Triform PB - The "Truth"
I have not yet posted my most recent build for my Tri-Form PB, Serene Servant.
For now, go ahead and check out the following as it may be of some use. (Sorry can't look at your build at the moment)
http://boards.cityofheroes.com/showthread.php?t=266653
If you wish, drop by Protector and I will gladly show you how I play her and answer any questions you may have for me.
I look forward to another great video.
I've also recently taken my PB tri-form myself. Perma Lightform makes it a whole different beast than the old days...I generally spend most of my time in nova form, blasting away at things while resistance capped. I drop out now and then to resummon my kamikaze fluffies, or heal up. I haven't had much of a reason to go dwarf, but then again I've been in a mostly team environment since the respec. Plus, the build isn't finished.
I can't see your build on my work computer, but I'll be interested in checking it out later.
Hey Diggaroo. Glad you're coming over to the TriForm PB side (MUAHAHAHA!!!). I'd like to think my guide had something to do with it
Unlike the Warshade, my PB doesn't NEED to switch between forms as often to keep "fueling" (Dechs Kaison) himself and his forms. All he needs is to active Inner Light and Light Form and go at it, switching between forms as needed to heal/recover from crashes. So this got me thinking heavily upon how to play my now Triform PB.
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On Light Form, I found that I really disliked using it all the time. I've got it perma'd but I prefer to use Shining Shield and Twilight Shield the majority of the time and save Light Form for times when the shields really can't keep up. Just my personal style.
Wanna play a Peacebringer? Don't believe the hype. Check out my guide and get the real truth:
PEACEBRINGERS SUCK!!! (Now fully up to date for i21+ )
Thanks for the quick replies
AIB, I looked at your PB's build and, correct me if I'm wrong, but I think your's is a lot more offensive based and has more survivability. Which, of course, I'm not saying is a bad thing at all. In fact, it's very good. Your build looks wonderful, the powers meld well together, and the totals look very nice. My build is a tad more defensive, and I also noticed you put a lot more slots into your attacks than I did. Mostly because I sacrificed those slots for more of my situational slots. I gave my glowing touch four slots because I remember in Human form only how I managed to save a wipe when the defender went down, keeping the tank alive by spamming it. Dull? Perhaps. Effective? Beyond that. Not to mention the endurance cost is low and the recharge time very quick. I think your PB is far better at burning down mobs than mine will be
Stone, oh goodness... I remember those days too. PB's are a totally different beast now indeed. And I concur; more than most likely I won't use my forms as often as I would with my Warshade, but that's what makes the PB unique. It'll be nice, though, to say: "Oh crap! My Hp is low. Going dwarf to heal since my human form heals are still recharging... Okay, going back to human form to rebuff. Now I'm going Nova to wipe these mobs out... A couple bosses are still standing, so now I'll hop out of forms and just pummel them like Back Alley Brawler." It's just fun to think of all the different ways to use the forms.
Hey Diggaroo. Glad you're coming over to the TriForm PB side (MUAHAHAHA!!!). I'd like to think my guide had something to do with it
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This here is exactly how you should think about using the forms. On a PB they're nice extras to have as opposed to major parts of what you do. Personally, I think that's great. It gives you a lotta leeway to play however you feel like at the time instead of forcing you to think about what form you should be in to maintain maximum efficiency at all times.
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On Light Form, I found that I really disliked using it all the time. I've got it perma'd but I prefer to use Shining Shield and Twilight Shield the majority of the time and save Light Form for times when the shields really can't keep up. Just my personal style.
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In fact, I used Dechs' same sort of binds for the WS to allow for quick and decisive shapeshifting and power executing. Ex; "C" allows me to use inner light. "V" activated Light Form and exits any form I was currently in to allow me to do so.
Templar of Judgement Level 50+++ Triform Warshade - Server Freedom
And you thought eight Kheldians were awesome...
*sighs*
I must say, both yours and Abes builds are far better than mine. Then again, mine is a shameless "Cheapo" build, so that's bound to happen.
Some day...I'll have something a bit nicer.
To offer diversity I took AIBs build and changed it to something I would of prefered given the power choices. I spent only 5 mins on it as its just past 5am, but I personally don't really use Dawn Strike that much, prefer a "better Dwarf Tank", like to "utilize Nova's extra range" capabilities and felt it was a little low on end rec or end conserve. Perhaps if I spent more time I'd of been a bit more thorough but suggestions don't have to be perfect.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Serene Servant Final Build: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye -- Empty(A)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), GA-3defTpProc(29)
Level 2: Shining Shield -- EndRdx-I(A)
Level 4: Essence Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(48)
Level 6: Bright Nova -- P'Shift-End%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Maneuvers -- LkGmblr-Rchg+(A)
Level 12: Inner Light -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27)
Level 14: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
Level 16: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 18: Pulsar -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19)
Level 20: White Dwarf -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(25)
Level 22: Reform Essence -- Mrcl-Rcvry+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Invisibility -- LkGmblr-Rchg+(A)
Level 28: Conserve Energy -- RechRdx-I(A), RechRdx-I(37)
Level 30: Quantum Flight -- EndRdx-I(A)
Level 32: Photon Seekers -- ExRmnt-Acc/Dmg/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34)
Level 35: Dawn Strike -- HO:Nucle(A), Sciroc-Dmg/Rchg(36), Oblit-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
Level 38: Light Form -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-EndRdx/Rchg(50)
Level 41: Restore Essence -- RechRdx-I(A)
Level 44: Glowing Touch -- RgnTis-Regen+(A)
Level 47: Quantum Acceleration -- SW-ResDam/Re TP(A)
Level 49: Quantum Shield -- EndRdx-I(A)
Level 0: Crey CBX-9 Pistol
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Winter-ResSlow(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37)
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Level 6: Bright Nova Bolt -- HO:Nucle(A), HO:Nucle(9), HO:Centri(9)
Level 6: Bright Nova Blast -- Range-I(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 6: Bright Nova Scatter -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Achilles-ResDeb%(45)
Level 6: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Range-I(43)
Level 20: White Dwarf Strike -- Hectmb-Dam%(A), Hectmb-Dmg(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Achilles-ResDeb%(40)
Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 20: White Dwarf Flare -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dam%(17), FotG-ResDeb%(31)
Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(11)
Level 20: White Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(29), Zinger-Taunt/Rng(34)
Level 20: White Dwarf Step -- EndRdx-I(A)
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He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Alright. So. I've done some testing with a "mock" build of the one I gave originally. I didn't want to spend the influence on the purple's unless I knew for sure the build would work. So, here Are my results:
I found that, while I'm pretty great at surviving anything that isn't psionic damage, my damage output is decent and my forms are pretty darn strong. I'm also finding some interesting differences between how I play my Warshade and my Peacebringer.
