Will/Elec check
As a tanky for teams you could ask yourself questions like "How will I tank X for a team with just one of any type of defender?". Not a trick question but it can lead to you thinking about recoveries, prevention, aoe damage redirection. In the game you would come across obstacles and the worse thing that can happen is that you and the team can't combine abilities to get a positive result. This may change your mind on powers it may not.
Slotwise it is quirky but nothing you can't play with, you could look at each power, choice of slotting, and ask yourself with each bonus "Will it really matter? Would something else do better?" I look at percentages like regen and change it into hp/sec something real rather than just looking at a percentage.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
As a tanky for teams you could ask yourself questions like "How will I tank X for a team with just one of any type of defender?". Not a trick question but it can lead to you thinking about recoveries, prevention, aoe damage redirection. In the game you would come across obstacles and the worse thing that can happen is that you and the team can't combine abilities to get a positive result. This may change your mind on powers it may not.
Slotwise it is quirky but nothing you can't play with, you could look at each power, choice of slotting, and ask yourself with each bonus "Will it really matter? Would something else do better?" I look at percentages like regen and change it into hp/sec something real rather than just looking at a percentage. |
That's not as... specific as I wanted.
ROFLmao. You just got successfully taunted by a tanker.
Douse anybody have any more advice? Preferably something that doesn't sound like a fortune cookie. I have better defiance/resistance/regen that any will build I've seen but I'm worried I might have gimped my attack to do it. Or have missed something important.
I know I skipped taught but I figured if some one need me to draw argo from them it would be easier to just drop a thunder port (Lightning rod) on there head.
Besides the only that I've heard that is likely to draw argo from A tank a shield scrapper. And since most of the ones I've seen have a whole lot of set bonuses I don't think that they are likely to die before the 2 of us can kill whatever is killing him.
If no advice just a. "It's good do for it." Or a. "It doesn't suck give it a try." Would be much appreciated.
Douse anybody have any more advice? Preferably something that doesn't sound like a fortune cookie. I have better defiance/resistance/regen that any will build I've seen but I'm worried I might have gimped my attack to do it. Or have missed something important.
I know I skipped taught but I figured if some one need me to draw argo from them it would be easier to just drop a thunder port (Lightning rod) on there head. Besides the only that I've heard that is likely to draw argo from A tank a shield scrapper. And since most of the ones I've seen have a whole lot of set bonuses I don't think that they are likely to die before the 2 of us can kill whatever is killing him. If no advice just a. "It's good do for it." Or a. "It doesn't suck give it a try." Would be much appreciated. |
First of all, Willpower has the least effective aggro aura of any tank set, so it's likely that a lot more than a Shield scrapper will be able pull aggro from you unless you're very experienced with aggro control or have more tools than you do currently. I would definitely recommend Taunt, and I would also suggest that you slot RttC for Taunt Duration rather than To-Hit Debuff. IMO, the ToHit Debuff in RttC is a nice bonus, but its primary benefit is the additional regen.
I also really don't think you need Energy Mastery on a WP tank that has both QR and Stamina. If I were doing this build, I'd probably skip Havoc Punch or Jacob's Ladder for Taunt, then go with Char, Fire Blast and Fire Ball for additional (ahem) firepower.
On to slotting.
Use a Miracle Heal/Recharge instead of a Heal/End/Rchg in HPT since it only benefits from the Heal anyway. You also might want to consider a higher level set like Doctored Wounds or Numina's so 3 slots will get you closer to the ED cut-off.
If you can free up some slots from elsewhere, put a fifth slot in CB so it has sufficient Accuracy and Damage.
I'm guessing that the Harmonized Healing End/Rchg in FH is a mistake, since there's no earthly reason to put it in a auto Heal power. Replace it with a HH Heal/Rchg instead. Personally, I think FH is overslotted, it really shouldn't need more than 4 slots.
As I mentioned above, I think slotting for Taunt duration is much more useful than ToHit Debuff. I'd go with 3-4 slots from a Heal set and 1-2 Taunt Dur commons.
Jacob's Ladder and Thunder Strike are both very underslotted. I'd go with 3-4 Eradication, and 2 Scirocco's Dervish slots in each--I prefer the Dam/End and Dam/End/Rchg.
QR is way overslotted; the 1.5% F/C def is simply not worth the slots since you need them elsewhere. Similarly, the 5th Reactive Armor slot in MoB could find a much better use than a .6% F/C defense bonus. Pull the Endurance IO and use the slot somewhere else.
Like Charged Brawl, Chain Induction needs another slot. I'm not sure why you'd put two additional slots in HP and short slot the other two; the regen bonus from the Pounding Slugfests is nice, but not *that* nice.
IMO, the Shield Wall 3% Resistance in CJ is a complete waste of influence; an additional 3% resistance is completely trivial to the overall survivability of your build. Use an LotG +Recharge or even a Defense common there instead.
