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Will Power / Energy Melee Tanker Build and Breakdown


Solarverse

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GOD MODE WP/EM TANK

 

I was asked in game by a fellow player on the Excelsior Server if I would post my build on these forums. So I am doing so with a detailed explanation and rundown of this build.

 

 

Update

For anyone who wishes to add PowerPunch_PowerCrash.pngPower Crash to their build, simply swap PowerPunch_EnergyPunch.png Energy Punch for PowerPunch_PowerCrash.png Power Crash, take

the   Attuned_Gauntleted_Fist.png  Superior Gauntleted Fist Enhancements out of PowerPunch_EnergyPunch.pngEnergy Punch and place

them in PowerPunch_PowerCrash.png Power Crash and absolutely nothing changes about the build.

 

The only difference now is, you do more DPS.

 

 

History

So, I have played around with WP/EM for a long time, trying to find the most all round optimized build for this particular Tank build, trying to cover myself under as many circumstances as possible. This build does not just focus on one damage type resist and does not focus on just one defense type, but rather all of them. This is an all round Tanker build for ALL situations. Psi, End drain, Toxic, Dark, Energy and the most common damage type, S/L damage. This build also requires to be maxed out to be completely effective. But once you are there, you will be a living God.

 

 

What this build offers

  • Soft Capped Defense to all except S/L Damage and Psionic, which only misses the mark by 1.1% S/L and 3% Psionic
  • Capped Resist to S/L
  • 46.3% Resist to Fire/Cold
  • 59.8% Resist to Energy/Neg Energy
  • 36.6% Resist to Toxic
  • 74.1% Resist to Psionic
  • End Drain mitigation through high defense to Energy, which is most commonly used to Sap
  • 531% Regeneration with only 1 NPC near you
  • 911% (not intentional) Regeneration with 10 NPC's near you
  • 158% Max HP with 2960 HP (3534 is cap)
  • -5.45% ToHit with RttC with another -5% with Diamagnetic Core Flawless Interface
  • 212% Endurance Recovery with Max Endurance at 119%
  • 1.8 Endurance Use per Second, 4.21 Endurance Recovery per Second

 

Gap Filling Stats

(Melee Core Embodiment)

 

 

  • 62.4% Fire/Cold
  • 75.9% Energy/Neg Energy
  • 52.7% Toxic
  • 90% Psionic
  • 1182% Regeneration

 

(Strength of Will)

 

  • 58.8% Fire/Cold
  • 72.3% Energy/Neg Energy
  • 49.1% Toxic
  • 86.6% Psionic
  • 242% Endurance Recovery

 

(Both Active At Once)

 

  • 74.9% Fire/Cold
  • 88.4% Energy/Neg Energy
  • 65.2% Toxic
  • 90% Psionic
  • 1182% Regeneration
  • 242% Endurance Recovery

 

Weakness

(Personal Experience)

 

  • Auto Hit Endurance Recovery Debuffs
  • Auto Hit Regeneration Debuffs
  • Stackable -Resist and -Defense which is highly rare and can be countered with SoW and/or Melee Core Embodiment

 

Playstyle Experience

 

Know what you are going up against to cover your weaknesses in Resistance. If you are fighting an AV on some of the tougher Task Forces/Trials in which uses Fire/Cold or Energy/Neg Energy or even Toxic, be sure to pop an Orange or two, or use your T9 and/or Melee Core Embodiment. Those situations are extremely rare on teams, since most teams buff you beyond needing any such abilities. I have personally yet to have any need of them, even running lowbie content with teams who have little or no resistance buffs. Your defense alone makes the character feel Godly, add with that the Resists and the Regeneration and you'll feel the POWAH! I have yet to see my health drop below a "Meh" concern. I never run out of Endurance unless hit with an Auto Hit Endurance Recovery Debuff, which is easily countered with Ageless. Couple this with the power of Energy Melee and you have yourself a solid Tank.

 

You will notice that this build does not use Hasten (OH MER GERD!) and there is a good reason for it. I don't need it. It does not affect the T9 Strength of Will because of the mechanics of that power. My attacks recharge fast enough on their own, there is zero down time and my AoE has a fast enough recharge as well. There are no click buff powers that would benefit from Hasten...so all in all, Hasten is a wasted power and a waste of time. Hasten is literally a useless power with this build and serves no purpose.

 

Without Hover, you lose a bit of Defense, however, I can honestly say that it is extremely rarely needed...if ever. Maybe...and I do say maybe, I can see using it in an AV fight where having the extra defense might give a slight advantage. However, with the buffs you get from your team, you won't need it. It's more of a just-in-case power than anything else and if you like, can be swapped out with any power of your choice, however, I personally use it as a place holder for Shield Wall +Resist IO. The same can be said with Resurgence as this power can also be swapped out with anything of your choice. I keep it as a just in case; being one less body a Defender has to revive under a high stressed situation can ease the pain of the Defender should another fall after I do. If the Tank goes down, the Mobs/AV will focus the next person on the Hate list. In the event that player goes down as well, I keep Resurgence so that the Defender/Troller can revive that player rather than stressing over two team mates.

