FourSpeed

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  1. It occurred to me that a build summary might be handy for those who may
    not be inclined to read the entire guide (I know it's Long).

    Keep in mind that powers and slotting only cover L1-L35 leaving 5 power choices,
    and 30 slots available for high level customization as outlined in the Appendix...

    Sorry for forgetting this with the original post... (ewps)

    Regards,
    4



    True to Concept Build -- (L1-L35)
    --------------------------------

    Exported from version 1.5A of CoH Planner
    http://joechott.com/coh
    (FS - Editted)

    Archetype: Peacebringer
    Primary Powers - Ranged : Luminous Blast
    Secondary Powers - Support : Luminous Aura

    01 : Incandescence damres(01)
    01 : Glinting Eye acc(01) dam(03)
    02 : Gleaming Blast acc(02) dam(03)
    04 : Essence Boost recred(04) recred(05) recred(05)
    06 : Bright Nova thtbuf(06)* endrec(13) endrec(13) endrec(17) endrec(19) endrec(21)
    * Change to endrec(15)
    08 : Aid Other hel(08)
    10 : Radiant Strike acc(10)
    12 : Build Up thtbuf(12)
    14 : Aid Self recred(14)
    16 : Stimulant hel(16)
    18 : Pulsar acc(18)
    20 : White Dwarf damres(20) damres(25) damres(25) damres(31) endrec(33) endrec(33)
    22 : Reform Essence recred(22)
    24 : Incandescent Strike acc(24)
    26 : Conserve Energy recred(26)
    28 : Quantum Flight endred(28) endred(29) endred(29) endred(31) endred(31)
    30 : Solar Flare acc(30)
    32 : Photon Seekers acc(32)
    35 : Glowing Touch hel(35)

    -------------------------------------------

    01 : Brawl empty(01)
    01 : Sprint empty(01)
    02 : Rest empty(02)
    01 : Energy Flight empty(01)
    10 : Combat Flight empty(10)
    06 : Bright Nova Bolt dam(06)
    06 : Bright Nova Blast dam(06) acc(17) dam(19) dam(21) dam(27) dam(27)
    06 : Bright Nova Scatter dam(06) dam(07) dam(09) dam(11) acc(15) rng(23)
    06 : Bright Nova Detonation dam(06) dam(07) dam(09) dam(11) acc(15) dam(23)
    20 : White Dwarf Strike acc(20)
    20 : White Dwarf Smite acc(20) dam(33) dam(34)
    20 : White Dwarf Flare acc(20) dam(34) dam(34)
    20 : White Dwarf Sublimation recred(20)
    20 : White Dwarf Antagonize acc(20)
    20 : White Dwarf Step empty(20)
  2. FourSpeed

    Guide to Guides

    I've recently posted a Peacebringer Guide I'd appreciate
    having added to the catalog - Thanks!


    FourSpeed's PB Guide -- Nova/Dwarf Revisited

    Regards,
    4
  3. Thanks,
    I greatly appreciate the feedback.

    I'd agree that you can probably get by without all three, after all, Dwarf
    mode hits resist cap anyway (84.6 is close enough as no lie) so you
    can always switch there if things start going south on you, but I wanted
    to at least have the option of all of them -- I'd say the most expendable
    is Quantum Shield -- there's far more smashing/lethal and fire (imho).

    I particularily wanted them all in the Appendix for the case, where the
    player may not be sure if tri-form is the way they want to go at first.
    It's easier if you know you're leaning that way from the outset.

    The 'concept build' was always intended as bi-form with some of the key
    human attacks as a little 'spice' to change things occasionally.
    I intentionally wanted to address/eliminate the seemingly endless
    respecs approach I keep reading about all the time, as it's largely
    unnecessary (imho) with a little forethought and planning.


    Regards,
    4
  4. Kheldians - The Nova/Dwarf Peacebringer Revisited
    -------------------------------------------------

    CONTENTS
    ----------
    - Introduction
    - Play Philosophy
    - Powers in Detail
    - Tactics in Detail
    - Skirting the Void
    - Conclusion
    - Appendix A: Alternate Ideas

    INTRODUCTION
    --------------

    Greetings, fellow beings of Light. I bring you these words in the hope
    that it will add to your knowledge and help you achieve a better symbiosis
    with the humans of Paragon City. I am not the foremost among us, but I
    hope you will hear and utilize any ideas which seem reasonable to you,
    and gently discard those that do not fulfill your purpose. As a Peacebringer,
    I do not speak in detail about our darker cousins, the Warshades. Rather,
    I will reflect upon my experiences in this world and hope you will find
    those ideas beneficial. Go in Peace and Shine Forth to all.

    ---------------------------------------------

    This is another guide to the Peacebringer covering philosophy, powers,
    slotting, and tactics. Feel free to use ideas you like, and ignore any
    you disagree with - you may find some of my choices controversial.
    I did find this build fun to play, successful solo or teaming, and it's
    my hope you'll experience that also.

    Playing a Peacebringer is definitely challenging, so you had best know
    your business, or else... but, in skilled hands, a Peacebringer is a very
    capable AT, and fascinating to play. The 'Cool Factor' is huge, the forms
    impressive, and you also get additional story content. Frankly, it's more
    survivable than several AT's I've played in the past.

    There are many helpful player guides that I encourage you to read. Each
    has value for prospective Peacebringers, whether detailed numbers for
    powers (which this guide intentionally excludes), alternate builds, or
    ideas for power choices and slotting up to L50 (this guide covers L1-L35).

    Kudos to each of those authors for their time and hard work!

    So, why did I write this? I'm glad you asked. I approached this build from
    an alien perspective. I also wanted to give new Peacebringers some ideas,
    philosophy, and tactics for playing them, without as much confusion, and
    frustration, or indecision, as is often seen in many Kheldian Forum posts.

    Kheldians are aliens of light/dark energy that can meld with a human host
    to create a unique and fascinating type of game hero. You can create them
    once one of your other hero characters reaches Level 50. At that point,
    you may create a Peacebringer (or Warshade) on any server you wish.

    The Peacebringer has 3 forms, each having unique powers, strengths,
    and weaknesses. These are: Human, Nova (often called a Squid), and Dwarf
    (often called a Lobster). Human form is most versatile with ranged and
    melee attacks, heals and power pools. Nova is your damage dealing Blaster,
    and Dwarf is your damage resistant Tanker. This gives you unparalleled
    flexibility, but it can cause a lot of difficulty when it comes to power
    choices and slotting.


