So about willpower


Eldorado

 

Posted

I have a concept idea for Titan Weapons already, but I want a good secondary to go with it. I've seen around the forums that a lot of people seem to favor /invul, but i already have one for a scrapper(don't really care for making similar toons). Is willpower any good? What kind of perks does it offer and is it easy to cap(hp,def,res,ect)?


 

Posted

Willpower is a great set, it's based on layered defenses. It doesn't heal as much as /regen, and it doesn't resist as much as /elec, and it doesn't have as much defense as /sr, but add them all together and it's quite durable. You also get improved endurance management. It's rather difficult to get softcapped defenses on a /WP, but it's also not necessary.


 

Posted

Not to mention RTTC. More mobs around you means -tohit on foe so there's some mitigation to be had right there. IMO RTTC makes the set strait up, IO Bonuses just improve what the set does fairly well on it's own.


 

Posted

WP is a nice, fairly balanced "set and forget" set.

It's a combination of medium levels of defense and resistance with high levels of regeneration. The combination is more than the sum of its parts, leading people to refer to WP as "easy mode". When fully IO'ed up, it's a phenomenally hard-to-kill set, though occasional damage spikes WILL reintroduce you to the floor every now and again.

After level 21 or so, if you're running out of endurance, you're doing it wrong.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Stryph View Post
Not to mention RTTC. More mobs around you means -tohit on foe so there's some mitigation to be had right there.
I'm not quite sure what you mean, but if you're suggesting that more mobs around you means more -to hit debuff, I don't think that's the case. I believe (and correct me if I'm wrong!) that the -to-hit in Rise to the Challenge is a flat number that does not increase with more mobs in range (unlike the +regeneration buff, which definitely does increase in crowds.)

If that's not what you're suggesting, I apologize for misconstruing.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Quote:
Originally Posted by Stryph View Post
Not to mention RTTC. More mobs around you means -tohit on foe so there's some mitigation to be had right there.
I'm not quite sure what you mean, but if you're suggesting that more mobs around you means more -to hit debuff, I don't think that's the case. I believe (and correct me if I'm wrong!) that the -to-hit in Rise to the Challenge is a flat number that does not increase with more mobs in range (unlike the +regeneration buff, which definitely does increase in crowds.)

If that's not what you're suggesting, I apologize for misconstruing.
For years, I've thought that RTTC gave a flat -3.75% to hit to all enemies within RTTC range, and the "more mobs around you" mitigation came from the character's regeneration rate increasing based on the number of bad guys within range.

If the -to hit was cumulative, it would seem as though my almost-but-not-quite softcapped scrapper would almost never even get HIT in the middle of a /x8 spawn!


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04