Willpower vs Invulnerability


Airhammer

 

Posted

Going to create my first Tanker, which is the better set combined with Super Strength? Basically looking for the most defence.


 

Posted

Quote:
Originally Posted by FaceBreaker View Post
Going to create my first Tanker, which is the better set combined with Super Strength? Basically looking for the most defence.
If you mean the most survivability overall, you're going to get a lot of impassioned responses and cases made for both sets.

From what I understand, Invulnerability edges out Willpower because you can cap resistance and softcap defenses in late game with IO sets.

Also, Invulnerability tends to be more forgiving early on, in the first 20 levels or so.


 

Posted

Flip a coin and run with it. You won't be disappointed. I prefer Invulnerability, but not for any quantitative reason.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

I have argued that Invulnerability is slightly better in some edge cases, but they're really very closely matched -- and it was my impression that WP was more forgiving early on, so you can see that opinions vary.

I have seen some steely-tough WP Tankers in my day and respect the durability of the set.


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

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

 

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Runs to get popcorn....


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Quote:
Originally Posted by Airhammer View Post
Runs to get popcorn....
I will grab the beer!

I have ran up a ol' invun/axe, to which I revamped and added bod mastery, and with only the attacked IO'ed with scirrco dervish (forgive spelling) and then I forget what is in my other attacks, gave me around 25% def to psi. He is tougher than what he was, with primarily a SO build.

I have ran a wp/sm up to lvl 38 back in the AE boss farm days. I also have a wp/ss tanker current sitting at 38, or maybe earl 40's. He has tough, weave. (so does my invun/axe). I prefer my invun/axe, when it comes to durabilty.

I feel that invun is a stronger set. However that is my opinion, and I have seen a Utube video that showed a WP tanker, tank 10 AV's at one time.

Great thing of invun/ss is rage/invincibility Tohit buffs, things like hurricane, darkest night, are mute points.

However WP trumps invun in the recovery department, which helps with the rage crash. Which with a SO build, my wp/ss will run out of steam quick. IO slotting fore recoveryis a must for both sets.

think It has been told here many times, invun is more durable for cheaper, where as WP is godly with butt loads of influence.

Agro wise, invun trumps, as pretains to a scaled defensive set, wp trumps, with the mixed res/def/regen/recovery.

both sets are sets that benefit from large spawns. as a newbie both sets are very newbie friendly. WP is a toggle and forget set, and invun is just a straight forward no logic required set to build. Invun is like tanking for dummies, when it pretains to power choices.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

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Quote:
Originally Posted by Airhammer View Post
Runs to get popcorn....
Butter or just salted?


 

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Quote:
Originally Posted by Lord_Apollon View Post
Butter or just salted?
Butter and lighty salted.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Well actually so far the thread is pretty civil, with people giving fair, even-headed responses. We might not need the popcorn. We can't have that! *ahem*

INVULN TOTALY LEIK OMG IT IZ LIKE E-Z MODE AND SOOOOO MUCH BETTAR THAN WimPee!

>_>

<_<

>_>

But no, seriously, the sets are about even. The only complaint i've ever seen about WP is that it's hard to keep agro just by standing in a group of guys like Invuln can. Taunting and using "punch-voke" is a bit more of a requirement when using WP if you plan on actually TANKING and keeping foes off your teammates. But other than that, you can't go wrong picking one over the other.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

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Quote:
Originally Posted by EmperorSteele View Post
But no, seriously, the sets are about even. The only complaint i've ever seen about WP is that it's hard to keep agro just by standing in a group of guys like Invuln can. Taunting and using "punch-voke" is a bit more of a requirement when using WP if you plan on actually TANKING and keeping foes off your teammates. But other than that, you can't go wrong picking one over the other.
What I've always thought was funny about this situation is: Who jumps into the middle of a mob of critters and doesn't footstomp and punch their silly heads off?

I mean, if the requirement for keeping aggro on a WP tanker is to do what you oughta be doing anyway, is it really that much of a "hole" in the set?


Things that make you go "Hmm."


 

Posted

If the question is "which can be made the toughest/the most defensive?" I would probably give the edge to Invul; the ability to soft-cap S/L resistance in addition to the other mitigation it provides is a big advantage against most foes. However, as someone else noted, that's in edge cases that you probably most run into very often. In other words, a well-built WP is plenty tough enough for 99% of the game.

Some specific differences:

Iinvul: ability to soft-cap S/L resistance; superior taunt aura for easier aggro control; much easier less expensive to soft-cap defense to most damage types.

WP: recovery is a non-issue from level 12 (QR) on, which makes the early levels much less painful; has both Psi resistance and defense, which Invul lacks completely; much more difficult/expensive to soft-cap defense, but regen bonuses are easy to come by, which plays toward WP's strength.

I really don't think you could go wrong with either, but if you're looking for a tank with excellent aggro control, I'd go for Invul. If you expect to face a lot of Psi enemies, WP is the better choice.


