Ferret_NA

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  1. Ferret's Scrapper / Tanker Peacebringer Guide

    Peacebringer's are only available to people that have played through to 50 before, so guides aren't as essential as they are for the beginning ATs. But I figured there were folks out there who might like some advice from a higher-level Peacebringer. So I decided to write this handy little guide. All of this is just my opinion, but I’ve logged plenty of hours of test and I read these boards pretty religiously.

    This may be controversial, but in my personal opinion Peacebringers are best build by having two roles – Scrappers and Tankers. Some of their human powers and of course the Bright Nova form have Blaster elements – but after climbing to 50 with an AR/Dev blaster, I thought they felt too weak at higher levels to be effective. But after all that blastering, I was worn out on that path – so that may just be the jadedness talking.

    So I built my Peacebringer as a Scrapper in Human form and a Tanker in White Dwarf form. So here’s a guide to what power to pick up when and why. This guide is based off of the best build I’ve found for a level 39 PB. At 40 and beyond there will be more slots available to fill in earlier powers. Since this guide is for the best build at 39 I’ve found – it would definitely behoove a new Kheldian to develop a good build for the early levels and then respec into this at 24 or 34.

    1. Glinting Eye
    This is a low level blaster-like power. You might be wondering, “Hey this is a guide for a Scrapper PB, what’s this power doing here?” The answer is, you have no choice. The first two powers are both entry-level Blaster powers. It’s handy to have at higher levels, though, because you can use it to at least attract aggro at range. Initially it may be worth putting some slots in this at the lower levels just to make the beginning levels easier.
    Recommended Slotting: 1 damage.

    1. Incandescence
    No choice with this power, and this provides resistance to Energy and Negative attacks. Like most always on damage resist powers it’s not worth slotting too much, you get much bigger bang for your buck with toggles much later down the line.
    Recommended Slotting: 1 resist damage.

    2. Shining Shield
    Nice resists against Smash and Lethal, definitely nice to have 6 slotted eventually. With this build you’ll spend a lot of time in human form, so this power is toggled a great deal. It’s worth 6 slotting because how often Smash and Lethal damage comes up.
    Recommended Slotting: 6 resist damage.

    4. Essence Boost
    This is the first potentially odd choice because I suggest passing up Gleaming Blast for this. But I’m trying to build a Scrapper in human form, not a Blaster. So I took Essence Boost instead. This gives a nice bump to your health for a short period of time. I don’t slot this power because a well-run Kheldian has many damage avoidance and damage mitigation possibilities. I often use this as a Heal surrogate that also happens to boost my hit points.
    Recommended Slotting: 1 attack rate.

    6. Hasten
    The PB Scrapper goes through a ton of Endurance, and Hasten will not help with that. But eventually you’ll get Conserve Power and if you pop a blue every now and then, Endurance won’t be a problem. My philosophy is that you have White Dwarf and later Light Form for defense, so the other defense I can concentrate on is overwhelming offense. And Hasten is essential for that.
    Recommended Slotting: 6 attack rate.

    8. Radiant Strike
    This is the first real attack power that’s worthwhile in human form. This is a single target strike and when it’s properly slotted it can be devastating. Reasonably fast animation time, too.
    Recommended Slotting: 4-5 damage, 1-2 accuracy. I lean to having 2 slots in accuracy, because in groups I’ve found I attack reds and purples a lot, and the extra bump to accuracy helps a lot.

    10. Swift
    The human form is an endurance hog – so this is step one on the way to the all-mighty Stamina. If you’ve got to 50 before, this one is a “no duh” move.
    Recommended Slotting: 1 run speed.

    12. Build Up
    This increases damage and accuracy for a few seconds. If I pop this I can usually get a swing in with Radiant Strike, Incandescent Strike, and Solar Flare before it goes bye-bye. That’s a lot of damage! Post 40 I’m thinking of putting a slot or two more in this, but already with this build I have Build Up available almost always at least once a fight.
    Recommended Slotting: 2 attack rate.