I find that with my PB, I use my nova form far more and dwarf form far less than I do with my WS. I believe this has to do with the fact White Dwarf is far more defensive than a Black Dwarf and, because of this, I use Bright Nova to make up for the lack of offense in White Dwarf. Don't get me wrong, W Dwarf can pack a punch, but it is an endurance drainer, especially if you're using the Flare often. Nova can sit back and nuke the **** out of mobs from afar without expending much of my well-needed endurance.
Why am I emphasizing endurance is so important? Well, in my build I don't use any shields. I figured I'll be switching forms far too often to want to even think about toggles. So, to make up for no shields, my build relies heavily upon refreshing Light Form. This has its ups and downs.
Ups: I can bring Light Form with me as I switch forms, keeping awesome damage resistance as I nuke mobs in Nova. Also, the -Knockback is freaking epic. +1000? That's insane. It's like being in Dwarf form ALL THE TIME.
Downs: That damned crash. It can be a bit of a doozy, especially when you're still surrounded by 5+ mobs of Lts. and Bosses. I can't emphasize how much I hate this crash, but it's one of those necessary evils. I really feel like, though, that while the health drop is justified, the endurance drop is just cruel. I can heal using one of my three epic self-heals after a crash. Conserve Energy isn't ALWAYS up. That also goes for Light Form as well; sometimes it doesn't recharge fast enough when the mobs have recharge time slows. I believe, though, that once I put the purples in my build, I'll be able to fix my recharge time problems. I could also go for Tier 4 Spiritual, for I currently have Tier 3 (33% recharge, heal, and stun.)
Another issue I'm having is the fact that I'm so damn used to my WS. I can't hop into a mob of +4x8 like he does. Of course, I'm not saying it's the AT's fault. It may be on a small level, but it's also probably the fact I need to work harder on my build. My PB isn't as efficient as destroying large groups of mobs as my WS. But he really shines (pun intended) when there are a few bosses/lts. left. I then just go human form and give them the one-two with Radiant Strike, Incandescent Strike, and Gleaming Blast.
Honestly, the only time I ever go Dwarf is when there are a lot of mobs around me for me to use Flare or if I need to use the heal. I'm half tempted to just stop slotting any of the dwarf powers besides the heal and just using Dwarf as a breakfree and as a heal when needed.
Another thing I think may help my position is Barrier. Clarion is well and all, but Light Form provides an already decent mez protection. Barrier would add to my survivability by a LOT. But, if I do this, that probably means I'll have to use Dwarf more against mez-heavy mobs. (Or just switch back to Clarion). Then my paragraph before this one is obsolete; I'd need to keep slots in Dwarf to keep it strong for the times that I can't go human/nova due to mezzers.
I believe this is most of my results so far. I'm enjoying the different playstyle and I'm still trying to get used to it.
Oh, and btw, thanks AIB for some purple fluffy doom fun yesterday. Nice getting to meet you in-game
Templar of Judgement Level 50+++ Triform Warshade - Server Freedom
And you thought eight Kheldians were awesome...
Dwarf will still be immeasurably useful (especially on builds like ours) on low level content (ie any point before Light Form is available), so that isn't too big of a problem. It makes sense that we don't need it much--though I found myself shifting into it the other day when I needed more heals or was smashing on a GM.
I just can't decide what I will want for destiny. I don't find myself needing extra survivability all that much--Barrier would only be useful on iTrials, really. Or, I suppose, if I decided to push the limit on difficulty levels whilst solo, or wanted to revive my squishy teammates. One doesn't really need Rebirth with access to 3 self heals. Ageless...is a possibility, but I don't find myself hurting for endurance quite that often. Clarion is unnecessary, though it's secondary effects are perhaps worth looking into. Which leaves...incandescence? A PB with a teleporting power. Awesome.
Thanks to this thread, I've been re-examining my own PB Tri-form build ... with the insights gleaned from this thread (and others) informing a lot of my decisions. However, unlike many of the posters in this forum, I don't have purple enhancements falling off my tentacles every time I turn around so you won't be seeing a lot of the "usual suspects" getting slotted on my build.
This build is (of course) prompted by the addition of the Kheldian's Grace set, which in turn is cause enough to want to respec (in my opinion) since they're so cheap on the market right now. Unlike many of the other builds I've been seeing, I decided to put (a full set of 6 slots of) Kheldian's Grace in Photon Seekers rather than in one of the other possible places, in large part because of how lackluster the options are for Recharge Intensive Pets and how poorly the Call to Arms and Expedient Reinforcement sets stack up in terms of Enhancement Values on the enhancements themselves when compared to Kheldian's Grace.
This is also the first time I've been tempted to go "bubble-less" on a Tri-form Peacebringer so as to not have to mess around with retoggling after switching forms. Currently on Virtue, my PB has all three bubbles and Leadership Toggles, which makes for a very extreme "incentive" to not switch forms willy-nilly, and I've decided to move away from that (which my Endurance Bar will no doubt thank me for). To compensate for the loss of the bubble shields, I decided to see how far I could push Smash/Lethal Defense on this build (for all the reasons discussed in other threads all over the boards). I'm rather proud of being able to get over 29% S/L Defense, but ran out of options for being able to get the last 3% without severely compromising the core structure of the build elsewhere ... although some substitutions could be made in the 44-49 powers bracket to squeeze in either Maneuvers or Weave, if that sort of thing were absolutely necessary.