    PLAY PHILOSOPHY
    -----------------

    Peacebringers have so many forms, powers, and overall build combinations,
    that creating one seems daunting, if not overwhelming. This is a real
    part of the challenge.

    While reading other guides, I noted that many focus on the human powers.
    This makes perfect sense since human form is the most versatile and also
    most familiar for players who just completed a traditional hero. It is
    easy to think the few powers Nova and Dwarf get are serious limitations.

    I saw it differently. First, all the other ATs I'd played were human by
    default, so an alien shapeshifter sounded cool to me. Second, in game,
    Peacebringers are recently arrived on Earth. Human form is arguably the
    least familiar to them, and least comfortable to use. They had to meld
    to survive, but they might prefer their classic forms over human.

    An interesting thing occurs as soon as you begin thinking this way...

    Suddenly, you only _need_ 12 powers, 10 of which are automatically
    chosen when you pick your forms (at L6 and L20). Most powers a human
    would choose won't work with those forms, or they already have naturally
    equivalent powers. For instance, you don't need a travel power (each
    form has one), and most pool powers only apply in human mode, making
    them expendable. Hasten? Stamina? Tactics? Tough? Stealth? Forget them!
    These are powers humans desire. Peacebringers truly do not need those.

    Believe it, or don't...

    I realize this borders on sacrilege so, before the flames and hate mail
    arrive, I'll add that those powers aren't wrong. I wouldn't dream of a
    Controller without Stamina, a Scrapper without Tough, or nearly any other
    AT without Hasten, but this build honestly does not need them. While it
    is possible to use some of those powers, this Peacebringer won't (unless
    you choose to dabble with ideas listed in the Appendix).

    This is a good time to think about the role you want your Peacebringer
    to play. Their versatility can let them credibly assume most roles a
    traditional hero plays. This guide specifically focuses on the alien view,
    so a Blaster/Tanker role is the main strengh of the build. I encourage you
    to review your playstyle, and characters you enjoyed most. You likely will
    have more fun with a build that fits that style. Consider another build
    if this concept of a true alien shapeshifter doesn't intrigue you.

    For those remaining, let's explore this alien thinking further. These ideas
    will form the basis for this Peacebringer to live by.


    IDEA #1: You are NOT Human -- You Are ALIEN!!!

    IDEA #2: Most of your time (95+%) is spent in classic forms.

    IDEA #3: Human form is used in 3 cases, and only 2 are good.
    <ul type="square">[*] i: You're in Atlas Park, or somewhere safe, dancing
    with all of your friends. This is OK. [*] ii: You're in combat situations and you use human form
    to cast buffs of some type on yourself or a teammate.
    This too is OK.[*] iii: You have been stunned, mezzed, slept, or
    otherwise detoggled back into human form...

    You are about to have a Very Bad Day... [/list] IDEA #4: There are 4 considerations when 'human' powers will
    be chosen (including Primary and Secondary Powers).
    These are:
    <ul type="square">[*] It is the ONLY power that can be taken (ie. at
    L1, after L20, and points in between)[*] It is a power that ALSO applies to your forms
    (ie. a 'clicky' like Essence Boost)[*] It is a helpful team power (ie. Aid Other)[*] The power is an 'oh sh*t' power for Idea #3-iii[/list]If you're ok with these ideas, then I think you'll enjoy this build
    immensely. It really can make for a very effective Peacebringer.

    Let's see how...


    POWERS IN DETAIL
    ------------------

    Peacebringers have access to some of the power pool sets, but not the
    Teleport, Flight, or Epic Power pools. Instead, they have some Inherent
    powers. Here is the build / slotting path (up to L35) for this alien hero.
    I've added commentary to explain my reasoning for the choices and slotting.
    Feel free to experiment however you like, but these worked fine for me.
    Also, remember with this build, that human form is very risky until you
    reach high level. Slots, and the level each enhancement was added, are shown
    in brackets. Powers not listed are unslotted, and unused.

    Level 1 -- 5
    ------------
    You are newly melded with your human host and the integration takes time.
    For now, you are unable to use your classic forms, but you can provide
    some energy and inherent powers to your host while you both adapt to this
    new existence. You are inexperienced and weaker than you will soon become,
    if you can survive (a significant challenge at this point). Compared to
    your Nova form, your attacks will have shorter range, use more endurance,
    and cause less damage. Thankfully, it won't be long before things improve.

    L1
    --
    Incandescence: DmgRes (1)
    Energy Flight: Empty ()
    You get a much better fly at L6. Still, this is great fun at L1,
    but it has suppression, and a definite endurance cost.
    Glinting Eye: Acc (1), Dmg (3)
    Your first 'peashooter'

    L2
    --
    Gleaming Blast: Acc (2), Dmg (3)
    All the attacks you get until L6.

    L4
    --
    Essence Boost: Rchg (4), (5), (5)
    Adds to max HP, and is a self-heal. Very useful for your entire career.

    Level 6 -- 20
    ------------
    You and your host have survived. Now, you begin to shine in your Nova form.
    This is your primary damage dealer for the forseeable future. The form has
    awesome attacks even some blasters envy. At a time when humans debate
    travel powers, Hasten, or Stamina, you have those covered already. Nova
    form flies faster than humans fly (8 levels sooner), and also takes Endurance
    Recovery enhancements for Stamina-like ability (14 levels before human
    heroes get it). Nova mode has only 4 powers to use (all attacks), so you
    have no need for Hasten. At most, you'll only wait 1-2 seconds for an attack to
    be ready, and rarely, even then (see Tactics).

