Rise to the Challenge!
The to-hit debuff is pretty insignificant... around 5.5% fully slotted vs 3.5% unslotted. 2% more to-hit debuff isn't worth a slot, much less 2-3 of them. The regen is of course very important, but as a Tanker the other thing you'll want to slot it for is Taunt. RttC is by far the worst taunt aura for actually holding aggro, so assuming you plan to actually tank and not just be a really tough, low damage Scrapper (or an unusually calm Brute) you'll want to slot up RttC's taunt and also the Taunt power, because you'll be more reliant on actively taunting than some other tanks.
RttC doesn't take taunt sets, so I'd probably go with a couple of Taunt IOs (highest level you can slot) and maybe three Numina's (for regen and HP bonuses) or Miracle (recovery and HP), like the Heal/End, Heal/End/Rech, and Heal IOs. You could also drop a Dark Watcher's Chance for Recharge Slow proc or a To-Hit Debuff/End IO in the 6th slot if you want but I'd skip it.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I don't have MIDs infront of me right not but I believe that the -tohit is so small that you don't get much benefit from enhancing it. I have 3 numinas and 3 miracles (heal, heal/end, and heal/rech for both) and I'm beating pretty hard on ED for the heal so I can get the most out of my ultra rare spiritual alpha.
RttC is your biggest source of +regen on your willpower so you do want the most out of it, but with my alpha I probably need to play around see if i can move slots around and make improvements.
Edit: Mine is a Brute so i was less concerned with the Taunt, but Stryker is right that the taunt part is rather weak and on a tank might be worth enhancing.
Ah ok. I was assuming that the -to hit would be multiplied by how many enemies were around me? Cuz my regeneration seems to vary depending on how big the mob is, or at least that is how it appears to me. I have it monitored on my combat attributes window, and in combat it seems to move up and down a lot. RttC says it affects 10 targets max, so would the -3.5% be per enemy, or total?
Edit
*ah I see it is -3.5% per TARGET. Duh. lol So ya...not really worth slotting for that I guess. I was kinda thinking it was -to hit = +def. You know like 10 targets would make it -35% to hit, or adding +35% defence type thing. How wrong I was. @_@*
Well, it's true that RttC ToHit Debuff is not that much, but -ToHit is used in the same formulas that Defense is, so... my thinking is that that if you're close to SoftCap (say, near 40%), some extra -ToHit can get you 'effectively' over the top (at least it can for most minions; I think Bosses and such can resist it somewhat...).
Anyhow, I put 4 Dark Watcher's despairs in there for that very reason (and extra Recovery, Health, and Recharge bonuses from that set is never a bad thing for the ATs that use Willpower . Threw in a couple of Numinas to top it off.
I didn't bother with Taunt enhancments. If you want to be a serious taunt-bot, get something besides Willpower *shrug*
Well, it's true that RttC ToHit Debuff is not that much, but -ToHit is used in the same formulas that Defense is, so... my thinking is that that if you're close to SoftCap (say, near 40%), some extra -ToHit can get you 'effectively' over the top (at least it can for most minions; I think Bosses and such can resist it somewhat...).
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http://www.fimfiction.net/story/36641/My-Little-Exalt
Higher-level enemies will also resist it due to the purple patch, and AVs will resist it by a ridiculous amount (between 60% and 87%, depending on level, though I don't think you can find an AV low enough level to have 60% debuff resistance, making the low end more like 67%)
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I feel it's worth it - I don't mind being the minority

The thing to remember is that it's 3.5% with nothing at all slotted, and since to-hit debuffs have an ED cap of 60% you end up with about a 2% increase in debuff strength with two level 50 to-hit debuff SOs. Since any enemy a Tank is likely to be concerned about enough for 2% less to-hit to matter is either an AV or +4, that's more like 1% more debuff on average when it counts. 1% more effective defense is pretty much meaningless even near the softcap... you'll need Herostats or such to actually tell the difference.
On an even level AV, which resists 85% of to-hit debuffs, the difference between unslotted and ED capped is around 0.3%, and against +3 normal mobs it's around 1%. Against +3 AVs, like on the Incarnate trials (assuming level shift) it's around 0.15%. If that's worth two slots to you, go for it... it wouldn't be to me.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Alright, if I'm thinking the math right, anything resisting even 80% of -ToHit still gives me at least -1 ToHit (mine's over -5). I'm sitting at 44% S/L. Doesn't that effectively put me at 45% (and Softcap, for all intents and purposes). And isn't it also true that most Enemies won't have near 80% Debuff?
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(Though note that a level 50 AV is 84% debuff resistance, not 80%.)
http://www.fimfiction.net/story/36641/My-Little-Exalt
Yes to both questions.