 

Simply put, this build in my opinion is a God Mode.

 

This build is below if you are interested in giving it a try or wish to add your input; or would like to critique it. If you chose to use it, have fun! And always remember; like any other great power under your control, "With Great Power, Comes great Responsibility!"

 

Enjoy and have fun!

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

United States: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), TtnCtn-ResDam/EndRdx:50(5), TtnCtn-ResDam:50(5), UnbGrd-Max HP%:50(7)
Level 1: Barrage -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(17), SprMghoft-Acc/Dmg/Rchg:50(23), SprMghoft-Dmg/EndRdx/Rchg:50(25), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(25), SprMghoft-Rchg/Res%:50(31)
Level 2: Mind Over Body -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-EndRdx/Rchg:50(9), UnbGrd-Rchg/ResDam:50(9), UnbGrd-ResDam/EndRdx/Rchg:50(11), GldArm-3defTpProc:50(11)
Level 4: Energy Punch -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(27), SprGntFis-Acc/Dmg/Rchg:50(27), SprGntFis-Dmg/EndRdx/Rchg:50(29), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(29), SprGntFis-Rchg/+Absorb:50(42)
Level 6: Indomitable Will -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(13), GifoftheA-Def/EndRdx/Rchg:40(13), GifoftheA-Def:40(15), GifoftheA-EndRdx/Rchg:40(15), Ksm-ToHit+:30(17)
Level 8: Rise to the Challenge -- Pnc-Heal/EndRedux:50(A), Pnc-Heal:50(21), DmpSpr-ToHitDeb:50(31), DmpSpr-ToHitDeb/Rchg:50(50), DmpSpr-ToHitDeb/EndRdx:21(50), DmpSpr-ToHitDeb/Rchg/EndRdx:21(50)
Level 10: Bone Smasher -- OvrFrc-Acc/Dmg:40(A), OvrFrc-Acc/Dmg/End:40(40), OvrFrc-Acc/Dmg/End/Rech:30(40), OvrFrc-End/Rech:30(43), OvrFrc-Dam/KB:30(46)
Level 12: Quick Recovery -- PrfShf-EndMod:50(A)
Level 14: Taunt -- MckBrt-Rchg:50(A)
Level 16: Whirling Hands -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Acc/Dmg/EndRdx:50(33), ScrDrv-Acc/Rchg:50(33), ScrDrv-Dmg/Rchg:30(33), SprAvl-Rchg/KDProc:50(34)
Level 18: Heightened Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(19), Rct-EndRdx/Rchg:50(19), Rct-Def/Rchg:50(21), Rct-ResDam%:50(23)
Level 20: Fly -- Frb-Fly:50(A)
Level 22: Hover -- ShlWal-ResDam/Re TP:50(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
Level 26: Fast Healing -- Heal-I:50(A)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), StdPrt-ResDam/Def+:30(34), UnbGrd-EndRdx/Rchg:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(36)
Level 32: Weave -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(36), GifoftheA-Def/EndRdx/Rchg:40(42), GifoftheA-Def:40(42), GifoftheA-EndRdx/Rchg:40(43)
Level 35: Energy Transfer -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Acc/Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/Rchg:50(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(37), SprBlsCol-Rchg/HoldProc:50(37)
Level 38: Total Focus -- TchofDth-Acc/Dmg:40(A), TchofDth-Acc/Dmg/EndRdx:40(39), PndSlg-Acc/Dmg:30(39), PndSlg-Dmg/EndRdx:30(39), PndSlg-Dmg/Rchg:30(40)
Level 41: Maneuvers -- ShlWal-Def/EndRdx:40(A), ShlWal-Def/Rchg:40(43), ShlWal-Def/EndRdx/Rchg:40(45), ShlWal-Def:40(45), LucoftheG-Def/Rchg+:40(45)
Level 44: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(46), GssSynFr--ToHit/Rchg/EndRdx:50(46), GssSynFr--ToHit/EndRdx:50(48), GssSynFr--Rchg/EndRdx:50(48), GssSynFr--Build%:50(48)
Level 47: Strength of Will -- ImpArm-ResPsi:40(A)
Level 49: Resurgence -- RechRdx-I:50(A)
Level 1: Brawl -- Empty(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 -- Clr-RunSpd:50(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Prv-Heal:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:21(A)
Level 50: Agility Core Paragon
Level 50: Melee Core Embodiment
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Ageless Core Epiphany
Level 50: Diamagnetic Core Flawless Interface
Level 50: Mighty Radial Final Judgement
Level 50: Longbow Core Superior Ally
------------

 

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Edited by Solarverse
Added small details.
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1 minute ago, Caulderone said:

Interesting build.  It will be interesting to see how EM gets improved in Page 6.