    But, beware! Your form is frail and offers little defense against villains. You will
    need time to learn your powers, and to understand their strengths and
    weaknesses. Your new-found abilities have attracted truly deadly enemies.
    This is an exciting, but dangerous time. You will also be tempted with the number
    of power choices you can make, some of which, stray from Ideas 1-4.
    For the pure among you, I have outlined the true path of this alien hero...
    (The less pure can look at the Appendix for discussion of optional ideas)

    L6
    --
    Bright Nova: ToHit (6)*, EndRcv (13), (13), (17), (19), (21)
    * Change ToHit to EndRcv (15)
    Absolutely the cornerstone of the build, and one reason for choosing a
    Peacebringer in the first place. Nova Flight will be your main travel power.
    It has nice speed, near zero cost, and no suppression during attacks. Nova
    has 4 energy based attacks (2 single target, a multi-target cone, and an AoE).
    All of them reduce foe defense as a secondary effect, and the AoEs and BN Blast
    can produce knockback. Early, I used a ToHit buff. Once you start getting DO's
    you should use Endurance Recovery instead and put Accuracy in the main attacks
    (I swapped the ToHit out at L15).
    <ul type="square">[*] BN Bolt: Dmg (6)
    Weakest of the 4 attacks. It recharges very quickly, but
    there are better places for the slots.[*] BN Blast: Dmg (6), Acc (17), Dmg (19), (21), (27), (27)
    This does the most damage (slot for slot) of the 4 powers,
    but only to a single target. It's a great villain finisher.[*] BN Scatter: Dmg (6), (7), (9), (11), Acc (15), Range (23)
    Nice damage to multiple targets, but has the shortest
    range. I added a Range to compensate for that. Another
    Damage instead is never a bad idea though.
    NOTE: A miss will NOT show the graphic. You'll only see
    the word 'Miss' above the target (if you're looking)...[*] BN Detonation: Dmg (6), (7), (9), (11), Acc (15), Dmg (23)
    Good Damage with large knockback. Slowest recharge and
    uses the most endurance of the 4 attacks. Still, I like
    to open the fight with this power as the first shot,
    followed quickly by BN Scatter... This may seem backwards
    and counter-intuitive (see Tactics for more on this).[/list]L8, L10
    -------
    This is a good time to look at defense issues. They are detoggling and
    health. These recommendations help, in either order. I took the heal first.

    Aid Other: Heal (8)
    The medicine pool leads to quick recovery and minimal downtime. This
    power gives limited ability to heal teammates. Barely useful, but it helps, and
    it opens up the very handy Aid Self power later.

    Radiant Strike: Acc (10)
    This nasty melee power does heavy damage to a target. It's our first power
    for Idea #3-iii and may help deal with a villain that detoggles you. If you
    are tempted to be a Scrapper at this stage, re-read the Philosophy
    section as your human host's thoughts are trying to control you!

    Combat Flight: Empty ()
    This is Hover. Same defense, same abysmal speed. It would be useless in
    this build except for one handy idea. You can switch from Nova to Human,
    and stay safely in the air while casting self-buffs from a tactically
    sound vantage point... This is good for fight preparation and healing
    afterwards and I use it that way all the time.

    L12
    ---
    Build Up: ToHit (12)
    This is a human form clickable buff that increases damage and accuracy for
    a very short time. These benefits will apply to your forms, but you must
    change and attack quickly. Properly used, it raises the mob levels you
    can safely attack by +1. It recharges quickly so it's available for most fights.

    L14
    ---
    Aid Self: Rchg (14)
    A nice self heal. It won't save you in a fight, but it's very useful for reducing
    downtime between fights. It recharges quickly, but it's interruptible,
    so use it after battles are finished.

    L16
    ---
    Stimulant: Heal (16)
    Another team helper. Stimulant frees an ally from immobilization,
    sleep, hold or disorient and provides resistance to those effects for a short
    time. Basically, it's the same as a Break Free. It's also interuptible.

    L18
    ---
    Pulsar: Acc (18)
    This is an AoE disorient similar to the Flash power (used by the Illusion
    powerset). It can hit minions (including Voids and Quantums) which may buy
    you time to escape or resume Nova form (Power #2 in the Idea #3-iii series).

    L20
    ---
    White Dwarf: DmgRes (20), (25), (25), (31), EndRcv (33), (33)
    Welcome to your Tanker form. It has 6 powers (3 attacks, a heal, a taunt,
    and a travel power). Dwarf mode has many more hit points, improved
    resistance to damage, and switching into this form can break an immobilize
    power. Many Peacebringers like to use this to mop up leftovers from Nova
    attacks. Before getting too excited about that, test it on some green minions.
    Enjoy the excellent f/x (they look awesome to me). Once you finish ooh-ing
    and ahh-ing, you may notice those minions still hanging out. Nova would
    2-shot the entire crowd... Your attacks won't defeat mobs quickly, and
    they take lots of endurance. All of them have a knockback
    or knockdown capability. There are many uses for Dwarf form. I switch
    here if I get detoggled, or need to fight mezzers, and it also has a nice heal
    for use during or between fights. Dwarf can tank using the taunt and attacks
    to pull enemies off your teammates, or herd smaller groups. Low damage,
    high endurance cost, a taunt that must hit, and the many Voids make it less
    effective than true Tankers, but it can do it. Lastly, your Dwarf travel power
    is WD Step (teleport). If the fight is going badly, WD Step, and Pfft! you're
    100 yards away. WD Step is handy for ambushing mobs, or popping over
    to a teammate for a quick rescue. The first priority will be slotting up
    the form's resistance.
    <ul type="square">[*] WD Strike: Acc (20)
    It says moderate damage. It seems roughly equal to the
    weakest Nova attack, BN Bolt. It does recharge quickest.
    [*] WD Smite: Acc (20), Dmg (33), (34)
    A single target attack, and the strongest, with fair damage
    and knockback capability.
    [*] WD Flare: Acc (20), Dmg (34), (34)
    A PBAoE attack with fair damage and good knockback. If you
    are tanking, this is nice for gathering mob aggro, or using
    knockback before escaping, or switching to Nova form.
    [*] WD Antagonize: Acc (20)
    This is your taunt. It must hit (like Provoke), so it's
    not as effective as Tanker Taunt power. If you focus on
    tanking, you'd want slots here (2 Acc, 2 Taunt), but I'd
    rather put them elsewhere, and use the base slot plus the
    attacks for aggro.
    [*] WD Sublimation: Rchg (20)
    This is a self heal. It's quite useful, but it recharges
    somewhat slowly.
    [*] WD Step: Empty ()
    This is your teleport travel power. It uses high endurance
    just like the power pool version, and dropping out of the
    sky can be just as common... Can you say "Lobster Bomb"???
    No thanks!!! I saved the slots for Quantum Flight instead.[/list]Level 21 -- 35
    -------------
    Your powers have grown, and your Kheldian capabilities are gaining strength.
    While these powers are not fully mature, you can still expand your horizons,
    discovering the versatility that makes a Peacebringer so fascinating. Soon,
    you'll start exploring your human form, adding powerful attacks to your
    arsenal. This is where slotting dilemmas occur (prompting respecs). The
    7 new powers (counting Dwarf form) are tempting to slot now. I urge you to be
    patient. Your Dwarf will take time to use effectively, as did Nova. Worse,
    your Nova attacks are not fully slotted. Ignoring this will dilute your power
    rather than enhance it. Soon, you'll be buying SO's, and those should go where
    they do the most good (that is still in Nova). Remain steadfast and your hero
    will grow much more powerful in time.

