Old to Tanks, new to IO sets.
It depends on your Primary.
In general, you want to get Defense, Recharge, and HP from set bonuses. Some sets might have special needs, like Stone Armor wanting to have extra Run Speed, and Invulnerability wanting to get some Psionic Resistance.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Can you tell us a bit more about the specific tankers you want to juice up? What you want to do with them, how much inf you want to spend on them, etc. IO sets get pretty complex (as you know), so it's hard to give blanket advice, even for a specific AT.
Look forward to talking shop with you.
The one tanker I really want to IO out is my main, who's a Willpower/Super Strength.
EDIT: I should say, my NEW main, who's still relatively low level. I might decide to make him an Invuln.
This is the order I would prioritize things in:
1) HP/Regen: Your priorities for Willpower are going to be to jack up regen and max HP as high as you can get them. Lots of sets have these bonuses from just 2 or 3 pieces, so you can get a lot of mileage from frankenslotting (slotting more than one set per power to grab odd set bonuses).
2) Recharge: With Willpower, you have access to a lot more recovery than other primaries, so you can get away with things that other tankers can't (as easily). Think about getting Recharge Bonuses (80%-90% if you can afford Luck of the Gambler, 50ish% otherwise). This will let you footstomp more often, which is a great source of mitigation. Consider getting Hasten in your build as well. You can definitely handle the end drain from Rage and Hasten, so why not?
3) Defense: Keep an eye out for defense bonuses, as Willpower also has a strong defense component (from Heightened Senses). You want to primarily look for Type defenses in your set bonuses rather than position defenses. For instance, Gaussian's Synchronized Fire control has amazing positional defense (Melee, Ranged, AOE) as a 6-piece bonus, but only mediocre type defense (smashing, lethal, etc), making it less attractive for Willpower.
Some other stuff:
-- Do you have Mid's Hero and Villain Designer? It's a quick download and well worth it for helping you to plan out characters. It's also fun if you're a geek.
-- Remember that you can only have 5 of any set bonus in your build. For instance, you can only have five 10% regen bonuses from sets. Any 10% regen bonuses beyond that are completely wasted.
-- Feel free to post a build and get feedback on it from us. This sort of thing works best as an organic process.
This is the order I would prioritize things in:
1) HP/Regen: Your priorities for Willpower are going to be to jack up regen and max HP as high as you can get them. Lots of sets have these bonuses from just 2 or 3 pieces, so you can get a lot of mileage from frankenslotting (slotting more than one set per power to grab odd set bonuses). 2) Recharge: With Willpower, you have access to a lot more recovery than other primaries, so you can get away with things that other tankers can't (as easily). Think about getting Recharge Bonuses (80%-90% if you can afford Luck of the Gambler, 50ish% otherwise). This will let you footstomp more often, which is a great source of mitigation. Consider getting Hasten in your build as well. You can definitely handle the end drain from Rage and Hasten, so why not? 3) Defense: Keep an eye out for defense bonuses, as Willpower also has a strong defense component (from Heightened Senses). You want to primarily look for Type defenses in your set bonuses rather than position defenses. For instance, Gaussian's Synchronized Fire control has amazing positional defense (Melee, Ranged, AOE) as a 6-piece bonus, but only mediocre type defense (smashing, lethal, etc), making it less attractive for Willpower. Some other stuff: -- Do you have Mid's Hero and Villain Designer? It's a quick download and well worth it for helping you to plan out characters. It's also fun if you're a geek. -- Remember that you can only have 5 of any set bonus in your build. For instance, you can only have five 10% regen bonuses from sets. Any 10% regen bonuses beyond that are completely wasted. -- Feel free to post a build and get feedback on it from us. This sort of thing works best as an organic process. |
Take it for what it's worth as the only WP character I've leveled is a Brute but I'd look for two things... max HP boosts which will effectively increase your regen and defense boosts.
I look at it kind of like a Regen scrapper... you already have a ton of regen out of the box... you'll gain more by adding layers to your protections. Your first layer being Defense... S/L is the most important type since it protects from the most attacks. More HP is always a good thing for a tanker, since it translates into more damage taken before you faceplant and more HP regenerated since your regen is a percentage of your HP... more HP total equals more HP regenerated per second.
I'd list Recharge bonuses as QoL additions rather than necessities since WP has no powers that benefit from recharge. It'll smooth out your attack chain and that's about it. Nice to have, but not at the expense of max HP and defense.
Again, this is based on my experience leveling a Fire/WP brute, not a tanker but the logic should apply equally well to either.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I don't want to get into specific sets as I don't claim to be a great builder. The one thing I will say is experiment. Build your tanker out, review the different sets you can add to each of your powers and compare various interesting looking sets. If you click on the view totals button and then switch between default slots and alternate slots (flip slots to alternative, shift+right click) to compare the effects of the bonuses. Doing this will give you an idea of what the set really does for your character. For instance you can see how much faster you regen from 1-100 with one +10% regen set bonus vs five +10% regen set bonuses. You can also do this for your attacks, just want to look at end, rchrg, dmg, acc, etc..
My last piece of advice, unless you are very wealthy don't get your heart set on any specific set or IO (some IOs can run in the hundreds of millions (one LotG +global recharge is running around 150 - 200 million right now depending on level)). Once you find some sets you find interesting, check market prices. There is no reason to spend an hour or 3 putting an IO build together just to find out that some of the sets you wanted are way out of your price range. Once you start building for specific bonuses this can have quite an impact on your build, even to the point of having to start over.
