and damage. It's up to Donna how the character should be slotted exactly, as there are always some personal choice in builds.