All Human (No...Really) Peacebringer


Airhammer

 

Posted

Ladies and Gentlemen,

Here it is…

THE GUIDE TO HUMAN PEACEBRINGER v1
By Energy Aura

After reading all of the posts, I decided to look into the possibility of a single form PB. It’s a pretty conventional build but I’m sure I will have to explain any oddity at some point, but here goes…

Let me start off with 3 statements that I based my entire guide on.

1. Blappers have been around forever and been effective…
2. A PB in human form has access to powers that would make a Blapper cry (Shining Shield, Essence Boost, Reform Essence, Light Form…Need I say more?)
3. Mez and stun are our biggest enemies…(Voids and Quants are easy once you face down a few)

I’m not going to go into the powers description as there are many guides that already list WHAT the powers are. I will go over my choices of powers and field options for certain power choices.

THE BUILD:

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Shining Shield==> EndRdx(2)EndRdx(3)DmgRes(3)DmgRes(5)DmgRes(5)
04) --> Gleaming Blast==> Acc(4)EndRdx(7)Rechg(15)Dmg(31)Dmg(37)Dmg(40)
06) --> Radiant Strike==> Acc(6)EndRdx(7)Rechg(15)Dmg(25)Dmg(34)Dmg(42)
08) --> Essence Boost==> Rechg(8)Rechg(9)Rechg(9)Heal(46)Heal(46)Heal(46)
10) --> Stealth==> EndRdx(10)EndRdx(11)DefBuf(11)DefBuf(13)DefBuf(13)
12) --> Swift==> Run(12)
14) --> Health==> Heal(14)
16) --> Build Up==> Rechg(16)Rechg(17)Rechg(17)
18) --> Incandescent Strike==> Acc(18)EndRdx(19)Rechg(19)Dmg(25)Dmg(34)Dmg(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Reform Essence==> Rechg(22)Rechg(23)Rechg(23)Heal(48)Heal(50)Heal(50)
24) --> Pulsar==> Acc(24)Rechg(42)DisDur(50)
26) --> Solar Flare==> Acc(26)EndRdx(27)Rechg(27)Dmg(34)Dmg(37)Dmg(42)
28) --> Combat Jumping==> EndRdx(28)EndRdx(29)DefBuf(29)DefBuf(31)DefBuf(31)
30) --> Super Jump==> Jump(30)
32) --> Photon Seekers==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(43)EndRdx(43)
35) --> Dawn Strike==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(43)EndRdx(45)
38) --> Light Form==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
41) --> Acrobatics==> EndRdx(41)
44) --> Conserve Energy==> Rechg(44)Rechg(45)Rechg(45)
47) --> Glowing Touch==> Heal(47)Heal(48)Heal(48)
49) --> Restore Essence==> Heal(49)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Combat Flight==> DefBuf(10)
---------------------------------------------
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OK…Explanation…

Level 1: Incandescence. No choice here. Initial slot should take care of our needs. More defense and DamRes from other powers make better use of slots than this, but nice to have.

Level 1: Glinting Eye. It has a higher damage per shot than Gleaming Bolt although they are nearly identical for DPS. Your choice really…Just personal preference. Notice it doesn’t get slots due to more DPS worthy attacks.

Level 2: Shining Shield. The center of your survivability. Take it, slot it, run it 24/7…Nuff said

Level 4: Gleaming Blast. Straight forward DPS. This attack knocks back, so get used to chasing. You next attack does the same, so hit and run….

Level 6: Radiant Strike. Again…DPS. Good knockback for low level Void and Quant encounters.

Level 8: Essence Boost. Dull Pain for you Tanker and Scrapper types. The ability to use it more often opposed to a bigger buff is the way I went.

Level 10: Stealth. Here is your second line of survivability, and our first real discussion. This gives us a pseudo-Stalker. Excellent for dealing with Voids and Quants, there are several points to consider.
1. Movement penalty. Swift is taken at the next level which all but cancels this and it becomes a non-issue.
2. End usage. Stealth uses a lot of end. With the number of toggles this build runs, protracted fights will make this an unfavorable side to Stealth. Keep a few blues on hand until Conserve Power.

Level 12: Swift. First step to Stamina. Makes the movement penalty in Stealth a non-issue.

Level 14: Health. Second stage to Stamina….

Level 16: Build Up. Excellent damage buff. Slot it and you should have it available for at least the initial strike on each big mob.

