Spines/Willpower Build Help
I've never played a /Willpower this high, so I don't know which powers from the secondary I should/shouldn't take.
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Willpower is a set that gets stronger the more of it's powers you add. Very much a case of the whole being greater than the sum of it's parts.
Also, yiou should be just fine at 39% S/L defense. If you slotted Mind Over Body and Tough you resist S/L damage pretty well, so the defense isn't as important as the E/N defense (which you get almost no resistance to at all)
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'd personally softcap a Spines/WP to S/L which together with the high HP and Regen should keep him alive on most situations in PvE. For when under heavy pure Nrg/Neg/Fire/Cold dmg, keeping said defences at 32.5% would mean softcapping with just 1 small purple. I have a Spines/WP on my inactive EU account so, for now, haven't planned anything for him but I've done a first attempt and came up with this build, just undecided whether I'm giving up on too much and spending way too much inf for the sake of S/L softcapping:
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(3), Heal-I(3), Heal-I(5)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(43)
Level 6: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(36)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(17), DisWord-ToHitDeb(42), DisWord-ToHitDeb/Rchg(42), DisWord-ToHitDeb/Rchg/EndRdx(42)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- EndMod-I(A)
Level 22: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40)
Level 24: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(46)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(36), RechRdx-I(36)
Level 38: Maneuvers -- HO:Enzym(A), HO:Enzym(43), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A)
Level 47: Barb Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(48), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), C'ngImp-Acc/Dmg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(46)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 28,3% Defense(Smashing)
- 28,3% Defense(Lethal)
- 3,94% Defense(Fire)
- 3,94% Defense(Cold)
- 5,5% Defense(Energy)
- 5,5% Defense(Negative)
- 3% Defense(Psionic)
- 22,7% Defense(Melee)
- 4,25% Defense(Ranged)
- 4,88% Defense(AoE)
- 2,25% Max End
- 27% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 125,5 HP (9,37%) HitPoints
- MezResist(Confused) 1,65%
- MezResist(Immobilize) 16%
- MezResist(Sleep) 1,65%
- MezResist(Stun) 6,05%
- 2,5% (0,04 End/sec) Recovery
- 52% (2,9 HP/sec) Regeneration
- 2,52% Resistance(Fire)
- 2,52% Resistance(Cold)
------------
Set Bonuses:
Kinetic Combat
(Lunge)
- MezResist(Immobilize) 2,75%
- 20,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(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)
(Spine Burst)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Fast Healing)
- 12% (0,67 HP/sec) Regeneration
(Mind Over Body)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Impale)
- MezResist(Immobilize) 2,75%
- 15,1 HP (1,12%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Indomitable Will)
- 7,5% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0,56 HP/sec) Regeneration
- 15,1 HP (1,12%) HitPoints
- 7,5% Enhancement(RechargeTime)
(Rise to the Challenge)
- MezResist(Confused) 1,65%
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Quills)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
(Boxing)
- MezResist(Immobilize) 2,75%
- 20,1 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)
(Ripper)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Heightened Senses)
- 10% (0,56 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Weave)
- 10% (0,56 HP/sec) Regeneration
- 15,1 HP (1,12%) HitPoints
- 7,5% Enhancement(RechargeTime)
(Throw Spines)
- 2,5% (0,04 End/sec) Recovery
- 1,58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6,25% Enhancement(RechargeTime)
(Build Up)
- 1,88% Defense(Smashing,Lethal), 0,94% Defense(Melee)
(Maneuvers)
- 10% (0,56 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Barb Swipe)
- MezResist(Immobilize) 2,75%
- 20,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Brawl)
- MezResist(Immobilize) 2,75%
- 20,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
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This would be a cheaper way to S/L softcap, still, not sure I'm giving up on too much tbh:
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(3), Heal-I(3), Heal-I(5)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45)
Level 6: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(36)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(17), DisWord-ToHitDeb(42), DisWord-ToHitDeb/Rchg(42), DisWord-ToHitDeb/Rchg/EndRdx(42)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- EndMod-I(A)
Level 22: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40)
Level 24: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(46)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(45)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(36), RechRdx-I(36)
Level 38: Maneuvers -- HO:Enzym(A), HO:Enzym(43), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(45)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
