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Part 4
Inherent Powers
These powers are received automatically at certain levels
Power: Energy Flight
Available: Level 1
Description: Energy Flight allows you to travel large distances quickly. Energy Flight is not a good power to use in combat since your Accuracy is reduced while this power is active. Your Energy Flight speed increases with your level.
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Activation Time: 0
Recharge Time: 0
Endurance: 2.03/s (2)
Enhancements: Endurance Reduction, Flight Speed
Buff/Debuff: Toggle: Self Fly, -Acc
Pre-IO Suggested Slotting: 3 Fly
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Thoughts: Level 1 Travel power Yeah, its fly, but its free. I always love flying by level 12s and 13s with a level 2 PBer. Wish there was a wave emote I could use in flight
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Rating: 5/5
Power: Cosmic Balance
Available: Level 1
Description: Kheldians naturally thrive off the energy and essence of their Teammates. Peacebringers metamorphic nature allows them to bring balance to their Team. Your Damage Resistance will increases for each nearby Scrapper or Blaster Teammate. Your Damage will increases for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.
Enhancements: N/A
Buff/Debuff: Auto: Special
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Thoughts: This is the whole reason for human only (and Light Form). The resistance buff and damage buff are NOT available to Nova or Dwarf. To me if you build right you can do a human only with the abilities of both.
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Rating: 5/5
Power: Combat Flight
Available: Level 10
Description: For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.
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Activation Time: 0
Recharge Time: 0
Endurance: 0.22/s (2)
Enhancements: Endurance Reduction, Flight Speed, Defense Buff
Buff/Debuff: Toggle: Self fly, +Def
Pre-IO Suggested Slotting: 3 Fly
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Thoughts: This is our version of hover. Same stats apply. This is a viable option for knock back protection.
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Rating: 5/5 -
Part 3
Luminous Aura Power Set
Power: Incandescence
Available: Level 1
Description: Kheldians have a natural mild resistance to Energy and Negative Energy Damage. This Auto power is always on, and costs no Endurance.
Resist: 13.5% Energy,
13.5% Negative (2)
Enhancements: Damage Resistance
Buff/Debuff: Auto: Self +Res (Energy, Negative)
Pre-IO Suggested Slotting: 1 Dam Res
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Thoughts: No choice here. Initial slot should take care of our needs initially, but with IOs in the mez and psi resistance flavor, you might spend a couple more slots here to plus up these areas.
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Rating: 1/5
Power: Shining Shield
Available: Level 2
Description: When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal Damage. Recharge: Fast
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Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Resist: 27% Smashing & Lethal
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Smash, Lethal)
Pre-IO Suggested Slotting: 2 End Red, 3 Dam Res
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Thoughts: Originally this was a must have power to help keep you alive. With the introduction of IOs it even becomes more of a valuable power. IOs for mez and psi resistance, along with the 2 other shields can push your resistances to 60%+ for mez and 20%+ psi resistance. Not bad. Hear the Blappers groaning?
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Rating: 5/5
Power: Essence Boost
Available: Level 4
Description: You can activate this power to increase your maximum Hit Points for a short time. Essence Boost also grants you resistance to Toxic Damage. Recharge: Very Long
Notes: Adds +40% base HP and heals for 40% of Base HP, Toxic resist (27%?).
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Activation Time: .9
Recharge Time: 360
Duration: 120
Endurance: 13
Enhancements: Endurance Reduction, Recharge Reduction, Healing, Damage Resistance
Buff/Debuff: Self Heal, +Max HP, Res (Toxic)
Pre-IO Suggested Slotting: 3 Rech, 3 Heal
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Thoughts: OK, remember what I said about powers Blappers wish they had??? Can you say Dull Pain? Its a carbon copy of the Tank And Scrap version. SWEET!!!
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Rating: 5/5
Power: Thermal Shield
Available: Level 10
Description: When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that give you resistance to Fire and Cold Damage. Recharge: Fast
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Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Fire, Cold)
Pre-IO Suggested Slotting: 2 End Red, 3 Dam Res
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Thoughts: Second in shield line. Damage resistance as well as mez and psi resistance when IO slotted.
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Rating: 2/5
Power: Quantum Shield
Available: Level 14
Description: When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. Recharge: Fast
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Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Energy, Negative)
Pre-IO Suggested Slotting: 2 End Red, 3 Dam Res
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Thoughts: Third in the line of human shields. Another place to slot more IO mez and psi resistance.
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Rating: 2/5
Power: Group Energy Flight
Available: Level 16
Description: You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Energy Flight travel speed is slower than Energy Flight. Flying heroes suffer from reduced Accuracy.
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Activation Time: 2.2
Recharge Time: 0
Endurance: 1.25/s (2)
Enhancements: Endurance Reduction, Flight Speed
Buff/Debuff: Toggle: Team Fly, -ACC
Pre-IO Suggested Slotting: 3 End Red
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Thoughts: What am I? A taxi service?? Ill leave that to our WS cousins. Extremely HIGH End usage too.
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Rating: 2/5
Power: White Dwarf
Available: Level 20
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a massive unstoppable energy beast known as a White Dwarf. When you choose this power, you will have access to 6 other powers that can only be used while in this form. You will not be able to use any other powers while in White Dwarf form. White Dwarf has awesome resistance to all damage except Psionics, as well as controlling effects. White Dwarf also has improved HP and Endurance Recovery, but is limited to melee attacks. Recharge: Fast
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Activation Time: 2.2
Recharge Time: 0
Endurance: 0.26
Enhancements: Endurance Reduction, Damage Resistance, Endurance Recovery, Jump
Buff/Debuff: Toggle: Shapeshift, Special
Inherent Powers: White Dwarf Strike, White Dwarf Smite, White Dwarf Flare, White Dwarf Sublimation, White Dwarf Step, White Dwarf Antagonize
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Thoughts: Well like I said for the Bright Nova This is a human only guide
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Rating: 0/5 (Its just not human)
Power: Reform Essence
Available: Level 22
Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. Recharge: Long
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Activation Time: 0.9
Recharge Time: 60
Endurance: 13
Enhancements: Endurance Reduction, Recharge Reduction, Healing
Buff/Debuff: Self Heal
Pre-IO Suggested Slotting: 3 Rech, 3 Heal
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Thoughts: Another Heal. This one mirrors the Regen scrapper Reconstruction. Here is another Blapper envy power
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Rating: 5/5
Power: Conserve Energy
Available: Level 24
Description: You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very long
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Activation Time: 1.3
Recharge Time: 600
Duration: 90
Endurance: 10
Enhancements: Endurance Reduction, Recharge Reduction
Buff/Debuff: Self Endurance Discount
Pre-IO Suggested Slotting: 3 Rech
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Thoughts: With our End usage, this is a no brainer Slot 3 recharge and use it whenever available. Also note that if you have a maxed out recharge time from IOs, you can ALMOST run 50/50 Conserve Power and Light Form ALMOST
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Rating: 5/5
Power: Quantum Flight
Available: Level 28
Description: You shift your quantum matrix and become more energy than matter. No long bound by the laws of normal physics, you become intangible to other entities and can fly at high speeds. Quantum Flight grants some stealth, better flight speed then normal Flight, but its Endurance Cost is higher. You cannot affect other targets while Quantum Flight is active.
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Activation Time: 0.9
Recharge Time: 60
Endurance: 2.1/s (2)
Enhancements: Endurance Reduction, Recharge Reduction
Buff/Debuff: Toggle: Self Fly, Intangible
Pre-IO Suggested Slotting: 3 Rech
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Thoughts: This power is a flying phase shift. With the changes to these type of powers, I wouldnt have considered it, but it works great as a save me backside power when Light Form is recharging. Also has some stealth the blinkie utility.
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Rating: 1/5
Power: Restore Essence
Available: Level 35
Description: Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and no Endurance. Recharge: Very Long
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Activation Time: 4.5
Recharge Time: 300
Enhancements: Recharge Reduction, Healing
Buff/Debuff: Self Rez
Pre-IO Suggested Slotting: 1 Rech
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Thoughts: Straight forward self rez. Saves you travel time. Not really worth slotting. No enemies required. As you can get the one from the safeguard missions, save the slot for something you really want if you are hard up in your build.
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Rating: 2/5
Power: Light Form
Available: Level 38
Description: When you activate Light Form, you become pure Kheldian energy and are extremely resistant to most damage. You are also partially protected from some Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. While in Light Form, you cannot shape shift into Bright Nova or White Dwarf form. Light Form costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Hit Points and Endurance. Recharge: Very Long
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Activation Time: 1.9
Recharge Time: 1000
Duration: 180
Endurance: 4
Enhancements: Endurance Reduction, Endurance Recovery, Recharge Reduction, Damage Resistance
Buff/Debuff: Self, +Res(Disorient, Sleep, Hold, Immobilize, All DMG but Psionics)
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Thoughts: Unstoppables Kheldian brother here. Here is where you will outshine the Tri-Builds. You are slotted for human attacks Guess what??? This power is HUMAN ONLY effect. Tri-Builds use it as a security blanket when the going gets tough. For us it allows us 120 secs of GODHOOD. We get to punch and/or blast, with maxed out attacks while the Tri-Builds make weak efforts at trying to do the damage we are. Complete statis protection (even Blasters with FoN still need BFs) and increased End recovery are frosting on the cake. This is by far the best power in the PBs arsenal, if you dont take it, delete you PB and reroll a different AT!!!
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Rating: 5/5 and 5 stars -
Part 2
Luminous Blast Power Set
Power: Gleaming Bolt
Available: Level 1
Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's Defense. Damage: Minor, Recharge:
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Activation Time: 1.2
Recharge Time: 1.5
Endurance: 4
Range: 50
Brawl Index: 1.389 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Accuracy, Damage
Buff/Debuff: Foe -DEF
Pre-IO Suggested Slotting: 1 Acc, 3 Dam
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Thoughts: This is the first of 2 choices for your 1st level power. Quick recharge gives this attack the same DPS as Glinting Eye, however, if you miss with this power you will fire twice more before Glinting Eye would be recharged, so in the long run, this power would have a more stable DPS than Glinting Eye. I like to refer to this as a ranged Brawl.
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Rating: 3/5
Power: Glinting Eye
Available: Level 1
Description: You can emit a beam of Kheldian energy from your eyes, dealing moderate Energy damage and reducing a target's Defense. Damage: Moderate, Recharge: Fast
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Activation Time: 1.8
Recharge Time: 4
Endurance: 7
Range: 60
Brawl Index: 2.315 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Accuracy, Damage
Buff/Debuff: Foe -DEF
Pre-IO Suggested Slotting: 1 Acc, 3 Dam
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Thoughts: This is the second of 2 choices for your 1st level power. I gave this power a higher rating due to range and higher damage, but like I said above, both powers have a use.
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Rating: 4/5
Power: Gleaming Blast
Available: Level 2
Description: A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his Defense. Damage: High, Recharge: Moderate
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Activation Time: 1.8
Recharge Time: 8
Endurance: 11
Range: 50
Brawl Index: 3.797 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: This is our first heavy hitter. Take it and slot it. Straight forward DPS. This attack knocks back, so get used to chasing. As do most of your other attacks, so hit and run .
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Rating: 5/5
Power: Bright Nova
Available: Level 6
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a flying energy beast known as a Bright Nova. When you choose this power, you will have access to four very powerful ranged attacks that can only be used while in this form. You will not be able to use any other powers while in Bright Nova Form. Bright Nova can fly, has increased Accuracy, and improved Endurance Recovery, but has no defense. Recharge: Fast
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Activation Time: 2
Recharge Time: 0
Endurance: 0.26 (Toggle)
Enhancements: Endurance Reduction, Endurance Recovery, Flight Speed, To Hit Buff
Buff/Debuff: Shapeshift, Special
Inherent Powers: Flight, Bright Nova Bolt, Bright Nova Blast, Bright Nova Scatter, Bright Nova Detonation
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Thoughts: Well thats all I have to say This is a human only guide
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Rating: 0/5 (Its just not human)
Power: Radiant Strike
Available: Level 6
Description: The Radiant Strike is a slow melee attack, but makes up for it with heavy damage. Radiant Strike releases Kheldian light on impact, which can Knock Back foes, bring down fliers, and reduce a target's Defense. Damage: Heavy, Recharge: Moderate
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Activation Time: 1.2
Recharge Time: 10
Endurance: 13
Range: 5
Brawl Index: 2.778 (Smashing) + 2.667 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback, -Fly
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: Now we are talking This is the bread and butter of your melee PBer attack chain. Paired with your Gleaming Blast you already have a solid one-two punch.
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Rating: 5/5
Power: Proton Scatter
Available: Level 8
Description: Proton Scatter sends bolts of Kheldian energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate Energy damage to each affected target and reduces their Defense. Damage: Moderate. Recharge: Slow
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Activation Time: 2.4
Recharge Time: 12
Endurance: 15
Range: 40
Brawl Index: 2.292 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Cone Range Increase, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: Your first AoE. If you are looking for good AoE damage, you have it here. Notice we get ours MUCH earlier than Warshades, but End cost is high at early levels.