(Though note that a level 50 AV is 84% debuff resistance, not 80%.) |
And does this -ToHit I'm applying also make it harder for enemies to hit my teammates (making it a team buff)? If so, that's gravy.
Considering that people will spend 2 billion+ for a PvP IO that gives -3 Def, I think putting some cheap -ToHit IOs in RttC to get nearly the same result (plus some extra goodies) is totally worth it...And I still have room for a couple of Numinas.
If you're going the -ToHit route, my recommendation would be to four-slot Numina's and two-slot DWD. If you're alpha-slotting Spiritual, then you can drop down to three-slotted Numina's and two-slotted DWD, possibly with a Taunt IO in there to help with aggro management.
Numina's bring a big +hp bonus to the table, plus some more regen (and a healing bonus if you four-slot, but I'm not sure how that works for WP's powers). They also allow you to keep the regen high for RttC, which will keep you alive longer in those big groups.
The DWD set looks wonderful with 4pc slotting. You get +hp, +recov and +recharge. All good stuff! However, you really need to look at what you give up and what the set brings you outside of its bonuses.
Two-slotting DWD can get you within 0.6% of four-slotting DWD for total to-hit debuff. It also gets you within 0.2% of two-slotting Common ToHit Debuff IOs. You lose 2.5% recovery and 5% global recharge compared to four-slotting, but that's not much loss in the grand scheme of things. Two-slotting keeps the +hp around, which is the foundation of WP/* survivability.
But global recharge is king, right? Well, only if you've got enough recharge in your attacks in the first place. For example, a WP/* Tanker's gets more out of slotting 3pcs of Crushing Impact paired with 3pcs of Mako's in their single-target attacks than they do with four 5% global recharge bonuses and 60% recharge from slotting. Again, you're grabbing up +hp, but you're also getting recharge (single-power, but recharge nonetheless) and keeping your endurance costs down (much further down that a 2.5% recovery bonus).
Spiritual Alpha slotting will give you even more recharge, above and beyond ED caps, plus more regen and HP. Tough to beat that for a WP/* Tanker. It'll also free up that fourth slot of Numina's (again, not sure if that 6% heal bonus hit HPT or any of the set's +regen).
A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense. Overall, it's best to have layered defenses (Defense, Resist, and Regen), but when you have to choose, go with Defense. Just my feelings on the matter...
So, 4 Dark Watchers for that little extra (maybe even a full increment, which matters near softcap). Plus, that 5% recharge comes in handy if you skimped on Crushing Impacts because you went with Kinetic Combats instead.
Again, I don't worry about Taunt on a WP toon. It's not WP's theme. If Taunting was really a priority for me, I'd go with a Set that simply taunted better.
A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense. Overall, it's best to have layered defenses (Defense, Resist, and Regen), but when you have to choose, go with Defense. Just my feelings on the matter...
So, 4 Dark Watchers for that little extra (maybe even a full increment, which matters near softcap). Plus, that 5% recharge comes in handy if you skimped on Crushing Impacts because you went with Kinetic Combats instead. Again, I don't worry about Taunt on a WP toon. It's not WP's theme. If Taunting was really a priority for me, I'd go with a Set that simply taunted better. |
RttC gives you 125% regen for 1 target, +25% per target after that. You can nearly double that by capping the heal enhancements - that is a LOT of regen that you are giving up for a measly amount of -to hit.
Globals: @Midnight Mystique/@Magik13

A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense. Overall, it's best to have layered defenses (Defense, Resist, and Regen), but when you have to choose, go with Defense. Just my feelings on the matter...
So, 4 Dark Watchers for that little extra (maybe even a full increment, which matters near softcap). Plus, that 5% recharge comes in handy if you skimped on Crushing Impacts because you went with Kinetic Combats instead. |
Not slotting RttC for healing is a mistake.
From Mids (Tanker):
- No other regen powers other than inherent fitness (not slotted) & RttC
- RttC 10 enemies in range
- 0 slotted with L50 healing IOs = 38 hp/s
- 3 slotted with L50 healing IOs = 65 hp/s
After Accos & Fully slotted HPT?
- 0 slotted with L50 healing IOs = 66.27 hp/s
- 3 slotted with L50 healing IOs = 106.94 hp/s
@ The OP: Slot RttC with 3 Pieces from Numina's set (Healing, Healing/Endurance, Healing/Endurance/Recharge) + 1 L50 Golgi if you can afford the slots.
Depending on primary, and if you use taunt liberally, you might want to add 1 or 2 L50 Taunt IOs.
With an AoE heavy Primary, Taunt, potential APP/PPP TAoE powers and an aggressive playstyle, you can probably skip the taunt IOs.