    L22
    ---
    Reform Essence: Rchg (22)
    This is another heal. The main concern with Peacebringers is their severe
    lack of defense. You will get hit - a lot! Using this and Aid-Self will restore
    most of your Hit Points bar in just a few seconds and they both recharge quickly.

    L24
    ---
    Incandescent Strike: Acc (24)
    A devastating melee attack. This begins your 'Human Studies'. Later, you'll
    need to make some choices about your future role in Paragon City. This
    power may help you decide. It does wicked damage, but has long activation
    and recharge times, so pick your opportunities well. You'll slot this heavily
    if you expand your human form's capabilities.

    L26
    ---
    Conserve Energy: Rchg (26)
    This reduces the endurance cost of powers for a time. It's very helpful for
    Dwarf mode, Quantum Flight, and for fights against larger (or tougher) groups
    requiring more endurance. Its long recharge time makes it situational for
    a while, but a definite candidate for future slots.

    L28
    ---
    Quantum Flight: Endred (28), (29), (29), (31), (31)
    This is max speed flight, with Phase Shift. While using it, you cannot fight,
    or be harmed. It consumes insane amounts of endurance, so it will need slots.
    Until then, it's a good escape power, and later, a fast travel power. Lastly,
    it has a measure of stealth when activated.

    L30
    ---
    Solar Flare: Acc (30)
    This PBAoE attack does very good damage, and causes mobs to be knocked
    back. It is similar to the Dwarf power (WD Flare), but does more damage.

    L32
    ---
    Photon Seekers: Acc (32)
    These 'pets' are spheres of energy that will follow you until finding a target
    or fading out. When they attack, they explode doing extreme damage to the
    target. The AI on these can be weird, so test them a bit.

    L35
    ---
    Glowing Touch: Heal (35)
    This is a good ranged ally heal with a quick recharge, and a cool graphic, which
    nicely complements your other Defender-like powers.

    Level 36+
    --------
    You have grown mighty and powerful. You have faced your would-be assassins
    squarely, and you have prevailed. You must now decide your final destiny.
    With that in mind, I will recommend no more powers or slots. You must choose
    yourself. However, you are ready. Your Nova and Dwarf forms are slotted,
    and their powers are your foundation, and strength. They will continue to
    serve you well as time goes on. You have many more slots available, and
    several strong powers (Incandescent Strike, Solar Flare, Conserve Energy)
    that can benefit greatly from them, with still more abilities to add if you
    wish (Dawn Strike, Resuscitate, etc.). It is time for you to decide how
    best to grow. While many more challenges await you, I am certain you
    will face them as a true Kheldian hero! May your Light Shine!

    --------------------------------------------------

    Some players may consider my ending this guide at L35 a cop-out. Before
    getting too upset, I'd appreciate you considering just a few things first.

    My intent for the build was an alien, and I believe this hero is a powerful one.
    It still has 3 power pools available, 5 more power choices, and 30 more
    slots (6 right away at L36/37). This gives the flexibilty to finish the build
    in a unique way to suit your particular needs. I've added thoughts on
    where you can take it from here (see Appendix), but it's really up to you,
    and that's the way it should be...


    TACTICS IN DETAIL
    -------------------

    It's been said that all builds of an AT look the same at L50. Kheldians
    may just be the exception that proves the rule due to their versatility.
    I chose this build because it leads you to play the alien forms early. I
    found that an interesting experience. YMMV

    The only real problem with Peacebringers is keeping them alive, but it's
    a biggie. Tactics are subjective, so adjust as you like to suit your style.
    Also, you've played at least one other hero to L50, so use those ideas too.

    I'll cover tactics in two sub-groups, Mechanical, and Strategic.

    Mechanical tactics are keyboard ideas. I'm a default keyboard player. I
    rarely re-map keys and I use few binds. I have some Peacebringer
    binds I'll share shortly.

    For now, let's talk power trays - you have 2 (pre Issue #4) onscreen. I set
    the upper tray to #4 and it's static. It holds any clicky buffs I will use
    (Build-Up, Essence Boost, Aid Self, etc). The lower tray is 1, 2, or 3 based
    on the form I'm using (1=Human, 2=Nova, and 3=Dwarf). Each tray holds the
    powers for their form, (4 in tray #2, and 6 in tray #3). You have to drag
    them there since they're not placed automatically when you get the forms.
    I also add my current 'oh sh*t' powers to the Nova and Dwarf trays. This
    gives you usable powers when you get detoggled without needing to switch
    trays. The powers have varied, but I'll cover ideas for them shortly. So,
    I fight with the lower tray, and prepare/heal with the upper.

    Binds turned out to be more valuable than I'd ever imagined for forms. I
    used the h, k, and l keys since they're close together and easy to recall.
    I've made them a bit more readable here, so remember that they are typed
    as one line with no spaces between the $$ breaks. Read about binds if
    these aren't clear to you. Anyway, here they are:

    h: Switches to Human form and activates power tray 1.
    /bind h "goto_tray 1$$
    powexec_toggle_off White Dwarf$$
    powexec_toggle_off Bright Nova"

    k: Switch to Kheldian form (Nova) and power tray 2.
    /bind k "goto_tray 2$$
    powexec_toggle_on Bright Nova"

    l: Switch to Lobster form (Dwarf) and power tray 3.
    /bind l "goto_tray 3$$
    powexec_toggle_on White Dwarf"

    Switching forms is a snap, and in human form, Combat Flight keeps me
    airborne while using buffs (it's in tray #1, slot '6' above the 'h' key).
    This works with Energy Flight too, for quick movement, but that power
    will drain your endurance if left on too long.

    I also bind the t and v keys to target the nearest enemy and to tell
    teammates about Voids or Quantums (t and v are normally used for the
    targeting box and spot movement, so you may want to use other keys):

    /bind t Target_enemy_near
    /bind v say Void / Quantum ahead!

    Many heroes don't realize how dangerous Voids are, so it's nice to have
    help, or at least, let them know what my #1 priority is initially.