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Rating: 4/5
Power: Build Up
Level: 12
Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow
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Activation Time: 1.3
Recharge Time: 90
Endurance: 7
Enhancements: Endurance Reduction, Recharge Reduction, To Hit Buff
Buff/Debuff: Self +DMG, +ACC
Pre-IO Suggested Slotting: 3 Rech
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Thoughts: This is the same as your grandmothers Build Up (or your level 50s for that matter). Gives a considerable boost to Dam and a minor Acc boost.
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Rating: 5/5
Power: Luminous Detonation
Available: Level 12
Description: You hurl a large blast of Kheldian energy that violently explodes on impact, damaging all foes near the target, and reducing their Defense. Some affected targets may get knocked back. Damage: Moderate, Recharge: Slow
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Activation Time: 1.8
Recharge Time: 16
Endurance: 19
Range: 50
Brawl Index: 2.083 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: This is your second AoE attack. If you are making a rugged blaster build, this is your last ranged attack. Heavy on the knockback.
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Rating: 4/5
Power: Incandescent Strike
Available: Level 18
Description: Incandescent Strike is an absolutely devastating melee attack that focuses all of the Kheldian's energy and strength into a single massive blow. This slow but incredibly devastating attack can knock out most opponents, leaving them Held. Incandescent Strike can also bring down fliers, Knock Down foes, and reduce their Defense. Damage: Extreme, Recharge: Long
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Activation Time: 3.4
Recharge Time: 20
Endurance: 23
Range: 5
Brawl Index: 5.556 (Energy) + 4.334 (Smashing)
Enhancements: Endurance Reduction, Recharge Reduction, Hold Duration, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, -Fly, Hold
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: The big kahuna. Excellent damage, and a hold throw in to boot. Take it and slot it. This is your Alpha Strike for Voids and Quants until you get higher level.
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Rating: 5/5
Power: Pulsar
Available: Level 18
Description: Generates a brilliant pulse of Kheldian light around you that stuns nearby foes. Affected foes are disoriented and unable to defend themselves. Recharge: Very Long
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Activation Time: 3.2
Recharge Time: 45
Duration: 11.1
Endurance: 20
Enhancements: Endurance Reduction, Recharge Reduction, Disorient Duration, Accuracy
Buff/Debuff: Foe Disorient
Pre-IO Suggested Slotting: 2 Acc, 2 Dis Dur
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Thoughts: This is a well debated power. It does work well on minions and Lt., but the lack of stacking due to recharge (even enhanced) makes it a so-so at best power, but if you want it for a damage mitigation tool its not bad
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Rating: 3/5
Power: Glowing Touch
Available: Level 26
Description: Heals a single-targeted ally at moderate range. You cannot use this power to heal yourself. Recharge: Fast
[ QUOTE ]
Activation Time: 2.4
Recharge Time: 4
Endurance: 16
Range: 30
Enhancements: Endurance Reduction, Recharge Reduction, Range, Healing
Buff/Debuff: Ally Heal
Pre-IO Suggested Slotting: 3 Heal
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Thoughts: Well its a buddy heal. Quite a good heal too (Almost 40% of you HP with 3 Heals Slotted) with a nice recharge rate. Take it if you are looking to save squishies.
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Rating: 3/5
Power: Solar Flare
Available: Level 26
Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their Defense. Damage: High, Recharge: Slow
NOTE: There is no Defende Debuff effect apparent with this power.
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Activation Time: 2.2
Recharge Time: 20
Endurance: 23
Brawl Index: 3.945 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: This is a GREAT power and your last melee attack. And wouldnt you know Its an AoE. Damage is solid but it has that knockback thing so it does double damage mitigation against melee mobs.
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Rating: 5/5
Power: Photon Seekers
Available: Level 32
Description: You manifest 3 spheres of light from your very Kheldian essence. These drones will follow you until they detect an enemy target. The Photon Seekers will then zero in on their targets and detonate on impact. The explosion is small but devastating and may affect multiple foes if they are near the target. Recharge: Long
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Activation Time: 2.3
Recharge Time: 300
Duration: 60
Endurance: 39
Brawl Index: 7.416 * 3 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Knockback Distance, Accuracy, Damage
Buff/Debuff: Summon Drones
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
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Thoughts: This power needs an overhaul. Really Sometimes they hit mobs, sometimes they move across the room then hit a target. Sometimes they just float there. I use them with great success as a point blank Alpha in mobs or on AVs and Bosses. If the control issues were addressed this would be an awesome power
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Rating: 4/5
Power: Dawn Strike
Available: Level 32
Description: You can explode in a tremendous blast of Kheldian energy, sending nearby foes flying and reducing their defense. Dawn Strike deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long
[ QUOTE ]
Activation Time: 3.2
Recharge Time: 360
Duration: 19.7 -DEF, ~20 -Recovery
Endurance: ALL
Accuracy: +40 (2)
Brawl Index: 6.945 + 3.473 * (0-2) (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback, Self -Recovery
Pre-IO Suggested Slotting: 1 Acc, 3 Dam, 2 Rech
[ QUOTE ]
Thoughts: Not as effective as I would have hoped. Of course all the Blaster Alphas took a hit after ED. As our damage output already trails others, DS takes a bit more of a hit. However, this is a great 1-2 power. 1. Solar Flare 2. Dawn Strike. Not much survives that
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Rating: 5/5 -
Issue 11 All Human Peacebringer (Revisited)
By Energy Aura
Table of Contents
Part 1: Opening thoughts
Part 2: Luminous Blast
Part 3: Luminous Aura
Part 4: Inherent Powers
Part 5: IO Sets
Part 6: Discussion and Build Possibilities
Part 7: Conclusion
Part 1
I finally got around to finishing up the guide. I know its been a while, but now its finally to a point where I am actually proud to post it. I want to start off by saying that I have refined my initial post and I have updated this guide for Issue 11 (much has changed). Also, my initial concept was for the melee variety, but I have since seen another option for human only; Ill explain later.
Let me start off with 3 statements that I based my entire initial guide on.
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1. Blappers have been around forever and been effective
2. A PB in human form has access to powers that would make a Blapper cry (Cosmic Balance, Shining Shield, Essence Boost, Reform Essence, Light Form Need I say more?)
3. Mez and stun are our biggest enemies (Voids and Quants are easy once you face down a few)
[/ QUOTE ]
Now with the arrival of IO Sets, Kheldians have REALLY gotten a boost. Not only are we doing a bit more damage, but with a bit of thought, our Mez Resistance is very reasonable as well.
Here is my power description breakdown:
Activation Time: in secs
Recharge Time: in secs
Endurance: Points of End
Range: in feet
Brawl Index: 1 being the base
Enhancements: Types of enhancements the power takes
Buff/Debuff: Secondary Power effects
Pre-IO Suggested Slotting: Slotting recommendations prior to IO Sets
So without further chat, lets get down to business -
I remember when PvP was in the works and <DEV Quote> "Won't change the PvE side of the game."
Then is was released and 179 of the 192 changes DIRECTLY changed the universal (PvP and PvE) use of powers. I cry I screamed, I played Guild Wars for a year. -
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Blind: You have it slotted for damage, while most experienced Illusionists recommend slotting Blind with 2 Acc, 2 Rech, 2 Hold. If you are a solo-oriented Illusionist, damage is fine, but for teams, greater control is needed. I didn't put Damage in Blind until I got Hami-O's. The longer hold is more important than damage for team play.
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I have to disagree with this entire statement. Damage is more important then control when you are dealing with a single target. I take down my target in the same time a scrapper does on a team, and I take no or little damage in the process. Blind is spamable with HASTEN, so why not slot for damage. It's not like you are going to single target BLIND an entire mob while a team fights. -
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You have put together a nice quick summary, but I have to say that I disagree with a lot of your recommendations. I think a guide should review and compare the common practices, and explain when you recommend going one way over another. Give people more information than just your opinion.
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Thanks for your opinion. This was a general guide aimed at first timers. There are a lot more specific guides out there. I went with the basics on purpose. Not everyone has been playing for 3 years like you and I...
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I know this post doesn't touch on IOs, but I just wanted to throw in my two inf that you're really wasting slot "real estate" by slotting SI and GI with defense.
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Read my signature. I abhor the entire Invention system. Covering IOs in a guide would be a waste as figuring out IOs is an event onto itself. -
Issue 9 Illusion Controller Guide
This guide is a composite of all the Illusion Controllers I run. I have several of the secondaries (4 currently) and Im planning at least 2 more. I play some like scrappers and others like blasters. To me this is by far the most useful and powerful (versatile too) Primary in the game, hopefully you will see why.
ILLUSION CONTROL
Spectral Wounds
Level 1
Type of power: Ranged Attack (Click)
Description: Target takes illusionary damage. If the victim survives, the illusion fades and some of the wounds heal.
Editorial: Heavy Damage, quick recharge and low end usage. This is one of 2 powers available heading into the Outbreak. This is especially nice if you farm for the badge in Outbreak as it has a bit more damage than Blind. It is also you bread and butter damage attack from 1-50 (first of 2).
Recommendation: Must Have
Slotting: 2 Accuracy, 3 Damage, 1 Endurance Reduction or Recharge Duration.
Blind
Level 1
Type of power: Ranged Hold/Attack (Click)
Description: Target is Held and takes damage. Other nearby foes may also be Blinded, but escape if attacked.
Editorial: Nice Damage, quick recharge and low end usage. This is your second (and last) bread and butter damage attack from 1-50. This is the cornerstone of your one-two punch. Blind Spectral Wounds Rinse and Repeat
Recommendation: Must Have
Slotting: 2 Accuracy, 3 Damage, 1 Endurance Reduction or Recharge Duration.
Deceive
Level 2
Type of power: Ranged Attack (no damage) (Click)
Target attacks his allies. If executed before you are seen, you remain unnoticed. No experience for targets victims.
This is touted a lot as a Swiss Army Knife power. I dropped it on 2 or my builds (/Rad and /Kin) as they kill too fast to even bother. However, while I did have it, I used it not on combatants, but on the support enemies. Tsoo Sorcerers, Banished Storm Shamans, Sky Raider FF Generators, Rikti Guardians and Crey Radiologists are favorites. Their buffs now work for you. This is also a power that causes no aggro and thus will allow you to get the buffs running before the fight.
Slotting: 1 Accuracy
Flash
Level 6
Type of power: AoE Hold (no damage) (Click)
Blinds nearby foes. Flashed foes are rendered help-less and unable to defend themselves.
Another power that I can live without, although it does come in handy as an Oh, [censored] power. Doesnt have the duration or the recharge to be a mainstay of an Ill/ build. This is also our shortcoming as an AT, a so-so AoE hold and no AoE damage. So if you take it, use it for protection situations, but you could live without it.
Slotting: 2 Accuracy (2 Hold, 2 Recharge for added usage)
Superior Invisibility
Level 8
Type of power: Self Stealth (Toggle)
Youre impossible to detect, with a high Defense bonus. You can only execute powers that affect yourself.
I love this power. 99% of stuff in the game will never see you. I stand next to AVs and dance all the time. The 1% of stuff that can see you, Rikti Drones. They will see right through you.
Slotting: 3 Endurance Reduction (3 Defense Buff if you can afford the slots)
Group Invisibility
Level 12
Type of power: AoE Stealth (Click)
You and nearby teammates are very hard to detect. Less powerful than Superior Invisibility, but affects group.
I have recently changed my mind on this power. I was running Superior Invisibility 24/7 and realized I didnt need to. With Group Invisibility you can Invis the whole team and allow them to position themselves for quick mob exploitation. Also great for stealthing missions. The BIG misconception about this power is that it takes away a Tankers aggro keeping power. NOT TRUE. As a matter of fact if you Invis an Invuln Tank with this and he has all his toggles running the inherent Taunt will get them the aggro just like normal. The added Defense is a nice bonus too.
Slotting: 2 Recharge, 3 Defense Buff
Phantom Army
Level 18
Type of power: Targeted Pet Summon (Click)
3 Phantoms attack target. They arent real and cannot be destroyed; their damage is like Spectral Wounds.
This is the reason to make a Ill/ controller. Pets at level 18. These chaps (and ladies) are awesome. The Tank, the Blast, and they hold aggro. Turn your mission difficulty to Invincible and solo to your hearts content. They last about a minute and with 3 Recharge SOs they are down for about 20-30 seconds.
Slotting: 3 Recharge, 1 Accuracy, 2 Damage
Spectral Terror
Level 26
Type of power: Targeted AoE Fear Pet (Click)
All foes run away from illusionary spectre in Fear, and will not return until the illusion is gone.
Although Spectral Terror doesnt set up Containment, it is available 100% of the time with an overlap and no Recharge Enhancements. Great for damage mitigation. Great accompaniment for Phantom Army.
