Willpower efficiency


Blue_Centurion

 

Posted

Hello, and thanks for any advice in advance. I have been playing a few years, mostly brutes. Kinda stopped playing, but keep the subscription up because I love the character design software. I recently designed a Tank based on a new character I have for an over the table top game. Based on the other game Willpower/Super Strength Tank was the way to go.

What is the most efficient way to enhance Willpower Tanks to maximize their general effectiveness. I know of course that defense is wonderful, and more regeneration, is, well, more regeneration. But as far as squeezing the most out of the build, what is the most logical direction?

I can strip a couple characters who are very very well equipped for this experiment. so money is seriously not an object.

and GO...


 

Posted

Defense is far and away the best thing to build for. After that you want +Max HP. The last thing you should be building for as a Willpower Tanker is more regen.

When RttC gives you hundreds of regen percentage, a 10% bonus here and there won't make a drop in the bucket. Getting more max HP enhances the power of ALL of your regen. Defense, though, is the best because you begin to layer mitigation at that point. Fewer things hit you, so the regen becomes multiplied.

Another important aspect for a WP tanker to focus on is a way to hold large groups of aggro. WP has the weakest of the taunt auras, so you must learn to make maximum use out of gauntlet and taunt. I suggest picking up an Ancillary pool that will give you more AoE damage, since SS will only have footstomp. It may be a difficult leveling process, but after level 38 you'll probably do fine.


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Posted

thanks Dechs. You always have great advice as I remember and this sounds spot on logical. I will start my shopping lists.


 

Posted

I appreciate the compliment. I'm not an expert, but I do what I can around here.

Don't just listen to me, though, you can see for yourself. Just drum up a few builds and import the mitigation numbers into my Survivability Analysis (link in sig).


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

 

Posted

Also, if I may add, Tough is a good choice to take. Willpower always had the Endurance to take it, and the extra S/L Res is always useful. Even if you only slot in one or two End Reds it'll still be useful.


 

Posted

Note that I've got a WP/DM toon, fairly IO'd up. So with that in mind...

1. The wedding ring from the Strygia Isle story arc (which grants...40% resistances to everything, I think) is a fantastic supplement to the build. So much so, that, if used sparingly, can replace the Tier 9 as an "oh, crap!" button.

2. As is implied, the self-rez (Resugance) and the tier-9 (Strength of Will) are the two most skippable parts of the build, unless you need them for concept purposes. They're OK to have if for some reason a Sapper gets through all your layers, but other than that they're meh.

2. Yes, Tough and Weave are very nice to have, and go extremely well with the build.

3. As stated before: typed +def is probably the way to go, as opposed to positional; it stacks well with the powers in the set. I used Kinetic Combats (4-slotted for the S/L defense), and then a triple (Acc/Damage/Endurance, I think) from Touch of Death to shore up the limitations of that set. This will work fine for a levling or first-run at a softcapped IO build. Once I slotted a Gladiator's Proc, that freed up other slots, so that I could put a 6th slot in all of my ST attacks, which I then filled with procs. Currently I'm running something like 50% S/L - I'm saving up to put purples in some of my attacks.

4. I used Maneuvers and Tactics (Gaussian) to get those last few typed defensive points. You're a WP tanker - you've got the endurance to run it. But also, I tend to team a lot, so it helps there as well.


 

Posted

When you speak of "maximizing WP's general effectiveness" and "squeezing the most out of the build," what are you looking for, specifically?

I'm thinking that you are probably looking to go down one of these paths:

-maximizing your tankiness, min/max style for the defense softcap, or;

-balancing taking damage with damage output, sort of a scranker who can survive almost everything.

Anyways, just curious, and also don't forget to work on your accolades (Freedom Phalanx, Portal Jockey, Task Force Commander (total +20% HP) and Atlas Medallion (total +10% max END)). The max HP is HUGE, and the max END is really, really handy with the Rage crash, Hasten crash if you take it, and RttC crash if you take it. When two, or even all three crash at once, its nice to have that 10 extra END to stop all your toggles from dropping. It can be a major PITA without them when you go deep into fights and have those END drops, or go against Carnies/Sappers and then have a Rage/Hasten/RttC crash.

