Quad-form Peacebringer ... Do's and Don'ts?
2 days and over 130 thread views later ... it appears that I wasted my time and shouldn't have bothered with posting this experience of mine.
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Well, my PB has been lvl 6 for about 3 years, so I can't comment on my experience. With the previous toggle changes and I19 coming I'm planning to level him as a human blapper style build with Dwarf as an emergency BF/Escape/extra res&heal (mostly chosing this build for variety - my WS is triform forever). Should be interesting.
Most people do not like the PBAoE stun. because of only mag 2 and not alot of things to stack it with so your not alone in this view point. If you find you play with other people that have some stuns it can be good for stacking stuns. As for the foot stomp alot of people will take the power because it is one of the stronger ones human form gets. On teams there is often times someone with a hold/imm that will have -kb on it so just hold back a moment before using the foot stomp. Alternately fight around the edges of the fight, you might hit a couple less but you will be knocking stuff into the middle of the fight instead of away from it.
In the end PBs have alot of different ways to be built and played. If you find that you do not like an attack or power try something else.
A fully slotted Light Form can get you to around 83% resistance, while an unslotted Light Form and marginally slotted shields can cap your resistance at 85%.
What if you just took and fully slotted Light Form? Foregoing the shields frees up three power picks and - depending on how much you slot them - around six slots, three of which would go into Light Form.
So if you're going to spend most of your time in Nova or Dwarf and drop to human for extended periods only when Light Form is up, then the shields would be strictly optional, no?
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
A fully slotted Light Form can get you to around 83% resistance, while an unslotted Light Form and marginally slotted shields can cap your resistance at 85%.
What if you just took and fully slotted Light Form? Foregoing the shields frees up three power picks and - depending on how much you slot them - around six slots, three of which would go into Light Form. So if you're going to spend most of your time in Nova or Dwarf and drop to human for extended periods only when Light Form is up, then the shields would be strictly optional, no? |
"Alien"
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76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
A fully slotted Light Form can get you to around 83% resistance, while an unslotted Light Form and marginally slotted shields can cap your resistance at 85%.
What if you just took and fully slotted Light Form? Foregoing the shields frees up three power picks and - depending on how much you slot them - around six slots, three of which would go into Light Form. |
That said ... on the flipside, I have no problem 2-slotting my shield powers with common resist IOs. That means spending 3 power picks and 3 (extra) slots, which is actually a pretty minimalist investment for powers which are "useful" at exemplar levels 32 and below (be mindful of Flashbacks to Praetoria!). Consequently, I can then take Light Form and 2-slot it with only a pair of common recharge IOs.
4 powers. 4 (extra) slots. Protections scheme in human form ... covered. That's "not bad" for an AT that has plenty of power picks, but is starving for slots.
Except that I find myself needing to be more flexible than that in practice. So while that's nice "in theory" ... the (virtual) reality winds up being a little bit different.
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I only take the first shield... cus if things get too difficult, I will go Dwarf.
As for Light Form, I was unsure of it at first but after using it on more then a few ITF and fighting Rom. Well, I'm a fan of it even with the crash.
As for the kb with the human attack powers... Yes, its annoying but most teams are understanding if you're also putting out the damage. Heck, once I was apologizing to my teammates for the kb and someone responded "No problem, you're do most of the damage."
So for the "Do's and Don'ts".... have fun, don't over slot any of your powers, and have fun. There is no wrong way to play a PB in my opinion (ok, I will give you there is a annoying way to play one). As for my style, I play a dancing tri-form pb... switching forms in every battle.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
PenanceжTriage
I do often find it annoying that you can't use Solar Flare when flying. This thread has inspired me to try out Luminous Detonation instead in my alternate build. Thanks.
In response to the OP: I don't think a QuadForm Peacebringer is really a functional variant of the AT. It just isn't efficient.
Light Form blocking squid/lobster form, underwhelming human form damage, constant retoggling, annoying KB, Pulsar being terrible, and slot allocation issues are nothing new to Peacebringers. I'm sure more than one forumite read your post while grimacing and nodding his head.
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Yes, Light Form locks you out of Nova and Dwarf. But what difference does it make? It's a Tier 9 godmode power that's intended for emergencies, not frequent use (I wouldn't even go so far as to say it should be used every time it's available). If you need to activate Light Form it's because you've gotten yourself into something that Dwarf's already considerable Resistance can't handle. Of course being locked out of Nova limits your damage potential but that's more of an issue with PB's base damage values than the way Light Form functions.
As for the second point, what's to retoggle? The shields are the only things I can think of that fit the description but why are you even using them if you've got Dwarf? If you're making use of the shields to keep you alive while you deal damage then you must be using Radiant/Incandescent Strike, Solar Flare or Photon Seekers. It only takes a split second to drop Dwarf and activate those powers, all of which provide you with some mitigation that allows enough time to get back into Dwarf.
What I'm getting at with all this is that a QuadForm build, one that attempts to make use of Human, Nova, Dwarf, and Light equally isn't efficient because it suffers from large amounts of overlap. All those powers compete with one another not only for slots but also for proper usage. Some of them are better than others for different things. When you try to make them all function well at the same time you end up with a cacophony instead of a symphony.
