The hard job of making willpower strong vs everything
You do not need the PvP or the apocalypse to get what you want. A few KCs, and a few RA you can get close to SC in s/l def.
I slotted the apocalypse for the 16% regen,3% hp,and 5% psi defense,wich i need to keep high protection against psionic if i change the sirocco dervish from the first build to obliteration in the second.
Upon further reeflection,i think i will ditch build 1,because it only has 35% s/l defense.
Out of the other 2,i prefer the last one. has slightly less defense,but ore hp and regen and better resist. So if someone wants to review my work but it's too much of a bother to look at 3 builds,please consider the third one only
I've noticed problems opening the links. Here i post the preferred build again. The difference between this and number 2 is that the previous has whriling hands in place of energy punch,softcapped s/l, 1% more en/negative defense, but less resistance due to having removed the shield wall 3% res. the third one also regenerates 2 hp per second more.
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Eternal Survivor: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- ResDam-I:50(A), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(15), Numna-Heal:50(27), Numna-Heal/EndRdx:50(31), Numna-Heal/Rchg:50(31)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 2: Mind Over Body -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResPsi:40(11), Aegis-ResDam:40(11), Aegis-ResDam/EndRdx:50(25), Aegis-Psi/Status:50(50)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(7)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(17), LkGmblr-Rchg+:50(27)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-EndRdx/Rchg:50(13), Numna-Heal/Rchg:50(23), Numna-Regen/Rcvry+:50(23)
Level 10: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Taunt -- Taunt-I:50(A)
Level 16: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/EndRdx:50(19), Efficacy-EndMod/Acc:50(45)
Level 18: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(19), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/Rchg:50(42)
Level 20: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(45), GA-3defTpProc:50(46)
Level 26: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33)
Level 28: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(46)
Level 30: Weave -- LkGmblr-EndRdx/Rchg:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34), LkGmblr-Def/EndRdx:50(43), SW-ResDam/Re TP:50(48)
Level 32: Strength of Will -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(40)
Level 41: Focused Accuracy -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50), Apoc-Dam%:50(50)
Level 47: Physical Perfection -- RgnTis-Regen+:30(A)
Level 49: Combat Jumping -- Winter-ResSlow:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I: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 -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Heal/Rchg:50(48)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(29), P'Shift-End%:50(42)
------------
Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 15,7% Defense(Melee)
- 25,4% Defense(Smashing)
- 25,4% Defense(Lethal)
- 9,13% Defense(Fire)
- 9,13% Defense(Cold)
- 10,4% Defense(Energy)
- 10,4% Defense(Negative)
- 12,9% Defense(Psionic)
- 11% Defense(Ranged)
- 7,56% Defense(AoE)
- 34% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 5% FlySpeed
- 449,8 HP (24%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3,3%
- MezResist(Immobilize) 15,4%
- 20% Perception
- 6,5% (0,11 End/sec) Recovery
- 114% (8,9 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Lethal)
- 9% Resistance(Psionic)
- 10% RunSpeed
Set Bonuses:
Steadfast Protection
(High Pain Tolerance)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(High Pain Tolerance)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Barrage)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Mind Over Body)
- 2,5% (0,04 End/sec) Recovery
- 1,88% Defense(Psionic)
- 3% Resistance(Psionic)
(Mind Over Body)
- 5% RunSpeed
- 3,13% Defense(Fire,Cold), 1,56% Defense(AoE)
- 3% Resistance(Psionic)
(Fast Healing)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Indomitable Will)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Rise to the Challenge)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3,3%
- 3,75% Defense(Ranged), 1,88% Defense(Energy), 1,88% Defense(Negative)
(Energy Punch)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Quick Recovery)
- 21,1 HP (1,13%) HitPoints
- 1,5% (0,03 End/sec) Recovery
- 10% (0,78 HP/sec) Regeneration
(Heightened Senses)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Bone Smasher)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Tough)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Maneuvers)
- 10% (0,78 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Build Up)
- 1,88% Defense(Smashing,Lethal), 0,94% Defense(Melee)
- 20% Perception
(Weave)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
- 7,5% Enhancement(RechargeTime)
(Weave)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Strength of Will)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Energy Transfer)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Total Focus)
- MezResist(Immobilize) 2,75%
- 28,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Laser Beam Eyes)
- 16% (1,25 HP/sec) Regeneration
- 56,2 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Psionic)
(Combat Jumping)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Health)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35,1 HP (1,88%) HitPoints
- 2,5% (0,04 End/sec) Recovery
You should be able to softcap WP to all damage types (bar toxic), that'd make you pretty sturdy. After that, as much +hp as you can get, recharge to taste.
