Human/Dwarf power choices


filcher

 

Posted

Hi, I am currently working on a Human/Dwarf build. I am wanting to fit Pulsar into my build and was wondering what any of your expierences with this power have been or if you did not take the power what turned you off about it? I know it will need to have a couple Acc enhancments put in it and that it will mostly effect the minions, but it seems to help with mobs from the information I have found on it so far.

Also I do not have Hasten in this build and would like to get it in there. The following powers I would give up for it are Restore Essence or Quantum Flight, but I like both these powers and can't decide which one to ditch.

Any advice will be greatly appreciated. Thank you for your time.

Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/

Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Leaping

Hero Profile:
------------
Level 1: Glinting Eye Empty(A), Empty(3), Empty(7)
Level 1: Incandescence Empty(A)
Level 2: Gleaming Blast Empty(A), Empty(3), Empty(11), Empty(37), Empty(48)
Level 4: Essence Boost Empty(A), Empty(5), Empty(5), Empty(36), Empty(37)
Level 6: Radiant Strike Empty(A), Empty(7), Empty(9), Empty(39)
Level 8: Shining Shield Empty(A), Empty(9), Empty(31)
Level 10: Proton Scatter Empty(A), Empty(11), Empty(13), Empty(46)
Level 12: Swift Empty(A), Empty(13), Empty(17)
Level 14: Health Empty(A), Empty(15)
Level 16: Combat Jumping Empty(A), Empty(17), Empty(34)
Level 18: Incandescent Strike Empty(A), Empty(19), Empty(19), Empty(40), Empty(46)
Level 20: Stamina Empty(A), Empty(21), Empty(21), Empty(43)
Level 22: Reform Essence Empty(A), Empty(23), Empty(23), Empty(36), Empty(37)
Level 24: Conserve Energy Empty(A), Empty(25), Empty(25)
Level 26: Solar Flare Empty(A), Empty(27), Empty(27), Empty(40), Empty(48)
Level 28: White Dwarf Empty(A), Empty(29), Empty(29), Empty(33), Empty(36), Empty(46)
Level 30: Pulsar Empty(A), Empty(31), Empty(31)
Level 32: Photon Seekers Empty(A), Empty(33), Empty(33), Empty(40), Empty(50)
Level 35: Restore Essence Empty(A)
Level 38: Light Form Empty(A), Empty(39), Empty(39), Empty(42), Empty(43), Empty(45)
Level 41: Dawn Strike Empty(A), Empty(42), Empty(42), Empty(43)
Level 44: Build Up Empty(A), Empty(45), Empty(45)
Level 47: Glowing Touch Empty(A), Empty(48)
Level 49: Quantum Flight Empty(A), Empty(50), Empty(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight Empty(A), Empty(34)
Level 10: Combat Flight Empty(A), Empty(15), Empty(34)
------------
Level 28: White Dwarf Strike Empty(A)
Level 28: White Dwarf Smite Empty(A)
Level 28: White Dwarf Flare Empty(A)
Level 28: White Dwarf Sublimation Empty(A)
Level 28: White Dwarf Antagonize Empty(A)
Level 28: White Dwarf Step Empty(A)
------------
Set Bonus Totals:



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Set Bonuses:




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Posted

I'm not a build expert, but I did have a question or two.

First, why do you have swift three slotted and yet none of your dwarf attacks slotted? Is there something I'm missing? iirc swift doesn't even take sets, so are you just hoping to throw in some flight speeds to speed up your flights? With two slots devoted to energy flight already I'm not sure I'd bother.

Is there any reason why build up is taken so late? It's such a useful power, particularly for quickly destroying voids/quantums in the early game.

If you want to drop restore essence or quantum, I'd probably suggest quantum. Both are only situationally useful but I just assume if you can play 49 levels without quantum's panic button, you might be able to keep playing without it afterwards?


 

Posted

I plan to use Swift to make my combat flight more manuverable and then use the slots I have for combat flight for defense enhancements. I plan to stay in combat flight for most of my battles until I needed to use Solar Flare. The reason why I have a second slot in energy flight is to take advantage of the Freebird/Soaring set. I haven't decided which one I would try to nab. One gives you recovery and hp boost, and the other gives you regen but the hp boost is only half of the over.

As for build-up I would like to take it earlier but I really wanted to have an attack like Protron Scatter/Luminous Detonation early on. I probably could get away with pushing Combat Jumping back.

Yeah I will probably give up Quantum Flight. Thanks LuckySamurai.


 

Posted

Going to recommend, check out some of the Human/Dwarf guides already posted. If this is your first Kheld, play with it (out of AE Farms) and see if it's for you. Your slotting makes lil sense without showing the enhancements.


 

Posted

Slotting Combat Flight is way better the slotting Swift. Take slots out of swift and put extra into combat flight if you really want to go +DEF/Speed. This way you can get two of the Zephyr IOs and get even more defense then you ever could out of combat flight.

I haven't read the build yet, but just commenting on a comment.


Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.

 

Posted

Well, if you have spare slots (something kelds rarely do) then slotting swift for flight speed isn't bad per say. But only if you have the extra slots.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

I did some research on this awhile back when I was making a hovering scrapper. 4 slots in Hover/1 in Swift is faster than 3 slots in Hover/3 in Swift. I'm pretty sure Combat Flight works the same way. And it will save you a slot!