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star_fury_lives

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Posts posted by star_fury_lives

  1. I put them in to try and increase the duration of the taunt, so that it'd overlap (seen it recommended on some old build guides to help Willpower tanks). Are they completely worthless?

     

    As far as we can tell, Taunts never stack.  Only the longest-duration one applies.  As a Tanker, your Gauntlet or actual Taunt is almost certainly a longer duration than WP's aura, even slotted.  The WP aura is marginally helpful when you're surrounded by enemies (since Gauntlet and Taunt powers only affect up to 5 at a time), but slotting it doesn't significantly improve that utility.

     

    Sorry, I didn't explain my reasoning very well! I'm aware taunts don't stack; I figured any +taunt would help me out but you do make a good point- with RttC I should be throwing taunts and punchvokes around like no tomorrow!

     

    A lot of people seem to have the same idea as the OP tho.... now I'm confused as to who to believe.

     

    Whomever has the best citation.

     

    I've learned from what others on this board have posted in other threads (https://forums.homecomingservers.com/index.php/topic,4211.0.html this thread where they discuss the code, saw it today) and also from guides on the old forums (in particular https://web.archive.org/web/20120904154538/http://boards.cityofheroes.com/showthread.php?t=114955 ). I'd pay attention to any threads where they start pulling apart the code :P

  2. drop the Taunt IOs from RttC (for reasons it's hard to explain, they probably won't help you meaningfully)

     

    I put them in to try and increase the duration of the taunt, so that it'd overlap (seen it recommended on some old build guides to help Willpower tanks). Are they completely worthless?

     

    (edit- base taunt duration 1.25s and the aura has to-hit check, so incr taunt to 2.29s to try and keep mobs attached even if they miss a tick)

  3. Ok, thanks for the advice so far. Based on your recommendations for S/L, I've jiggled a few sets around and added another slot to weave to try and increase the bonus.

     

    It's come to an either or situation- I can either use a 2 slot set bonus from Red Fortune or Reactive Defences in Weave to bring S/L to the resistance cap, or get an extra 0.4/0.5% defence across the board by sticking to 2 def IOs. I'm guessing getting a tiny bit closer to softcap is worth missing the res cap by a smidgen.

     

    Revised build- Psy still 90% res, up to 44.8% def (as near as damnit!). Smash/lethal sit at 88.7% res, 38.2% def. F/C values are better than E/N, but trying to pick the E/N up will seriously harm everything else so I guess that is what Strength of Will is for!

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Rampart: Level 50 Natural Tanker

    Primary Power Set: Willpower

    Secondary Power Set: Street Justice

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Leadership

     

    Hero Profile:

    Level 1: High Pain Tolerance -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), NmnCnv-Regen/Rcvry+(5), NmnCnv-Heal(5)

    Level 1: Initial Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(48)

    Level 2: Heavy Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50)

    Level 4: Fast Healing -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(17), Mrc-Heal/Rchg(42), Mrc-Heal/EndRdx/Rchg(42), Mrc-Heal(42), Mrc-Rcvry+(43)

    Level 6: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9), ImpArm-ResPsi(11)

    Level 8: Sweeping Cross -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(43), ScrDrv-Dmg/Rchg(43), ScrDrv-Acc/Rchg(45), ScrDrv-Acc/Dmg/EndRdx(48), ScrDrv-Dam%(50)

    Level 10: Indomitable Will -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(11), LucoftheG-EndRdx/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(15), LucoftheG-Rchg+(15)

    Level 12: Rise to the Challenge -- Taunt-I(A), Taunt-I(25), Prv-Heal(25), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(36)

    Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(17)

    Level 16: Combat Jumping -- LucoftheG-Rchg+(A)

    Level 18: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(19), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def(21), LucoftheG-Rchg+(23)

    Level 20: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rchg(23)

    Level 22: Combat Readiness -- GssSynFr--Build%(A)

    Level 24: Kick -- Acc-I(A)