Slotting: 2 Accuracy (1 Fear)
Phantasm
Level 32
Type of power: Targeted Pet Summon (Click)
Powerful Phantasm is real, and can be healed and buffed. The Phantasm can summon illusionary duplicates.
One of the best pets in the game. He is invisible and wont drag aggro when moving with him out. His attacks are Energy Blaster types (Energy Bolt, Energy Blast and Energy Torrent). Excellent damage and very resilient.
Slotting: 2 Accuracy, 3 Damage
SECONDARY POOL
How I rated Potential:
Basically any of the Secondaries can make an Illusion Controller awesome in the right players hands. How I determined the Potential was I first looked at the Protection, Recovery (both Health and Endurance), Buffs/De-Buffs, versatility and ease of use of the set for an average player. I then looked at this usage when teamed (assuming a well rounded team) and solo. And last, the ability for a first time Controller to use the set without much trial and error. Remember, these are Secondaries and not Primaries like a Defender. They should enhance our Primary and not become the Primary themselves.
Empathy
Potential: Superior Teaming and Medium Solo
Discussion: Buffs for yourself and pets when solo and teamed. With Illusion as a Primary, dont get caught up in the Secondary. Stick to the things you can use when solo and slot your Primary first. If you want to be a Healer, roll a defender. The green numbers are better and you wont be wasting a great Primary. Although it is a solid Secondary, it wont make you UBER.
Force Field
Potential: Superior Teaming and Medium Solo
Discussion: Your typical protection set, or is it? Bubbles for your Phantasm and Mez Protection for you and your team. This set is a good way to go if you go the scrap-troller route. With the Defense bonus from Dispersion Bubble, Superior Invisibility and Group Invisibility, you will have about the Defense a Luck Inspiration at all times. Not bad these days post Defense nerf.
Kinetics
Potential: Superior Teaming and Superior Solo
Discussion: This is one of two UBER Secondaries (IMO) for any controller. Really only 1 power (Repel) that doesnt have a use. Here in one package you have health and endurance recovery, individual and team buffs from increased damage to Travel Power alternatives. The de-buff from Kinetics is OK, but its the buffs that make your damage shine. Containment for APP no longer works, but who needs it when you can Fulcrum Shift and entire mob and cap your damage output.
Radiation Emission
Potential: Superior Teaming and Superior Solo
Discussion: This is the second of the 2 UBER Secondaries (opinion again). This time instead of increasing our damage, we de-buff the enemy. Rad is not a necessity for AVs or GWs but it sure makes the fight a lot easier and quicker. Also this gives you the ability to solo AVs; yes I said it out loud. I requires a Shivian Temp Pet in addition, but you can do the Praetorian AVs solo.
Storm Summoning
Potential: Medium Teaming and Superior Solo
Discussion: I am sure I will get a lot of flaming over this, but I find Storm to be a bit anti-team. Everyone on the team has to know the effects and the /Storm controller has to be able to read the team. The de-buffs are great, dont get me wrong, this just isnt a Secondary that everyone can master.
Sonic Resonance
Potential: Superior Teaming and Medium Solo
Discussion: Ah, Rings This set is also a good way to go if you go the scrap-troller route. Similar to Force Field, this time Damage Resistance instead of Defense. This actually is a better route with an Illusion Controller than Force Field due to the Defense bonus from Superior Invisibility and Group Invisibility. Now add a fair amount of Damage Resistance on top of that, so now you get hit less and take less damage. Throw in a targeted friend AoE Resistance de-buff and an AoE Hold/Knockdown with damage and now you have AoE Containment and AoE damage.
Trick Arrow
Potential: Medium Team and Medium Solo
Another potential for my guide to get flamed. This is the Swiss Army Knife secondary. You can do just about anything with this Secondary. Additional holds, AoE de-buffs, Oil Slick with the Fire APP gives you a great AoE damage tool. To me though, this is a very busy secondary, and would require a bit of effort to master fully.
POOL POWERS
Concealment
Our powers are way better and are in our Primary. Why waste a Pool on something you already have?
Fighting
If you go the scrap-troller route, you might want boxing, but the benefits of Tough and Weave really dont pay for the use of a Pool and the amount of slots.
Fitness
Yes Most defiantly Without a doubt You were considering NOT taking??? Swift or Hurdle, Health and Stamina are a must for almost EVERY Hero out there. Regen not withstanding.
Flight
Option one for travel power. Air Superiority gives you a nice soft control (knockdown) power with very respectable damage. Makes scrap-trollering a lot of fun and very survivable. Flight plus Swift gives you good speed and mobility indoors and out. It also meshes nice with the your Phantasm as he flys.
Leadership
Hmmm Fire/Kin Controller YES Illusion Controller, not too sure. Tactics for PvP specialization or some other build specific purpose, but overall it doesnt add enough benefit in my opinion.
Leaping
Second travel power option. Really great possibilities when paired with FF or Sonic. Combat Jumping and Acrobatics in addition to the Big Bubble/Ring. Now you are really a solid scrap-troller. Just watch out for Stuns.
Medicine
Another fine addition to the 4 Secondaries with no self heal. And you get a team buff in addition to a self heal. Note: Slotting Aid Self with 2 Interrupt Reductions will let you heal even while affected by most DoTs.
Presence
Dont even consider this. You arent resilient enough to Taunt, and our Fear Power is much better. /ignore
Speed
Third option for a travel power. Actually a good choice. I recommend Hasten for ALL Illusion Controllers. In addition, you can pick up Flurry (nice DoT damage and chance to disorient). This is a very viable option if you are Kinetics.
Teleportation
Fourth option for a travel power. This is also a viable choice as Recall Friend allows you to stealth a mission and bring the team to you.
CONCLUSION
Just some parting thoughts:
Stamina and Hasten are almost required to be effective.
Air Superiority, Boxing or Flurry add another attack to your chain and if you dont have a Veteran Reward Power you might want 2 or all 3 to fill out an attack chain. All Pool Power attacks also take Containment double damage bonus.
Initiating with PA will 99% of the time give you a successful defeat of a mob.
Dont feel like you need to take all the Primary Powers. Flash and Deceive are easily by-passed if you are building to a specific end state as well as one of the Invisibilities.
I hope my insights help new players and enlighten old players. There are many ways to go with an Illusion Controller and they are all viable options.
Cheers -
Part 1
The Guide to the All Human Peacebringer (Issue 9)
By Energy Aura
I finally got around to finishing up the guide. I know its been a while, but now its finally to a point where I am actually proud to post it. I want to start off by saying that I have refined my initial post and I have updated this guide for Issues 8 and 9 (not much has changed). Also, my initial concept was for the melee variety, but I have since seen another option for human only; Ill explain later.
Let me start off with 3 statements that I based my entire initial guide on.
[ QUOTE ]
1. Blappers have been around forever and been effective
2. A PB in human form has access to powers that would make a Blapper cry (Cosmic Balance, Shining Shield, Essence Boost, Reform Essence, Light Form Need I say more?)
3. Mez and stun are our biggest enemies (Voids and Quants are easy once you face down a few)
[/ QUOTE ]
Luminous Blast Power Set
Power: Gleaming Bolt
Available: Level 1
Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's Defense. Damage: Minor, Recharge:
[ QUOTE ]
Activation Time: 1.2
Recharge Time: 1.5
Endurance: 4
Range: 50
Brawl Index: 1.389 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Accuracy, Damage
Buff/Debuff: Foe -DEF
Suggested Slotting: 1 Acc, 3 Dam
[ QUOTE ]
Thoughts: This is the first of 2 choices for your 1st level power. Quick recharge gives this attack the same DPS as Glinting Eye, however, if you miss with this power you will fire twice more before Glinting Eye would be recharged, so in the long run, this power would have a more stable DPS than Glinting Eye. I like to refer to this as a ranged Brawl.
[/ QUOTE ]
[/ QUOTE ]
Rating: 3/5
Power: Glinting Eye
Available: Level 1
Description: You can emit a beam of Kheldian energy from your eyes, dealing moderate Energy damage and reducing a target's Defense. Damage: Moderate, Recharge: Fast
[ QUOTE ]
Activation Time: 1.8
Recharge Time: 4
Endurance: 7
Range: 60
Brawl Index: 2.315 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Accuracy, Damage
Buff/Debuff: Foe -DEF
Suggested Slotting: 1 Acc, 3 Dam
[ QUOTE ]
Thoughts: This is the second of 2 choices for your 1st level power. I gave this power a higher rating due to range and higher damage, but like I said above, both powers have a use.
[/ QUOTE ]
[/ QUOTE ]
Rating: 4/5
Power: Gleaming Blast
Available: Level 2
Description: A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his Defense. Damage: High, Recharge: Moderate
[ QUOTE ]
Activation Time: 1.8
Recharge Time: 8
Endurance: 11
Range: 50
Brawl Index: 3.797 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: This is our first heavy hitter. Take it and slot it. Straight forward DPS. This attack knocks back, so get used to chasing. As do most of your other attacks, so hit and run .
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Bright Nova
Available: Level 6
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a flying energy beast known as a Bright Nova. When you choose this power, you will have access to four very powerful ranged attacks that can only be used while in this form. You will not be able to use any other powers while in Bright Nova Form. Bright Nova can fly, has increased Accuracy, and improved Endurance Recovery, but has no defense. Recharge: Fast
[ QUOTE ]
Activation Time: 2
Recharge Time: 0
Endurance: 0.26 (Toggle)
Enhancements: Endurance Reduction, Endurance Recovery, Flight Speed, To Hit Buff
Buff/Debuff: Shapeshift, Special
Inherent Powers: Flight, Bright Nova Bolt, Bright Nova Blast, Bright Nova Scatter, Bright Nova Detonation
[ QUOTE ]
Thoughts: Well thats all I have to say This is a human only guide
[/ QUOTE ]
[/ QUOTE ]
Rating: 0/5 (Its just not human)
Power: Radiant Strike
Available: Level 6
Description: The Radiant Strike is a slow melee attack, but makes up for it with heavy damage. Radiant Strike releases Kheldian light on impact, which can Knock Back foes, bring down fliers, and reduce a target's Defense. Damage: Heavy, Recharge: Moderate
[ QUOTE ]
Activation Time: 1.2
Recharge Time: 10
Endurance: 13
Range: 5
Brawl Index: 2.778 (Smashing) + 2.667 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback, -Fly
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: Now we are talking This is the bread and butter of your melee PBer attack chain. Paired with your Gleaming Blast you already have a solid one-two punch.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Proton Scatter
Available: Level 8
Description: Proton Scatter sends bolts of Kheldian energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate Energy damage to each affected target and reduces their Defense. Damage: Moderate. Recharge: Slow
[ QUOTE ]
Activation Time: 2.4
Recharge Time: 12
Endurance: 15
Range: 40
Brawl Index: 2.292 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Cone Range Increase, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: Your first AoE. If you are looking for good AoE damage, you have it here. Notice we get ours MUCH earlier than Warshades, but End cost is high at early levels.
[/ QUOTE ]
[/ QUOTE ]
Rating: 4/5
Power: Build Up
Level: 12
Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow
[ QUOTE ]
Activation Time: 1.3
Recharge Time: 90
Endurance: 7
Enhancements: Endurance Reduction, Recharge Reduction, To Hit Buff
Buff/Debuff: Self +DMG, +ACC
Suggested Slotting: 3 Rech
[ QUOTE ]
Thoughts: This is the same as your grandmothers Build Up (or your level 50s for that matter). Gives a considerable boost to Dam and a minor Acc boost.
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[/ QUOTE ]
Rating: 5/5
Power: Luminous Detonation
Available: Level 12
Description: You hurl a large blast of Kheldian energy that violently explodes on impact, damaging all foes near the target, and reducing their Defense. Some affected targets may get knocked back. Damage: Moderate, Recharge: Slow
[ QUOTE ]
Activation Time: 1.8
Recharge Time: 16
Endurance: 19
Range: 50
Brawl Index: 2.083 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Range, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: This is your second AoE attack. If you are making a rugged blaster build, this is your last ranged attack. Heavy on the knockback.
