FourSpeed's PB Guide: Nova/Dwarf Revisited


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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]


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Well done! Nova/Dwarf is the way to go!


 

Posted

A very nice guide. I think I ended up with something similar to your "assassin" build. As a side note, the knockback on Radiant Strike and Incandescent Strikes' Disorient (?) seem to be very helpful in taking down voids quickly... at least solo.


 

Posted

Very nice guide!

I have a tri-form (built that way from the beginning), so my playstyle is a bit different. Regarding your comments on tri-form builds, I would note that many, if not most, tri-forms do not take all three shields. I only have Shining Shield, and upon respec put all of the pre-Nova slots in it, so it is 5-slotted. I find that extra smash/lethal protection very helpful in improving my survivability. I may pick up one of the other shields at 49, but I doubt it (I still haven't decided on my last power selection). It's not that I don't think the other shields would be helpful, but I just don't have room for them in my build and they protect from damage types that aren't as prevalent.


CGU:
Honor Harrison: 50 PB

CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B

 

Posted

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


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

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)


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Excellent guide 4! I just roled my new PB on Friday and have him to level 19 already, loads of fun! I'm thinking about going 3 form since I love the human melee powers you can get but like Nova the best.

I didnt discover your guide till yesterday so there are some things I will need to change once I can respec. But hey almost leel 20 and no deaths yet is pretty decent I guess.


 

Posted

Very good guide. I have a lvl 29 PB in a sort of assassin style but i dont use stealth i use invisiblitly, but then again that my own personal choice.


 

Posted

I recently asked Fourspeed if he had any thoughts on his fantastic PB build ( Nova/Dwarf intensive, and can be found in the Kheldian section of Player Guides), now that I6 is out... He kindly responded:

"Some thoughts on I6 and ED and how I'd alter the basic build:

Oddly enough it doesn't change much from a purely PvE perspective.

Nova
------
Form: I'd slot it the same up to L17, and I'd leave the ToHit in, but
I'd put the L19 and L21 slots elsewhere - see Final Thoughts.

BN Attacks: Basically, I'd stick with the Acc in each attack, and the Range in
Scatter... Now, regarding damage - ED really hits hard for more than 3 SO's
but the question (and I haven't tested this fully yet) is this: If I slot more than
3 Dmg SO's will it still 2-shot Whites and Yellows (with Build-Up). If the
answer to that is No (which is what I suspect from my initial testing), then
I'd stick with 3, and change the extras to an EndRed, and RchgRed,
otherwise, I'd consider the cost of a 4th Dmg SO, however, under no
circumstances would I go beyond 4 Dmg...

Dwarf
-------
Form: I'd only change the L31 slot to EndRcv rather than DmgRes making
it 3 and 3 of each type.

Other Powers
---------------

Quantum Flight got totally ganked in I5... This is one where I might just
leave it at the base slot, and only use it as an 'Oh sh*t' power... If you
do keep the L29 slots (making 3 total) it will be somewhat useful as a
short range travel power, but even that is questionable, or debatable -- I'd
definitely not waste the L31 slots there...

Final Thoughts
----------------

As I mentioned, things haven't changed as drastically for this build as it
has for many others. If anything, you'll gain some extra slots that you
can use. Some good candidate places would be: Reform Essence, or
Conserve Energy, and WD Sublimation. Also, you could put them in the
Human attacks and make them viable sooner than before... We, as PB's
lose some effectiveness, but apart from the 2-shot question in the Nova
section, I don't feel we've been hit too hard, and there are some silver
linings (they made WD Sublimation better, for example).

Anyway, I hope that helps answer your questions...


Regards,
4 "


The Sly Bold Renardine - " I am Scraptastic!"

 

Posted


That is a really excellent guide. I just got my PB to my first respec, which I am looking forward to using with lessons learned


 

Posted

Very very well put together guide.

Kudos...


 

Posted

Wish I had seen this sooner.

After my first respec for my PB, I went Nova/Dwarf having learned the hard way that being jack-of-all-trades doesn't work so well. Now, I'd have to say he's one of the best blasters and tanks in a given group.

I did go with Health/Stamina/Hasten. I toggle those on (along with the HP boost, Conserve Energy and Build Up) before entering Dwarf form and rush any Voids or Quantums, usually knocking them down long enough for the energy blasters or the scrappers to help take him down before he can kill me. Sometimes, he's even dazed. Hit 'em hard and fast seems to work for me.

For my 2nd respec, I did take the level 35 primary "nuke" power. I think I'm disappointed with it. While it could be a good 'oh, shoot!' power to save fellow team members in trouble, it's often suicidal. Just not worth the debt. When I have a blue insp, I will click that and go into dwarf form quickly. Sometimes that works, sometimes it's 'the floor tastes funny' time.

So, I'm looking at respec #3 unless I can think of a good strategy to use this power. So far, no luck.

Oh, one another recommendation for the teaming Kheldian: don't slot knock-back. It disperses the enemies which really ticks of the blasters, trollers and defenders with AoE powers. I find they get knocked off their feet plenty and knocking them back 10+ feet only means I have to run around a lot.

The exception to the above is the Photons. Though I don't slot their knockback either, it tends to send them flying anyway. If all three hit one enemy though, it's usually just a ranged attack to finish them off.


 

Posted

Update: found a decent use for Dawn Strike. Just needs to be used in a confined space and preferably after the other AoEs are begun/done.


 

Posted

I'm caught in a quandary. There's a sort of gap between Radiant Strike and the next really useful power which really begs (imo) for some pool powers to help deal with Voids and Quants.

I'm considering two different approaches:

Super Speed and Stealth

or

Aid Other and Aid Self

Now for the analysis:

SS and Stealth:
+ No more risk of turning a corner and finding myself face to face with an already angry Q or V.
+ I can run through the bulk of "non-clear", "non-fight your way back to the exit" missions. And if I add Grant Invisibility, so can my entire team.
+ I can Alpha with Pulsar and then switch to BN to kick bleep.
+ I can travel at speed in my carefully designed human costume
+ The time taken to buff and switch to BN is probably about the right amount of time to let the tank get the aggro when fighting in a team.
- Once the Q/V has seen me SS and Stealth are very little help.
- My carefully designed human costume isn't so visible with Stealth on

Aid Other and Aid Self:
+ I can buff myself to resist the disorients before engaging a Q/V (if I see them in advance of the fight)
+ I can heal others.
+ I could get Resuscitate.
- I may not see the Q/V before the fight starts.
- I'm probably not going to be in human form when the need to heal occurs and we have another heal we can get.

I'm leaning towards SS and Stealth at the moment.