Personally, I have a lot of fun putting builds together that I can afford. With i19 on the horizon I have been making non Fitness pool builds for all my toons. While I don't have the technical skills to make Fitness inherent and the patch isn't working it is still fun. I have to slot brawl/rest to make up for what I will put in Health/Stamina. Then take the recovery/regen rates from my build with Stamina/Health to gauge what the new inherent Fitness build will look like.
As always, this is only my opinion, your experience may vary.
-Fractious
Virtue and Freedom
Too many to list, mainly Tanks and Scrappers
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Here's a preliminary build that I think I could live with. Granted, I've never been very good at slotting, so I'm sure I've made some mistakes, but this is essentially what I'm hoping to go for.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Mind Over Body
- (A) Endurance Reduction IO
- (3) Resist Damage IO
- (5) Resist Damage IO
- (36) Resist Damage IO
- (A) Accuracy IO
- (17) Damage Increase IO
- (34) Taunt Duration IO
- (43) Endurance Reduction IO
- (43) Accuracy IO
- (45) Damage Increase IO
- (A) Healing IO
- (3) Healing IO
- (11) Healing IO
- (A) Accuracy IO
- (5) Endurance Reduction IO
- (11) Damage Increase IO
- (15) Accuracy IO
- (17) Damage Increase IO
- (33) Damage Increase IO
- (A) Endurance Reduction IO
- (7) Defense Buff IO
- (7) Defense Buff IO
- (36) Defense Buff IO
- (A) Endurance Reduction IO
- (9) Healing IO
- (9) Healing IO
- (36) Taunt Duration IO
- (A) Accuracy IO
- (15) Damage Increase IO
- (34) Endurance Reduction IO
- (40) Accuracy IO
- (43) Damage Increase IO
- (45) Endurance Reduction IO
- (A) Endurance Modification IO
- (13) Endurance Modification IO
- (13) Endurance Modification IO
- (A) Flight Speed IO
- (46) Flight Speed IO
- (A) Run Speed IO
- (46) Flight Speed IO
- (A) Healing IO
- (19) Healing IO
- (19) Healing IO
- (A) Accuracy IO
- (21) Damage Increase IO
- (21) Endurance Reduction IO
- (27) Hold Duration IO
- (29) Endurance Reduction IO
- (31) Taunt Duration IO
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Defense Buff IO
- (25) Defense Buff IO
- (25) Defense Buff IO
- (37) Endurance Reduction IO
- (A) Accuracy IO
- (27) Taunt Duration IO
- (48) Taunt Duration IO
- (A) Recharge Reduction IO
- (29) To Hit Buff IO
- (34) Recharge Reduction IO
- (42) To Hit Buff IO
- (50) Recharge Reduction IO
- (A) Resist Damage IO
- (31) Healing IO
- (31) Healing IO
- (37) Resist Damage IO
- (A) Resist Damage IO
- (33) Resist Damage IO
- (33) Endurance Reduction IO
- (37) Resist Damage IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Accuracy IO
- (39) Damage Increase IO
- (39) Accuracy IO
- (39) Damage Increase IO
- (40) Endurance Reduction IO
- (40) Taunt Duration IO
- (A) Accuracy IO
- (42) Accuracy IO
- (A) Accuracy IO
- (45) Endurance Reduction IO
- (46) Damage Increase IO
- (A) Resist Damage IO
- (48) Resist Damage IO
- (48) Endurance Reduction IO
- (A) Defense Buff IO
- (50) Defense Buff IO
- (50) Endurance Reduction IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Some things as they come to mind:
1) You should really go for IO Sets rather than common IOs. Not only do you end up with more well-rounded stats in your powers, but you get set bonuses. You can get cheap (yellow) sets for not much more (and in some cases less) than the common IOs.
2) Your mileage may very, but I don't recommend slotting for taunt in your powers, although that's a personal preference of mine. If you'd like to juice up your aggro-holding abilities, there should be some experts on here who will show you where to put those taunt IOs.
3) Your Taunt power doesn't need accuracy unless you plan to use it in PVP (it auto-hits critters).
4) Attack powers, assuming you're not using sets, should have something like the following: 1x accuracy, 3x damage, 1x endredux, 1x recharge. Sometimes I like to go with 2 damage and 2 recharge. However, don't use common IOs. Get some Crushing Impacts or Mako's Bites in those mofos.
5) Don't worry about Endredux for Strength of Will. It boosts your recovery while it's active, so the one-shot cost of using it is not noticeable.
I'll take the powers you've picked here and throw something together for you, as a "What Would Doctor Xaxan Do" build.
EDIT:
6) You won't need Boxing, since you have Air Superiority.
Here you go. It's dirt cheap, it works, and there are some slots left over for you to play with. I'm not a Willpower expert, so anyone else should feel free to come in and pick up the slack on that.