A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense. Overall, it's best to have layered defenses (Defense, Resist, and Regen), but when you have to choose, go with Defense. Just my feelings on the matter...
So, 4 Dark Watchers for that little extra (maybe even a full increment, which matters near softcap). Plus, that 5% recharge comes in handy if you skimped on Crushing Impacts because you went with Kinetic Combats instead. |
You can ditch the Gladiator's 3%, thanks to RttC, or keep it if you want more defense from things that are outside RttC's radius. Accuracy may seem low, but perma-Rage cures that and you can tap FA if you need more.
If you keep the Glad 3% and are comfortable with what RttC brings to the table, you could drop Maneuvers and pick up something like Laser Beam Eyes (3-slotted with Devastations for 42.17 HP & 12% regen) or Super Leap (for more mobility) with the slots from Maneuvers headed elsewhere (maybe to RttC for two-slotted DWD). LBE is a nice ranged debuff that is pure energy damage, useful when facing S/L-capped opponents.
Now, if you aren't WP/SS, things get a bit more complicated. The extra accuracy of Rage really helps mask for the accuracy-weak slotting in the build. You might want to buff up Focused Accuracy (as well as actually use the power) and/or add Tactics. If you're comfortable losing regen, you could drop all those Pounding Slugfests for a more robust pair of IOs (e.g. Mako's triple & quad).
Again, I don't worry about Taunt on a WP toon. It's not WP's theme. If Taunting was really a priority for me, I'd go with a Set that simply taunted better. |
This is a good line of thinking to apply to the build as a whole when choosing global IO set bonuses, but you don't apply this line of thinking to the individual enhancement of RttC.
Not slotting RttC for healing is a mistake. From Mids (Tanker):
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Is losing effective Defense worth that little bit of hp/s?
Most of a WP characters healing is IN RttC and boosting the healing is going to be WAY more important than boosting a tiny -to hit which is likely to be resisted and only going to affect foes in melee range anyway. If you really want to boost your def, take maneuvers and/or weave and slot them up - then you get a boost to your def that is not resisted and in the case of weave for a tank is going to be much higher (5% unslotted, about 8% fully slotted).
RttC gives you 125% regen for 1 target, +25% per target after that. You can nearly double that by capping the heal enhancements - that is a LOT of regen that you are giving up for a measly amount of -to hit. |
This is you, advocating - To Hit over +Healing in RttC:
Originally Posted by Socorro
A WP Character is gonna have pretty good healing already. Yeah, you can choose to beef Healing/Regen up a bit more, but I feel that if you have a choice between extra healing and more Defense (or its rough equavalent, -ToHit), you go with Defense.
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Originally Posted by Socorro
Is losing effective Defense worth that little bit of hp/s?
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An additional 40 HP/s ON TOP OF 66 HP/s is not "a little".
A Tanker should be able to softcap to SM/L fairly easily as it is.
Again, I have room to fit 2 Numina's there for + 68.9% heal. You're losing miniscule amounts of healing and you're gaining effective defense. Defense vs Heal - I thought that debate was long settled (btw, already got maneuvers and weave).
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To put it in numbers...
I'd have a hard time arguing that 0.57% -ToHit is worth 35.73% Regen, let alone 100.07% regen, and that's without throwing in +HP figures to get hp/sec healing.
4-slotted DWD: 57.52% enhancement for an additional 2.0132% -ToHit
2-slotted DWD: 41.29% enhancement for an additional 1.44515% -ToHit
Difference = 0.56805% -ToHit
4-slotted Numina: 97.49% enhancement for an additional 121.86% +Regen (single-target)
2-slotted Numina: 68.90% enhancement for an additional 86.13% +Regen (single-target)
Difference = 35.73% Regen
4-slotted Numina: 97.49% enhancement for an additional 341.22% +Regen (ten targets)
2-slotted Numina: 68.90% enhancement for an additional 241.15% +Regen (ten targets)
Difference = 100.07% Regen
The only time it might make any sense, and there is only one time, is if you absolutely need that 0.57% -ToHit the to-hit clamp in the attack calculation. With so many other ways to cap your defenses, why bother losing Regen (the foundation of WP's survivability) for that measly 0.57%?
Do you really ever absolutely need it? Maybe. If you force the opponent exactly to the 5% clamp with it and your opponent deals 100dps, then you can expect to take a whopping 5dps. If you come up exactly that crucial 0.57% shy, then you take... 5.57dps or 0.57dps more. Staggering.
I can shift the perception of that by saying you take 11.4% more damage or even a whopping 111.4% of the damage that the other build takes, which sounds like a lot, but you're not taking a whole lot of damage in the first place. 11.4% more of not a whole lot is still, unsurprisingly, not a whole lot.
