Willpower/Dual Blades, ideas for change while I update for bruising?
Here is a version which I am almost happy with, though accuracy is low on a couple of the powers when exemplared below 36. A lot more costly than the previous two versions (mostly due to the Kinetic Combats and Eradications), so I won't respec into this one right away but at least I can put the slots right and use placeholder enhancements. Still no purples or PvP enhancements at least.
Should be capable of over 100 dps against single targets while still having pretty good survivability. Still 177 HP short of the new increased hitpoint cap... Comments on anything I have missed?
Attack chains which I think I have enough recharge/endurance for:
Single target damage:
Blinding Feint -> Nimble Slash -> Ablating Strike -> Vengeful Slice -> Sweeping Strike, repeat
Area effect damage:
Blinding Feint -> Sweeping Strike -> 1000 Cuts -> Power Slice -> Typhoon's Edge, repeat
Single target damage + area effect mitigation (knockdown):
Blinding Feint -> Nimble Slash -> Ablating Strike -> Vengeful Slice -> Sweeping Strike -> 1000 Cuts -> Power Slice -> Typhoon's Edge, repeat
Single target damage + area effect mitigation (-tohit):
Blinding Feint -> Ablating Strike -> Vengeful Slice -> Sweeping Strike -> Nimble Slash -> Ablating Strike -> Typhoon's Edge, repeat
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Version 4.1: 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
- (A) Aegis - Resistance/Endurance: Level 43
- (27) Aegis - Resistance/Recharge: Level 43
- (27) Aegis - Resistance: Level 43
- (29) Healing IO: Level 50
- (29) Healing IO: Level 50
- (33) Healing IO: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (13) Kinetic Combat - Damage/Endurance: Level 35
- (50) Kinetic Combat - Damage/Recharge: Level 35
- (50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Aegis - Resistance/Endurance: Level 43
- (3) Aegis - Resistance/Recharge: Level 43
- (3) Aegis - Resistance: Level 43
- (11) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (5) Numina's Convalescence - Heal/Recharge: Level 43
- (5) Numina's Convalescence - Heal: Level 43
- (A) Luck of the Gambler - Recharge Speed: Level 43
- (7) Luck of the Gambler - Defense: Level 43
- (7) Luck of the Gambler - Defense/Endurance: Level 43
- (A) Numina's Convalescence - Heal: Level 43
- (9) Numina's Convalescence - Heal/Endurance: Level 43
- (9) Numina's Convalescence - Heal/Recharge: Level 43
- (11) Dark Watcher's Despair - Recharge/Endurance: Level 43
- (25) Dark Watcher's Despair - Chance for Recharge Slow: Level 43
- (A) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (31) Kinetic Combat - Damage/Recharge: Level 35
- (31) Kinetic Combat - Damage/Endurance: Level 35
- (31) Kinetic Combat - Accuracy/Damage: Level 35
- (33) Touch of Lady Grey - Defense Debuff/Endurance: Level 43
- (42) Touch of Lady Grey - Chance for Negative Damage: Level 43
- (A) Performance Shifter - EndMod: Level 43
- (13) Performance Shifter - EndMod/Accuracy: Level 43
- (34) Performance Shifter - EndMod/Recharge: Level 43
- (A) Crushing Impact - Accuracy/Damage/Endurance: Level 43
- (15) Crushing Impact - Damage/Endurance/Recharge: Level 43
- (15) Crushing Impact - Accuracy/Damage/Recharge: Level 43
- (34) Crushing Impact - Damage/Endurance: Level 43
- (A) Eradication - Accuracy/Recharge: Level 30
- (17) Eradication - Damage/Recharge: Level 30
- (17) Eradication - Accuracy/Damage/Recharge: Level 30
- (19) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (19) Multi Strike - Damage/Endurance: Level 50
- (25) Multi Strike - Damage/Endurance/Recharge: Level 43
- (A) Luck of the Gambler - Recharge Speed: Level 43
- (23) Luck of the Gambler - Defense: Level 43
- (23) Luck of the Gambler - Defense/Endurance/Recharge: Level 43
- (46) Luck of the Gambler - Defense/Endurance: Level 43
- (A) Crushing Impact - Accuracy/Damage/Endurance: Level 43
- (21) Crushing Impact - Accuracy/Damage/Recharge: Level 43
- (21) Crushing Impact - Damage/Endurance/Recharge: Level 43
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 43
- (43) Mako's Bite - Accuracy/Endurance/Recharge: Level 43
- (43) Mako's Bite - Damage/Endurance: Level 43
- (A) Mocking Beratement - Taunt: Level 43
- (37) Mocking Beratement - Taunt/Range: Level 43
- (42) Mocking Beratement - Taunt/Recharge: Level 43
- (48) Mocking Beratement - Taunt/Recharge/Range: Level 43
- (48) Mocking Beratement - Accuracy/Recharge: Level 43
- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 43
- (40) Numina's Convalescence - Heal: Level 43
- (45) Numina's Convalescence - Heal/Endurance: Level 43
- (A) Crushing Impact - Damage/Endurance/Recharge: Level 43
- (33) Crushing Impact - Accuracy/Damage/Endurance: Level 43
- (40) Crushing Impact - Accuracy/Damage/Recharge: Level 43
- (45) Crushing Impact - Damage/Endurance: Level 43
- (46) Crushing Impact - Accuracy/Damage: Level 43
- (A) Performance Shifter - EndMod: Level 43
- (42) Performance Shifter - EndMod/Accuracy: Level 43
- (43) Performance Shifter - EndMod/Recharge: Level 43
- (A) Aegis - Resistance/Endurance: Level 43
- (37) Aegis - Resistance/Recharge: Level 43
- (45) Aegis - Resistance: Level 43
- (A) Eradication - Damage: Level 30
- (36) Eradication - Damage/Recharge: Level 30
- (36) Eradication - Accuracy/Damage/Recharge: Level 30
- (36) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (37) Multi Strike - Damage/Endurance: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (39) Eradication - Accuracy/Damage/Recharge: Level 30
- (39) Eradication - Damage/Recharge: Level 30
- (39) Eradication - Accuracy/Recharge: Level 30
- (40) Multi Strike - Damage/Endurance/Recharge: Level 50
- (46) Multi Strike - Damage/Endurance: Level 50
- (A) Kismet - Accuracy +6%: Level 30
- (A) Empty
- (A) Resist Damage IO: Level 50
- (48) Resist Damage IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 43
- (50) Luck of the Gambler - Defense: Level 43
Level 1: Brawl
- (A) Damage Increase IO: Level 50
- (A) Unbounded Leap - +Stealth: Level 50
- (A) Interrupt Reduction IO: Level 50
Level 0: Ninja Run
------------
Set Bonus Totals:
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 15,5% Defense(Fire)
- 15,5% Defense(Cold)
- 12,4% Defense(Energy)
- 12,4% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 7,69% Defense(Ranged)
- 9,25% Defense(AoE)
- 7,2% Max End
- 27,5% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 10% FlySpeed
- 548,2 HP (29,3%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2,75%
- MezResist(Immobilize) 15,4%
- MezResist(Sleep) 3,3%
- 66% (5,16 HP/sec) Regeneration
- 25% RunSpeed
Set Bonuses:
Aegis
(High Pain Tolerance)
- 5% RunSpeed
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
(Nimble Slash)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Mind Over Body)
- 5% RunSpeed
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
(Mind Over Body)
- 3% Defense(All)
(Fast Healing)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Indomitable Will)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 7,5% Enhancement(RechargeTime)
(Rise to the Challenge)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Rise to the Challenge)
- 28,1 HP (1,5%) HitPoints
(Ablating Strike)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Ablating Strike)
- 28,1 HP (1,5%) HitPoints
(Quick Recovery)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35,1 HP (1,88%) HitPoints
(Power Slice)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
(Typhoon's Edge)
- 1,8% Max End
- 3,13% Defense(Energy,Negative), 1,56% Defense(Ranged)
- 42,2 HP (2,25%) HitPoints
(Typhoon's Edge)
- MezResist(Sleep) 1,65%
(Heightened Senses)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Blinding Feint)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
(Blinding Feint)
- MezResist(Immobilize) 3,3%
- 28,1 HP (1,5%) HitPoints
(Taunt)
- 1,8% Max End
- MezResist(Held) 2,75%
- 2,5% Defense(Smashing,Lethal), 1,25% Defense(Melee)
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
(Health)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Vengeful Slice)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35,1 HP (1,88%) HitPoints
(Strength of Will)
- 5% RunSpeed
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
(Sweeping Strike)
- 1,8% Max End
- 3,13% Defense(Energy,Negative), 1,56% Defense(Ranged)
- 42,2 HP (2,25%) HitPoints
(One Thousand Cuts)
- 1,8% Max End
- 3,13% Defense(Energy,Negative), 1,56% Defense(Ranged)
- 42,2 HP (2,25%) HitPoints
(One Thousand Cuts)
- MezResist(Sleep) 1,65%
(Weave)
- 10% (0,78 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
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In broad terms I would suggestion:
Your attacks are probably overslotted. I would try to remove some of the excess there and look at squeezing out the last 3% defence you need for soft capping non smashing/lethal.
