Peacebringer Three Form Guide. Version 2.


Abathar

 

Posted

Due to a recent thread about a lack of Kheldian guides, I thought I'd post the updated version of this. Hopefully it'll help a few people, though I think a lot of us have worked out the kinks of the Archetype and the ins and outs of the Three Form.




Welcome one and all to the Peacebringer Three-Form guide! I decided to start this off because of the huge amount of confusion on Kheldians and the lack of many other guides. I regret that I've only stumbled up to Level 23 on my Peacebringer, and ideally I'd wait until I was in the higher levels before attempting a guide, but I feel that a little help is needed for a lot of people out there. So I'll give it a bash.

The Kheldians are very diverse Archetypes, as such there are undoubtedly many, many ways to play them. This guide will work to help you play as a "Three-Form" Peacebringer, that is, one who focusses on using all three of his forms to their maximum effectiveness.

In this guide I'll approach a number of topics:
Philosophy
Powers
Basic Tactics:
1 Human Form
2 Nova Form
3 Dwarf Form
Power Pools
My Build; Level by level


Philosophy. The Three-Form build is designed exclusively to exploit each of your forms to their full effectiveness. You will be switching forms a lot as the situation calls for it, and as such, Toggle powers will not be of much use, they'll only slow you down.
The purpose of the Khedian in this build is versatility, pure and simple - you will never be as powerful as a specialist AT, but your ability to "become" any other of them will give you great power.


To begin with, Powers. Powers are presented in order of appearence with Primaries in yellow and Secondaries in pink

Level 1 Gleaming Bolt: Gleaming Bolt is your basic, 1st Level attack, it's very fast, and, in your few first levels will do reasonable damage. I recommend picking this up at creation against Glinting Eye due to the better speed it provides.
While it helps during the lower levels, it becomes less and less useful over time, I wouldn't slot this power at all.

Glinting Eye: Another basic attack, Glinting Eye does more damage, but is slower than Gleaming Bolt. You're unlikely to be using this in the higher levels so I advise against picking this power.

Incandescence: This is a simple Aut-power which you must pick at creation. It provides protection against Energy and Negative damage which isn't overly prevalent in villains. I don't recommend slotting this.

Level 2 Gleaming Blast: This power is nice for a little extra damage, but isn't all that useful without wasting slots in it. I'll pick this up but won't bother with any slots.

Shining Shield: As stated in the Philosophy section, toggles are not much use for a Three-Form PB. Do not bother to throw many (if any) slots in here.

Level 4 Essence Boost: This is a supremely useful power, in that it carries over to all your other forms. It boosts your total HP and provides some Toxic resistance which can help in those early Vahzilok missions. This power will be very helpful in making your Dwarf Form more effective, as well as making human and Novas tougher in battle. Pick this up early and give it two or three slots with Recharges in.

Level 6 Bright Nova: Pick this up! This is a corner-stone of the Three-Form and is essential to the build. This form will allow you to storm through the next few levels with your insanely powerful AoEs. So far, I have 3 slots in this: Two Endurance Recovery (NOT Endurance Reduction; we're using the same enhancements you usually stick in Stamina) and one Accuracy Buff. Later on it couldn't hurt to add more End. Recoveries.

Nova Powers should be slotted exclusively with damage - you already have an accuracy bonus to this form. Your Cone and AoE attacks (Scatter and Detonation) are the bread and butter of this build, however, in order to not screw over your other forms early on don't put too many slots in these too early. Two or three slots for each of them will do early on - later in the game you can afford to add more slots, it will also be helpful to add a few slots in your single-target powers, but only do this if you have slots going spare.

Radiant Strike: Superior damage, knockback, -Fly, this is an excellent power. Pick it up and slot it up. You'll probably need 1 Accuracy in this as your human form has no inherent accuracy bonus, but you should try and scrounge 3 or 4 other damage slots for this power. You'll be using this as an Alpha Strike (more on the usage of this power in Basic Tactics).

