Santa Laws' Processor PB (Human Only) Guide (Issue 11)
- Chapter 1: Why Another Guide? -
This is my fourth guide. Number one was a "Guide to Mentoring", number two was a guide to Ice Tanking (that quickly was removed as an even better guide came out right afterward), and the third as a "Guide to Sith Lords (AKA - Dark/Elec Def)".
I decided to write this guide because while researching Human Only builds, I discovered that even though there were a lot of interest in it, those people writing guides preferred Bi- or Tri-form builds. As such, their views were biased and only served to guide you away from such a build. I built my peacebringer from Level 1 up and I knew what I wanted to accomplish with it.
The concept was simple and I will share that starting the next chapter.
Currently, Angel of Legacy is level 50. When I started her, I wanted to take advantage of the Veteran Reward wings. Since I had my own SG, I also wanted to minimize time outside of SG Mode and therefore keep from having to upgrade enhancements all the time. The result was a Peacebringer that soloed 33 levels, she stayed in SG Mode until lvl 32 (she earned 200K prestige), never visited the hospital or suffered a defeat until level 24, was able to afford a full set of Invention Origin enhancements at lvl 37, and remains fun to play in PVE and PVP.
- Chapter 2: Concept -
Knowing the strengths and weaknesses of Peacebringers is our first priority. Here they are:
: The Kheldian is a Team Player (in human form), Blaster (in Nova form), and Tank (in Dwarf form).
: When a Kheldian is mezzed, he/she reverts back to human form.
: Human Form Kheldians have an automatic power that makes them more powerful with more team members of different AT.
: Have a travel power at Level 1
: Cannot take any powers from Fly or Teleport power pools.
: Kheldians are Jacks of (almost) all Trades - Master of None!
Comparing Peacebringers and Warshades:
Peacebringers have:
Fly
Energy Attacks
-Defense
Warshades have:
Teleport
Negative Energy Attacks
-Recharge
I chose peacebringer because of -Def and my love of Fly.
After I initially started my Peacebringer and gained a few levels, I realized I had no specifics on how to slot the Peacebringer. So, I started slotting evenly to get a feel for each power. I called this the "Bland" build because it was generic slotting. Mostly, I was 3 slotting all shields and adding slots to the attacks evenly. I know that the Peacebringer could use more Hami Origin enhancements than any other AT and was intent on slotting for it. This idea worked great until the mid-30s and Inventions came around. So my concept changed slightly and I incorporated Inventions.
My current concept is based off the following principles:
: Build for solo - allow teaming to make you shine brighter.
: Avoid forms so mezzes do not require extra work.
: Do not replace another AT, but allow yourself to be the next best thing to that AT (for cases where one cannot be found).
: Incorporate strategy that accounts for Knockback.
In addition, I wanted my toon to be sexy, have "super" feeling powers, and be fun to play.
{WARNING! - THE INFORMATION CONTAINED BELOW SHOULD BE CONSIDERED THE OPINION OF THE WRITER AND THE CORE OF THE BUILD BEING DISCUSSED. ANY DISAGREEMENTS THE READER MAY HAVE WITH ANY OF THE FOLLOWING INFORMATION SHOULD BE CONSIDERED A DISAGREEMENT AND POSSIBLE REASON THE READER MAY ELECT TO OPT OUT OF USING THIS BUILD.}
Remember the concept?
Even though the planning stages of this build is the power selection, and most builds rely heavily upon slotting, this build's primary goal is in the enhancement usage. These rules-of-thumb apply when it comes to attacks:
1. A power with one type of damage will deal that damage if the power hits.
2. A power with a second type of damage will deal it's damage if the first power hits.
3. A process, while dependant on the success or failure of that power to hit, will calculate and determine success or failure outside of the normal calculations.
For this build, we want to take take advantage of our "Jack of (almost) All Trades" moniker and try to be a blaster in tank clothing. For this, we are going to include processes (hence the name "Processor") for each power. We have Ranged attacks in Gleaming Bolt and gleaming Blast, we have Melee attacks in Radiant Strike and Incandescent Strike, we have PBAoE attacks in Solar Flare and Dawn Strike, and we have a targeted AoE attack in Luminous Detonation. Because Dawn Strike drops our Endurance and in effect our toggles, we will put that to the side as a "Panic Button".
The following information does include Issue 11, information and should be considered when building your toon. The processes available for each group of attacks are:
Ranged Attacks: (Gleaming Bolt, Gleaming Blast)
- Devastation (Chance of Hold - 15%)
- Decimation (Chance of Build-up - 5%)
- Apocalypse (Chance of Negative Energy Damage - 33% - Unique).