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In response to the OP: I don't think a QuadForm Peacebringer is really a functional variant of the AT. It just isn't efficient.
The two highlighted points are issues that are really only faced by those who attempt to run a QuadForm build. Yes, Light Form locks you out of Nova and Dwarf. But what difference does it make? It's a Tier 9 godmode power that's intended for emergencies, not frequent use (I wouldn't even go so far as to say it should be used every time it's available). If you need to activate Light Form it's because you've gotten yourself into something that Dwarf's already considerable Resistance can't handle. Of course being locked out of Nova limits your damage potential but that's more of an issue with PB's base damage values than the way Light Form functions. As for the second point, what's to retoggle? The shields are the only things I can think of that fit the description but why are you even using them if you've got Dwarf? If you're making use of the shields to keep you alive while you deal damage then you must be using Radiant/Incandescent Strike, Solar Flare or Photon Seekers. It only takes a split second to drop Dwarf and activate those powers, all of which provide you with some mitigation that allows enough time to get back into Dwarf. What I'm getting at with all this is that a QuadForm build, one that attempts to make use of Human, Nova, Dwarf, and Light equally isn't efficient because it suffers from large amounts of overlap. All those powers compete with one another not only for slots but also for proper usage. Some of them are better than others for different things. When you try to make them all function well at the same time you end up with a cacophony instead of a symphony. |
When I first started building my PB I wasn't sure I was going to use Dawn Strike at all. I mean yeah the damage is nice but it's a Tier 9 nuke which means it has an end crash, which I have never been much of a fan of. However, Light Form comes with a nice +recovery boost that can negate the recovery penalty of Dawn Strike rather well. So in practice what I have taken to using is Dawn Strike, quickly use a blue inspiration, and shift to light form, then continue to pound away.
Unfortunately though I do need to work on some of my Human form attacks to make this more worthwhile. Right now I have fully slotted Radiant Strike, Incandescent, and a partially slotted gleaming bolt and Solar Flare for damage.
Death can be Beautiful. A Night Widow Guide on a budget
Solar flare is certainly underwhelming entirely due to its knockback. Dropping it isn't a bad call at all, since in teams you should be perfectly able (and eager) to 'hang out' in nova form using its much superior blasts and boosted damage to your advantage.
I'd also say to skip the humanform detonation, and take proton scatter only if you really feel you must have a human form AOE. You want to focus on using the nova form's powerful AOEs, not human form's mediocre ones. If you're on a team and thus want to be AOEing, you want to be a squid as much as possible, and spend as little time as possible as a lobster or koosh ball, unless the team really badly needs the lobster.
Pulsar, however, is IMO a critical power for PBs. Awful as it is, and seems, it is critical to your soloability and in teams it gives you a way to mitigate against spawn alpha strikes for your allies. Not every team will need it, but it can save a lot of grief for teams who do. And like I said, soloing - if you find yourself alone against some malta, for example, you're going to be glad you can stun those minions before their tasers stun you.
Overall, I'd look at either frankenslotting IOs and going for 4-slotted attacks using multi-aspect enhancers (say, acc/dam, acc/dam, dam/end/rech, dam/end/rech), or slotting -some- powers out heavily and others lightly, focus on a global rech bonus, and then 'skimp' on recharge for your under-slotted powers.
Depending on how much money/effort you want to put into it, the global bonus will carry across all your forms, so it's the 'best' option IMO.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
Well, I must admit that your conclusion that a "Quad Form" isn't really viable, in that Light Form locks you out of the other forms and takes slots away from those forms, is probably quite logical. It is hard enough being a Tri-Form. I can't imagine trying to balance all four of the forms winding up being very powerful in any of them.
Solar Flare, though, is not the same thing as Dwarf Flare. I think that's the problem most people have with it. Dwarf Flare is a meleer's AoE. Solar Flare is a ranged damage dealer's AoE. It's not supposed to keep foes in melee with you, because a Human Form Kheldian is a mix of melee and ranged.
I made the same mistake with Gravitic Emanation. I thought it was the same as Dark Nova Emanation, it's a cone, it's a ranged blast, I figured it was a damage power. No, it's a control power, a much more powerful one than the Nova version. You can't treat them the same, because they're intended to be totally opposite.
If you're going for a more melee oriented build, as many PBs do, then Solar Flare isn't really appropriate. Which is too bad, because it's pretty good damage. I think if Pulsar did some of the damage Solar Flare does, they'd both be more useful. But I don't think the devs envision Human Form PBs as melee damage dealers, I think they're expecting Solar Flare to be the attack you use to drive foes back so you can blast them.
How is Pulsar awful? I never tried it until recently on test and was shocked to find that it's very useful in stunning Rikti mobs and even Chief Mentalists or whatnot before they could mezz you. All in all it seemed like a great power that recharges relatively fast and provides some much needed mez protection. Also I thought the problem the OP had with SF was mainly that you can't use it while flying. The knockback has never bothered me although I do make the effort to try to use it on the edge of a fight to push mobs towards my teammates rather than away from them.
Here's an example of a build I'm currently using on my PB that spends a lot of time in all four forms. The three blank enhancement slots in Health are for when I19 hits with its inherent Fitness as I'm gonna take Radiant Strike. I also need to free up a couple of slots for Pulsar and maybe switch out SF for Luminous Detonation as the OP suggested. Even though it still needs lots of work and is nowhere near fully IO'd out it makes for a very effective Scrapper in human form as is. Naturally it can also be a Blaster in Nova Form and Tank in Dwarf so yes, the perfect jack of all trades.
Hero Plan by Mids' Hero Designer 1.621
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Razor Vein: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Glinting Eye
- (A) Thunderstrike - Accuracy/Damage
- (3) Touch of Lady Grey - Chance for Negative Damage
- (3) Defense Debuff IO
- (A) Steadfast Protection - Knockback Protection
- (A) Impervious Skin - Status Resistance
- (A) Impervium Armor - Endurance/Recharge
- (5) Impervium Armor - Resistance/Recharge
- (5) Harmonized Healing - Heal
- (9) Harmonized Healing - Heal/Endurance/Recharge
- (15) Harmonized Healing - Heal/Recharge
- (A) Performance Shifter - Chance for +End
- (A) Devastation - Accuracy/Damage
- (13) Devastation - Accuracy/Damage/Recharge
- (37) Devastation - Chance of Hold
- (40) Defense Debuff IO
- (A) Flight Speed IO
- (A) Impervious Skin - Status Resistance
- (A) Impervious Skin - Status Resistance
- (A) Healing IO
- (29) Empty
- (33) Empty
- (34) Empty
- (A) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Accuracy/Damage/Endurance
- (42) Touch of Death - Damage/Recharge
- (45) Touch of Death - Damage/Endurance/Recharge
- (48) Neuronic Shutdown - Chance of Damage(Psionic)
- (A) Titanium Coating - Resistance
- (21) Titanium Coating - Resistance/Recharge
- (21) Titanium Coating - Resistance/Endurance/Recharge
- (40) Resist Damage IO
- (A) Endurance Modification IO
- (37) Endurance Modification IO
- (42) Performance Shifter - Chance for +End
- (A) Harmonized Healing - Heal/Recharge
- (36) Harmonized Healing - Heal/Endurance/Recharge
- (37) Triage - Heal/Recharge
- (46) Triage - Heal/Endurance/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Eradication - Accuracy/Recharge
- (31) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Damage/Recharge
- (40) Eradication - Damage
- (48) Defense Debuff IO
- (A) Adjusted Targeting - Recharge
- (46) Adjusted Targeting - To Hit Buff/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Damage Increase IO
- (43) Damage Increase IO
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Efficacy Adaptor - Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (50) Titanium Coating - Resistance/Recharge
- (50) Titanium Coating - Resistance/Endurance/Recharge
- (A) Damage Increase IO
- (43) Multi Strike - Damage/Recharge
- (45) Analyze Weakness - Accuracy/Endurance/Recharge
- (45) Cleaving Blow - Damage/Recharge
- (50) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) To Hit Buff IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Springfoot - Endurance/Jumping
- (A) Recharge Reduction IO
Level 1: Energy Flight
- (A) Freebird - +Stealth
- (A) Karma - Knockback Protection
Level 6: Bright Nova Bolt
- (A) Thunderstrike - Accuracy/Damage
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (13) Defense Debuff IO
- (17) Damage Increase IO
- (19) Damage Increase IO
- (A) Accuracy IO
- (11) Damage Increase IO
- (11) Damage Increase IO
- (15) Damage Increase IO
- (A) Accuracy IO
- (7) Damage Increase IO
- (7) Damage Increase IO
- (9) Damage Increase IO
- (A) Crushing Impact - Accuracy/Damage
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Endurance
- (A) Accuracy IO
- (27) Damage Increase IO
- (31) Damage Increase IO
- (48) Damage Increase IO
- (A) Obliteration - Accuracy/Damage/Recharge
- (23) Obliteration - Damage/Recharge
- (23) Defense Debuff IO
- (25) Obliteration - Damage
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Harmonized Healing - Heal/Recharge
- (25) Triage - Heal/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (33) Harmonized Healing - Heal
- (A) Mocking Beratement - Accuracy/Recharge
- (33) Perfect Zinger - Chance for Psi Damage