    I use two main views while playing. The first, outside while street hunting,
    is 3rd person but zoomed well out to see the entire battle. That helps to
    prioritize targets, see where runners go, and get a 'God mode' view. The
    second is zoomed in just past the point where you can see your character.
    I call that 'Predator mode' (from the movie). It is good for enclosed areas
    like caves, offices and warehouses. You lose some peripheral vision, so look
    around often, and especially below you. Both take some practice, but they're
    quite handy. Nova Flight... Some hate it, some love it - the issue is that it
    coasts when you let up on the W (forward) key. It takes awhile to get a feel
    for that. You can also tap the opposite direction key briefly to reduce the
    drift. Once comfortable with Nova Flight, you can fly through caves and
    buildings with amazing speed using the 'Predator mode' view.

    Strategic tactics cover combat planning and actions. There is really only
    one rule -- It Must Work. I thought about whether to include this section
    (since it is so subjective), and decided for it, because these actually
    work for me, and they will at least outline things to consider when facing
    your own battles, whether you approach them this way or not.

    You should add your own ideas to these -- 'experience' is NOT just a bar on
    your display, but a true and effective, understanding of your hero's skills.

    In the meantime, these may serve as an initial starting point if you like.
    1. Con the Enemy! Use the t bind above, the tab key, and/or slide your
      mouse cursor over mobs to con them. This is critical for Quantums,
      since they look like any other mob, and unseen, they will surely send
      you to the hospital. You may not have done this with other characters,
      but you will need it here.

      Prioritize targets! This is the general order I rank them in, and
      typically try to defeat them in as well...
      <ul type="square">
    2. Quantums / Voids -- Nothing but AV's and Purples are deadlier.
    3. Stunners / Mezzers -- these detoggle you (always Bad). Malta
      Sappers fall into this category due to their endurance drain.
    4. Infinite Mob Spawners -- (Portals, Nictus Cysts, etc) Beware
      the power of seemingly endless numbers - take these out fast!
    5. Flying Minions -- can get into melee range (more dangerous)
    6. Ranged Minions -- (ie. Gunners) these often have dangerous
      secondary effects (-Def/DoT) which accumulate given time.
    7. Any other Minions -- easy to beat but easily forgotten, deal
      with them now so they won't help Lt's and Bosses.
    8. Lt. and Bosses -- Unless they're in an earlier category, these
      hurt, but 1 on 1 you'll win (though you may need inspirations).
      These are later since they take more shots, and you effectively
      can be damaging these concurrently with the other targets.
    9. Any runners if you're so inclined to bother with them...
    [*] Plan the battle before shooting. This helps you safely handle the
    most enemies, quickest. The goal isn't to shoot fast (or often), but
    to eliminate the most dangerous threats first, and defeat mobs quickly.
    More shots takes more endurance and costs more health and inspirations.
    If you set up the attack right, you always have surprise on your side.
    Nova hunts groups very well, so effective use of AoE's is vital. Dwarf
    is effective against Mezzers, and can survive well against Lt's and
    Bosses until Nova is ready to take them out. This point also includes
    pre-battle preparation. Use the clickies (Essence Boost, Conserve Energy,
    Build-Up). Depending on what was seen in step #1, use an inspiration
    or two beforehand. Lucks are especicially vital at L1-L5, and always
    helpful, even at higher levels (at 25% they're 5X better than hover).
    [*] Fight: This varies by Level, so here are some conservative guidelines
    to consider starting out. The first assumption is that debt is bad,
    and to be avoided (masochists can throw these all out the window and
    race to the Tough Badge). As you improve and slot powers, or team,
    adjust accordingly - it's your xp and debt. I'd avoid changing mission
    settings until you are really comfortable with your powers and tactics,
    and I'd lower 'safe' cons by 1 if your enhancements are not green (L6+).
    It's _always_ best to start safe and increase, rather than die and have
    to decrease. Adjust as needed to suit your skills and playstyle...
    <ul type="square">[*] L1-L5: Keep the mob groups small (1-4). Avoid bosses and groups
    having a Quantum or a Void and any groups that are all Lts.
    Max con of Lt is White in a full group, and you can raise it
    as group size decreases to a max con of Orange for a lone Lt.
    Drop that by 1 color if you're using an optional build early.
    Treat any Quantums and Voids as if they are max con Lts. Use
    a Luck prior to tougher fights and Respites as needed. Run if
    need be (Peacebringers are quite weak at this stage). Minimize
    melee fights, and avoid Tesla Clocks. Use Essence Boost when
    available beforehand. Only fight Voids and Quantums when they
    are alone. Bypass them entirely whenever you can.
    [*] L6+: Fight from Height! Melee is deadly. Most mobs do less ranged
    damage, and some cannot affect airborne heroes at all. Avoid
    (or be careful with) mobs that bring down fliers (like Hydras
    in Perez Park). Many villains won't see you if you're up high,
    until the shooting starts (nice in Striga ship missions). Use
    surprise to get the first shots, and any inspirations you need
    before and during fights - you can buy more later. Dying with
    a full set of them is just poor tactics (imho). Group sizes
    are now 4-6 with one Boss, or a couple Lts, and max con is
    Yellow (for Lt/Boss). Once you get DO's/SO's and some levels,
    Group size can be 6-10 and max Boss con can be Orange. Don't
    raise the con on Voids - Yellow is plenty. Handle Voids and
    Quantums as outlined in the Skirting the Void chapter. A
    typical Nova battle sequence might go like this:

    CON: Scan the group and pick the highest priority target
    nearest group center as the target for first two shots.
    Take note of other high priority targets so you'll know
    what to target next.

    PREP: Essence Boost, if available, followed by any inspirations,
    then Conserve Energy (if ready) and then Build-up. Skip
    clickies that aren't ready (but consider lowering con too).

    FIGHT: Switch to Nova form, fly/coast down till roughy 20ft above
    the group, Fire off BN Detonation, and immediately queue
    BN Scatter. I use Detonation first to get full advantage
    of the knockback. After it fires, yellow and lower minions
    are 1/2 health or less, and usually 1/2 of them also got
    bounced. This means they can't fire back. BN Scatter shoots,
    defeating most yellow and lower minions. The Range trinket
    helps hit knockbacked mobs very nicely. Right about now,
    the first return fire is coming from anything still active
    (usually only the Lt, and a lucky minion or two). If my
    high priority target is still active, I fire BN Blast and
    BN Bolt to subdue it before switching targets.