Level 8 Proton Scatter: This power would be useful, if it were not for the fact that your Nova Form already has it. I'm sure someone brave enough will try out an exclusive AoE monster build, but that's not what we're doing - for this build, Proton Scatter is useless. Go back and pick up Radiant Strike instead.

Level 10 Thermal Shield: As with the other toggles, this power is not really that useful. You may wish to pick a power pool over this power (more on Power Pools later), but I personally just grabbed it because it looks pretty.

Level 12 Build Up: Build up is always useful, and is essential to your human form (as we'll see later). I wouldn't recommend putting too many slots in it as they're rather scarce, but if you have any going free fill them with Recharges.

Luminous Detonation: Similar to Proton Scatter, this power isn't really needed - your Nova already has it and you don't want to have to slot it twice. Don't bother with this power.

Level 14 Quantum Shield: As with the other shield powers, not needed, you'd be better off grabbing a Power Pool.

Level 16 Group Energy Flight: As useful as Group Fly, not really useful to your build and highly situational. Only choose this if you want it for concept reasons.

Level 18 Incandescent Strike: A truly wonderful power, grab this straight away. This melee attack has a -fly, knockback and a Hold effect. This is needed for your human form. Slot it with one accuracy and fill the rest with damage. I reccomend 4 or 5 total slots early on, again, filling up to 6 in the later levels if possible.

Pulsar: Pulsar needs a few slots to make it useful, 2 Accuracy and 2 Disorient should be enough. Once those are in, it becomes useful to use in a human form support role if your team doesn't require damage or much tanking. It helps to control the enemy. Be aware, this power on its own is not enough to disorient a boss.

Level 20 White Dwarf: Get it now! Now now now! Another absolutely essential part of your build, the Dwarf form has the added advantage of looking really cool.
4 - 5 slots of Damage resistance in this power should cap it out, a 6th Endurance Recovery couldn't hurt, but isn't essential.

Your attacks aren't essential; damage isn't the point of this form, tanking is. If you have slots spare, it couldn't hurt to stick one or two extra damages in there, but don't bother in exclusion of something more useful. Your taunt power is important - you'll be using this form as an exclusive Tanker so you'll have to keep aggro well. One accuracy, one taunt duration and one recharge should be enough but feel free to get a second of each one in the later game.
Dwarf Step, your teleport power, is useful in that it's faster than Fly - if you're going to slot it at all, only bother with ranges. Once you run out of endurance simpl switch to Nova form and carry on flying until your endurance has recovered. You should not rest when travelling at all.
Your heal power is very useful whilst tanking and could benefit from 2 or 3 Recharges.

Level 22 Reform Essence: This power is very useful as it allows you to heal any of your three forms. If your Tank becomes damaged badly and your primary heal is still rechargin, simply switch to human, hit your heal, then switch back. This power shouldn't need too many slots as the downtime will be filled in by your Dwarf's heal (which can also be used if your other forms are damaged).


Level 24 Conserve Energy: A potentially very useful power. It will help with any endurance issues you have in all forms. I don't see this as essential.

Solar Flare: Your Dwarf form already has this power and your Noa fom already have plenty of AoEs. I won't be taking this power.

Level 26 Glowing Touch: A heal ally power, this is surpirsingly powerful. It does a decent amount of healing unslotted and has a fast recharge. I intend on 6-slotting this with Heals and to use it in a human support role to help when healing is needed.

WARNING! Speculation Ahoy! Unfortunetly, this is as far as I've managed to get my Kheldian. I'll do my best to explain what I'll be choosing and why, but the advice from here onwards will not be overly useful and is purely speculative.

Quantum Flight: A good "Panic button", I'll pick this up for those scary occassions when I don't notice a Void Seeker in time.

