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Willpower: A Tank's Perspective

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Author: RonJ73
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Willpower: A Tank's Perspective

For the past 3 years, tankers have been waiting for an additional primary set. Finally, at Issue 11, our prayers were answered. Previously, when making a tank, your first choice was “Do I want resistance or defense?” Answer resistance, you get Invulnerability or Fire. Answer defense, you get Ice or Stone.

Finally, a set came along that allowed us something different. Resistance, Defense, Regeneration, a great Taunt aura…it’s a bag of tricks! Willpower!

I’m big on the Willpower set. I think it’s one of the best things since sliced bread! However, it does have it’s downsides.

Pros: Great Passive Resistance, resist all + increased HP! Psionic Resistance and a lot of it. Early Mez Resist power with Psionic Defense added in for good measure. Awesome taunt aura. Quick Recovery!

Cons: Environmental Damage hurts a lot until level 18, then it’s just a defense based power. Generic Tier 9. No self heal. Self-Rez is "meh".

Breakdown of the powers:

Level 1: High Pain Tolerance
Type: Passive
Resistance: All Damage Types, 7.5%
Increase HP: 20%
In my opinion, this power is well worth getting early. The HP and the resistance are both slottable. I would put 3 slots in it early and 6 if you can spare them. 3 damage resistance and 3 healing.

Level 1: Mind Over Body
Type: Toggle
Resistance: Smash/Lethal/Psionic, 22.5%
End Cost: 0.21/s (minimal)
This is your Smash/Lethal bread and butter power. Get it, slot it, have it on all the time. I would go with 3 total slots. It doesn’t use much endurance and you’ll have quick recovery and probably stamina, so throw 3 resistance SOs or IOs in it and be happy.

Level 2: Fast Healing
Type: Passive
Regeneration: 75%
This is one of those powers that, while very very useful, you can hold off on for a little while. In the early game, that 75% boost to regeneration isn’t going to make a big difference, it’s when you add it on to the other regen boosting effects of Rise to the Challenge that it becomes handy. You can pass on this in the early game to get an attack, however, you will definitely want to get this at some point. 3 slots total, with SO or IO heals would be ideal.

Level 6: Indomitable Will
Type: Toggle
Resistance: Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback
Defense: Psionic (10%)
This is, in my opinion, the best tanker Mez resistance in the game. Not only are there NO mez holes in it, it gives 10% psionic defense for good measure! Get it! The great thing about this is that you don’t really NEED to slot it with anything. Throw a Defense Buff IO in there just to give that Psi-Defense a little boost, but other than that, you don’t need to spend a slot here.

Level 8: Rise to the Challenge
Type: Toggle
Regeneration: 125% + 25%/foe around you up to 10.
ToHit Debuff: -3.5%
Taunt: Mag 4 – 13.5s
At level 8, you will be getting this power. Any slots you get after that will be spent in this power until it’s 6 slotted. This is THE key power to the Willpower set. This is your “herd” power. The only downside of this power is that if you have Knockback Blasters or Defenders…you need to tell them to stay away from you. Your healing is based on the number of bad guys around you. My suggested slotting is a little different. In the early game, you want to have however many Heal Enhancements you can get into this that will bring you close to 100%. You’ll find probably 5, level 15, IOs will do the trick. That last slot can be used for a Taunt duration. As you go up in levels, you’ll be able to replace the healing enhancements with other things. Late game slotting, I would say 3 Heal SO/IOs, 2 ToHit Debuffs, 1 Taunt Duration.

Level 12: Quick Recovery
Type: Passive
Recovery: 30%
Get it, 2 extra slots, all Endurance Mod. This should end your endurance usage misery. You may still want to get Stamina later on, but this should help a lot.

Level 18: Heightened Senses
Type: Toggle
Defense: Energy, Negative, Fire, Cold – 13%, Smash/Lethal 3.3%
Increased Perception
This is your only defense against environmental damage. It’s not great, but it’s something. I recommend 3 total slots, all defense. The extra perception is nice too for those darned Night Widows and Red Cap Bosses.

Level 26: Resurgence
Type: Click
SelfRez
HP: 53.6%, End: 50%
ToHit: +30%
Damage: +28%
Recharge: +30%
This is the first of my “skip it” powers. I’ve never been fond of the self-rez powers because to use them you have to be…dead. I have no intention of dying, so I have no use for this. Your call on this one. As a self-rez, it’s not bad. Nice little bonus to ToHit, Damage and Regen. But it has a cool-down period where you have a penalty to ToHit and Damage. Personally, I’d just carry an awaken.