Melee Attacks: (Radiant Strike, Incandescent Strike)
- Touch of Death (Chance of Negative Energy Damage - Small chance)
- Mako's Bite (Chance of Lethal Damage - 20%)
- Hecatomb (Chance of Negative Energy Damage - 33% - Unique)
*Bonus* Hold attacks: (Incandescent Strike)
- Ghost Widow's Embrace (Chance of Psionic Damage - 20%)
- Unbreakable Constraint (Chance of Smashing Damage - 33% - Unique)
PBAoE Attacks: (Solar Flare, Dawn Strike)
- Scirocco's Dervish (Chance of Lethal Damage - 20%)
- Armageddon (Chance of Fire Damage - 33% - Unique)
Targeted AoE Attacks: (Luminous Detonation)
- Positron's Blast (Chance of Energy Damage - 20%)
- Ragnarok (Chance of Knockdown + Stun - 20% - Unique)
The "concept" of the processor build is to be able to add additional damage to every attack. This concept can be applied to any AT with any powerset. Imagine the devastation of a Corrupter Processor!
- Chapter 3: Peacebringer "Super" Powers -
Not every power allows ou to feel "super", but I did find some that seemed "super". To me, certain powers just felt "super". These are the powers that I selected and why:
Attacks: (7 attack powers - 2 ranged, 2 melee, 2 PBAoE, and 1 Targeted AoE)
Gleaming Bolt - Ranged and Quick. An awesome filler power when you have a gap in your attack chain.
Gleaming Blast - Same as Gleaming Bolt except a little slower and better damage.
Radiant Strike - Awesome melee attack. The animation shows a gut punch. LOL! Nice damage!
Incandescant Strike - Melee attack, 2 different types of damage, hold, knockback, oh, my!
Solar Flare - How much more super than a stomp to clear the room?
Dawn Strike - Alex, I'll take nova for $1000. Best damage period!
Luminous Blast - Ranged AoE, KB, nice damage! The Trifecta!
Protection: (7 Protection powers)
Incandescence - Resistance to Energy and Negative Energy? With the voids, quantums, and galaxies out there I'll take all I can get.
Shining Shield - Smashing and Lethal resistance.
Thermal Shield - Fire and Cold resistance.
Quantum Shield - More Energy and Negative Energy resistance.
Light Form - Cap out everything but Psionics and Toxic. Handy, handy, handy.
Combat Jumping - Mostly protection versus Immobilization. This will be discussed later.
Acrobatics - Knockback and Hold protection.
Heal: (Heal powers help your health or bring you back from a defeated stage)
Reform Essence - Heal
Essence Boost - Heal and Bonus HP
Restore Essence - Self Rez
Support: (Support powers are powers that have a function to allow other powers to work better)
Conserve Energy - End help
Build Up - Add damage
Stamina - Better End
Health - Better health and more... discussed later.
Swift - Faster flying
Hasten - Faster attacks
Now that you have the bones, let's add some meat by looking at my build...
- Chapter 4: Angel of Legacy (Human Form Only Processor Build) -
(As the build is revealed, I am showing relavant information that may not be easily found.
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pools: Fitness, Leaping, Speed
Why do I have Incandescence 6 slotted? Well, a couple of reasons come to mind. It cost no endurance, always on, we get full resistance toward energy and negative energy damage, and we get much needed bonuses in mez, psionic, and a few others from the 2 sets slotted.
I 6 slotted this power to do several things: Provide as much enhancement as possible, while providing recovery and regeneration bonuses through the set bonuses and enhancement bonuses.
This is the primary power of absolution. I slotted Issue 11's Hecatomb set into this power as well as Issue 11's Unbreakable Constraint. Hecatomb is the sacrifice of 100 cattle to the gods.
ISSUE 11 - Unbreakable Constraint Invention Origin Set
- Chance of Smashing Damage (33%) Unique
So slotted this way, Incandescent Strike will do a full damage strike with both Smashing and Energy damage. It also will have a 20% chance of 71 additional damage from Psionic Damage and a 33% chance of dealing an additional 100 damage in another smashing and Negative Energy.
In Other words, this power can hit for 560 damage - BEFORE inspirations and Build-up! (NOTE - Neither inspirations nor Build-up affect the additional damage)
I left hasten to last for one reason alone - because if you play the style suggested here, you will have a good basis for playing a hastened version when you have all your other tools available.
- Chapter 5: Bonuses from Sets -
These numbers represent actual numbers from set bonuses only! Please keep this in mind when you are reading and thinking "24.5% recovery?" as these totals do not include increases from powers and slotted enhancements.