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1581;777;1554;HEX;| |78DA65945B4F134114C767DB2DA5375ABA144AB1A58596527B017C027D305C62620| |2DA80E1C17071A1836CC42DE916637CF2037879F489684262FC0AC6CFE0833EFA0D| |BC6BD448445CCF9C33D02534E9FF3773F6CCFF9C999D76EEEE4C90B1FB1799129DD| |ED22D6BB5CAF575BED630CC9BBCE1BDA237771AFA967F5EBF576FA417B9617A1963| |3967CEEAD58D0D6E5AC61D5E99DDB96D98F51D6B750A9C9AD9135933FC54D624587| |75E363779839BCDCAD12058ADD7B72A978CA6C92DCB8F93856DCE6B611CCE72BDC6| |1BD6A6B11DC2F91CAF19EB86C9591CFA2AC0F78F87C98FED62BB8031E67AED42F4E| |3ECB348503081B1380C92EC0B841419529218FA0A2137D9A8EE2108E5999A234C23| |DAA7101D9388BF904E856DE67982E50E60EEA590DBBB87A583CF11D917883CF5E38| |1249F5CEA1BC4D037581A90FD04A89FEF100AC95088425E58189605C2595C78C686| |0F4BA366509536C63AE53E3AAF33D16B7419515842945610233A7AFE80329AF4D42| |A18EA2A12CA887C090BB543ED983CE5589A764528D0EE7F82518F34EAA1331AA413| |CB8EA3517902310046BDD2A8B7880E8384B3041536D02737D0F7C125D6A43E21321| |F11F9F788113A4DDB232698AE24F7B095F253441B18F54BA3FE13958624925497F0| |0B8C06A4D100259409FBF024278D728FD17BE821A2F00831264E0C504678A0EEB04| |C1F96251A88D25BECBC64E26CEC0D2E8EC28114E5752866F0C96F285891A10AF5A0| |41D6A80C8D9EA377AF1E5F7CC612189A758618DA575579F9C55527AF146689A06D0| |F3B571C62FF0BAAE37EEE33D1B15F3DBEED8A877E639167085FEB89DB434D04E9C5| |4468EB5142F0749E3FE9440721703AAF2DE9443B21AE1EDF5B977683CEA386C8E88| |86ED571B1C928414B53841142AC95A76AFFF0C8BA0F09B48FF801CE1236A2D7694B| |D73C4EF73B3587A797A67F8BAE569EA2DDC2A5690BD1D37AC2B477187A193CFA87F| |2CDFB41AF09A982288B62B42464594C57C44817A33521EB626ABF0A1EBDC2F0B878| |9B1342CE0BB920241601792032BD01908090A09090900E21612111219A9084905D2| |1F67F3D2DD9A2| |-------------------------------------------------------------------|
The following is my experience with two "quad" form PBs, and a human only.
Pulsar: never, ever, ever taking this power ever again. Tried it once, respec'd out of it. I get better mitigation (solo) from the KB in other powers.
Solar Flare: like most people, I wish this was KD, not KB, but...it is what it is: decent damage, and good mitigation. Proper positioning can eliminate some of the headaches this power causes (bounce em into walls, or hit ranged enemies into areas of control). Timing can also be a good tactic: Tank just died, aggro is about to scatter after your teammates, and you need a moment to go Dwarf. Solar flare, shapeshift, dwarf flare (anything not sent flying by solar flare probably isn't a minion, and you want to keep em close by), taunt. Team should be fine.
Human form ranged AoEs: on my human only PB I took the cone, otherwise I skip them.
Shields: I took the first one, ignored the rest (even on human only). Between team buffs, and the bonus you get from Cosmic Balance, and the self heals, I've never really felt vulnerable. Plus, there is always lightform.
Lightform: awesome power, awkward to time its use though. Depending on the team, I might never use this power, or I might use it as often as it is recharged.
In terms of slotting....there IS "optimal" slotting, but we're a pretty lax board, slot the powers you want/like, and sacrifice slotting on what you feel is expendable. For me, that was the shield, the ranged attacks, combat flight, and to a lesser extent the dwarf attacks. Fully slotting heals, human melee, and nova AoEs.
Edit: just for clarification, traditionally Lightform hasn't been considered a form in and of itself (doesn't come with its own powers, like dwarf and nova). It's just the ultimate expression of your human form (uses the same powers). Your "quad" form is just a tri-from.
I worked out this i19 build for my friend, who's playing a "quadform" (aka, triform who wants to not suck in human) PB. No purples/PVP IOs were my only constraints, though I realize that I'm using a lot of expensive IOs anyway, they're still about 1/4 to 1/6 the price of purples lately.
I'm advising him to use the Spiritual Radial Boost (recharge/heal) alpha power with it. This is intended to cover for me not squeezing the absolute maximal +recharge possible out of the build - that's an intentional tradeoff in order to work in a few extra procs and alternative bonuses. If the spiritual boost doesn't prove sufficient, I'd probably swap in more recharge set bonuses and switch to a musculature or cardiac, depending on if the build needed more endred or not. Hurray for alpha slot flexibility.
Noteworthily, there are no slots left for health/stamina. That may prove unsustainable in the endurance category, but we'll see. A slot might be freeable from pulsar or white dwarf for stamina. I'm using the miracle +recovery in health's native slot for this build, just, we can't see it here.
Also noteworthily, the human form's not going to get a perfect attack chain out of this build. However, the +recharge available offsets this to a reasonable degree - radiant strike should recharge inside the animation time of incandescent strike, giving you a workable attack chain of RS - IS - RS - gleaming bolt spam until repeat. It's not ideal, but the boltspam does have the effect of proccing for hold and -res. I decided the almost unnoticeable 0.5 second recharge time of gleaming bolt - while it drags on the theoretical humanform DPS, would be acceptably quick not to seem 'un-fun' to the player. If that bothers you, I'd suggest swapping out your choice of pulsar, glowing touch, restore essence, or maneuvers (move the lotg to combat flight and drop winter's gift) and taking gleaming blast. Slot it with 1-2 acc/dam HOs, then do an attack chain of RS-IS-RS-bolt-blast-bolt instead of RS-IS-RS-bolt-gap-bolt-gap, and you should be fine.
You might notice the build has stealth, a stealth IO, invisibility, and superspeed. That's a lot of entirely redundant sneakiness. The basic reason for this is LOTG muling, combined with working in a winter's gift recharge resist IO and having full invisibility available very early - superspeed + sprint will stack to "invisible" for level 9 and above when exemplared. My experience playing a kheldian is that superspeed in particular and invisible-level stealth in general are priceless for dealing with spawns who have 'difficult' enemies (sappers, rikti mentalists, voids). Speed lets you get first strikes even if enemies have perception, and it also lets you 'joust' pulsar or dawn strike through the spawn with a little practice.
Finally, while I'd liked to have found more smash/lethal defense to slot in, I decided recharge was paramount, and that the amount of +def I got trumped the +damage I might've gotten instead.
Hopefully this gives some help to the 'quad' triform PB crowd.
Hero Plan by Mids' Hero Designer 1.81
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Click this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Gleaming Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Achilles-ResDeb%(39)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Shining Shield -- ResDam-I(A)
Level 4: Essence Boost -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(36)
Level 6: Bright Nova -- GSFC-Build%(A)
Level 8: Radiant Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 12: Build Up -- RechRdx-I(A)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Incandescent Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(48), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
Level 20: White Dwarf -- P'Shift-End%(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 24: Pulsar -- HO:Endo(A), HO:Endo(45)
Level 26: Glowing Touch -- HO:Golgi(A)
Level 28: Quantum Shield -- ResDam-I(A)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 35: Restore Essence -- RechRdx-I(A)
Level 38: Light Form -- RechRdx-I(A)
Level 41: Conserve Energy -- RechRdx-I(A)
Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Quantum Flight -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-ResKB(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
------------
Level 6: Bright Nova Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Hold%(5), Thundr-Dmg/EndRdx(5)
Level 6: Bright Nova Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Dmg/Rchg(7), Dev'n-Hold%(9), HO:Nucle(9)
Level 6: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(45)
Level 6: Bright Nova Detonation -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17)
Level 20: White Dwarf Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), Achilles-ResDeb%(46)
Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29)
Level 20: White Dwarf Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(43)
Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21)
Level 20: White Dwarf Antagonize -- Acc-I(A)
Level 20: White Dwarf Step -- EndRdx-I(A)
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"Experience is the mother of good judgement. Bad judgement is the father of experience."
WALL OF TEXT CRITS YOU
Go to Hospital?
==========
Well ... now that Issue 19 (and more importantly, Mids' for Issue 19!) is here, I can finally spend an afternoon wrangling over the issues I brought up in my OP ... namely that it's really hard to come up with a Quad-form PB build that's (in any sense of the word) "viable" in that it doesn't compromise too much.
Major lessons learned over the past two months (or so) ... Pulsar is worthless (a lot of the time), and Solar Flare is only "good" for those players who prefer not to Energy/Combat Flight (or, let's face it, hop/jump at any time...) while engaging hostiles. Worse than not being worth the Power Picks, they're really just not worth the slots (which you will NEVER have enough of!).
So with Fitness now being inherent ... here's what I've worked out for myself. Yes, the objective is to be "viable" (if not the most overwhelming EV4R...) in all Four Forms.
Something that will be *immediately* obvious to most people is the glaring absence of Hasten in this build. That's because I don't "do" Hasten on any of my builds (it's a personal foible of mine). In my experience, it's unnecessary. The nice thing about this build is that if someone wanted to modify it to include Hasten, there's a number of different "filler" power pick choices (many of which are Luck of the Gambler IO mules) which could be swapped out for Hasten, and a single slot "pirated" from somewhere else to give Hasten two common 50 recharge IOs. Given the rest of the build, that ought to be sufficient to put perma-Hasten within (easy) reach ... even if it won't be "obvious" that it is when just mousing over things in Mids' (and looking at out of combat info).
The second thing that ought to jump out at anyone looking at this is that while there is some frankenslotting, there are also plenty of powers selected where I chose to stick with (nearly) complete IO sets. That's because the sets I built (and kept) had set bonuses which stack up very nicely in aggregate to the entire build. These sets include:
Crushing Blow (melee)
Decimation (ranged, single target)
Doctored Wounds (heal)
Obliteration (PBAoE)
Positron's Blast (ranged, AoE)
A quick glance at those will (quickly) reveal that there's an awful lot +Recharge available in that listing (+80% global recharge, including the Luck of the Gambler mule powers). There's also a goodly pile of +Accuracy in that too (+41% global accuracy) so that the build isn't relying (too heavily) on Def Debuffs to be able to hit anything. Just standing around not fighting anything, Essence Boost is about 22-23 seconds short of being perma ... but that's deceptive.
A more in depth look will reveal that there is a Force Feedback +Recharge proc on three specific Knockback powers ... each of which will be getting used (a lot) in their respective forms. There's a Force Feedback proc in Bright Nova Detonation, Luminous Detonation and White Dwarf Flare. This is because this particular proc is most efficiently leveraged in AoE attacks, where the chance to proc is checked against each hostile hit by the attack. The proc doesn't self-stack (of course), since it self-suppresses upon successful proc ... but the configuration I've got here stands a "better than average" change of achieving a successful proc almost every other time these attacks are used on massed hordes of hostiles. That then gives me "decent" recharge acceleration in all FOUR forms ... and because I'm not using Hasten, I'm not being bitten (as hard) by diminishing returns on those Force Feedback procs. It also means that I can put Essence Boost on Auto Attack and "forget about it" ... rather than putting Hasten on Auto Attack ... if I wanted to.
The key here is that each form has access to a Force Feedback proc in its respective AoE attacks. This means that as the "going gets tough" the Tough Get Faster.
Another major point of this build is that it not only has "enough" Human form attack powers slotted out to make a viable attack chain, it also has a "SURPRISE!" alpha strike potential in the form of the combo of Light Form and Dawn Strike ... which won't (necessarily) crash my END to zero on use of Dawn Strike(!) ... and yes, there is a "trick" to this.
Light Form costs 2.6 Endurance to cast and increases Recovery by +100%.
Dawn Strike costs 12.23 Endurance to cast (in this build) and reduces Endurance Recovery by -100% (this self debuff does not stack, fortunately) ... and crashes your Endurance by a further -100(%) per target hit by Dawn Strike, which cannot be reduced by Enhancements.
This build has a maximum of 116.8 END (with Accolades).
That means that using Dawn Strike against a single target, it is possible to have all three Shields and Combat Flight running ... cast Dawn Strike ... hit one (and only one!) target, and still have enough Endurance left to keep all your toggles up. Unfortunately ... Dawn Strike is not optimized against single targets ... it's a PBAoE, meaning you want to use it against hordes. And because there's the extra -100 END per target hit, against two or more targets, your Endurance WILL crash to zero when you've got two or more hostiles within the PBAoE (damn...). Doesn't change the fact that the combination of Light Form and Dawn Strike is a legitimate tactic, because Light Form will effectively negate Dawn Strike's Recovery Debuff, while at the same time protecting you against incoming damage from survivors (of your Dawn Strike) while waiting to have enough END (either from inspirations or just Recovery) to toggle your Shields back on (should you want or need to) and keep fighting. Just keep a couple Blue Skittles(tm) handy to chomp on after the END crash of Dawn Strike.
So as a BANZAI!!! / Cowabunga!!! tactic ... it's probably best to cast Light Form first, and Dawn Strike after, I'm thinking ... rather than the reverse. And the recharge (in this build) on Dawn Strike is already well below 180 seconds (unbuffed by Force Feedback procs), meaning it can be used "at least twice" during Light Form's duration (assuming you survive the END crash the first time).
Last thing to point out is that this entire build is "Exemplar Optimized" in terms of IO levels, simply because it is so reliant on set bonuses for a significant portion of its power. This is why the IO levels are chosen the way they are ... so as to strike a balance between greatest power (level 50) and maximum applicability when Exemplar. Note that the Level 27 IOs grant their set bonuses when doing Level 24 Flashbacks and Level 25 Task Forces and Strike Forces. The Level 31 IOs grant their set bonuses when on the Level 28 Moonfire Task Force and Level 29 Flashbacks. Powers over Level 35 have their Set IOs assigned to Power Level -2 for this same reason, if there's more than one IO from a Set slotted into that Power ... so that whenever the Power is available, the Set Bonus is also available.
MOST of the Set Bonuses "kick in" at (Exemplar) Level 24 ... and the remainder "kick in" at (Exemplar) Level 28. The only other Set Bonus of any real consequence is the 2-slot +Max End of the Eradication Set ... which is only relevant at (Exemplar) Levels 36+ ... because then you have Dawn Strike (and you need that extra cushion of +Max End).
One last thing that I'd like people to be aware of is the frankenslotting on the Cone attacks, both Human and Nova. With this particular frankenslotting, I'm able to increase the range (or "reach" if you prefer) of my Cone attacks by (just) over 50% ... which in turn increases the square footage of the Area of Effect on these attacks by over double(!). This allows me to hold a much greater area of space "at risk" of attack (and damage) and make my Cone attacks much much much more effective at dealing mass damage. It also makes it a lot easier to keep my damage throughput riding closer to the Max Targets cap than if I did not deliberately and specifically slot my Cones for Range Enhancement. It also helps not having to get (anywhere near!) as close to my targets before being able to use my Cone attacks ... which improves my safety and increases my opportunities for positioning and maneuver relative to the Kill Zone.
Trust me kids ... after trying it, you're going to WANT to slot your Cones for Range!
-----
Now everyone can tell me just how "useless" this build plan is going to be because it doesn't have Hasten in it ... or any Purple IOs ... ^_-
=========
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Autumn Turning: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: Glinting Eye
- (A) Decimation - Accuracy/Damage: Level 27
- (48) Decimation - Damage/Endurance: Level 27
- (50) Decimation - Damage/Recharge: Level 27
- (50) Decimation - Accuracy/Endurance/Recharge: Level 27
- (50) Decimation - Accuracy/Damage/Recharge: Level 27
- (A) Steadfast Protection - Knockback Protection: Level 10
- (A) Resist Damage IO: Level 50
- (3) Resist Damage IO: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (5) Doctored Wounds - Heal/Recharge: Level 31
- (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (7) Doctored Wounds - Heal: Level 31
- (7) Doctored Wounds - Recharge: Level 31
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
- (A) HamiO: Centriole Exposure (+2 Dam/Range)
- (43) HamiO: Centriole Exposure (+2 Dam/Range)
- (45) Detonation - Damage/Endurance/Range: Level 50
- (45) Analyze Weakness - Accuracy/Recharge: Level 31
- (45) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (A) Resist Damage IO: Level 50
- (11) Resist Damage IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Resist Damage IO: Level 50
- (15) Resist Damage IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (46) Positron's Blast - Damage/Endurance: Level 27
- (46) Positron's Blast - Damage/Recharge: Level 27
- (46) Positron's Blast - Damage/Range: Level 27
- (48) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (48) Force Feedback - Chance for +Recharge: Level 21
- (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (19) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (21) Lockdown - Accuracy/Recharge: Level 31
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (23) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Resist Damage IO: Level 50
- (21) Resist Damage IO: Level 50
- (A) Healing IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Healing IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 28
- (A) Damage Increase IO: Level 50
- (33) Damage Increase IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (A) Healing IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Eradication - Accuracy/Damage/Recharge: Level 30
- (42) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (42) Multi Strike - Accuracy/Damage/Endurance: Level 39
- (42) Multi Strike - Damage/Endurance/Recharge: Level 39
- (43) Obliteration - Accuracy/Damage/Recharge: Level 39
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 39
- (A) Luck of the Gambler - Recharge Speed: Level 42
- (A) Luck of the Gambler - Recharge Speed: Level 45
- (A) Flight Speed IO: Level 50
Level 1: Brawl
- (A) Accuracy IO: Level 50
- (A) Celerity - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 50
Level 1: Energy Flight
- (A) Flight Speed IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 25
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Endurance Modification IO: Level 50
Level 6: Bright Nova Bolt
- (A) Accuracy IO: Level 50
- (A) Decimation - Accuracy/Damage: Level 27
- (39) Decimation - Damage/Endurance: Level 27
- (39) Decimation - Damage/Recharge: Level 27
- (40) Decimation - Accuracy/Endurance/Recharge: Level 27
- (40) Decimation - Accuracy/Damage/Recharge: Level 27
- (40) Decimation - Chance of Build Up: Level 25
- (A) HamiO: Centriole Exposure (+2 Dam/Range)
- (3) HamiO: Centriole Exposure (+2 Dam/Range)
- (9) Detonation - Damage/Endurance/Range: Level 50
- (9) Analyze Weakness - Accuracy/Recharge: Level 31
- (11) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (13) Positron's Blast - Damage/Endurance: Level 27
- (15) Positron's Blast - Damage/Recharge: Level 27
- (17) Positron's Blast - Damage/Range: Level 27
- (17) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (34) Force Feedback - Chance for +Recharge: Level 21
- (A) Crushing Impact - Accuracy/Damage: Level 31
- (34) Crushing Impact - Damage/Endurance: Level 31
- (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
- (36) Crushing Impact - Accuracy/Damage/Endurance: Level 31
- (36) Crushing Impact - Damage/Endurance/Recharge: Level 31
- (A) Crushing Impact - Accuracy/Damage: Level 31
- (36) Crushing Impact - Damage/Endurance: Level 31
- (37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
- (37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
- (37) Crushing Impact - Damage/Endurance/Recharge: Level 31
- (A) Obliteration - Damage: Level 31
- (29) Obliteration - Accuracy/Recharge: Level 31
- (29) Obliteration - Damage/Recharge: Level 31
- (31) Obliteration - Accuracy/Damage/Recharge: Level 31
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
- (31) Force Feedback - Chance for +Recharge: Level 21
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (25) Doctored Wounds - Heal/Recharge: Level 31
- (25) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (27) Doctored Wounds - Heal: Level 31
- (27) Doctored Wounds - Recharge: Level 31
- (A) Accuracy IO: Level 50
- (A) Winter's Gift - Slow Resistance (20%): Level 10
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6.3% Max End
- 41% Enhancement(Accuracy)
- 80% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 8% Enhancement(Heal)
- 48.19 HP (4.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 4.4%
- 5% (0.084 End/sec) Recovery
- 20% (0.894 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 1.575% Resistance(Toxic)
- 1.575% Resistance(Psionic)
Set Bonuses:
Decimation
(Glinting Eye)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Incandescence)
- Knockback Protection (Mag -4)
(Essence Boost)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Proton Scatter)
- 10% (0.447 HP/sec) Regeneration
(Luminous Detonation)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Incandescent Strike)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Grant Invisibility)
- 7.5% Enhancement(RechargeTime)
(Dawn Strike)
- 1.8% Max End
(Dawn Strike)
- MezResist(Sleep) 1.65%
(Dawn Strike)
- MezResist(Stun) 2.2%
(Invisibility)
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Combat Flight)
- 7.5% Enhancement(RechargeTime)
(Bright Nova Blast)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.575% Resistance(Toxic,Psionic)
(Bright Nova Scatter)
- 10% (0.447 HP/sec) Regeneration
(Bright Nova Detonation)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(White Dwarf Strike)
- MezResist(Immobilize) 2.2%
- 12.05 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Smite)
- MezResist(Immobilize) 2.2%
- 12.05 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Flare)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Sublimation)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(White Dwarf Step)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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![](http://img178.imageshack.us/img178/7840/groove1.gif)
The first mistake I think I made was not "respecting" the amount of knockback in the human form PBAoE stomp. Why the baseline knockback in this power is so high, given that the exact same power for dwarf is knockdown instead is beyond my comprehension |
IMHO, I always figured the difference was aimed at forms. In lobster form, your survivability is much higher, so knocking down opponents keeps them close, and you can keep their aggro. In human form you're much squishier, so knockback helps you keep the mobs at bay, giving you time to fire off a heal or whatnot.