Level 18: Incandescent Strike. Total Focus to the uninitiated. Great stun factor, excellent damage. Long recharge, so one recharge up front to get it back quicker.

Level 20: Stamina. Tada…Non-stop action is now a level away.

Level 22: Reform Essence. Your second HP recovery tool. I went with the availability up front and bigger heals later in the build.

Level 24: Pulsar. Excellent first strike mob control. Run in Pulse, pick a target and own him six ways to Sunday. Wash, rinse and repeat. Use this with Build Up for max effect.

Level 26: Solar Flare. AoE DPS. Good knockdown potential. More use vs. more damage early is the way to go. This is the last power in your attack chain.

Level 28: Combat Jumping. Added defense and Hold prevention…

Level 30: Super Jump. Can I have another travel power please. This will make Acrobatics available and the knockdown protection is greatly needed.

Level 32: Photon Seekers. Excellent Alpha attack assistance. Think of these little fellas as mini-Dawn Strikes. Jump into a pile of baddies with these guys on, and watch the bodies hit the floor.

Level 35: Dawn Strike. Your typical blaster Nova. Same punch and end drain/recovery. Keep a blue candy on hand to get your toggle up after you fire this.

Level 38: Light Form. Unstoppable’s Kheldian brother here. I laugh at our PB brothers who said a Human only build is not viable. Here is where you will outshine the Tri-Builds with ease. You are slotted for human attacks…Guess what. This power is HUMAN ONLY effect. They use it as a security blanket when the going gets tough. For us it allows us 120 secs of GODHOOD. We get to punch and blast, with maxed out attacks while the Tri-Builds make weak efforts at trying to do the damage we are.

Level 41: Acrobatics. OK…Now try that knockback/hold on me. Big thing here. I very rarely run Shining Shield, Stealth, Combat Jumping and Acrobatics at the same time (except Alpha Strikes). I use Acrobatics situational to the enemy…Keeps me having plenty of END for fighting.

Level 44: Conserve Energy. With our toggles, we need something. Unfortunately we have to wait for this long to have a slot that isn’t “Build” oriented.

Level 47: Glowing Touch. How many Tankers or Scrappers have a buddy heal? Well you can. Good for those AV missions when your primary healer is getting tossed.

Level 49: Restore Essence. Saves you travel time. Not really worth slotting. You could even look at replacing it with a power of choice.

Tactics…

OK. You are a Scrapper for the most part. What’s the most part? Mezzing and stuns. As a Human only PB we have no protection from these effects when solo and only a little when teamed with controllers. If you have a buddy you always play with, Stimulant from the Medicine Pool will fit in most builds that don’t have the ability in their primary or secondary. Breakfrees are our friends. Carry many, use often. The bigger you can carry the better.

Also notice with this build, I took and slotted powers from our Primary and Secondary as they became available over Pool Power choices. Very simply, our PB powers are more effective than Pool Powers so I gave them priority. Same goes for slotting. Oh and on the subject of slotting, notice the End Reducers in all our attack chain and double End Reducers in toggles. I leaned this trick from my Invuln/Axe Tanker. Really makes ED work for you.

There you go. My current version of this is level 30 and working well. Oh and for those of you that want to take the Squid or the Dwarf to get through the tough levels, let me just say that you can do it, but I made this guide for those who want to got the Human only route. I plan on updating as I level and make any adjustments.

Cheers!!!


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Well, overall this is a fair guide to the human-only route, though it's a more a build with an explanation than an actual guide since you haven't addressed all of the PB powers, just the ones you took. Nevertheless, most of your justifications for the powers make sense.

A few things that stuck out to me:

Conserve Energy at 44. You should have had this much, much earlier. This is a ridiculously long time to wait for one of your best endurance management powers. You really should have this no later than level 30 - better yet, right when it comes available at 24. I notice you aren't putting off Stamina... same reasoning applies here.

Stealth. First off, you're taking Stealth but not SuperSpeed. In fact, giving this is supposedly a pseudo-Blapper build, the absence of Hasten is also conspicuous. Furthermore, this many slots in Stealth is just silly. The Defense bonus is negligible and not worth slotting, and Stealth's endurance cost is nowhere near "a lot of end".

Pulsar, as an AOE mez power, has a hefty accuracy penalty. Most experienced PB players recommend 2 Accuracy here to overcome that.

