Help with no-set human PBs


Aggelakis

 

Posted

Hello. I've been looking online for advice, ideas and/or builds on how best to make a human-only PB without using IO sets. I'd prefer SO-based (money being a little tight); such responses would also help those players who can't (yet?) use IOs. But I'll consider regular IOs, if I have to. Also, I mostly solo (which is good, because folks seem to be getting mighty scarce on Protector, these days), so best soloable would be great. If someone has, or knows of, a useful build viewable online, I'd appreciate being pointed in that direction.

Please do NOT clutter the responses (if any) with "advice" to "forget it, and go bi-form or tri-form", or to "stop being cheap, and use sets". Replies like that are a big part of what has made it so hard to find help on this.

I realize that the solo/human/SO restrictions will probably not yield many responses, but I'm hoping that someone out there is up to the challenge. I also know that such a toon won't be as strong as a set-based one, but that's the task I've set.

Thank you for your time, and for any help.


 

Posted

Hi,

have absolutely no ideas about a human only build but.....

go check out the Archetype and Powers section and then pick the Kheld section and you will find a number of human only builds there.

Also do not fret about not slotting IO's, crafted or sets, as many players still use SO's at 50.

I have a lvl 50 Warshade and Peacebringer that are years old now and are 100% SO slotted. Super efficient killing machines no, horribly underpowered leeching team members no.

Just average alts playing an average game and great fun to run. Never had anybody moan about lack of performance (so far).

The game was designed around SO's, even if in todays Inarnate uberbuilds it may seem not to be any more.

Cheers and good luck with your build.


So many cats - So few recipes!

Age is of no importance,
unless you are a cheese!

 

Posted

I've had a human-only PB for years and it's always been fun and playable. As has been pointed out it's not the most powerful build in the game but the teaming bonuses helps to offset that. Admittedly mine is decked out with top-end IOs so it's min/maxed just about as far as it'll go. For example with Light Form I have better DEF numbers than Dwarf Form provides. I don't want to have to tell you that I think it -must- be maxed out to be workable, but it certainly helps in the long run.

I've found that it plays best as a sort of melee-oriented Blaster. With the upcoming changes to the Fighting Pool I'm probably going to reassess what melee attacks I'll have available. The nova is also going to be made crashless in Issue 24 so that'll help greatly as well. It's never really been a better time to give one of these a try.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

I do have a guide to raising a PB, however it is pre-Freedom, so it does mention sets. (I've tried to edit in a piece or two - it may need some actual rewriting in a spot or two. Check the signature.)

The biggest problem a PB (or WS, for that matter) typically has on SOs is slot crunch. Being human-only will help with that. There are also a fair number of single-slot powers which will let you move slots where you want them (Afterburner, QFly, for instance, are fine with a single slot.)

I'd almost suggest, though, using two builds - early on, start with one concentrating on Nova and supporting powers, putting most of your slots in there. Once you're up a ways, either respec or use the second build (see any trainer) to start on the human-only build.

I would also somewhat agree on waiting until (or planning a respec after) I24. I'm... intriegued by the fighting pool changes, for one, and the extra s/l defense from Tough can't hurt to fit in. (I don't think I have a recent SO PB build any more, quite honestly, at least not one that's a "low-ish in progress" one. I like my forms, most of mine are at least biform.)

Also, er, Lothic...

Quote:
For example with Light Form I have better DEF numbers than Dwarf Form provides.
Neither Dwarf nor Light Form provide defense. Resists, status protection, sure, but zero defense. So you're looking strictly at the effect of your IO build.


 

Posted

Human-form is not that difficult, you just have to accept that you will not be 'the incredible uber-beast'... at least, not at first.

