Energy_Aura

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  1. Energy_Aura

    Kheldian Guides

    OK...Don't know what happened...Just reposted the Guide...

    THE GUIDE TO HUMAN PEACEBRINGER v1
  2. Ladies and Gentlemen,

    Here it is…

    THE GUIDE TO HUMAN PEACEBRINGER v1
    By Energy Aura

    After reading all of the posts, I decided to look into the possibility of a single form PB. It’s a pretty conventional build but I’m sure I will have to explain any oddity at some point, but here goes…

    Let me start off with 3 statements that I based my entire guide on.

    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 (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)

    I’m not going to go into the powers description as there are many guides that already list WHAT the powers are. I will go over my choices of powers and field options for certain power choices.

    THE BUILD:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    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(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) --> Stealth==> EndRdx(10)EndRdx(11)DefBuf(11)DefBuf(13)DefBuf(13)
    12) --> Swift==> Run(12)
    14) --> Health==> Heal(14)
    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)Rechg(42)DisDur(50)
    26) --> Solar Flare==> Acc(26)EndRdx(27)Rechg(27)Dmg(34)Dmg(37)Dmg(42)
    28) --> Combat Jumping==> EndRdx(28)EndRdx(29)DefBuf(29)DefBuf(31)DefBuf(31)
    30) --> Super Jump==> Jump(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) --> Acrobatics==> EndRdx(41)
    44) --> Conserve Energy==> Rechg(44)Rechg(45)Rechg(45)
    47) --> Glowing Touch==> Heal(47)Heal(48)Heal(48)
    49) --> Restore Essence==> Heal(49)
    ---------------------------------------------
    01) --> Power Slide==> Empty(1)
    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)
    ---------------------------------------------
    ---------------------------------------------


    OK…Explanation…

    Level 1: Incandescence. 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.

    Level 1: Glinting Eye. It has a higher damage per shot than Gleaming Bolt although they are nearly identical for DPS. Your choice really…Just personal preference. Notice it doesn’t get slots due to more DPS worthy attacks.

    Level 2: Shining Shield. The center of your survivability. Take it, slot it, run it 24/7…Nuff said

    Level 4: Gleaming Blast. Straight forward DPS. This attack knocks back, so get used to chasing. You next attack does the same, so hit and run….

    Level 6: Radiant Strike. Again…DPS. Good knockback for low level Void and Quant encounters.

    Level 8: Essence Boost. Dull Pain for you Tanker and Scrapper types. The ability to use it more often opposed to a bigger buff is the way I went.

    Level 10: Stealth. Here is your second line of survivability, and our first real discussion. This gives us a pseudo-Stalker. Excellent for dealing with Voids and Quants, there are several points to consider.
    1. Movement penalty. Swift is taken at the next level which all but cancels this and it becomes a non-issue.
    2. End usage. Stealth uses a lot of end. With the number of toggles this build runs, protracted fights will make this an unfavorable side to Stealth. Keep a few blues on hand until Conserve Power.

    Level 12: Swift. First step to Stamina. Makes the movement penalty in Stealth a non-issue.

    Level 14: Health. Second stage to Stamina….

    Level 16: Build Up. Excellent damage buff. Slot it and you should have it available for at least the initial strike on each big mob.

    Level 18: Incandescent Strike. Total Focus to the uninitiated. Great stun factor, excellent damage. Long recharge, so one recharge up front to get it back quicker.

    Level 20: Stamina. Tada…Non-stop action is now a level away.

    Level 22: Reform Essence. Your second HP recovery tool. I went with the availability up front and bigger heals later in the build.

    Level 24: Pulsar. Excellent first strike mob control. Run in Pulse, pick a target and own him six ways to Sunday. Wash, rinse and repeat. Use this with Build Up for max effect.

    Level 26: Solar Flare. AoE DPS. Good knockdown potential. More use vs. more damage early is the way to go. This is the last power in your attack chain.