In this build, the Human Form powers are primarily oriented around delivering extremely high Spike Damage, via either the Radiant Strike/Incandescent Strike combo (with Brawl thrown in as a Filler attack) ... or as a dedicated Stealth Nuke alpha striker, via Sprint+Stealth combined with Photon Seekers and Dawn Strike. Since there are no toggles which either "need" to be (or even "ought" to be) running after a Photon Seekers At Dawn Strike combo nuke, the endurance and recovery debuffs of using Dawn Strike can be quickly/easily mitigated by a Catch A Breath blue inspiration.
With Alpha Slot active (ie. Level 45+) Hasten is so very nearly perma as to make almost no difference, except maybe to a spreadsheet. Inner Light is very definitely perma, as is Light Form.
Note that if importing this build into Mids' the slots for Kheldian's Grace are allocated in Photon Seekers, but left empty because the current version of Mids' does not support ATOs yet ... although I have edited the contents of this post to show Kheldian's Grace as being slotted, its impact on the set bonuses (ie. it's factored into the listing), and the set bonus summary.
Human Form is intended for self buffing, single target blapping and PBAoE nuking.
Nova Form is for sustained blasting at all levels of play.
Dwarf Form is for anti-mez "turtle" mode survival, particularly in the 15+ level ranges, when staying in Human Form is not optimal.
Furthermore, as with all of my builds, this one is slotted for Exemplar Performance, and as such does not slot enhancements at max level when slotting for set bonuses.
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Medicine
Hero Profile:
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Level 1: Glinting Eye
(A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
Level 1: Incandescence
(A) Steadfast Protection - Resistance/+Def 3%: Level 10
Level 2: Gleaming Blast
(A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
Level 4: Essence Boost
(A) Doctored Wounds - Endurance/Recharge: 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
Level 6: Bright Nova
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 8: Radiant Strike
(A) Kinetic Combat - Accuracy/Damage: Level 27
(9) Kinetic Combat - Damage/Endurance: Level 27
(9) Kinetic Combat - Damage/Recharge: Level 27
(11) Kinetic Combat - Damage/Endurance/Recharge: Level 27
Level 10: Hasten
(A) Recharge Reduction IO: Level 50
(11) Recharge Reduction IO: Level 50
Level 12: Inner Light
(A) Recharge Reduction IO: Level 50
(13) Recharge Reduction IO: Level 50
Level 14: Stealth
(A) Luck of the Gambler - Recharge Speed: Level 25
Level 16: Group Energy Flight
(A) Endurance Reduction IO: Level 50
Level 18: Incandescent Strike
(A) Kinetic Combat - Accuracy/Damage: Level 27
(19) Kinetic Combat - Damage/Endurance: Level 27
(19) Kinetic Combat - Damage/Recharge: Level 27
(23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
Level 20: White Dwarf
(A) Reactive Armor - Resistance/Endurance: Level 27
(21) Reactive Armor - Resistance/Recharge: Level 27
(21) Reactive Armor - Resistance/Endurance/Recharge: Level 27
(23) Reactive Armor - Resistance: Level 27
Level 22: Reform Essence
(A) HamiO: Golgi Exposure (+2 End/Heal)
Level 24: Conserve Energy
(A) Recharge Reduction IO: Level 50
(25) Recharge Reduction IO: Level 50
Level 26: Glowing Touch
(A) HamiO: Golgi Exposure (+2 End/Heal)
Level 28: Quantum Flight
(A) Endurance Reduction IO: Level 50
Level 30: Pulsar
(A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
Level 32: Photon Seekers
(A) Kheldian's Grace - Accuracy/Damage
(33) Kheldian's Grace - Damage/Recharge
(33) Kheldian's Grace - Accuracy/Damage/Recharge
(33) Kheldian's Grace - Damage/Endurance/Recharge
(34) Kheldian's Grace - Accuracy/Damage/Endurance/Recharge
(34) Kheldian's Grace - Recharge/Form Empowerment
Level 35: Restore Essence
(A) Recharge Reduction IO: Level 50
Level 38: Light Form
(A) Reactive Armor - Resistance/Recharge: Level 40
(39) Impervium Armor - Resistance/Recharge: Level 40
(39) Titanium Coating - Resistance/Recharge: Level 50
(39) Aegis - Resistance/Recharge: Level 50
Level 41: Dawn Strike
(A) Obliteration - Damage: Level 31
(42) Obliteration - Accuracy/Recharge: Level 31
(42) Obliteration - Damage/Recharge: Level 31
(42) Obliteration - Accuracy/Damage/Recharge: Level 31
(43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
(43) Obliteration - Chance for Smashing Damage: Level 30
Level 44: Stimulant
(A) Endurance Reduction IO: Level 50
Level 47: Grant Invisibility
(A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Invisibility
(A) Luck of the Gambler - Recharge Speed: Level 25
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Spiritual Core Paragon (+45% Recharge, +33% Stun and Heal)
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Level 1: Cosmic Balance
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage: Level 27
(50) Kinetic Combat - Damage/Endurance: Level 27
(50) Kinetic Combat - Damage/Recharge: Level 27
(50) Kinetic Combat - Damage/Endurance/Recharge: Level 27
Level 1: Sprint
(A) Unbounded Leap - +Stealth: Level 15
Level 2: Rest
(A) Recharge Reduction IO: Level 50
Level 2: Swift
(A) Run Speed IO: Level 50
Level 2: Hurdle
(A) Jumping IO: Level 50
Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
(A) Endurance Modification IO: Level 50
(3) Endurance Modification IO: Level 50
Level 4: Ninja Run
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Level 1: Energy Flight
(A) Winter's Gift - Slow Resistance (20%): Level 10
Level 10: Combat Flight
(A) Luck of the Gambler - Recharge Speed: Level 25
Level 6: Bright Nova Bolt
(A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
Level 6: Bright Nova Blast
(A) Entropic Chaos - Accuracy/Damage: Level 27
(29) Entropic Chaos - Damage/Endurance: Level 27