You'll notice that Boxing is slotted with a set called Stupify. This is what you'll see refered to on the boards as "muling", i.e. slotting a power you don't intend to actually use to pick up some sweet set bonuses. In this case, extra HP and recharge.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(43), Heal-I(43), Heal-I(43)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 2: Fast Healing -- Heal-I(A), Heal-I(3), Heal-I(3)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), FrcFbk-Rechg%(36)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(36)
Level 10: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
Level 16: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(17), Mocking-Taunt/Rchg/Rng(17), Mocking-Taunt/Rchg(19)
Level 18: Fly -- Frbd-EndRdx(A), Frbd-Fly(45)
Level 20: Knockout Blow -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 22: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(25), RedFtn-EndRdx(25)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx/Rchg(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Swift -- Run-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Health -- Heal-I(A), Heal-I(42), Heal-I(42)
Level 44: Stamina -- EndMod-I(A), EndMod-I(45)
Level 47: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(48), LgcRps-Acc/EndRdx(48), LgcRps-Acc/Sleep/Rchg(48)
Level 49: Strength of Will -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 5.19% Defense(Melee)
- 3.94% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Sleep)
- 31.3% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 4% Enhancement(Heal)
- 182.7 HP (9.75%) HitPoints
- MezResist(Held) 6.05%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 4.4%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 18% (1.41 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3.13% Resistance(Negative)
Some things as they come to mind:
1) You should really go for IO Sets rather than common IOs. Not only do you end up with more well-rounded stats in your powers, but you get set bonuses. You can get cheap (yellow) sets for not much more (and in some cases less) than the common IOs. 2) Your mileage may very, but I don't recommend slotting for taunt in your powers, although that's a personal preference of mine. If you'd like to juice up your aggro-holding abilities, there should be some experts on here who will show you where to put those taunt IOs. 3) Your Taunt power doesn't need accuracy unless you plan to use it in PVP (it auto-hits critters). 4) Attack powers, assuming you're not using sets, should have something like the following: 1x accuracy, 3x damage, 1x endredux, 1x recharge. Sometimes I like to go with 2 damage and 2 recharge. However, don't use common IOs. Get some Crushing Impacts or Mako's Bites in those mofos. 5) Don't worry about Endredux for Strength of Will. It boosts your recovery while it's active, so the one-shot cost of using it is not noticeable. I'll take the powers you've picked here and throw something together for you, as a "What Would Doctor Xaxan Do" build. EDIT: 6) You won't need Boxing, since you have Air Superiority. |
1) I put in standard IOs just to show how I usually slot, as I said, this is one of the first times I'm playing with sets, so I wasn't going to jump right in without some idea of what to go for.
2) I'll go talk to some of those people on that front. One of my main concerns with the Willpower is the aggro holding for when I want to play lead tank.
3) Did not know this. Thanks for the heads up.
4) I have a tendency to miss a lot, so I usually go with more accuracy.
5) Haven't actually used Strength of Will, so I was making assumptions.
6) I grabbed Boxing to start off the Fighting pool and I wanted to make it somewhat functional.
Question for you, since its easier to put builds together if we know, how much inf are you looking to spend?
Some of my 'go to' sets for nice bonuses and fairly inexpensive/available are listed below. Of course, remember the rule of 5. Most of these will run between 15 and 100 million per set (depending on patience).
Crushing Impact for melee.
Scirocco's Dervish for PBAoEs.
Titanium Coating (I three slot each with end/res, res, res/end/rchrg and 1 res/end of any other set) for resistance.
Red Fortune for defense (slotting is the same as Titanium Coating).
Positron for cones (minus the chance for damage, add in Acc/dmg/end from Detonation).
Thunderstrike for ranged.
Doctored Wounds for heals.
Efficacy Adaptor in end mods.
My more expensive choices are:
Purples where they can fit.
Melee doesn't change unless I am trying to cap some defense, then Kinetic Combat for S/L or Touch or Death for Melee.
Obliteration in PBAoE.
Reactive Armor for resistance.
Luck of the Gambler for defense.
Still Posi for cones.
Devastation (regen & HP), Thunderstrike (defense) or Decimation (rchrg) for ranged.
Still Doctored Wounds in heals, I slot Numina, Miracle and Regenerative Tissue in either Health, Fast Healing or Physical Perfection.
Performance Shifter (with the +end IO) in end mods.
Here is a sample build, it is not cheap but has no Purples and is not soft capped but does have decent defenses, pretty good regen, good global recharge (not great) and very good recovery (you shouldn't ever have to stop, even with Rage crash). Of course I used maximum level IOs, the numbers will change a bit with different levels. I won't claim that this is the best build, I am sure more experienced builders can make one that is a lot better. Also, if you wanted to fully concentrate on 1 or 2 bonuses (HP, regen, recharge, etc.) you would want to change things around. You could switch out the LotG and Numina sets to save quite a bit of inf.