Level 32 Photon Seekers: I intend on taking this and using it for a Nova Alpha Strike. The Seekers will switch over to Nova form and should detonate to do extra damage alongside my usual Detonation and Scatter attacks.

Dawn Strike: I'll be picking this up to use as a nice secondary AoE after my initial Nova strike.

Level 35 Restore Essence: A revive power is rather situational and I don't intend on picking it up.

Level 38 Light Form: I'm not a fan of Unstoppable-esque powers, but I can see this can be useful in a dangeous situation. I'll be picking this up but it won't have a huge part in my build.


Basic Tactics.
1. Human Form: Onto the forms. Your human form is the base Kheldian, it's the essence of versatility, you have a wide variety of powers - ranged, melee, heals (self and ally) and damage resistance. No matter what's happening, it's likely your human form will be able to lend a hand. Your human form also has the advantage of having two very powerful melee attacks: Incandecent and Radiant Strike.
I use these as instant killers. Along with Build Up, firing off these two powers on one even con minion is a pretty much guarenteed instant kill. This is VERY useful for taking out Void Seekers alone, or for firing off an Alpha Strike against a boss. This tactic is likely to help a lot with soloing as a Peacebringer. My advice is to start off with Radiant as it's faster and can knockback, then while the enemy is getting back up, go for the Incandescent. Even if you don't kill him, it's possible that your hold will take effect and you'll be able to finish him off with Gleaming Blast and a few Bolts.
Your human form has access to Essence Boost (your Dull Pain power), so be sure to switch and activate it before a big battle, or before a Void Seeker. You should also switch to this form to heal a damaged friend with Glowing Touch.

2. Nova Form: This is your big damage guy. You'll want to be using your AoEs as much as much as possible. If you're fighting minions you should be able to easily wipe out or severely weaken anyone with a round of Scatter and Detonation. If you are in a well organised team with a good Controller/Tanker, it will be fairly safe to stay in Nova form the whole time, simply firing off your single-target attacks until the AoEs are recharged. In a group without good crowd-control, or alone, it's often wise to switch to another, safer form while waiting for your AoEs to recharge.

3. Dwarf Form. This is your pure damage taking meat-shield. Use your taunt frequently, and use your PBAoE Stomp atack to keep attention on you, and to knockback anyone who's hurting your team-mates. This form is good to use when you're waiting for other powers to recharge during a boss battle or for a quick switch if you need to heal yourself and your Human form heal is recharging.

Combination Tactics: This is where the Peacebringer gets interesting. Using each of your forms to complment each other is the essence of the Three-Form Build. It's also not easy to teach. As you play your build more you'll pick up little tricks and useful combos, but for now I'll share some of my own.
First of all, "Dealing with the Void Seeker". The Three-Build Form means you don't need to get a team-mate to take down a Void Seeker or Quantum Gunner for you. Human form allows you to take out a white, or even a yellow Void/Quantum minion with it's initial strike. If your alpha strike doesn't finish him off, use your human form to fly to safety, then use your human heal (and Dwarf heal if needed), wait for your powers to recharge, then return to finish him off. Alternatively, if you manage to hold him, switch to Nova form and fire off your AoEs. That's guarenteed to finish him off.
Against a group of enemies (no Void/Quantums) I typically follow a set attack scheme. First, Essence Boost and Build Up, then (quickly) Nova Form, then fire off both my Scatter and Detonation AoE attacks. If that doesn't kill what I'm attacking and the group is big enough to hurt me, I switch to Dwarf Form to finish them off safel, with my PBAoE footstomp and other attacks.
If there's a boss, I start off with the Void/Quantum Alpha strike, then fire off the Nova AoE strike, then switch to Dwarf to heal up and wait for recharge. Once everything is recharged, I repeat.