    14. Super Speed
    Kheldies have a ton of free movement powers, but I couldn’t resist snagging this because I love Super Speed. If you can get by with just flight and teleport, then consider this a free slot. But I love my speed.
    Recommended Slotting: 1 run speed.

    16. Health
    Step #2 on the way to Stamina. The extra healing over time can prove pretty useful, so I took it over Hurdle.
    Recommended Slotting: 1 healing.

    18. Incandescent Strike
    This is a beautiful attack doing Extreme damage at level 18. It has a long animation, but it can kill even con enemies in one shot with SOs in it. Radiant Strike, this, and Solar Flare are my three human attacks. Looking forward to getting above 40 to start buffing up another attack.
    Recommended Slotting: 4-5 damage, 1-2 accuracy.

    20. Stamina
    I really don’t need to explain this one. Get it, slot it, love it.
    Recommended Slotting: 6 endurance recovery.

    22. White Dwarf
    Both White Dwarf and Stamina are available at the same time, and both of them desperately need slots before they really bloom. White Dwarf is the Tanker form – and once it’s fully slotted you can make a decent Tanker just by spending 5 slots. A real bargain.

    This form comes with 6 sub-powers. So far I haven’t been able to free up any slots to throw in them. I’d really love to slot White Dwarf Antagonize (our taunt) with 2 accuracy, 2 taunt effectiveness, and 2 recharge. Then I feel my effectiveness when acting as the group tanker would go up immensely. But just with the base form slotted I was able to do a passable job as a 7 man group’s Tanker on the 34 respec trial for 15 minutes. Not too shabby.
    Recommended Slotting: 4 damage resist, 2 endurance recovery.

    24. Conserve Energy
    For two minutes at a stretch your endurance worries go away. That’s priceless. Six-slot this immediately so you can go crazy with your attacks, toggles, and anything else you want to throw at any enemy. You can’t perma-Conserve Energy, but you can make it so there isn’t too huge a delay. Just be more frugal when waiting for CE to come back online, and keep some blues handy.
    Recommended Slotting: 6 attack rate.

    26. Reform Essence
    This is a decent heal which seems to replenish 1/4 of my health bar with a single SO. Post-40 I definitely plan on putting more slots in this – on Test I’ve found 4 heal and 2 attack rate are a very happy combination
    Recommended Slotting: 1 heal.

    28. Quantum Flight
    Quantum Flight is our version of Phase Shift – plus it gives fully maxed flight speed. There is a cost, of course, it eats up Endurance like crazy. But with 4 endurance reduction and 6 slotted Stamina you can keep it always on. This is a great emergency power, and especially great for the “oh [censored]” moment when Light Form gives out.
    Recommended Slotting: 4 endurance reduction.

    30. Solar Flare
    This is the last of the power trio of attacks. This is a point-blank area of effect attack. It does decent damage and it has a lot of knock back. A definite mixed blessing, because my human build is based off of melee attacks. Knockback management is definitely an important thing to master with this build, and this power is the King of causing that.
    Recommended Slotting: 3 damage, 2 accuracy.

    32. Photon Seekers
    I really want to like Dawn Strike, but the endurance drain plus non-recovery of Endurance is just too dangerous for the way I play. So I pick up Photon Seekers instead – post-40 I plan on slotting this to max eventually with 3 damage and 3 recharge. Then it should be suitably dangerous power. Right now it’s on the build list as an investment in the future.
    Recommended Slotting: 1 damage.

    35. Pulsar
    A point-blank disorient power… Too bad it isn’t hold, but it can be useful. At some point I’d like to throw in an extra disorient duration and recharge, but I don’t know if it’s worth it. Even against even cons they don’t stay disoriented long. This is one of the powers I’m on the fence about, but it definitely has its uses in my current build.
    Recommended Slotting: 1 accuracy.

    38. Light Form
    This is the power that makes Human form worth it, and why I haven’t bothered with the Fighting power pool and the other shields so far. This provides excellent damage resistance and even some built in endurance recovery. Four-slotted you cap all damage resistances categories except for psychic.