Quick note about your build, with the Numina +/+ proc in RttC, I believe you'll only get the bonus when you've got a target in range. Not a huge deal, but I'd personally prefer to have the proc in an auto power so its on all the time.
The Melee Teaming Guide for Melee Mans
Maybe you'd like this build better.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
will energy test: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), S'fstPrt-ResDam/Def+(11)
Level 4: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(48), Mrcl-Heal/EndRdx(48), Mrcl-EndRdx/Rchg(48), Mrcl-Heal/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
Level 6: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(13)
Level 8: Rise to the Challenge -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(15), Mrcl-EndRdx/Rchg(15), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 12: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21)
Level 14: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(37), Zinger-Dam%(40)
Level 16: Whirling Hands -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Dmg(27), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Rchg(43)
Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(31)
Level 20: Combat Jumping -- LkGmblr-Def(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
Level 32: Assault -- EndRdx-I(A)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(37), Zinger-Dam%(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(40), Zinger-Dam%(40)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 49: Strength of Will -- GA-3defTpProc(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Warworks Core Superior Ally
Level 50: Rebirth Radial Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod(19)
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Well first off i would remove both of the taunt IOs you have in energy transfer and total focus and move those slots to health and barrage. I would move your numa++ to health with 1 of the extra slots for it would do you better in the long run. Then and some acc to barrage with the other one like you have with the first 2 attacks I mentioned. I am also guessing that you are planning on using temp travel powers for this build, just to let you know both beast run and ninja run active your CJ will go un active. If you are going to use PS in stamina and QR you could of replaced 1 of them with the +end and add that to your PP.
/bind c "powexecname Ninja Run$$powexecname Combat Jumping" and ne'er again encumber thyself with the burden of a travel power!
I thought the numina proc would be active every time the toggle was turned on,without the need for target in range. Can this be confirmed?
Try it!
Here's a superior tank build if that's what you're looking for.
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Soul mastery provides superior survival bonus through Darkest Night offering -21% damage debuff to ALL incoming attacks. Furthermore it will provide cushion layer from the -tohit against defense debuff powers. HP/Regen has been maxed out as much as possible with sacrificing too much. I don't think you will need resurgence with this build either. If anything happens to kill you I'd say that it deserves to do so. You can fit in the pvp IO for +3% res but shouldn't be needed. Energy Punch is only there to place some KC in, but you can easily switch it out for resurgence and place the 3 slots into boxing if you'd like, completely up to you. Psionic defense is at only 36.7%, but it's rare enough and you have enough resistance + darkest night for it to hardly matter. Slotting the HO's into darkest night will also make you soft cap in incarnate trials.
Wow ,that's really an impressive work. The survivability of this build is near perfect i think.
I am trying to be as close as possible to psi softcap,however,due to the fact that many psionic attacks carry a defense debuff,a regen debuff,or BOTH,wich can be very troublesome. Think of arachnos,for example. I have a softcapped shield tanker wich went from 45% defense to -30% thanks to 2 tarantula queen's debuffs. If an attack like that hits,it will soon strip all defense AND regen. For this reason,i am aiming for nothing less than 40% psi defense at the very least,but more is preferred.
The -to hit from dark powers is great,but higher level enemies will resist it,and against an AV it will be close to nothing. A level 54 AV resists to hit debuffs by 87% simply with his inherent resistance only,factor in the +3 level difference and he won't suffer more than -2% to hit totally,between all the dark powers and rise to the challenge. It's true that there aren't many psionic AVs in the game,but who knows....they could always show up in the future in the devs want to get nasty with incarnate stuff.
A lot of psionic attacks also come from range and could escape the -to hit.
The -damage is a big temptation.....i think it's one of the best powers a tank could hope for. Too bad it doesn't fit with my character concept,and i don't wnat to go redside to get it. I wish there was a similar epic set blueside.....
However,you really have shed some light on this matter,thanks for the effort. I applaud your work,i think it's the toughest tank i've ever seen
Slotting the full apocalypse set will get you to 41.7% psionic defense. Soul mastery will provide the best overall survival, but any single target ranged attack can replace gloom in order to slot apocs. You might find Stone Prison and Quicksand a good replacement, Quicksand offers a solid defense debuff.
Edit: I might also suggest taking Void Radial Final Judgement for the -50% damage debuff to all foes hit.
I thought the numina proc would be active every time the toggle was turned on,without the need for target in range. Can this be confirmed?
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Actually, this bind would switch in between the two everytime it was used. I've used this, a hover/fly, and CJ/SJ bind to great effect, albeit on a different key. Works like a charm. As a note however, you have to put everything after /bind c (or your chosen key) in quotation marks, otherwise it won't work right, just as PR demonstrated.