(29) Entropic Chaos - Damage/Recharge: Level 27
(31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
(31) Entropic Chaos - Chance of Heal Self: Level 20
(31) Range IO: Level 50
Level 6: Bright Nova Scatter
(A) Shield Breaker - Accuracy/Recharge: Level 27
(3) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
(13) Detonation - Damage/Endurance/Range: Level 50
(15) HamiO: Centriole Exposure (+2 Dam/Range)
(15) HamiO: Centriole Exposure (+2 Dam/Range)
Level 6: Bright Nova Detonation
(A) Kinetic Crash - Damage/Knockback: Level 27
(17) Kinetic Crash - Accuracy/Knockback: Level 27
(17) Kinetic Crash - Recharge/Knockback: Level 27
(25) Kinetic Crash - Recharge/Endurance: Level 27
(27) Kinetic Crash - Damage/Endurance/Knockback: Level 27
(27) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
Level 20: White Dwarf Strike
(A) Kinetic Combat - Accuracy/Damage: Level 27
(40) Kinetic Combat - Damage/Endurance: Level 27
(43) Kinetic Combat - Damage/Recharge: Level 27
(45) Kinetic Combat - Damage/Endurance/Recharge: Level 27
Level 20: White Dwarf Smite
(A) Kinetic Combat - Accuracy/Damage: Level 27
(45) Kinetic Combat - Damage/Endurance: Level 27
(45) Kinetic Combat - Damage/Recharge: Level 27
(46) Kinetic Combat - Damage/Endurance/Recharge: Level 27
Level 20: White Dwarf Flare
(A) Obliteration - Damage: Level 31
(37) Obliteration - Accuracy/Recharge: Level 31
(37) Obliteration - Damage/Recharge: Level 31
(37) Obliteration - Accuracy/Damage/Recharge: Level 31
(40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
(40) Obliteration - Chance for Smashing Damage: Level 30
Level 20: White Dwarf Sublimation
(A) Doctored Wounds - Heal/Endurance: Level 31
(34) Doctored Wounds - Heal/Recharge: Level 31
(36) Doctored Wounds - Heal/Endurance/Recharge: Level 31
(36) Doctored Wounds - Heal: Level 31
(36) Doctored Wounds - Recharge: Level 31
Level 20: White Dwarf Antagonize
(A) Mocking Beratement - Taunt: Level 27
(46) Mocking Beratement - Taunt/Recharge: Level 27
(46) Mocking Beratement - Taunt/Recharge/Range: Level 27
(48) Mocking Beratement - Accuracy/Recharge: Level 27
(48) Mocking Beratement - Taunt/Range: Level 27
(48) Mocking Beratement - Recharge: Level 27
Level 20: White Dwarf Step
(A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
21.75% Defense(Melee)
29.25% Defense(Smashing)
29.25% Defense(Lethal)
6.13% Defense(Fire)
6.13% Defense(Cold)
4.25% Defense(Energy)
4.25% Defense(Negative)
3% Defense(Psionic)
3.63% Defense(Ranged)
4.56% Defense(AoE)
4.05% Max End
27% Enhancement(Accuracy)
8% Enhancement(Heal)
80% Enhancement(RechargeTime)
80.32 HP (7.5%) HitPoints
Knockback (Mag -7)
Knockup (Mag -7)
MezResist(Confused) 2.75%
MezResist(Held) 2.75%
MezResist(Immobilize) 14.85%
MezResist(Stun) 4.4%
MezResist(Terrorized) 4.4%
2.5% (0.04 End/sec) Recovery
16% (0.71 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
4.08% Resistance(Smashing)
1.58% Resistance(Lethal)
2.52% Resistance(Fire)
2.52% Resistance(Cold)
2.21% Resistance(Psionic)
2.21% Resistance(Toxic)
3% RunSpeed
------------
Set Bonuses:
Steadfast Protection
(Incandescence)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Doctored Wounds
(Essence Boost)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Kinetic Combat
(Radiant Strike)
MezResist(Immobilize) 2.75%
16.06 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Stealth)
7.5% Enhancement(RechargeTime)
Kinetic Combat
(Incandescent Strike)
MezResist(Immobilize) 2.75%
16.06 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(White Dwarf)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kheldian's Grace
(Photon Seekers)
9% Enhancement(Accuracy)
1.58% Resistance(Smashing), 1.58% Resistance(Lethal)
3% DamageBuff(All)
8.75% Enhancement(RechargeTime)
2.21% Resistance(Toxic), 2.21% Resistance(Psionic)
Obliteration
(Dawn Strike)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Grant Invisibility)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
7.5% Enhancement(RechargeTime)
Kinetic Combat
(Brawl)
MezResist(Immobilize) 2.75%
16.06 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Winter's Gift
(Energy Flight)
20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Combat Flight)
7.5% Enhancement(RechargeTime)
Entropic Chaos
(Bright Nova Blast)
10% (0.45 HP/sec) Regeneration
MezResist(Confused) 2.75%
2.25% Max End
6.25% Enhancement(RechargeTime)
Shield Breaker
(Bright Nova Scatter)
2.5% (0.04 End/sec) Recovery
Kinetic Crash
(Bright Nova Detonation)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback,Knockup protection (Mag 3)
6% (0.27 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Kinetic Combat
(White Dwarf Strike)
MezResist(Immobilize) 2.75%
16.06 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(White Dwarf Smite)
MezResist(Immobilize) 2.75%
16.06 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration
(White Dwarf Flare)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Doctored Wounds
(White Dwarf Sublimation)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Mocking Beratement
(White Dwarf Antagonize)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(White Dwarf Step)