I am sooo looking forward to it. Especially if they change ET's animation. I don't care what animation it changes to so long as they get rid of *that* animation, but I'll play it nonetheless.  🙂

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7 minutes ago, Caulderone said:

I hope they shave the TF animation like they did for Dominators.  I really hate that slow leap.  It still isn't my fav on Doms, but it is at least better.

I surely would not complain if they shaved some of the time off of it. I have been seeing a lot of talk about it here and there and it seems there are a lot of players hoping for this very change. I suppose we will be finding out soon enough.

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  • 3 weeks later
On 3/23/2020 at 3:21 AM, Guardian Rhykon said:

Thanks a ton for posting this build. I've been running it for about a week now, and it's performed as advertised. My only issue is when I'm doing the BAF iTrial, because I get owned whenever I pull Siege or Nightstar.

Make sure you are popping oranges before pulling them. Nightstar uses Energy attacks which you only have 53% resist to. Under normal circumstances 53% resist is more than enough for most anything you will go up against, but AV's in Incarnate leveled Trials hit hard, very hard. As a Tank you will need the extra Resistance. You should always have a full tray of Oranges and Greens. You'll never need anything else in your tray. When going against Nightstar, popping 3 small Oranges will bring your resist to 83% if you have no resist buffs from your league mates. Popping 4 will put you at your cap resist cap resistance to Energy, but it won't be needed. Same thing applies with Siege. If you ever go against an AV that hurts you more than what you are used to, always check this page https://cityofheroes.fandom.com/wiki/Praetorians#Nightstar_.28archvillain.29

 

That page will tell you what damage type they have and you'll be more than ready for anything you fight. Hope that helps!

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  • 3 weeks later

Solarverse:

 

I made a few tweaks to your build that might be worth considering. The changes take smash / lethal defenses to a little over 48%, bump fire / cold resists to close to 62%, bring psi resists to 90%, and move toxic resists to close to 53%. Slow resistance gets a 20% bump. Relatively little is given up in exchange. Here is the tweaked build ...

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

United States: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), TtnCtn-ResDam/EndRdx(5), TtnCtn-ResDam(5), UnbGrd-Max HP%(7)
Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(25), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Rchg/Res%(31)
Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(11), GldArm-3defTpProc(11)
Level 4: Energy Punch -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(42)
Level 6: Indomitable Will -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(13), GifoftheA-Def/EndRdx/Rchg(13), GifoftheA-Def(15), GifoftheA-EndRdx/Rchg(15), Ksm-ToHit+(17)
Level 8: Rise to the Challenge -- Pnc-Heal/EndRedux(A), Pnc-Heal(21), DmpSpr-ToHitDeb(31), DmpSpr-ToHitDeb/Rchg(50), DmpSpr-ToHitDeb/EndRdx(50), DmpSpr-ToHitDeb/Rchg/EndRdx(50)
Level 10: Bone Smasher -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(40), OvrFrc-Acc/Dmg/End/Rech(40), OvrFrc-End/Rech(43), OvrFrc-Dam/KB(46)
Level 12: Quick Recovery -- PrfShf-EndMod(A)
Level 14: Taunt -- MckBrt-Rchg(A)
Level 16: Whirling Hands -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(33), ScrDrv-Acc/Rchg(33), ScrDrv-Dmg/Rchg(33), SprAvl-Rchg/KDProc(34)
Level 18: Heightened Senses -- Rct-Def(A), Rct-Def/EndRdx(19), Rct-EndRdx/Rchg(19), Rct-Def/Rchg(21), Rct-ResDam%(23)
Level 20: Fly -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(43)
Level 22: Hover -- ShlWal-ResDam/Re TP(A)
Level 24: Combat Jumping -- LucoftheG-Rchg+(A)
Level 26: Fast Healing -- Heal-I(A)
Level 28: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48)
Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), StdPrt-ResDam/Def+(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(48)
Level 32: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def/Rchg(42)
Level 35: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37)
Level 38: Total Focus -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(39), PndSlg-Acc/Dmg(39), PndSlg-Dmg/EndRdx(39), PndSlg-Dmg/Rchg(40)
Level 41: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(45), LucoftheG-Rchg+(45)
Level 44: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(46)
Level 47: Strength of Will -- ImpArm-ResPsi(A)
Level 49: Resurgence -- RechRdx-I(A)
Level 1: Brawl -- Empty(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 -- Clr-RunSpd(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Prv-Heal(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A)
Level 50: Agility Core Paragon 
Level 50: Melee Core Embodiment 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 50: Ageless Core Epiphany 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Mighty Radial Final Judgement 
Level 50: Longbow Core Superior Ally 
------------