Breakdown:
Regen - 731% with 1 in range of RttC | 80.27 HP/s | 927% with 5 in range | 101.88 HP/s
HP - 140.4% | 2631.274 @ 50
Recovery - 4.01/s | 2.84/s net recovery
Recharge - 42.5%
Accuracy - 41%
Defense
28.1 s/l
30.9 e/ne
28.4 f/c
19.5 psi
Resistance
70.5 s/l
11.7 e/en/f/c
48.1 psi
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Tanker: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/EndRdx:30(A), ResDam-I:50(3), ResDam-I:50(17), Heal-I:50(33), Heal-I:50(33), Heal-I:50(34)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 2: Fast Healing -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(46), Heal-I:40(50)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Heal-I:50(9), Taunt-I:50(34), Taunt-I:50(34)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(13), Efficacy-EndMod/EndRdx:50(13), Efficacy-EndMod/Rchg:50(46)
Level 14: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 16: Fly -- Frbd-Fly:50(A), Frbd-EndRdx:50(19)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx:50(50)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(29)
Level 22: Swift -- Flight-I:50(A)
Level 24: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(37), Heal-I:50(50)
Level 26: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(27), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/EndRdx:50(45)
Level 28: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt:50(43), Zinger-Acc/Rchg:50(43), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45)
Level 30: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- EndMod-I:50(A), Numna-Heal/Rchg:50(48), Numna-Heal:50(48), Numna-Regen/Rcvry+:50(48)
Level 49: Strength of Will -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 15% Defense(Smashing)
- 15% Defense(Lethal)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 10.31% Defense(Melee)
- 1.25% Defense(Ranged)
- 41% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 196.78 HP (10.5%) HitPoints
- MezResist(Immobilize) 16.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.75%
- 3% (0.05 End/sec) Recovery
- 106% (8.293 HP/sec) Regeneration
- 5% Resistance(Psionic)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;700;1400;HEX;| |78DA9D93DB4E134118C7677BA0F4445B4AA194735B2C15D852E385870B2F0413129| |B140A78A362A963D9B8D9D6EE7AE0CE07C0441FC078EF1B185FC7737C03D0FACDF7| |1F1A8C776EBAFFDFCCD799EF343BB517EB31215EDE1046ECA6DD74DDFD9DA6F358F| |682B566DB6A0D611212426431DC5F978FA4E34AF38E65DBDDCE73D99BD27FD4A42D| |A5D978DAA571C3EB49A7ED1DA6369D434943CF3C1B44EB9D8E6DDEB2ADF6A117C3D| |8F21CE9BA713D21BBE5B4533CDB749E59AE7560D9967794DEE85A2D73C391BDF6D1| |7EADE97AB27794A5BCCAF47E0A9318F48A7E508CD36046F8566856154960BE781E0| |BC04A44E88776D50979E1DB620C6D33661B8CF987BC7CB5C5F842B10CC4F219BB34| |2889D52D4655B92D0993DCFAB55BFF03DE136802078C21389A86DB92647C25B741B| |815C18CA14CDFC814E250FD4068974DC35B80AEA37A1E113AA5B08E1B4639119413| |413949949343DC22B2F84E5BA288EB8F1EFB9429F61A78C3587DC5F84CEBE27A5D3| |CCFF58ECC02738CD1054694B248200B2371CAD98E9E307E908794F6904285E3638C| |6C8A514D02D4BFB4AE238DFE8DA17F63E8DF3832CFA28E69F42F487133BA7F99029| |B42649AD0273581C615D1C62AFA374C0B26754693A83D87DA8B287A052DA8504653| |3AA3A92E9B2E7600077882E53DC0655CA25D33383EDFCC32079CFD0B06859F835B3| |19763939F4C799D511EED2DA0D90574B9802E5F26DF8B3AA3C5130E77E114F805FC| |6694FA80FA20E9FB23EF4BDAFB124EA08C1328A3F5651CC43B5ABDAC135B46AEEFE| |342987AAB39CFA64A831757D0D2CA1EE3271DF29ADEBA86BB371D185C33FAD1236E| |FF63A907F4FD258BC196726070A5FBE1E4E046FDEFF321761632BCADAEFD8E92BA9| |23D257795DC53725F4953C981929692FEC7C1EEC41595D75525D7945C5792A1FCC4| |B15A198A924495C494C4958C284928492A492BC92979ABA4FF079643F540| |-------------------------------------------------------------------|
-Fractious
Virtue and Freedom
Too many to list, mainly Tanks and Scrappers
Price is typically not a big deal, whatever I can't fund with my many alts, I can either earn or borrow.
This is the order I would prioritize things in:
1) HP/Regen: Your priorities for Willpower are going to be to jack up regen and max HP as high as you can get them. Lots of sets have these bonuses from just 2 or 3 pieces, so you can get a lot of mileage from frankenslotting (slotting more than one set per power to grab odd set bonuses). 2) Recharge: With Willpower, you have access to a lot more recovery than other primaries, so you can get away with things that other tankers can't (as easily). Think about getting Recharge Bonuses (80%-90% if you can afford Luck of the Gambler, 50ish% otherwise). This will let you footstomp more often, which is a great source of mitigation. Consider getting Hasten in your build as well. You can definitely handle the end drain from Rage and Hasten, so why not? 3) Defense: Keep an eye out for defense bonuses, as Willpower also has a strong defense component (from Heightened Senses). You want to primarily look for Type defenses in your set bonuses rather than position defenses. For instance, Gaussian's Synchronized Fire control has amazing positional defense (Melee, Ranged, AOE) as a 6-piece bonus, but only mediocre type defense (smashing, lethal, etc), making it less attractive for Willpower. |
If influence is not a concern, then you can potentially soft-cap your S/L/N/E DEF, have near the cap in HP, and 50-70ish in global recharge bonuses. We're talking easily 5 billion for that sort of build, but it's not a bad long-term goal if you're heavily focused on playing your Tanker.
Cheaper builds can nearly reach those heights too, though I confess I'm a little out of touch with the going rate for various IOs. My advice would be simply to play around with frankenslotting using the cheapest set IOs you can find. Even with no set bonuses, mixing and matching set IOs for the best enhancement values can make a world of difference. Then you can spend some time getting a better idea of what things cost, what you're willing to spend, and what exactly you want your build to do.
Come Issue 19, we're getting inherent Fitness, which will change just about everyone's build. Willpower is well-positioned in the sense that you can respec out of Fitness to prepare for I-19 beforehand without crippling your recovery in the meanwhile. Nice way to save the I-19 free respec.