Knockback (Mag -4), Knockup (Mag -4)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1777;776;1552;HEX;| |78DA6D945B4F135110C7CF76CFB6F60694525A6EA52D2DAD2D543612E2838941898| |6702B627C33A4C002AB6531BD10EFC60FE0ED63F8E2839FC7AF8018EF11709DEEF9| |971E5337A1BFC37F67CECCCE9C394B0FE602EF6FBCB8C294DE6B9572ADB65E32CA9| |BC646D5B4768CAA67B95C6F54CB15464FD76CA3DED8B312B71A558B5E7A48CAC8B6| |EB2BDBDB8655330F8CE26263CFB4F61BB5F5ABB4633DFD8FD59CD161354B2142F3D| |6AE5135AC7AB1B5F095F6F72BC5B5FB86B1157296F3D681593337CC8A597F187494| |2563CBDC342DC3EFFC77BD62EEECD6598C129BA1BFDF1AC363337699E056D961535| |3A04569E1E5EC5883449A02BB23D254A1717591DEC639E34BE0B2A07B052C099E90| |8F867DB4772EC6FA383B25C12334D553220C72766E15BC29E85B134C91A157D82AD| |E0241A777A04DFBF8F1CE0F2D0006C92F88B8C108E512E3EC0BD97743EB4E0A3BC5| |CD5808B984904B2F72E9452EFDC8E52BF987611B8E2B8ED6370A2605FB5382DFC83| |68258914BA27EDF498B22DF28F28C812AE53100FB01D8FF20FB216843C8D7457623| |D04666849D9BB451A169A3363D2CD1F19B947E7FD2BE29EC9142FC5FA465F06D99E| |63765391BCF8005C5B119D705358A9743BCDCB1CBE9F3F913F014FC2398B7C1E6C9| |19E12C4E7D29207601DFD4455A115A11BDEA266D0ADA14B4431F9D499C536552F81| |EC9DA6DC589F149D672C2EE735B5394046A090EF3B3995019CE808E33A0E30CE838| |0371C7B6B9916DE7B8344B43AA3337795973AA3DD5A1E81DCAC50E655A56F0AD8B5| |C9A5395EADAC559894B738A5E7A7BCEE6D45EE367F3C3BCA8238D60EB1C6BE15D97| |F35D93267857F0C23DB002EE0946645FF43E8DDEA7D1FB347A9F45EFB3E87D3F97E| |607759E409D2750E749D439DAB665E18F2EA7B6B1FFF867E19F87FF04FC07DAB63C| |BC20EEA224EEAA31DC5563B8ABC670575188D65DA5692FC53EC3AFC0D7E8FF1BF02| |D314CCCE34EE2D23D87FBD22FEFF748D4AFE731F84430F65470F019F85C30D0F6E5| |9AAA3A9A4B130C7CC0DC4C8B382D967CCDD32DFA5E96D61BD2FA8EB45EA502E958F| |F05CA650B07| |-------------------------------------------------------------------|
Hmmm...very interesting build you've got there Redlynne. I like how you managed to perma Light Form, get a solid chunk of Defense and slot the forms well enough to be useful in everyday play.
I'm very tempted to respec now.
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I like how you managed to perma Light Form, get a solid chunk of Defense and slot the forms well enough to be useful in everyday play.
|
I think I need to use a Break Free ...
Are you serious?!?
But ... but ... uh ...
Sometimes, I just can't leave well enough alone ...
Remember how on the last build I posted, I was a few % short of reaching 32.5% Smash/Lethal Defense, and I really didn't like the compromises I'd need to make in order to get there? Well ... I couldn't stop thinking about what it would take to do, and what I'd be giving up to get there. The main problem being, I'm out of slots to reallocate, since any shifting of slots very rapidly turns into a "Rob Peter To Pay Paul" sort of proposition that brings the house of cards down.
So moving slots around "is out of the picture" as far as getting to 32.5% Defense (or better). Which leaves changing out the Sets that are placed into the slots allocated. There are basically three powers which can have their enhancements swapped out without undermining everything ... Inner Light, Light Form and White Dwarf Antagonize. There's also one power pick that I can swap out ... Stimulant for Quantum Acceleration ... which then gives me access to a 5th Luck of the Gambler +Recharge IO.
The net result is that the uptime on Inner Light drops from being easily perma to be very very very nearly perma with Alpha slot (ie. Exemplar Levels 45+) since the enhancement slotting goes from a pair of common 50 Recharge IOs to a pair of Rectified Reticle set IOs. This really compromises the Recharge value on the enhancements themselves (down from 83.32% with the commons to only 16% with Rectified Reticle at best). The difference between these two choices, in the context of the rest of the build, results in a 7 second difference in recharge (from 27.31s to 34.32s, without Alpha slot or the Kheldian's Grace Set factored in). With Alpha slot, the difference is more like 5 seconds of discrepancy (from 24.25s to 29.29s, and Kheldian's Grace still not factored in). This might be "horrible" for a min/max player, or even when looking at the build through a spreadsheet analysis, but I suspect that the "price" of this exchange is something that some players might feel is "worth paying" since the Rectified Reticle set does offer Smash/Lethal Defense at 2 slots, and if using the Perception IO adds other benefits which are not obtainable elsewhere (and not exclusively relevant to PvP only, since there are PvE mobs that Debuff Perception in the game). Suffice to say though that it's a tradeoff (quite literally) of Offense for Defense.
The second major change is in the slotting of Light Form, so as to take it from being a 4-slot Frankenslotting optimized for Resistance and Recharge and instead giving it a 4-slot Reactive Armor loadout for yet another Smash/Lethal Defense Set Bonus. This change (of course) compromises the Resistance and Recharge values of the enhancements themselves, dropping Resistance throughput on Light Form by about -7.1% (from 81.97% to 74.88%) as well as yielding a 10.5 to 5.5 second longer Recharge (from 87.86s to 98.29s without Alpha slot vs 80.28s to 85.76s with Alpha slot, still not factoring Kheldian's Grace into the mix). As you can see, Light Form is perma both with-and-without Alpha slot when using the Frankenslotting loadout, but the Reactive Armor slotting makes Light Form only perma with Alpha slot engaged. Note however that the Reactive Armor slot yield of 74.88% Resistance can be easily pushed to the Resistance Hardcap (of 85%) for Kheldians simply by teaming with a single Scrapper, Stalker, Blaster or Brute ... who when they're within Cosmic Balance range will give you ... an extra +10% Resistance (and get you so close to the Hardcap as makes "no difference" in the amount of damage being taken). This makes the Reactive Armor loadout of Light Form "slightly weaker" when soloing, on the Resistance value(s), but whether or not that translates in a corresponding increase in Damage Taken during combat is a bit fuzzy, because of the difference in Smash/Lethal Defense (33% vs 29.3% in the previous build). On (cosmic) balance, I'd say that the Reactive Armor version is situationally stronger although there will of course be some edge cases where the Frankenslotting loadout would (have) be(en) superior. So, once again, it's a bit of a judgement call as to which one is "better" which people will have to make for themselves.
The next major change is the slotting of White Dwarf Antagonize, where I swapped out Mocking Beratement for Perfect Zinger. I originally chose Mocking Beratement because it had a better Global Recharge set bonus on it than Perfect Zinger does, as well as a +Max Endurance set bonus and a more widely diversified collection of +Defense set bonuses (Smash/Lethal *and* Fire/Cold, as opposed to just Smash/Lethal). In the context of the other changes I was making to Inner Light and Light Form, swapping out a 6-slot Mocking Beratement for a 6-slot Perfect Zinger wound up being the difference between having 32.4% Smash/Lethal Defense and 33% Smash/Lethal Defense. This then amounts to a very small difference when pushing up against the 45% softcap via a Small Luck (adding +12.5% Defense) of a mere 0.1% Smash/Lethal Defense in practice (44.9% vs 45.5% capped at 45%) ... but that's not going to be a constant condition. It makes a bit more of a difference in the context of iTrials when using 2 Small Lucks (adding +25% Defense) where you'll be 1% below the 59% softcap instead of 1.6% below it (57.4% vs 58%), which while still "not much" may be noticeable, particularly if the Level Shifts are not working in your favor (yet). The other thing is that a difference in Recharge (on the enhancements themselves, not the set bonus) would largely be going to waste with Mocking Beratement, since the animation times of White Dwarf Strike (1.2s) and White Dwarf Smite (1.5s) and White Dwarf Flare (2.1s) produce only a few variations on attack chains and getting the Recharge Time of White Dwarf Antagonize below 3.6 to 3.9 seconds doesn't yield very much in terms of additional options (ie. you wind up "wasting" Recharge enhancement). Perfect Zinger with Alpha slot engaged (and still without Kheldian's Grace involved) brings the recharge on White Dwarf Antagonize down to 3.57 seconds without Hasten ... or 2.87 seconds with Hasten. Take the Alpha slot out of the equation and you get 4.25 seconds and 3.28 seconds (without and with Hasten) on White Dwarf Antagonize ... which given the possible chains to be made with the Dwarf attack powers is "adequate" to the need of supplying a "filler" attack (which costs no Endurance to use) which doesn't disrupt the cycling of the attack chain(s) when slotting Perfect Zinger instead of Mocking Beratement into White Dwarf Antagonize.
Needless to say, being able to swap out the slotting on three powers so as to go from 29.3% Smash/Lethal Defense up to 33% Smash/Lethal Defense ... and be able to use White Dwarf Antagonize as an "attack" power because of the Psionic Damage Proc in Perfect Zinger ... pretty much "sealed the deal" for me on this being a worthwhile set of changes.
The last change, of course, was due to the realization that I'd somehow forgotten to fit Quantum Acceleration back into the build. When I was working on the first iteration, I hadn't realized this power was missing, and had cast about for a "filler" power pick that would at least be useful and not *just* a slot mule for another LotG +Recharge IO (like, say, Maneuvers or Combat Jumping would be). That's what led to choosing Stimulant at Level 44 in the previous build, which I wasn't really happy with. Once I noticed my "mistake" here, in not taking Quantum Acceleration, and knowing that I really wanted a 5th LotG +Recharge somewhere, it was a pretty easy One Slot Wonder substitution ... which also helped make up for the loss of global +Recharge caused by the switch from Mocking Beratement to Perfect Zinger. Best of all, when including Kheldian's Grace into the mix, the total Global Recharge on the entire build is +85% ... which isn't bad for a build that isn't using any Purples.
So ... Timeshadow?
If you were tempted to respec before by the first iteration of this build ... is that still the case with the offense-for-defense tradeoffs made in this second iteration of a Tri-form build?
And for anyone looking at this and thinking it might be useful as a Leveling Build, allow me to say that although I have been at pains to find ways to make this build Exemplar Friendly (as is clearly obvious from the Enhancement Levels), I doubt it would make a very good build plan for any Peacebringer who is not already Level 50. As is fairly typical for pretty much ALL Kheldians, they really don't come into their full strength until finally reaching Level 50, simply because of how incredibly slot hungry Kheldians are in general (and Tri-formers are in particular!). As you can see, Dwarf Form doesn't even get its attacks slotted out until the mid- to late-40s(!), simply because of the slot demands elsewhere in the build. So even though I do consider this to be a decidedly Exemplar Friendly build, I really don't think it will "work" all that well for a Peacebringer working their way *up* to 50 simply because of how "incomplete" it will be (for a very long time). Then again, you can actually acquire and start slotting a goodly number of Set IOs as early as Level 24 ... so on this point, your mileage may vary, if you're working your way up and looking for a build that is (relatively) cheap yet "functional" for a Tri-former intending to grow into your power. Even the HOs aren't too ridiculously expensive on the market right now, especially with demand for (some of) them "collapsing" to some extent with the coming of Issue 22.
Just remember that the empty slots in Photon Seekers are reserved for Kheldian's Grace. I'll no doubt be reposting this build again later on (in a new thread) once Mids' has been updated to include the Issue 22 changes and ATOs.