[/ QUOTE ]
[/ QUOTE ]
Rating: 4/5
Power: Incandescent Strike
Available: Level 18
Description: Incandescent Strike is an absolutely devastating melee attack that focuses all of the Kheldian's energy and strength into a single massive blow. This slow but incredibly devastating attack can knock out most opponents, leaving them Held. Incandescent Strike can also bring down fliers, Knock Down foes, and reduce their Defense. Damage: Extreme, Recharge: Long
[ QUOTE ]
Activation Time: 3.4
Recharge Time: 20
Endurance: 23
Range: 5
Brawl Index: 5.556 (Energy) + 4.334 (Smashing)
Enhancements: Endurance Reduction, Recharge Reduction, Hold Duration, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, -Fly, Hold
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: The big kahuna. Excellent damage, and a hold throw in to boot. Take it and slot it. This is your Alpha Strike for Voids and Quants until you get higher level.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Pulsar
Available: Level 18
Description: Generates a brilliant pulse of Kheldian light around you that stuns nearby foes. Affected foes are disoriented and unable to defend themselves. Recharge: Very Long
[ QUOTE ]
Activation Time: 3.2
Recharge Time: 45
Duration: 11.1
Endurance: 20
Enhancements: Endurance Reduction, Recharge Reduction, Disorient Duration, Accuracy
Buff/Debuff: Foe Disorient
Suggested Slotting: 2 Acc, 2 Dis Dur
[ QUOTE ]
Thoughts: This is a well debated power. It does work well on minions and Lt., but the lack of stacking due to recharge (even enhanced) makes it a so-so at best power, but if you want it for a damage mitigation tool its not bad
[/ QUOTE ]
[/ QUOTE ]
Rating: 3/5
Power: Glowing Touch
Available: Level 26
Description: Heals a single-targeted ally at moderate range. You cannot use this power to heal yourself. Recharge: Fast
[ QUOTE ]
Activation Time: 2.4
Recharge Time: 4
Endurance: 16
Range: 30
Enhancements: Endurance Reduction, Recharge Reduction, Range, Healing
Buff/Debuff: Ally Heal
Suggested Slotting: 3 Heal
[ QUOTE ]
Thoughts: Well its a buddy heal. Quite a good heal too (Almost 40% of you HP with 3 Heals Slotted) with a nice recharge rate. Take it if you are looking to save squishies.
[/ QUOTE ]
[/ QUOTE ]
Rating: 3/5
Power: Solar Flare
Available: Level 26
Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their Defense. Damage: High, Recharge: Slow
NOTE: There is no Defende Debuff effect apparent with this power.
[ QUOTE ]
Activation Time: 2.2
Recharge Time: 20
Endurance: 23
Brawl Index: 3.945 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: This is a GREAT power and your last melee attack. And wouldnt you know Its an AoE. Damage is solid but it has that knockback thing so it does double damage mitigation against melee mobs.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Photon Seekers
Available: Level 32
Description: You manifest 3 spheres of light from your very Kheldian essence. These drones will follow you until they detect an enemy target. The Photon Seekers will then zero in on their targets and detonate on impact. The explosion is small but devastating and may affect multiple foes if they are near the target. Recharge: Long
[ QUOTE ]
Activation Time: 2.3
Recharge Time: 300
Duration: 60
Endurance: 39
Brawl Index: 7.416 * 3 (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Knockback Distance, Accuracy, Damage
Buff/Debuff: Summon Drones
Suggested Slotting: 1 Acc, 3 Dam, 1 End Red, 1 Rech
[ QUOTE ]
Thoughts: This power needs an overhaul. Really Sometimes they hit mobs, sometimes they move across the room then hit a target. Sometimes they just float there. I use them with great success as a point blank Alpha in mobs or on AVs and Bosses. If the control issues were addressed this would be an awesome power
[/ QUOTE ]
[/ QUOTE ]
Rating: 4/5
Power: Dawn Strike
Available: Level 32
Description: You can explode in a tremendous blast of Kheldian energy, sending nearby foes flying and reducing their defense. Dawn Strike deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long
[ QUOTE ]
Activation Time: 3.2
Recharge Time: 360
Duration: 19.7 -DEF, ~20 -Recovery
Endurance: ALL
Accuracy: +40 (2)
Brawl Index: 6.945 + 3.473 * (0-2) (Energy)
Enhancements: Endurance Reduction, Recharge Reduction, Defense DeBuff, Knockback Distance, Accuracy, Damage
Buff/Debuff: Foe -DEF, Knockback, Self -Recovery
Suggested Slotting: 1 Acc, 3 Dam, 2 Rech
[ QUOTE ]
Thoughts: Not as effective as I would have hoped. Of course all the Blaster Alphas took a hit after ED. As our damage output already trails others, DS takes a bit more of a hit. However, this is a great 1-2 power. 1. Solar Flare 2. Dawn Strike. Not much survives that
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Part 2
Luminous Aura Power Set
Power: Incandescence
Available: Level 1
Description: Kheldians have a natural mild resistance to Energy and Negative Energy Damage. This Auto power is always on, and costs no Endurance.
Resist: 13.5% Energy,
13.5% Negative (2)
Enhancements: Damage Resistance
Buff/Debuff: Auto: Self +Res (Energy, Negative)
Suggested Slotting: 1 Dam Res
[ QUOTE ]
Thoughts: No choice here. Initial slot should take care of our needs. More defense and DamRes from other powers make better use of slots than this, but nice to have.
[/ QUOTE ]
[/ QUOTE ]
Rating: 1/5
Power: Shining Shield
Available: Level 2
Description: When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal Damage. Recharge: Fast
[ QUOTE ]
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Resist: 27% Smashing & Lethal
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Smash, Lethal)
Suggested Slotting: 2 End Red, 3 Dam Res
[ QUOTE ]
Thoughts: The center of your survivability. Take it, slot it, run it 24/7 Nuff said
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Essence Boost
Available: Level 4
Description: You can activate this power to increase your maximum Hit Points for a short time. Essence Boost also grants you resistance to Toxic Damage. Recharge: Very Long
Notes: Adds +40% base HP and heals for 40% of Base HP. Tocis resist is UNKNOWN (27%?).
[ QUOTE ]
Activation Time: .9
Recharge Time: 360
Duration: 120
Endurance: 13
Enhancements: Endurance Reduction, Recharge Reduction, Healing, Damage Resistance
Buff/Debuff: Self Heal, +Max HP, Res (Toxic)
Suggested Slotting: 3 Rech, 3 Heal
[ QUOTE ]
Thoughts: OK, remember what I said about powers Blappers wish they had??? Can you say Dull Pain? Its a carbon copy of the Tank And Scrap version. SWEET!!!
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Thermal Shield
Available: Level 10
Description: When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that give you resistance to Fire and Cold Damage. Recharge: Fast
[ QUOTE ]
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Fire, Cold)
Suggested Slotting: 2 End Red, 3 Dam Res
[ QUOTE ]
Thoughts: Fire and Cold damage are not that prevalent in the game. Only certain foes so this one is optional
[/ QUOTE ]
[/ QUOTE ]
Rating: 2/5
Power: Quantum Shield
Available: Level 14
Description: When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. Recharge: Fast
[ QUOTE ]
Activation Time: 0.9
Recharge Time: 2
Endurance: 0.25/s (2)
Enhancements: Endurance Reduction, Recharge Reduction, Damage Resistance
Buff/Debuff: Toggle: Self +Res(Energy, Negative)
Suggested Slotting: 2 End Red, 3 Dam Res
[ QUOTE ]
Thoughts: I havent done much testing on this one. Personally with our already HIGH End consumption, I would offset this damage with our heals.
[/ QUOTE ]
[/ QUOTE ]
Rating: 2/5
Power: Group Energy Flight
Available: Level 16
Description: You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Energy Flight travel speed is slower than Energy Flight. Flying heroes suffer from reduced Accuracy.
[ QUOTE ]
Activation Time: 2.2
Recharge Time: 0
Endurance: 1.25/s (2)
Enhancements: Endurance Reduction, Flight Speed
Buff/Debuff: Toggle: Team Fly, -ACC
Suggested Slotting: 3 End Red
[ QUOTE ]
Thoughts: What am I? Taxi service?? Ill leave that to our WS cousins. Extremely HIGH End usage too.
[/ QUOTE ]
[/ QUOTE ]
Rating: 2/5
Power: White Dwarf
Available: Level 20
Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a massive unstoppable energy beast known as a White Dwarf. When you choose this power, you will have access to 6 other powers that can only be used while in this form. You will not be able to use any other powers while in White Dwarf form. White Dwarf has awesome resistance to all damage except Psionics, as well as controlling effects. White Dwarf also has improved HP and Endurance Recovery, but is limited to melee attacks. Recharge: Fast
[ QUOTE ]
Activation Time: 2.2
Recharge Time: 0
Endurance: 0.26
Enhancements: Endurance Reduction, Damage Resistance, Endurance Recovery, Jump
Buff/Debuff: Toggle: Shapeshift, Special
Inherent Powers: White Dwarf Strike, White Dwarf Smite, White Dwarf Flare, White Dwarf Sublimation, White Dwarf Step, White Dwarf Antagonize
[ QUOTE ]
Thoughts: Well like I said for the Bright Nova This is a human only guide
[/ QUOTE ]
[/ QUOTE ]
Rating: 0/5 (Its just not human)
Power: Reform Essence
Available: Level 22
Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. Recharge: Long
[ QUOTE ]
Activation Time: 0.9
Recharge Time: 60
Endurance: 13
Enhancements: Endurance Reduction, Recharge Reduction, Healing
Buff/Debuff: Self Heal
Suggested Slotting: 3 Rech, 3 Heal
[ QUOTE ]
Thoughts: Another Heal. This one mirrors the Regen scrapper heal Toxic Damage Resistance.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Conserve Energy
Available: Level 24
Description: You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very long
[ QUOTE ]
Activation Time: 1.3
Recharge Time: 600
Duration: 90
Endurance: 10
Enhancements: Endurance Reduction, Recharge Reduction
Buff/Debuff: Self Endurance Discount
Suggested Slotting: 3 Rech
[ QUOTE ]
Thoughts: With our End usage, this is a no brainer HOWEVER If you find yourself short of power slots for your build, I would make this one a late taker.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Quantum Flight
Available: Level 28
Description: You shift your quantum matrix and become more energy than matter. No long bound by the laws of normal physics, you become intangible to other entities and can fly at high speeds. Quantum Flight grants some stealth, better flight speed then normal Flight, but its Endurance Cost is higher. You cannot affect other targets while Quantum Flight is active.
[ QUOTE ]
Activation Time: 0.9
Recharge Time: 60
Endurance: 2.1/s (2)
Enhancements: Endurance Reduction, Recharge Reduction
Buff/Debuff: Toggle: Self Fly, Intangible
Suggested Slotting: 3 Rech
[ QUOTE ]
Thoughts: This power is a flying phase shift. With the changes to these type of powers, I wouldnt even consider it.
[/ QUOTE ]
[/ QUOTE ]
Rating: 1/5
Power: Restore Essence
Available: Level 35
Description: Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and no Endurance. Recharge: Very Long
[ QUOTE ]
Activation Time: 4.5
Recharge Time: 300
Enhancements: Recharge Reduction, Healing
Buff/Debuff: Self Rez
Suggested Slotting: 1 Rech
[ QUOTE ]
Thoughts: Straight forward self rez. Saves you travel time. Not really worth slotting. No enemies required. As you can get the one from the safeguard missions, save the slot for something you really want.
[/ QUOTE ]
[/ QUOTE ]
Rating: 2/5
Power: Light Form
Available: Level 38
Description: When you activate Light Form, you become pure Kheldian energy and are extremely resistant to most damage. You are also partially protected from some Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. While in Light Form, you cannot shape shift into Bright Nova or White Dwarf form. Light Form costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Hit Points and Endurance. Recharge: Very Long
[ QUOTE ]
Activation Time: 1.9
Recharge Time: 1000
Duration: 180
Endurance: 4
Enhancements: Endurance Reduction, Endurance Recovery, Recharge Reduction, Damage Resistance
Buff/Debuff: Self, +Res(Disorient, Sleep, Hold, Immobilize, All DMG but Psionics)
[ QUOTE ]
Thoughts: Unstoppables Kheldian brother here. Here is where you will outshine the Tri-Builds with ease. You are slotted for human attacks Guess what??? This power is HUMAN ONLY effect. Tri-Builds use it as a security blanket when the going gets tough. For us it allows us 120 secs of GODHOOD. We get to punch and/or blast, with maxed out attacks while the Tri-Builds make weak efforts at trying to do the damage we are. Complete statis protection (even Blasters with FoN still need BFs) and increased End recovery are frosting on the cake. This is by far the best power in the PBer arsenal, if you dont take it, delete you PBer and reroll a different AT!!!
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5 and 5 stars
Inherent Powers
These powers are received automatically at certain levels
Power: Energy Flight
Available: Level 1
Description: Energy Flight allows you to travel large distances quickly. Energy Flight is not a good power to use in combat since your Accuracy is reduced while this power is active. Your Energy Flight speed increases with your level.
[ QUOTE ]
Activation Time: 0
Recharge Time: 0
Endurance: 2.03/s (2)
Enhancements: Endurance Reduction, Flight Speed
Buff/Debuff: Toggle: Self Fly, -Acc
Suggested Slotting: 3 Fly
[ QUOTE ]
Thoughts: Level 1 Travel power Yeah, its fly, but its free. I always love flying by level 12s and 13s with a level 2 PBer. Wish there was a wave emote I could use in flight
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Cosmic Balance
Available: Level 1
Description: Kheldians naturally thrive off the energy and essence of their Teammates. Peacebringers metamorphic nature allows them to bring balance to their Team. Your Damage Resistance will increases for each nearby Scrapper or Blaster Teammate. Your Damage will increases for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.