For a very long time, you have Energy Flight as your sole travel power, but you're not slotting it beyond the default slot. You might consider switching the Leaping pool out for the Speed pool and putting some slots in Energy Flight. As late as your get Acrobatics, I can't see it having that significant an effect. Unlike Stealth, Acrobatics does cost a lot of end, and at the point you get it you already have Light Form. Granted, Light Form's hardly suitable for use with every encounter, but if you went 44 levels without mez protection I can't see it making a difference now. If you want to stick with the Leaping pool for Acrobatics, it should really be in the build earlier. Much, much earlier.

That's my initial impressions, anyway. As always, YMMV.

[i]Edit: One further note - the 'outshine Tri-Form builds with ease' bit in the Light Form description is a bit uncalled for. Generally speaking, bashing other people's choices doesn't do much to legitimize your own. Yes, Human-Only builds get more utility out of Light Form since it locks you in human form and naturally the build most suited to play in human form is a Human-Only build. No big surprise there.

Bashing those who don't choose to play as you did detracts from your credibility and adds nothing to your guide. In point of fact, a Human-Only build will outdamage a Tri-Form while in Light Form, but not necessarily overall. I personally prefer to play Tri-Form on both Peacebringers and Warshades, but I respect the choice and the abilities of those who choose to play differently. Something to think about.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Not going to get into a debate, but with a human only build, there are so many things to take, slot and consider. My Tri-build WS and PB are much more straight forward as far as power selection and slotting go. I will answer your questions though.

[ QUOTE ]
A few things that stuck out to me:

Conserve Energy at 44. You should have had this much, much earlier. This is a ridiculously long time to wait for one of your best endurance management powers. You really should have this no later than level 30 - better yet, right when it comes available at 24. I notice you aren't putting off Stamina... same reasoning applies here.

[/ QUOTE ]

OK…Conserve Energy is available at 24…This build already puts off Pulsar until 24, and as a blue insp or 2 during a fight will keep you fighting, this is more of a way to deal with the Malta Sappers in late game. If you think it should be earlier, where and what to push back?

[ QUOTE ]
Stealth. First off, you're taking Stealth but not SuperSpeed. In fact, giving this is supposedly a pseudo-Blapper build, the absence of Hasten is also conspicuous. Furthermore, this many slots in Stealth is just silly. The Defense bonus is negligible and not worth slotting, and Stealth's endurance cost is nowhere near "a lot of end".

[/ QUOTE ]

Yes you could go with Hasten and Super Speed, but this would be at the cost of what? Leaping Pool? Then plan on spending a lot of time held and knocked back. Makes the need for Breakfrees even more, and without acrobatics, knock back city no matter what. With a recharge on every attack in your chain early on, you will always have an attack ready to strike.

As far as the slots go, it is an option…I went the defense route, added defense is always good. You could move the 3 slots for defense to your Energy Flight up front and take care of 2 birds with one stone…

[ QUOTE ]
Pulsar, as an AOE mez power, has a hefty accuracy penalty. Most experienced PB players recommend 2 Accuracy here to overcome that.

[/ QUOTE ]

I always use Buildup and an ACC Insp before I first strike with Pulsar. The Accuracy has never been a problem. However you could slot a second Accuracy here in trade for duration or availability.

[ QUOTE ]
For a very long time, you have Energy Flight as your sole travel power, but you're not slotting it beyond the default slot. You might consider switching the Leaping pool out for the Speed pool and putting some slots in Energy Flight. As late as your get Acrobatics, I can't see it having that significant an effect. Unlike Stealth, Acrobatics does cost a lot of end, and at the point you get it you already have Light Form. Granted, Light Form's hardly suitable for use with every encounter, but if you went 44 levels without mez protection I can't see it making a difference now. If you want to stick with the Leaping pool for Acrobatics, it should really be in the build earlier. Much, much earlier.

[/ QUOTE ]
Option one. If you take the slots from Stealth you have maxed out Energy Flight.
Option two. Trade Hold and Knockback protection (Acrobatics does nothing for mez and stuns), for Hasten and Super Speed. It’s an option, but I’d rather have the added defense, hold/knockback protection of Combat Jumping and Acrobatics over being the first one to a mission.

[ QUOTE ]
Edit: One further note - the 'outshine Tri-Form builds with ease' bit in the Light Form description is a bit uncalled for. Generally speaking, bashing other people's choices doesn't do much to legitimize your own. Yes, Human-Only builds get more utility out of Light Form since it locks you in human form and naturally the build most suited to play in human form is a Human-Only build. No big surprise there.