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Knight Court--A CoH Story Complete 2/3/2012

 

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With Fitness powers becoming inherent, I think Invulnerability will be more popular than Will Power.


 

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Quote:
Originally Posted by Shadowbat View Post
With Fitness powers becoming inherent, I think Invulnerability will be more popular than Will Power.
Yes invun has been up and comming in these past few months. People must of saw a SO build invun (highbie) and was like wow, cuz people been making tons of invuns (freedom server ayways).

The inherent ability to have stamina at lvl 2 will make about 95% of every build over all classes more popular.

The tweaks the did to the invun passives, the 30% res to slow/rech the 50% ddr is the greatest of the buffs. sure it takes 2 powers to reach it, but that was a down fall of invun in the end scheme of things.

say you face a baddie that isn't primarily S/L and they would debuff your defense, that would be a cascadeing failure and a ultimate demise.

50% is more than my ice tanker has, or atleast par to it,however that isn't if I forget to hit energy absoption to keep it up.

That is where invun takes over WP too. the ddr. It may see meager, but when you can take a 10/s dd and reduce it to 5/s it adds up.

I am roleing a kat/invun scrap, and per SO's really can see a difference between the tank version and scrap, even with parry.


I absolutely despise WP on scraps, only because the power set is so hungry early on. much like fire armor, you get the majority of the optimal powers early on.

My other post pretty much summed both up... it is really up to your flavor. try running both up to lvl 28 and see which one you like best, that will give you all your primary except tier 9. Both sets are costume friendly, unlike ice/fire,stone,dark.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

Man I need this thread days ago.

Willpower is good for an all around defense with some passive powers and good recovery in HP and endurence AND PSICONICS!!. But if hit with something extra hard, you probally won't last the next heavy hit.

Invul gives great denfense to lethal and smashing, the most common damge types, along with some heavy shielding, but just like many, is weak to the psychics.


 

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Quote:
Originally Posted by Vexen777 View Post
Man I need this thread days ago.

Willpower is good for an all around defense with some passive powers and good recovery in HP and endurence AND PSICONICS!!. But if hit with something extra hard, you probally won't last the next heavy hit.

Invul gives great denfense to lethal and smashing, the most common damge types, along with some heavy shielding, but just like many, is weak to the psychics.
This is true, but with the invention system it is a mute point, a stead fast unique, weave, cj, and three sets of scircco dervish (forgive spelling) and you are around 22% def to psi, not inclueing other sets that can bump your psi def/res up impervium armor, which grants psionic res, same with the ageius set.

but pop a couple small purples, and that 22% turns into 42% for heavy psi, like carnies, and the few others, it isn't a bad trade off.

def isn't everything, but stone armor doesn't have psi res, with their psi def power slotted which is what 35% they tend to do pretty great while on teams which helps curb the damage output v.s. survial time.

I think invun with suitible recovery bonuses/psi defense, and decent rech, can do better for cheaper. when I revamped my invun/axe, even though not completed I pushed inphasis on regen,rec, psi def, and some sprinkled in rcharge. he is a tanker after all, and I chose to take build up off the build, because he isn't geared for too much solo play.

However when I am on other toons that just can't seem to get the job done while helping some one with something, he is always in my back pocket and rarely fails.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

I think both of them do well, you won't be dissapointed, especially when you start to set it out. Both sets are considered strong, and as people have said, you'll see passioned arguements on either side .

Pre IO's I never would of recommended an inv tank. HOWEVER, with IO's , it could even be stronger. My old Inv/Axe tanker I created way back in like issue 6/7 now has a post i19 build planned where he is softcapped to all but psi with 1 foe in range of invincibility.

Now you could probably do the same thing with WP too, I just have more experience with the inv side of things

Happy Tanking


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Oh and , which server do you plan to build on? always look out for tanker tuesday days. They run every month on champion/justice/freedom , then for the last 1 or 2 tuesdays its a random server!


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

With IO's you can get some decent defense and resistance to Psi with an Inv. I have tanked Mother Mayhem on my Inv. When I did a LGTF everyone thought my Inv was going to be slaughtered by all the mentalists. However I have an ace in the hole....




Perma Dull Pain.....


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Doctor_Xaxan View Post
Also, Invulnerability tends to be more forgiving early on, in the first 20 levels or so.
Quote:
Originally Posted by Sailboat View Post
and it was my impression that WP was more forgiving early on, so you can see that opinions vary.
I felt that invuln pretty much sucked until I got SO's, while WP seemed (to me) to start off relatively strong.

As for which is tougher in the long run, beats me. I have both invuln and WP at 50 and both have the Fighting pool. Both are really tough. I've tanked Lord Recluse with the invuln, but never tried it with the WP. Both of them (actually, most of my tanks) have tanked the ITF and did fine.