    Level 28: Combat Jumping. Added defense and Hold prevention…

    Level 30: Super Jump. Can I have another travel power please. This will make Acrobatics available and the knockdown protection is greatly needed.

    Level 32: Photon Seekers. 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.

    Level 35: Dawn Strike. Your typical blaster Nova. Same punch and end drain/recovery. Keep a blue candy on hand to get your toggle up after you fire this.

    Level 38: Light Form. Unstoppable’s Kheldian brother here. I laugh at our PB brothers who said a Human only build is not viable. 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. They 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 blast, with maxed out attacks while the Tri-Builds make weak efforts at trying to do the damage we are.

    Level 41: Acrobatics. OK…Now try that knockback/hold on me. Big thing here. I very rarely run Shining Shield, Stealth, Combat Jumping and Acrobatics at the same time (except Alpha Strikes). I use Acrobatics situational to the enemy…Keeps me having plenty of END for fighting.

    Level 44: Conserve Energy. With our toggles, we need something. Unfortunately we have to wait for this long to have a slot that isn’t “Build” oriented.

    Level 47: Glowing Touch. How many Tankers or Scrappers have a buddy heal? Well you can. Good for those AV missions when your primary healer is getting tossed.

    Level 49: Restore Essence. Saves you travel time. Not really worth slotting. You could even look at replacing it with a power of choice.

    Tactics…

    OK. You are a Scrapper for the most part. What’s 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 don’t 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 30 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.

    Cheers!!!
  3. Energy_Aura

    Kheldian Guides

    Just posted my GUIDE TO HUMAN PEACEBRINGER Check it out...

    Cheers,
  4. Herding, bad (Agree)...Holding agro, good (Makes sense)...Limiting the holding power of non-herders...BAD

    This might be a late look at an over discussed idea...

    To me, wouldn’t it work that a stationary Taunter, who has enemies in range, be able to taunt them all and hold their attention???

    Example: Doing Striga Shipboard mission…Tank agros 6 of a 10 man group…6 are on him but the spawn is 10…Wouldn’t it be more play friendly to make Taunt a conditional SPAWN power…I.E. tanker taunts the group of 10…Hit or miss is determined, but all of the members of the spawn that are in range are effected…Now the tough part…(At least coding wise)…Only one group can be effected by a taunt from an individual until the numbers of the original taunted group are less than 50%.

    So 10 man spawns are in the mission…When the 5th individual in the spawn is killed, then another spawn can be effected by Taunt. This would:

    1. Make careless group still get piles of agro (and Tanks trying to herd) but no control except on the first spawn effected by taunt.

    2. Allows a Tank to control multiple agros (provided the first group has been reduced to 50%), to prevent an accidental “Oops I agroed another group.”

    3. Allows to continue to move steadily from group to group without slowing progress…

    4. Remember...Stationary Taunter...

    Just my thoughts…
  5. OK...So we are applauding them changing this to 300'???

    THE IDEA STILL STINKS...

    STOP SAYING THANK YOU, AND TELL THEM IT STILL STINKS!!!

    Less XP is still less XP...
    Don't make us grind...
  6. <ul type="square">[*]Supergroup Name: Forever Heroes[*]Website (if any): none at current[*]Leader or Recruiting Officers: Energy Aura (SG Lead)[*]Preferred Method of contact: (ingame e-mail, ingame tell, or private message in forums)[*]SG Purpose: Bringing together heroes from other SGs after there members have FLED.[/list]
    Level Requirments: NONE (Just don't be a hero a day person)

    Colors: Red and Blue

    Costume Requirments: None, but SG colors are nice if you find the right combination for your hero.

    Ideas for the future: Would like to get enough and varied members so that there are at least a couple a people on at any given time...

    Looking for: Anyone who can build us a website, and someone with a TS server or VoIP server etc...(We have one now, but may loose access to it...)
  7. Went to the Hollows yesterday...Got the Outcast bases missions...First one was easy, .80miles away, just had to dodge gangs. Second mission was WAY out in the Gultch. Got killed twice and still haven't got there. Will try again tonight...