Bashing those who don't choose to play as you did detracts from your credibility and adds nothing to your guide. In point of fact, a Human-Only build will out damage a Tri-Form while in Light Form, but not necessarily overall. I personally prefer to play Tri-Form on both Peacebringers and Warshades, but I respect the choice and the abilities of those who choose to play differently. Something to think about.

[/ QUOTE ]

The 'outshine Tri-Form builds with ease' statement is a fact when referring to this build vs. a Tri-build both in Light Form and attacking. It was not meant as a bash on Tri-builds, or the people that play them, after all, I have a WS and PB Tri-build. The intent was to show where our true strengths are, and encourage less experienced player to try something a bit different and a bit less conventional.

As I stated in the guide, I am using this build and I am now 32. There are arguably adjustments you can make with any build for any AT and especially for Kheldians. This build is working well and allowing me to solo on Invincible and also be an asset when teamed. From my experience, the one power I wish I could move forward in the build is Glowing Touch. As I am always in human form, I make a great “off-healer” on a team. This is something I am playing with in the build and would make the human only build an even greater asset on a team.

Justaris, thank you for your input. I will respec my Stealth on Test and try it out. Still not sold on Speed Pool over Leaping, but I may give that a shot on test too, just to see how it plays.

Cheers!


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

[ QUOTE ]
Yes you could go with Hasten and Super Speed, but this would be at the cost of what? Leaping Pool? Then plan on spending a lot of time held and knocked back. Makes the need for Breakfrees even more, and without acrobatics, knock back city no matter what. With a recharge on every attack in your chain early on, you will always have an attack ready to strike.

[/ QUOTE ]

I can see the merit of the no-Hasten argument, which is why didn't push it too heavily in my original comments. I just have to reiterate that you're not taking Acrobatics until 41 - so that's already a lot of time getting held and knocked back. If you make it all the way to 41 without it, do you really need it at that point? It just seems like you're get more utility out of the SS/Stealth combo, if you intend to keep Stealth.

Alternatively, you might move up Acrobatics considerably, if you feel that it is that important to the build.

As for when to put in Conserve Energy (assuming the rest of the build stands as-is), I'd bump Combat Jumping, Super Jump and Acrobatics down, taking Acrobatics at 44. Another thing I overlooked the first time - Combat Jumping is way overslotted. The Defense granted is minimal and it's the lowest-cost toggle in the game so two EndRedux is a bit excessive.

[i]Edit: One further note on the Acrobatics issue - it's a supreme protection versus knockback but only a fair protection versus holds, and you can come by the Knockback protection another way, using Combat Flight. Many Fire Tankers already do this with Hover as an alternative to taking Acrobatics and the Leaping pool. Ultimately it's your character to play as you'd like, but as an author of a guide for a human-only PB, you might present both options with their pros and cons.

The cons of Combat Flight being that's relatively slow if not slotted and that it's a type of movement that may take some getting used to - while the pros are that it saves you having to take the Leaping pool for Knockback protection if you don't wish to and you have it from level 10 on. Since all PBs have Combat Flight whether they like it or not, it's something to consider, although some people would understandably prefer not to be hovering all the time.

Acrobatics gives a low-mag hold protection in addition to its knockback protection and you get some minor defense and some significant combat mobility from Combat Jumping, but it eats up one of your power pool choices and costs three power choices including Acrobatics itself. Acrobatics also has a fairly high endurance cost.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

I am in the middle of my all human PB build at lvl 36 and find this is the hardest toon to build (am sure the same would be said for the WS, but I haven't tried that yet...one at a time, ya know?).

I have been contemplating taking the jumping pool for the knockback/rez protection but keep putting it off (having way too much fun dishing out damage even if i get smoked a few times in the process). Now I think that enhancing the combat flight is the solution...would assume that the likely slotting is 3x flight speed for maneuverability but what about end use? Is it high enough to merit end redux?


Loyalist *chokes on it* ... scum!

 

Posted

Nice build.

I used to have the shield but dumped it in the 30's because Crey MINIONS kept detoggling it. Stealth is good in the early levels especially if this is the player's first pb but is not required (and you can always pick up a stealth power from a pvp zone). I eventually got rid of it as well. Imho hasten is highly recommended especially if you want to do some pvp. Also acro and conserve power should be taken earlier, especially if you want to do some zone pvp. I also had the heal but dumped it cause I got sick of having to stay back and heal while others got to attack. However I am thinking on taking it back.