    Level 26: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx(27), StdPrt-ResDam/Def+(29)

    Level 28: Spinning Strike -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(29), GntFis-Acc/Dmg/Rchg(31), GntFis-Dmg/EndRdx/Rchg(31), GntFis-Acc/Dmg/EndRdx/Rchg(34), KBDist-I(34)

    Level 30: Weave -- ShlWal-ResDam/Re TP(A), DefBuff-I(31), DefBuff-I(50)

    Level 32: Strength of Will -- ImpArm-ResPsi(A), Ags-Psi/Status(33), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(33), GldArm-3defTpProc(34)

    Level 35: Shin Breaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(36), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Rchg/+Absorb(40)

    Level 38: Crushing Uppercut -- Hct-Dam%(A), KntCmb-Acc/Dmg(39), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(40), KBDist-I(40)

    Level 41: Super Jump -- Jump-I(A)

    Level 44: Spring Attack -- RechRdx-I(A)

    Level 47: Maneuvers -- DefBuff-I(A)

    Level 49: Resurgence -- RechRdx-I(A)

    Level 1: Brawl -- Acc-I(A)

    Level 1: Gauntlet

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Run-I(A)

    Level 2: Rest -- RechRdx-I(A)

    Level 4: Ninja Run

    Level 2: Swift -- Run-I(A)

    Level 2: Health -- RgnTss-Regen+(A)

    Level 2: Hurdle -- Jump-I(A)

    Level 2: Stamina -- EndMod-I(A)

    Level 1: Combo Level 1

    Level 1: Combo Level 2

    Level 1: Combo Level 3

    ------------

    ------------

    Set Bonus Totals:

    • 22.56% Defense(Smashing)
    • 22.56% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 18.5% Defense(Psionic)
    • 20.38% Defense(Melee)
    • 6% Defense(Ranged)
    • 13.5% Defense(AoE)
    • 7.65% Max End
    • 27% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 22.5% Enhancement(RechargeTime)
    • 168.7 HP (9%) HitPoints
    • MezResist(Confused) 103.8%
    • MezResist(Held) 103.8%
    • MezResist(Immobilized) 103.8%
    • MezResist(Sleep) 103.8%
    • MezResist(Stunned) 103.8%
    • MezResist(Terrorized) 103.8%
    • 16.5% (0.28 End/sec) Recovery
    • 68% (5.31 HP/sec) Regeneration
    • 15% ResEffect(SpeedFlying)
    • 15% ResEffect(RechargeTime)
    • 15% ResEffect(SpeedRunning)
    • 20.75% Resistance(Smashing)
    • 20.75% Resistance(Lethal)
    • 23.75% Resistance(Fire)
    • 23.75% Resistance(Cold)
    • 17% Resistance(Energy)
    • 17% Resistance(Negative)
    • 20.75% Resistance(Toxic)
    • 49.75% Resistance(Psionic)

     

     

     

     

  4. Are full sets the way to go with Willpower?

     

    I've been told that WP is really about regen.

     

    Thus I was considering putting two Numina's into Fast Healing, High Pain Tolerance, Physical Perfection and Health, to rack up a whole bunch of 12% regens.

     

    Pine's says for this build, regen is at 390% without RttC (and increases to 1048% with full 10 foes around RttC). As jack_nomind says, from what I gather it's the hybrid nature that helps it- pure regen alone isn't mitigation (and isn't where I am to be with this theme).

     

    Are full sets the way to go with Willpower?

     

    I've been told that WP is really about regen.

     

    I didn't look carefully at this build to see why it falls a bit behind softcapping S/L Defense

     

    I think partly it's because I'm aiming for psi res/def before anything else. Is it better to concentrate on S/L defence than fire/cold? (I think those defs increased because the bonuses went hand in hand with fire/cold resistance, which I tried to pick up a bit to cover the gap)

  5. Hey all

     

    So, I'm trying to design a Willpower build that (for thematic reasons) maximises Psionic resistance and defence (whilst also aiming for damn good Smash/Lethal totals) , but I'd also like to cover my other bases well enough so that I can tank endgame (I know as a thematic build it'll never be absolute top tier, but I really want that "haha psychic nub try to hit me" feel to it). Willpower fitted thematically, so I chose that over other sets like Dark Armour.