    Now I have options. I can stay in Nova using BN Bolt and
    Blast til the AoE's recharge, or drop into Dwarf mode.
    Usually, after the first round or so, everything is beaten
    except maybe a very damaged Lt. Easy pickings. One other
    thought - although BN Scatter and BN Detonation are AoE's,
    don't have misgivings about shooting single mobs with them.
    They recharge quickly and Nova replenishes the endurance
    they use pretty fast. In short, don't shoot fast, or a lot,
    shoot effectively...

    HEAL: After the battle is over, switch to Human (stay in the air
    using Combat Flight), use Aid Self, Reform Essence to heal.
    Don't use inspirations for this (unless you're heading to
    a contact anyway). Usually the two heals is enough for the
    next fight. Odd Inspirations I got (other than the 3 types
    I keep) either get used during that battle, or in the PREP
    phase for the next fight.
    [*] L20+: Dwarf mode is a lot of fun to fight in, though, with few slots
    yet, beating anything takes time. It's good to use after the
    first round of Nova attacks, or when any Mezzers are present.
    Lower the cons by 1 (due to low damage) until you get a good
    feel for Dwarf mode. Also, attack weak targets first, and work
    up the chain saving toughest for last - Nova should have beaten
    the dangerous, high priority mobs already, so the weak subdue
    faster and 'tougher' mobs probably still can't kill you anyway.
    When you're 1 vs. 1 with the Boss or Lt. you can often finish
    him off with human mode - Incandescent and Radiant Strikes.
    Be careful when switching forms though - that is a vulnerable
    time. Only switch when mobs are knocked down. If things go
    badly, use the heal, and WD Step to get away. Conserve Energy
    is also extremely helpful for Dwarf mode fights.[/list][/list]Situational Strategies
    ----------------------
    Inspirations: My PB uses more inspirations than any two other heroes.
    They're cheap, and better than debt. If need be, don't be shy about using
    the entire set if a fight is particularily nasty, and you can't escape. That
    has saved me hospital visits many times. I carry just 3 types, purple Lucks,
    green Respites, and Break Frees. This is my only character type that does not
    carry an Awaken. I hit the hospital, unless a team member can revive me
    inside the mission. Odds are I'll need to restock inspirations anyway.
    The mix I use is roughly 50/50 on Lucks and Respites with just a few Break
    Frees (starting around L10 or so).

    Knockback: Most solo players love it, and most teams hate it. When solo,
    it substantially reduces the return alpha strike by roughly half. If you team, you
    can start the shooting using knockback, and then let your teammates rush
    in. Also, from directly overhead, knockback is reduced (it occurs, but
    the effect is in a downward direction, limiting the problem). Use the knockback
    powers (BN Detonation and BN Blast) against fringe targets, and use the
    others to help your melee friends. Finally, when the mobs are nearly done,
    teammates won't complain about knockback if the shot finished off the target(s)...

    Detoggling: Idea #3-iii is a potential killer. You'll most likely need an
    inspiration or two. There are two types of detoggle. One just drops you
    out of form and back into human. You can still move, or use human powers
    or simply switch back into form again. I'll fire off my 'oh sh*t' power and
    switch into Dwarf to heal and reassess. If need be, teleport to safety, and
    regroup. The other is an actual hold/stun, and you are powerless
    until it wears off, or you pop a Break Free. The stun itself is rarely fatal,
    but it needs immediate attention before the stunner's friends make it worse.

    Oh Sh*t: This varies greatly by level - These powers really only come
    into play when detoggled. Their purpose is to prevent a hospital visit.
    <ul type="square">[*] L1-L5: The only real mob that stuns here is Tesla Clocks, so
    avoid them. Without forms your attacks are feeble. If
    you must face them, use Lucks and you should be ok. [*] L6-9: Generally you can just go back to your Nova form at
    this stage. Remember that 'Straight Up' can be an
    effective escape strategy. Few mobs fly yet -- just
    Clocks. Later, many factions have flyers, but that
    still is fewer mobs than those on the ground. Nova
    flies faster than them, and fights fine airborne.[*] L10-17: I added Radiant Strike and I'll occasionally give
    the stunner a shot with that, before going to Nova.[*] L18+: I took Pulsar - it will hit most minions (including
    Voids and Quantums) and that is usually enough to get
    back into Nova. As before, use inspirations as needed.[*] L20+: Dwarf Form is very effective against mezzers, it has
    a heal, and WD Step can let you escape if need be, with
    some practice. If you achieve knockback, switching to
    Nova for AoE's is also a possibility to keep fighting.[*] L30+: Solar Flare - I like Pulsar better, but more damage as
    well as knockback isn't bad. Quantum Flight is total
    immunity, but your time is short - particularily if
    your endurace is already low due to fighting. Get away
    quickly and then recover.[/list]
    Missions: You've probably had the Vahzilok wasting disease more times
    than you can count. Only Sunstorm's Kheldian missions contain new
    game content. The other missions are xp, and for cultivating contacts. With
    Voids so prevalent for Kheldians (you'll see them in EVERY mission in
    irritating numbers), consider taking new missions right before levelling. I
    found that helpful very early on while learning how to deal wth Voids. Once
    you get some levels, and DO/SO enhancements, that won't be needed. 'Kill-10'
    missions are a quick way to improve your rating with contacts. Sunstorm's
    story arcs occur every 5 levels. You must have an open story arc to get
    them though. If you can't take one, check your other contacts. Odds are good
    you got another arc without realizing it -- clear those missions, and you can
    access the Kheldian story content again.

    Contacts: Other than Sunstorm, these are an optional extra. However,
    Peacebringers use inspirations like crazy, so having a contact in each zone
    that sells Respites is a good idea. Also, only contacts sell non power-10
    enhancements in the mid-range levels (ToHit and Endurance Recovery).

    Influence: If you built your PB on the server holding your L50, funding is
    not a problem. If you didn't or couldn't, influence will be an issue just like
    any other hero. Skip buying trainings, and save that influence for DO's. Also
    Peacebringers exemplar well, which trades xp for influence - mind you,
    debt will derail that idea. Sometimes, a high level player on the server your
    Peacebringer is on may have a low level alt where your L50 is... Respectfully
    ask around. Possibly, a careful influence exchange can be made, and
    you might just make a new high level friend. Finally, there are often 'Find me',
    bio, and costume contests all the time... It's this build's best chance to
    show off that fancy costume you made.