Remember that Khleds are designed to be 'CoH expert mode'---giving you an AT that is very flexible and can be built dozens of different ways. Keeping the same extra effect (like KB, or KD) really limits the AT as far as I'm concerned.
YMMV!
I've been working on my Quad-form Peacebringer (human, nova, dwarf, light) and finally ... at long last ... started reaching the end game (now level 44). At this point, some of the (pre)assumptions I'd had early on seem to have not panned out all that well, and I'm wondering if other multi-forming PB players have encountered the same sorts of things in their playing experience.
For reference, I've got +15 slots invested in Nova ... and +18 slots invested in Dwarf. The remaining slots to spend are (of course) assigned to human (and, by extension, light form) powers. As should be readily apparent, this is already 33 slots out of 67 ... which doesn't leave a whole lot of "room" for slotting out human form powers (I know, I know ... what else is new?) which really puts a serious crimp into power selection and slotting for human form powers.
The first mistake I think I made was not "respecting" the amount of knockback in the human form PBAoE stomp. Why the baseline knockback in this power is so high, given that the exact same power for dwarf is knockdown instead is beyond my comprehension ... and it's really annoying (especially on teams!). I'm also severely disappointed that this power can't be used while hovering/flying, which is ridiculous for a Peacebringer who gets native Flight powers. I was mainly looking at the amount of damage this attack did in comparison to the human form target AoE power. Having played a warshade to 50 first, I was really surprised by how cumbersome this PBAoE power actually is to deploy. I now have some serious buyer's remorse on this one, and think I would have been better off with the target AoE attack ... which can be used while hovering/flying ... even though it's lower damage per attack, but has faster recharge and lower endurance costs.
Similarly, I'm starting to think that going for the PBAoE Stun power, in the anticipation of being able to use it as a prelude to the PBAoE Damage Stomp power, was also a mistake. I basically picked up the PBAoE Stun for use on teams, but since it is only a Mag 2 Stun, it's really only useful against Minions ... and most teams have no problems dealing with Minions. Yeah, sometimes you can stack it with some teammate's power set ... but that's a bit too rare for my tastes, especially when I could instead have a power that gets a lot of use, rather than remarkably little and is reserved for "special occasions" ... sorta. While it does make a nice "insurance policy" against Q/V when soloing, it just keeps falling into that category of "Not Necessary" ... which wouldn't be a problem on an AT which doesn't suffer the kind of slot pressure that Kheldians do.
All of this, of course, comes full circle when using Light Form. Since you're "stuck" with human form attacks, if your human form attacks amount to your Tier 1-2 power endlessly cycled until target dies or you shift to a different form ... well, let's just say that Light Form won't be getting much use. Which then brings me back around to the topic of this post ... which is that if you're going to be getting (and using) Light Form, you need to have some human form attacks to back it up with and build an attack chain out of. It's "not enough" to just say, "oh I'll just blast with nova form" if you've got Light Form in your build. By committing to Light Form, you also need to commit to getting (and slotting) human form damaging attack powers beyond just Tier 1-2 and the "lookit my belly button!" melee hold power.
With Nova form, I've found that slotting the heavy/slow single target attack, the cone and the target AoE powers only (6-slot each) yields pretty good return on investment. Leaving the weak/fast single target attack power unslotted is not going to penalize the build heavily, since it's really just going to be a "filler" attack to give you something to do while the other nova form powers are recharging. With that in mind ... I'm really (now) thinking that for Light Form to be meaningful and successful, it is necessary to also take (and slot!) the human form cone and target AoE attacks, plus whichever Tier 1-2 attack power you took originally. Yes, the human form attacks are "weaker" than the nova form ones ... but they can be used in Light Form ... unlike the nova form attacks.
I'm also thinking that although the PBAoE stomp does more damage per attack, it's slower to cycle than the target AoE human power, and it has a *very* important "No Fly" limitation on it which severely restricts positioning for attacking while in human or light form modes. So where I originally thought the combo of chaining two PBAoEs in human form would be "very good" ... I've instead discovered that they're nowhere near as useful/helpful as I'd anticipated (or desired). So I figure that for my next respec (probably the Issue 19 one), those two PBAoEs, and the slots dedicated to them, will be getting repurposed for the human form cone and target AoE attack powers instead, which will give me a lot more flexibility ... and allow me to spend more time attacking en masse rather than eeny-meeny-miney-moe as I have been up until now.
Don't get me wrong. The PBAoEs are "nice to have" ... but they're in the category of "extras" as far as I'm concerned, once you've gotten the "basics" of what you need in order to make your build "work" for you.
Does anyone else have any sort of insights and wisdom into particular combinations of powers/slots (and why?) when trying to build a Quad-form Peacebringer?