Level 44: Strength of Will -- ResDam-I(A)
Level 47: Super Speed -- Run-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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 -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(46)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 28,6% Defense(Smashing)
- 28,6% Defense(Lethal)
- 3,94% Defense(Fire)
- 3,94% Defense(Cold)
- 5,5% Defense(Energy)
- 5,5% Defense(Negative)
- 3% Defense(Psionic)
- 25,2% Defense(Melee)
- 4,25% Defense(Ranged)
- 4,88% Defense(AoE)
- 2,25% Max End
- 27% Enhancement(Accuracy)
- 63,8% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 90,4 HP (6,75%) HitPoints
- MezResist(Confused) 1,65%
- MezResist(Immobilize) 13,2%
- MezResist(Sleep) 1,65%
- MezResist(Stun) 6,05%
- 2,5% (0,04 End/sec) Recovery
- 52% (2,9 HP/sec) Regeneration
- 2,52% Resistance(Fire)
- 2,52% Resistance(Cold)
- 1,88% Resistance(Negative)
------------
Set Bonuses:
Kinetic Combat
(Lunge)
- MezResist(Immobilize) 2,75%
- 20,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(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)
(Spine Burst)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Fast Healing)
- 12% (0,67 HP/sec) Regeneration
(Mind Over Body)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Impale)
- MezResist(Immobilize) 2,75%
- 15,1 HP (1,12%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Indomitable Will)
- 7,5% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0,56 HP/sec) Regeneration
- 15,1 HP (1,12%) HitPoints
- 7,5% Enhancement(RechargeTime)
(Rise to the Challenge)
- MezResist(Confused) 1,65%
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Quills)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
(Boxing)
- MezResist(Immobilize) 2,75%
- 20,1 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)
(Ripper)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Heightened Senses)
- 10% (0,56 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Weave)
- 10% (0,56 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Throw Spines)
- 2,5% (0,04 End/sec) Recovery
- 1,58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6,25% Enhancement(RechargeTime)
(Build Up)
- 1,88% Defense(Smashing,Lethal), 0,94% Defense(Melee)
(Maneuvers)
- 10% (0,56 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Ring of Fire)
- 3% Enhancement(Immobilize)
- 1,88% Resistance(Negative)
- 2,5% Defense(Smashing,Lethal), 1,25% Defense(Melee)
- 3,75% Enhancement(RechargeTime)
- 3,13% Defense(Melee), 1,56% Defense(Lethal), 1,56% Defense(Smashing)
(Brawl)
- MezResist(Immobilize) 2,75%
- 20,1 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
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You want everything except Resurgence. Strength of Will can be skipped, but I like to take it for a place to slot a Steadfast Protection Res/Def without having to add a slot to something else.
Willpower is a set that gets stronger the more of it's powers you add. Very much a case of the whole being greater than the sum of it's parts. Also, yiou should be just fine at 39% S/L defense. If you slotted Mind Over Body and Tough you resist S/L damage pretty well, so the defense isn't as important as the E/N defense (which you get almost no resistance to at all) |
I did slot both Mind Over Body and Tough so the Resistance value is at the ED cap. So you would recommend focusing on the E/N softcap over the S/L? I don't want to get ripped to shreds by mobs outside of the iTrials because I'm not S/L softcapped.
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Eradication is an AWESOME set if you're slotting a Willpower character. It gives you more max end, 3.13% E/N defense, and 2.25% Max HP (the largest HP bonus found outside a purple set). I actually like Eradication better than Obliteration for most applications, but again, that's personal preference.
My reason for shooting for E/N defense first is because of the end drain associated with electricity attacks. The first 3 TFs feature a LOT of electricity attacks (Clocks, tons of Clocks, and Freakshow respectively), and it really sucks getting tagged with a bunch of them and having your toggles drop because you've been spamming attacks. You'll continue to fight Freashow on and off for your entire career, and if you decide to switch sides....well, then you have Mu to deal with.
So, I consider Energy defense slightly more important than S/L for a Willpower. Don't ignore S/L completely, but I've found that 35% or so to S/L is enough for a large percentage of the game (can always pop a Luck if you run into a bad situation).
Also, aside from the end drain, pure electricity attacks will stand a good chance of outright killing you as well if enough of them are getting through. You resist probably 50% of Smashing and Lethal attacks, but it is doubtful your Energy resistance is above 10%. There's also the added (and annoying) fact that a significant percentage of Electricity wielders are reluctant to close to melee and fuel RttC for you (Mu Strikers, I'm looking at YOU!). Mu, some Freakshow, and Cabal will all hover outside melee range and continually nail you with pure energy attacks, so if your defense to them isn't very high, it's gonna suck.