Anyway, here's a pie-in-the-sky WP/SS build. Keep in mind that I'm using a patched version of Mids with inherent Fitness, so it may look like I'm running a little light on recovery. It's an extremely expensive Issue 19 build drawn up with no particular care, just to show you what's possible:
Hero Plan by Mids' Hero Designer 1.81
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: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;723;1446;HEX;| |78DA8D545D4F1341149D6DB7D4B65BDA520AE51B0A0805BA02F1C18F441F441313D| |042115F54B2E2482B6B69DA12E5CD1FE0BBA2129FFC057EC5F837D4A0CF7EA1F81B| |D63BF70C8D841737DD7BEEDC3D73F6DCD999CEDD9FB18478705618D639D7A9D5961| |79DF29AAC062F39F58DAAE38AA010228DDAF28CBC2DCB35695F2DB96E65FD9EAC76| |E90773D295D22E6C54282FD4ABB2BC5A2F262E968B92D2BABD9F44F2EBEBAE7DC12| |DAD16EB51E42A2D9557C33C2A54A4BC65713A2B9D0AD513E72BA5153BBF5995CB73| |4EAD2EAB9B69B293A5FB6B888241B7F07CE20A253DC29C67182A304C8485BE3CBFC| |80B55F2CD031618CC02C377123220E4379678EA08F446A097855E8EF4FCD033FDD0| |6B825E13F4C2D0B366D482099BE8014D0F806E81DE0C7A33E871D07F908BA076114| |CF10B8FB402E20CE124C34FE285D8AEE70FC1661C365B1719DAE076977811E88948| |3FBF29425F320A4722EAD125BE1129A65F1ACBF0BCFE4186815EC000C32FE225342| |F01732D30D70273AD3037453D2775CF49F4DC869ED3E8398D9EBB2F33186428A50D| |A5D8909F2AEDFA45EDB0D07BC0573F0C99C4EBD0BC0E18EA84934EF8EA86A16932D| |485D532BBB67DCADDD03386B1E73E4518DBE251EE058F3224DBA3F754CF387BEC3D| |00C748AF0F8E037D459E33506218BC035803B80C437719DA4836A36533709B85CD3| |1983E4EB2C37ADD867779CED13F80DF803D86910D76B143DB7054EFECD14FFC24FB| |8161E223436E87E133F1C6B5ECF8239E3AF118B0C5907BC230F594E10BD16D4DB75| |FA2DF5780D78037A0BF2598127BB42926413726DBF1FDA7FDBCF866E3E4D14F7DD7| |D94395BCA94F2F550CAE64CDC681F642F1C659FB9F2B106C4CD5F24D872AC17F2B6| |770B2FE2DE18CBCB3F64BA105F5FFB1A8429E82B1A4B26B2A5C57C31B2A7354B8A9| |862B2AF3DE3766C74EA86E4EAA704A85D32AA4A82BF1503183110A11152C15A22A3| |45330622A8BAB9054A153856D15BCBFBF08EDB5| |-------------------------------------------------------------------|
I agree and disagree at the same time regarding the extra regen for Willpower. I look at Willpower and regen similar to Invice and defense, both aim for highest numbers with 1 in range. Regardless, you are right that many good sets also include +regen and +HP. I modified my build to include Accolades and the PVP +3% defense power as I didn't include those before. I normally don't include the Gladiator because it alone costs 2 billion. I also dialed it in a little better. I lost recharge for greater defense (hurts a bit, attach chain isn't too bad but KoB and Foot Stomp are slower). This is a hastenless build so a 9 second Foot Stomp isn't too bad.
I should probably state that I hate endurance issues of any sort, so I build to never have that problem.
Breakdown:
Regen - 733% with 1 in range of RttC | 90.77 HP/s | 929% with 5 in range | 120.21 HP/s
HP - 165.3% | 3097.823 @ 50
Recovery - 4.31/s | 2.634/s net recovery (with FA active)
Recharge - 32.5%
Accuracy - 47% (26.6% ToHit)
Defense
41.6 s/l
36.9 e/ne
34.4 f/c
25.5 psi
Resistance
70.5 s/l
11.8 e/en/f/c
43.1 psi
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Tanker: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- ResDam-I:30(A), ResDam-I:50(3), ResDam-I:50(17), Numna-Heal:50(33), Numna-Heal/EndRdx:50(33), Numna-Heal/Rchg:50(34)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/Rchg:35(33), C'ngImp-Acc/Dmg/EndRdx:35(46)
Level 2: Fast Healing -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(46), Heal-I:40(50)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:35(29), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Heal-I:50(9), Taunt-I:50(19), Taunt-I:50(34)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(13), Efficacy-EndMod/EndRdx:50(13), Efficacy-EndMod/Rchg:50(46)
Level 14: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 16: Fly -- Frbd-Fly:50(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx:50(50)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(29)
Level 22: Swift -- Flight-I:50(A)
Level 24: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(34), Numna-Heal:50(37)
Level 26: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(27), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/EndRdx:50(45)
Level 28: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt:50(43), Zinger-Acc/Rchg:50(43), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45)
Level 30: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42)
Level 44: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx:50(48)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Numna-Heal/Rchg:50(48), Numna-Heal:50(48)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 28.5% Defense(Smashing)
- 28.5% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 20.06% Defense(Melee)
- 7.25% Defense(Ranged)
- 6% Defense(AoE)
- 27% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 302.19 HP (16.13%) HitPoints
- MezResist(Immobilize) 22%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.75%
- 3% (0.05 End/sec) Recovery
- 110% (8.606 HP/sec) Regeneration