    SKIRTING THE VOID
    ------------------
    If you needed more evidence that Kheldians are meant to be a challenge,
    remember that no other game hero has a villain expressly designed to kill
    it. Furthermore, they appear in every door mission and if you street hunt
    an area for a while, you'll soon see them showing up there too.

    There are two common types. The first are simply villains from various
    factions equipped with specialized weapons deadly to Kheldians. All of these
    will have the word 'Quantum' as part of their name (ie. Quantum Wing Raider).
    The others are genetically modified soldiers created to hunt Kheldians. They
    carry similar weapons, but also have a shield that makes them resistant to
    Peacebringer energy attacks. All of these have the word 'Void' in their name
    (ie. Void Seeker). Both types are deadly, and most yellow or higher cons
    can 2-shot a Peacebringer. If you team a lot, or run task forces, you can also
    run into Void Bosses. Some of these can 1-shot a Peacebringer, so be careful.

    Since it's easy to type 'Void', I'll use that to mean both common types unless
    specifically stated otherwise.

    Peacebringers can out-aggro any non-Kheldian hero to Voids (even Tanks)
    who can specfically switch attacks to you once they detect you nearby,
    regardless of what they where doing beforehand.

    There are just 4 things to do with a Void. First, is to bypass it when
    possible. Most missions don't require their defeat (except 'Kill Alls' or some
    arc missions). This is especially important for L1-L5 heroes. Next,
    teammates can help you defeat it (Nictus damage doesn't affect other AT's
    the way it does Kheldians). If you're solo, you may decide to fight it
    yourself. One strategy for that is listed below. Last, and least desirable,
    but all too likely, if you haven't succeeded with an earlier option, is the Void
    will clean your clock and you'll be taking a dirt nap...

    Talk to high level Peacebringers and you'll find many ways to handle Voids.
    More than the powers themselves, I think this area separates true Kheldians
    from other players. Contrary to rumour, true Kheldians do not hide from
    Voids, they hunt them. Handling Voids may well be your first 'defining
    moment'. Practice the techniques on low level Voids until you've got it.
    Raise the con on Voids very gradually as your proficiency improves.

    Most Voids are minions. Bosses typically only appear in team missions or
    task forces, and you'll want help against those. Void Lts are simply a
    bit harder than normal Voids, and you should prepare for the liklihood
    of getting hit, and/or stunned. Void Seekers and similar, are easy to see
    (due to the purple energy shield), but finding Quantums can be tricky
    if you don't con the mobs... You've been warned...

    These are the steps my Peacebringer takes with Voids...
    1. See him First! If caught unawares by a Void, you are likely to die
      unless you escape or get lucky. Bail, plan, and do it right!
    2. Pop a Luck per Void Level - Even con = 1, Yellow = 2 etc.... Add a
      Break Free if it's a Lieutenant, or the group has other mezzers. Do
      this as part of the pre-battle preparation just before starting the
      actual attack - inspirations are cheap, debt is not.
    3. If it's a Quantum, move to step 4. if it is an actual Void Seeker,
      time the energy shield. The entire process takes about 20 seconds, so,
      around 9 or 10, (count 1 when the purple glow first starts) use buffs
      and inspirations and attack. Done properly, his shields will drop
      just about the time you shoot, making him just another 2-shot minion.
    4. Follow the standard Nova attack sequence (see Tactics) using Void as
      high priority target. Definitely use BN Detonation first (you _want_
      knockback to delay his first shot), BN Scatter, Blast and Bolt. The
      AoEs usually do the job 80% of the time, and a full round of 4 shots
      gets 99% of them, unless its level is higher than recommended, or a
      villain heals him (Tsoo Sorcerer), or stuns you. If he's still active
      after the 4 shots, the fight is going badly. Use inspirations as needed
      and consider bailing to re-plan, re-prep before attacking again. L20+
      can use Dwarf, the WD heal, and re-assess the situation. Dwarf attacks
      are effective and if knockdown occurs, switch to Nova and use AoE's.
      Realistically, if the Void is not defeated by that point, you're very
      probably out of inspirations and/or inspecting the pavement.
    5. Usually the Void went down after the first 2 shots, and often without
      firing a shot himself, so now it's time to spin through the priority
      chain just like any other battle for the remaining villains.
    Voids and Quantums need not be fatal, but Peacebringers must take the
    time to learn how to deal with them. Once you do, they stop being a game
    breaker and become little more than high priority irritants.


    CONCLUSION
    -----------

    If you've stuck with me so far, first and foremost, Thank You! I did put a lot
    of time into writing and play-testing the ideas here, not to mention the
    (sometimes heated) discussions I had with friends while disecting this
    build, and I really appreciate your time reading it. It's been a lot of fun.

    It is my hope that you found the ideas, strategies, and even some of the
    playing philosophy helpful to you. Basically, if your Peacebringer is more
    successful, and most importantly, more fun to play, then I'll consider the
    effort put into this guide a huge success.

    In terms of play-testing, I created a couple fresh Peacebringers just for this
    guide so I could verify power choices, and slotting, and so I could
    review the various tactics discussed here. I found this build very playable,
    and quite successful, if you can deal with the concepts I chose to apply.

    Meanwhile, thanks again, Good Luck, and Happy Hunting!

    Remember, A Dead Void is a Peaceful Void...
    Bring Peace to Voids wherever you find them!!!


    Guardian:
    L50 Elec/Elec Blaster
    L36 Ill/Storm Controller
    several teens and twenties
    Infinity:
    L38 Fire/Ice Tanker
    Protector:
    L30 Peacebringer
    L23 Peacebringer
    Various:
    a cast of dozens of other scattered toons


    APPENDIX A: Alternate Ideas
    ---------------------------

    The concept build intentionally skips some powers you may think you need.
    Rest assured that it is very playable. However, Kheldians are the most
    versatile heroes in the game, with no 'cookie cutter' build, so here are
    a few different ideas to adjust the build to your style, or for a future
    role you may want. All of these diverge from the philosophy Ideas suggested
    in the guide, but if that's ok with you, it's fine by me too. I've tried
    to incorporate these ideas in the least disruptive way to the basic build.

    This build is a 2-form Nova/Dwarf hero from the outset, and that can be
    the case all the way to L50 - The powers taken so far scale just fine,
    and if you like the Kheldian forms, there's no real reason to change.