Hero Plan by Mids' Hero Designer 1.953
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye
- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (A) Steadfast Protection - Resistance/+Def 3%: Level 10
- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (A) Doctored Wounds - Endurance/Recharge: 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) Kinetic Combat - Accuracy/Damage: Level 27
- (9) Kinetic Combat - Damage/Endurance: Level 27
- (9) Kinetic Combat - Damage/Recharge: Level 27
- (11) Kinetic Combat - Damage/Endurance/Recharge: Level 27
- (A) Recharge Reduction IO: Level 50
- (11) Recharge Reduction IO: Level 50
- (A) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (13) Rectified Reticle - Increased Perception: Level 10
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Endurance Reduction IO: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 27
- (19) Kinetic Combat - Damage/Endurance: Level 27
- (19) Kinetic Combat - Damage/Recharge: Level 27
- (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
- (A) Reactive Armor - Resistance/Endurance: Level 27
- (21) Reactive Armor - Resistance/Recharge: Level 27
- (21) Reactive Armor - Resistance/Endurance/Recharge: Level 27
- (23) Reactive Armor - Resistance: Level 27
- (A) HamiO: Golgi Exposure (+2 End/Heal)
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) HamiO: Golgi Exposure (+2 End/Heal)
- (A) Endurance Reduction IO: Level 50
- (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
- (A) Kheldian's Grace - Accuracy/Damage
- (33) Kheldian's Grace - Damage/Recharge
- (33) Kheldian's Grace - Accuracy/Damage/Recharge
- (33) Kheldian's Grace - Damage/Endurance/Recharge
- (34) Kheldian's Grace - Accuracy/Damage/Endurance/Recharge
- (34) Kheldian's Grace - Recharge/Form Empowerment
- (A) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance/Recharge: Level 27
- (39) Reactive Armor - Endurance/Recharge: Level 27
- (39) Reactive Armor - Resistance/Endurance/Recharge: Level 27
- (39) Reactive Armor - Resistance: Level 27
- (A) Obliteration - Damage: Level 31
- (42) Obliteration - Accuracy/Recharge: Level 31
- (42) Obliteration - Damage/Recharge: Level 31
- (42) Obliteration - Accuracy/Damage/Recharge: Level 31
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
- (43) Obliteration - Chance for Smashing Damage: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Luck of the Gambler - Recharge Speed: Level 25
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Spiritual Core Paragon
------------
Level 1: Cosmic Balance
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage: Level 27
- (50) Kinetic Combat - Damage/Endurance: Level 27
- (50) Kinetic Combat - Damage/Recharge: Level 27
- (50) Kinetic Combat - Damage/Endurance/Recharge: Level 27
- (A) Unbounded Leap - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Endurance Modification IO: Level 50
- (3) Endurance Modification IO: Level 50
------------
Level 1: Energy Flight
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (29) Entropic Chaos - Damage/Endurance: Level 27
- (29) Entropic Chaos - Damage/Recharge: Level 27
- (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (31) Entropic Chaos - Chance of Heal Self: Level 20
- (31) Range IO: Level 50
- (A) Shield Breaker - Accuracy/Recharge: Level 27
- (3) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
- (13) Detonation - Damage/Endurance/Range: Level 50
- (15) HamiO: Centriole Exposure (+2 Dam/Range)
- (15) HamiO: Centriole Exposure (+2 Dam/Range)
- (A) Kinetic Crash - Damage/Knockback: Level 27
- (17) Kinetic Crash - Accuracy/Knockback: Level 27
- (17) Kinetic Crash - Recharge/Knockback: Level 27
- (25) Kinetic Crash - Recharge/Endurance: Level 27
- (27) Kinetic Crash - Damage/Endurance/Knockback: Level 27
- (27) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
- (A) Kinetic Combat - Accuracy/Damage: Level 27
- (40) Kinetic Combat - Damage/Endurance: Level 27
- (43) Kinetic Combat - Damage/Recharge: Level 27
- (45) Kinetic Combat - Damage/Endurance/Recharge: Level 27
- (A) Kinetic Combat - Accuracy/Damage: Level 27
- (45) Kinetic Combat - Damage/Endurance: Level 27
- (45) Kinetic Combat - Damage/Recharge: Level 27
- (46) Kinetic Combat - Damage/Endurance/Recharge: Level 27
- (A) Obliteration - Damage: Level 31
- (37) Obliteration - Accuracy/Recharge: Level 31
- (37) Obliteration - Damage/Recharge: Level 31
- (37) Obliteration - Accuracy/Damage/Recharge: Level 31
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
- (40) Obliteration - Chance for Smashing Damage: Level 30
- (A) Perfect Zinger - Taunt: Level 27
- (46) Perfect Zinger - Taunt/Recharge: Level 27
- (46) Perfect Zinger - Taunt/Recharge/Range: Level 27
- (48) Perfect Zinger - Accuracy/Recharge: Level 27
- (48) Perfect Zinger - Taunt/Range: Level 27
- (48) Perfect Zinger - Chance for Psi Damage: Level 21
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (34) Doctored Wounds - Heal/Recharge: Level 31
- (36) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (36) Doctored Wounds - Heal: Level 31
- (36) Doctored Wounds - Recharge: Level 31
- (A) Winter's Gift - Slow Resistance (20%): Level 10
Set Bonus Totals: (note: Kheldian's Grace values have been manually edited into this listing)
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 23.63% Defense(Melee)
- 33% Defense(Smashing)
- 33% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 8% Enhancement(Heal)
- 85% Enhancement(RechargeTime) (not too shabby for a build lacking Purple IOs)
- 27% Enhancement(Accuracy)
- 80.32 HP (7.5%) HitPoints
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 2.75%
- MezResist(Immobilize) 15.95%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 7.15%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 26% (1.16 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.08% Resistance(Smashing)
- 1.58% Resistance(Lethal)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 2.21% Resistance(Psionic)
- 2.21% Resistance(Toxic)
- 3% RunSpeed
Set Bonuses: (note: Kheldian's Grace values have been manually edited into this listing)
Steadfast Protection
(Incandescence)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Essence Boost)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Radiant Strike)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Inner Light)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Stealth)
- 7.5% Enhancement(RechargeTime)
(Incandescent Strike)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Photon Seekers)
- 9% Enhancement(Accuracy)
- 1.58% Resistance(Smashing), 1.58% Resistance(Lethal)
- 3% DamageBuff(All)
- 8.75% Enhancement(RechargeTime)
- 2.21% Resistance(Toxic), 2.21% Resistance(Psionic)
(Light Form)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dawn Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Quantum Acceleration)
- 7.5% Enhancement(RechargeTime)
(Grant Invisibility)
- 7.5% Enhancement(RechargeTime)
(Invisibility)
- 7.5% Enhancement(RechargeTime)
(Brawl)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Energy Flight)
- Knockback (Mag -4), Knockup (Mag -4)
(Combat Flight)
- 7.5% Enhancement(RechargeTime)
(Bright Nova Blast)
- 10% (0.45 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Bright Nova Scatter)
- 2.5% (0.04 End/sec) Recovery
(Bright Nova Detonation)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback,Knockup protection (Mag 3)
- 6% (0.27 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(White Dwarf Strike)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf Smite)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf Flare)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(White Dwarf Sublimation)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(White Dwarf Antagonize)
- MezResist(Terrorized) 2.75%
- 10% (0.45 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(White Dwarf Step)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
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*Makes Peacebringer joke*
*Runs out of the thread*
...
