Human form PB


CrazyJerseyan

 

Posted

I'm not all that familiar with chains in peacebringers, seeing as this is my first one I've gotten past level 30... Anyways. I've been looking around and found this build helpful. I was just looking to see if anyone had any better ideas. There are level 40 IOs in there, feel free to put different stuff in there, Im willing to bet this can be a lot better.

Thanks for the help.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

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

Hero Profile:
Level 1: Gleaming Bolt

  • (A) HamiO:Nucleolus Exposure
  • (3) HamiO:Nucleolus Exposure
  • (17) Achilles' Heel - Chance for Res Debuff
  • (23) Touch of Lady Grey - Chance for Negative Damage
  • (31) Apocalypse - Chance of Damage(Negative)
  • (39) Devastation - Chance of Hold
Level 1: Incandescence
  • (A) Impervious Skin - Resistance/Endurance
  • (9) Impervious Skin - Resistance/Recharge
  • (13) Impervious Skin - Status Resistance
  • (46) Aegis - Psionic/Status Resistance
Level 2: Gleaming Blast
  • (A) Decimation - Accuracy/Damage
  • (5) Decimation - Damage/Endurance
  • (17) Decimation - Damage/Recharge
  • (23) Decimation - Accuracy/Endurance/Recharge
  • (31) Decimation - Accuracy/Damage/Recharge
  • (39) Devastation - Chance of Hold
Level 4: Essence Boost
  • (A) Miracle - Heal/Recharge
  • (7) Miracle - Heal/Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Endurance
  • (11) Numina's Convalescence - Endurance/Recharge
  • (11) Numina's Convalescence - Heal/Recharge
  • (31) Numina's Convalescence - Heal/Endurance/Recharge
Level 6: Shining Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (13) Titanium Coating - Resistance/Recharge
  • (33) Titanium Coating - Resistance/Endurance/Recharge
  • (37) Titanium Coating - Endurance
  • (46) Impervious Skin - Status Resistance
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 10: Radiant Strike
  • (A) Crushing Impact - Accuracy/Damage
  • (15) Crushing Impact - Damage/Recharge
  • (15) Crushing Impact - Accuracy/Damage/Recharge
  • (21) Crushing Impact - Accuracy/Damage/Endurance
  • (39) Crushing Impact - Damage/Endurance/Recharge
  • (48) Touch of Lady Grey - Chance for Negative Damage
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Build Up
  • (A) Adjusted Targeting - To Hit Buff
  • (19) Adjusted Targeting - To Hit Buff/Recharge
  • (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (36) Adjusted Targeting - Endurance/Recharge
  • (45) Adjusted Targeting - To Hit Buff/Endurance
  • (48) Adjusted Targeting - Recharge
Level 18: Quantum Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Endurance/Recharge
  • (34) Titanium Coating - Endurance
  • (36) Impervious Skin - Status Resistance
Level 20: Acrobatics
  • (A) Endurance Reduction IO
Level 22: Reform Essence
  • (A) Recharge Reduction IO
  • (25) Numina's Convalescence - Heal/Endurance
  • (27) Numina's Convalescence - Heal/Recharge
  • (34) Numina's Convalescence - Heal/Endurance/Recharge
  • (40) Numina's Convalescence - Heal
Level 24: Incandescent Strike
  • (A) Gladiator's Strike - Damage/Endurance/Recharge
  • (25) Hecatomb - Damage/Recharge
  • (27) Hecatomb - Accuracy/Damage/Recharge
  • (40) Hecatomb - Accuracy/Recharge
  • (42) Hecatomb - Damage/Endurance
  • (43) Hecatomb - Chance of Damage(Negative)
Level 26: Solar Flare
  • (A) Obliteration - Damage
  • (29) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) Force Feedback - Chance for +Recharge
Level 28: Thermal Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (29) Titanium Coating - Resistance/Endurance/Recharge
  • (33) Titanium Coating - Resistance
  • (37) Titanium Coating - Endurance
  • (45) Impervious Skin - Status Resistance
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Tactics
  • (A) Adjusted Targeting - To Hit Buff
  • (40) Adjusted Targeting - To Hit Buff/Recharge
  • (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (43) Adjusted Targeting - Endurance/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance
  • (50) Adjusted Targeting - Recharge
Level 35: Photon Seekers
  • (A) Soulbound Allegiance - Damage/Recharge
  • (36) Expedient Reinforcement - Accuracy/Recharge
  • (42) Expedient Reinforcement - Damage/Endurance
  • (45) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (50) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Light Form
  • (A) Recharge Reduction IO
  • (42) Impervious Skin - Status Resistance
Level 41: Glowing Touch
  • (A) Healing IO
Level 44: Quantum Flight
  • (A) Endurance Reduction IO
Level 47: Restore Essence
  • (A) Recharge Reduction IO
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Radial Boost
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Cosmic Balance
Level 1: Energy Flight
  • (A) Freebird - +Stealth
Level 10: Combat Flight
  • (A) Luck of the Gambler - Recharge Speed
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Recharge
  • (5) Performance Shifter - EndMod/Accuracy/Recharge
  • (7) Performance Shifter - EndMod/Accuracy
------------