For the following tests, I needed numbers to measure the results by. I used Lvl 50 Minion Streng, Witch and LVL 50 Lieut Vampire from the Halloween event. With no inspirations, Build-up, or "Chance of ..." processes, my results with 3 lvl 40
Consistently, I was getting the same numbers everytime so this is my base numbers. I added Build-Up (BU) and each +Dmg inspiration (Enrage=T1=35%, Focused Rage=T2=33%, and Righteous Rage=T3=50%) and using them in conjunction with each other.
Once I had these results and I knew beyond a shadow of a doubt that they were consistent, I added the 3 "Chance Of ..." IO into that power that were available for Incandescant Strike. I then proceeded to get numbers and frequency of these "Chances" to establish a good pattern of consistency.
Chance Of... Damage - Frequency
Lethal - 71.74 - 22% - (22 of 100)
Neg. Energy - 71.74 - 15% - (15 of 100)
Psionic - 71.74 - 27% - (27 of 100)
Sometimes all 3 would hit making for a glorious set of 5 numbers floating of the top of a collapsing enemy. I found that BU and inspirations did not affect the damage from "Chance Of ..." IOs. This one attack with all 3 "Chance Of ..." hitting and having Build-up applied as well as a Righteous Rage (T3 +50%) in effect, would give you 689.39 of Damage to those same enemies. Slotting the Issue 11 "Chance Of ..." IOs in this same power will increase the effieciency of the power and will add
60 more damage to it.
- Chapter 7: Question & Answer -
----------
Q: Nice. I liked it, but I had one concern.
Yeah, my all-human is closing in on 50. I haven't tried Luminous Detonation yet, but from what I've heard the damage is pretty worthless. I could imagine that too. If Solar Flare does High damage, and solo, that's usually not that much, I really don't like the idea of a Moderate damage AoE on the PB.
Is it really "moderate" damage, and is it lower, equal or higher to Solar Flare damage?
A: The key is that each time you have an enemy flying through the air, he is not shooting at you. Hence, KB becomes damage mitigation and Luminous Detonation; while moderate with Damage, still provide a helluva kick.
I love that power as a finish move...
I typically open with melee attacks on the most dangerous enemy, stomp them into a corner, then let Detonation fly... usually finishing off the minions.
----------
- Chaper 8: In Closing -
I will keep this guide updated with all the latest information as it comes available. However, you can help with this. If you have any questions or concerns, please post below. I will be more than happy to answer from my own experiences.
I hope you find this guide informative, entertaining, and that it makes you think of possibilities.
Thank you!
lvl 1 glinting eye=1acc 3 damage
lvl 1 incandescence=3 res + IO bonus +mez IOs
Lv 2 gleaming blast= 2 dam/acc HOs, dam/range HO, 2 rech, 1 end
Lv 4 shining shield= 3 res/end HOs
Lv 6 hasten= 3 rech
Lv 8 essence boost=3 heals, 3 rech. might go with doctor wounds though
Lv 10 radiant strike= 2 dam/acc, dam/mez, 3 rech
Lv 12 build up= 3 rech
Lv 14 super speed
Lv 16 swift
Lv 18 health
Lv 20 stamina= 3 end mods
Lv 22 reform essence= 3 heal, 3 rech but might also get doc wounds instead
Lv 24 incandescent strike= 2 dam/acc, dam/mez, 3 rech
Lv 26 conserve power= 3 rech
Lv 28 quantum flight= 3 rech, 3 end red. This is your phase and best way to get out of any situation. If u need to stay in phase longer just hit conserve power when end gets low.
Lv 30 assault= 3 end. a PBs damage isnt all that great so every little bit helps
Lv 32 tactics= 3 tohit/end red HOs
Lv 35 combat jump
Lv 38 Light form= 3 res, 3 rech. Like i said this power was the PBs bread and butter. But now it can either make u or break u. In arena u can run it twice in a match but first time is risky so be prepared to hit conserve power before u crash and then go into phase. Always go into light form with 2:59 min left on clock.
Lv 41 superjump= 3 travel/end HOs
Lv 44 acrobatics= 3 end
Lv 47 vengeance= 2 def but is debatable. do not even slot if u could use the slots somewhere else
Lv 50 luminous detonation=2 dam/acc, 1 dam/range, 1 end. another 3rd range attack
I was unfamiliar with how guides got posted and as such, the guides I posted ended up getting purged.
Here is my Processor PB Guide. Original Post date in November 2007
__________________________________________________ __________
Santa Laws' Processor PB (Human Only) Guide (Issue 11)
- Chapter 1: Why Another Guide? -
This is my fourth guide. Number one was a "Guide to Mentoring", number two was a guide to Ice Tanking (that quickly was removed as an even better guide came out right afterward), and the third as a "Guide to Sith Lords (AKA - Dark/Elec Def)".