    The basic groundwork is in place to transition into a viable tri-form
    build also. This hero has the key, high powered human attacks, albeit
    unslotted currently. With 30 slots and 5 powers available, it is quickly
    adjusted, although the transition happens much later (low-mid L30's) than
    it would if tri-form was specifically intended from the beginning (at
    which point you should be reading a different guide).

    I'm doubtful that this build, as is, is really viable in Human-Only mode
    without using a respec, but stranger things have been done before. You're
    totally on your own if you want to do this (there are Human-Only guides).

    Either Way
    ----------
    Quantum Flight is used as a travel power along with its Phase Shift. If
    you don't need or want that, you can use those 4 slots elsewhere as you
    see fit (Strikes, Conserve Energy, or Dwarf attacks are logical places).
    Keep in mind that QFly with one SO will completely drain endurance in
    roughly 30 seconds. That fact alone may lead you to drop it altogether,
    although the Phase Shift benefit is difficult to ignore.

    Bi-Form
    -------
    <ul type="square">[*] ALL: Slot Dwarf up now - L36 slots in WD Smite and L37 in WD Flare
    max those attacks out right away. I'd 6-slot Conserve Energy,
    and then look at the two Strikes (1 Acc, the rest Dmg) as far
    as you like. I-Strike is too powerful to ignore, and handy after
    Dwarf melee battles. Radiant Strike's knockback assures a smooth
    transition to Nova for more AoE's when 1 on 1 with a Boss. These
    Strikes are still situational without any of the Shields. You can
    also add Hasten now (L41). You know you want to... (4 slots
    should be enough). You can also take Dawn Strike if you like, and
    a few slots in Photon Seekers and Solar Flare are good too. You
    likely don't have slots for all of those ideas, so you'll need to
    make some decisions. Bi-formers don't need Light Form (imho) - use
    Dwarf or Quantum Flight instead. Dwarf caps resistance, and you
    can still fight... If that doesn't work, you need immunity, not
    resistance, hence Quantum Flight.[*] Team: Take Resuscitate (L38) to rez teammates, but don't waste a power
    on Restore Essense. Carry awakens -- it's much cheaper. Save some
    slots for your team buffs like Aid Other, Stimulant and Glowing
    Touch, (although these will come at the expense of attacks).[*]Solo: The unseen assassin role is too useful and practical to ignore.
    To achieve this, some power choices from the concept build will
    change as follows:

    10. Hasten - Rchg (10)
    Do NOT slot any more till AFTER the 'ALL' ideas above
    (at least until IS/RS are slotted)!!!
    16. SuperSpeed - Runspd (16)
    Health comes first - Speed second.
    18. Stealth - Def (18)
    Invisibility is last (Talos time).

    You give up Radiant Strike, Stimulant and Pulsar for this, but if
    you solo - it's worth it. You can take Radiant Strike back any time
    after Quantum Flight (L28), and drop Glowing Touch. You can probably
    do without Pulsar, and rely on Dwarf and SSpd as 'oh sh*t' options.
    'Assassins' will want to slot I-Strike sooner ( L27, L29, L31 taking
    1 slot from BN Blast, and 2-3 from Quantum Flight) since this is
    now a first strike power, and a nice opener for Voids. It's still
    situational, so don't slot this at the expense of your forms. This
    gets you invisibility, and puts you back on the normal 2-form path
    outlined above. Consider adding the slots back to QFly and BN Blast
    later on (around L39/L40 or so).[/list]Tri-Form
    --------
    <ul type="square">[*] ALL: You'll use human mode much more than bi-forms, so you'll want the
    Shields that they don't need. This will be easiest to do if you
    think about tri-form early (you might consider reading a tri-form
    guide at that point also). If you're in 'maybe' mode, with a few
    adjustments you can still be bi-form until the upper L20's, before
    finally making a decision between them.

    2. Shining Shield - DmgRes (2), (3), (3)
    A must-have for human melee. L1-L5 will be slower,
    and you'll be weaker, but levelling isn't hard early.
    16. Quantum Shield - DmgRes (16), (29), (31)
    18. Thermal Shield - DmgRes (18), (29), (31)

    This gets all of your shields with minimal disruption to the base
    2-form concept. They're not maxed, but they're usable and helpful
    for later. Now, you should choose. Until you place the L29 slots,
    you've only given up Pulsar and Stimulant to keep the door open.
    Slotting from L29 changes significantly if tri-form is in the plans.
    It also alters the Dwarf role to more of a tanker, although Nova
    form is still very strong.

    As noted above, L29 slots go into Shields as do L31 (the last into
    Dwarf form itself). The slots from L33 - L37 should go in I-Strike
    first, then R-Strike, with the last L37 slots going in Dwarf Flare
    and Smite. This 6-slots the 2 human form melee attacks with minimal
    weakening of your Dwarf form (it loses endurance recovery). From
    here, you would slot Conserve Energy, add Hasten, and slot the other
    human attacks to suit your style. Dwarf doesn't need more slots in
    a tanking role, but if you plan to fight with it, the attacks could
    use more, and you'll want those last two for slots for recovery.
    Light Form is also a consideration since you can fight in human mode
    but, beware the crash - if you're still in combat, that will hurt...
    [*] Team: The same advice for bi-form works perfectly well for tri-form teamers,
    and you can add Stimulant back later if you wish.
    [*] Solo: Yep - I _knew_ you'd want Assassin mode too - especially with the
    Strikes 6-slotted (and you should). There are two simple choices
    here... Take those 3 powers (Hasten, SuperSpeed and Stealth) late,
    or dump the Medicine Pool. I assumed the latter... Even so,
    this pushes things back (or costs you a Shield) - I chose to
    slide some of the later power choices back a bit. So, it looks
    like this:

    8. Hasten - Rchg (8)
    Do NOT slot any more till at least L37 (Those Dwarf attack
    slots can go here at that point).
    14. SuperSpeed - Runspd (14)
    Health was sacrificed - No whining!
    16. Stealth - Def (16)
    Invisibility replaces QShield.

    Depending on how you choose to do this you could: Dump QFly and
    take QShield there (L28) proceeding normally, or push any of these
    back a power choice slot - Reform Essence, Conserve Energy, or
    Solar Flare, and ultimately dropping Glowing Touch, or finally,
    you could drop QShield outright and use Dwarf, if Energy-based
    villains are present. At that point you're back on track for the
    other tri-form recommendations. Without the Medicine pool, I'd
    rank Reform Essence as the last power to change (I put QShield
    in at L30, slid Solar Flare to L35 to replace Glowing Touch)...[/list]