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Willpower or Invul for Stone Melee


scarhead

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I have been looking at both of these in Pines.

With 26 slots left to go I can easily get Invul def to 39.6% S/L, 37.1% E/N/F/C, and 29.5% psi, with res 90% S/L, 48.2% E/N,Toxic, 45.2% F/C, and 55.7% Psi. Regen at 216%, HP 188%, 50% DDR.

At about the same amount of difficulty, Willpower has def 26.3% S/L, 37.2% F/C/E/N, 32.5% Psi with res 90% S/L, 31.1% F/C/Toxic, 34.8% E/N, and 66.5% Psi. Regen at 663%, HP 162.2%, 21.6% DDR. Willpower also has better status protection to confuse and fear, and better status resistance.

 

I want to pair this armor set with Stone Melee. The question is, does the extra regen from Willpower compensate for lower S/L def, and lower E/N/F/C/Toxic resist, plus lower DDR?

 

My goal is to be extremely sturdy. I want to be able to sit in the middle of multiple AVs and not worry about dying. I did an Apex/Tin Mage last night with my Spines/FA Brute, who is a good farmer but also built for normal content and has 90% S/L res and 45% S/L def. I did not like dying as many times as I did. I did not like feeling as squishy as I felt.

 

At the same time, if I'm going to sacrifice the brute damage, I need to make up for it in surviveability, so that is the goal here. Tanking for SF and iTrials. Can you give me the pros and cons of these armor powersets, related to each other?

 

Thanks.

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1 hour ago, scarhead said:

I have been looking at both of these in Pines.

With 26 slots left to go I can easily get Invul def to 39.6% S/L, 37.1% E/N/F/C, and 29.5% psi, with res 90% S/L, 48.2% E/N,Toxic, 45.2% F/C, and 55.7% Psi. Regen at 216%, HP 188%, 50% DDR.

At about the same amount of difficulty, Willpower has def 26.3% S/L, 37.2% F/C/E/N, 32.5% Psi with res 90% S/L, 31.1% F/C/Toxic, 34.8% E/N, and 66.5% Psi. Regen at 663%, HP 162.2%, 21.6% DDR. Willpower also has better status protection to confuse and fear, and better status resistance.

 

I want to pair this armor set with Stone Melee. The question is, does the extra regen from Willpower compensate for lower S/L def, and lower E/N/F/C/Toxic resist, plus lower DDR?

 

My goal is to be extremely sturdy. I want to be able to sit in the middle of multiple AVs and not worry about dying. I did an Apex/Tin Mage last night with my Spines/FA Brute, who is a good farmer but also built for normal content and has 90% S/L res and 45% S/L def. I did not like dying as many times as I did. I did not like feeling as squishy as I felt.

 

At the same time, if I'm going to sacrifice the brute damage, I need to make up for it in surviveability, so that is the goal here. Tanking for SF and iTrials. Can you give me the pros and cons of these armor powersets, related to each other?

 

Thanks.

Well, my main back on Live was Invuln/Stone... I rolled him up in issue 3, hit 50 in issue 4 and regularly played him until shutdown.  Obviously the combination worked and was a lot of fun.  One downside is that it's fairly end heavy, especially before your build matures.

 

In the interest of full disclosure I'm not a fan of Willpower for tankers due to it's nearly useless taunt aura.  I've always thought a tanker should hold aggro and Willpower is by FAR the worst set in the game for that.  Yes, it's solid otherwise but the nearly nonexistent taunt aura is a show stopper for me.  You'll have to constantly work at maintaining aggro since you can't rely on your aura to help out.  You CAN hold aggro but it's going to be MUCH harder to do than with any other set.  You'll need to rely on spamming Taunt and constantly swapping targets to keep punchvoke working.

 

Invuln if built well can rival Granite Armor for durability without any of the drawbacks and it's great at holding aggro... the only set better at aggro is Ice.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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I will throw my vote in for that Invulnerability. Capping the S/L defense on that Invulnerability is easy, in fact with just IO's S/L defense is 20% with 3 targets in range, with 10 the defense jumps to  31.7% with Just IO's. This does not include Weave, Combat Jumping or any other source for defense. (These numbers are according to Pine's)

Also, remember that iTrials have a higher soft cap than other content.

 

I would say that Invulnerability is the toughest of the two choices given.

 

Lastly,  I would be curious to see your Brute's build.

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What I am hearing is that for what I want, Invul is the way to go. 

 

Odhinn, here's my farmers content build:

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

JP Morgan: Level 50 Magic Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Lunge -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg(5)
Level 1: Fire Shield -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam/EndRdx(7), GldArm-3defTpProc(7), GldArm-ResDam(9)
Level 2: Spine Burst -- Obl-Dmg(A), Obl-%Dam(9), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Healing Flames -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(15), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19)
Level 6: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(23), SprBrtFur-Rech/Fury(23)
Level 8: Impale -- Apc-Dam%(A), Apc-Dmg/EndRdx(25), Apc-Acc/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Dmg/Rchg(27)
Level 10: Super Jump -- BlsoftheZ-ResKB(A)
Level 12: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(29), LucoftheG-Def(48)
Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 16: Plasma Shield -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(33), Ags-EndRdx/Rchg(33)
Level 18: Quills -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg(34)
Level 20: Consume -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(36)
Level 22: Tough -- RctArm-ResDam(A), RctArm-EndRdx(36), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(37)
Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg(48)
Level 26: Ripper -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40)
Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Throw Spines -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(45), SprUnrFur-Acc/Dmg/Rchg(45), SprUnrFur-Acc/Dmg(45), SprUnrFur-Dmg/Rchg(50)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Superior Conditioning -- EndMod-I(A)
Level 41: Physical Perfection -- EndMod-I(A)
Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(46)
Level 47: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rng(48)
Level 49: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50)
Level 1: Brawl -- Empty(A)
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: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(11), PrfShf-EndMod(46)
Level 50: Cardiac Core Paragon 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
------------

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I also suggest Inv/Stone, based on personal experience of taking that combo to 50 back on Live. I will further suggest Inv/Stone/Earth with an eye toward taking Stalagmites at lvl 44 as they will add to your "melee controller" repertoire.

Edited by JCMcBoo

"As Nintova suggests, you can treat a tanker like a melee controller."

- Heraclea

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The main advantage that Willpower would bring to a Stone Melee character is the extra sustainability from Quick Recovery, which jives quite well with an end-heavy set like Stone Melee.  Stone also is a big help with Willpower's lesser taunt aura, with its solid AoE crowd controls. 

 

But the endurance issue can be dealt with by slotting - you will want Numina, Miracle, and Panacea in Health, and as many Performance Shifters as you can find room for.  Invulnerability starts out with higher numbers out of the box, and gets extra defense from surrounding mobs, so it's much easier to approach the softcap with Invulnerability.  If that's your chief concern, the sustainability issue can be worked around. 

QVÆ TAM FERA IMMANISQVE NATVRA

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Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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On 8/31/2019 at 7:46 PM, Hyperstrike said:

Invuln will generally result in a tougher tank.
Willpower has a few advantages, but not enough to make up for the sheer toughness that Invuln provides.

Agreed, I had an Invul/Stone on Live (before IOs and such) and even then he was hard to take down. In all fairness I did slot recharge into Fault, so lots of "flopping fish" mobs, and a fun combo to play.

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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