I decided to write this guide because while researching Human Only builds, I discovered that even though there were a lot of interest in it, those people writing guides preferred Bi- or Tri-form builds. As such, their views were biased and only served to guide you away from such a build. I built my peacebringer from Level 1 up and I knew what I wanted to accomplish with it.
The concept was simple and I will share that starting the next chapter.
Currently, Angel of Legacy is level 50. When I started her, I wanted to take advantage of the Veteran Reward wings. Since I had my own SG, I also wanted to minimize time outside of SG Mode and therefore keep from having to upgrade enhancements all the time. The result was a Peacebringer that soloed 33 levels, she stayed in SG Mode until lvl 32 (she earned 200K prestige), never visited the hospital or suffered a defeat until level 24, was able to afford a full set of Invention Origin enhancements at lvl 37, and remains fun to play in PVE and PVP.
- Chapter 2: Concept -
Knowing the strengths and weaknesses of Peacebringers is our first priority. Here they are:
: The Kheldian is a Team Player (in human form), Blaster (in Nova form), and Tank (in Dwarf form).
: When a Kheldian is mezzed, he/she reverts back to human form.
: Human Form Kheldians have an automatic power that makes them more powerful with more team members of different AT.
: Have a travel power at Level 1
: Cannot take any powers from Fly or Teleport power pools.
: Kheldians are Jacks of (almost) all Trades - Master of None!
Comparing Peacebringers and Warshades:
Peacebringers have:
Fly
Energy Attacks
-Defense
Warshades have:
Teleport
Negative Energy Attacks
-Recharge
I chose peacebringer because of -Def and my love of Fly.
After I initially started my Peacebringer and gained a few levels, I realized I had no specifics on how to slot the Peacebringer. So, I started slotting evenly to get a feel for each power. I called this the "Bland" build because it was generic slotting. Mostly, I was 3 slotting all shields and adding slots to the attacks evenly. I know that the Peacebringer could use more Hami Origin enhancements than any other AT and was intent on slotting for it. This idea worked great until the mid-30s and Inventions came around. So my concept changed slightly and I incorporated Inventions.
My current concept is based off the following principles:
: Build for solo - allow teaming to make you shine brighter.
: Avoid forms so mezzes do not require extra work.
: Do not replace another AT, but allow yourself to be the next best thing to that AT (for cases where one cannot be found).
: Incorporate strategy that accounts for Knockback.
In addition, I wanted my toon to be sexy, have "super" feeling powers, and be fun to play.
{WARNING! - THE INFORMATION CONTAINED BELOW SHOULD BE CONSIDERED THE OPINION OF THE WRITER AND THE CORE OF THE BUILD BEING DISCUSSED. ANY DISAGREEMENTS THE READER MAY HAVE WITH ANY OF THE FOLLOWING INFORMATION SHOULD BE CONSIDERED A DISAGREEMENT AND POSSIBLE REASON THE READER MAY ELECT TO OPT OUT OF USING THIS BUILD.}
Remember the concept?
Even though the planning stages of this build is the power selection, and most builds rely heavily upon slotting, this build's primary goal is in the enhancement usage. These rules-of-thumb apply when it comes to attacks:
1. A power with one type of damage will deal that damage if the power hits.
2. A power with a second type of damage will deal it's damage if the first power hits.
3. A process, while dependant on the success or failure of that power to hit, will calculate and determine success or failure outside of the normal calculations.
For this build, we want to take take advantage of our "Jack of (almost) All Trades" moniker and try to be a blaster in tank clothing. For this, we are going to include processes (hence the name "Processor") for each power. We have Ranged attacks in Gleaming Bolt and gleaming Blast, we have Melee attacks in Radiant Strike and Incandescent Strike, we have PBAoE attacks in Solar Flare and Dawn Strike, and we have a targeted AoE attack in Luminous Detonation. Because Dawn Strike drops our Endurance and in effect our toggles, we will put that to the side as a "Panic Button".
The following information does include Issue 11, information and should be considered when building your toon. The processes available for each group of attacks are:
Ranged Attacks: (Gleaming Bolt, Gleaming Blast)
- Devastation (Chance of Hold - 15%)
- Decimation (Chance of Build-up - 5%)
- Apocalypse (Chance of Negative Energy Damage - 33% - Unique).
Melee Attacks: (Radiant Strike, Incandescent Strike)
- Touch of Death (Chance of Negative Energy Damage - Small chance)
- Mako's Bite (Chance of Lethal Damage - 20%)
- Hecatomb (Chance of Negative Energy Damage - 33% - Unique)
*Bonus* Hold attacks: (Incandescent Strike)
- Ghost Widow's Embrace (Chance of Psionic Damage - 20%)
- Unbreakable Constraint (Chance of Smashing Damage - 33% - Unique)
PBAoE Attacks: (Solar Flare, Dawn Strike)
- Scirocco's Dervish (Chance of Lethal Damage - 20%)
- Armageddon (Chance of Fire Damage - 33% - Unique)
Targeted AoE Attacks: (Luminous Detonation)
- Positron's Blast (Chance of Energy Damage - 20%)
- Ragnarok (Chance of Knockdown + Stun - 20% - Unique)
The "concept" of the processor build is to be able to add additional damage to every attack. This concept can be applied to any AT with any powerset. Imagine the devastation of a Corrupter Processor!
- Chapter 3: Peacebringer "Super" Powers -
Not every power allows ou to feel "super", but I did find some that seemed "super". To me, certain powers just felt "super". These are the powers that I selected and why:
Attacks: (7 attack powers - 2 ranged, 2 melee, 2 PBAoE, and 1 Targeted AoE)
Gleaming Bolt - Ranged and Quick. An awesome filler power when you have a gap in your attack chain.
Gleaming Blast - Same as Gleaming Bolt except a little slower and better damage.
Radiant Strike - Awesome melee attack. The animation shows a gut punch. LOL! Nice damage!
Incandescant Strike - Melee attack, 2 different types of damage, hold, knockback, oh, my!
Solar Flare - How much more super than a stomp to clear the room?
Dawn Strike - Alex, I'll take nova for $1000. Best damage period!
Luminous Blast - Ranged AoE, KB, nice damage! The Trifecta!
Protection: (7 Protection powers)
Incandescence - Resistance to Energy and Negative Energy? With the voids, quantums, and galaxies out there I'll take all I can get.
Shining Shield - Smashing and Lethal resistance.
Thermal Shield - Fire and Cold resistance.
Quantum Shield - More Energy and Negative Energy resistance.
Light Form - Cap out everything but Psionics and Toxic. Handy, handy, handy.
Combat Jumping - Mostly protection versus Immobilization. This will be discussed later.
Acrobatics - Knockback and Hold protection.
Heal: (Heal powers help your health or bring you back from a defeated stage)
Reform Essence - Heal
Essence Boost - Heal and Bonus HP
Restore Essence - Self Rez
Support: (Support powers are powers that have a function to allow other powers to work better)
Conserve Energy - End help
Build Up - Add damage
Stamina - Better End
Health - Better health and more... discussed later.
Swift - Faster flying
Hasten - Faster attacks
Now that you have the bones, let's add some meat by looking at my build...
- Chapter 4: Angel of Legacy (Human Form Only Processor Build) -
(As the build is revealed, I am showing relavant information that may not be easily found.
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pools: Fitness, Leaping, Speed
Level 1: Gleaming Bolt Dev'n-Hold%:50(A), Decim-Build%:30(3), EndRdx-I:35(3), HO:Nucle(5), HO:Nucle(5), HO:Nucle(7)
Yes, I used Hamis. I was going for Max damage and accuracy with bonus damage. In this case, hold and Build-up. This will be
repeated on a few powers with the exception being they will have damage processes instead of Chance of Hold.
Level 1: Incandescence Aegis-Psi/Status:50(A), Aegis-ResDam:50(39), ImpArm-ResPsi:40(40), ImpArm-ResDam:40(40), ImpSkn-Status:30(40), ResDam-I:50(43)
Why do I have Incandescence 6 slotted? Well, a couple of reasons come to mind. It cost no endurance, always on, we get full resistance toward energy and negative energy damage, and we get much needed bonuses in mez, psionic, and a few others from the 2 sets slotted.
Level 2: Gleaming Blast Dev'n-Hold%:50(A), Apoca-Neg%:50(7), Apoca-Dam:50(13), Apoca-Dam/RechRdx:50(15), Apoca-Dam/EndRdx:50(15), Apoca-Dam/RechRdx/Acc:50(17)
I slotted Issue 11's Apocalypse set into this power. Not only does the set sound cool when it came to an angel, I also love the bonuses!
ISSUE 11 - Apocalypse Invention Origin Set
- Chance of Negative Damage (33%) Unique
- Damage (53%) Unique
- Damage/Recharge Reduction (33.1%/33.1%) Unique
- Damage/Endurance Reduction (33.1%/33.1%) Unique
- Damage/Recharge Reduction/Accuracy (26.5%/26.5%/26.5%) Unique
(2 slotted) 16% Regeneration Bonus
(3 slotted) 3% Health Bonus
(4 slotted) 4% Damage Bonus
(5 slotted) 10% Recharge Bonus
Level 4: Shining Shield - TtmC'tng-ResDam/Rchg:50(A), TtmC'tng-ResDam:50(37), TtmC'tng-ResDam/EndRdx:50(37), ImpArm-ResPsi:40(45), ImpArm-ResDam:40(45)
Level 6: Essence Boost - RechRdx-I:50(A)
Level 8: Radiant Strike - Mako-Dam%:50(A), T'Death-Dam%:40(9), EndRdx-I:30(9), HO:Nucle(11), HO:Nucle(11), HO:Nucle(13)
Level 10: Thermal Shield - TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(36), TtmC'tng-ResDam/Rchg:50(37), ImpArm-ResPsi:40(46), ImpArm-ResDam:40(46)
Level 12: Swift - Flight-I:50(A)
Level 14: Quantum Shield - TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(39), TtmC'tng-ResDam/Rchg:50(39), ImpArm-ResPsi:40(48), ImpArm-ResDam:40(50)
Level 16: Health - Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(25), Mrcl-Heal:40(27), Mrcl-Heal/EndRdx:40(27), Numna-Heal/EndRdx:50(29)
I 6 slotted this power to do several things: Provide as much enhancement as possible, while providing recovery and regeneration bonuses through the set bonuses and enhancement bonuses.
Level 18: Incandescent Strike - G'Wdw-Dam%:50(A), G'Wdw-Dam%:50(19), G'Wdw-Dam%:50(19), G'Wdw-Dam%:50(21), G'Wdw-Dam%:50(21), G'Wdw-Dam%:50(23)
This is the primary power of absolution. I slotted Issue 11's Hecatomb set into this power as well as Issue 11's Unbreakable Constraint. Hecatomb is the sacrifice of 100 cattle to the gods.
ISSUE 11 - Hecatomb Invention Origin Set
- Chance of Negative Damage (33%) Unique
- Damage (53%) Unique
- Damage/Recharge Reduction (33.1%/33.1%) Unique
- Damage/Endurance Reduction (33.1%/33.1%) Unique
(2 slotted) 16% Regeneration Bonus
(3 slotted) 3% Health Bonus
(4 slotted) 4% Damage Bonus
ISSUE 11 - Unbreakable Constraint Invention Origin Set
- Chance of Smashing Damage (33%) Unique
So slotted this way, Incandescent Strike will do a full damage strike with both Smashing and Energy damage. It also will have a 20% chance of 71 additional damage from Psionic Damage and a 33% chance of dealing an additional 100 damage in another smashing and Negative Energy.
In Other words, this power can hit for 560 damage - BEFORE inspirations and Build-up! (NOTE - Neither inspirations nor Build-up affect the additional damage)
Level 20: Stamina - EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(25)
Level 22: Combat Jumping - HO:Micro(A), Ksmt-ToHit+:30(45), Krma-ResKB:30(46), GftotA-Run+:40(48), LkGmblr-Rchg+:50(48)
This is my power that has the extras. Extra ACC, Resistance to KB, Run speed, and Recharge Speed.
Level 24: Build Up - HO:Membr(A)
Level 26: Conserve Energy - RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(36)
Level 28: Super Jump - HO:Micro(A)
Level 30: Solar Flare - Sciroc-Dam%:50(A), Arm'n-Fire%:50(31), Arm'n-Dam:50(31), Arm'n-Dm/End:50(31), Arm'n-Dam/RechRdx:50(34), Arm'n-Dam/RechRdx/Acc:50(36)
I slotted Issue 11's Armageddon set into this power. This set also sounds cool when it came to an angel!
ISSUE 11 - Armageddon Invention Origin Set
- Chance of Fire Damage (33%) Unique
- Damage (53%) Unique
- Damage/Recharge Reduction (33.1%/33.1%) Unique
- Damage/Endurance Reduction (33.1%/33.1%) Unique
- Damage/Recharge Reduction/Accuracy (26.5%/26.5%/26.5%) Unique
(2 slotted) 4% Recovery Bonus
(3 slotted) 2.52% Fire/Cold Resistance Bonus
(4 slotted) 15% Accuracy Bonus
(5 slotted) 10% Recharge Bonus
Level 32: Luminous Detonation - Posi-Dam%:50(A), Posi-KD+Stun%:50(33), Posi-Dam:50(33), Posi-Dam/End:50(33), Posi-Dam/RechRdx:50(34), Posi-Dam/RechRdx/Acc:50(34)
I slotted Issue 11's Ragnarok set into this power. Ragnarok means "Doom of the gods". It also is very compelling for an Angel character.