Actually I made a second human pb because I wanted to try out more powers and because my first pb was concept (WW instead of lf - streethunting in PI pre-WW nerf was fun). But I did try out some of the aoes, nuke, rez and want to put some of them in my second pb.

Also if you want to do some zone pvp (never tried arena) you will need at least 2 accs in your attacks. Actually pulsar should have at least 2 regardless because you don't want to miss against mezzers. And you'd be better off taking the extra slots from stealth and putting them into glinting eye.


 

Posted

I am currently playing an all human PB who is level 33 and he doesnt have Acrobatics.. I use Combat Flight ( aka Hover ) and with tree slots it is decently manueverable for combat. Now that swift also takes flight enhacnements you if you had slot you could drop them in there as well. I do use Hasten as well as Superspeed Stealth invis combo to sneak up an pummel Voids. Pulsar is a good tool that can buy some time.

Knockback really doesnt affect me very much. The only problem it causes is when i want to use Solar Flare I have to drop down out of hover. I am wondering if I can make a bind to shut off hover when I press Solar Flare..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

[ QUOTE ]
I have been contemplating taking the jumping pool for the knockback/rez protection but keep putting it off (having way too much fun dishing out damage even if i get smoked a few times in the process). Now I think that enhancing the combat flight is the solution...would assume that the likely slotting is 3x flight speed for maneuverability but what about end use? Is it high enough to merit end redux?

[/ QUOTE ]

Not more than one, particularly if you have Stamina 3-slotted. You will want at least two Flight Speed SOs, however, more likely three. I haven't really played around on test with the difference now that Swift is a factor, you might only need two Flight Speed SOs with Swift.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

[ QUOTE ]
I am wondering if I can make a bind to shut off hover when I press Solar Flare..

[/ QUOTE ]

/macro BAM powexec_toggle_off Combat Flight$$powexec_name Solar Flare

This will create a button that will turn off Combat Flight and trigger Solar Flare

Hope it helps,


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Nice Energy thanks for the Assist !!!!!!!!!!!!!!


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

A few comments from a 40 human-only PB:

-- I think Hasten is absolutely crucial for human PBs, since we have so many fantastic very-long-recharge powers (Essence Boost, Conserve Energy, Photon Seekers, Dawn Strike, Light Form) and two really good medium-recharge ones (Dull Pain and Reform Essence). With Hasten, you can get EB near perma, use Conserve Energy to refill your End several times per mish, and be in Light Form about 1/3 of the time. Without Hasten, you're looking at over a minute of downtime for EB, and much less joy from your top attacks. I would sacrifice almost any other power in the set for Hasten. (Though you don't really *need* to fit it into your build until 22 or so.)

-- Light Form lasts for 180 seconds, not 120. And yes, for those who don't believe, it *is* God Mode! The easiest way to explain it to the uninitiated is that it's essentially the same power as Unstoppable (near identical, except the base resist is 52.5% instead of 70%) ... but in context this makes it much more powerful than Unstoppable, since there's much less overlap with what our set is already giving us. (An Invuln Tank already has great resists and status protection, so much of the effect is wasted for them. It's still a great power, but from personal experience of both sets ... there's no comparison.)

-- Many people (including me) find Pulsar disappointing because of its low Magnitude. It will only reliably stun minions. By itself, it will never stun a Boss, and it will only stun an even-level Lt about one time in four. (Counting only the times when it hits, and yes, this is from personal testing - last week, in fact. Why one time in four? Good question. It looks like it may have the same hidden "critical hold" feature that Controllers get and Dominators don't.) Considering that it also needs fairly heavy slotting to be effective (at minimum, 2 Acc and probably at least 1 Rech and 1 Disorient), it just doesn't seem worth it in a build with so many other great powers that are crying out for slots. Also, Solar Flare makes a great alpha-mitigation power (since everyone has to get up afterwards), so I found I never really needed Pulsar. And in the late game, the critters it can affect aren't the ones you're worried about.

-- I never found I wanted or needed Stealth. If you do, Super Speed or Quantum Flight might be better choices, giving you the same effect with more versatility. (And like Stealth, they'll both work to let you get in that first attack to stun or KB a Void before it can get a shot off.)

