Vahla

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  1. Vahla

    Kheldian FAQ

    The numbers listed in this FAQ should be accurate as of Issue 4.

    *Note: To play a kheldian, you must have at least one Hero with a Security Level clearance of 50. Once you have a level 50 Hero, you unlock the ability to make a Kheldian on any of the Live servers, not just the server you made 50 on. The Test server (Training Room) is completely separate from the live servers, to create a Kheldian on the test server you need a level 50 character there (use the copy tool). You can copy over a Kheldian and use it like any other character but you still need a level 50 character on TR to create new ones (eg. if you want to test low level Kheldian content).

    *****What is the difference between Peacebringers and Warshades?*****

    Peacebringers are the wielders of light whereas, Warshades are masters of the dark. This answer seems simplistic but, those descriptions reveal a lot about them. Both Kheldians are like two sides of the same coin. They can do a lot of the same things but the way they do it is different. That difference being that Peacebringers are more self-contained since their buffs don't require an external buffing source while Warshades need at least one mob (or dead mob depending on the power) to increase the effectiveness of their buffs. Below is an example of the powers that Kheldian use to heal, buff, self resurrect, and decrease down time.

    Peacebringers<ul type="square">[*]Reform Essence - Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself.[*]Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. [*]Restore Essence - 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.[*]Conserve Energy - 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.[/list]Warshades<ul type="square">[*]Essence Drain - You tap the primal forces of your Nictus power to create an Essence Draining conduit between a foe and yourself. This will transfer Hit Points from your enemy to you. Foes drained in this manner have their attack and movement speed reduced.[*]Sunless Mire - Sunless Mire can drain the essence of all nearby foes, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.[*]Stygian Return - Should you fall in battle, your Stygian Return can drain the life forces of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. There must be at least one foe nearby to fuel the transfer and revive yourself. [*]Stygian Circle - You can tap into your Nictus power to drain the remaining essence of all nearby defeated foes to heal yourself and recover Endurance. The more defeated foes affected, the more You will be healed. Additionally, the more powerful the defeated foe you drain, for instance Bosses, the more health you will recover.[/list]Power descriptions are listed on DarkBoxer's list

    Courtesy of Radionuclide

    *****Which one should I play?*****

    This is a matter of playstyle. The best thing would be to use all the information available through the forum and to try them both for a bit and decide which is a better fit for you.

    *****Kheldian Background*****

    The Kheldians have come from another world to hunt the Nictus, who have strong ties with the Council. Kheldians fuse with willing human hosts who they have identified as being brave and honorabe and such.

    <ul type="square">[*]Peacebringers are Kheldians who have come to Earth to hunt Nictus. They have bonded with humans in a voluntary relationship.[*]Warshades are Nictus who have "seen the light" and decided to help the peacebringers against the Nictus. Warshades also bond with humans in a voluntary relationship, however their Scientific experimentation has already warped their powers.[*]Nictus are Kheldians that have undergone scientific experimentation (hence the Science origin for Warshades). A Nictus will force itself upon the host.[/list]The natual form of Khedlians is Peacebringer like (hence the Natural origin for Peacebringers). Peacbringers and Warshades are both part of the army that fights against the Nictus. However, Warshades fight because they are seeking redemption while Peacebringers fight to ensure their survival.

    When a Kheldian merges with a host the combined being will have personality traits of both the Kheldian and the host, which can sometimes lead to some unexpected results. A Nictus merging with a honorable person may very well lead to that Nictus turning towards the path of a Warshade, if not during that merging then in the future.

    *****Pool Powers and Shapeshifting*****
    <ul type="square"> [*]No toggles or inherent powers that work while Human will work in the Nova (squid) or Dwarf (lobster) forms. This includes the Interspatial Link and Stamina as two good examples of powers that do not carry over to the forms.
    [*]Click powers will carry over to the forms, but will wear off and need to be refreshed by returning to Human form. The only two Click powers from the Power Pools that will work with the forms is Hasten from the Speed pool and Vengeance from the Leadership pool.
    [*]Accolades that add +HP and +END remain regardless of what form you are in. (The Crey Cryo Pistol does not)
    [*]Kheldians do not gain access to Epic Power Pools at 41+[/list]*****Kheldian Link Bonuses*****

    Peacebringer <ul type="square">[*]+20% Damage bonus for each Tanker and Defender [*]+10% Resist bonus for each Scrapper and Blaster[*]+2 Mag Protection to Sleep, Hold and Disorient effects per Controller[*]No bonus from other Kheldians[/list]
    Warshade <ul type="square">[*]+20% Damage bonus for each Scrapper and Blaster[*]+10% Resist bonus for each Tanker and Defender [*]+2 Mag Protection to Sleep, Hold and Disorient effects per Controller[*]No bonus from other Kheldians[/list]*Note: The links do require the other heroes on the team to be near the Kheldian. The range is somewhere around 125-150 yards.