For instance:
Ablating Strike : Negative Damage Proc. You'll lose a tiny amount of health by removing this but you could put some extra points into things like weave or combat jumping.
I feel you have too much into RTTC. The extra slot gives only 3 hp/sec more when you have either 1 enemy or when you have it saturated. 3 hp/sec for 1 slot is very inefficient when you consider your real mitigation is defence/resist and you already have 80+hp/sec regen.
I'd highly recommend Kinetic Combat in preference to Crushing Impact for your attacks.
When I first built for Willpower I thought "wow, 100hp/sec would be great". I actually reached that goal. But when I revisitted my build philosophy I came to see that a small increase in defence was worth an awful lot more than a small increase in regen that cost a lot of slots. I would probably aim for the defence right now. You can get a decent amount at a low cost or you can get only a very minimal increase in health/regen at a very high cost (of slots).
Thanks for the response, it was very helpful to hear an alternate view!
I think I edited the post above from version 4.0 to 4.1 at exactly the same time you were posting. I did manage to squeeze out a softcap to fire/cold as well in version 4.1, by removing the redundant heal slot from rise to the challenge (just as you suggested), then moving a 1.5% HP bonus there with Dark Watchers and switching to Aegis in High Pain Tolerance. The slotting of the attacks was shifted around a bit as well, to put the accuracy overslotting where it was most helpful (Blinding Feint).
I have the PvP day job accolade that lets me softcap smashing/lethal/energy on demand for up to 30 minutes when fully charged.
I will have to think about the negative damage proc, I guess you can tell that I really like max HP. I also need to think a bit more about Kinetic Combats (I already have three sets of five Crushing Impacts slotted since I was going for recharge bonus in an earlier version of the build, and the Kinetic Combats would be very expensive).
Hate to point to my own post but here is how to change the tanker HP cap here.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
Some of my original design goals were:
- Include no powers that could not be explained easily as a Natural origin (except the high regeneration). This was partially a concept character.
- Be able to do any Dual Blades combo attack.
- Cap HP and get good regen from Rise to the Challenge.
- Use few really expensive IOs, except some Luck of the Gambler +Recharge (bought with merits long ago).
- Be able to run Blinding Feint-Attack Vitals chain repeatedly after eachother gapless and last indefinitely without running out of endurance or having to turn off toggles, including Focused Accuracy. Most other chains should also be possible forever.
- Enough accuracy to reliably pull off combos against +4 enemies.
- Have all important set bonuses exemplared 40-50.
- Have good enhancement values exemplared 21-50.
- Practically never exemplar below 20.
Changes:
- After I reached high levels I realized that running the same combo all the time was boring, and also low on area effect utility. I ended up doing Blinding Feint-Attack Vitals-Sweep most of the time. However, that chain requires practically no recharge bonuses. I already own the Crushing Impacts and Luck of the Gamblers, and can only remove a limited amount during a respec, so going all the way to some other bonus is costly though. Not sure where to go with that (I do have alts that can use anything removed though).
- I was contemplating replacing Focused Accuracy/Physical Perfection/Resurgence with Tough/Weave, their utility might be higher during most content. Not sure where I will get the endurance for them though, since those two together will take more than Focused Accuracy used to cost. Perhaps buy some +recovery uniques with the new alignment merits.
- I need to think about what to do with the tier 1 attack to take advantage of bruising.
- Swap set bonuses around to reach the new 10% higher HP cap in issue 18 (3534 HP is new cap, not sure why Mid's doesn't see it that way).
Before I do any respecs I would like to hear some opinions on the versions, and where to go from here to get the last changes in.
Build version 2.0: