Repost: "Peacebringers: Beware of the Lobster!"
As this is the later and more complete version of the two postings of this guide I'll add this here as an additional note.
Since this original posting of this guide the inherent power has changed so that it affects all forms.
Cheers, it's been a while since I even looked at this. Been getting a lot of those darn forum "timeouts" today
"Peacebringers: Beware of the Lobster!"
A Rough Guide and Power Listing for the White Kheldian.
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[u]What is a "Peacebringer"?[u]
It's a CoH "Epic Archetype" which is unlocked by getting a toon to 50. Together with the Epic Archetype "Warshades" they form an alien race known as the Kheldians.
Peacebringers have a myriad of power choices available to them including two different "forms", but are best described as potential "Jacks of all trades". They do Energy/Smashing damage and do not get access to the flight or teleport power pools, nor do they get an "Epic power pool".
Peacebringers are not an "Uber" Archetype, they are an Epic Archetype. That means "Coh on hard mode".
They CAN be used to produce 'uber' effects, but not without considerable build planning and some risk.
[u]Why make a Peacebringer Guide?[u]
Unlike Warshades which tend to work best as full-blown triformers, it is very difficult to pin down a "best build" for Peacebringers. Some will make Pure-Human builds, others will make Bi-formers or Triformers... practically any combination can be effective. The purpose of this guide is to outline the power choices available to any Peacebringer and to suggest a few different potential combinations.
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Strengths
Peacebringers' nature allows them to perform nearly any function in a team. The traditional viewpoint is that they will not perform any one task as effectively as a standard AT, but in practice this is not always the case... For example a Peacebringer Dwarf could concievably be a better tank in certain situations than a normal team tanker, or the other two forms could deal better damage than a Blaster or Scrapper.
In GENERAL: the best-built of the standard ATs will outperform Peacebringers in their normal fields, but Peacebringers will be better all-rounders.
Cosmic Balance is an often-overlooked part of Peacebringers, and is their greatest strength in PvE.
It will award Peacebringers the following bonuses when in Human form:
+ 20% increase in base damage output for every Defender or Tanker on the team.
+ 10% increase in damage resistance for every Scrapper or Blaster on the team.
+ A slight increase in mez protecion for every controller on the team.
Cosmic Balance only applies for Playable-Character teammates and only within a certain radius (300 feet), but in general PvE team situations it will be active the vast majority of the time.
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Weaknesses
Peacebringers and Warshades both have specialised enemies: Nictus, Quantums and Voids.
These enemies will appear fairly randomly in missions, regardless of whether you are in a team or not. Any team that a Kheldian joins will continue to encounter random spawns of these enemies until the team completely disolves, even after the Kheldian leaves that team.
Nictus and Void enemies attacks contain Nictus Energy. This normally acts as normal negative energy damage, but Kheldians hit by these attacks become disorientated and take extreme amounts of additional damage.
Aside from Nictus damage, Peacebringers possess no resistances to Psionic damage or to Endurance drain (though they get an abundance of self-heals and Conserve Energy which helps counter this). They are also easily mezzed when not in Dwarf form or Light form.
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Special Enemies
Nictus are arguably the least harmful enemies and will appear in three flavors: "Nova" Bosses, "Dwarf" Bosses and Shadow Cyst Crystals.
Nova Bosses and Dwarf Bosses are practically identical to their corresponding Peacebringer and Warshade forms, having approprately-named "Light" and "Dark" versions. They are reasonably harmless, being no more damaging than a normal boss.
Shadow Cyst crystals are often the bane of large teams. They appear much more frequently on larger teams at higher levels, though it is not unheard of to encounter one in the low 20s or even in the teens. They consist of a stationary crystal which spawns a number of pet "unbound nictus" for every nearby character: these unbound nictus can fly and their ranged attacks do negative energy damage, -recharge and -speed. The sheer number of Unbound Nictus spawned on larger teams can quickly become overwhelming if the team is unprepared for them, and encountering a Cyst will often lead to many deaths in PUGs (Pick Up Groups).
When the crystal is defeated it produces a large point-blank explosion that damages everything in the surrounding area (friends and foes alike) and before the implementation of the "one shot code" was usually powerful enough to kill anyone short of a tanker. The best methods of dealing with a Shadow Cyst crystal are to send a scrapper or tanker in to solo it, or have ranged toons snipe it from a long distance. A Peacebringer built for combat can usually solo a Shadow Cyst crystal with relative ease.
Quantums are normal humanoid mobs which have been equipped with a Void Hunter rifle and fire ranged Nictus damage energy blasts. The additional Nictus damage to the Kheldian from these blasts scales upwards with increased mob rank and level: whilst a even-level Quantum minion will only do medium damage, a +2 Quantum Boss can remove all or most of a Peacebringer's health with one blast. It is noteworthy that Quantums only appear when fighting humanoid enemy groups and their melee attacks do not perform Nictus damage (so if engaged in melee range, they are considerably less deadly).
Void Hunters are the most dangerous of a Peacebringer's enemies. They possess a toggle shield which protects them from much of a Peacebringer's energy damage, as well as performing Nictus damage with their melee and ranged attacks. They will appear more often when fighting non-humanoid enemy groups. Voids do not possess above-average mez protection and can be stunned or held.
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Power Picks
[u]LEVEL 1: AUTOMATIC INHERENT POWER - Brawl[u]
You should know what this does already. Peacebringers get it too.
Recharge: 2 secs, Activation: 0.67 secs, Endurance Cost: 2.34, Range: 5.
[u]LEVEL 1: AUTOMATIC INHERENT POWER - Sprint[u]
You should know what this does already. Peacebringers get it too.
0.30 endurance per second. Activation: 0.5 secs, Recharge: Instant.
[u]LEVEL 1: AUTOMATIC INHERENT POWER - Energy Flight[u]
Does not require a power slot. Basically a clone of "Fly".
Toggle granting fairly fast flight to self. Suppresses when attacking.
1.00 endurance per second. Activation: 0.5 secs, Recharge: Instant.
[u]LEVEL 1: AUTOMATIC INHERENT POWER - Cosmic Balance[u]
Does not require a power slot. This is the defining inherent Peacebringer power.
Grants self damage/resistance buffs and mez protection depending on team composition.
+10% resistance for each Scrapper/Blaster, +20% damage for each Defender/Tanker.
+1 "Mag" of stun/hold/fear/sleep/immobilise/confuse protection for each controller.
Peacebringer is affected by team members within 300 feet ONLY while in Human form.
[u]LEVEL 1: Gleaming Bolt[u]
A weak single-target ranged blast. Low damage, with a fast recharge.
20.85 Energy Damage at level 50, with -9% defence to target for 3 seconds.
Recharge: 1.5 secs, Activation: 1 secs, Endurance Cost: 3.12, Range: 50.
[u]LEVEL 1: Glinting Eye[u]
A medium ranged blast with higher damage, but slightly longer recharge.
34.76 Energy Damage at level 50, with -18% defence to target for 6 seconds.
Recharge: 4 secs, Activation: 1.67 secs, Endurance Cost: 5.2, Range: 60.
[u]LEVEL 1: Incandescence[u]
+11.25% Resistance to Energy and Negative Energy damage.
Always-on in Human form with no endurance cost. Does not apply in Dwarf or Nova form.
[u]LEVEL 2: AUTOMATIC INHERENT POWER - REST[u]
You should know what this does already. Peacebringers get it too.
Activation: 6 secs, Recharge: 180 secs.
[u]LEVEL 2: Gleaming Blast[u]
A considerably stronger single-target ranged blast, with considerably longer recharge.
57 Energy Damage at level 50, with a 10% chance for Knockback.
Recharge: 8 secs, Activation: 1.67 secs, Endurance Cost: 8.53, Range: 50.
[u]LEVEL 2: Shining Shield[u]
Toggle giving +22.5% Resistance to Smashing and Lethal damage.
0.26 endurance per second. Activation: 0.67 secs, Recharge: 2 seconds.
[u]LEVEL 4: Essence Boost[u]
Effectively a clone of "Dull Pain". Click-based Self Heal with +Max HP.
At level 50: +428 Hit Point Self-Heal, +214 Maximum Hit Points
Recharge: 360 secs, Endurance: 10.4, Activation: 0.73 secs (slight delay on heal).
[u]LEVEL 6: Bright Nova[u]
The first of your two Forms. Bright Nova is also known as "Squid" form.
A toggle. Grants four powers and locks you out of all other abilities except accolades.
Bright Nova form can fly, has increased damage, accuracy and recovery.
Flight speed does not supress when attacking, but you still "root" during powers.
+15% Recovery, +9% ToHit, +45% damage, +15% energy/negative energy resistance.
0.26 endurance per second. Activation: 2 secs , Recharge: Instant.
-----> [u]Bright Nova Bolt[u]
A low damage Single-target blast
58.06 energy damage at level 50 with -7% defense to target for 6 seconds
Note: damage output will only improve 66% with 3 SOs due to Nova form +damage.
Recharge: 1.5 secs, Activation: 1.5 secs, Endurance Cost: 3.12, Range: 100.
-----> [u]Bright Nova Blast[u]
A higher damage Single-target blast
96.76 energy damage at level 50
Note: damage output will only improve 66% with 3 SOs due to Nova form +damage.
-14% defense to target for 6 seconds, 10% chance for Knockback
Recharge: 4 secs, Activation: 1.5 secs, Endurance Cost: 5.2, Range: 100.
-----> [u]Bright Nova Scatter[u]
A high damage cone blast, spread over a 45 degree arc.
95.79 energy damage at level 50, with -7% defense to target for 6 seconds.
Note: damage output will only improve 66% with 3 SOs due to Nova form +damage.
Recharge: 12 secs, Activation: 1.5 secs, Endurance Cost: 11.86, Range: 60.
-----> [u]Bright Nova Detonation[u]
A high damage Area-of-Effect blast, over a 15 feet radius.
58.06 energy damage and 29.03 smashing damage at level 50
with -7% defense to target for 6 seconds, 50% chance for Knockback
Note: damage output will only improve 66% with 3 SOs due to Nova form +damage.
Recharge: 16 secs, Activation: 2.5 secs, Endurance Cost: 15.18, Range: 100.
[u]LEVEL 6: Radiant Strike[u]
The first of your melee attacks, high energy/smashing damage.
40.04 Energy Damage and 41.71 Smashing Damage at level 50.
with -9% defence to target for 6 seconds, -Fly and 60% chance for Knockback.
Recharge: 10 secs, Activation: 1.07 secs, Endurance Cost: 10.19, Range: 5.
[u]LEVEL 8: Proton Scatter[u]
A medium damage cone blast, spread over a 45 degree arc.
34.41 Energy Damage at level 50, with -9% defense to target for 8 seconds.
Recharge: 12 secs, Activation: 2.17 secs, Endurance Cost: 11.86, Range: 40.
[u]LEVEL 10: AUTOMATIC INHERENT POWER - Combat Flight[u]
Does not require a power slot. Basically a clone of "Hover".
Toggle granting slow flight to self, plus +1.75% defense to all damage.
0.20 endurance per second. Activation: 0.5 secs, Recharge: Instant.
[u]LEVEL 10: Thermal Shield[u]
Toggle giving +22.5% Resistance to Fire and Cold damage.
0.26 endurance per second. Activation: 0.67 secs, Recharge: 2 seconds.
[u]LEVEL 12: Build Up[u]
A self-buff giving +accuracy and +damage.
+18% ToHit and +72% damage for 10 seconds.
Recharge: 12 secs, Activation: 2.17 secs, Endurance Cost: 11.86, Range: 40.
[u]LEVEL 14: Quantum Shield[u]
Toggle giving +22.5% Resistance to Energy and Negative Energy damage.
0.26 endurance per second. Activation: 0.73 secs, Recharge: 2 seconds.
[u]LEVEL 14: Luminous Detonation[u]
A medium damage Area-of-Effect blast, over a 15 feet radius.
34.41 Energy Damage at level 50, with -9% defense to target for 8 seconds.
Recharge: 16 secs, Activation: 1.67 secs, Endurance Cost: 15.18, Range: 50.
[u]LEVEL 14: Group Energy Flight[u]
Toggle granting flight to all teammates within a 60 feet radius.
-25% tohit to all affected but does not suppress when attacking.
0.52 endurance per second. Activation: 2.03 secs, Recharge: Instant.
[u]LEVEL 18: Radiant Strike[u]
The second of your melee attacks, extreme energy/smashing damage.
83.42 Energy Damage and 65.06 Smashing Damage at level 50. +20% accuracy bonus.
with -9% defence to target for 10 seconds, -Fly and 80% chance for Knockback.
Mag 3 Hold (affects LTs but not bosses) to target for 13.41 seconds.
Recharge: 20 secs, Activation: 3.3 secs, Endurance Cost: 18.51, Range: 5.
[u]LEVEL 18: Pulsar[u]
A point-blank AoE disorient over a 20 feet radius. 80% of normal base accuracy.
Mag 2 disorient, with a 50% chance of criticalling to Mag 3 for each target hit.
The upshot is that minions will always get stunned, with LTs 50% of the time.
Duration: 13.4 secs, Recharge: 45 secs, Activation: 3 secs, Endurance Cost: 15.6.
[u]LEVEL 20: White Dwarf[u]
The second of your two Forms. White Dwarf is also known as "Lobster" form.
A toggle. Grants six powers and locks you out of all other abilities except accolades.
White Dwarf form can teleport, has increased health, damage resistance and recovery.
It can Jump higher and has protection against most mez (not slows or endurance drain).
+37.5% resistance to all but psionic. +803 Max HP at level 50. +200% Jump Height.
+15% recovery, Hold/Disorient/Knockback/Sleep/Confuse/Immobilise/Fear protection.
0.26 endurance per second. Activation: 2 secs, Recharge: Instant.
-----> [u]White Dwarf Strike[u]
A low damage Single-target melee attack
23.64 energy damage and 16.07 smashing damage at level 50
with -7% defense to target for 6 seconds, 30% chance for Knockback.
Taunt to target for 13.5 seconds and 5% chance of toggle-dropping in PvP.
Recharge: 3 secs, Activation: 1.2 secs, Endurance Cost: 4.37, Range: 5.
-----> [u]White Dwarf Smite[u]
A medium damage Single-target melee attack
47.27 energy damage and 15.13 smashing damage at level 50, . +20% accuracy bonus.
with -7% defense to target for 6 seconds, -Fly and 30% chance for Knockback.
Taunt to target for 13.5 seconds and 10% chance of a 7.1 second stun to target.
Recharge: 6 secs, Activation: 1.5 secs, Endurance Cost: 6.86, Range: 5.
-----> [u]White Dwarf Flare[u]
A medium damage point-blank AoE attack, over a 15 feet radius.
42.54 energy damage at level 50, with -14% defense to target for 10 seconds.
80% chance for Knockback. Taunt to target for 13.5 seconds. Ground-only.
Recharge: 16 secs, Activation: 2.1 secs, Endurance Cost: 15.18.
-----> [u]White Dwarf Antagonise[u]
A ranged multi-target taunt. NOT AUTO-HIT, though has a +50% accuracy bonus.
Taunt to all affected targets for 8.24 seconds, 15 feet radius of effect.
Recharge: 10 secs, Activation: 1.67 secs, Endurance Cost: None, Range: 60 feet.
-----> [u]White Dwarf Sublimation[u]
Effectively a clone of "Reconstruction". Click-based +25% Self Heal.
Recharge: 60 secs, Endurance: 10.4, Activation: 0.73 secs (instant heal).
-----> [u]White Dwarf Step[u]
Inherent Dwarf Form Teleport-Self.
Recharge: Instant, Activation: 0.73 secs, Endurance Cost: 13, Range: 300 feet.
[u]LEVEL 22: Reform Essence[u]
Effectively a clone of "Reconstruction". Click-based +25% Self Heal.
Recharge: 60 secs, Endurance: 10.4, Activation: 0.73 secs (instant heal).
[u]LEVEL 24: Conserve Energy[u]
Works identically to powers of the same name in other ATs.
Grants a considerable endurance discount to all powers (toggles and clicks)
Duration: 90 secs, Recharge: 600 secs, Activation: 1.17 secs, Endurance Cost: 7.8
[u]LEVEL 26: Glowing Touch[u]
Similar to the Empathy power of "Heal Other" but with a shorter range.
Heals a teammate for 189 HP at level 50
Recharge: 4 secs, Activation: 2.27 secs, Endurance Cost: 13, Range 30 feet.
[u]LEVEL 26: Solar Flare[u]
A high damage point-blank AoE attack, over a 15 feet radius.
59.22 energy damage at level 50, with -18% defense to target for 10 seconds.
80% chance for Knockback. Attack is only performable on the ground.
Recharge: 20 secs, Activation: 2.1 secs, Endurance Cost: 18.51.
[u]LEVEL 28: Quantum Flight[u]
Toggle: A self "phase shift" power, that grants flight and some stealth.
After a while this power's endurance cost gradually increases until it shuts off.
6 endurance per second. Activation: 0.5 secs, Recharge: 60 seconds.
[u]LEVEL 32: Photon Seekers[u]
Spawns 3 flying pets which and are meant to home in on enemies and then detonate.
These have notoriously bad AI and are best used as a short-radius Point Blank AoE.
Basically 3 point-blank AoE attacks, each with a 5 feet radius + 20% accuracy bonus.
The damage from these pets is not affected by buffs like Build Up, only enhancements.
Each does 111.22 energy damage at level 50, with 50% chance for Knockback.
Recharge: 300 secs, Activation: 2.03 secs, Endurance Cost: 31.2.
[u]LEVEL 32: Dawn Strike[u]
Extreme damage point-blank AoE attack, over a 25 feet radius. 40% accuracy bonus.
104.27 energy damage + 75% chance for a further 52.13 energy damage at level 50.
50% chance for a third damage component (identical damage to the second component).
with -18% defense to target for 20 seconds, 100% chance for Knockback.
-100% recovery to self for 20 secs, -100% endurance to self if it hits any foes.
Recharge: 360 secs, Activation: 3 secs, Endurance Cost: 20.8.
[u]LEVEL 35: Restore Essence[u]
Basically a clone of the Regeneration set power "Revive".
Self-rez, +50% endurance. +803 HP at level 50. Does not grant invunerability.
Recharge: 300 secs, Activation: 4.33 secs, Endurance Cost: None.
[u]LEVEL 38: Light Form[u]
Basically a clone of the Invunerability set power "Unstoppable".
+52.5% resistance to all damage types except for Psionic. +100% Recovery
Hold/Disorient/Knockback/Sleep/Confuse/Immobilise/Repel protection.
After 180 seconds the power crashes with -90% HP and -100% Endurance.
In Light Form you cannot change forms but will not root when activating powers.
Recharge: 1000 secs, Activation: 1.67 secs, Endurance Cost: 2.6.
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So how should I build my Peacebringer?
Wow... that's a lot of powers. Looks a bit daunting, right?
Unfortunately although Peacebringers have more slottable powers available to them, they're still stuck with the same amount of enhancement slots as other Archetypes. This makes carefully planning your build fairly essential, in order to minimize wasted slots. A good tip is that if you don't want to place low level slots in your low level powers, you can place them in your Nova form or Dwarf form inherent powers during a respec... regardless of the level at which you took Nova or Dwarf form.
If you're not sure where to begin, there are three popular general types of Peacebringer:
[u]The Tri-former.[u]
Uses Nova form for AOE blasts and ranged attacks, Dwarf form for mez protection and tanking and Human form for other duties such as Heals, Buffs, mezzes or melee attacks. Triform Peacebringers are usually very short on spare slots since they have the most powers available to them. They often sacrifice functionality in Human form to slot Dwarf or Nova form more effectively, and must bear in mind that the "Cosmic Balance" inherent does not apply outside of Human form. Triformers are the true all-rounders or "Jack of all trades". Note that Nova form attacks will only increase in damage by about 66% when 3-slotted with damage SOs because of the Nova form +damage inherent pushing up their unslotted damage output.
[u]The Human/Dwarf Bi-former.[u]
Uses Human form for attacks and Dwarf form for mez protection and tanking. Bi-form Peacebringers may also run short on slots, particularly if they decide to use Dwarf form for Psuedo-tanking. In general they will heavily slot Human form, relying on the two melee "Blapps" along with Glinting Eye, Gleaming Blast and Solar Flare. Because they fight mainly in Human form they will normally be considerably buffed from the "Cosmic Balance" inherent and will be able to fight effectively while in "Light form". Human/Nova Triformers are very rare; partly because they have no mez protection outside of Light form and partly because at higher levels damage-slotted Human form "Blapps" outdamage damage-slotted Nova form blasts, especially when buffed by Cosmic Balance.
[u]The "Pure Human" Single-former.[u]
Usually reserved for those people wanting more of a challenge or for concept builds, Human-formers are far more likely to have a surplus of slots than the previous combinations. They have no mez protection outside of Light Form and lack the third heal from Dwarf form, usually heavily relying on the Human form shields, clickyheals, Knockback and Pulsar for mitigation. Acrobatics and Combat Jumping from the leaping pool are popular additional picks, "Tough" from the fighting pool is also sometimes taken to stack with the shields. They are an effective build if planned well, but should rarely carry less than half a tray of breakfrees! Because they focus all their efforts on Human form, they will recieve the most benefit from Cosmic Balance buffs and Light Form.
Bear in mind that Peacebringers do NOT get access to the Flight or Teleport power pools.