    *****Nova and Dwarf Basics*****

    You can take the Nova form as early as level 6 and the Dwarf form as early as lvl 20.
    <ul type="square">[*]Both Nova and Dwarf can be slotted for Endurance recovery. [*]Both Nova and Dwarf can be slotted for Endurance Reduction. This only effects the forms endurance cost, it does not carry over into the Attacks/Powers specific to each form.[*]Both Nova and Dwarf are actually toggles, which can be knocked off by Mezzes (although Dwarf does have a powerful Mez resistance) and by running out of Endurance.[*]The inherent Accuracy buff for the Nova forms is 12.5% base.[*]The inherent Damage buff for the Nova forms is 20% more than comparable blaster attacks and on top of that Nova has a 45% damage buff.[/list]*****Kheldian Pets*****
    <ul type="square">[*]Warshades (WS) get a true pet, however, the pet must be summoned/raised from the corpse of a fallen enemy. The power is called Dark Extraction.
    [*]Peacebringers (PB) get a pseudo-pet, upon summoning, the pseudo-pets will seek at the nearest enemy and detonate, doing impressive amounts of damage but destroying themselves. The power is called Photon Seekers.
    [*]You can shift into the Nova or Dwarf form and have your pets follow you, however you can not summon new pets while in Dwarf or Nova form (this goes for both WS's and PB's).[/list]*****Deadliest/Most Damaging Human Attack*****

    At level 18, both WS's and PB's gain access to Melee range Holds.
    <ul type="square">[*]Gravity Well for Warshades[*]Incandescent Strike for Peacebringers[/list]*****Damage Cap Calculations*****
    <ul type="square">[*]Kheldian damage cap is 400% (+300%). (On par with everyone but Scrappers)[*]Scrapper cap is 500% (+400%).[*]Blaster, Controller, Defender &amp; Tanker cap is 400% (+300%).[/list]Nova base damage is 20% higher than Blaster/Scrapper base damage, on top of this the Nova has a 45% damage buff (slightly less than 1 SO + 1 DO Dam). This means that a Nova with 3 SO Dam in each attack will deal damage comparable to that of a Blaster who has 6 SO Dam in each attack.

    Nova: 1.2 * (1 + 3 * 0.333 + 0.45) = 2.9388
    Blaster: (1 + 6 *0.333) = 2.9980

    Nova with 6 SO Dam in each attack will deal more damage than a Blaster can reach with similar attacks no matter how much the Blaster is +Dam buffed.

    Nova: 1.2 * (1 + 3 * 0.333 + 0.45) = 4.1376
    Blaster cap: 4

    A Nova with 6 SO Dam in each attack needs 55.2% more +Dam to reach the cap.

    Sunless Mire is a 11.25% buff for each target hit.

    Nova 6 slotted for damage needs a 5 hit Mire to reach the damage cap. Human &amp; Dwarf form 6 slotted for damage needs a 9 hit Mire to reach the cap. You need to hit 3 more with Mire for each SO dam you're lower than 6. Unslotted this would be 27 Mire hits for Human/Dwarf and 23 Mire hits for Nova.

    Nova can't compete with Scrappers for max damage since Kheldians are capped at 400% (= 480% Scrapper damage) but they should still outdamage Blasters unless they're significantly behind in slots (at least 3). They'll still outdamage a Scrapper they same way they outdamage Blasters as long as the Scrapper isn't close to the cap though.

    Courtesy of WingedKagouti

    *****Resist and Defense Numbers*****

    The Kheldian resistance cap is 85% (for comparison the Tanker cap is 90% and the Scrapper cap is 75%)
    <ul type="square">[*]Base resistance for all Kheld toggle shields is 27%. [*]Base resistance for the Kheld passive shield is 13.5%[*]PB's Lightform provides a base resistance of 63%[*]WS's Eclipse provides 13.5% damage reduction per enemy hit in a PBAoE area.[*]Neither WS's or PB's can gain resistance to psionic damage, not even in Dwarf form[*]WS's Shadow Cloak provides a base defense of 7.5%[/list]*****Level 38 Power Info*****

    PB's Lightform can not be made perma. See the very end of the FAQ for the numbers on this.
    <ul type="square">[*]Moderate status protection[*]Duration is 180 seconds[*]Recharge time is 1000 seconds[*]Can not shift to Nova or Dwarf while in Lightform[*]No animation times while in Lightform[/list]WS's Eclipse can be made perma with Hasten + 5 even lvl SO recharges or all 6 3+ SO recharges.
    <ul type="square">[*]No status protection[*]Duration is 90 seconds[*]Recharge time is 300 seconds[*]Can shift to Nova or Dwarf while using Eclipse[*]Requires mobs to be effective and reach resist cap[/list]*****Dwarf Resistance Calculations*****

    The Dwarf form (for WS's and PB's) has a base resistance of 45% and each even-level SO gives a 20% additive bonus (so each even SO gives +9% RES). IIRC, each "+" above even-level adds 5% to the SO (i.e., +1%) and each "-" below even-level subtracts 10% (i.e., -2%)

    With 4 RES SOs in Dwarf form:
    +3 = 86.4% RES
    +2 = 84.6% RES --- Marginally below RES cap
    +1 = 82.8% RES
    even = 81% RES
    -1 = 77.4% RES
    -2 = 73.8% RES
    -3 = 70.2% RES

    With 5 RES SOs in Dwarf form:
    +3 = 96.75% RES
    +2 = 94.5% RES
    +1 = 92.25% RES
    even = 90% RES
    -1 = 85.5% RES ---- Still Capped
    -2 = 81% RES
    -3 = 76.5% RES

    Courtesy of Viscount_Gareth

    *****Nova Accuracy/ToHit Calculations*****

    Some additional information regarding the accuracy buff in Nova form. Since it is only 12.5% base, and each ToHit Buff even-level SO adds 20%, this equates to a 2.5% addition to accuracy for each even-level SO. Therefore, if you slot base Nova form with ToHit Buffs you get:

    1 SO: 15% total accuracy buff
    2 SO: 17.5%
    3 SO: 20%
    4 SO: 22.5%
    5 SO: 25%
    6 SO: 27.5%

    Even slotted with 6 even-level ToHit Buff SOs, you will have a smaller accuracy bonus than most blasters would get using a single yellow -1 Accuracy SO (33.3% -[10% * 33.3%] = ~30%).
    However, if you add a single Accuracy SO (even-level) to your Nova attacks (without any ToHit Buffs in the base form) you will now have a total 45.8% accuracy bonus, giving you better accuracy than will be sported by the average blaster. Just something to consider when deciding whether to slot base Nova form for Endurance Recovery or ToHit Buffs.

    Courtesy of Viscount_Gareth

    *****Starless Step*****

    Can TP mobs up to the following lvls<ul type="square">[*]+2 Minions[*]+0 Lts[*]Will not tp bosses of a significant level[/list]Also of note, is that often times Starless Step can successful pull a single mob from a group, and has reduced aggro if it misses.

    *****Voids and Quantum Gunners*****

    Voids and Quantum Gunners have attacks that do special damage to Kheldians. This damage is called Nicti damage and there is NO WAY to resist that aspect of the attack. There is a smaller component to the attack made up of Negative energy which can be resisted. However, like any other attack, defense is still effective and can give you a greater chance of not being hit.
    <ul type="square">[*]Void and Quantum attacks have a chance to disorient. The duration is small, but annoying since it drops your toggles.
    [*]Quantum Melee attacks are just normal attacks that do not have the Nicti damage bonus applied to them. However, Void melee attacks do have the Nicti damage bonus and are actually more powerful than their ranged attacks.
    [*]Voids are able to activate a shield which makes them resistant to Energy and Negative attacks, thereby making them resistant to a large portion of our damage. However, if a Void is Mezzed it will drop the shield robbing them of much of their resistance.
    [*]Voids and Quantums can not see through Invis.[/list]*****Binds and Macros*****