Love you guys.
Finally assembled the 50-or-so Enhancements I needed to invent to respec into the new build I posted above, and took it for a spin in the new DA last night. First things first though ... the all important resistance values, as per in-game Real Numbers reporting:
Unbuffed, auto powers and set bonuses only
- Smashing: 7.58%
- Lethal: 5.08%
- Fire: 6.02%
- Cold: 6.02%
- Energy: 15.24%
- Negative: 15.24%
- Psionic: 5.70%
- Toxic: 5.70%
The interesting part, of course, is what happens when engaging Light Form:
- Smashing: 82.46%
- Lethal: 79.96%
- Fire: 80.90%
- Cold: 80.90%
- Energy: 85.00% (capped)
- Negative: 85.00% (capped)
- Psionic: 5.70%
- Toxic: 80.59% (with Essence Boost)
- Smashing 2.5% below hardcap
- Lethal: 5% below hardcap
- Fire: 4.1% below hardcap
- Cold: 4.1% below hardcap
- Energy: hardcapped
- Negative: hardcapped
- Psionic: not helped by Light Form
- Toxic: 4.4% below hardcap (with Essence Boost)
And I do have to say that the combination of Inner Light + Photon Seekers + Dawn Strike is absolutely devastating to ... pretty much everything. And since I can use these powers every couple of minutes, I find myself checking the status of my NUKE powers and deciding whether or not I want to just rush in and blow EVERYTHING up fairly frequently now. My melee attack chain of Radiant Strike + Incandescent Strike + Brawl + Brawl sounds really ... anemic ... when I'm Brawling, but the interesting thing is that Brawl doesn't require Endurance to use, which makes Brawl (marginally) useful after deploying Dawn Strike. And having the extra Range in Bright Nova Blast is already making a difference in the sorts of pulling tactics I can engage in ... which when combined with the Kinetic Combat set in Bright Nova Detonation makes for some rather interesting pull tactics that yields a few more volleys of attacks before Foes can get up to me.
Suffice to say, so far I'm *really* liking the second, more defensive, build I posted up above.
Alright, so I've decided to give my PB, Templar of "Truth" (haha, see what I did there?), a build make-over. He is transitioning from human form only to triform. The way I built this one is a lot similar to how I believe the warshade plays. I based it a lot on the idea that human form provides buffs and support and nukes for nova and dwarf, nova provides a ranged assault, and dwarf protects human and nova. The problem with the AT I found is that the powers do not meld together as fluently as a Warshade's does. I think I managed to get around this though, and I had to delve deep into my understandings of the AT.
The Peacebringer is pretty much the opposite of the Warshade. This is a given. So, I used this to my advantage, thinking exactly opposite to how I would play my Warshade, yet similar (if that makes any sense whatsoever). Basically, the peacebringer works off buffs that are already at full power 24/7 and they do NOT require bodies to be "saturated". While this is so, Light Form, the PB equivalent to Eclipse, has a nasty crash that can be really devastating in an important/intense battle. losing 50% health/endurance at the wrong time could mean certain death. To get around this, I made sure to perma Light Form and then took precautions by buffing all three of my healing skills with 5 slots, using doctored wounds (mostly for the IO set's recharge time bonus) and also did my best to make sure Conserve Energy will be available every time I crash. This way, I can activate a heal and Conserve Energy right after I crash to recover more easily from it. The heals themselves recharge at an astounding rate (around 14 seconds for both my human form self heal and dwarf form self heal, and 90 seconds for my human form maximum health increase heal.) I think this will really help not only my survivability, but also my recovery (NOT rate) after a crash.
The other things I've been thinking a large amount on is the roles of all my forms. Unlike the Warshade, my PB doesn't NEED to switch between forms as often to keep "fueling" (Dechs Kaison) himself and his forms. All he needs is to active Inner Light and Light Form and go at it, switching between forms as needed to heal/recover from crashes. So this got me thinking heavily upon how to play my now Triform PB. These are the strategies I've devised and I think they should work fairly well;
I would start with human form for obvious reasons; I need to activate my buffs. I turn on Light Form first (due to longer duration) and then Inner Light before continuing on in my little list of "to do's" as a peacebringer.
Next, I would decide; do I need/want to use my nukes to take out this mob or should I switch to another form to take them on since my nukes are on cooldown (lolWoWterms)? If my nukes are up, I stay in human form because all my nukes are here to begin with. I start the battle by more than most likely activated Clarion if I'm using it and jump right into the middle of the enemies, using my photon seekers toe-to-toe with my enemies. Once the enemies are all scattered, I will then go on to use my Pulsar to attempt to stun the lower ranked mobs and then switch to either Dwarf or Nova to stomp them out with AoE. Also, I would use my Judgement in Nova Form (for the damage bonus.) So after all this has been done, it's pretty easy to figure out how to dps down a group of mobs; AoE. I use dwarf flare and nova AoE's for this and then once all the mobs are down and the bosses are left standing, I go human form to do a 3 ability attack chain; Radiant strike, Incandescent Strike, and Gleaming Blast. Human Form has the highest damage potential (so I believe) and that is why I'll stay human form to burn down bosses.
While all of this craziness is going on, I'll continue refreshing Light Form/Inner Light and using my very situational skills as needed.
For those of you who have managed to make it through my wall of text, kudos! For those of you who TL;DR, I don't blame you LOL. Please, if you have questions, comments, constructive criticism, don't hold back. I really want to "pimp out" my PB before I make my next video featuring him. Thanks for your time!
Here is my build:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Templar of Judgement Level 50+++ Triform Warshade - Server Freedom
And you thought eight Kheldians were awesome...