 

Posted

Obs - this is an end game, higher level TF/SF build (the reason for lvl40 IOs). Probably not any good for leveling up if that's what you are looking for.


"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-

 

Posted

The peacebringer is now level 50. Im looking for critique for this build as an endgame build.


 

Posted

That build is terrible for a humanform PB. It throws numerous slots away on status resistance bonuses in powers that don't really benefit from being slotted so heavily, like buildup and tactics. Status resistance lowers the duration of mez, it doesn't prevent you from being mezzed. In fact, with the amount of mez resistance in that build, mezzes will last about half their usual durations. Acrobatics does offer actual protection against a single mag 2 hold... but only minions and some AOEs are mag 2 in PvE, and minions tend to use stuns or sleeps, rather than holds. LT and boss-tier holds are mag 3, so would trample right over acrobatics. That all said? Acrobatics is a lot more reasonable of a counter-status measure than 6-slotting BU and tactics for a +7.5% mez resist bonus.

An even better defensive option would be pulsar, for stunning those minions before they can stun you, but... this build doesn't have it. For a human form PB, not having pulsar is simply insane. Considering its stats the fact that it's one of the AT's best powers is kind of a sign pointing to how badly PBs need some love from the devs, but it in fact is one of the PB's best powers.

Superspeed with the stealth proc, or stealth itself, is also tactically invaluable for being able to cherry pick an enemy with a hold and hit him with incandescent strike before he holds you... but again this build hasn't got it.

Slots are being wasted on the shields too, and on regen and max hp bonuses. You've only got two AOEs, solar flare and photon seekers, and they're AOEs your teammates will hate cause of the scatter they cause. And passing up dawn strike is, for a PB, also utterly insane in my opinion. With the recharge bonuses available to a high tier build, and now the incarnate Judgement slot, you probably should be able to combine dawn strike, photon seekers, and judgement to nuke down spawns of +con and high-rank enemies by yourself, or alternate through them to nuke down 3 spawns out of every 4 or 5 in more normal content.

Putting hecatomb into incandescent strike is a bad idea, you want to put procs into the attacks that fire more often whenever you have a choice. It should go in radiant strike. You also don't have to 6-slot it, the pure damage IO just gets most of its bonus wasted against the ED cap in every purple damage set. It's generally better to find an IO from another set that gives acc/end or acc/rech/end or something.

Here's my old PB build. It hasn't been updated for i19 or later, mainly because I've shelved the character until we can get some dev attention to improve on the AT a bit. But it should give you some ideas. With the powers freed up by i19 I was considering between a smash/lethal defense build with tough and weave and working in kinetic combats, using the spiritual alpha to compensate for lost purple recharge bonuses... or... I don't know what else, to be frank. I hit a brick wall where it didn't feel like I could realistically revamp the character to a point I was happy with, even with incarnate powers.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

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: Fitness
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Gleaming Bolt -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(37), LdyGrey-%Dam(37)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), Aegis-Psi/Status(48)
Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(36)
Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
Level 6: Radiant Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(11), Hectmb-Dmg/Rchg(11), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), RgnTis-Regen+(25), Numna-Heal(25), Mrcl-Heal(50)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(21), C'ngImp-Acc/Dmg/Rchg(23), RechRdx-I(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(50)
Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 24: Pulsar -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(33), Amaze-EndRdx/Stun(33), Stpfy-Acc/Stun/Rchg(34)
Level 26: Shining Shield -- ResDam-I(A), ResDam-I(43)
Level 28: Proton Scatter -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Achilles-ResDeb%(48)
Level 30: Glowing Touch -- HO:Golgi(A)
Level 32: Dawn Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(48)
Level 35: Solar Flare -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Achilles-ResDeb%(50)
Level 38: Light Form -- RechRdx-I(A), RechRdx-I(45)
Level 41: Quantum Shield -- ResDam-I(A)
Level 44: Photon Seekers -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(46), S'bndAl-Dmg/EndRdx(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
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)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
Level 0: LEGACY BUILD
Level 4: Ninja Run
------------
Level 0: LEGACY BUILD



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

 

Posted

Quote:
Originally Posted by Flux_Vector View Post
That build is terrible for a humanform PB. It throws numerous slots away on status resistance bonuses in powers that don't really benefit from being slotted so heavily, like buildup and tactics. Status resistance lowers the duration of mez, it doesn't prevent you from being mezzed. In fact, with the amount of mez resistance in that build, mezzes will last about half their usual durations. Acrobatics does offer actual protection against a single mag 2 hold... but only minions and some AOEs are mag 2 in PvE, and minions tend to use stuns or sleeps, rather than holds. LT and boss-tier holds are mag 3, so would trample right over acrobatics. That all said? Acrobatics is a lot more reasonable of a counter-status measure than 6-slotting BU and tactics for a +7.5% mez resist bonus.

An even better defensive option would be pulsar, for stunning those minions before they can stun you, but... this build doesn't have it. For a human form PB, not having pulsar is simply insane. Considering its stats the fact that it's one of the AT's best powers is kind of a sign pointing to how badly PBs need some love from the devs, but it in fact is one of the PB's best powers.

Superspeed with the stealth proc, or stealth itself, is also tactically invaluable for being able to cherry pick an enemy with a hold and hit him with incandescent strike before he holds you... but again this build hasn't got it.

Slots are being wasted on the shields too, and on regen and max hp bonuses. You've only got two AOEs, solar flare and photon seekers, and they're AOEs your teammates will hate cause of the scatter they cause. And passing up dawn strike is, for a PB, also utterly insane in my opinion. With the recharge bonuses available to a high tier build, and now the incarnate Judgement slot, you probably should be able to combine dawn strike, photon seekers, and judgement to nuke down spawns of +con and high-rank enemies by yourself, or alternate through them to nuke down 3 spawns out of every 4 or 5 in more normal content.

Putting hecatomb into incandescent strike is a bad idea, you want to put procs into the attacks that fire more often whenever you have a choice. It should go in radiant strike. You also don't have to 6-slot it, the pure damage IO just gets most of its bonus wasted against the ED cap in every purple damage set. It's generally better to find an IO from another set that gives acc/end or acc/rech/end or something.

Here's my old PB build. It hasn't been updated for i19 or later, mainly because I've shelved the character until we can get some dev attention to improve on the AT a bit. But it should give you some ideas. With the powers freed up by i19 I was considering between a smash/lethal defense build with tough and weave and working in kinetic combats, using the spiritual alpha to compensate for lost purple recharge bonuses... or... I don't know what else, to be frank. I hit a brick wall where it didn't feel like I could realistically revamp the character to a point I was happy with, even with incarnate powers.[/code]
My build could be terrible, but I slotted certain items a certain way for the recharge bonus'...not everyone wants to or is able to put 6 purple sets into a toon, especially a sub-par AT like PBs as I keep being told. I think we talked about this before and I'm not a #s guy, but doing solo tips and mission arcs, I haven't been mezzed for more than 2secs and based on that, don't carry breakfrees anymore. Maybe that's because I haven't run any mez heavy content in the last 2 months like others have stated or maybe it's because the IO slots are actually dong what they are supposed to by cutting down on mez time...idk. BU and Tactics would have been 5 slotted anyway for the recharge bonus (again, I'm not putting 6 purple sets into a PvE toon) so 1 more slot apiece for what I feel works is ok.

I only have 2x AOEs b/c I built this toon to perform as a Scrapper and usually go after bosses. Reference KB...in an enemy group of minions, Photon Seekers + BU is going to KB everything, but its also going to kill everything except for the boss possibly. No need for teamates to get upset with that power being used. RS hits pretty hard, so either use it as a finisher or immediate follow up with a ranged attack before an enemy gets up to deal with that KB issue. Solar Flare isn't a heavy hitter, I only use it when I'm solo or trying to get the +recharge proc to fire off when fighting Bosses, so no need for KB worry there either.

Since I haven't had to worry about holds recently, I specced out of the Concealment Pool as a form of mitigation. This build allows me to be more offfensive and not have to worry about defensive play with the heightened HPs, heightend damage resistances and quick recharging heal that are afforded. I had better S/L resistance but took Tough out of the build and have had no problems running solo. If I was short the 10-30% damage resistance that your build is missing, I may have to play more defensively or maybe those #s don't equal out to much mitigation. Again, not a #s guy, so don't know how that plays out for you.

I normally agree with putting damage procs into the faster animating attacks, but I didn't see much difference between an attack that fired in 4secs vs an attack that fired in 6secs. Also, I use IS more than RS based on the issue above. I did not 6 slot IS with Heca and did not use the damage IO in that set either. Finally, some love nukes and some don't; I'm in the camp that is not into crashing nuke use...just my preference. It seems like overkill to me when I can usually take care of minions in 1 shot with BU+PSeekers.

I definitely wouldn't call your setup terrible; most of your power selections are similiar to my last couple of builds before respeccing. It's a different way to play a PB and I've found that over time, this build works better for me.

Couple of questions:

- Why no multiple procs in Gleaming Bolt? Nothing like an attack that fires off every second issuing out holds, - resistance etc. Seems like a waste not to slot it that way.

- Taking Pulsar is good advice? Why stun a group when you can kill them fast enough and have enough survivability to take your time doing so if need be? By the time you use Pulsar (3sec cast time) twice on a high recharge timer every 12 secs, I have ISd the boss twice for a hold and am killing the mob from a straight offensive standpoint. A few secs later they are dead and I finish off the boss if 2x IS didn't do it already. Leading to...

- Building for +HPs a waste? The +regen was just a biproduct of the IOs used, but I have never heard that building for +HPs is unwise. Just me, but +rech, +hps and possible +def and +dmg depending on the AT is something I do with all of my toons.

- How you can recommend this build to anyone unless they clarify in their post that money is absolutely no issue?


"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-

 

Posted

Quote:
Originally Posted by CrazyJerseyan View Post
My build could be terrible, but I slotted certain items a certain way for the recharge bonus'...not everyone wants to or is able to put 6 purple sets into a toon, especially a sub-par AT like PBs as I keep being told. I think we talked about this before and I'm not a #s guy, but doing solo tips and mission arcs, I haven't been mezzed for more than 2secs and based on that, don't carry breakfrees anymore. Maybe that's because I haven't run any mez heavy content in the last 2 months like others have stated or maybe it's because the IO slots are actually dong what they are supposed to by cutting down on mez time...idk. BU and Tactics would have been 5 slotted anyway for the recharge bonus (again, I'm not putting 6 purple sets into a PvE toon) so 1 more slot apiece for what I feel works is ok.
Do you post with two accounts? Cause you're not the original poster's forum name, and your name wasn't on the build.

If you're soloing tips and not doing so on team level difficulties, it's no wonder to me that you aren't having much trouble with being mezzed.

Quote:
I only have 2x AOEs b/c I built this toon to perform as a Scrapper and usually go after bosses. Reference KB...in an enemy group of minions, Photon Seekers + BU is going to KB everything, but its also going to kill everything except for the boss possibly. No need for teamates to get upset with that power being used. RS hits pretty hard, so either use it as a finisher or immediate follow up with a ranged attack before an enemy gets up to deal with that KB issue. Solar Flare isn't a heavy hitter, I only use it when I'm solo or trying to get the +recharge proc to fire off when fighting Bosses, so no need for KB worry there either.
BU doesn't affect photon seekers. Neither does cosmic balance, set bonuses, or buffs like assault or fulcrum shift. It's one of the AT's longstanding known issues - unlike other pet-delivered damage powers (rain of X, burn, trip mine, etc) photon seekers don't inherit damage buffs from their caster. Unless there's been a stealth fix in the interim, but none of my friends who still are playing PBs has told me of one.

Radiant strike's KB is a pain in the butt, but as an attack it's got a very high DPA and is very well worth using at every opportunity. It's statistically the most powerful single-target attack you get by a significant margin, due to its fast animation speed.

Quote:
Since I haven't had to worry about holds recently, I specced out of the Concealment Pool as a form of mitigation. This build allows me to be more offfensive and not have to worry about defensive play with the heightened HPs, heightend damage resistances and quick recharging heal that are afforded. I had better S/L resistance but took Tough out of the build and have had no problems running solo. If I was short the 10-30% damage resistance that your build is missing, I may have to play more defensively or maybe those #s don't equal out to much mitigation. Again, not a #s guy, so don't know how that plays out for you.
I am a numbers guy.

I've found for PBs that the lack of true status protection makes tactical defense and self-healing/essence boosting more important than resistance shields. Even a brief stun suppresses your toggles during its application, meaning whatever resists you have are liable to be suppressed during periods you're actually getting hit by multiple attackers, since many NPC stuns are 'incidental' to their standard attacks (such as with rikti energy blasts).

Fire and cold resist are pretty minor in most content. Most fire and cold attacks are split 30% to 60% with smashing or lethal damage. Other than cherrypicking enemies like in a fire AE farm, I don't know of any content where you'd get more mitigation from the fire/cold shield than from the smash/lethal one. Not that it's necessarily bad to have, but I certainly get more actual survivability from superspeed.

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I normally agree with putting damage procs into the faster animating attacks, but I didn't see much difference between an attack that fired in 4secs vs an attack that fired in 6secs. Also, I use IS more than RS based on the issue above. I did not 6 slot IS with Heca and did not use the damage IO in that set either. Finally, some love nukes and some don't; I'm in the camp that is not into crashing nuke use...just my preference. It seems like overkill to me when I can usually take care of minions in 1 shot with BU+PSeekers.
Except it's not an attack that fires in 4s vs one that fires in 6, it's an attack that animates in 3.3 seconds vs one that animatins in 1.2 seconds. Recharge time matters less for your overall damage output than animation time. A fast-animating attack does higher damage per second of animation speed, and animation speed is the only choke on your attack chain that you can't do anything about. I fire radiant strike twice as often as I fire incandescent strike in my single target attack chain.

And again, BU doesn't work with photon seekers, or at least, it didn't as of issue 19.

I misidentified your pvp io as part of the hecatomb set though, they looked similar when I pulled up the data chunk to inspect because that 'long forum export' format really annoys me to read.

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I definitely wouldn't call your setup terrible; most of your power selections are similiar to my last couple of builds before respeccing. It's a different way to play a PB and I've found that over time, this build works better for me.
Then it works for you, and congratulations. But your build (which at the time of my posting I had no way of knowing was your build) is a nonstandard one and makes what I consider to be terrible choices for high-end play in the hands of someone who isn't tuning it specifically to a certain goal. I consider mez resistance an extremely questionable choice in particular, especially because you're slotting powers you otherwise wouldn't in order to get it, and overslotting shields for it. Also, because it was nerfed with the pvp changes in issue 13 - you're using around 180% hold resistance, for example, to get about the same effect as 100% hold resistance would've given in issue 12.

You can easily get the 5% recharge boost from doctored wounds in your heal powers instead.

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Couple of questions:

- Why no multiple procs in Gleaming Bolt? Nothing like an attack that fires off every second issuing out holds, - resistance etc. Seems like a waste not to slot it that way.
Set bonus on apocalypse. Recharge is the PB's friend. The hold proc in devastation is mag 2 and achilles heel doesn't stack, so having too many of them in your attack chain isn't worth it. It's a judgement call how many to use.

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- Taking Pulsar is good advice? Why stun a group when you can kill them fast enough and have enough survivability to take your time doing so if need be? By the time you use Pulsar (3sec cast time) twice on a high recharge timer every 12 secs, I have ISd the boss twice for a hold and am killing the mob from a straight offensive standpoint. A few secs later they are dead and I finish off the boss if 2x IS didn't do it already. Leading to...
I don't expect to use IS to hold a boss, because its cycle time is too long. When you factor in its animation speed, and level and rank resistance adjustments for the target, having IS on a 6-second recharge is just barely enough time to stack it onto a boss. You'll see him actually be held for like, 3-4 seconds before it wears off, if you're lucky. And a lot of that time will likely be consumed by IS's animation.

I don't expect to use pulsar to stun anything but minions. But stunning an 8 person spawn of minions is worth a lot of mitigation. I doubt a PB could survive an 8 person spawn by themselves for very long without using pulsar, or nuking in some fashion, to get the minions out of the equation. It's the same animation speed as IS, but it hits all the minions in a spawn and some of the LTs. That neuters alpha strikes when you fire it from stealth, and helps your team.

It - and dawn strike - are also some of the only powers PBs get that make them anything other than a gimped scrapper. Half the ATs in the game - scrapper, stalker, brute, warshade, PB, soldier, and widow - do the "survivable DPS" thing. All the other ones do it better - more survivable, more DPS. PBs need to have, and use effective, their extras to nuke and control and heal other. Really, I'd advocate human/nova for PBs who wanted to do their best, because nova's AOEs are quite well worth it.

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- Building for +HPs a waste? The +regen was just a biproduct of the IOs used, but I have never heard that building for +HPs is unwise. Just me, but +rech, +hps and possible +def and +dmg depending on the AT is something I do with all of my toons.
You get +hp from +recharge as a pb, in the form of essence boost. My build still comes out to 2030 hitpoints with perma-ess boost. That's only 70 less than your 2100 and I'm not throwing slots at it.

You also get +20% hitpoints from accolades on any given character. That's generally 7 to 10 set bonuses worth without having to throw slots at it at all, if you make the effort - and if you're gonna build out a char you should be willing to make the effort.

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- How you can recommend this build to anyone unless they clarify in their post that money is absolutely no issue?
I didn't recommend it to them. I did the opposite and pointed out I haven't updated it for issue 19 and the free fitness pool and said point blank I wasn't happy with it and wasn't able to get it to a point where I was happy.

I just said it might give them some ideas. But the posted build already included some purples, too (and a pvp IO I misidentified as a purple). In for a penny, in for a pound.


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

 

Posted

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Originally Posted by Flux_Vector View Post
Do you post with two accounts? Cause you're not the original poster's forum name, and your name wasn't on the build.

If you're soloing tips and not doing so on team level difficulties, it's no wonder to me that you aren't having much trouble with being mezzed.

BU doesn't affect photon seekers. Neither does cosmic balance, set bonuses, or buffs like assault or fulcrum shift. It's one of the AT's longstanding known issues - unlike other pet-delivered damage powers (rain of X, burn, trip mine, etc) photon seekers don't inherit damage buffs from their caster. Unless there's been a stealth fix in the interim, but none of my friends who still are playing PBs has told me of one.

Radiant strike's KB is a pain in the butt, but as an attack it's got a very high DPA and is very well worth using at every opportunity. It's statistically the most powerful single-target attack you get by a significant margin, due to its fast animation speed.

I am a numbers guy.

I've found for PBs that the lack of true status protection makes tactical defense and self-healing/essence boosting more important than resistance shields. Even a brief stun suppresses your toggles during its application, meaning whatever resists you have are liable to be suppressed during periods you're actually getting hit by multiple attackers, since many NPC stuns are 'incidental' to their standard attacks (such as with rikti energy blasts).