ISSUE 11 - Ragnarok Invention Origin Set
- Chance of Fire Damage (33%) Unique
- Damage (53%) Unique
- Damage/Recharge Reduction (33.1%/33.1%) Unique
- Damage/Endurance Reduction (33.1%/33.1%) Unique
- Damage/Recharge Reduction/Accuracy (26.5%/26.5%/26.5%) Unique
(2 slotted) 4% Recovery Bonus
(3 slotted) 2.52% Fire/Cold Resisitance Bonus
(4 slotted) 15% Accuracy Bonus
(5 slotted) 10% Recharge Bonus
Level 35: Restore Essence - RechRdx-I:50(A)
Level 38: Light Form - RechRdx-I:50(A)
Level 41: Dawn Strike - Sciroc-Dam%:50(A), HO:Nucle(42), HO:Nucle(42), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg:50(43), Sciroc-Acc/Rchg:50(43)
This power (while quite powerful) drains Endurance and I wanted to slot it more for of an Emergency 'Panic' Button.
Level 44:Acrobatics - EndRdx-I:50(A)
Level 47:Reform Essence - RechRdx-I:50(A)
Level 49:Hasten - RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
I left hasten to last for one reason alone - because if you play the style suggested here, you will have a good basis for playing a hastened version when you have all your other tools available.
- Chapter 5: Bonuses from Sets -
These numbers represent actual numbers from set bonuses only! Please keep this in mind when you are reading and thinking "24.5% recovery?" as these totals do not include increases from powers and slotted enhancements.
Set Bonus Totals:
+54% Enhancement(Accuracy)
+37.5% Enhancement(RechargeTime)
+135.46 (11.25%) HitPoints
+Knockback (Mag -4)
+MezResist(Confused) (Mag 27.5%)
+MezResist(Held) (Mag 27.5%)
+MezResist(Immobilize) (Mag 27.5%)
+MezResist(Sleep) (Mag 34.1%)
+MezResist(Stun) (Mag 27.5%)
+MezResist(Terrorized) (Mag 27.5%)
+24.5% Recovery
+38% Regeneration
+3.13% Resistance(Negative)
+15% Resistance(Psionic)
+12.5% RunSpeed
+7.56% Resistance(Fire/Cold)
+4% Enhancement(Damage)
Here is the breakdown of how these bonuses added up to the above totals.
Set Bonuses:
Aegis
(Incandescence)
+5% RunSpeed
+3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%),
+MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)
Impervium Armor
(Incandescence)
+2.5% Recovery
+3% Resistance(Psionic)
Impervious Skin
(Incandescence)
+MezResist(Confused) (Mag 7.5%), +MezResist(Held) (Mag 7.5%), +MezResist(Immobilize) (Mag 7.5%), +MezResist(Sleep) (Mag
7.5%), +MezResist(Stun) (Mag 7.5%), +MezResist(Terrorized) (Mag 7.5%)
Titanium Coating
(Shining Shield)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
Impervium Armor
(Shining Shield)
+2.5% Recovery
+3% Resistance(Psionic)
Titanium Coating
(Thermal Shield)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
Impervium Armor
(Thermal Shield)
+2.5% Recovery
+3% Resistance(Psionic)
Titanium Coating
(Quantum Shield)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
Impervium Armor
(Quantum Shield)
+2.5% Recovery
+3% Resistance(Psionic)
Numina's Convalescence
(Health)
+12% Regeneration
+22.6 (1.88%) HitPoints
Miracle
(Health)
+2.5% Recovery
+22.6 (1.88%) HitPoints
Karma
(Combat Jumping)
+Knockback (Mag -4)
Gift of the Ancients
(Combat Jumping)
+7.5% RunSpeed
Luck of the Gambler
(Combat Jumping)
+7.5% Enhancement(RechargeTime)
Scirocco's Dervish
(Dawn Strike)
+10% Regeneration
+3.13% Resistance(Negative)
+9% Enhancement(Accuracy)
Ragnarok (Issue 11)
(Luminous Detonation)
+4% Recovery
+2.52% Resistance(Fire/Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
Apocalypse (Issue 11)
(Gleaming Blast)
+16% Regeneration
+36.06 (3%) Hitpoints
+4% Enhancement(Damage)
+10% Enancement(RechargeTime)
Hecatomb (Issue 11)
(Incandescant Strike)
+4% Recovery
+2.52% Resistance(Fire/Cold)
+15% Enhancement(Accuracy)
Armageddon (Issue 11)
(Solar Flare)
+4% Recovery
+2.52% Resistance(Fire/Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
- Chapter 6: Application Data -
For the following tests, I needed numbers to measure the results by. I used Lvl 50 Minion Streng, Witch and LVL 50 Lieut Vampire from the Halloween event. With no inspirations, Build-up, or "Chance of ..." processes, my results with 3 lvl 40
Damage IOs were as follows:
Incandescant Strike - Extreme DMG - Melee (Energy/Smashing)
type - 3 IO
Smashing - 128.41
Energy - 164.63
Consistently, I was getting the same numbers everytime so this is my base numbers. I added Build-Up (BU) and each +Dmg inspiration (Enrage=T1=35%, Focused Rage=T2=33%, and Righteous Rage=T3=50%) and using them in conjunction with each other.