In a team, it's important to switch forms as your team-mates require it. You can continue to use your normal strikes to take out bosses etc. but you should always be ready to protect your team. You have a unique advantage over other ATs in that you can do anything you like. It's important, therefore, to know WHAT to do.
If your team has no Tanker (a Scrapper and Controller will often suffice) then its your duty to take on the tanking role. This doesn't mean you have to stay in Dwarf form all the time however... An excellent tactic is to take the lead with a Nova alpha strike and then quickly switch to Dwarf form. Not only have you done a lot of damage, but you've gained a lot of aggro without having to use your taunt. It is not advisable to try this anywhere but the beginning of a battle however - the aggro will quickly take out your Nova form.

If, in any team, you see a team-mate in trouble you should help him out. If the target is weak (a Blaster/Controller or Defender), your heal will only go so far. Consider firing off your heal then quickly switching to Dwarf Form to taunt away their attacker. If that fails, use your Dwarf form's PBAoE to knockback all those surrounding the team-member, then try something more drastic - either a Nova form to clear up, or a human form if there's only one attacker.
If the person in trouble is your Tanker or Scrapper it would be wiser to try and keep him healed, as said earlier, taunting his enemies away can often screw up a well placed burn patch or a Quills aura. Use only in dire circumstances.

Power Pools: For a typical Archetype, Power Pools are used to either enhance current powers or to fill in the missing gaps. As a Kheldian, there aren't really any gaps to fill in.
As a Three-Form Kheldian, toggle powers will be pretty much useless as you'll be switching from form to form regularly and don't want to waste time on resetting them every time. This means that Tough, Weave, and the Leadership powers are not useful enough to pick. Attack powers such as Jump Kick, Air Superiority or Boxing are also fairly needless, with your three forms you should have more than enough attacks to cycle through. Travel powers are also not needed, you have 2 - 3 types of Fly power as well as a useful Teleport ability to pick from.
Inherent powers will only work in human form, but can still be useful. This means the traditional Stamina route can still be picked - it will only be 33% as useful as on another AT, because it won't work on your other two forms, but if you've got spare power spaces it couldn't hurt.
The most ideal powers are clicks. These all carry over to your other forms - powers like Hasten, while (in my opinion) not essential, can still be useful.
Personally, I feel that the most useful Power Pools would be the Medicine pool. Your Peacebringer can do a lot of things pretty well, but only has one Ally-heal. With the medicine power pool you can grab another heal and a status-effect protection to make yourself more useful if a Defender is missing from a team and fill in a much needed gap.
Another very real possibility, is the Prescence Power Pool. The initial Taunt power (single or AoE) is not overly useful, but the final two powers which instill Fear could be very powerful for someone who wants to add more Controller abilities to their build. Definitely a possibility.
Overall, I feel that Power Pools are not anywhere near as essential to the Kheldians as they are to other Archetypes.


My Build; Level by level

For those interested, this is my personal build, level by level. I'll give an explanation for any unusual choices. For more info, check the power guide at the beginning.