Here's the sort of thing I'd do with your build. It's soft-capped to S/L/E/NE/F/C, the secondary attacks are all fully slotted, almost as much Regen and Recovery than your build, and significantly more Recharge.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal:50(3), Aegis-ResDam/Rchg:50(5), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam:50(7)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 2: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(11), Numna-Heal:50(13), Numna-Regen/Rcvry+:50(13)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(19)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(21), Numna-Heal/Rchg:50(21), Numna-Heal/EndRdx/Rchg:50(36), Taunt-I:50(37)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(36)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc:50(27), P'Shift-End%:50(37)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29), RctvArm-ResDam/Rchg:40(29), S'fstPrt-ResDam/Def+:30(31)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Rchg+:50(34)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), RechRdx-I:50(50)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(43), RctvArm-ResDam/Rchg:40(43)
Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(45)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(37)
Level 32: Strength of Will -- GA-3defTpProc:50(A)
Level 35: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(48)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(42)
Level 41: Hasten -- RechRdx-I:50(A)
Level 44: Char -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45)
Level 47: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(48), Dev'n-Dmg/Rchg:50(48)
Level 49: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Panac-Heal/+End:50(A), Mrcl-Rcvry+:40(7)
Level 2: Stamina -- EndMod-I:50(A)
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 12.25% Defense(Fire)
- 12.25% Defense(Cold)
- 11.63% Defense(Energy)
- 11.63% Defense(Negative)
- 6% Defense(Psionic)
- 18.81% Defense(Melee)
- 8.813% Defense(Ranged)
- 9.125% Defense(AoE)
- 3.6% Max End
- 27% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 35% Enhancement(RechargeTime)
- 5% FlySpeed
- 337.33 HP (18%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 10.45%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 5% (0.084 End/sec) Recovery
- 98% (7.667 HP/sec) Regeneration
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1589;777;1554;HEX;| |78DA75934B6F125114C7EFC050E455404ADFB4409FD042416BE263E1C2D6442D4A1| |FD68DDA8CF45AA61D291930B5AEFC00AE34D185BA523F81BA307E068DD698A86B5F| |D5FAD86BC573CFB9D026D409FC7F73CFFCF9DF73EF653257C6DC8C5D3BCC14F7114| |32B95E666B4C21237ED27B5F2655333989D31D64AB5B9317E91174A3C7946378CE2| |F20A3743F241861B9C27C70D9E2B9B7A4E33A8E03F56C8739317CAC9EA8D27BBBC6| |C248FEA0BF9B25E5870E368826B451878AB83796E96F27AD189E3E922E7F3FEF1A2| |9E4B66574D3E97D14A656EAEB64253FBE0FBC101A2C097556CEC04DCA4992543388| |550D38414A26114F1DCCBE4555159161065BB26095308E734A2719109FB279844A1| |49ACCA242638A711EED38459C40B88B5CA582BC5FA28D647B1118AEDA1D8CF106BA| |3588BCD8709BB9B087EC41730D8717515D54EF336D1844D347DCF0CA2378D792F61| |7A074D6F73E42DA2D4A8239A17094B885603D17309B10E3F71C9C5B96E90E126A2F| |D16A2F736E223F83CE4533D5D7033C0DA2388CE28A11BD1D50208B157D08C57EE85| |77DD224A5DDF081B88F00A361DBE8AF80AE97ED9859FF6224C7B110910828835C80| |C50AC2570C72206B1BB88F4100659E0EF1A24030B56E06256A8B4C8E8166A3C468D| |C7A9F13835AE82AF4DFADAA8857E9A3B4E9D0C530BAFA1850EB9B20E3AE57E3AD70| |41D76820E3B41A7DC0CB1218A554294D0BBC9C40E6CC09ABB65ABDD7BACE2891FCC| |51698ED2AC23D4CA1B98B54F1E6EDF6F3C91FE3F88814DC25F42051163981785BC4| |1CA6383B4416FE1C190DCC1A1FB581A7E407888780786A43424C93042861132BC07| |434A1A528FB0947E4C7882E8546BAF177CC4194CA8B5D714FEA3D8615695152829D| |45A6CCBB5E3E5F0D5DEAFCA7767ED9D644A027FFE637B69104B3FB74A8A12C12D69| |388EA7FD6BBB398CE6545DDBF1BA4ABAAEF2D45DAD38A62093CD08C90A99157256C| |83921E78568422E08C9395975A5EC592DC3BB5F4C7040C8412187840461DDECBAF0| |DB5D202E216E211E218D42BC427C420242DA85DC73FD772777B846EB56B6B7AEB2E| |5FE07FB652CC1| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Ah, that's good that's very good. Gona make a few changes though.
I figure ID will doesn't realy need 3 slots. And re 3 slotting -acc in Rise of the Challenge.
A -54.16% to hit debuff is more useful to the team than a little more argo control. Especially since Thunder strike and Lightning rod should keep them off there feet. Keeping the number of times they can hit to a bare minimum.
And I'm not sure why you used Doctored Wounds in HTP Numinas' convalescence has better set bonuses and doesn't run into the rule of 5.
Ah, that's good that's very good. Gona make a few changes though.
