Guide: Human Melee/Dwarf PB Build
I was looking at making my Peacebringer a melee type using mostly power pool sets. Fighting gives two melee attacks, Leaping gives one attack, Speed gives one attack, plus the other powers in these pool sets are hand for travel and defense. I plan on using White Dwarf a lot as well (no good PB would charge without it). The secondary power set of PB's also give good defense abilities.
I havnt made it to 50 yet but I am interested in being a PB so I will refer to this later. 9 more lvl's to go Not really impess with being a worm though so I might not even take the Nova form.
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 targets 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 targets 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 targets 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 targets 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.