Level 1: Gleaming Bolt.
Level 2: Gleaming Blast.
Level 3: 2 Slots in Ebergy Flight - your attack powers at this level won't be used much in the future so I'm refraining from slotting them and instead powering up my travel power. Essentially, these slots are wasted, you may wish to put them into any other power depending on your choice.
Level 4: Essence Boost.
Level 5: 2 Slots in Essence Boost - as before, your attacks aren't too important, stick recharges in Essence Boost and you'll get more use from it.
Level 6: Bright Nova - Well duh.
Level 7: 2 Slots in Bright Nova.
Level 8: Radiant Strike.
Level 9: 1 slot in Nova Scatter, 1 slot in Nova Detonation - get those AoEs powered up fast.
Level 10: Medicine Power Pool, Stimulant - this power will improve the usefullness of the Human Form by increasing your Defender characteristics, buffing against status effects is always nice.
Level 11: 2 slots in Radiant Strike.
Level 12: Build Up.
Level 13: 1 slot in Nova Scatter, 1 slot in Nova Detonation.
Level 14: Concealment Power Pool, Grant Invisibility - similar to Stimulant, this power will increase my buffing potential in human form, it grants a reasonable defense buff and provides a useful 100% stealth for your team mates.
Level 15: 1 slot in Nova Scatter, 1 slot in Nova Detonation
Level 16: Medicine Power Pool, Aid Other - not an amazing heal, it'll be easily outshined by Glowing Touch, but this should give your human form more early level potential, as well as opening the gates for Resucitate.
Level 17: 2 slots in Radiant Strike.
Level 18: Incandescent Strike.
Level 19: 2 slots in Incandescent Strike.
Level 20: White Dwarf.
Level 21: 2 Slots in White Dwarf.
Level 22: Pulsar.
Level 23: 2 Slots in White Dwarf.
Level 24: Reform Essence.
Level 25: 1 slot in Incandescent Strike, 1 slot in Bright Nova Blast
Level 26: Glowing Touch.
Level 27: 1 slot in White Dwarf Antagonize, 1 slot in Glowing Touch.
Level 28: Conserve Energy.
Level 29: 1 slot in Incandescent Strike, 1 slot in Glowing Touch.
Level 30: Quantum Flight.
Level 31: 2 slots in Bright Nova Scatter, 1 slot in Bright Nova Detonation.
Level 32: Dawn Strike.
Level 33: 1 slot in Bright Nova Detonation, 1 slot in Bright Nova Blast, 1 slot in Bright Nova
Level 34: 3 slots in Dawn Strike.
Level 35: Photon Seekers.
Level 36: 3 slots in Pulsar.
Level 37: 1 slot in Radiant Strike, 1 slot in Incadescent Strike, 1 slot in Bright Nova Blast
Level 38: Light Form
Level 39: 2 slots in Dawn Strike, 1 slot in White Dwarf.
Level 40: 2 slots in Photon Seekers, 1 slot in Glowing Touch
Level 41: Medicine Power Pool, Resucitate - for human form versatility again, doesn't need any slots and helps a great deal.
Level 42: 3 slots in Photon Seekers.
Level 43: 2 slots in Bright Nova Blast, 1 slot in Bright Nova Bolt.
Level 44: Fitness Power Pool, Swift - there aren't many useful powers left. Some people might want to go with Hasten but I intend on taking the Stamina line purely because they're all Auto powers.
Level 45: 3 slots in White Dwarf Flare - because AoEs are niiiice.
Level 46: 2 slots in White Dwarf Sublimation, 1 slot in White Dwarf Smite - not many "essential" powers left to slot so it helps to beef up the Dwarf Form.
Level 47: Fitness Power Pool, Health.
Level 48: 2 slots in White Dwarf Smite, 1 slot in White Dwarf antagonize.
Level 49: Fitness Power Pool, Stamina
Level 50: 1 slot in White Dwarf Flare, 1 slot in White Dwarf Sublimation, 1 slot in White Dwarf Smite.



Well, there you have it. My attempt at a Peacebringer build. I sincerely hope you'll read through (especially the tacics area, which explain how the powers and slots you've picked work off each other) and give it a try. There are other builds out there - one of the popular ones I've seen is the pure human. This form is probaby just as viable; I just don't have any experience with it.
Any questions or comments are greatly appreciated. I'll do my best to update the guide as I level up my Peacebringer.

Thanks for reading!


Version 2: Updated a few powers in the guide, added build to 50.


 

Posted

Hey Spongecake....thanks for taking the time to make this guide.

I hadn't orignally intended to be a form specialist...but that is just how it worked out. From my blaster background I 6-slotted the Nova AoE's...and learned the good angles to launch the cone and burst AoE's.

You are 100% right about Dwarf form...that is what makes my Kheldian almost the equal of my blaster. While my blaster can do more raw damage...my Kheldian is not insta-killed if he doesn't eliminate all the targets with his first volley. I 6-slotted Dwarf form 4 resists and 2 End Recovery. I love how resistant Dwarves are to hold and mezz.

Human form I had to get the 2 big ticket punches you are talking about. I have always been a huge fan of the Total Focus animation...it looks and sounds amazing...and the damage is staggering.

Quantum Flight is nice...and it activates WAY quicker than phase shift...but the amount of end it sucks down is insane.

Conserve Power is awesome...I highly recommend it.

Photon Seekers...I was with you...I thought they would be part of my "opening move combo". But I am here to tell you....they are pretty weak. Not that the damage isn't good...but they are about as dumb as a brick. If they had the AI that Fire Imps do they would be awesome...but much of the time they seem lost or confused.

I had planned to respec in the late game as human form kheld...but once you get used to form switching and have good binds to switch to a form and swith your power tray simultaneously it is pretty fun.


 

Posted

Thanks for the comments! Glad to hear you're enjoying yourself.

I've been thinking about adding a "Helpful Binds" section to the end of the guide, but I'm terrible with anything bind related. Hopefully someone will make a Kheldian Bind Guide sometime in the future - they really do hel with the Three Form.


 

Posted

i just hit lvl 50 today, and this guide will be really useful for my Pb...thx for the nice work


 

Posted

Hey, Sponge! What level have you gotten up to?

I'm level 22 now, working my way to a respec so I can do away with the forcefields. I disagree with your build in that they are useful at lower levels until you get Dwarf...but after that, you really don't need them.


 

Posted

I've just hit 32 and picked up Dawn Strike (which is a byootiful power ). As for the shields, I suppose it depends a lot on your play-style, personally I spent most of my time 6 - 20 in Nova form, so the shields weren't that useful, but I can certainly see them being helpful if you prefer human form.


 

Posted

What are you suggesting slotting Bright Nova with? The obvious is stamina recovery, but I was wondering if the to-hit buff was significant enough to bother enhancing for (later on when you have access to SO's I mean).


Dawnfire
Spirit of the firebird
Justice Server

 

Posted

Thanks a lot for writing this, 5 stars for you! I just hit 50 yesterday and had some questions about how to make a form-based Peacebringer, and this answers all of them.


 

Posted

Man this is going to really help me to get my PB up in levels! thnx Sponge this rox!


 

Posted

It is a nice guide.. but i disagree with two thinks
[ QUOTE ]
Level 10: Medicine Power Pool, Stimulant - this power will improve the usefullness of the Human Form by increasing your Defender characteristics, buffing against status effects is always nice

[/ QUOTE ]

Its just not our job and a waste of our powers..


[ QUOTE ]
Level 14: Concealment Power Pool, Grant Invisibility - similar to Stimulant, this power will increase my buffing potential in human form, it grants a reasonable defense buff and provides a useful 100% stealth for your team mates

[/ QUOTE ]


Again not our job.. I have chosen this pool but for stealth..

Otherwise its very good ..
Dan


 

Posted

Great guide and a big help but I am finding Stealth at a early level to be a big help especially solo. It not only lets me spot Voids but get close enough to Build Up/Radiant Strike before they can shoot back, plus more Defense is always a good thing lol.


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You can't please everyone, so lets concentrate on me.

 

Posted

[ QUOTE ]
I've been thinking about adding a "Helpful Binds" section to the end of the guide, but I'm terrible with anything bind related. Hopefully someone will make a Kheldian Bind Guide sometime in the future - they really do hel with the Three Form.

[/ QUOTE ]

I tried a search but did not find what I was looking for. Has one of these Kheldian Bind Guides been created? As a new Kheldian I'm finding the power trays not switching when I switch forms to be highly annoying, particularly as my list of powers grows.


 

Posted

Check the Warshade Guide it has warshade binds that are easily converted to peacebringer binds I will try and remember to bring mine to work with me tomorrow and add them here.