Here is approximately how I'd build it. Your choices might be different.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura

Hero Profile:
Level 1: Gleaming Bolt -- Acc(A), Acc(3), EndRdx(5), RechRdx(23)
Level 1: Incandescence -- ResDam(A)
Level 2: Glinting Eye -- Acc(A), Acc(3), EndRdx(7), RechRdx(25)
Level 4: Gleaming Blast -- Acc(A), Acc(5), EndRdx(9), RechRdx(29)
Level 6: Essence Boost -- RechRdx(A), Heal(7), RechRdx(21), Heal(37)
Level 8: Shining Shield -- EndRdx(A), ResDam(9)
Level 10: Radiant Strike -- Acc(A), Acc(11), EndRdx(11), RechRdx(31)
Level 12: Proton Scatter -- Acc(A), Acc(13), EndRdx(13), RechRdx(31)
Level 14: Luminous Detonation -- Acc(A), Acc(15), EndRdx(15), RechRdx(33)
Level 16: Inner Light -- RechRdx(A), RechRdx(17)
Level 18: Incandescent Strike -- Acc(A), Acc(19), EndRdx(19), RechRdx(34)
Level 20: Thermal Shield -- EndRdx(A), ResDam(21)
Level 22: Quantum Shield -- EndRdx(A), ResDam(23)
Level 24: Reform Essence -- RechRdx(A), Heal(25), RechRdx(37), Heal(37)
Level 26: Solar Flare -- Acc(A), Acc(27), EndRdx(27), RechRdx(34)
Level 28: Glowing Touch -- Heal(A), Heal(29)
Level 30: Conserve Energy -- RechRdx(A)
Level 32: Photon Seekers -- Acc(A), Acc(33), EndRdx(33), RechRdx(34)
Level 35: Dawn Strike -- Acc(A), Acc(36), EndRdx(36), RechRdx(36)
Level 38: Light Form -- RechRdx(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Acc(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- EndRdx(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 10: Combat Flight -- EndRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(31)
------------
------------



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Be Well!
Fireheart


 

Posted

Fireheart, you have no damage whatsoever slotted into your attacks. It's also incomplete.


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by Aggelakis View Post
Fireheart, you have no damage whatsoever slotted into your attacks.
You... are... Absolutely... Right!

If you want to do more damage, hit them Again. Recharge helps with that.

I find it more useful to have a sustainable, nigh-continuous damage-stream, than to do more damage when I hit. +Dam goes in the 5th slot.
Quote:
It's also incomplete.
That's also true. My intention is not to tell the OP how to build their character (_I_ would use a couple of Pools) and the remaining powers are all... optional. I was simply trying to indicate my views about relative importance of powers in the build.

Feel free to post your own, more complete build.

Be Well!
Fireheart


 

Posted

You should probably note this stuff in the post where you make an incomplete build instead of letting someone (like the OP, not just "me, average reader") assume you just did it wrong. lol


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Here is a quick I24 build I did after reading your post. It provided me with an excuse to play around with the new pool powers. I tested something close to this build briefly on Beta. That build played reasonably well, handling every in Peregrine Island without much trouble except Master Illusionists (which were an excuse to use some inspirations; the can easily overcome LF's mez prot). From that build to this I replaced Lum Det with Proton and moved two slots from Combat Flight to Conserve Power and Unrelenting because I found I had END issues and had to stop hovering about. You may have to trade some Acc or Dam for EndRdx in the attacks. If you don't fight plus levels 1 SO and Inner Light (which is up most of the time) is probably enough Acc. In which case you could put a Fly and EndRdx back into Combat Flight if that is to your liking.

Challenge is a place holder for the new power Placate, which came in handy when fighting certain spawns (2 Death Mages, for instances). But mostly Placate and Intimidate are there to get you to Unrelenting, which is what Invoke Panic is holding a place for. The 4th slot there is just because I couldn't think of anything better to do with it. Probably a Heal. Unrelenting gives you a boost while Light Form is down and also speeds up the recharge to get the latter back. As the up time for LF is about 75% I skipped the shields as they are too slot and END hungry for powers that do very little past level 40 (they're worth about an average over time of 8% Res for three power picks and 6 extra slots). You may want to work them in at least until level 40. Replace the three Presence powers with them and scavenge slots from wherever (and probably shuffle power order as well). You could also respec out of Acrobatics later on as well. That would let you take three other filler powers instead. I kept it because getting KBed when Light Form crashes is an embarrassing way to die.