-- Believe it or not, Dawn Strike doesn't need an Acc enhancement. Like most Blaster nukes, it has a base Accuracy of 1.4 (double the bonus of most Snipes), taking it way above the cap for anything near your level. Then consider that you'll *always* be using Build Up beforehand, and you can always chew a yellow if you're really worried. I rarely fight anything less than reds and purples, and HeroStats shows that my hit percentage with DS is reliably at the cap, with no Acc SO.

-- Glowing Touch is insanely good. I keep meaning to write a love letter to it for the Kheld forum, but whenever I start I just want to go play instead. Bear in mind that it's near identical to an Empath's Heal Other -- the best single-target heal in the game -- in every way except for its puny 30' range. (And PB's lower AT Modifier but higher base HP mean that we restore a bit over 80% of what an Empathy Defender does.) The key is to think about it the right way: you're not a regular healer, and you shouldn't pretend to be, but when a fellow melee fighter goes red in the middle of the fight, you can *easily* save their life with one click. It's also nice for when teammates use an Awaken or come out of MoG/Unstop/etc. And it's super-cool-looking! Properly used, this power will make people love you so much it'll be slightly awkward and embarrassing.

-- Finally, re: CJ/SJ/Acrobatics. Young and would-be Khelds should be warned that mezzing *is* a human PB's Achilles' heel, and will be especially painful in the high 20s / early 30s, which is exactly when Acrobatics becomes practical. But to get Acro you have to waste power choices on jumping powers you don't really need, and managing the End cost will be a pain. Meanwhile, the mez protection granted by Acro is pretty trivial, and KB protection isn't that important. (With your lvl1 attack and Gleaming Blast, you can still attack as soon as you stand up, and really, you'll be knocking them down much more often than they'll be knocking you down.) Plus, as a human PB you really *should* be trying to play on big teams anyway, for that juicy Cosmic Balance bonus. Merely having 2 Controllers on your team will protect you from anything but stacked or critical mezzes, and of course one Defender with CM or ID will solve your problems too. You certainly *can* play solo, and much of the time it'll be quite fun; but there *will* be frustrating stun -> toggledrop -> death events every now and then, and you won't be as uber as you'd be with a bunch of friends.

Just my 2c. It's a great powerset, have fun with it!


 

Posted

THE GUIDE TO HUMAN PEACEBRINGER v1.1
By Energy Aura

After a weekend of data-mining on the test server, I have respeced and updated the build...

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Hugh Man (PB)
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Shining Shield==> EndRdx(2)EndRdx(3)DmgRes(3)DmgRes(5)DmgRes(5)
04) --> Gleaming Blast==> Acc(4)EndRdx(7)Rechg(15)Dmg(31)Dmg(37)Dmg(40)
06) --> Radiant Strike==> Acc(6)EndRdx(7)Rechg(15)Dmg(25)Dmg(34)Dmg(42)
08) --> Essence Boost==> Rechg(8)Rechg(9)Rechg(9)Heal(46)Heal(46)Heal(46)
10) --> Hasten==> Rechg(10)Rechg(11)Rechg(11)
12) --> Hurdle==> Jump(12)
14) --> Health==> Heal(14)Heal(29)
16) --> Build Up==> Rechg(16)Rechg(17)Rechg(17)
18) --> Incandescent Strike==> Acc(18)EndRdx(19)Rechg(19)Dmg(25)Dmg(34)Dmg(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Reform Essence==> Rechg(22)Rechg(23)Rechg(23)Heal(48)Heal(50)Heal(50)
24) --> Pulsar==> Acc(24)Acc(42)DisDur(50)
26) --> Solar Flare==> Acc(26)EndRdx(27)Rechg(27)Dmg(34)Dmg(37)Dmg(42)
28) --> Super Speed==> Run(28)
30) --> Stimulant==> IntRdx(30)
32) --> Photon Seekers==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(43)EndRdx(43)
35) --> Dawn Strike==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(43)EndRdx(45)
38) --> Light Form==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
41) --> Aid Self==> IntRdx(41)
44) --> Conserve Energy==> Rechg(44)Rechg(45)Rechg(45)
47) --> Glowing Touch==> Heal(47)Heal(48)Heal(48)
49) --> Restore Essence==> Heal(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Energy Flight==> Fly(1)
01) --> Cosmic Balance==> Empty(1)
02) --> Rest==> Rechg(2)
10) --> Combat Flight==> Fly(10)Fly(13)Fly(13)DefBuf(29)DefBuf(31)DefBuf(31)
---------------------------------------------
---------------------------------------------


Basically, I use SS to rush the Voids and Quants...Combat flight allows us to not worry about knock back. Use my marco from an earier post to activate Solar Flare.