So we know the difference in damage taken, but what's the difference in regen? Taking all other powers and potential set bonuses out of the equation (which only hurts the Regen argument), looking only at RttC and 4xNumina/2xDWD (Regen) vs. 4xDWD/2xNumina (ToHit), you get...
Regen: 32.26hp/secSo the Regen build takes less net damage, without factoring in goodies like HPT or +HP set bonuses, in the worst possible example where that 0.57% of ToHit debuff is at its most meaningful. Add in more targets and the difference in regen rates grows. Add in HPT and +HP set bonuses and it gets even bigger.
ToHit: 28.86hp/sec
Difference: 3.4hp/sec
In one, after describing my slotting I said...
...And I still have room for a couple of Numinas. : |
Anyhow, I put 4 Dark Watcher's despairs in there for that very reason (and extra Recovery, Health, and Recharge bonuses from that set is never a bad thing for the ATs that use Willpower . Threw in a couple of Numinas to top it off. |
...The only time it might make any sense, and there is only one time, is if you absolutely need that 0.57% -ToHit the to-hit clamp in the attack calculation. With so many other ways to cap your defenses, why bother losing Regen (the foundation of WP's survivability) for that measly 0.57%?
Do you really ever absolutely need it? Maybe. If you force the opponent exactly to the 5% clamp with it and your opponent deals 100dps, then you can expect to take a whopping 5dps. If you come up exactly that crucial 0.57% shy, then you take... 5.57dps or 0.57dps more. Staggering... |
If I weren't already incredibly survivable (Soloing +8, Rikti Warzone challenges without blinking), and monitored my regen and routinely see regen of 100-150 hp/s (I have Health and other IOs contributing as well) I might be more swayed.
I do see your numbers though, and I might give your slotting a try just to see, so we can let this debate subside. I've got the Inf to reslot if needed.
'nuther question. Would your advice for RttC slotting be any different if the AT in question was a Brute or Scrapper instead of a Tanker?
I was never as exclusive as you let on, I simply value defense over healing when a meaningful choice is made.
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If you have 3 slots available to get a total of 4 slotted Dark Watchers, then you could have most likely gotten to softcap by slotting other powers.
I do see your numbers though, and I might give your slotting a try just to see, so we can let this debate subside. I've got the Inf to reslot if needed.
'nuther question. Would your advice for RttC slotting be any different if the AT in question was a Brute or Scrapper instead of a Tanker? |
Brutes and Scrappers can both forego any Taunt IOs as it's largely irrelevant for them (the brute will hold aggro anyway, through sheer damage dealing + threat component alone).
Of course if you really can't decide between healing and debuff, why not go 3x Heal/End Hami-O, 2x lvl 50 defense debuff, and 1x lvl 50 taunt? ED capped healing, ED capped endurance, almost ED capped to-hit debuff (0.2% off or so, which you will never notice),and some taunt to boot?
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Okay, I have a WP Brute that's slotted the same as we've been discussing. I had 4 DWDs and 2 Numinas slotted in RttC for her.
Streetlight's numbers convinced me to give the 4-Numina slotting a try. I bought the Numinas for 70 million or so and ran a tip mish (set at +8) to check it out. My regen was better, but so little I barely noticed. I guess I expected more, so I look at the differences in MIDS.
RttC with Numinas slotted (in all cases most optiomal IOs for Healing)
2-Numinas (my previous slotting):
1 foes in range: 56.87 hp/s
10 foes in range: 112.9 hp/s
4-Numinas (my current slotting):
1 foes in range: 71.69 hp/s
10 foes in range: 119.83 hp/s
With one foe in Range, there's a fairly significant difference (almost 15 hp/s)
But with 10 Foes in Range, there only about 7 hp/s difference. The difference lessened! What the hades is going on here? I have the latest version of Mids - are these numbers right? Is there some kind of Uber-ED going on? I tell you when I jumped into an 8+ mob what I saw might have accurately reflected this.
If these numbers are right, then I'm of the opinion that 4 Dark Watchers (giving an xtra -.5 ToHit, plus 5% more global recharge and some End. Recovery) was the better deal after all. The more-foes' numbers matter to more to me. I'm a giant Mobs basher, not an AV killer.
Feel free to show me my error, but the final numbers are less than stellar, or so it seems.
Just made my first tanker with the willpower primary. What's the best way to slot this power? Right now I got it slotted basically for regeneration, and also with a single endurance reduction io. So when I am surrounded by enemies, my regen is going sky high with fast healing, physical perfection, and health. This toon also has the regenerative tissue proc, and the numina regen/recovery.
So ya, what in your experience is the best way to slot this power? I'm thinking with -to hit, coupled with his 24% s/l defence, and/or his 21% melee defence, maybe it's worth slotting more for -to hit than strictly for regeneration. Any thoughts?