    Peacebringers
    <ul type="square">
    MACROS
    Switching to Nova form[*]/macro BN "powexec_toggle_on Bright Nova$$goto_tray 4"
    Switching to Dwarf form[*]/macro WD "powexec_toggle_on White Dwarf$$goto_tray 5"
    Returning to Human form[*]/macro HF "powexec_toggle_off Bright Nova$$powexec_toggle_off White Dwarf$$goto_tray 1"
    Returning to Human form and activating Smash/Lethal resist shield[*]/macro HF "powexec_toggle_off Bright Nova$$powexec_toggle_off White Dwarf$$powexec_toggleon Shining Shield$$goto_tray 1"

    BINDS
    Switching to Bright Nova Form[*]/bind g "powexec_toggle_on bright nova$$goto_tray 3"
    Switching to White Dwarf Form[*]/bind b "powexec_toggle_on white dwarf$$goto_tray 4"
    Returning to Human Form[*]/bind t "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1"
    Returning to Human Formand Flight[*]/bind r "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1$$powexec_name Energy Flight"

    Shift and Left mouse click at the same time to Fly in Human form or TP in Dwarf form[*]/bind shift+lbutton "powexec_name Energy Flight$$powexec_name White Dwarf Step"[/list]Warshades
    <ul type="square">
    MACROS
    Switching to Nova form[*]/macro DN "powexec_toggle_on Dark Nova$$goto_tray 4"
    Switching to Dwarf form and assigning the Dwarf TP to Shift + Left click [*]/macro BD "powexec_toggle_on Black Dwarf$$goto_tray 5"
    Returning to Human Form and assigning TP to Shift + Left click[*]/macro HF "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1"
    Returning to Human Form, assigning TP to Shift + Left click, and activating Shield[*]/macro HF "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$powexec_name Gravity Shield"

    BINDS
    Switching to Dark Nova Form[*]/bind g "powexec_toggle_on dark nova$$goto_tray 3"
    Switching to Black Dwarf Form[*]/bind b "powexec_toggle_on black dwarf$$goto_tray 4"
    Returning to Human Form[*]/bind t "powexec_toggle_off dark nova$$powexec_toggle_off black dwarf$$goto_tray 1"
    Returning to Human Form and Activating Smash/Lethal Resist Shield[*]/bind r "powexec_toggle_off dark nova$$powexec_toggle_off black dwarf$$goto_tray 1$$powexec_name Gravity Shield" [/list]Quick note on the difference between Macros and Binds. Macros create a "Power Button" if you will, that you can press and have the Macro execute. Binds allow you to execute the actions that you have assigned to the corresponding Key in the bind. For example, pressing the "R" key on the keyboard will take you of out Nova and Dwarf, return your Power tray to tray 1 and activate you Flight Power.

    *****Lightform Recharge Calculations*****

    The math:

    The SO/HO's are for recharge reduction enhancments.

    The resulting units are in seconds.

    I have subtracted the duration (180) from the reduced recharge rate to show how many seconds you will have to wait between the power turning off and when you can activate it again.

    <font class="small">Code:[/color]<hr /><pre>1 SO = 1000 / (1+.333) = 750.19 - 180 = 570.16
    2 SO = 1000 / (1+.666) = 600.24 - 180 = 420.24
    3 SO = 1000 / (1+.999) = 500.25 - 180 = 320.25
    4 SO = 1000 / (1+1.332) = 428.81 - 180 = 248.81
    5 SO = 1000 / (1+1.665) = 375.23 - 180 = 195.23
    6 SO = 1000 / (1+1.998) = 333.56 - 180 = 153.56
    .
    1 SO + Hasten = 1000 / (1+.333+.7) = 491.88 - 180 = 311.88
    2 SO + Hasten = 1000 / (1+.666+.7) = 422.65 - 180 = 242.65
    3 SO + Hasten = 1000 / (1+.999+.7) = 370.51 - 180 = 190.51
    4 SO + Hasten = 1000 / (1+1.332+.7) = 329.82 - 180 = 149.82
    5 SO + Hasten = 1000 / (1+1.665+.7) = 297.18 - 180 = 117.18
    6 SO + Hasten = 1000 / (1+1.998+.7) = 270.42 - 180 = 90.42
    .
    1 HO + Hasten = 1000 / (1+.5+.7) = 454.55 - 180 = 274.55
    2 HO + Hasten = 1000 / (1+1+.7) = 370.37 - 180 = 190.37
    3 HO + Hasten = 1000 / (1+1.5+.7) = 312.50 - 180 = 132.50
    4 HO + Hasten = 1000 / (1+2+.7) = 270.27 - 180 = 90.27
    5 HO + Hasten = 1000 / (1+2.5+.7) = 238.10 - 180 = 58.1
    6 HO + Hasten = 1000 / (1+3+.7) = 212.77 - 180 = 32.77
    </pre><hr />