I'm on the fence with RttC. If you build more for balance, its still pretty handy as you level through your late 30's and early 40's, especially if you build for maximum tankiness, and once you hit 50, its a pretty nice top layer of icing to have on your cake. Once you build up your Defenses, its not something you'll probably use a lot anyways, but I like to have it for stuff like +4 missions, STF, and such. Don't always use it, usually glad I have it when I need it.


 

Posted

A few things I would like to add about WP

1) As Dechs said, RttC has quite a weak taunt aura, so its always wise to slot it with 1 or 2 taunt IOs if you are going to spend most of the time teaming

2) If built right, WP can be softcapped to all typed defences without seriously gimping other areas.

3) Even though WP can generate a heap of recovery, it doesn't have any recovery defence/resistance. This is just something to be aware of when fighting large quantites of Carnies and Malta (its good to have your targetting macro mapped for sappers and dark ring mistresses)


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Posted

Your slotting of RttC will determine your "Tankishness" in your build. 1 slot devoted to Taunt won't "do" anything meaningful to how well the aura holds aggro ... you need 2 slots of Taunt.

The reason for this is that Rise to the Challenge has a 1 second Activation and a 1.25 second Taunt duration. Note that unlike other Tanker Taunt Auras, RttC does *not* have the limitation on its Taunt effect of "Does not stack from same caster" ... meaning it is possible (and desirable!) to increase the base duration of the Taunt from 1.25 seconds to over 2 seconds. At over 2 seconds duration, the Taunt Aura is "permanently" double stacked ... giving you a Mag 3+3 (ie. enough to retain the attention of Bosses!) Taunt Aura at all times.

The minimum Taunt enhancement required to get to 2 seconds duration from 1.25 can be easily calculated:

(1.25 * (T/100 + 1)) / 100 = 2

Solve for T and the answer is +60% Taunt Duration.
So the minimum effective amount of +Taunt Duration needed (after ED!) is +60% ... and more is "better" in this case (until reaching the ED cap). Since enhancements offering +60% Taunt do not exist in the game, this means a minimum investment of 2 slots spent on Taunt Duration in order to get over the +60% Taunt Duration threshold. This can be done with either two Taunt SOs (fairly easily) or two Taunt common IOs (also very easy) ... but it can't be done with just one.

Fortunately, spending two Taunt enhancements on RttC leaves four slots left over for other enhancements ... such as a 4-slot Numina's Convalescence, which has the following (somewhat) useful set bonuses for a Willpower Tanker:

Two enhancements improves your Regeneration by 12%.
Three enhancements increases maximum Health by 1.88%.
Four enhancements improves the Healing of all your powers by 6%.


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Posted

Here is a link to the current build for my WP/Mace. Perhaps it can give you some ideas.

I went for defense and HPs. I agree that 2 slots for Taunt in RttC is very good and I had that on my tanker forever. My build currently only has the one slot because the Nerve Alpha will give me the extra taunt enhancing I desire (plus the plethora of AoE attacks I have are nice too).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Redlynne View Post
Fortunately, spending two Taunt enhancements on RttC leaves four slots left over for other enhancements ... such as a 4-slot Numina's Convalescence, which has the following (somewhat) useful set bonuses for a Willpower Tanker:

Two enhancements improves your Regeneration by 12%.
Three enhancements increases maximum Health by 1.88%.
Four enhancements improves the Healing of all your powers by 6%.
That fourth Numina bonus will only affect the self-rez in Willpower - it only affects heals, not regeneration powers like Health or RttC.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

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Posted

Quote:
Originally Posted by Kevin_Schultz View Post
2. As is implied, the self-rez (Resugance) and the tier-9 (Strength of Will) are the two most skippable parts of the build, unless you need them for concept purposes. They're OK to have if for some reason a Sapper gets through all your layers, but other than that they're meh.
They may be the most skippable powers, but I wouldn't recommend dropping SoW. It allows you to push from 65-70% res to s/l to the hard cap of 90%. When doing things such as tanking Lord Recluse or fighting Cimerorans this can be invaluable.