Edited by EnjoyTheJourney
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  • 1 month later

Apex the Unkillable... ( thats what his SG mates called him)

 

816% Regen with one foe
1231% with 8 foes

1327% with Ten

 

2989 HP
1 foe// regen 101.4 hp per second

Max with 10 foes 165Hp per second
 

 

Softcapped to S/L

42.41 to Energy/Neg
35 to PSI

 

Capped Resistance to S/L

End Recovery 4.06/s

End Use 1.19/s 

I dont know what running out of end is.. 

 

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  • 2 weeks later
On 6/15/2020 at 9:36 PM, killigraphy said:

How would this work with a staff secondary? Would you then want Hasten for the def stacking of Guarded spin? Or is the regular %15 of the initial GS work just fine without?

If you're serious about an attack that gives defense, Martial Arts is what you want.  Replace EM with MA and this build is significantly improved.   While I love my WP/EA tank (boxer theme) it is my least sturdy, least-often played of the nine tanks I have.

 

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  • 2 months later
On 6/11/2020 at 10:44 PM, Heatstroke said:

Apex the Unkillable... ( thats what his SG mates called him)

 

816% Regen with one foe
1231% with 8 foes

1327% with Ten

 

2989 HP
1 foe// regen 101.4 hp per second

Max with 10 foes 165Hp per second
 

 

Softcapped to S/L

42.41 to Energy/Neg
35 to PSI

 

Capped Resistance to S/L

End Recovery 4.06/s

End Use 1.19/s 

I dont know what running out of end is.. 

 

I sacrificed Regen and some Resist for Defense. The build's main hole is in that it is susceptible to end draining abilities that sap and Debuff endurance regeneration. So to counter that, I made the build have basically or VERY close to soft capped defense to All. The capped defense and high resist + the Regeneration IMO makes my Tank a VERY competitive Tank to every possible situation in game. And like you, so far as to date, I have yet to be killed. I have an SG mate who tried to test that by putting my character through some of the toughest mobs he could think of, nothing was able to take me out.  However, there are a small amount of situations where popping a couple of oranges is needed...but those situations are EXTREMELY rare.

My first attempt with he build focused more on Regeneration but I found myself having trouble with Sappers from Malta or Mu with Aracnos or anything else with serious end draining abilities, even with having an insane amount of recovery they were still sapping me dry and dropping my toggles. That's why I felt the sacrifice was needed to Regen and resist was necessary to get my Defense up...and so far, it was the best choice I have ever made with my build.

Good to hear other WP Tanks out there kicking ass!

Edited by Solarverse
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On 9/25/2020 at 7:51 PM, Solarverse said:

I sacrificed Regen and some Resist for Defense. The build's main hole is in that it is susceptible to end draining abilities that sap and Debuff endurance regeneration. So to counter that, I made the build have basically or VERY close to soft capped defense to All. The capped defense and high resist + the Regeneration IMO makes my Tank a VERY competitive Tank to every possible situation in game. And like you, so far as to date, I have yet to be killed. I have an SG mate who tried to test that by putting my character through some of the toughest mobs he could think of, nothing was able to take me out.  However, there are a small amount of situations where popping a couple of oranges is needed...but those situations are EXTREMELY rare.

My first attempt with he build focused more on Regeneration but I found myself having trouble with Sappers from Malta or Mu with Aracnos or anything else with serious end draining abilities, even with having an insane amount of recovery they were still sapping me dry and dropping my toggles. That's why I felt the sacrifice was needed to Regen and resist was necessary to get my Defense up...and so far, it was the best choice I have ever made with my build.

Good to hear other WP Tanks out there kicking ass!



Oh.. sappers.. I dont worry about them.. I have a Electric Tank for that LOL 

 

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10 hours ago, Vulpoid said:

Has Issue #27 caused you to reevaluate anything?
What does the Future hold?
Do things look grim for our heroes?

Not at all. Simply swap PowerPunch_EnergyPunch.png Energy Punch for PowerPunch_PowerCrash.png Power Crash, take the  Attuned_Gauntleted_Fist.png Superior Gauntleted Fist enhancements and place them in PowerPunch_PowerCrash.png Power Crash and absolutely nothing changes about the build. The only difference now is, you do more DPS.

 

The alternative is that since Whirling Hands recharges every 6.14 seconds, you really do not need Power Crash, you could easily just leave your build the way it currently is and be just fine. It's completely up to the user.

Edited by Solarverse
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