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;708;1416;HEX;| |78DA9D93DB4E13511486F7B4534A4FB4A5144AA11CDA225460A0C40B0F175E08262| |4362914F14625A58C656233AD9D7AE0CE07C0441FC0C478657C03E3EB788E6F205A| |D75AFF868478E7A4F37F7BAFEEBD4E7B76E5D97A54A9E7D79511BDD1AA7BDEDE4ED| |D7D687703957AD3690C6012544A6530DC5BB71FD8AE675B779C56ABD37E6A7727F4| |1F15BB65DB56ED7187C6B55ED7769BBDC3E4A67B68D3B0679D0E22D576BB65DD6C3| |9CDC35E1463A7E7DA9E17D313B23B6E3329B34DF789E339FB4ECBE91DA5363A4EC3| |DA70ED6EF368AF52F77A76F728437995E8FD142231E855FD805A22E4948F5156096| |0E6B621D812CCD6044B61A51FDA5525E4956F4B30B02D98AA09661A82E503C1178A| |652096CF60B7F36A794B502E2A86456EFDDAAD1F6E4DB835E176006E27E176DE960| |CBF92DB00DCAA405AF2FB46A6A084EA9B4114308802068BB267B82C9805C2744A21| |1D3784B861C40D236E0271B307B2BCD8107CA72D11C4F5478E7D6C8ABE045E09965| |F083ED3BA985E17CB4BBD4353C0B460785610A12CE2C842C54F24DB1FB435A9B726| |51DAE888209314941300352EA50B48A180111430820246514006994FA28E00054CE| |BC6A50B620A92694C1FD1D8B9232FEA36D282719DD1388ACEA2E822AA5D42ED2B94| |D184CE68A223A68B6DC0051E617917F0046BB42B8773F3E51625A3A9733028FCB4E| |ED174564C7E32E5754679F4B5802E17D0DE02DA7B897CCFE98CE67E49B80B27C06F| |E08F60BE0FF097585626795FD0DE177002259C4009AD2FE120DED0EA45783716DFA| |1056F05EF634A59BAA5D6AE2C5E414B57D0D29F74C8AB7AEB2A373FA7CA6B127CD2| |3CBB66F4A347DDFAC75235F5FD258B2196927976A5FBA1C4D98DFADFE743F4D45D6| |89BAFFD0E4B95C4D8E5D15D967B3CBDCFA33A8FF6591A3CED7F8C9E261CBFCC795D| |61B9CA728D254DF9A9635E198C904458A22C31962196384B8225C5926579CDD2FF0| |BECE2F507| |-------------------------------------------------------------------|
-Fractious
Virtue and Freedom
Too many to list, mainly Tanks and Scrappers
Interesting. I'm gonna continue playing around with this stuff. How do you get the i19 Mids patch?
I modified my build to include Accolades and the PVP +3% defense power as I didn't include those before. I normally don't include the Gladiator because it alone costs 2 billion. I also dialed it in a little better. I lost recharge for greater defense (hurts a bit, attach chain isn't too bad but KoB and Foot Stomp are slower). This is a hastenless build so a 9 second Foot Stomp isn't too bad.
|
Note that you don't need Focussed Accuracy at all, ever. It's a negligable tohit buff, and you've already got an opportunity to slot the +Perception unique in Rage and you'll never be missing stuff with "Rage" running.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Unknown: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(11)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(37)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(37)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(34)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), Ksmt-ToHit+(50)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(9), HO:Golgi(11), Taunt-I(46), Taunt-I(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), EndMod-I(13)
Level 14: Super Jump -- Jump-I(A), Empty(42), Empty(42), Empty(42)
Level 16: Taunt -- Mocking-Taunt/Rng(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(50)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(34), RechRdx-I(34)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-EndRdx(27), S'fstPrt-ResDam/Def+(27)
Level 26: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(40), Aegis-ResDam(43), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit/Rchg(29), Rec'dRet-Pcptn(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(45)
Level 32: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(36), RgnTis-Regen+(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45)
Level 47: Resurgence -- RechRdx-I(A)
Level 49: Hover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
I'm not convinced the build above can sustain footstomp for long if you have rage going and footstomp with such minimal endurance reduction. 15 endurance/activation is going to drain you really fast, even with Quick Recover.
This is something I threw together quickly; don't worry too much about the order of power selection I took please Basically soft capped to everything, 50% global recharge. I've left a few slots open, because I'd put 3 performance mods in Stamina and 2 Numina's/1 Heal IO in Health. That shoud add 10 hp/sec regen and ~.8 stamina/second on top of what you'll see.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Regen/Rcvry+(33), Heal-I(34)
Level 4: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(36), Heal-I(36)
Level 10: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(23), Efficacy-EndMod/Rchg(25)
Level 14: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(40)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(27)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(31)
Level 30: Super Jump -- Winter-ResSlow(A)
Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 35: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Ring of Fire -- Empty(A)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
I'm not convinced the build above can sustain footstomp for long if you have rage going and footstomp with such minimal endurance reduction. 15 endurance/activation is going to drain you really fast, even with Quick Recover.
This is something I threw together quickly; don't worry too much about the order of power selection I took please Basically soft capped to everything, 50% global recharge. I've left a few slots open, because I'd put 3 performance mods in Stamina and 2 Numina's/1 Heal IO in Health. That shoud add 10 hp/sec regen and ~.8 stamina/second on top of what you'll see. |
Also, I'm a sucker for Fly on my Tankers, but that's mostly a cosmetic difference. Bunny chose SJ for travel and Stealth as an LoTG mule at the end of the build. I chose Fly as a travel power and used Hover as an LoTG mule. Stealth is arguably more useful as a situational power. Either way, you could fit in Hasten if you wanted to do. As always, YMMV.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
BunnyAnomaly Edited: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mu Mastery
Here's a quick rundown of the pros/cons:
- Soft-capped S/L/N/E DEF (45% on the nose) and 37.5% F/C DEF, versus Bunny's build which basically soft-caps to all non-exotic attack types (and gives a little extra cushion @ 48.4% S/L RES too). Fire/Cold DEF is much less important, because Fire/Cold attacks are fairly rare to begin with, and many of them are also typed as S/L for the purpose of opposing defense. If you're not going to pick up the ~3 billion influence PvP IO, it's just not worth it to pursue F/C on a Willpower Tanker, IMO.