Level 32: Strength of Will
Type: Click
Resistance: All. Smash/Lethal – 25%. Energy, Negative, Fire, Cold, Psi, Toxic: 12.5%. Status effects.
Recovery: +30%
I don’t care for the Tier 9 “god mode” powers. They don’t really do it for me. This is no exception. You’re uber for a little while and then BOOM, endurance crash. In my opinion, skip it. Get something that’s going to supplement your existing powers and keep you alive and kicking the whole time!

Travel: There are a couple good options for travel powers.

If you’re playing something a little bit Scranker-ish, you might consider going the Fly route. Air Superiority is an outstanding attack for a pool power. It knocks down almost every time. Has a –fly component. Fly *is* the slowest travel power, but it’s the most versatile. This is nice for the tank that needs an extra attack in the early game. Fly is also handy to get away from Caltrops. We’ve all had the Tsoo or Knights of Artemis Caltrop the heck out of us…Fly will get you out of that.

For the “classic” tanker, Leaping is probably the way to go. The extra little boost to defense that Combat Jumping offers is very handy. It’s not much, but it does help. Super Jump is a nice quick travel power that offers good vertical movement.

Going back into the Scranker category, the Speed pool might not be a bad way to go. I like to keep the speed pool for people who are very experienced and familiar with the game. The reason being is that Super Speed offers no vertical movement, so you really need to know how to get “up” in zones. The plus side of this, however, is that we have those safeguard missions that give us temp fly and temp super jump backpacks. Very handy stuff right there. At any rate, Hasten has some good synergy with the Willpower set because of the presence of Quick Recovery (and stamina if you add it). So you can get a lot of attacks in without your endurance taking too big of a hit. Super Speed is also, arguably, the fastest straight line travel power in the game.

Teleport…na. For a Willpower tank, you really don’t need it. You’re going to be charging into battle most of the time. You don’t have any powers that slow you down, like a Stone tank does. So just stick to one of the other 3. 

Other pool powers:
The Fighting pool may come in handy to help cap out your Smash/Lethal resistance and to supplement your defenses with Tough and Weave.

The Fitness pool is recommended to give you those extra regen and recovery boosts. Also Hurdle and Swift are nice. If you’re going for Flight as a travel power, Swift will boost your flight speed. Hurdle will boost your Jump speed with Super Jump.

The Medicine pool is highly recommended if you can fit it in. Aid Other can be handy for your group, but more importantly, Aid Self for you. Willpower doesn’t have a self-heal. Aid Self will help a great deal in that department. I recommend 4 slots at least. 2 Heals and 2 Interrupt reductions.

That’s about it. You shouldn’t need anything from the other pools.

Enjoy your Tank!


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User Comments
  robot mind on 01/01/08 18:54

wow very very VERY good!

Very good, but like everthing else, it has its holes...  BigChill on 01/03/08 01:49

Nice job, well done, but I've got just a few problems with this...

I rolled out a Willpower tank, haven't gotten him up far, but I do know one thing: it is only average on def at best. Even accounting for the addition of Weave, adding Combat Jumping and Rise to the Challenge mele-ranged -acc bonus you will still be getting hit far too frequently for the iterruptable Aid Self to save you in bad 'oh crap' situations. Even adding Manuvers (which should be a suggestion, it'll save you a power selection instead of taking 2 Medicine powers) cannot change to the fact that you cannot save yourself on inspirations alone, an Arch Villians Alpha Strike will hurt, if not kill you out right, and many other tough situations (ie ranged, runners, scatters) will severly cripple any defensive bonus of this set.

Because of that, this almost makes that self rez a given, in tough situations you will be in trouble, and won't allways come out. The healer may not allways have a free rez for you, and the team needs a tank. YOu will need that rez.

On top of all that, elements are still an issue. That Teir 9 power is the only thing you've got to save you in those bad, 'oh crap' situations and in tough spots with elements, this is also a power that should be taken.

I will agree, it is a well-diserved change, a nice addition for Tanks (and scraps and the like) but it by no means replaces anything else. It will fill great for farms, general missions, psi-anything, but I would much rather have another choice for a tank if it comes to many AVs and elemental foes.