Enhancements: N/A
Buff/Debuff: Auto: Special
[ QUOTE ]
Thoughts: This is the whole reason for human only (and Light Form). The resistance buff and damage buff are NOT available to Nova or Dwarf. To me if you build right you can do a human only with the abilities of both.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Power: Combat Flight
Available: Level 10
Description: For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.
[ QUOTE ]
Activation Time: 0
Recharge Time: 0
Endurance: 0.22/s (2)
Enhancements: Endurance Reduction, Flight Speed, Defense Buff
Buff/Debuff: Toggle: Self fly, +Def
Suggested Slotting: 3 Fly
[ QUOTE ]
Thoughts: This is our version of hover. Same stats apply. This is a viable option for knock back protection, it just makes using Solar Flare a bit tricky.
[/ QUOTE ]
[/ QUOTE ]
Rating: 5/5
Part 3
Discussion and Build Possibilities
OK. You are a Scrapper for the most part. Whats the most part? Mezzing and stuns. As a Human only PB we have no protection from these effects when solo and only a little when teamed with controllers. If you have a buddy you always play with, Stimulant from the Medicine Pool will fit in most builds that dont have the ability in their primary or secondary. Breakfrees are our friends. Carry many, use often. The bigger you can carry the better.
Also notice with this build, I took and slotted powers from our Primary and Secondary as they became available over Pool Power choices. Very simply, our PB powers are more effective than Pool Powers so I gave them priority. Same goes for slotting. Oh and on the subject of slotting, notice the End Reducers in all our attack chain and double End Reducers in toggles. I leaned this trick from my Invuln/Axe Tanker. Really makes ED work for you.
There you go. My current version of this is level 41 and working well. Oh and for those of you that want to take the Squid or the Dwarf to get through the tough levels, let me just say that you can do it, but I made this guide for those who want to got the Human only route. I plan on updating as I level and make any adjustments.
Here is my current build:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Amalgam Entity
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Gleaming Blast==> Acc(2) Dmg(3) Dmg(3) Dmg(23) EndRdx(31) Rechg(31)
04) --> Shining Shield==> EndRdx(4) EndRdx(5) DmgRes(5) DmgRes(13) DmgRes(13)
06) --> Radiant Strike==> Acc(6) Dmg(7) Dmg(7) Dmg(15) EndRdx(31) Rechg(37)
08) --> Essence Boost==> Rechg(8) Rechg(9) Rechg(9) Heal(11) Heal(11) Heal(15)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Incandescent Strike==> Acc(18) Dmg(19) Dmg(19) Dmg(23) EndRdx(37) Rechg(37)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Reform Essence==> Rechg(24) Rechg(25) Rechg(25) Heal(40) Heal(43) Heal(45)
26) --> Solar Flare==> Acc(26) Dmg(27) Dmg(27) Dmg(34) EndRdx(34) Rechg(34)
28) --> Hasten==> Rechg(28) Rechg(29) Rechg(29)
30) --> Pulsar==> Acc(30) Acc(42) Rechg(43) Rechg(43)
32) --> Photon Seekers==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(46) Rechg(46)
35) --> Dawn Strike==> Acc(35) Dmg(36) Dmg(36) Dmg(36) Rechg(46) Rechg(48)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Conserve Energy==> Rechg(41) Rechg(42) Rechg(42)
44) --> Build Up==> Rechg(44) Rechg(45) Rechg(45)
47) --> Proton Scatter==> Acc(47) Dmg(48) Dmg(48) Dmg(50) EndRdx(50) Rechg(50)
49) --> Restore Essence==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Energy Flight==> Fly(1)
10) --> Combat Flight==> DefBuf(10)
01) --> Cosmic Balance==> Empty(1)
---------------------------------------------
A quick note, the level 47 power is basically filler. I can see the advantage of another ranged attack, but Glowing Touch for those of you who like healer and team mate saving is an option. Basically whatever you can add to the build would be good...Flurry would be nice too...Oh and "HEY DEVs!"..."I got room for Air Superiority or TP Foe in my build!!!"
Alternate Build (BLAST BLAST BLAST)
OK Like I said in the opening, I started with a melee concept, but I also can see a human only Blaster PBer. Ive listed a sample build below and I am currently playing this build with a buddy as he runs an Energy/Energy Blaster. Note that I took Stimulant from the Medicine Pool at level 6. This was to complement my friends blaster (he did the same). Same goes for Glowing Touch. As this was a duo concept, those 2 were a must.
This guy has as much if not more potential than the melee heavy as you are at range, so the Smashing and Lethal from melee is less. I would say that you might look at altering things to accommodate the other human form shields. As a ranged damage dealer, I could see more use for Thermal and Quantum Shields over Shining as ranged attacks usually have a smashing and lethal component with the other exotic damage. I added Quantum Shield to deal with late game energy damage. (Malta, Rikti, Crey)
Here is my intention for the Blaster version:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Kid Light
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Gleaming Bolt==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Glinting Eye==> Acc(2) Dmg(3) Dmg(3) Dmg(7)
04) --> Gleaming Blast==> Acc(4) Dmg(5) Dmg(5) Dmg(7) EndRdx(50)
06) --> Stimulant==> Rechg(6)
08) --> Proton Scatter==> Acc(8) Dmg(9) Dmg(9) Dmg(25) EndRdx(43) Rechg(46)
10) --> Essence Boost==> Rechg(10) Rechg(11) Rechg(11) Heal(31) Heal(34) Heal(34)
12) --> Luminous Detonation==> Acc(12) Dmg(13) Dmg(13) Dmg(25) EndRdx(43) Rechg(46)
14) --> Shining Shield==> EndRdx(14) EndRdx(15) DmgRes(15) DmgRes(27) DmgRes(27)
16) --> Swift==> Fly(16)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Reform Essence==> Rechg(22) Rechg(23) Rechg(23) Heal(34) Heal(37) Heal(37)
24) --> Conserve Energy==> Rechg(24) Rechg(42) Rechg(50)
26) --> Glowing Touch==> Heal(26) Heal(37) Heal(40)
28) --> Hasten==> Rechg(28) Rechg(29) Rechg(29)
30) --> Build Up==> Rechg(30) Rechg(31) Rechg(31)
32) --> Dawn Strike==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(45) Rechg(46)
35) --> Photon Seekers==> Acc(35) Dmg(36) Dmg(36) Dmg(36) EndRdx(43) Rechg(45)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Super Speed==> Run(41)
44) --> Stealth==> EndRdx(44) EndRdx(45)
47) --> Radiant Strike==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50)
OR:
47) --> Quantum Shield==> EndRdx(14) EndRdx(15) DmgRes(15) DmgRes(27) DmgRes(27)
49) --> Restore Essence==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Energy Flight==> Fly(1) Fly(17) Fly(17)
10) --> Combat Flight==> Fly(10) Fly(42) Fly(42)
01) --> Cosmic Balance==> Empty(1)
---------------------------------------------
BlastTank
OK Looking at the best of both builds I have come up with a all around human that does both ranged and melee and does it well. There are some powers I did not take in this build that are pivotal in the other builds, but this is more of a Blast and rush them build AoE damage from range followed by solid melee AoE damage are the critical points of this build. I added all 3 human shields to the build. This should make you a semi-tank. With the right team, you could really shine.
BlastTank Build:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: PB BlastTank
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Shining Shield==> EndRdx(2) EndRdx(3) DmgRes(3) DmgRes(7) DmgRes(7)
04) --> Essence Boost==> Rechg(4) Rechg(5) Rechg(5) Heal(15) Heal(15) Heal(31)
06) --> Swift==> Fly(6)
08) --> Radiant Strike==> Acc(8) Dmg(9) Dmg(9) Dmg(13) EndRdx(50)
10) --> Proton Scatter==> Acc(10) Dmg(11) Dmg(11) Dmg(13) EndRdx(46) Rechg(46)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Thermal Shield==> EndRdx(18) EndRdx(19) DmgRes(19) DmgRes(23) DmgRes(23)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Luminous Detonation==> Acc(24) Dmg(25) Dmg(25) Dmg(34) EndRdx(48) Rechg(50)
26) --> Solar Flare==> Acc(26) Dmg(27) Dmg(27) Dmg(37) EndRdx(46) Rechg(50)
28) --> Reform Essence==> Rechg(28) Rechg(29) Rechg(29) Heal(40) Heal(43) Heal(43)
30) --> Conserve Energy==> Rechg(30) Rechg(31) Rechg(31)
32) --> Dawn Strike==> Acc(32) Dmg(33) Dmg(33) Dmg(33) EndRdx(34) Rechg(34)
35) --> Photon Seekers==> Acc(35) Dmg(36) Dmg(36) Dmg(36) EndRdx(37) Rechg(37)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Quantum Shield==> EndRdx(41) EndRdx(42) DmgRes(42) DmgRes(42) DmgRes(43)
44) --> Pulsar==> Acc(44) Acc(45) DisDur(45) DisDur(45)
47) --> Build Up==> Rechg(47) Rechg(48) Rechg(48)
49) --> Restore Essence==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Energy Flight==> Fly(1)
10) --> Combat Flight==> Fly(10)
01) --> Cosmic Balance==> Empty(1)
---------------------------------------------
Thats it folks. Hope this help you new and old PBers. I would enjoy any discussion over builds. The more I play them, the more I find different ways to build them.
Cheers and good gaming,
EA -
Yeah, but it's [censored]...Only works flying straight ahead, as soon as you stop for a sec or strafe sideways the emote ends...How about a toggle command DEVs. This is crappy work...Really poorly executed for having to wait an extra 6 months.
Add this to my growing list of WHY Issue 9 was a waste of DEV and player time... -
<ul type="square">[*]Supergroup Name: Forever Heroes/Heroes Forever[*]Website (if any): None[*]Recruiting Officers: Energy Aura, Obsidian Ram, Amineo, Purple Punkette, Hewn Stone[*]Preferred Method of contact: In game...[*]Super Group Description: No tryouts, no DRAMA. Just 5-8 guys (depending on the night) with 2 SGs (Cause all our alts needed a home too and we are that good) access to two SG bases (with Telepads to all Zones) and lots of INF. We have a TeamSpeak Server and don't actively recruit. Skilled players and those who want to learn to PL, farm missions, herd and generally have fun are welcome.[/list]
-
OK Its been a few months since my last update. I got Scrapper-itus really bad and had my PB on the shelf and ran some new Scrappers.
This last week though AE has been back on the hit parade and I wanted to give everyone an update on how my build is working.
First off, the macro I posted a while back for turning off Combat Flight and using Solar Flare works, but has 2 flaws:
1. I turns off you knockback protection and I have been knocked back after initiating. Yes Solar Flare still goes off, but I get knocked back and have to recover.
2. You dont have Immob protection. I have found playing my flame tank in the early levels that you dont have to run CJ all the time, it will free you after Immobed, so the End drain isnt constant.
Also, for PvP or those odd missions, Hurdle, CJ and Sprint all with Jump Enh, give you a unsuppressed travel power.
With that and the other tactics I have gotten from playing a fire tank and dark scrapper, I respecced back into Leaping pool. Here is my current build:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Amalgam Entity
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Gleaming Blast==> Acc(2)Dmg(3)Dmg(3)Dmg(23)EndRdx(31)Rechg(31)
04) --> Shining Shield==> EndRdx(4)EndRdx(5)DmgRes(5)DmgRes(13)DmgRes(13)
06) --> Radiant Strike==> Acc(6)Dmg(7)Dmg(7)Dmg(15)EndRdx(31)Rechg(37)
08) --> Essence Boost==> Rechg(8)Rechg(9)Rechg(9)Heal(11)Heal(11)Heal(15)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Incandescent Strike==> Acc(18)Dmg(19)Dmg(19)Dmg(23)EndRdx(37)Rechg(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Reform Essence==> Rechg(24)Rechg(25)Rechg(25)Heal(40)Heal(43)Heal(45)
26) --> Solar Flare==> Acc(26)Dmg(27)Dmg(27)Dmg(34)EndRdx(34)Rechg(34)
28) --> Hasten==> Rechg(28)Rechg(29)Rechg(29)
30) --> Pulsar==> Acc(30)Acc(42)Rechg(43)Rechg(43)
32) --> Photon Seekers==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(46)Rechg(46)
35) --> Dawn Strike==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(46)Rechg(48)
38) --> Light Form==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
41) --> Conserve Energy==> Rechg(41)Rechg(42)Rechg(42)
44) --> Build Up==> Rechg(44)Rechg(45)Rechg(45)
47) --> Proton Scatter==> Acc(47)Dmg(48)Dmg(48)Dmg(50)EndRdx(50)Rechg(50)
49) --> Restore Essence==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Energy Flight==> Fly(1)
10) --> Combat Flight==> DefBuf(10)
01) --> Cosmic Balance==> Empty(1)
---------------------------------------------
---------------------------------------------
So that's my PB build currently and my plans for the future (I'm 38 at current).