BTW for dealing with Yellow Voids in groups solo I can take them out pretty much every time in Human form Stealth + Essence Boost + Sprint + Shining Shield (only 1 slot but better than nothing) + Haste and a couple inspirations. Hit Build-Up just before you get to Void then Rad Strike, then Incan Strike then Gleaming Blast if needed. By then Rad Strike is usually back up if anything missed. A Pulsar can be used anywhere after 1st RS to get the other mobs off you. Once Vortex is down if hurt run for it, otherwise if mobs still stunned use RS if it is up then switch to Nova fire off your 2 AoEs then switch to Dwarf form as you have to be hurt by now.

The nice thing about attacking in Human form is that if you get hit (and with stealth you won't necessarily get hit before you can hit him) you are already in human form which is a lot less confusing than being knocked into human form from Nova or whatever. Every time that happens to me I end up getting killed by hitting the wrong key trying to bring up the human power tray.

Only time Votexes are still a problem is when they are pair with "jerk" mobs like bosses, healers or mezzers (or worse all of the above) which can make life truely miserable. Only answer I have found for them for the most part is lots of Luck inspirations and take out all healers first.

Also I have noted that the Wedding Band says "+ Resist to ALL" which says to me "Void use only". Although all temporary defensive powers are a big help in the "Human Rush" attack above.


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You can't please everyone, so lets concentrate on me.

 

Posted

Here is how I bind my PB anyway. The way I handle it is:

Tray 1 is Human attack powers all temp attack powers,
Tray 2 is Nova attacks,
Tray 3 is Dwarf attacks,
Tray 4 is Human Defenses, Human Clicky powers, Temporary Defensive powers,
Tray 5 is garbage powers that I don't want to completely remove and stuff that got squeezed off trays 1 and 4 temporarily by too many temporary powers.

I leave tray 4 up at all times on the top line and the bottom tray changes based on my form. This allows me to see at all times if my Human Form "defensive" powers are up yet. Powers like Haste, Rest, Essence Boost and Build Up so I don't have to switch to Human form to see if they are ready to use and because I often want to switch to human use them then switch back and this allows me to have cursor "hovering" over power without keeping track of where power will be when trays change.

I use the Keypad to switch between forms. Keypad 1 switches to human, 2 to Nova, 3 to dwarf:

Switching to Human Form:
/bind numpad1 "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1"

Switching to Nova Form:
/bind numpad2 "powexec_toggle_on bright nova$$goto_tray 2"

Switching to Dwarf Form:
/bind numpad3 "powexec_toggle_on white dwarf$$goto_tray 3"

I sure hope I typed all that right.

I am not the bind king I just use simple ones. If you want real fancy stuff you need somebody else, but this will get the job done.


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You can't please everyone, so lets concentrate on me.

 

Posted

With some help on the binds from a teammate I wound up setting my trays up exactly the same way, Ultra_Violence. Except I set up numpad 1 for Bright Nova, 2 for White Dwarf and then 4 and 5 to go back to human form from each respectively. I see now I can combine my 4&5 to be a single 'back to human' key. Thanks!


 

Posted

Dawnfire -- I have read a few places on this board that going with to-hits in Nova is not worthy. Forgive me for not providing a link.

IIRC, it has something to do with the fact that it would take 5 SOs to equal 1 Acc SO. The individual was making the argument that those slots could be better spent elsewhere.

Also, Nova has an inherent acc bonus, so most folks go EndRcvy in the base, and all Dmg in the attacks.


Repeat Offenders

 

Posted

Yeah I have seen the numbers on that too IBM. Some people have a bit of trouble with math though and will try to mislead you. Be sure you know ALL the math involved. It goes like this:

Acc SO gives 33% to ACC to 1 attack.

Nova form gives 20% to ACC to all 4 attacks.

To Hit Buff SO gives 33% of 20% or 6.6% to ACC to all 4 attacks so sort of 25.4% overall ACC improvement it just doesn't help any one power much.