Quote:
Originally Posted by Redlynne View Post
Your slotting of RttC will determine your "Tankishness" in your build. 1 slot devoted to Taunt won't "do" anything meaningful to how well the aura holds aggro ... you need 2 slots of Taunt.
I may be splitting hairs here, but this isn't an absolute necessity. I run without any on my WP/Fire and rarely lose aggro. Of course, I use Taunt (6 slotted) very frequently to compensate. (6 slotting it was not a loss due to the set bonuses I gained from it.) Even if I had Taunt enhancement in RttC I'd still use Taunt heavily - any other character with taunt effects (namely Brutes, Inv/Shield Scrappers) will easily peel aggro off you if you don't.

To be fair, the less frequently you use Taunt and the less AoEs you have will make taunt enhancement in RttC more worthwhile.


 

Posted

To my mind that stacking of taunt aids threat. A couple of secs outside of the aura and mobs still easily forget.


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Posted

Quote:
Originally Posted by New Dawn View Post
To my mind that stacking of taunt aids threat. A couple of secs outside of the aura and mobs still easily forget.
What I was implying is that if you're properly using Taunt, the extra few seconds of taunt enhancement in RttC is moot. Here is why:

Quote:
Originally Posted by Castle
Taunt is a threat multiplier. The ACT of taunting is what generates threat (it's considered an attack) and the value of that is multiplied by Taunt, AT Mod, AI type, range, mob preferences and several other factors to get the final version.
(Source)

Quote:
Originally Posted by Castle
Each time something applies a combat attribute to an AI, it adds Threat. Each time it evaluates it's target, it chooses the entity with the largest Threat value. Different MOBs have different cycle times on how/when it evaluates targets.
(Source)

Essentially, every time an NPC is effected by something, it recalculates threat. Now, Taunt and RttC would both fall under this category (taunt, debuffs, etc) even though neither deal damage. The kind of calculation that goes on when an NPC is effected is:

Quote:
Originally Posted by Castle
Quote:
I would not be surprised if the full threat formula was something like the following:

Damage * ToHit Debuff * Defense Debuff * ToHit Buff * Defense Buff * Heal * Regen Debuff * Hold * Stun * Immobilize * Sleep * Knock Back * Threat Modifier * RemainingTauntDuration * AIPreference * RangeMod = Total Threat.
You left off about 20 checks (without going into the AI Preferences!), but that's closer.
(Source)

Notice that it's the RemainingTauntDuration, not TauntDurationApplied. So, to the best of my knowledge, RttC ticking on a mob with a 60s taunt effect is using the 60s taunt duration every tick, not the 1.25s (or less due to the Purple Patch). Same goes for taunt added via aoes, or Gauntlet, both of which will overpower RttC.

As for taunt MAG stacking:

Quote:
Originally Posted by Castle
Mag from multiple taunt attribs will stack with one another (in exactly the same way holds do) but they will not stack their durations.
(Source)

In other words, stacking taunt MAGs only effects whether a mob uses the taunt duration in its calculations or not. Of course, since Taunt and Gauntlet are MAG4, the only time you won't be effecting a critter is when a) you're not hitting a Boss/AV/GM with Taunt, Gauntlet (aoes included) and only RttC or b) the critter has elevated taunt protection. An extra couple seconds of RttC won't help that.


Taunt enhancement in RttC gives players a little more flexibility in their playstyle (less use of Taunt, for example) which completely breaks in a threat sensitive situation (as mentioned, grouping with Brutes and/or Inv/Shield Scrappers). The applications, to me, seems pretty limited. I'd much rather have a well slotted Taunt.


 

Posted

Thank You! Redlynne and Sarrate both, for this discussion of Taunt in RttC. You strongly clarified my thinking on what to do with my Willpower Tankers.


Be Well!
Fireheart


 

Posted

I find that a WP tank is still able to tank very well, but critters are more likely to go play with your friends. If you don't enhance your taunt abilities you should spam taunt. A lot.


 

Posted

Interesting discussion on taunt, thank you. I play this guy as a tanker, and I spam taunt. Even when running as the secondary tank i use taunt as my primary focus, and damage dealing secondary. Shaping the combat for a blaster or other AoE player is much better than trying to beat everything to death myself.

as stated above, i am building for tankiness primarily. So I will be trying for Typed defenses. I have never done this before. Again, money is not a problem. I have yet to start really looking at the sets. i've been around long enough to know the Kinectic Combats are almost synonymous with def cap. Should i be looking at PvP sets or anywhere else to min/max the defense capping?