- 3161 (168.7%) max HP, as opposed to 3104 (165.7%).
- Regeneration (with one foe in RttC range) of 79.5 HP per second (602% of base), versus 84.13 HP/sec (649% of base).
- 4.56 end/sec in recovery versus 4.52 end/sec. (Functionally equivalent.)
- 1.12 end/sec in toggle costs, versus 1.09 end/sec. (Functionally equivalent.)
- More damage, recharge, and end-reduction enhancement on Punch, Haymaker and KO Blow. In general, enhancing attacks will save you much more endurance over time than enhancing toggles.
- Same global recharge (+50%), and 3-slotted Hasten.
- Less recharge on Rage, but still enough to make it permanent without Hasten up. When Hasten is up, it more than compensates for the loss to the power's recharge.
- About 0.5% less RES across-the-board. 70.3% S/L RES on Bunny's build becomes 69.8% on mine.
- No Hami-Os, which may or may not be a good thing. It's been ages since I checked their prices on the market, but the last time I checked they were very scarce at any price. LoTGs don't exactly grow on trees either, though.
- Saves lots of influence by skipping the Gladiator IO, but also requires extra inconvenience; you have to switch to Villain side temporarily to pick up the Mu Patron Pool, versus staying Hero-side for the Pyre APP. (Saves a power pick on Ring of Fire or Char, either of which can be situationally useful, but not as good on this build, IMO, as the +7.5% global recharge bonus from a mule like Hover or Stealth).
With this point-by-point breakdown, it isn't my intention to try to tout my build over Bunny's. Preferences vary and every build has its flaws relative to another. The idea here is simply to give an idea as to the thought process behind each decision, and to provide a simple comparison between two builds that start with very similar layouts and goals, but end up quite different primarily because of one IO. (The Gladiator unique)
In the world of IOs, one slot can be that important.
All of that said, my build isn't exactly cheap. Short of that one IO, and short of tossing purple sets into the ranged attacks, it's about as expensive as Tanker builds get, AFAIK. Oh, and by the way, if you want the Mid's patch that gives you inherent Fitness, then go here. Note that the newest version of Mid's (1.81) will not work with the patch in the OP of that thread; that's why I linked you directly to Shadow State's post with the newer patch.
Unzip the files to the Mids'/Data subfolder and you should be good to go.
Originally Posted by BunnyAnomaly
color=#489AFF]Hero Plan by Mids' Hero Designer 1.803[/color]
http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Willpower Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Pyre Mastery |
I agree and disagree at the same time regarding the extra regen for Willpower. I look at Willpower and regen similar to Invice and defense, both aim for highest numbers with 1 in range.
|
Even +HP is more multifaceted than +regen, improving both itself (and thus increasing your resilience against alphas and increasing the reaction time you need to pop a heal or ask a teammate for one), and multiplying your regen rate.
Granted, neither DEF nor regen bonuses exist in a vacuum; chances are you'll pick up some measure of both without even trying. Ditto +HP and recharge. DEF bonuses also tend to be more slot-intensive than regen bonuses, so it's hard to draw a realistic equivalence between them in terms of investment; I can't exactly say that X amount of DEF from IOs has the same opportunity cost as Y amount of regen.
All else being equal though, DEF > Regen, and it's not close. On a WP Tanker, you start with about 500% standing regen (one foe in RttC, off the top of my head) without even touching Inventions or power pools. A fully enhanced High Pain Tolerance gives you roughly +30% max HP. So right off the bat, you're looking at roughly (1874 * 1.3) / (240 / 5) = 50.7 HP/sec in regeneration, with one foe in range of RttC.
How much can we improve on that through DEF? Well, in theory, capped DEF (45%) gives you 90% mitigation. So ignoring RES (which also multiplies regeneration), our humble 50.7 HP/sec can be improved to an effective 507 HP/sec through DEF.
How much can we improve through +regen bonuses? Well, enhanced Health gives you like +80% regen, and we can take Numina/Regenerative Tissue for another +45%, and then we can take the rule-of-five limit of 12%, 10%, and 8% regen bonuses (another +150% total, from fifteen set bonuses)), and then if we're really going nuts we can take Physical Perfection for another 40%ish. That's a total of +315% in additional regen.
And heck, while we're at it why don't we throw some +HP bonuses into the mix: +20% from Accolades, and let's say another 20% from IOs. That brings our max HP up to 170%, up from 130% with HPT alone.
Plug all of those regen/HP-oriented bonuses in, and we're looking at about (1874 * 1.7) / (240 / 8.15) = 108.2 HP/sec. That's more than double our original 50.7 figure, but it's still only about 1/5th of the DEF-enhanced number. And as RttC ramps up with the number of opponents, the proportional benefit of those regen bonuses will diminish, whereas the DEF continues to multiply by 10.
An over-simplified example, obviously. It's also purposely extreme. WP Tankers are best served by going for DEF, +HP (and/or +recharge if you're more interested in offense). Regeneration is in a very distant last place.