    Courtesy of Gargoyle_KDR

    *****Extra Slots*****

    Last but not least, yes we could use more slots; however, no we will not be getting more slots. This has been brought up before. The generally accepted reason is that not being able to slot everything encourages a wider variety of builds since sacrifices must be made.
  2. This is a truly awesome summary of scrappers. Very great!

    /em raises hand
    Hello all, my name is Vahla SwordHack and I am a Civilized Scrapper (Scrappus Domesticus).
  3. [ QUOTE ]
    [ QUOTE ]
    The key, however, is to analyze whether the temporarily “gimped” power set gets something cool that then tips the scales in their favor at a later point. In other words, when all the powers within a set are observed, is each power set relatively as useful as others?

    [/ QUOTE ]

    Added the appropriate emphasis. Kheldians may be outdone by other ATs power by power, but as a SET they are spectacular. They don't just fill in gaps in a team. I use them on teams that lack gaps. They ENHANCE the team. You don't have ONE tanker, you have TWO. You don't have FOUR damage dealers, you have FIVE. You have a THIRD controller to help with holding a boss. One Kheldian goes a long way. I think of them as Hamidon Origin enhancements. Hamies add bonuses to TWO stats. So with all Hamies, you get an effectively high amount of SOs. Even if you compare Titan or Hydra enhancements, which are naturally WEAKER than SOs, they still buff MULTIPLE stats making them better than solid SOs. Effectively, even if they only offered a 20% bonus, that's 20% to TWO stats, or 40% total. That's more than an SO. You just need the right power to take advantage of both stats, or with Kheldians, the right player behind them.

    [/ QUOTE ]
    Agreed. This is an excellent analogy.
  4. Alright, here's the Guide for building a Scrapper style Peacebringer that I've been promising to write up. This build focuses on using the Human Melee attacks or the PBAoE's that require you to be in melee range. PLEASE NOTE: This build was built to SOLO, please feel free to tweak it, if you Team the majority of the time. However, please also note that since Dwarf form is slotted, you can sub in as the tank for the team (testified by the three TF's and one Respec Trial later where I have ended up tanking a large part of the time do to tanks dropping). There's going to be quite a bit information in here, so I've broken it down into the following sections.

    Also, I am not showing Power Picks for 30+ since by then you should have a pretty good idea where you are going to take your character. This is Guide is meant to give a person a fighting chance in the lower levels, and to allow for a person to build a Soloable Kheldian.

    Power Choices Section (special thanks to Verxion for his Hero Planner)
    Tatics Section
    Philosophy Section
    Power Description Section (special thanks to Dark Boxer)

    Power Choices:

    ****This is a tried and tested build up to 30, see next build for a potential respec Build****

    Exported from version v1.1N of CoH Planner
    http://joechott.com/coh

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

    Level 01 : Incandescence
    Level 01 : Glinting Eye -at least 3-4 slot
    Level 02 : Shining Shield -6 slots
    Level 04 : Essence Boost -spare slots
    Level 06 : Radiant strike -6 slots
    Level 08 : Swift
    Level 10 : Stealth (optional Power Pool pick) -get the drop on Quantums
    Level 12 : Build Up
    Level 14 : Health
    Level 16 : Invisibility (optional Power Pool pick) -stealth the glowie or defeat boss missions
    Level 18 : Incandescent Strike -6 slots
    Level 20 : White Dwarf -6 slots eventually (4 with resist to effectively tank)
    Level 22 : Stamina -6 slots eventually
    Level 24 : Reform Essence
    Level 26 : Solar Flare (beware, it always knocks back)
    Level 28 : Conserve Energy -spare slots
    Level 30 : Quantum Flight -at least 3 slots
    -------------------------------------------

    Level 01 : Brawl
    Level 01 : Sprint
    Level 02 : Rest

    Level 01 : Energy Flight
    Level 10 : Combat Flight

    Level 20 : White Dwarf Strike
    Level 20 : White Dwarf Smite
    Level 20 : White Dwarf Flare
    Level 20 : White Dwarf Sublimation
    Level 20 : White Dwarf Antagonize
    Level 20 : White Dwarf Step


    There you have it. That is the way I am building my PB, including current slots. As with any build, some powers come down to personal preference. This build does not use HASTEN, however, feel free to sub it in at one of the optional power spots. Your mileage may very, I prefered Stealth for soloing my missions. Please note, this build has started experiencing issue post 30. Aside from staying in perma-Dwarf form, it offers no protection versus Status effects. Please see a revised build below which partially addresses the issue.