 

Posted

I recently took a WP/SS tank from 1-50 on the double XP weekend and ran him through nearly every TF that extended weekend. Great learning experience.

I poured a good chunk into his build, but I'm now as satisfied with his build as I am with my Inv/SS. He has insane HPs and Regen (with the Alpha slot, he's 3,200+ HPs and 112 HPs/sec), has s/c defenses and built his Taunt to ensure teammates remain upright.

I hope to get on Virtue tonight to be the Hami taunter, if I can beat Arky to the punch. He is tricksy, though.


 

Posted

Quote:
Originally Posted by Erin Go Braugh View Post
I recently took a WP/SS tank from 1-50 on the double XP weekend and ran him through nearly every TF that extended weekend. Great learning experience.

I poured a good chunk into his build, but I'm now as satisfied with his build as I am with my Inv/SS. He has insane HPs and Regen (with the Alpha slot, he's 3,200+ HPs and 112 HPs/sec), has s/c defenses and built his Taunt to ensure teammates remain upright.

I hope to get on Virtue tonight to be the Hami taunter, if I can beat Arky to the punch. He is tricksy, though.
Which boost did you use? Spiritual?


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Interesting discussion on taunt, thank you. I play this guy as a tanker, and I spam taunt. Even when running as the secondary tank i use taunt as my primary focus, and damage dealing secondary. Shaping the combat for a blaster or other AoE player is much better than trying to beat everything to death myself.
Just keep in mind that, as important as taunt duration is, damage is a key component in threat generation - so don't skimp out on your damage dealing too much.


 

Posted

Quote:
Originally Posted by UberRod View Post
Which boost did you use? Spiritual?
Yeah

Hami went well, though I DCd during the second one.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Just keep in mind that, as important as taunt duration is, damage is a key component in threat generation - so don't skimp out on your damage dealing too much.
Yeah, I lean on my big 3, KO Blow, Haymaker, and Hurl. I am 2 levels until FS, and we all know how fun that is to spam. I only have taunt one slotted right now (@36), but of course I will be playing around with that. I do spam it as often as poss to try to control the agro. My goal is to become an artist with it. I was bruting for almost 3 years, so mashing damaging attacks is second nature. I am mostly successful at using the Vet Sands of Mu and catching multiples with it. I know non primary attacks don't hold agro as well, but its currently my only type of area attack. In general I am surprised that this guy puts out decent damage. I think I had long ago psychologically dissed tanks. Then someone pointed out that base damage for tanks is slightly above brutes w/no rage going. So, no rage, but the ability to survive craploads of damage.... works for my current character. (All my best online characters are inspired by storytelling lines with my friends and family-this guy has a great story going)

If anyone has ideas beyond grabbing Kinetic Combats to softcap defenses, I would be glad to hear them. Are there PvP enhancers I should be looking at? My main goal is to increase defenses in a min/max fashion. Minimum investment of slots for maximum return in defense buffs. I will be working on the character for another week and hopefully 50. Then I will be getting Shards and Accolades. Any advice is appreciated. Thanks.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
If anyone has ideas beyond grabbing Kinetic Combats to softcap defenses, I would be glad to hear them. Are there PvP enhancers I should be looking at? My main goal is to increase defenses in a min/max fashion. Minimum investment of slots for maximum return in defense buffs. I will be working on the character for another week and hopefully 50. Then I will be getting Shards and Accolades. Any advice is appreciated. Thanks.
Just the slandered advice.
Adding all the globals you can. And not all of the are Unique.
Wiki Link: http://paragonwiki.com/wiki/Category...n_Enhancements
Remember that luck of the gambler: Recharge speed is a global but still adds defince. (Not listed well in midi.)
Rise of the challenge has a -Acc debuff which sort of counts as a general +def.
And be careful with that Min Max thing your liable to run smack dab into the rule of five.
Eradication and Performance shifter also add to def.
I'm still trying to perfect my Will/Elec build so I cant give specifics.