But to be honest... these are just my guesses, I won't know for sure till I get my tank up there, but I'm fairly certain I'm close to the mark here.


  Aurrius on 01/03/08 14:05

BigChill, you forgot some stuff as well:

You say that the defence isn't that good. And you're right. But what you forget is that you also have +max HP, regeneration and resistance to survive. So if the defence would be as good as, say, Ice Armour's, it would be extremely overpowered.

I've played a Willpower Scrapper to level 50, and I found the self-rez to be the most stupid choice ever. The combination of defence, resistance, regeneration and +max HP will give you really good survivability. You will NOT that rez.

The tier 9 power, Strength of Will, is not mandatory. Elemental damage will damage you hard, if it actually hits. But once again, you forget the +max HP and the regeneration.

And you'd rather have another tank? I wouldn't. A Willpower Tanker (when IO slotted) will be at the HP cap constantly (which is about 3,2k HP), and add to that the regeneration, resistance, defence from Willpower itself, and maybe resistance from Tough and defence from Weave, or even a self-heal in the form of Aid Self (which is really good for Willpower).

BigChill, I'm happy to see you commenting on a guide about a fairly new power set as good as you do. However, you say (I quote) "I'm fairly certain I'm close to the mark there", and I'm sorry to say it, but you're way off.

  BigChill on 01/04/08 01:14

Fine, I'm a little off, but it'd still rather have another tank, or really good backup for willpower, and the teir 9 and self rez should still be reccomended. I've teamed as Big Chill with a Willpower set, with Fighting, and whats RonJ73 suggested, and that guy could no do what I did. We had only decent backup, one emp def and a troller with bubbles, and it wasn't enough to back him up, so they got me. Elements kept getting him down way too fast for that +max HP bonus to help much, sure, he was there longer than expected, but he didn't last enough. He fell nearly every time before the mob was finished, and then, the team was in trouble. And that to just get to the AV, to say nothing of what Infernal did to him. I had to do double duty to keep them alive in bad situations, covering him and the rest of the team, and I'm not supposed to do that.

Sure, granted if backed up well, or in relative situations it will do fine, but hand it a bad draw and it doens't pull that well.

Grated, the example is fron a +3 AV mish with Infernal and CoT, but still, you shouldn't have that much trouble with it. When I showed, it went almost perfect afterwards. I swear Infernal is messed up, his strikes are way too powerful...


  RonJ73 on 01/05/08 12:27

When you say you "haven't gotten him too far yet" how high do you mean?

My Willpower tank peaked at around 20. When she had Rise to the Challenge 6 slotted with nearly 100% heal bonus and a taunt IO. At level 20, my character has every primary up to that point. (The first 7)

Even on teams of 6-8 as the primary herding tank, against primarily smash/lethal foes, her health bar doesn't really move. It kinda shakes a little as it goes down a tad and then heals back up.

Here's an example of a level 21 build.

Slot levels are not exact.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 21 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Flight

Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), ResDam-I:50(3), ResDam-I:50(5)
Level 1: Barrage -- Acc-I:50(A), Dmg-I:50(7), EndRdx-I:50(15)
Level 2: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(7)
Level 4: Bone Smasher -- Acc-I:50(A), Dmg-I:50(17), EndRdx-I:50(17)
Level 6: Indomitable Will -- EndRdx-I:50(A)
Level 8: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(9), Heal-I:50(11), Heal-I:50(11), Taunt-I:50(13)
Level 10: Air Superiority -- Acc-I:50(A)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(15)
Level 14: Fly -- EndRdx-I:50(A)
Level 16: Whirling Hands -- Acc-I:50(A), Dmg-I:50(19), EndRdx-I:50(19)
Level 18: Heightened Senses -- DefBuff-I:50(A)
Level 20: Fast Healing -- Heal-I:50(A), Heal-I:50(21), Heal-I:50(21)