     

    This is the first time I've ever attempted to do an IO build (never really touched the IO system much on live when I was there) so there's probably a lot of room for improvement! I also love punching stuff across the room, so there are a few knockback enhancements in there...(probably would take those out for proper tanking jobs, leave them in for generic play and soloing :P ).

     

    I managed to get 90% res to Psi/Smash/Lethal, only 45% to Fire/Cold and 25% to Energy/Negative. I couldn't find a way to get 45% Psi resist without really doing silly things (at 43% here), and I really didn't want to get Maneuvers (animation sucks, don't like the heady glow) but it did help to bring the total up (and boosted the smash/lethal def to 27%).

     

    Although there does seem to be some nice global +recharge there, it isn't something I'm aiming for (it just kind of fell into place).

     

     

    Any help or pointers would be much appreciated! I know it's a quirky build, but it's one I really want to bring into fruition.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Rampart: Level 50 Natural Tanker

    Primary Power Set: Willpower

    Secondary Power Set: Street Justice

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Leadership

     

    Hero Profile:

    Level 1: High Pain Tolerance -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), NmnCnv-Regen/Rcvry+(5), NmnCnv-Heal(5)

    Level 1: Initial Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(46), TchofDth-Dmg/Rchg(46), TchofDth-Acc/Dmg/EndRdx(48), TchofDth-Dmg/EndRdx/Rchg(50)

    Level 2: Heavy Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50)

    Level 4: Fast Healing -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(17), Mrc-Heal/Rchg(42), Mrc-Heal/EndRdx/Rchg(42), Mrc-Heal(42), Mrc-Rcvry+(43)

    Level 6: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9), ImpArm-ResPsi(11)

    Level 8: Sweeping Cross -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(43), ScrDrv-Dmg/Rchg(43), ScrDrv-Acc/Rchg(45), ScrDrv-Acc/Dmg/EndRdx(48), ScrDrv-Dam%(50)

    Level 10: Indomitable Will -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(11), LucoftheG-EndRdx/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(15), LucoftheG-Rchg+(15)

    Level 12: Rise to the Challenge -- Taunt-I(A), Taunt-I(25), DctWnd-Heal(25), DctWnd-Heal/EndRdx(36), DctWnd-Heal/EndRdx/Rchg(36)

    Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(17)

    Level 16: Combat Jumping -- LucoftheG-Rchg+(A)

    Level 18: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(19), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def(21), LucoftheG-Rchg+(23)

    Level 20: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rchg(23)

    Level 22: Combat Readiness -- GssSynFr--Build%(A)

    Level 24: Kick -- Acc-I(A)

    Level 26: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx(27), StdPrt-ResDam/Def+(29)

    Level 28: Spinning Strike -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), KBDist-I(34)

    Level 30: Weave -- ShlWal-ResDam/Re TP(A), DefBuff-I(31)

    Level 32: Strength of Will -- ImpArm-ResPsi(A), Ags-Psi/Status(33), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(33), GldArm-3defTpProc(34)

    Level 35: Shin Breaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(36), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Rchg/+Absorb(40)

    Level 38: Crushing Uppercut -- Hct-Dam%(A), Hct-Dmg(39), Hct-Acc/Rchg(39), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(40), KBDist-I(40)

    Level 41: Super Jump -- Jump-I(A)

    Level 44: Spring Attack -- RechRdx-I(A)

    Level 47: Maneuvers -- Empty(A)

    Level 49: Resurgence -- RechRdx-I(A)

    Level 1: Brawl -- Acc-I(A)

    Level 1: Gauntlet

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Run-I(A)

    Level 2: Rest -- RechRdx-I(A)