Yes, Air Superiority would be a great extra attack and survability tool.
Yes, I wish they could get Recall Friend too.
It's a shame, but there has never been any indication from the devs that this is going to change.
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Got any final tips?
I have a level 50 Human/Dwarf form Peacebringer. He was PvE until level 50 and since then I've respecced him so he can perform reasonably well in some light PvP.
+ Pulsar is a great mitigation tool. When six-slotted Acc/Acc/Disorient/Disorient/Recharge/Recharge it can pretty-much perma-mez all nearby minions, with a 50% chance to affect LTs.
+ Quantum Flight combines very well with Conserve Energy. With that and the "Geas the Kind Ones" accolade you can run it until it completely crashes (just under the 2 minute mark).
+ Void/Quantum hunting when soloing. Your best bet when soloing is usually to try to surprise them with Radiant Strike --> Incandescent Strike, this will Knockback and mez anything short of a Boss (and if you're fighting a Void Boss, good luck to you! They can one-shot me at 50...) If you encounter one in a very unpleasant spawn you can use Quantum Flight to get past unscathed or simply make them waste their opening shot.
+ You perform much better in big teams. Generally this is true of any toon with teammate buffs, but for Peacebringers it is doubly true due to Cosmic Balance. If you use Human form for damage output you will have a very noticable +40% damage buff with the usual minimum of "One Tanker + One Defender" in your team. In a typical team of Tank/Defender/Defender/Scrapper/Scrapper/Blaster/Controller/Peacebringer you will be recieving +30% damage resistance, +60% damage and light mez protection from Cosmic Balance before your teammates even start applying any buffs.
+ Incandescent Strike is SLOW: Heavy damage, but slow. By the time it hits and the hold kicks in you can be noticed and hit by an enemy. Be aware of this and plan accordingly.
+ Photon Seekers are DUMB AS TOAST. Use them as a Point-Blank AoE on a mob and they'll probably all hit. If you expect them to follow you or actually home in on something, forget about it!
+ Dawn Strike is not a Blaster nuke, stuff will usually be left alive even if you hit "Build up" first. Get into the Habit of using Pulsar before you use Dawn Strike so anything left alive is mezzed. Photon seekers are actually considerably more damaging than Dawn Strike (and don't need "Build Up") providing they all hit the same target. I usually Conserve Energy >> Build Up >> Pulsar >> Dawn Strike then pop a blue and switch to Dwarfie.
+ Do the Dwarfie Stomp!! Psuedo-Tanking in dwarf form is perfectly doable if you slot the taunt for Recharge + Accuracy and slot your Heal and footstomp sensibly. I have Acc/Recharge/Recharge/Endred in my footstomp. Dwarfie Footstomp combined with a Human-form AOE such as Solar Flare can produce some spectacular results, just make sure you don't detoggle Dwarf form when you've got a hold or stun on you.
+ You don't need the shields. Unless you're going Pure-Human I wouldn't bother with shields apart from perhaps the Smashing/Lethal one. You can't use them in Dwarf form and they detoggle as soon as you get mezzed (which happens a LOT!). Slot up your heals instead, with two "Reconstructions" + "Dull Pain" available you can have a crazy amount of Clickyhealing power.
+ Get Hasten. It carries over from form to form and can help improve your attack chain whilst offsetting the long recharge time of DullPain, Lightform, Conserve Energy, Quantum Flight, Photon Seekers and Dawn Strike.
+ Take Stamina and Conserve Energy early if you're going to use Human form for damage output: your blapps gobble endurance and the discount from Conserve Energy carries over between forms.
+ Dwarf form detoggles if you run out of endurance, Light form doesn't and has repel resistance.
+ Book an early appointment with a Psychiatrist, so he can help you with the phobia you're about to develop about the colour Purple. (OK that's a joke... but you'd better get a target_name bind set up for all those Voids, Quantums and Shadow Cysts ASAP!)
+ By far the best bind I've found for targeting enemies as a Peacebringer is:
/bind KEYNAME "targetcustomnext alive enemy$$targetcustomnext alive quantum$$targetcustomnext alive void$$targetcustomnext alive cyst$$targetcustomnext alive sapper"
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Credits
Kudos go to Nofuture.org for many, many of the Human form numbers.
And to Iakona's Data Standardiztion and the associated power scale listing for the rest.
[Note - Originally Posted: Fri Jan 12 2007 06:30PM]