I hated to take and slot Gleaming Bolt, but it's not much worse than the alternatives and has a much better Recharge time, providing some protection against Slow effects in a way. Getting Proton Scatter earlier in the build may be beneficial, but you'll have to under slot something else until late.


Hero Plan by Mids' Hero Designer 1.96
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: Leaping
Power Pool: Presence

Hero Profile:
Level 1: Gleaming Bolt -- Acc(A), Acc(3), EndRdx(5), Dmg(25), Dmg(37), Dmg(45)
Level 1: Incandescence -- ResDam(A)
Level 2: Gleaming Blast -- Acc(A), Acc(3), EndRdx(5), Dmg(21), Dmg(34), Dmg(45)
Level 4: Essence Boost -- RechRdx(A), RechRdx(9), RechRdx(15), Heal(25), Heal(42), Heal(46)
Level 6: Radiant Strike -- Acc(A), Acc(7), EndRdx(7), Dmg(17), Dmg(31), Dmg(42)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(15)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Inner Light -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Jump Kick -- Acc(A)
Level 16: Acrobatics -- EndRdx(A), EndRdx(17)
Level 18: Incandescent Strike -- Acc(A), Acc(19), EndRdx(19), Dmg(21), Dmg(34), Dmg(45)
Level 20: Challenge -- RechRdx(A)
Level 22: Reform Essence -- RechRdx(A), RechRdx(23), RechRdx(23), Heal(29), Heal(42), EndRdx(46)
Level 24: Conserve Energy -- RechRdx(A), RechRdx(40), RechRdx(46)
Level 26: Solar Flare -- Acc(A), Acc(27), EndRdx(27), Dmg(29), Dmg(34), Dmg(43)
Level 28: Intimidate -- Acc(A)
Level 30: Invoke Panic -- RechRdx(A), RechRdx(31), RechRdx(31), Empty(50)
Level 32: Photon Seekers -- Acc(A), RechRdx(33), RechRdx(33), Dmg(33), Dmg(37), Dmg(43)
Level 35: Dawn Strike -- Acc(A), RechRdx(36), RechRdx(36), Dmg(36), Dmg(37), Dmg(43)
Level 38: Light Form -- RechRdx(A), RechRdx(39), RechRdx(39), ResDam(39), ResDam(40), ResDam(40)
Level 41: Restore Essence -- Heal(A)
Level 44: Quantum Acceleration -- Flight(A)
Level 47: Proton Scatter -- Acc(A), Acc(48), EndRdx(48), Dmg(48), Dmg(50), Dmg(50)
Level 49: Quantum Flight -- EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- Flight(A)
Level 2: Swift -- Flight(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(11)
------------
------------



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Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Also, er, Lothic...

Neither Dwarf nor Light Form provide defense. Resists, status protection, sure, but zero defense. So you're looking strictly at the effect of your IO build.
Yeah consider that a fast-typing typo. I meant RES. The key point was that as far as Mids was concerned I had more of "something good" with my Dwarf-less build than what Dwarf Form would have given me.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by Lothic View Post
Yeah consider that a fast-typing typo. I meant RES. The key point was that as far as Mids was concerned I had more of "something good" with my Dwarf-less build than what Dwarf Form would have given me.
With the change to Light Form the only thing Dwarf form provides is better mez prot. LF mez prot isn't very good (it varies from -2.7 to -3.1 from level 38 to 50). Malta can blow through the Stun protection with ease, Carnies the Hold. Even Freaks can often stack enough Stun in the 38-46 range where you're at less than -3. So White Dwarf is still worthwhile from 20-37 and perhaps from 38-46. For a lot of people 47 means final IO slotting as well as reaching the level where it takes 3 minor mezzes instead of 2 to affect you, so that's probably the tipping point where White Dwarf is no longer worth slotting (though it may be worth taking as a filler escape power).