I guess it depends on what you plan to do. For 'all around tanking', I'd say WP is easier to play and more versatile. For 'extreme tanking', like Lord Recluse or multiple giant monsters, I'd say invuln. To be fair, I specifically built the invuln for extreme tanking and the WP for versatility since that was my IMPRESSION of each sets forte.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Yeah, WP is definitely easier from 1 to 50. With the introduction of inherent Fitness in Issue 19, Invuln will become comparatively more attractive at lower levels, but it still has a disadvantage: It needs more powers to reach its peak (all of them), and it will never match WP's endurance recovery.

The psi hole is the other obvious disparity, but I feel that's offset by Invuln's better taunt aura, better toxic RES, and better DEF-debuff resistance (both literally and by extension, because Invincibility scales way beyond 45% DEF on a well-IOed build). You can also give an Invuln build something like 80% of a stock WP's standing regeneration through IO bonuses (say 50ish HP/sec), which is nothing to sneeze at.

The toxic RES is an under-rated point, I think -- not because toxic damage is all that common, but because toxic attacks bypass typed defense, and they're often bundled with -regen debuffs. Given that the most common IO strategy for both WP and Invuln is to pump typed DEF, and given that WP's largely reliant on regeneration once you get past that DEF, toxic can be a bit of a pain on those rare occasions when it's heavily featured.

Invuln also has a better panic button. Strength of Will is less risky to use, but it provides a vastly inferior benefit when it's up, which is both good and bad, I guess: On the one hand, Unstoppable is arguably must-have in a set that's already power-selection-heavy, whereas SoW is optional in a set that already has a throw-away power (the rez). Which you prefer will ultimately boil down to preference.

So to sum up:

Invulnerability:

  • Better DEF-debuff resistance (50% versus IIRC 25%), and better overhead against DEF debuffs (due to Invincibility scaling)
  • Better Toxic resistance (30ish% standing, potentially 90% with Unstoppable active).
  • Easier-to-cap DEF and HP through IO investment.
  • Much, much better taunt aura.
  • Decent slow resistance. (20% versus 0.)
  • Far superior mitigation against Smash/Lethal damage, for all that it matters (IOed WP is very good here too).
Willpower:
  • Far superior mitigation against psionic damage.
  • Protection against fear
  • Much better perception
  • Higher regeneration, which doesn't have a lot of counters throughout the game, but when they appear they tend to shut you down completely.
  • Potentially better DEF with no foes in range, which isn't all that important but it does mean that WP has a marginal advantage at the very beginning of a fight.
  • Higher endurance recovery --
    Again, not a deal breaker at the high end, but SS Tankers in particular can be deceptively endurance-heavy. (Rage crashes are costly.) If you can't resolve the endurance situation to your satisfaction on an SS Tanker, then you'll end up being pidgeonholed into the Energy Mastery Ancillary, which doesn't have a whole lot to recommend it besides endurance management. (The attacks are terrible compared to those in Mu/Pyre/Soul, and any Rage-using character has very little need for Focused Accuracy.)
  • Fewer essential power picks (arguably 7 versus 9), which translates into more build freedom at least until you start to consider min/max IO builds. (Which might require a less forgiving slotting scheme for WP, because WP starts with much less S/L DEF.)

If you're trying to make the proverbial Superman homage, then there are two schools of thought: On the one hand, WP is a better thematic fit because of the free perception boost (a la X-Ray vision). The other is that one of WP's main advantages -- recovery -- is less important if you feel you have to take Energy Mastery anyway (Laser Beam Eyes).

Personally, I can't choose between the two sets. Every time I think I have the comparison figured out one way or another, something else occurs to me to make it even again. Both have situational weaknesses, and a similar number of them. The question is which set's weaknesses are less common, and I guess you have to give the narrow edge there to WP, but it's a very near thing.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Great write-up Obitus, but you forgot about Dull Pain. And I can't in any way consider Unstoppable a must-have. Dull Pain is Inv's panic button, Unstoppable is the throwaway in the set.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

How do you achieve perma dullpain??


 

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Quote:
Originally Posted by Smokin_Hotty View Post
How do you achieve perma dullpain??
Lots and lots of global recharge. Invuln has plenty of spots for LotG +7.5% recharge IOs. Add Hasten and a bunch more +Recharge set bonuses, and you can get the recharge under 2 minutes.


 

Posted

Quote:
Originally Posted by Smokin_Hotty View Post
How do you achieve perma dullpain??

Outside of Hasten? Probably not going to happen unless you use a LOT of Purple sets and the LOTG +Recharges.

This, however, would detract from a defense-cap build. While yes, you'd wind up more or less permanently with a larger HP pool to subtract from, you'd be taking more damage over time. Quite a bit more. And more than your increased regeneration rate could offset.



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Posted

Quote:
Originally Posted by FaceBreaker View Post
Going to create my first Tanker, which is the better set combined with Super Strength? Basically looking for the most defence.
My personal feeling is that Inv handles burst damage and alphas better and WP is better in sustained fights. I can get covered up on my WP and not worry too much but a good alpha will drop me on my face. My Inv can toe to toe an AV for a good while but get dropped by a giant mass of foes. Maybe it's my builds or playstyle, but that's how it feels to me.