type - 3 IO BU - T1 - T2 - T3 - BU+T1 - BU+T2 - BU+T3
Smashing - 128.41 - 175.25 - 144.67 - 149.88 - 160.94 - 191.52 - 169.72 - 207.78
Energy - 164.63 - 224.69 - 185.48 - 192.15 - 206.33 - 245.54 - 252.21 - 266.39
Once I had these results and I knew beyond a shadow of a doubt that they were consistent, I added the 3 "Chance Of ..." IO into that power that were available for Incandescant Strike. I then proceeded to get numbers and frequency of these "Chances" to establish a good pattern of consistency.
Chance Of... Damage - Frequency
Lethal - 71.74 - 22% - (22 of 100)
Neg. Energy - 71.74 - 15% - (15 of 100)
Psionic - 71.74 - 27% - (27 of 100)
Sometimes all 3 would hit making for a glorious set of 5 numbers floating of the top of a collapsing enemy. I found that BU and inspirations did not affect the damage from "Chance Of ..." IOs. This one attack with all 3 "Chance Of ..." hitting and having Build-up applied as well as a Righteous Rage (T3 +50%) in effect, would give you 689.39 of Damage to those same enemies. Slotting the Issue 11 "Chance Of ..." IOs in this same power will increase the effieciency of the power and will add
60 more damage to it.
- Chapter 7: Question & Answer -
----------
Q: Nice. I liked it, but I had one concern.
Yeah, my all-human is closing in on 50. I haven't tried Luminous Detonation yet, but from what I've heard the damage is pretty worthless. I could imagine that too. If Solar Flare does High damage, and solo, that's usually not that much, I really don't like the idea of a Moderate damage AoE on the PB.
Is it really "moderate" damage, and is it lower, equal or higher to Solar Flare damage?
A: The key is that each time you have an enemy flying through the air, he is not shooting at you. Hence, KB becomes damage mitigation and Luminous Detonation; while moderate with Damage, still provide a helluva kick.
I love that power as a finish move...
I typically open with melee attacks on the most dangerous enemy, stomp them into a corner, then let Detonation fly... usually finishing off the minions.
----------
- Chaper 8: In Closing -
I will keep this guide updated with all the latest information as it comes available. However, you can help with this. If you have any questions or concerns, please post below. I will be more than happy to answer from my own experiences.
I hope you find this guide informative, entertaining, and that it makes you think of possibilities.
Thank you!
lvl 1 glinting eye=1acc 3 damage
lvl 1 incandescence=3 res + IO bonus +mez IOs
Lv 2 gleaming blast= 2 dam/acc HOs, dam/range HO, 2 rech, 1 end
Lv 4 shining shield= 3 res/end HOs
Lv 6 hasten= 3 rech
Lv 8 essence boost=3 heals, 3 rech. might go with doctor wounds though
Lv 10 radiant strike= 2 dam/acc, dam/mez, 3 rech
Lv 12 build up= 3 rech
Lv 14 super speed
Lv 16 swift
Lv 18 health
Lv 20 stamina= 3 end mods
Lv 22 reform essence= 3 heal, 3 rech but might also get doc wounds instead
Lv 24 incandescent strike= 2 dam/acc, dam/mez, 3 rech
Lv 26 conserve power= 3 rech
Lv 28 quantum flight= 3 rech, 3 end red. This is your phase and best way to get out of any situation. If u need to stay in phase longer just hit conserve power when end gets low.
Lv 30 assault= 3 end. a PBs damage isnt all that great so every little bit helps
Lv 32 tactics= 3 tohit/end red HOs
Lv 35 combat jump
Lv 38 Light form= 3 res, 3 rech. Like i said this power was the PBs bread and butter. But now it can either make u or break u. In arena u can run it twice in a match but first time is risky so be prepared to hit conserve power before u crash and then go into phase. Always go into light form with 2:59 min left on clock.
Lv 41 superjump= 3 travel/end HOs
Lv 44 acrobatics= 3 end
Lv 47 vengeance= 2 def but is debatable. do not even slot if u could use the slots somewhere else
Lv 50 luminous detonation=2 dam/acc, 1 dam/range, 1 end. another 3rd range attack
free fly= 3 travel/end