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Redlynne

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Posts posted by Redlynne

  1. So in case it wasn't obvious enough already ... although, with the way that posts get reshuffled when replied to, this could be non-obvious in about 6+ months or so ... I took what I learned from this post and completed two "ultimate recharge" builds for Peacebringer and Warshade.  They can be found here:

     

    [v4.0.0] Tri-form Peacebringer Light Speed

    [v4.0.0] Tri-form Warshade Symbiosis

     

    A major difference between the two builds is that the Peacebringer is able to reach perma Light Form without Hasten and without Force Feedback procs(!).

    By contrast, the Warshade is able to reach perma Eclipse without Hasten and as few as 4 Force Feedback procs within the 90 second recharge time of Eclipse.

  2. 23 hours ago, madatlis16 said:

    I have read several of your guides.. I really appreciate the time that you spend on them..

    At the risk of repeating myself (from previous posts months old now) ... I do it for multiple reasons.

     

    First and foremost is that I want to have something that I can quickly and easily refer to (via Alt+Tab) when leveling up and checking what needs to be slotted when (and where) and so on.  I've played too long NOT to have everything pre-planned for where I want to go with my builds.

     

    The second reason is to "share" what I find so that others can learn from my experiences and incorporate that knowledge and information into their own builds to satisfy their own preferences.  It's that whole "teach a man to fish and you'll feed him for life" kind of thing.  It's not enough to say "do this" ... you also need to show and demonstrate (and often times explain!) WHY doing that is a good idea, and whether it is something that is uniquely good in that specific context or if it is simply such a good idea that everyone ought to be copying it for their own builds.

     

    The third reason is because I Don't Know Everything™ ... and sometimes somebody on these forums will notice something, such as an oversight or a missed opportunity, that can make a posted build EVEN BETTER.  So peer review is another important aspect of posting my builds the way that I do ... but that peer review often requires a thorough enough understanding of not only the build itself, but also why it is structured the way that it is and the design "goals" that went into making the choices you see in it.  In other words, we need to be on the same page for that peer review to be useful to me and/or anyone else.

     

    And finally, if my builds inspire others to go out and experiment with the build planner and make their own discoveries because of something I've posted ... that's the REAL reward for me.  Knowledge shared is knowledge multiplied.  😎

    • Like 2
    • Thanks 1
  3. 6 hours ago, MTeague said:

    Having the 5th Column gradually morph into a Hydra-Esque organization is not entirely implausible.

     

    8 hours ago, Hardboiled Hero said:

    I feel like they're kind of modeled after HYDRA.

     

    So ... funny story.

    I just finished a 15-19 mission for Shadowstar (here's the link to it) ... and what do I find is the main mob to defeat inside the mission?

     

    Heil HYDRA!

    spacer.png  spacer.png

     

    The Council AND the 5th Column are BOTH Totally Nazis (one just wants it more than the other).

    The only difference between them is the ... DEPTHS ... of their ... PURITY ...

    • Like 1
  4. So ... update.

     

    I'd spent the past week converting and selling off Merits for INF so as to afford the necessary slotting that would be needed upon completing a respec into the build.  Right now my Warshade is Level 15 and I'm playing "Do All The Things™" mode before advancing on up the Level food chain, rather than powerleveling to 50 in the shortest time possible.  A lot of my reason for doing that is that there was so much content added to the lower levels zones, most of which I NEVER got to see pre-shutdown, that I'm simply enjoying myself taking the leisurely pace to level up and see everything that is there to be seen.  It also means that I'm getting to play the game as it was meant to be played (originally) in that I'm sticking to level appropriate content for my build level, rather than zooming up to 50 and then doing it all as an Exemplar loaded with slots and set bonuses.  Think of it as a hat tip towards playing the game with a little extra difficulty.

     

    However, this has given me the opportunity to test out some of the theorycrafting that went into this build (not the Force Feedback stuff, that will happen later) ... more specifically, Hover Immobilize Orbiting Death!

     

    Because one of the things I wanted to find out was whether, even at as low as Level 10 (and I'm Level 15 right now, so close enough for this) being able to slot up Ebon Eye and Gravimetric Snare backed by Orbiting Death and using Hover would be a worthwhile thing to do, relative to using Nova form instead.  And the answer is ... it's kind of close ... in terms of utility.  Human form is still "inferior" to Nova form at this point, but that's mainly due to the fact that Nova form adds +45% damage buffing to all attacks, so of course Nova form is going to deal more damage faster ... but Nova form doesn't have access to an Immobilize like Gravimetric Snare, which is really good against Runners (go figure).

     

    But there's a curious interaction going on between Hover and Orbiting Death.  Because Orbiting Death has a 20ft radius, it's a perfectly valid tactic to Hover at like 10ft or so off the ground/floor where NPCs "can't reach" so as to Hover blast them from above with Ebon Eye and Gravimetric Snare while letting Orbiting Death "chew" on them with its DoT while Orbiting Death ALSO "chews" on the with its DoT ... and because Gravimetric Snare is an Immobilize it "locks" $Targets into place so they can't get away while the DoT(s) burn them down.  It has a VERY different feel to it than Hover blasting using Nova form and I'm already starting to see a number of uses for the combination, particularly in teamed contexts where engaging in Human form rather than Nova form might be a superior option depending on what a team needs from you at any given moment (and what the ceiling height is).  Simply being able to make use of Orbiting Death without needing to worry about incoming melee attack damage quantities has worked wonders for my survival potential while soloing.