Also with the absense of the Jumping Pool, we can take Medicine Pool (Self Heal has minimal mez protection)

Thanks to the rest of you for input and ideas. I will continue to update and finalize an actual "Guide".

Cheers


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Aside from the three Defense SOs slotting Combat Flight, this looks pretty good. Like Hover, Combat Flight's Defense bonus is minimal and those three slots could really better serve you elsewhere, such as in Pulsar, Glinting Eye or even Energy Flight.

Also, I still think Conserve Energy should come earlier in the build. (See comments here about its synergy with Dawn Strike, Light Form, etc). Putting pool powers such as Stimulant ahead of it doesn't make a lot of sense to me. I'd move Conserve Energy to 30, Stimulant to 41 and Aid Self to 44.

That's my .02, as always, YMMV.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Thanks, Justaris...will give it a go and let you know the outcome.


Loyalist *chokes on it* ... scum!

 

Posted

This has been a useful discussion for me. I've done a lot of thinking in a lot of different directions for my human-only PB, and I still have three candidate builds (she's only 14). I'll take another crack at narrowing it down to one build again with all of these points in mind.

One comment: I strongly recommend Swift over Hurdle for the second build you've posted. Swift will boost Energy Flight, Combat Flight and SuperSpeed. Hurdle boosts no other power and only helps with your default jump speed and the GvE Jump Pack.

Scrap


 

Posted

actually hurdle has gret synergy with superspeed, it allwos you to jump higher walls wihtout going into flight.
I often find superspeed to be too fast in missions when used for stealth, even without swift.
swift slotted with a flight seepd does help quite a bit the speed of combat flight.


Edit: I just discovered this guide as I'm playing with yet another build, and decided to make this one human all the way from lvl1.
I was going to comment on the original post, but Justaris did a great job raising all the points I would have.

On my build I was considering Acrobatics but it's not worth the 3 power slots IMO. knockback can be mitigated with combat flight.

I'm a fan of Pulsar, even though it needs slots. yes it's minions only, but there are times where it's nice to have the minions out of the picture while you work on the boss/Lt.

I'm taking Quantum Flight, it's just a great escape button, can be usedto take alpha, etc...

I can't imagine not having Hasten. It'll make Light Form come back much faster, and while in LF, with Conserve Power, it increases your damage tremendously (don't get me started at the jab to triforms in LF, my triform has hsaten and that probably more than make up for lighter slotting).

I'm a fan of invisibility for alpha strikes and to deal with Void/Qs so I'm taking superspeed too.

Basically the powers end up looking very similar to my triform build, with the slots 6 and 20 being used for stamina instead, and more slots for the human attacks.


 

Posted

OK…It’s been a few months since my last update. I got Scrapper-itus really bad and had my PB on the shelf and ran some new Scrappers.

This last week though AE has been back on the hit parade and I wanted to give everyone an update on how my build is working.

First off, the macro I posted a while back for turning off Combat Flight and using Solar Flare works, but has 2 flaws:

1. I turns off you knockback protection and I have been knocked back after initiating. Yes Solar Flare still goes off, but I get knocked back and have to recover.

2. You don’t have Immob protection. I have found playing my flame tank in the early levels that you don’t have to run CJ all the time, it will free you after Immobed, so the End drain isn’t constant.

Also, for PvP or those odd missions, Hurdle, CJ and Sprint all with Jump Enh, give you a unsuppressed travel power.