A quick note before I close. The level 47 power is basically filler. I can see the advantage of another ranged attack, but Glowing Touch for those of you who like healer and team mate saving is an option. Basically whatever you can add to the build would be good...Flurry would be nice too...Oh and "HEY DEVs!"..."I got room for Air Superiority or TP Foe in my build!!!"
Cheers and good gaming -
[ QUOTE ]
At Issue 3 numbers, the meleers would run over the squishies.
[/ QUOTE ]
My Point EXACTLY...
The game was not designed for Controllers and Defenders to be front line damage dealers, and the original game manual said so. It was only after the DEVs realized that in PvP not all heroes are created equal did they start this "balancing act".
Regen itself might have been overpowered at release, but that was an AT balance issue within the scrapper AT. PvP should NEVER have been a reason to retool any AT, let alone all of them. Not only did we all have to respec because of PvP changes, but some powers became obsolete as a result.
And let's not even start talking about the fact that the changes effected PvE as well. Making the players with no intentions to ever PvP respec just to play PvE.
No denying, the DEVs implementation of power change for PvP are the reason why we are in the "This build is effective PvP and this one isn't; These powers are good, these aren't" mode and discussion.
How many PvPers have a dual build and not powers that are PvP specific? I bet not many. I myself have no reason for Assault and Tactics except PvP. Focused Accuracy takes care of my needs in PvE. Would I like to have 2 other powers? Sure, but loose my edge in PvP as a result no thank you. -
Guys, the BIGGEST problem with PvP is....
1. The Arenas. Where, if you can find the patch notes, over 179 changes were made to powers in order to make PvPing a reality. Problem is, the DEVS changed how powers operate in order to make every AT a solo possible PvP hero, and flame me if you want, but Defenders and Controllers are support ATs as designed in the original game. Heck the DEVs have had to change the description of those 2 ATs to fit the games current state. Tell me that's not putting the cart before the horse. In "BALANCING" the ATs the DEVs made PvP a "BUILD ONLY" activity.
Now think about what I just said. IF the DEVs had left the original game system in place, Controllers would have held Tanks and Scrappers 1st or 2nd hit. Their damage would have been minimal at best, but they would be a great teammate for PvP. Defenders, Clear Mind on the Tank/Scrapper and off you go. Scrappers and Tanks need the other ATs to PvP, so nothing is UBER, there are no "builds" because the powers and teams self balance. Think of an all Stalker team in PvP. Well 2 or 3 controllers with Cinders could Hold the entire team. Damage would be so low that the Stalkers would just be annoyed.
Blasters, one shot would have made ANY AT run for cover. Scrappers, just let them get close. Tanks require several players to take down one, but as such, soloing a Tank in PvP is suicide due to Blaster 2-3 shot kill potential and then the controllers just leave me standing waiting for someone to come and finish me off.
The DEVs have been playing this "balance" game since Issue 4. Balancing the ATs was the biggest BAD MOVE the DEVs ever did. They took all of the fun of figuring out PvP and the game for every AT and made us turn to a certain sector of the community and ask, Empathy or Kin...Scrapper??? DM/DA OK? How do I build my Brute?
After all is said and done, a roll back to the Issue 3 power effects would make PvP more fun and challenging than ever. People could PvP with any build because they would find something they could add to a team, no one would be UBER.
Yep, you guys haven't seen the last of the "balancing act" because the initial implementation was flawed in theory.
Them's the facts as I see it, and of course the flaming will start, but I ask those of you who have been playing since beta/release like me, were the AT changes of Issue 4 needed or were they just the quickest and easiest way for the DEVs to make it happen...After all, I remember all the "my controller/defender can't PvP a Scrapper/Tank". Hello...They were NEVER originally intended too. They were a support class in the beginning and people played them, why the DEVs thought they needed to make everyone equal is beyond me. -
I have been reading this post and wanted to air an option in the MoG debate.
1. MoG is an "OH @#$&" power? TRUE
2. MoG does not fit the idea of Regen set? TRUE
3. MoG has pro and con aspects? TRUE
4. MoG could use a fix (notice not NEEDS)? TRUE
5. MoG is not a DEV proioity? TRUE
So with these truths, I see 2 solutions. I don't see anyone saying they Love MoG as is. (duration too long etc...) I say one of 2 options.
1. MoG and Force of Nature swapped.
This would be mutually benefitial to both Blasters and Regens. Although it satisfies a majority of the complaints with MoG, FoN is basically Unstoppable, in which case, it doesn't make it that much a Regen power.
2. Rework the way MoG works.
In this case I purpose a REAL Moment of Glory.
a. MoG instantly heals you to full health and doubles your HPs.
b. No defense, damage or endurance boost, but increased To Hit (Power can be slotted with Recharge Reducers, and To Hit Buffs ONLY)
c. Now you have more HPs, you hit and therefore kill faster (Scrappers mission in life), and you continue to Regen.
d. Also, think about Instant Healing in this case...Twice the hit points means that Instant healing works twice as good. This makes Instant Healing (another Regen debated power) VERY appealing as your level 28 power as your 38 level power will now make you a Super Regen.
e. MoG and Dull Pain cannot be used in concert. If MoG is activated while Dull Pain is active, it would only count your base hit points as Max. This would only really matter when you HPs are topped off and then Dull Pain and MoG are both applied.
f. Activating Dull Pain while in MoG would only apply the "heal" portion of Dull Pain and not a Health increase. What all of this does is to ensure that you NEVER have more than 2 times your max HPs, thus keeping it a balanced power. (If not, a Regen would have close to 4300 HPs at level 50)
f. One minute duration. To offset the HUGE Regen of this power, make it a "Moment" of Glory. Keep recharge as is.
Now you have a level 38 power that stays online with the other level 38 powers and has a "Regen" feel to it.
The "numbers": (Data from Hero Planner)
1. Dull Pain at 50 takes a Scrapper from 1300 HPs to 2100 HPs
2. New MoG at 50 takes a Scrapper from 1300 HPs to 2600 HPs
I don't think this would over power Regen; and due to the fact that to really rock you need to hit Instant Healing too; this change to MoG would be a balanced alternative to it's current state. -
[ QUOTE ]
ok buddy since you helpped me in the past ill help you if you want ma/sr for heroes i find one while randomly looking for a stalker regen guide here it is http://boards.cityofheroes.com/showflat....fpart=1#2389302
[/ QUOTE ]
That guide is out dated. Per ED (still refers to Perma-Elude/perma-Hasten).
I too would like an updated one since I currently have the Scrapperitus version of altahoism... -
THE GUIDE TO THE PEACEBRINGER (Issue 7)
By Energy Aura
Introduction
I wrote this guide with the intent of just explaining all the many facets of the Peacebringer (PB). I will have to say this is a daunting task at best. PBs have such a variety of roles and builds that I have only scratched the surface in this guide. As such I have included 4 sample builds in the end of the guide (Tri-form build, Blapper/Tank PvP friendly build, and a Human only build). These are pretty standard builds and slotting and power selection are always questionable in any build. Play style will determine what works best for you.
General Discussion
The Kheldian is a multiform AT consisting of Human, Nova, and Dwarf forms. Each of these has different abilities and usage. A lot of people complain because you dont have it easy with Kheldians. I look at Kheldians as advanced gameplay, like turning up the difficulty level. For your effort of reaching 50, you do get a travel power and cool auras at level 1 and a level 50 guy to pass INF to you. Not bad IMO.
Peacebringers are energy based life forms that bond to humans naturally (use Natural enhancements) and share their abilities with their human host. The powersets for the PBs are ranged and melee, with 2 self heals, a hit point boost/heal and a buddy heal. In addition you have Cosmic Balance, shields, a flying Phase Shift, a flight power and a hover power, teleport a self rez, and an Unstoppable type power.
Peacebringers and Kheldians in general have their Achilles Heel. Mez, stuns and holds. This is a problem prior to level 20, but after level 20 you have your Dwarf form to handle these baddies. Be aware. Stuns, holds and other stasis effects carry over. This means that if you are in Dwarf form and you change to human form while you are carrying a stasis effect, it will get you in human form even though it did not effect you in Dwarf form. So watch your active powers under your health bar. This also works the opposite way if you are immobilized. You can switch to Dwarf and move in and clobber the evil doer. All in all if you keep alert to your surroundings these effects are minor annoyances once you become accustomed to the tools at your disposal.
As if stasis effects werent bad enough, Kheldians have a nemesis that is a bane to our gameplay. Void Hunters, a group dedicated to hunting down and destroying all Kheldians. Voids wield quantum energy weapons specifically designed to disrupt Kheldians and deal a special damage to Kheldians that cannot be resisted, only avoided. Additionally the Void Hunters have outfitted all villain groups with this quantum energy weapon. Voids and Quantum Gunners spawn along with almost any other enemy in the game as long as there is a Kheldian nearby. They will occasionally be found outside with random street spawns, but they are mostly encountered in missions when a Kheldian is on the player team. Minion and Lieutenant level members of these groups do pitiful damage to non-Kheldian heroes. Bosses and above however, can be a major threat to anyone.
Innate Powers
Cosmic Balance. PBs naturally thrive off the energy and essence of their Teammates. Your Damage Resistance increases for each nearby Scrapper or Blaster Teammate. Your Damage will increase for each nearby Tanker or Defender Teammate. Controllers will grant you limited Protection from Sleep, Hold and Disorient effects. You cannot put Enhancements in this power.
Energy Flight. This is your 1st level travel power. It is exactly the same as Fly in the Flight Pool with one addition, you get a nifty aura when this power is active.
Combat Flight. Hover with an aura here. You get this at level 10. Excellent for knockback and knockdown protection.
Primary Power Pool
Luminous Blast:
Level 1: Gleaming Bolt. A very quick, but low damage bolt of Kheldian energy that can reduce a target's defense. DPS is nearly identical to Glinting Eye. I auto-fire this power until I get a good attack chain, and it helps to keep the DEF going. While it more useful during the lower levels, it becomes less and less useful over time; I wouldn't slot this power at all.
[color= yellow]Level 1: Glinting Eye.[/color] You can emit a beam of Kheldian energy from your eyes, dealing moderate Energy damage and reducing a target's defense. .It has a higher damage per shot than Gleaming Bolt although they are nearly identical for DPS. This attack has the longest range of all the human attacks and can be use to pull single targets. Once again, I wouldn't slot this power at all.
[color= yellow]Level 4: Gleaming Blast.[/color] A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his defense. This is your first primary attack for your human attack chain.
[color= yellow]Level 6: Bright Nova.[/color] Kheldians are masters of energy and matter. A Peacebringer can transform into a flying energy beast known as a Bright Nova. When you choose this power, you will have access to 4 very powerful ranged attacks that can only be used while in this form. You will not be able to use any other powers while in Bright Nova form. Bright Nova can fly, has increased Accuracy, and improved Endurance Recovery, but has no defense. Bright Nova Form attacks all get a bonus to damage while in this form - this bonus is inherent in the attacks, and the damage is accounted for in the brawl index numbers. This is a corner-stone of the Three-Form. This form will allow you to storm through the next few levels with your insanely powerful AoEs.
Here is a breakdown on the Bright Nova attacks.
[color= yellow]Bright Nova Bolt[/color] A very quick, but low damage attack. This attack lowers your target's defense. This power is only available while in Bright Nova form.
[color= yellow]Bright Nova Blast.[/color] A very quick, but low damage attack. This attack lowers your target's defense. This power is only available while in Bright Nova form.
[color= yellow]Bright Nova Scatter.[/color] Sends Bolts of Energy to multiple targets at once within a cone area in front of the caster. Deals a moderate Energy damage to each affected and reduces their defense. This power is only available while in Bright Nova Form.
[color= yellow]Bright Nova Detonation.[/color] You hurl a blast of matter that violently explodes on impact, damaging all foes near the target. All affected targets defense is lowered. Some foes may be knocked down. This power is only available while in Bright Nova Form.
[color= yellow]Level 6: Radiant Strike.[/color] Radiant Strike is your first melee attack, and the second attack for your human form chain. Radiant Strike releases Kheldian light on impact, which can Knockback foes, bring down fliers, and reduce a target's Defense.
[color= yellow]Level 8: Proton Scatter.[/color] Proton Scatter sends bolts of Kheldian light energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate energy damage to each affected target and reduces their defense. This is an aggro draw. No need to take it.
[color= yellow]Level 12: Build Up.[/color] Greatly increases the amount of damage you deal for 10 seconds, as well as slightly increasing your accuracy. Good damage enhancer, and with 3 recharges it is available quite a bit.