The corollary is that high-mitigation, low-regen power sets benefit a lot from extra regen. If we were talking Invuln for instance, I'd be all over picking up regen bonuses where you can. Slot out Health? Yes please. Regen bonuses are far from useless; they're just more useful to some than others.
Sorry for the ramble.
Virtue and Freedom
Too many to list, mainly Tanks and Scrappers
That's an understandable viewpoint, but there's one extremely important difference between regeneration and DEF: DEF becomes more valuable as you get more of it. Regen provides a linear benefit. Regen is also one-dimensional in the sense that it only serves one function. By contrast, DEF improves your alpha-strike survivability, your avoidance of debuff effects, and it multiplies the benefit of your max HP, of your regeneration, and of every heal that's ever thrown your way.
Even +HP is more multifaceted than +regen, improving both itself (and thus increasing your resilience against alphas and increasing the reaction time you need to pop a heal or ask a teammate for one), and multiplying your regen rate. Granted, neither DEF nor regen bonuses exist in a vacuum; chances are you'll pick up some measure of both without even trying. Ditto +HP and recharge. DEF bonuses also tend to be more slot-intensive than regen bonuses, so it's hard to draw a realistic equivalence between them in terms of investment; I can't exactly say that X amount of DEF from IOs has the same opportunity cost as Y amount of regen. All else being equal though, DEF > Regen, and it's not close. On a WP Tanker, you start with about 500% standing regen (one foe in RttC, off the top of my head) without even touching Inventions or power pools. A fully enhanced High Pain Tolerance gives you roughly +30% max HP. So right off the bat, you're looking at roughly (1874 * 1.3) / (240 / 5) = 50.7 HP/sec in regeneration, with one foe in range of RttC. How much can we improve on that through DEF? Well, in theory, capped DEF (45%) gives you 90% mitigation. So ignoring RES (which also multiplies regeneration), our humble 50.7 HP/sec can be improved to an effective 507 HP/sec through DEF. How much can we improve through +regen bonuses? Well, enhanced Health gives you like +80% regen, and we can take Numina/Regenerative Tissue for another +45%, and then we can take the rule-of-five limit of 12%, 10%, and 8% regen bonuses (another +150% total, from fifteen set bonuses)), and then if we're really going nuts we can take Physical Perfection for another 40%ish. That's a total of +315% in additional regen. And heck, while we're at it why don't we throw some +HP bonuses into the mix: +20% from Accolades, and let's say another 20% from IOs. That brings our max HP up to 170%, up from 130% with HPT alone. Plug all of those regen/HP-oriented bonuses in, and we're looking at about (1874 * 1.7) / (240 / 8.15) = 108.2 HP/sec. That's more than double our original 50.7 figure, but it's still only about 1/5th of the DEF-enhanced number. And as RttC ramps up with the number of opponents, the proportional benefit of those regen bonuses will diminish, whereas the DEF continues to multiply by 10. An over-simplified example, obviously. It's also purposely extreme. WP Tankers are best served by going for DEF, +HP (and/or +recharge if you're more interested in offense). Regeneration is in a very distant last place. The corollary is that high-mitigation, low-regen power sets benefit a lot from extra regen. If we were talking Invuln for instance, I'd be all over picking up regen bonuses where you can. Slot out Health? Yes please. Regen bonuses are far from useless; they're just more useful to some than others. Sorry for the ramble. |
A few questions about your build though. Why the Serendipity in Weave instead of another LotG? Doesn't make a big difference in end and ED capping defense in Weave doesn't really do anything either but you do get a 9% acc bonus for 4 LotG. Second question, where are you getting the recovery from? My WP/Elec has Stamina, Quick Recovery and Physical Perfection yet I only sit at 4.35/s (still working on last two Accolades but even with them comes to 4.56)?
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Unwavering Storm: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(21), ResDam-I:50(23), Numna-Heal:50(25), Numna-Heal/EndRdx:50(27), Numna-Heal/Rchg:50(34)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(42)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(42)
Level 4: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/Rchg:50(15), Taunt-I:50(36), Taunt-I:50(37)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Acc/Rchg:50(46), Zinger-Taunt/Rng:50(48), Zinger-Dam%:50(50)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(13), P'Shift-End%:50(15), P'Shift-EndMod:50(42)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-%Dam:50(37)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 20: Super Jump -- Jump-I:50(A)
Level 22: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal/Rchg:50(43)
Level 24: Stamina -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod:50(25), P'Shift-End%:50(27), P'Shift-EndMod:50(40)
Level 26: Boxing -- Acc-I:50(A)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/Rchg:35(31), C'ngImp-Acc/Dmg/EndRdx:35(37)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Focused Accuracy -- EndRdx-I:50(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45), Numna-Heal/EndRdx:50(45), Mrcl-Rcvry+:40(45), Mrcl-Heal:40(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(50), Numna-Heal/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 23.63% Defense(Smashing)
- 23.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 18.94% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 36% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 10% FlySpeed
- 344.36 HP (18.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 17.05%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 2.5% (0.042 End/sec) Recovery
- 90% (7.042 HP/sec) Regeneration
- 10% RunSpeed
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-Fractious
Virtue and Freedom
Too many to list, mainly Tanks and Scrappers
Like the title says, I'm a long time tanker player that's just gotten the time, influence and desire to play around with the IO sets and all that junk. I've figured out a plan for my dominator and I know generally what I want from my masterminds, but with my tanks (particularly my main) I don't even know where I should start and what I should build towards.
Any advice would be helpful and appreciated.