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Eternal

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  1. I used to be a strong advocate for Willpower in the former game. Before Electric Armor, it was the only tanker primary that gave you a passive extra endurance recovery without a to-hit check. I hated, and still do not like, the endurance mechanic. But it had an inherent problem, which I don't think is fixed in i25. It's taunt aura was much weaker than other defense sets. This weaker aura required special strategies and cooperative teammates to do what other tanker primaries did natively with no fuss. And since endurance relief was available through inventions, I eventually soured on the set. On the other hand, my spines/WP scrapper, loaded with defense sets, made a quite adequate tank. Holding aggro was not a problem for her despite the weaker aura: she had Quills. But now Tankers can get Quills, albeit rather late in their development. This may be a game changer for Willpower if you want to make a Spines tanker. Thank you for the insight.
  2. I see plenty of INV/SS builds but no WP/SS. When I played live Willpower was still a good primary set to go along with Super Strength. Did it fell out of favour for some reason. I like INV/SS, but maybe out of stubbornness, I like the idea of a tank going through hell and surviving with sheer will and grit. Is it bad now in I25? What am I missing? I'm trying to build something solid for a 50 WP/SS, but I see everything/SS. With all the new stuff that was added since I played, it's hard to get a good feel with just Pine's HD.
  3. Is SR viable at all? I mean, you can play it, but it doesn't feels it was meant for tanking. Scaling resist with HP loss is looking for trouble in my opinion. Everything can be built to work I guess, but Super Reflexes seems like a masochist pick. Anyone played a good tank build with SR? Im.. designing one now? Idea is that (unlike so many other builds!), you dont go chasing every pool in the game for +DEF, cause its all there already. You slot up to Incarnate Softcap (I picked up weave for that purpose) and then you go forth with everything missing you forever. Take Aid Self, skip hasten, put Practiced Brawler on Autofire... resits are running in the 25-55% range, before the 'scaling resist with decreasing health' kicks in. Now, where the money comes in - late, late game content comes with massive DEF Debuffs. They hand them out like candy. They are everywhere and they make baby jesus cry. Some spawns will floor a softcap RES character flat out, leaving them with just resistances to take damage on. SR Tanks are (if Pines is to be trusted!) very high on DEF Debuff Resistance, and can be driven to a higher starting defense - delaying or avoiding the DEF Collapse Cascade and the follow on debuffs that crush your resistance, regen, and everything else. I'll let you know how it goes in a month or never when I get it to 50. Going Claws for.. some good reason. Cause I miss claws and they made it better while I was away and I like the green arm blades. And who doesnt want good DPA Ranged Attacks on their melee toon? Well, the way you planned/described SR is more enticing than what I thought when I looked at it at first. It makes me even want to try it out! :) Let us know how it fares once you've ironed it out at 50.
  4. Is SR viable at all? I mean, you can play it, but it doesn't feels it was meant for tanking. Scaling resist with HP loss is looking for trouble in my opinion. Everything can be built to work I guess, but Super Reflexes seems like a masochist pick. Anyone played a good tank build with SR?
  5. So I've started playing CoX again a few weeks ago, but it has been a while since I did and my memory decided to reallocate most of my CoX knowledge to more "useful" information. I wanted to recreate a Tanker I had, a WP/SS, but even using Pine's HD, I couldn't get to really remake it as I remember. I'm familiar with the mechanics - it's coming back fast, but I feel these powersets will make for an interesting aggro management (As in harder than say, Elec). Taunting capabilities seem weak and I was wondering if anyone had a WP/SS build to suggest that offers a viable active aggro management. Anything recent enough to match I25 is welcomed. I don't mind being boringly tough, having more protection than necessary, but as long as I can keep enemies grouped up and aggroed. Sending enemies flying left and right is of course a big no-no for a tank. With this in mind, as the title of the post mentions, any help/suggestion is welcome.
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