Fire and cold resist are pretty minor in most content. Most fire and cold attacks are split 30% to 60% with smashing or lethal damage. Other than cherrypicking enemies like in a fire AE farm, I don't know of any content where you'd get more mitigation from the fire/cold shield than from the smash/lethal one. Not that it's necessarily bad to have, but I certainly get more actual survivability from superspeed.

Except it's not an attack that fires in 4s vs one that fires in 6, it's an attack that animates in 3.3 seconds vs one that animatins in 1.2 seconds. Recharge time matters less for your overall damage output than animation time. A fast-animating attack does higher damage per second of animation speed, and animation speed is the only choke on your attack chain that you can't do anything about. I fire radiant strike twice as often as I fire incandescent strike in my single target attack chain.

And again, BU doesn't work with photon seekers, or at least, it didn't as of issue 19.

I misidentified your pvp io as part of the hecatomb set though, they looked similar when I pulled up the data chunk to inspect because that 'long forum export' format really annoys me to read.

Then it works for you, and congratulations. But your build (which at the time of my posting I had no way of knowing was your build) is a nonstandard one and makes what I consider to be terrible choices for high-end play in the hands of someone who isn't tuning it specifically to a certain goal. I consider mez resistance an extremely questionable choice in particular, especially because you're slotting powers you otherwise wouldn't in order to get it, and overslotting shields for it. Also, because it was nerfed with the pvp changes in issue 13 - you're using around 180% hold resistance, for example, to get about the same effect as 100% hold resistance would've given in issue 12.

You can easily get the 5% recharge boost from doctored wounds in your heal powers instead.

Set bonus on apocalypse. Recharge is the PB's friend. The hold proc in devastation is mag 2 and achilles heel doesn't stack, so having too many of them in your attack chain isn't worth it. It's a judgement call how many to use.

I don't expect to use IS to hold a boss, because its cycle time is too long. When you factor in its animation speed, and level and rank resistance adjustments for the target, having IS on a 6-second recharge is just barely enough time to stack it onto a boss. You'll see him actually be held for like, 3-4 seconds before it wears off, if you're lucky. And a lot of that time will likely be consumed by IS's animation.

I don't expect to use pulsar to stun anything but minions. But stunning an 8 person spawn of minions is worth a lot of mitigation. I doubt a PB could survive an 8 person spawn by themselves for very long without using pulsar, or nuking in some fashion, to get the minions out of the equation. It's the same animation speed as IS, but it hits all the minions in a spawn and some of the LTs. That neuters alpha strikes when you fire it from stealth, and helps your team.

It - and dawn strike - are also some of the only powers PBs get that make them anything other than a gimped scrapper. Half the ATs in the game - scrapper, stalker, brute, warshade, PB, soldier, and widow - do the "survivable DPS" thing. All the other ones do it better - more survivable, more DPS. PBs need to have, and use effective, their extras to nuke and control and heal other. Really, I'd advocate human/nova for PBs who wanted to do their best, because nova's AOEs are quite well worth it.

You get +hp from +recharge as a pb, in the form of essence boost. My build still comes out to 2030 hitpoints with perma-ess boost. That's only 70 less than your 2100 and I'm not throwing slots at it.

You also get +20% hitpoints from accolades on any given character. That's generally 7 to 10 set bonuses worth without having to throw slots at it at all, if you make the effort - and if you're gonna build out a char you should be willing to make the effort.

I didn't recommend it to them. I did the opposite and pointed out I haven't updated it for issue 19 and the free fitness pool and said point blank I wasn't happy with it and wasn't able to get it to a point where I was happy.

I just said it might give them some ideas. But the posted build already included some purples, too (and a pvp IO I misidentified as a purple). In for a penny, in for a pound.
I just can't read your whole post...too much for me. I will just say, "well played sir". At the end of the day, I'm glad your build works (or doesn't work...based on whether you are playing it or not) for you. Along with other toons, I run this PB daily between tips, TFs/SFs and pug higher level content with friends and I enjoy it even with its deficiencies. I tried to think outside of the box and make a slightly unconventional build that plays on strengths and bolsters weaknesses as opposed to putting hundreds of billions into the same basic human build that everyone uses and then stating it just doesn't play well. Mine works...but that's for me and maybe not for everyone else.

Cheers


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