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Quote:
Originally Posted by Kosmos View Post
With the change to Light Form the only thing Dwarf form provides is better mez prot. LF mez prot isn't very good (it varies from -2.7 to -3.1 from level 38 to 50). Malta can blow through the Stun protection with ease, Carnies the Hold. Even Freaks can often stack enough Stun in the 38-46 range where you're at less than -3. So White Dwarf is still worthwhile from 20-37 and perhaps from 38-46. For a lot of people 47 means final IO slotting as well as reaching the level where it takes 3 minor mezzes instead of 2 to affect you, so that's probably the tipping point where White Dwarf is no longer worth slotting (though it may be worth taking as a filler escape power).
Well I am admittedly looking at it from the point of view of a fully min-maxed level 50 PB that teams maybe 90% of the time so I have Cosmic Balance and/or Incarnate powers buffing me up most of the time. Just the full support of an actual team usually covers the "lack" of Mez protection well enough by itself. As I mentioned before I play the character a bit more like a Blapper than a Tank so Alpha Strikes of any kind are rarely a concern for me. Obviously that's a slightly different play experience than a non-50 PB with SOs.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Thanks, all, for the comments and suggestions. Kosmos, I see that, in your sample build, six of the primary-set attacks have two Accuracies each. The stats in Mids' show that, once you reach 22 and can slot SOs, one Accuracy SO will take you to 99%+ on a power having a base accuracy of 1.00 (75%). If that's the case, then it seems to me that, once you reach 22, the second Accuracy could be replaced with more EndRdx, with negligible accuracy loss. Or am I missing something? Thanks again.


 

Posted

Quote:
Originally Posted by Super Firebug View Post
Thanks, all, for the commenmts and suggestions. Kosmos, I see that, in your sample build, six of the primary-set attacks have two Accuracies each. The stats in Mids' show that, once you reach 22 and can slot SOs, one Accuracy SO will take you to 99%+. If that's the case, then it seems that, once you reach 22, the second Accuracy could be replaced with more EndRdx, with negligible accuracy loss. Or am I missing something? Thanks again.
Overall END usage is not usually much of a problem with single-form PBs. In the long run it's probably more useful to have more ACC, even if it goes above 100%, because there are always things out there that can debuff your ACC.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by Super Firebug View Post
Thanks, all, for the comments and suggestions. Kosmos, I see that, in your sample build, six of the primary-set attacks have two Accuracies each. The stats in Mids' show that, once you reach 22 and can slot SOs, one Accuracy SO will take you to 99%+ on a power having a base accuracy of 1.00 (75%). If that's the case, then it seems to me that, once you reach 22, the second Accuracy could be replaced with more EndRdx, with negligible accuracy loss. Or am I missing something? Thanks again.
That number is the base, against an even-level minion. It also assumes that you are not debuffed.

Many of us play at higher levels of difficulty and fight Lieutenants and Bosses, even Arch Villains and Giant Monsters. To have a reasonable chance of hitting these enemies, we need more Accuracy. The reasoning is that, if you can't hit them, all of your power's awesomeness is... pointless. For that matter, I would switch Damage for Accuracy in the two nukes, as well, in Kosmos' build - like I did in mine.

Kosmos skipped EndRed in Seekers and Dawn Strike, because, even with heavy recharge slotting, they will not be available so often that you risk draining your blue-bar.

The differences between Kosmos' build and mine also highlights another factor that is especially true with Peacebringers and Kheldians in general - there are a dozen 'right' ways to build a character.

Be Well!
Fireheart


 

Posted

Just a general reply, so I didn't quote anything.

Pure Human PBs are going to have a LOT of filler powers. And with an SO build that means lots of stuff that is either just chaff (Jump Kick in my build) or needs to be useful with just 1 slot. This results in lots of options regarding Power Pools and a lot of different build options. Especially with the I24 changes. I took this request as a good reason to look those over.