[color= yellow]Level 12: Luminous Detonation.[/color] You hurl a large blast of Kheldian light energy that violently explodes on impact, damaging all foes near the target, reducing their defense. Some affected targets may get knocked back. Another aggro draw. No need to take it.
[color= yellow]Level 18: Incandescent Strike.[/color] Incandescent Strike is an absolutely devastating melee attack that focuses all of the Kheldians energy and strength into a single massive blow. This slow but incredibly devastating attack can knock out most opponents, leaving them Stunned. Incandescent Strike can also bring down fliers, Knock Down foes, and reduce their defense. Essentially, Total Focus to the uninitiated. Great stun factor, excellent damage.
[color= yellow]Level 18: Pulsar.[/color] Generates a brilliant pulse of Kheldian light around you that stuns nearby foes. Affected foes are Disoriented and unable to defend themselves. Excellent first strike mob control. Run in Pulsar, pick a target and own him six ways to Sunday. Wash, rinse and repeat. Use this with Build Up for max effect.
[color= yellow]Level 26: Glowing Touch.[/color] Heals a single targeted ally at moderate range. You cannot use this power to heal yourself. How many Tankers or Scrappers have a buddy heal? Good for those tough missions when your primary healer is getting tossed.
[color= yellow]Level 26: Solar Flare.[/color] You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their defense. AoE DPS. Good knockback potential.
[color= yellow]Level 32: Photon Seekers.[/color] You manifest 3 spheres of light energy drones from your very Kheldian essence. These drones will follow you until they detect an enemy target. Then Photon Seekers will then zero in on their targets and detonate on impact. The explosion is small, but devastating and may affect multiple foes if they are near the target. Excellent Alpha attack assistance. Think of these little fellas as mini-Dawn Strikes. Jump into a pile of baddies with these guys on, and watch the bodies hit the floor.
[color= yellow]Level 32: Dawn Strike.[/color] You can explode in a tremendous blast of Kheldian energy, sending nearby foes flying and reducing their defense. Dawn Strike deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. The second energy component for Brawl index can hit from 1 to 3 times. This is our typical blaster Nova. Same punch and end drain/recovery. Keep a blue candy on hand to get your toggles up after you fire this.
Secondary Power Pool
Luminous Blast:
[color= yellow]Level 1: Incandescence.[/color] Kheldians have a natural mild resistance to Energy and Negative Energy damage. This is an always on no end power. Initial slot should take care of our needs. More DamRes from other powers make better use of slots than this, but nice to have.
[color= yellow]Level 2: Shining Shield.[/color] When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal damage. The center of your survivability for a human only build.
[color= yellow]Level 4: Essence Boost.[/color] You can activate this power to increase your maximum Hit Points for a short time. Essence Boost also grants you resistance to Toxic Damage. Dull Pain for you Tanker and Scrapper types. As this carries over to all forms, I recommend putting it on a static bar to see when it is up.
[color= yellow]Level 10: Thermal Shield.[/color] When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that gives you resistance to Fire and Cold damage. This is a nice to have power, but its not a must have.
[color= yellow]Level 14: Quantum Shield.[/color] When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. This is another nice to have power, but its not a must have.
[color= yellow]Level 16: Group Energy Flight.[/color] You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Fly travel speed is slower than Fly. Flying heroes suffer from reduced Accuracy. OK Not making a support character here, so this power is completely unneeded.
[color= yellow]Level 20: White Dwarf.[/color] Kheldians are masters of energy and matter. A Peacebringer can transform into a massive unstoppable energy beast known as a White Dwarf. When you choose this power, you will have access to 6 other powers that can only be used while in this form. You will not be able to use any other powers while in White Dwarf form. White Dwarf has awesome resistance to all damage except Psionic, as well as controlling effects. White Dwarf also has improved Endurance Recovery, but is limited to melee attacks.
Here is a breakdown on the White Dwarf powers.
[color= yellow]White Dwarf Strike.[/color] A moderate melee attack that releases Energy on impact, which can Knock Down foes, and slows a targets attack and movement speed. This power is only available while in White Dwarf Form.
[color= yellow]White Dwarf Smite.[/color] A powerful melee attack that can often Disorient or Knock Down opponents. White Dwarf Smite can also bring down fliers, and slows a targets attack and movement speed. This power is only available while in White Dwarf Form.
[color= yellow]White Dwarf Flare.[/color] You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their defense. This power is only available while in White Dwarf Form.
[color= yellow]White Dwarf Sublimation.[/color] Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. This power is only available while in White Dwarf Form.
[color= yellow]White Dwarf Antagonize.[/color] This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble. Antagonize has a very high success rate that can be improved with Accuracy Enhancements.
[color= yellow]White Dwarf Step.[/color] White Dwarfs can Teleport long distances. White Dwarf Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.
[color= yellow]Level 22: Reform Essence.[/color] Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself.
[color= yellow]Level 24: Conserve Energy.[/color] You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while. I took a lot of flack about placing this earlier in my build, and I really havent seen the need for it at 24. I would recommend taking it when you start seeing Sappers. This make life with the Malta a lot easier.
[color= yellow]Level 28: Quantum Flight.[/color] You shift your quantum matrix and become more energy than matter. No longer bound by the laws of normal physics, you become intangible to other entities and can fly at high speeds. You cannot maintain your intangible nature for long. After about 45 seconds, all your powers will start to cost more and more Endurance until you deactivate Quantum Flight. Quantum Flight grants some stealth and is faster than normal Flight, but its Endurance cost is higher. You cannot affect other targets while Quantum Flight is active.
[color= yellow]Level 35: Restore Essence.[/color] Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and Endurance.
[color= yellow]Level 38: Light Form.[/color] When you activate Light Form, you become pure Kheldian Light Energy and extremely resistant to most damage. You are also partially protected from some Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. While in Light Form, you cannot shape shift into Bright Nova or White Dwarf form. Light Form costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance.
Pool Powers
[color= yellow]Fitness Pool.[/color] This is a must have for a human only PB. Swift adds to your flight speed, and later your SS. You can over look this if you only pop to human form to heal/hasten. Just slot your other forms with End Mods and you will be fine.
[color= yellow]Speed Pool.[/color] Hasten is not so much of a MUST HAVE as it used to be. If you are spending a lot of time in Human form, you will want this. In addition Flurry is a nice filler attack with a chance to disorient. Super Speed makes getting around a lot better.
[color= yellow]Leaping Pool.[/color] This is another option for human only. Combat Jumping for defense in place of Thermal Shield, and get an all the time defense vs. situational DamRes. Going to compare the two down the line on the Test Server.
[color= yellow]Fighting Pool.[/color] More damage resistance and defense here. Also a possible trade off for Thermal and Quantum Shields.
[color= yellow]Concealment.[/color] Stealth is almost a requirement if you intend on doing any serious PvP. It also makes getting the drop on Voids and Quants a bit easier.
[color= yellow]Medicine Pool.[/color] You already have a superior buddy heal to Aid Other. What to look at here is Aid Self. Aid Self adds a small Mez protection. Some is better then none. Look at taking Stimulant for your teammates to open this pool.
[color= yellow]Leadership.[/color] Might be an option if it wasnt such an end hog. I wouldnt consider it for that aspect alone. Being on a team with a defender or controller with this however Mmmm
[color= yellow]Presence.[/color] Also a viable option, especially for PvP. A Taunt and a Fear, both single target would be a good choice.
Macros
Here are a list of a few macros I put on all my Kheldians they make life so much easier.
Note: You can mod these to be keybinds by simply changing the /macro <name> to /bind <key>.
Void Macro
/macro Void target_custom_next void$$target_custom_next quant$$target_custom_next cyst
Targets any Voids, quants or crystals within targeting range.
Assist Macro
/macro Aid team $target ahead. Lets get him first!
Sends a team message for help with a target. Use in conjunction with the Void Macro above.
Peacebringer Macros
Nova
/macro Nova powexec_toggle_on bright nova$$goto_tray 3
Activates Nova form, and switches to power tray 3.
Dwarf
/macro Dwarf powexec_toggle_on bright dwarf$$goto_tray 4
Activates Dwarf form, and switches to power tray 4.
Human
Shield Macro:
/macro HF powexec_toggle_off bright nova$$powexec_toggle_off bright dwarf$$powexec_name shining shield$$goto_tray 1
Deactivates Nova or Dwarf form, switches to tray 1 and activates Shining Shield
Note: You can use any of the below binds when already in human form. They will simply activate the power at the end of the bind.
Sample Builds
These are by NO MEANS the perfect build. Your play style should determine how and when you take powers and slot them. These samples are offered as an example of the diversity of the PB AT.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Tri-Form PB
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Gleaming Bolt==> Empty(1)
01) --> Incandescence==> Empty(1)
02) --> Gleaming Blast==> Acc(2) Dmg(3) Dmg(3) Dmg(46)
04) --> Shining Shield==> EndRdx(4) DmgRes(5) DmgRes(5)
06) --> Bright Nova==> TH_Buf(6) EndMod(7) EndMod(7) EndMod(50)
08) --> Radiant Strike==> Acc(8) EndRdx(9) Rechg(9) Dmg(43) Dmg(43) Dmg(45)
10) --> Essence Boost==> Rechg(10) Rechg(11) Rechg(11)
12) --> Build Up==> Rechg(12) Rechg(13) Rechg(13)
14) --> Swift==> Run(14)
16) --> Health==> Heal(16)
18) --> Incandescent Strike==> Acc(18) EndRdx(19) Rechg(19) Dmg(42) Dmg(42) Dmg(42)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> White Dwarf==> DmgRes(22) DmgRes(23) DmgRes(23) EndMod(29) EndMod(29) EndMod(50)
24) --> Reform Essence==> Rechg(24) Rechg(25) Rechg(25)
26) --> Solar Flare==> Acc(26) EndRdx(27) Rechg(27) Dmg(43) Dmg(45) Dmg(45)
28) --> Pulsar==> Acc(28) Acc(50)
30) --> Glowing Touch==> Heal(30)
32) --> Photon Seekers==> Acc(32) EndRdx(33) Rechg(33) Dmg(33)
35) --> Dawn Strike==> Acc(35) Dmg(36) Dmg(36) Dmg(36)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Conserve Energy==> Rechg(41)
44) --> Restore Essence==> Heal(44)
47) --> Quantum Flight==> EndRdx(47)
49) --> Thermal Shield==> EndRdx(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Combat Flight==> Empty(10)
---------------------------------------------
06) --> Bright Nova Bolt==> Dmg(6) Dmg(17) Dmg(48)
06) --> Bright Nova Blast==> Dmg(6) Dmg(17) Dmg(48)
06) --> Bright Nova Scatter==> Dmg(6) Dmg(15) Dmg(34)
06) --> Bright Nova Detonation==> Dmg(6) Dmg(15) Dmg(34)
22) --> White Dwarf Strike==> Acc(22) Dmg(34) Dmg(40) Dmg(48)
22) --> White Dwarf Smite==> Acc(22) Dmg(31) Dmg(37) Dmg(46)
22) --> White Dwarf Flare==> Acc(22) Dmg(31) Dmg(37) Dmg(46)
22) --> White Dwarf Sublimation==> Rechg(22) Rechg(31) Rechg(37)
22) --> White Dwarf Antagonize==> Acc(22)
22) --> White Dwarf Step==> EndRdx(22)
---------------------------------------------
Name: Dual-Form PvP
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Gleaming Blast==> Acc(2) EndRdx(3) Rechg(3) Dmg(5) Dmg(5) Dmg(31)
04) --> Essence Boost==> Rechg(4) Rechg(17) Rechg(29)
06) --> Radiant Strike==> Acc(6) EndRdx(7) Rechg(7) Dmg(9) Dmg(9) Dmg(17)
08) --> Stealth==> DefBuf(8) DefBuf(15) DefBuf(15)
10) --> Hasten==> Rechg(10) Rechg(11) Rechg(11)
12) --> Shining Shield==> EndRdx(12) EndRdx(13) DmgRes(13) DmgRes(27) DmgRes(27)
14) --> Hurdle==> Jump(14)
16) --> Health==> Heal(16)
18) --> Incandescent Strike==> Acc(18) EndRdx(19) Rechg(19) Dmg(25) Dmg(25) Dmg(29)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> White Dwarf==> DmgRes(22) DmgRes(23) DmgRes(23) EndMod(46) EndMod(46) EndMod(48)
24) --> Reform Essence==> Rechg(24) Rechg(31) Rechg(31)
26) --> Solar Flare==> Acc(26) EndRdx(33) Rechg(33) Dmg(37) Dmg(37) Dmg(37)
28) --> Pulsar==> Acc(28) Acc(34) DisDur(36)
30) --> Super Speed==> Run(30)
32) --> Photon Seekers==> Acc(32) EndRdx(33) Rechg(34) Dmg(34) Dmg(48) Dmg(48)
35) --> Build Up==> Rechg(35) Rechg(36) Rechg(36)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Stimulant==> IntRdx(41)
44) --> Aid Self==> IntRdx(44)
47) --> Invisibility==> EndRdx(47) EndRdx(50)
49) --> Glowing Touch==> Heal(49) Heal(50) Heal(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Combat Flight==> DefBuf(10)
---------------------------------------------
22) --> White Dwarf Strike==> Acc(22) Dmg(40) Dmg(45) Dmg(46)
22) --> White Dwarf Smite==> Acc(22) Dmg(42) Dmg(43) Dmg(45)
22) --> White Dwarf Flare==> Acc(22) Dmg(42) Dmg(43) Dmg(45)
22) --> White Dwarf Sublimation==> Rechg(22) Rechg(42) Rechg(43)
22) --> White Dwarf Antagonize==> Acc(22)
22) --> White Dwarf Step==> EndRdx(22)
---------------------------------------------
Name: Human Only PB
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Gleaming Bolt==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Gleaming Blast==> Acc(2) Dmg(3) Dmg(3) Dmg(17)
04) --> Shining Shield==> EndRdx(4) EndRdx(5) DmgRes(5) DmgRes(11) DmgRes(11)
06) --> Radiant Strike==> Acc(6) EndRdx(7) Rechg(7) Dmg(15) Dmg(15) Dmg(17)
08) --> Essence Boost==> Rechg(8) Rechg(9) Rechg(9) Heal(42) Heal(42) Heal(43)
10) --> Stimulant==> IntRdx(10)
12) --> Build Up==> Rechg(12) Rechg(13) Rechg(13)
14) --> Swift==> Run(14)
16) --> Aid Self==> IntRdx(16) IntRdx(31) IntRdx(31)
18) --> Incandescent Strike==> Acc(18) EndRdx(19) Rechg(19) Dmg(21) Dmg(21)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Reform Essence==> Rechg(24) Rechg(25) Rechg(25) Heal(43) Heal(43) Heal(45)
26) --> Solar Flare==> Acc(26) EndRdx(27) Rechg(27) Dmg(29) Dmg(29) Dmg(31)
28) --> Pulsar==> Acc(28) Acc(48)
30) --> Glowing Touch==> Heal(30) Heal(48) Heal(48)
32) --> Photon Seekers==> Acc(32) EndRdx(33) Rechg(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Dawn Strike==> Acc(35) Dmg(36) Dmg(36) Dmg(36) Rechg(37) Rechg(37)
38) --> Light Form==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39) DmgRes(40) DmgRes(40)
41) --> Stealth==> EndRdx(41) EndRdx(42) DefBuf(46) DefBuf(46) DefBuf(46)
44) --> Hasten==> Rechg(44) Rechg(45) Rechg(45)
47) --> Super Speed==> Run(47)
49) --> Restore Essence==> Heal(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1) Fly(34) Fly(37)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Empty(2)
10) --> Combat Flight==> Fly(10) Fly(40) Fly(50) DefBuf(50) DefBuf(50)
---------------------------------------------
Closing
Peacebringer are as fun as they are challenging. I hope you have as much fun playing yours as I do mine. Hope this guide can clear up some questions and inform the new level 50s on the ins and outs of PB happiness
CHEERS -
I am using this for just Mineral Armor. I also run 2 end red in each of the toggles and 3 in pots. Also my attacks each have an end reducer.