I figure ID will doesn't realy need 3 slots. And re 3 slotting -acc in Rise of the Challenge. A -54.16% to hit debuff is more useful to the team than a little more argo control. Especially since Thunder strike and Lightning rod should keep them off there feet. Keeping the number of times they can hit to a bare minimum. And I'm not sure why you used Doctored Wounds in HTP Numinas' convalescence has better set bonuses and doesn't run into the rule of 5. |
I'm not sure what you mean by "ID", what power are you referring to?
"A little aggro control" is a tank's main job, and players who generate more damage than tankers can easily draw too much aggro unless a tank has the tools to make sure they stay focused on him. A tank's attacks help, but not as much as a good taunt aura and taunt itself.
I'm also not sure where you got the idea that the ToHit debuff in RttC was so high; it's base 3.5%, so enhanced to 54% it's just 5.4%. Many enemies resist to-hit debuffs as well, so IMO it's just not worth slotting for.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
ID? Spell check my old nemesis. I meant IW Indomitable Will. 3rd slot only adds a 1.125% hp increase.
What benefit douse adding to taunt duration have with a continuity active power?
ID? Spell check my old nemesis. I meant IW Indomitable Will. 3rd slot only adds a 1.125% hp increase.
What benefit douse adding to taunt duration have with a continuity active power? |
For another, pert of the aggro formula for CoH is "remaining taunt duration". Taunts with longer to run are worth more aggro, so slotting RttC for Taunt will increase the amount of aggro you can gather. It's like slotting Arctic Air for confuse duration or Choking Cloud for hold - making sure it lasts between the pulses, and stacking it if possible, is very worthwhile.
For one thing, Rise to the Challenge pulses every 2 seconds, and only taunts for 1.5 - so nearby enemies are actually not being taunted for a short period if you don't slot it for taunt.
For another, pert of the aggro formula for CoH is "remaining taunt duration". Taunts with longer to run are worth more aggro, so slotting RttC for Taunt will increase the amount of aggro you can gather. It's like slotting Arctic Air for confuse duration or Choking Cloud for hold - making sure it lasts between the pulses, and stacking it if possible, is very worthwhile. |
I know It might seem strange but I hate to eliminate all since of danger from the rest of the team. And I have to believe that those that are going to argo enemies beyond my control are going to be prepared accordingly.
I mean now a days you can practicably soft cap def on anything. And with competent holds and heals and now defense a tankers argo isn't that much needed. No specific AT is.
My team defeated lord recluse and even though I currently have no set bonuses skipped mind over body, heightened senses, Strength of will, all defiance/resistance boosting power pools, and was still using the old version of the fitness poll we did alright. Wasnt easy. But we won.
And thats the build Ive bin using forever. And have never bin on a team no mater how odd a mix that couldnt do the job and save the day.
I'm not saying that you must slot RttC for Taunt or you are some sort of terrible player. All I said was that slotting RttC for Taunt was useful for two reasons - RttC isn't actually a continuous taunt unslotted, and stacking up taunt duration actually does build aggro. If you feel that you don't need more aggro management, that's your lookout and those of the people teamed with you, but general consensus is that Willpower is a little lacking in holding aggro and can use the boost. And a 0.5 second drop isn't much, but 0.5 seconds every 2 seconds is a 25% failure to taunt - a big attack at the wrong moment could aggro something onto the squishies, and once it runs out of the mob, you've lost it.
I'm not suggesting you eliminate all sense of danger for your team - a Willpower tanker's never going to hold aggro off that SD Scrapper who rushed in with Shield Charge. The problem is that it might also struggle if the Blaster drops a Rain of Fire and no-one can immob the spawn. You might say that's the blaster's problem, but most other tankers can at least mitigate the situation through a combination of Taunt, Gauntlet and aggro auras to get as much of the spawn as they can back around the tanker ASAP. With no Taunt and no Taunt slotting in RttC, you've got no way to re-group a scattered mob. And scatter happens. I for one prefer to try and deal with it, rather than forcing my team to play around me.
Finally, with competent support any tank is good enough. Hell, with a good support lineup it's better to have a sturdy Scrapper take the alphas and leverage that high damage modifier. But sometimes, you can't rely on good support, or even competent support. We build tanks to be good enough anyway. So I might not have any mez. I might only have debuffs available, or no support at all. And you know what? I can still handle a 7-man spawn by myself and hold aggro throughout, and that's a Fiery Aura tanker that skipped the Fighting pool. So whatever team I might find myself in, I'm confident that we can handle it. Looking at that build, I'm not entirely sure your teammates can.
Huh, You're probably right on all accounts. Ether way I go it's still far and away better than my original/current set. http://www.cohplanner.com/mids/downl...43CC1F116CDB00 Honorable isn't it. :P No seriously that what I have. Why do you think I've bin so desperate for help. We need a worst build hall of fame. :P
This is a continuation from another thread. I never got a final response on my build. Probably do to the tread getting to encumbered.
Any major or even minor problems with it. Or suggestions. This is my first set build so money is no object. I'm willing to work on it for quite a while to save up enough to get everything.
http://www.cohplanner.com/mids/downl...8AFC077724E743
(New export option from midi. )
Oh and I'm taking Musculature Incarnate option. Which adds to my damage, end mod, and To Hit Debuff. If that matters.