    There are two chief drawbacks – first one is minor, you can’t switch forms. But since you can use all your human form powers and you have defensive capabilities equaling the White Dwarf form – big whoop. The real drawback is after it’s over you have 10% health and 10% endurance. Yikes! I try to stay painfully aware of the LF timer and when it starts getting close to popping, I back off and keep my mouse hovering over the Quantum Flight button. If you have Conserve Energy up you can gain a decent clip of endurance back then use Reform Essence and Essence Boost to get back to fighting shape. Sometimes I gain just enough endurance to go into White Dwarf form

    Despite all of that – Light Form is awesome, and my main strategy is to be in that form as much as I can. I find I can usually go through 3 small groups before it wears off, and I can solo light purples easily if light form is up.
    Recommended Slotting: 3 damage resistance, 1 recharge. Ultimately this will be 3-4 damage resistance, 2-3 attack recharge.

    This is the road map for the future of this build. I can’t comment first-hand how it will be, but it looks good to me.

    41. Thermal Shield
    One of the most painful decisions in this build is not picking this up earlier. But White Dwarf provides great protection from the unusual damage types, and Light Form works like a champ. I’m looking forward to getting this and eventually 6 slotting it. I place this above Quantum Shield because Incandescence provides Negative and Energy protection. So Fire and Cold are big old voids in default human form.
    Recommended Slotting: 6 damage resistance.

    44. Quantum Shield
    This fills in the Negative and Energy holes in defense. My guess is once all of the shields are up, you would only have to go Light Form in tough fights. That sounds very attractive because Light Form management can be nerve-wracking.
    Recommended Slotting: 6 damage resistance.

    47. Dawn Strike
    I want to try this out 6 slotted at some point and see how it works. When I respeced on Test I didn’t have slots enough to see how worthwhile this was fully slotted. It sounds yummy – but no Endurance and no Endurance regen just sounds like quick death for my play style.
    Recommended Slotting: 4 damage resistance, 2 accuracy.

    49. Bright Nova
    Before I wrap up my Kheldian I’d like to be able to turn into a squid just because. No real use to it frankly. Just fun for show. People keep asking to see my squid form, and when I tell them I don’t have one they look at me funny. So at 49 I can turn into a squid and say, “Are you happy?”
    Recommended Slotting: 1 endurance recovery.

    This build only uses two power pools – Fitness and Speed. The only other power pools that were tempting were Concealment and Fighting. You can’t even pick up Flight and Teleport (which is a shame – because I’d so spend a slot for Recall Friend).

    Concealment is handy because Invisibility is nice for scouting – but Quantum Flight makes you invulnerable so even though enemies can spot you it doesn’t matter. Grant Invisibility would be nice for teammates, but not that necessary.

    Fighting was a tougher choice to avoid – but Shining Shield is effective enough that Tough wouldn’t be all that useful. And that would make Weave a very expensive power to pick up. And with White Dwarf and Light Form being so effective at soaking up damage, Weave just isn’t essential

    I find the Kheldian Peacebringer fun right now, although I think we have the jack-of-all-trades syndrome. But it’s neat being a Swiss army knife, and I definitely feel that groups I’ve traveled with would want to have me around again. We can be decent tanks or scrappers, and I love the variety of options we have.

    So that’s my guide. Feel free to send comments and more. I’m sure there are wiser folks than I that can make improvements to this build – but since they’re all quiet right now, I hope you enjoy.

    -Ferret
    39 Kheldian Peacebringer


    P.S. One last thing, here’s a happy little macro I made to help with White Dwarf form.
    macro Dwarf “powexec_toggleon White Dwarf$$goto_tray 9”
    macro Human “powexec_toggleoff White Dwarf$$goto_tray 1”
    Just put the first on tray 1, and the second on tray 9. I put both in my 8 slot, so I can hit 8 once and go to White Dwarf form and hit it again to go back to human. The White Dwarf form has 6 abilities, so they only need a single tray.