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You should be able to softcap WP to all damage types (bar toxic), that'd make you pretty sturdy. After that, as much +hp as you can get, recharge to taste.
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It might still be possible, haven't checked it out myself, but it'll be a lot harder.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I finally decided for build 2. Took eradication out of whirling hands and slotted a sirocco dervish in its place. This way i have softcapped psi and almost softcap to evrything else. Regen and hp are good i think,only missing a few percentages. What i really miss is the 3% resist from the shield wall,but sadly i've no more slots left.
The numinan unique is still in rise to the challenge. It annoys me if it fires only with targets in range,but i need a full numina set for the en/negative defense,and if i put it in another power,RttC will not be at peak efficiency. so it stays where it is. After all,every time i jump into a fight,i will have at least ONE enemy close to me
The numinan unique is still in rise to the challenge. It annoys me if it fires only with targets in range,but i need a full numina set for the en/negative defense,and if i put it in another power,RttC will not be at peak efficiency. so it stays where it is. After all,every time i jump into a fight,i will have at least ONE enemy close to me
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Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
That's what i originally thought,too. i'll slot it soon and post the results here
I've verified the sad truth. It fires only with targets near you. The good thing is that once active,the effect lasts for 2 minutes,so even if you have no one in range for a while,the effect is on.
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There's nothing hard about making Willpower strong to everything. That's the whole point of Willpower, regeneration doesn't care what kind of damage it faces.
Is it hard making Willpower softcapped to everything? Maybe expensive, but not hard.
Is it hard making Willpower softcapped to everything, without making many sacrifices to damage output or utility, fitting the concept you want, and doing it all on a budget? Yeah, that could be hard.
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Alright, this thread's title has been bugging me for long enough that I'm just going to say what's on my mind.
There's nothing hard about making Willpower strong to everything. That's the whole point of Willpower, regeneration doesn't care what kind of damage it faces. Is it hard making Willpower softcapped to everything? Maybe expensive, but not hard. Is it hard making Willpower softcapped to everything, without making many sacrifices to damage output or utility, fitting the concept you want, and doing it all on a budget? Yeah, that could be hard. |
Eh, Dechs is right -- it's not hard making Willpower strong to everything.
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Willpower is my favorite tanker set,i find it to be quite effective even without any invention set on and in fact my wp/energy melee tanker is one of my two main characters. That being said,when i tried to come up with a good build for him,i got a big headache.
Having to consider all the options and possible combinations of sets was really hard for me. That's the downside of wp,at least in my opinion;you get a lot of choices,but you actually need everything to fill the holes and the weak spots,so finding your way can be troublesome. For me,it was VERY troublesome.
Conceptually,and for gameplay purposes too,i like to be strong versus psi enemies;standing in front of master illusionists,avoiding the nasty debuffs of tarantula queens would give me great satisfaction. I raised psi resist and defense as much as i could,but all other defenses were too low so i had to change. I also had to ditch resurgence to take maneuvers,to further boost defense. If there's a way to achieve the same result without having to rely on one more toggle to keep active,i'd like to take resurgence back.
I tried to push regen and hp as high as i could,i think they are fine,but i've heard people talk of much more impressive numbers than mine,so i'm wondering if i've missed something. I'm also worried about accuracy,don't know if it will be enough to hit +3 or +4 enemies (although i might be worrying too much,since i have focused accuracy. still,the more accuracy the better).
Hasten is there for recharge,it's a must have for all my characters. Recovery is good,but since the only protection from end drain comes in having lots and lots of +recovery and endurance,i slotted an performance shifter proc too. Would have like a miracle +recovery too,but couldn't squeeze it in.
In the end i came up with 3 build ideas. The one with the highest regen,wich appeals to me much,has the lowest s/l defense. To raise it,i slotted kinetics combats in the second,but the only way i could make it work without losing psi defense was slotting a full set of apocalypse,and regen suffered. For the third i ditched whirling hands and took energy punch,a worse attack but it let me reach a kind of middle ground. I may switch the peformance shifter proc and the shiedl wall in favor of two more numinas to slot into physical perfection.
I'm still uncertain to what is the better result,and if/how it can be improved.I am looking for some insight on this matter. Any kind of impression or thought is very much welcome
p.s. cost is not an issue,i already have the 2 pvp recipes and a piece of apocalypse. i've been saving a lot for this guy and can throw all the influence needed at him.
p.p.s. i'v noticed accolades and incarnates turning off when you open the data,i have the 4 passive bonus accolades and the spiritual alpha
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