Fighting: I looked at this and decided Tough wasn't worth the trouble any more than the Luminous Aura toggles past 40 and before that running a bunch of Res toggles cost more END than I was willing to pay. Weave is more useful, but I decided against it as well. Kick is still a lousy attack. Which left me looking at taking Kick as a throw away and Boxing and Cross Punch (the new power, a 50 degree melee cone hitting up to 5). With all three attacks you get a 30% Damage bonus for those Fighting attacks. Making both Boxing and Cross Punch pretty decent. IMO they're better than the Gleaming Bolt/Proton Scatter combo I included, but not by much and I had to take Kick instead of Quantum Flight. I don't like QF, but I know others do, and the choice had me using melee attacks mostly (only Gleaming Blast for range), which also doesn't fit with many PB concepts. It made me into a lousy Scrapper basically, so I chose to go a different route.

Medicine: I really wanted to take this and it's the first pool I looked at. However, Field Medic only boosts self-heals that are unresistable such as PB's by 25% of base instead of 25% of base and then total times 1.25 for the heal resistance debuff. Stimulant is more useful now since you can debuff foes, but it's not great. Aid Other loses the interrupt period with Field Medic, but you said solo. If you wanted to play a PB-fender you could take Stim, Aid Other, Field Medic and Glowing touch and be a pretty good single target healer.

Sorcery: This is going to be a cash set, so I didn't seriously consider it. I just gave it the once over. I've been playing with it on a Controller on Beta too, so didn't need to do more than that. The T1 is an Absorb buff you can use on others. Nice if you're going the healer route. The T2 a ST blast comparable to Glinting Eye and not worth the trouble for a PB. The T3 is a combo Fly/TP power that is also not worth much to a PB. T4 Enflame allows you to either give allies a damage aura of sorts (it's a path effect where they drop little fire pseudo pets) or light foes on fire. Some love this. I think it's good, but not great. It certainly wouldn't hurt to have it on a PB, but I don't think it's worth chasing. Rune of Protection is the T5. It gives +Res and Mez Prot for 90s with a 600s Recharge. It's a nice power for a PB, but you have to take either the Blast or Fly/TP power to get it in addition to the Absorb buff. And, since this is a pay set, I just moved on.

Presence: This is the set I chose to use. Placate is just what it says. It replaces Challenge. On the end they've added Unrelenting, which is a self-buff you can also use to self-rez. It has a long recharge but gives a small damage buff and decent +Rec/+Rech with a solid Heal over Time effect. I decided it was a good adjunct to Light Form and took the two mediocre fillers (Placate and Intimidate) to get it.

Leadership: The only thing new here is Victory Rush, which is a major END management tool that gives very good +Rec to the team when you use it on a defeated foe (the higher the rank of the foe, the better). It's recharge is unenhanceable and it has a 2m duration and 5m recharge. It's a nice power, but not that useful to a PB solo. I considered taking Assault, Tactics and Victory Rush instead of Placate, Intimidate and Unrelenting. It's definitely a better way to go if you're going to team.

Anyway, moving on to the slotting....

Dawn Strike has a 1.4 Acc multiplier. If you use it within 10s of Inner Light you are capped against +2s and at 92% to hit +3s even with no Acc slotted. With 1 Acc you are capped against +4s. Even without Inner Light 1 Acc gives you an 89% chance to hit +3s. And Inner Light's up time in the build I did is around 85%. Plus you have the -Def from your blasts. That's one of the reasons I switched in Proton Scatter, as an AoE Def DeBuff that doesn't scatter stuff with KB.

Proton Seekers have a 1.2 Acc. So the story is much the same. They could use a 2nd Acc, but I felt it was good enough to be capped against +2s for an SO build and one Acc does that with Inner Light (even the lesser 10-30s +6.93% ToHit).

