Your thoughts - My Will/Elec/Mu build
Well It's not bad. But you do know that you can't use super jump and super speed at the same time right? And if you have Ninja run or Beast run neither is necessary. And you shouldn't over look Rise to the Challenge's to hit DeBuff of almost -5%. And the standard rule of thumb for defiance is to soft cap it to 45%. Doable but requires an expensive PVP IO. Adding the DeBuff it's almost 50% bypassing the normal 45% soft cap limit.
This is my setup. It has over 1000% regen as opposed to you're 600%. Better Accuracy, Defiance, and Resistance. The recharge is about half but with the way Elec draws end that's not such a bad thing.
http://www.cohplanner.com/mids/downl...58FF07716EEF76
I use Pyre Mastery instead of Mu but you should be able to adapt it to work. You should also look closely at summon striker as a pet it can equip Soulbound allegiance 3 slots give you +16% regen and +3% Hp.
Also the Export>Export Data Link is a somewhat better way of posting your build.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
No but I could be thinking of super speed and fly. Still with one of the booster pack runs nether is necessary much less both. That kind of speed is even almost useless when teaming.
No but I could be thinking of super speed and fly. Still with one of the booster pack runs nether is necessary much less both. That kind of speed is even almost useless when teaming.
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Ninja Run + Sprint is slower than Super Speed and the jump height/distance is roughly equal to Combat Jumping and far less than Super Jump. Ninja Run also doesn't give any defense bonus like Combat Jumping does. On the other hand Ninja Run does admittedly make a decent substitute for a true travel power if you've a tight build and it's available much sooner.
However I have to agree that most tanker builds don't have a lot of room for extras and in most cases multiple travel pools are frills that you can do without.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I definitely remember hearing that it wasn't bit it was back around issue 3 so maybe I just misunderstood or they changed it.
One quick suggestion, whatever you decide. Pull the slots out of stamina. You don't need them. Performance shifter in quick recovery + the inherent stamina and some accolades is enough for my char to hit things forever unless I turn on focused accuracy or fly.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
Thank you for your suggestions! I have tried out the build i mentioned and found it not to my liking. I apologize for not responding sooner; my boss left town for a week and i had to fill in for him (multiple emergencies happened, of course). When i was on, i was purchasing recipes/hero merits/salvage for enhancements i'd need either way. So i have been running for a bit.
I have a few questions and then i will post my current modified build for your perusal and thoughts/comments: How important is it to softcap defense on a Willpower tank and how high should i aim +HP bonus wise? If i frankenslot my Thunderstrike and Lightning Rod i can likely hit the cap (i've read on the forums about 500-550 points of damage for LR). I have an Armaggeddon Dam and Dam/End i could slot in LR for example; would it be worth it to do so(maybe add an Eradication Dam) and fill the last three slots with procs?
I have the current build (with the prospective frankenslotted LR and it's current slotting if you hit shift):
http://www.cohplanner.com/mids/downl...6FFD032557D59D
Well It's not bad. But you do know that you can't use super jump and super speed at the same time right? And if you have Ninja run or Beast run neither is necessary. And you shouldn't over look Rise to the Challenge's to hit DeBuff of almost -5%. And the standard rule of thumb for defiance is to soft cap it to 45%. Doable but requires an expensive PVP IO. Adding the DeBuff it's almost 50% bypassing the normal 45% soft cap limit.
This is my setup. It has over 1000% regen as opposed to you're 600%. Better Accuracy, Defiance, and Resistance. The recharge is about half but with the way Elec draws end that's not such a bad thing. http://www.cohplanner.com/mids/downl...58FF07716EEF76 I use Pyre Mastery instead of Mu but you should be able to adapt it to work. You should also look closely at summon striker as a pet it can equip Soulbound allegiance 3 slots give you +16% regen and +3% Hp. Also the Export>Export Data Link is a somewhat better way of posting your build. |
Originally Posted by Son of Amber
Your feedback would be greatly appreciated. I wanted to build a durable, but very damaging Will/Elec tank. I also wanted strong aggro control so i took Mu Mastery for Ball Lightning (i've watched that strip aggro from other tanks like they weren't even there. My original goals were to build for Def, HP(& hence regen), and Damage. I am capped on E/N and one purple inspiration from being softcapped on S/L/F/C. I know several Willpower tankers who are nowhere near the softcap and they are very durable, likely due to regen and mitigation. I see potential in this build but i feel it can definitely be improved.
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The aegis proc in Mind Over Body is rather useless for a WP tank. Your psionic damage resistance is already high and it is much better to place a steadfast protection res/def proc instead. Place 3 aegis res, res/end, and res/rech into high pain tolerance. Placing 3 lvl 50 numina heal, heal/end, and heal/rech will also provide better +hp stats.
The first build that you posted has seriously underslotted electrifying fences and ball of lightning. Also, I might recommend changing a few sets and slots around. IMHO, you will not need a call of the sand man +heal proc in charged brawl. It's more of a waste for a WP tank that can output more than 140hp/sec regen. Second, the taunt aura is so poor in RttC that you end up wasting a slot by placing a taunt IO. Simply 4 slot it, 3 numinas: heal, heal/end, heal/end/rech, and 1 regular heal IO.
Indomitable Will is slightly overslotted in the build. Psionic damage is rare enough that indomitable will only needs a LotG rech proc and def/end. I am not entirely sure as to how much use the force feedback proc for 100% recharge will be in thunderstrike, but it will not be enough to have perma hasten. You will also get a better benefit out of build up by at least switching out the proc for +perception to 1 recharge IO. IMHO, 6% regen is not worth it.
Here's my build for WP/elec:
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Hmm, thank you very much Hydrofoil, CMA, Tsuji and William441. You have all given me much to consider. I have a tendency of locking myself into one way of doing things and your comments have helped me to see that. You are correct there are definitely more damage oriented tank builds (my brother's Fiery Aura/Battleaxe, for example) and easier ones to softcap. I wanted to try something different tank-wise- i have a fire/fire, inv/ss, inv/fire - heh, i was tempted to build a Inv/Elec. Thank you for the time, thought, and practicality in your replies. I will take some time to evaluate what my tank needs and work to make the needed adjustments. Either way the end result will be a lot better than the original.
Your feedback would be greatly appreciated. I wanted to build a durable, but very damaging Will/Elec tank. I also wanted strong aggro control so i took Mu Mastery for Ball Lightning (i've watched that strip aggro from other tanks like they weren't even there. My original goals were to build for Def, HP(& hence regen), and Damage. I am capped on E/N and one purple inspiration from being softcapped on S/L/F/C. I know several Willpower tankers who are nowhere near the softcap and they are very durable, likely due to regen and mitigation. I see potential in this build but i feel it can definitely be improved.
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