So To Hit Buffs aren't as bad as all that and they do save you slots if you want to add a little to all your attacks accuracy but don't want to spend 4 whole slots on it. On the other hand if all you want to do is make sure your Detonation hits then slot it with an Accuracy.

As far as Nova has built in Accuracy anyone who thinks a built in 20% accuracy is all you will every need is sadly mistaken unless they plan on only fighting white minions. 20% bonuse will max you out against white minions but that is it. Anything higher and you will have less than a 95% accuracy.

To Hit buffs are actually nice for people who really hate to miss and already have 1 Acc buff in all their attacks and still complain about missing at Invincible.


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You can't please everyone, so lets concentrate on me.

 

Posted

Is hasten needed for a 3 form pb?


 

Posted

I run the number pad minus for human, plus for nova and enter for dwarf with corresponding tray shifts.

As follows:

Human :

/bind SUBTRACT "powexec_toggleoff Bright Nova$$powexec_toggle_off white dwarf$$goto_tray 1"

The number pad plus is ADD and the enter key is (easy enough) NUMPADENTER.

Thought I'd add this in as I had to really dig for this info and it makes my life much easie. I also have a bind to shift to human with energy flight on for those travel moments.


 

Posted

A bind that helps me is as follows:

/bind <key> powexec_toggleoff bright nova$$ powexec_name energy flight$$ goto_tray 1

What this does is: When I come out of nova, i don't have to drop down to the ground to use hasten, esscence boost, etc. I am still flying. Then I just switch back to nova and fight away! This bind is even more usefull no that flight has no -acc penalty.


 

Posted

[ QUOTE ]
Is hasten needed for a 3 form pb?

[/ QUOTE ]

Personal preference. I took it with my 3-form peacebringer, as it helps recharge the Nova AoE's as well as the Dwarf form attacks and taunt.


 

Posted

Just wanted to say thanks for this..


Sharing kindness is kindness doubled; a burden shared is a burden halved...

I am not bigoted for race, gender, sexual orientation, nationality, or age... I do, however, have a big problem with stupidity, and stupidity knows no boundaries.

 

Posted

Both Haste and Stealth work well if you Solo.

When you find a Void/Quantum, switch to Human and hit Stealth and Haste. Then charge and hit with Radiant Strike.

By using Stealth you should have no trouble getting to him without triggering any other mobs and without having him see you. There is nothing worse than getting knocked down on your way to your Alpha Strike and then the Void pulls out the big gun and everything goes down hill from there...

Stealth also allows you to switch to human form and look around corners and check out groups of mobs before attacking them in Nova Form. Everyone as attacked a lone mob only to have a Void come from around a corner and blast them. Stealth can prevent suck surprises from ever happening again at the cost of slowing your game down slightly. It's not all that bad though there aren't too many situations where you can't see around corners but having stealth really helps in those situations and unlike Quantum Flight you can still attack at will.

Haste helps because:

1) If Void/Quantum is still up after 1 round Haste brings RS up very quickly usually fast enough that you don't need to run away while it refreshes which is a LOT safer.

2) Void/Quantums aren't usually alone. Once you take them down having all your attacks come back up right away again is much nicer than having to run or switch forms.

3) Haste + Nova Form is truely nasty. There is no longer any delays between your attacks something is always ready to fire. This is awesome for Boss fights where you can just pour on the damage. The only problem is that I love switching to human form and using RS/IS in fights but with haste this becomes less necessary unless you need other human powers (like a heal).

4) While less important all those other powers like heals, build ups etc all come up more often and faster. More is better.

The nice thing about Haste on a PB is that you don't HAVE to have perma Haste. Actually you can't truely have perma-haste since you won't be in human form all the time. Any level of Haste will help you a lot the more Haste you have the more situations you can use it in.


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You can't please everyone, so lets concentrate on me.

 

Posted

Hi I have a lvl 16 pb and was wondering, any concept/design changes since I6?