Really, with Inner Light, the -Def and playing mostly against evens and +1s (no increase in the level diff of your missions) you don't need 2 Accs anywhere until you run into -ToHit. You could always use yellows when that happens too. I skipped the shields so there weren't many END issues except when Light Form crashed and Conserve Power wasn't available. When I had the crash and no CP I had to use blues. If you want to run more toggles (Combat Flight, Leadership toggles, the PB shields) then you'll probably want a 2nd EndRdx in your attacks. Swap out an Acc if you're going to play on lower level diffs and a damage otherwise.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Quote:
Originally Posted by Kosmos View Post
Presence: This is the set I chose to use. Placate is just what it says. It replaces Challenge. On the end they've added Unrelenting, which is a self-buff you can also use to self-rez. It has a long recharge but gives a small damage buff and decent +Rec/+Rech with a solid Heal over Time effect. I decided it was a good adjunct to Light Form and took the two mediocre fillers (Placate and Intimidate) to get it.
When you're an in-over-his-head squishy run by a casual player, anything that removes an opponent from the equation, however briefly, is hardly mediocre. Hold, Stun, Knockback, Placate, Fear, whatever; if they had weight, they'd be worth their weight in gold when the fight starts to go south.


 

Posted

Here's a different approach to building a human only PB; not necessarily better, but different.

The following build order is based on building up single target ranged damage first, then healing, then single target melee damage, then recharge and endurance management, then solar flare / light form, then nukes, then proton scatter and utility powers toward the end. The build intends that you fight while hovering, relying on combat jumping to protect against immobilizes and acrobatics to help against holds and knockback.

I must confess that I don't know whether you do that flip you do when hovering and you get knocked back, if you have acrobatics. If you do, then you can either fight while leaping around, courtesy of combat jumping, and take the extra slot out of combat flight, or drop the leaping pool entirely and rely on the presence pool instead to mezz mobs. On the subject of mezzing mobs, Pulsar can be helpful for minions and can be stacked with a teammate's stuns to lock down bosses. Finally, glowing touch adds another dimension to what you can bring to a team, at the cost of a single power and no slots, so I'd probably rather take it on a team-focused PB.

However you build your PB, good luck and hopefully you'll enjoy the character.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Gleaming Bolt -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(11), RechRdx(11)
Level 1: Incandescence -- ResDam(A)
Level 2: Gleaming Blast -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(7)
Level 4: Essence Boost -- Heal(A), Heal(17), Heal(17), RechRdx(21), RechRdx(21), RechRdx(29)
Level 6: Radiant Strike -- Acc(A), Dmg(31), Dmg(31), Dmg(31), EndRdx(33), RechRdx(33)
Level 8: Combat Jumping -- Jump(A)
Level 10: Hasten -- RechRdx(A), RechRdx(33), RechRdx(34)
Level 12: Inner Light -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Jump Kick -- Acc(A)
Level 16: Acrobatics -- EndRdx(A)
Level 18: Incandescent Strike -- Acc(A), Acc(19), Dmg(19), Dmg(36), EndRdx(36), RechRdx(36)
Level 20: Assault -- EndRdx(A)
Level 22: Reform Essence -- Heal(A), Heal(23), EndRdx(23), EndRdx(25), RechRdx(25), RechRdx(29)
Level 24: Conserve Energy -- RechRdx(A), RechRdx(34), RechRdx(34)
Level 26: Solar Flare -- Acc(A), Dmg(27), Dmg(27), Dmg(37), EndRdx(37), RechRdx(37)
Level 28: Pulsar -- Acc(A), Acc(40), Dsrnt(42), EndRdx(42)
Level 30: Glowing Touch -- EndRdx(A)
Level 32: Dawn Strike -- Acc(A), Dmg(42), Dmg(48), Dmg(48), RechRdx(48), RechRdx(50)
Level 35: Photon Seekers -- Acc(A), Dmg(43), Dmg(43), Dmg(43), RechRdx(46), RechRdx(50)
Level 38: Light Form -- ResDam(A), ResDam(39), ResDam(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Quantum Flight -- EndRdx(A)
Level 44: Proton Scatter -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Tactics -- EndRdx(A)
Level 49: Vengeance -- DefBuff(A), DefBuff(50)
Level 1: Brawl -- Acc(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 10: Combat Flight -- Flight(A), Flight(15)
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
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A "blastroller" build explanation: electricity / ice / fire