For the record, I'm not saying you HAVE to build anything the way I'm suggesting. I'm just explaining my reasons for why *I* build my Willpower characters this way.
Oh, one more reason: E/N defense is usually cheaper than S/L if you're looking to buy it on the market.
And on the whole soft-capping to S/L thing. It's not as absolutely necessary as some are convinced it is. If all you have going for you is defense then it most certainly IS necessary, but if you have more than that it gets less important. The way I look at it is: The more layers of mitigation you have, the less crucial any one layer is.
Example: SR has ONE layer of mitigation; defense. That means soft-capping an SR is virtually mandatory. If you defense fails, nothing but a few seconds time is between you and a dirt nap.
Shield Defense is ALSO a defense based set, but it has some resistance and higher max HP as well. That makes defense slightly less crucial for it. A Shield defense character that is not soft-capped will perform much better than an SR that is not.
Then you get to Willpower. Willpower has: Defense, resistance, high max HP, and a metric buttload of regeneration. That's 4 layers of mitigation. Will a soft-capped Willpower character be a beast? Absolutely. But the additional layers of mitigation Willpower possesses means that defense is much less important for it than for SR or Shield.
If you focus so much of your slotting on defense that you gimp max HP, resistance and regeneration, your character will not perform as well as one who took a more balanced approach. If you can soft-cap while still building those things up as well, by all means do it. But if you start taking away from the other things that make Willpower such a good set chasing the soft-cap, it's probably not going to be worth it in the long run.
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. |
In my experience, the last 5-10% to the soft cap is the toughest to get. If you're already sitting at 39% to S/L with a build, I would call that good enough and move on to E/N defense. (I focus on E/N first, but that's just personal preference)
Eradication is an AWESOME set if you're slotting a Willpower character. It gives you more max end, 3.13% E/N defense, and 2.25% Max HP (the largest HP bonus found outside a purple set). I actually like Eradication better than Obliteration for most applications, but again, that's personal preference. |
My reason for shooting for E/N defense first is because of the end drain associated with electricity attacks. The first 3 TFs feature a LOT of electricity attacks (Clocks, tons of Clocks, and Freakshow respectively), and it really sucks getting tagged with a bunch of them and having your toggles drop because you've been spamming attacks. You'll continue to fight Freashow on and off for your entire career, and if you decide to switch sides....well, then you have Mu to deal with.
So, I consider Energy defense slightly more important than S/L for a Willpower. Don't ignore S/L completely, but I've found that 35% or so to S/L is enough for a large percentage of the game (can always pop a Luck if you run into a bad situation). Also, aside from the end drain, pure electricity attacks will stand a good chance of outright killing you as well if enough of them are getting through. You resist probably 50% of Smashing and Lethal attacks, but it is doubtful your Energy resistance is above 10%. There's also the added (and annoying) fact that a significant percentage of Electricity wielders are reluctant to close to melee and fuel RttC for you (Mu Strikers, I'm looking at YOU!). Mu, some Freakshow, and Cabal will all hover outside melee range and continually nail you with pure energy attacks, so if your defense to them isn't very high, it's gonna suck. |
For the record, I'm not saying you HAVE to build anything the way I'm suggesting. I'm just explaining my reasons for why *I* build my Willpower characters this way.
Oh, one more reason: E/N defense is usually cheaper than S/L if you're looking to buy it on the market. |
I have a Spines/Willpower scrapper in her thirties that's fairly fun to play on teams, with all the AoE damage. The problem is when I open mids to try and make a build, and realize that I have no idea what I'm doing! I've never played a /Willpower this high, so I don't know which powers from the secondary I should/shouldn't take.
Is there any way someone could give me a "starter" build, or at least some tips to build in mids? I'd like to softcap her to S/L (E/N should be a breeze compared to some secondaries because of Hightened Senses), but I can only get her to 39.2% S/L defense, including the Steadfast 3% global.
Is the S/L softcap even possible and/or feasible for a /Willpower? I can afford Hami-O's and LotG uniques/sets, but the expensive PvP IO's or purple sets are way out of my price range for a long time.
I can upload my build that I've been working on if people want, but I'm pretty sure it's... bad. Really, really bad.
Thanks for any help!
Edit to add: I don't want any APP/PPP except Body Mastery for theme and character reasons. Yes, I'm a nerd.