Basically I am as solid in a "Psi" heavy mission as I am in a regular mission in Granite... -
Excellent guide...I don't have time to write a guide but, here is something no one has touched on in any of the Stone Tanker guides...
Mineral Armor makes Stone Tanks unique. Now add Tough and Weave, Stone Skin, and Rooted with a 3 slotted Swift...
Makes any mission with Psi damage a cakewalk. +2 and +3, no sweat. Overall defense from Weave means you get hit less by EVERYTHING. It's generic...Melee and Ranged. So basically EVERY attack wheather Psi, Nrgy, Neg Nrgy, Smashing and Lethal, and even my favorite, None-specific damage.
I have this on my Regen Scrapper and my PB and I thought since all the Stone armors are 1 at a time, what better way to build the Stone Tank?
So basically no matter what Stone armor I am using, I have Tough and Weave to add to it. I really think Weave has a place in this type of Tank. Especially since this is the GOD of Tanks...
Cheers... -
Excellent guide...I don't have time to write a guide but, here is something no one has touched on in any of the Stone Tanker guides...
Mineral Armor makes Stone Tanks unique. Now add Tough and Weave, Stone Skin, and Rooted with a 3 slotted Swift...
Makes any mission with Psi damage a cakewalk. +2 and +3, no sweat. Overall defense from Weave means you get hit less by EVERYTHING. It's generic...Melee and Ranged. So basically EVERY attack wheather Psi, Nrgy, Neg Nrgy, Smashing and Lethal, and even my favorite, None-specific damage.
I have this on my Regen Scrapper and my PB and I thought since all the Stone armors are 1 at a time, what better way to build the Stone Tank?
So basically no matter what Stone armor I am using, I have Tough and Weave to add to it. I really think Weave has a place in this type of Tank. Especially since this is the GOD of Tanks...
Cheers... -
Excellent guide...I don't have time to write a guide but, here is something no one has touched on in any of the Stone Tanker guides...
Mineral Armor makes Stone Tanks unique. Now add Tough and Weave, Stone Skin, and Rooted with a 3 slotted Swift...
Makes any mission with Psi damage a cakewalk. +2 and +3, no sweat. Overall defense from Weave means you get hit less by EVERYTHING. It's generic...Melee and Ranged. So basically EVERY attack wheather Psi, Nrgy, Neg Nrgy, Smashing and Lethal, and even my favorite, None-specific damage.
I have this on my Regen Scrapper and my PB and I thought since all the Stone armors are 1 at a time, what better way to build the Stone Tank?
So basically no matter what Stone armor I am using, I have Tough and Weave to add to it. I really think Weave has a place in this type of Tank. Especially since this is the GOD of Tanks...
Cheers... -
THE GUIDE TO HUMAN PEACEBRINGER v1.1
By Energy Aura
After a weekend of data-mining on the test server, I have respeced and updated the build...
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Hugh Man (PB)
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
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01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Shining Shield==> EndRdx(2)EndRdx(3)DmgRes(3)DmgRes(5)DmgRes(5)
04) --> Gleaming Blast==> Acc(4)EndRdx(7)Rechg(15)Dmg(31)Dmg(37)Dmg(40)
06) --> Radiant Strike==> Acc(6)EndRdx(7)Rechg(15)Dmg(25)Dmg(34)Dmg(42)
08) --> Essence Boost==> Rechg(8)Rechg(9)Rechg(9)Heal(46)Heal(46)Heal(46)
10) --> Hasten==> Rechg(10)Rechg(11)Rechg(11)
12) --> Hurdle==> Jump(12)
14) --> Health==> Heal(14)Heal(29)
16) --> Build Up==> Rechg(16)Rechg(17)Rechg(17)
18) --> Incandescent Strike==> Acc(18)EndRdx(19)Rechg(19)Dmg(25)Dmg(34)Dmg(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Reform Essence==> Rechg(22)Rechg(23)Rechg(23)Heal(48)Heal(50)Heal(50)
24) --> Pulsar==> Acc(24)Acc(42)DisDur(50)
26) --> Solar Flare==> Acc(26)EndRdx(27)Rechg(27)Dmg(34)Dmg(37)Dmg(42)
28) --> Super Speed==> Run(28)
30) --> Stimulant==> IntRdx(30)
32) --> Photon Seekers==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(43)EndRdx(43)
35) --> Dawn Strike==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(43)EndRdx(45)
38) --> Light Form==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
41) --> Aid Self==> IntRdx(41)
44) --> Conserve Energy==> Rechg(44)Rechg(45)Rechg(45)
47) --> Glowing Touch==> Heal(47)Heal(48)Heal(48)
49) --> Restore Essence==> Heal(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Combat Flight==> Fly(10)Fly(13)Fly(13)DefBuf(29)DefBuf(31)DefBuf(31)
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Basically, I use SS to rush the Voids and Quants...Combat flight allows us to not worry about knock back. Use my marco from an earier post to activate Solar Flare.
Also with the absense of the Jumping Pool, we can take Medicine Pool (Self Heal has minimal mez protection)
Thanks to the rest of you for input and ideas. I will continue to update and finalize an actual "Guide".
Cheers -
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I am wondering if I can make a bind to shut off hover when I press Solar Flare..
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/macro BAM powexec_toggle_off Combat Flight$$powexec_name Solar Flare
This will create a button that will turn off Combat Flight and trigger Solar Flare
Hope it helps, -
Not going to get into a debate, but with a human only build, there are so many things to take, slot and consider. My Tri-build WS and PB are much more straight forward as far as power selection and slotting go. I will answer your questions though.
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A few things that stuck out to me:
Conserve Energy at 44. You should have had this much, much earlier. This is a ridiculously long time to wait for one of your best endurance management powers. You really should have this no later than level 30 - better yet, right when it comes available at 24. I notice you aren't putting off Stamina... same reasoning applies here.
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OK Conserve Energy is available at 24 This build already puts off Pulsar until 24, and as a blue insp or 2 during a fight will keep you fighting, this is more of a way to deal with the Malta Sappers in late game. If you think it should be earlier, where and what to push back?
[ QUOTE ]
Stealth. First off, you're taking Stealth but not SuperSpeed. In fact, giving this is supposedly a pseudo-Blapper build, the absence of Hasten is also conspicuous. Furthermore, this many slots in Stealth is just silly. The Defense bonus is negligible and not worth slotting, and Stealth's endurance cost is nowhere near "a lot of end".
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Yes you could go with Hasten and Super Speed, but this would be at the cost of what? Leaping Pool? Then plan on spending a lot of time held and knocked back. Makes the need for Breakfrees even more, and without acrobatics, knock back city no matter what. With a recharge on every attack in your chain early on, you will always have an attack ready to strike.
As far as the slots go, it is an option I went the defense route, added defense is always good. You could move the 3 slots for defense to your Energy Flight up front and take care of 2 birds with one stone
[ QUOTE ]
Pulsar, as an AOE mez power, has a hefty accuracy penalty. Most experienced PB players recommend 2 Accuracy here to overcome that.
[/ QUOTE ]
I always use Buildup and an ACC Insp before I first strike with Pulsar. The Accuracy has never been a problem. However you could slot a second Accuracy here in trade for duration or availability.
[ QUOTE ]
For a very long time, you have Energy Flight as your sole travel power, but you're not slotting it beyond the default slot. You might consider switching the Leaping pool out for the Speed pool and putting some slots in Energy Flight. As late as your get Acrobatics, I can't see it having that significant an effect. Unlike Stealth, Acrobatics does cost a lot of end, and at the point you get it you already have Light Form. Granted, Light Form's hardly suitable for use with every encounter, but if you went 44 levels without mez protection I can't see it making a difference now. If you want to stick with the Leaping pool for Acrobatics, it should really be in the build earlier. Much, much earlier.
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Option one. If you take the slots from Stealth you have maxed out Energy Flight.
Option two. Trade Hold and Knockback protection (Acrobatics does nothing for mez and stuns), for Hasten and Super Speed. Its an option, but Id rather have the added defense, hold/knockback protection of Combat Jumping and Acrobatics over being the first one to a mission.
[ QUOTE ]
Edit: One further note - the 'outshine Tri-Form builds with ease' bit in the Light Form description is a bit uncalled for. Generally speaking, bashing other people's choices doesn't do much to legitimize your own. Yes, Human-Only builds get more utility out of Light Form since it locks you in human form and naturally the build most suited to play in human form is a Human-Only build. No big surprise there.
Bashing those who don't choose to play as you did detracts from your credibility and adds nothing to your guide. In point of fact, a Human-Only build will out damage a Tri-Form while in Light Form, but not necessarily overall. I personally prefer to play Tri-Form on both Peacebringers and Warshades, but I respect the choice and the abilities of those who choose to play differently. Something to think about.
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The 'outshine Tri-Form builds with ease' statement is a fact when referring to this build vs. a Tri-build both in Light Form and attacking. It was not meant as a bash on Tri-builds, or the people that play them, after all, I have a WS and PB Tri-build. The intent was to show where our true strengths are, and encourage less experienced player to try something a bit different and a bit less conventional.
As I stated in the guide, I am using this build and I am now 32. There are arguably adjustments you can make with any build for any AT and especially for Kheldians. This build is working well and allowing me to solo on Invincible and also be an asset when teamed. From my experience, the one power I wish I could move forward in the build is Glowing Touch. As I am always in human form, I make a great off-healer on a team. This is something I am playing with in the build and would make the human only build an even greater asset on a team.
Justaris, thank you for your input. I will respec my Stealth on Test and try it out. Still not sold on Speed Pool over Leaping, but I may give that a shot on test too, just to see how it plays.
Cheers!