With that and the other tactics I have gotten from playing a fire tank and dark scrapper, I respecced back into Leaping pool. Here is my current build:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Amalgam Entity
Level: 50
Archetype: Peacebringer
Primary: Luminous Blast
Secondary: Luminous Aura
---------------------------------------------
01) --> Glinting Eye==> Acc(1)
01) --> Incandescence==> DmgRes(1)
02) --> Gleaming Blast==> Acc(2)Dmg(3)Dmg(3)Dmg(23)EndRdx(31)Rechg(31)
04) --> Shining Shield==> EndRdx(4)EndRdx(5)DmgRes(5)DmgRes(13)DmgRes(13)
06) --> Radiant Strike==> Acc(6)Dmg(7)Dmg(7)Dmg(15)EndRdx(31)Rechg(37)
08) --> Essence Boost==> Rechg(8)Rechg(9)Rechg(9)Heal(11)Heal(11)Heal(15)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Incandescent Strike==> Acc(18)Dmg(19)Dmg(19)Dmg(23)EndRdx(37)Rechg(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Acrobatics==> EndRdx(22)
24) --> Reform Essence==> Rechg(24)Rechg(25)Rechg(25)Heal(40)Heal(43)Heal(45)
26) --> Solar Flare==> Acc(26)Dmg(27)Dmg(27)Dmg(34)EndRdx(34)Rechg(34)
28) --> Hasten==> Rechg(28)Rechg(29)Rechg(29)
30) --> Pulsar==> Acc(30)Acc(42)Rechg(43)Rechg(43)
32) --> Photon Seekers==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(46)Rechg(46)
35) --> Dawn Strike==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(46)Rechg(48)
38) --> Light Form==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
41) --> Conserve Energy==> Rechg(41)Rechg(42)Rechg(42)
44) --> Build Up==> Rechg(44)Rechg(45)Rechg(45)
47) --> Proton Scatter==> Acc(47)Dmg(48)Dmg(48)Dmg(50)EndRdx(50)Rechg(50)
49) --> Restore Essence==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Energy Flight==> Fly(1)
10) --> Combat Flight==> DefBuf(10)
01) --> Cosmic Balance==> Empty(1)
---------------------------------------------
---------------------------------------------


So that's my PB build currently and my plans for the future (I'm 38 at current).

A quick note before I close. The level 47 power is basically filler. I can see the advantage of another ranged attack, but Glowing Touch for those of you who like healer and team mate saving is an option. Basically whatever you can add to the build would be good...Flurry would be nice too...Oh and "HEY DEVs!"..."I got room for Air Superiority or TP Foe in my build!!!"

Cheers and good gaming


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Here is my build

Glinting Eye
Gleaming Blast
Radiant Strike
Luminous Detonation
Incandescent Strike
Solar Flare
Photon Seekers
Dawn Strike

Incandescence
Shining Shield
Quantum Shield
Reform Essence
Conserve Energy
Light Form

Boxing
Tough
Weave

Haste

Put 3 slots each on Haste and Conserve Energy with military speed and you'll never run out of end.


 

Posted

[ QUOTE ]

Boxing
Tough
Weave



[/ QUOTE ]

To be honest I don't think Fighting is that useful to a PB, it's redundant to the melee and shields you already have (and will likely use often with Hasten).


 

Posted

Hey I just read this.

I dropped Pulsar from my all-human ages ago...it just wasn't doing enough for me. Like many others I haev Acro in there as well...I tool the two click heals, Quantum Flight, Shining Shield from the secondary and Dawn Strike, Incandescent Strike, Glinting Eye and Photon Seekers from the Primary (I may have the small punch too)

She's a lot of fun right now, level 34 and going strong!


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Having a level 50 all human peacebringer, played up that way from level 1... I'm glad I didn't see this post until now. Your build is subpar in several areas and you don't offer any useful tactical advice in your guide for employing the build or playing as a human peacebringer.

I could pick your build apart, but I don't feel it's appropriate to. I will point out that it doesn't consider IOs at all, overslots several powers, and underslots one critical one.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

Posted

[ QUOTE ]
Having a level 50 all human peacebringer, played up that way from level 1... I'm glad I didn't see this post until now. Your build is subpar in several areas and you don't offer any useful tactical advice in your guide for employing the build or playing as a human peacebringer.

I could pick your build apart, but I don't feel it's appropriate to. I will point out that it doesn't consider IOs at all, overslots several powers, and underslots one critical one.

[/ QUOTE ]

having read this entire thread, I wish to point out that your post is subpar in several areas. I could pick your reply apart, but I don't feel it's appropriate to. I will point out that it doesn't consider that the original guide was posted in October 2006, a very long time before I9 was released


 

Posted

IO's have tptally changed the game for me. My all human PN is on a whole different level now.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I've updated my guide for I11. It's a whole new guide now.

Here is the link .


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Can i slot Karma: KB Protection IO in combat flight and have it active all the time or is it only active when combat flight would be toggled?