    ****Alternate Build Tested on Test Server: Recommended to Respec into****

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

    Level 01 : Incandescence
    Level 01 : Glinting Eye -at least 3-4 slots
    Level 02 : Shining Shield -6 slots
    Level 04 : Essence Boost -spare slots
    Level 06 : Radiant strike -6 slots
    Level 08 : Swift
    Level 10 : Jump Kick
    Level 12 : Build Up
    Level 14 : Health
    Level 16 : Combat Jumping -can't let those Galaxies slow us down
    Level 18 : Incandescent Strike -6 slots
    Level 20 : Stamina -6 slots eventually
    Level 22 : White Dwarf -6 slots eventually (4 with resist to effectively tank)
    Level 24 : Reform Essence
    Level 26 : Conserve Energy -spare slots
    Level 28 : Quantum Flight -at least 3 slots (this will be your new travel power, also can be used in glowie/boss missions)
    Level 30 : Acrobatics -need an edge for keeping toggles up
    -------------------------------------------
    Level 01 : Brawl
    Level 01 : Sprint
    Level 02 : Rest

    Level 01 : Energy Flight
    Level 10 : Combat Flight

    Level 22 : White Dwarf Strike
    Level 22 : White Dwarf Smite
    Level 22 : White Dwarf Flare
    Level 22 : White Dwarf Sublimation
    Level 22 : White Dwarf Antagonize
    Level 22 : White Dwarf Step

    This is a secondary build that I am contemplating respecing into do to the prevalence of Status effects in the 30+ game. Please note, nothing can be done about Disorient effects when running solo short of switching to Dwarf form. Also, I did not play this build but based on my previous experience this should be a viable path to build on with Jump Kick providing a nice filler attack in the lower levels and Combat Jumping giving a comparable Defense boost to stealth. While I include Quantum flight for it's fast speed and intangiblity, please note that I am not advocating Phase Tanking, though it is possible to do it with this build. Make your own decision about it.

    Tatics:

    Everyone has different tatics, of that there is no doubt, however, I'm going to take a minute to indicate what I have found most helpful with THIS specific build. Pulling with Glinting Eye's is very useful when combined with Stealth, if all goes well, you only get about half the group, and not the full group. Very useful when soloing, or even in teams. To deal with Q gunners or Voids, pop an enrage or 2, a luck, and then Stealth + Build Up will let you get in close enough to Alpha-strike them (especially true when you get Incandecent Strike). As you begin to encounter more Mezzer's, use IS on them first, as it will generally hold them, and prevent them from dropping your toggles or switch to Dwarf form and ignore the mezzing. Here are the Macros and Binds that I use.

    <font class="small">Code:[/color]<hr /><pre>/bind shift+lbutton "powexec_name Energy Flight$$powexec_name White Dwarf Step"</pre><hr />
    <font class="small">Code:[/color]<hr /><pre>/bind shift+lbutton "powexec_name Quantum Flight$$powexec_name White Dwarf Step"</pre><hr /> Please note, the 2nd bind will replace the first once you get to the point where you can use Quantum Flight consistently versus the End Drain.

    <font class="small">Code:[/color]<hr /><pre> /macro BN "powexec_toggle_on Bright Nova$$goto_tray 4" </pre><hr />
    <font class="small">Code:[/color]<hr /><pre> /macro WD "powexec_toggle_on White Dwarf$$goto_tray 5" </pre><hr />
    <font class="small">Code:[/color]<hr /><pre> /macro HF "powexec_toggle_off Bright Nova$$powexec_toggle_off White Dwarf$$goto_tray 1" </pre><hr />

    Philosophy:

    If you made it to 50, then I really shouldn't have to say this, but 6 slot, 6 slot, and 6 slot your important powers. Some people have indicated that if you use Nova form you can get by without 6 slotting the attacks, I have not used the Nova form, so I can't attest to this. However, with Human/Dwarf you need to 6 slot as much as possible, especially your bread and butter attacks for human form and you Defense for Dwarf form.