CODE
|   Copy & Paste this data chunk into Mids' Hero Designer to view the build   |

|-----------------------------------------------------------------------------|

|MHDz;1834;475;636;|

>-KEE$UNVS`0A?<&?(=
C2@^Z;?9%7WS7;5RC.56F?\"O.BV^WF1U77/YM?NK7W1K?GMYN#KK6VW\RS;K7I[=>Z.C

]/4O5&=YV]:TRIB_H2'+=MV5?ES:'H>MV^;3?<,OR!=0_>Y82#U$D'3BI/ETQ8]ZB[?7'Q5,J/J?0)N

[%$4&^[+4OO$?,:^\LY(#6BU+I[
R63+_%]ZL)QS1K#\'QEG*_\"I>#5]F,\"T%>'[P!&H.`2V'(&:37[8G(@;.S3'4$)
K\^(P,R:^#4D])[^R?%`Y'9C/-A0>01J/H3Y]>3V=@I-=G=G,J>()%M1L%?6F,!I>]R+BY'
,*9A14!`2J$$@*4IF249#J4Z84S!=P^!;$L^:8VW$_'>8&]VQ=?+`>7E9XO_XN/_NKXHX3;?PG,$P#U

'`5SC[/1?SX#)JB)J@<5:(*5$#-4<=DB<7BMX'G@!&`MP+>\"A@)6`JP=/2/-^8C&!,4:H:ZW?P!N[A:

HP``

|-----------------------------------------------------------------------------|





  BigChill on 01/05/08 13:16

Hven't touched him in over a week. Its in my Article, he's up to 12 (or 13... i really gotta get back to him) but that'll take longer. My opinion is that with those smaller mobs, its kinda lacking, but I will agree, it does the job quite well, especially when mobbed. And yeah, I'm almost following the same thing. Except Mine's Will/SS, and not on the damage side yet, just the tanking, and the mobs I hit tend not to be that large.

So comparison's a bit off, but I'm not arguing the whole thing, just in specific situations. Sure, smash/lethal and most anything average it does wonders, but toss elements or mobs at range at it and it hurts. It does well, it is a tank after all, but the expected bar is hagher than what I feel this is capible of. Only time will tell, and I won't find out for quite some time as it is.

Besides, my idea of suggested powers are just that, ideas and guesses. I'm not claiming I know more than everyone else, its just with my experience, I seem to have a different vantage point on this.


  RonJ73 on 01/05/08 14:17

Elements really aren't that much of a problem once you get heightened senses. With the added hitpoints, well slotted heightened senses and whatnot, it's really not bad.

You're level 12 or 13. Most Tanks suck at level 12 or 13. You're not generally effective until you've gotten your defenses and slots placed. Get into the 30s. 6 slot Rise to the Challenge with 3 heals, 2 tohit debuffs and a taunt. Herd all your baddies and FootStomp them. Even if they're elemental, with your Heightened Senses and -ToHit, the baddies won't be hitting you often. When they do, your increased hitpoints and global resistance from High Pain Tolerance.

Also...Willpower is UNPRECIDENTED in Psi defense/resistance.

Withouth ANY sets, using just generic IOs. My Mids Planner for a WP tanker gives her:

Defense:
5.2% Smash and Lethal.
20.6% Energy/Neg/Fire/Cold
15.8% Psionic

Resistance:
71.3% Smash Lethal
11.9% Energy/Neg/Fire/Cold
43.6% Psionic
11.9% Toxic

This is without Weave and without the Tier 9, using Combat Jumping and Tough for added def/res.

Therein lies the hole. Toxic. Which isn't really a big deal.

Being EM secondary, I also have Stun to help mitigate damage.

  BigChill on 01/06/08 00:18

True and that's a good point. We'll see, got two levels of an Atta mish today for him, and yeah, he's doing wonders. The only complaint I have is that aside from toxic, ther is a huge hole in this set, well, its in every other tanker set except Ice Armor: slows. And people say Permafrost should be skipped, that skill adds a huge inherit resistance to slows. I should've grabbed it sooner.

Willpower has a good tradoff for parital mixes and its weaknesses in that it has another unique peice about it too: it has repel resistance. Those pesky bublers keeping you too far off? Not anymore I think.

But hey, this set is fun, has its perks, but I'm not expecting it to beat out the other armors or excell all that great in tough spots. Willpower definetly scrams to 'use those inspirations' to stay alive in those situations. Each armor set has their unique edges, this one's a grand bag of tricks for the average stuff and psionics, but there is bound to be something it can't do. I just see elements, ranged opponents and either not having a self heal or taking an interruptable one as really cramping this.

But hey, to each his own, and I just think some things should be suggested differently.


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