    Level 4: Ninja Run

    Level 2: Swift -- Run-I(A)

    Level 2: Health -- RgnTss-Regen+(A)

    Level 2: Hurdle -- Jump-I(A)

    Level 2: Stamina -- EndMod-I(A)

    Level 1: Combo Level 1

    Level 1: Combo Level 2

    Level 1: Combo Level 3

    ------------

    ------------

    Set Bonus Totals:

    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 13.5% Defense(Smashing)
    • 13.5% Defense(Lethal)
    • 16% Defense(Fire)
    • 16% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 18.5% Defense(Psionic)
    • 13.5% Defense(Melee)
    • 6% Defense(Ranged)
    • 18.5% Defense(AoE)
    • 5.85% Max End
    • 42% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 32.5% Enhancement(RechargeTime)
    • 105.4 HP (5.63%) HitPoints
    • MezResist(Confused) 122.5%
    • MezResist(Held) 122.5%
    • MezResist(Immobilized) 122.5%
    • MezResist(Sleep) 122.5%
    • MezResist(Stunned) 122.5%
    • MezResist(Terrorized) 122.5%
    • 24.5% (0.41 End/sec) Recovery
    • 58% (4.53 HP/sec) Regeneration
    • 30% ResEffect(SpeedFlying)
    • 30% ResEffect(RechargeTime)
    • 30% ResEffect(SpeedRunning)
    • 23.75% Resistance(Smashing)
    • 23.75% Resistance(Lethal)
    • 34.25% Resistance(Fire)
    • 34.25% Resistance(Cold)
    • 14.75% Resistance(Energy)
    • 14.75% Resistance(Negative)
    • 20.75% Resistance(Toxic)
    • 49.75% Resistance(Psionic)

     

     

     

     

     

  6. Can recommend the taunt guides from the archived forums (can't link, on mobile).

     

    Also important to note that level affects how long taunt lasts- I'm level 15, and its approx 2.5secs. This increases as you level til level 50 (13secs). I notice my punchvokes don't last very long, and that's why.

     

    Punchvoke acts in an aoe around your single target attacks. I can't remember how wide, but it's not huge. I cycle targets when attacking to spread the love.

     

    Taunt auras help to keep aggro.

  7. Rolled a blaster to try the fighting pool attacks (took all 3 attacks)- Boxing and Kick still felt very lacklustre, although Crosspunch actually felt pretty decent (damage wasn't huge, but satisfying and with a chance to stun and knockdown). Toyed with the idea of Boxing with the buffed chance to stun (from taking the other attacks) replacing Brawl and stacking stuns with other attacks but I don't know how well it'd go.

     

    For attacks, I'd say Spring Attack is somewhat useful as a supplemental AoE and the teleport part of the attack can be useful in crowded hallways

     

    I'm planning on taking Spring Attack on a Street Justice tanker, to increase AoE aggro (and knock punks down!). Hoping it won't be a letdown!

  8. What makes this build not great for aggro control?

     

    disclaimer- not played Willpower tank to high levels

     

    It'd be ok for aggro control (taken Taunt power and the taunt aura- Rise to the Challenge (Rttc)). I think he means not perfect aggro control, as in RttC isn't slotted for taunt duration and from reading the forums it is one of the weaker taunt auras in tanking sets (very short duration taunt of 1.25s, the aura needs a to-hit check on affected mobs so it could miss and your taunt would drop on that mob). Taunt power would fill some gaps there.

  9. Question regarding the 'chance for +end' enhancements on the end recovery powers- how do they work? Chance on every tick of recovery, or is there an internal cooldown?

     

    Will plug the numbers in Mids; I've got a WP/SJ tank that I want to softcap defence on so thanks for the help :)

  10. Thanks for the guide! Great read, sage advice. I used to play a storm defender and completely agree on the knockback- front- used sensibly, you've nullified damage to yourself and your team for a few seconds!

     

    ... that, and ragdolling punks off a rooftop is hilarious...

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