    One important thing to remember, is that the more Defenders and Tanks on your team, the better damage you deal in Human form. Also, the more Scrappers and Blasters on your team, the more Damage you can take. And last but definitely not least, the more controllers on the team, the harder it is for status effects to take you outa commission.

    Peacebringers Power Descriptions:

    Luminous Blast:

    Gleaming Bolt - (Level 1) A very quick, but low damage bolt of Kheldian energy that can reduce a target’s defense. Damage: Minor, Recharge: Very Fast

    Glinting Eye - (Level 1) 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

    Gleaming Blast - (Level 2) 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

    Bright Nova - (Level 6) 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
    •Bright Nova Bolt - A very quick, but low damage bolt of Kheldian energy that can reduce a target’s defense. This power is only available while in Bright Nova Form. Damage: Minor, Recharge: Very Fast
    •Bright Nova Blast - A much more powerful, yet slower version of Bright Nova Bolt. Bright Nova Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his defense. This power is only available while in Bright Nova Form. Damage: High, Recharge: Moderate
    •Bright Nova Scatter - Bright Nova Scatter sends bolts of Kheldian light energy to multiple targets at once within a cone area in front of the caster. Bright Nova Scatter deals moderate energy damage to each affected target and reduces their defense. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow
    •Bright Nova Detonation - 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. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow

    Radiant Strike - (Level 6) 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

    Proton Scatter - (Level 8) 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. Damage: Moderate, Recharge: Slow

    Build Up - (Level 12) Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

    Luminous Detonation - (Level 12) 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. Damage: Moderate, Recharge: Slow

    Incandescent Strike - (Level 18) 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

    Pulsar - (Level 18) 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

    Glowing Touch - (Level 26) Heals a single-targeted ally at moderate range. You cannot use this power to heal yourself. Recharge: Fast

    Solar Flare - (Level 26) 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

    Photon Seekers - (Level 32) You manifest three Spheres of light energy drones 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

    Dawn Strike - (Level 32) 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

    Luminous Aura:

    Incandescence - (Level 1) Kheldians have a natural mild resistance to Energy and Negative Energy Damage. This is an Auto power that is always on, and cost no Endurance.

    Shining Shield - (Level 2) When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal Damage. Recharge: Fast

    Essence Boost - (Level 4) You can activate this power to increase your maximum Hit Points for a short time. Recharge: Very Long

    Thermal Shield - (Level 10) When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that gives you resistance to Fire and Cold Damage. Recharge: Fast

    Quantum Shield - (Level 14) When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. Recharge: Fast

    Group Energy Flight - (Level 16) 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.

    White Dwarf - (Level 20) 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 four 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 form also has improved Endurance Recovery, but is limited to melee attacks. Recharge: Fast
    •White Dwarf Strike - The White Dwarf Strike is 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. Damage: Moderate, Recharge: Fast
    •White Dwarf Smite - White Dwarf Smite is 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. Damage: Heavy, Recharge: Moderate
    •White Dwarf Flare - 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. Damage: High, Recharge: Slow
    •White Dwarf Sublimation - 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. Recharge: Long
    •White Dwarf Step - 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. This power is only available while in White Dwarf Form.
    •White Dwarf Antagonize - 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. This power is only available while in White Dwarf Form.

    Reform Essence - (Level 22) Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. Recharge: Long

    Conserve Energy - (Level 24) 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

    Quantum Flight - (Level 28) 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 Endurance Cost is high and since you are intangible, you cannot affect other targets while Quantum Flight is active.

    Restore Essence - (Level 35) 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

    Light Form - (Level 38) When you activate Light Form, you become pure Kheldian Light Energy. You not only become extremely resistant to most damage, but also to 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. Recharge: Very Long

    Inherent Powers:

    Energy Flight - (Level 1) Fly 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 Fly speed increases with your level.

    Cosmic Balance - (Level 1) Kheldians naturally thrive off the energy and essence of their Teamates. 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 increase for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Sleep, Hold and Disorient effects. You cannot put Enhancements in this power.

    Combat Flight - (Level 10) 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 flying foes.