     

    And that's not even including being able to use Sunless Mire while Hovering (just out of their reach) above a group of $Targets so as to damage buff Ebon Eye, Gravimetric Snare and Orbiting Death ... once I've got them all conveniently clustered up underneath where I'm Hovering ... so as to burn them all down that much faster.  Being able to use Sunless Mire like this then helps the entire combination come close to the kind of damage production I'd be getting out of Nova form (without Sunless Mire) while also making it possible to switch to Nova form after use of Sunless Mire for even more powerful blasting.  In other words, the use of Hover in the build is already paying dividends in terms of engagement tactics that I would have previously considered far too risky to engage in or even contemplate.

     

    On top of all of that, being able to Hover and Shadow Cloak for scouting has been fantastic.  Making sure there are no Quantum Gunners or Galaxy types mixed into a spawn group before engaging has been very valuable scouting experience, as has being able to Shadow Step past a choke point so as to attack them from a more favorable vantage point.  However, if there is a Quantum Gunner or Galaxy type mixed into a spawn group, I can select them, retreat to a "safe(r) location" to engage them one on one (without the rest of their spawn group) and then use Starless Step to teleport foe them to my location and take them down.  Hover AGAIN makes this easier since I can be Hovering above the floor, use Starless Step to teleport foe my $Target at the ceiling (where they will fall from upon arrival), cue up use of the Nemesis Staff once I visually confirm that the Starless Step teleport is successful, and have Orbiting Death "chewing" on them within 2 seconds of their arrival.  If the Nemesis Staff hits it will do a really nice high Knockback effect on them which will take them some time to recover from, during which I can either use Ebon Eye+Gravimetric Snare+Orbiting Death in Human form to burn them down ... or switch to Nova form and just blast them into defeat.  Usually by the time I've got the Quantum Gunner/Galaxy defeated, one or more members of the spawn group will arrive and I'll get to blast them into defeat too, before resuming my advancing across the map.

     

    So the real treat here is that switching to this new build has opened up a whole extra set of options and possibilities for how to engage (and when and where and why) that has made use of Human form at least somewhat competitive with use of Nova form at Level 15.  That in turn means that my build is less of a One Trick Pony Nova like it was before, and I have more ways to deal with situations than I did before.  Even something as simple as corner pulling gets a LOT more interesting when you can Immobilize the "heavier" $Target in a spawn group so as to make the smaller fry bumrush your position (due to blocked Line of Sight) and then dispose of them without needing to deal with the "heavy" at the same time.  Being able to "chop up" spawn groups like that so as to take them on sequentially, rather than only in parallel, has a goodly bit of tactical value at times, particularly when soloing.

     

    All of that means that so far I am VERY pleased with how well this new build plays, even at this early stage of the game with barely any powers picked and most of my slots being filled with common 15 IOs.  Definitely working out well so far!

     


     

    Edit:

     

    Aaaand ... I just got a demonstration of why this ability to flip flop between Nova blasting and Human form blasting might be important to be able to do.  So I just ran this 15-19 Mission for Shadowstar (that I mentioned doing over HERE) in which the main mobs to defeat on an indoor tech lab map were ... Hydra.  The nasty thing about Hydra mobs are that all of them (except the AV?) have a Spit attack that does -Fly, which then obviously grounds you so you can't get away from their heavy hitting melee attacks.  This means that against Hydra, you're going to get grounded unless you get very very lucky ... so staying airborne is NOT a (too terribly) successful way to kite them and play "keep away" from their ability to bumrush towards you and melee you for big damage hits.

     

    Except ...

    They don't have any particular protection against Immobilize(!) ... so I was able to leverage use of Gravimetric Snare so as to avoid getting caught in melee range.

     

    And funnily enough, there was a single Lieutenant Hydra that I was able to isolate before attacking, and what I decided to do was to toggle on Shadow Cloak and Orbiting Death in Human form ... inch up behind him until Orbiting Death "pinged" him, and then unload into him with Gravimetric Snare and Ebon Eye.  It worked like a charm!  By keeping the Lieutenant Immobilized but still within Orbiting Death radius I was able to attack him multiple times per ranged attack he could use against me, and by preventing him from entering melee range (and not needing to worry about being grounded) I could practically dispatch him with ease.

     

    Now the -Fly debuff is pretty darn rare to come across (although Arachnos has it too in their Web Grenades for Soldiers), but knowing that I can use Gravimetric Snare to "jiujitsu" that kind of situation into being an advantage for my Warshade just fills me with even more confidence that I'm on the right track in being able to adapt to these kinds of edge cases because I've got a build with SO MANY OPTIONS for how to engage.

     

    Anyway, just wanted to share that bit of interesting tidbit.

  5. So ... burned off all my Monitor Duty time this morning before going in for the respec (currently level locked at 14, but that will be unlocked once I finish the arc on this last Contact in the 10-14 range), got everything slotted up (mostly common 15 IOs, but did have the 5-slot Kheldian's Grace to slot into Bright Nova Blast) and took it out for a spin in a mission fighting ... you guessed it ... wannabe Nazis Council.  Even at this low Level, I could "feel" the difference that shifting to this new build has wrought, and look forward to getting out of the Level 14 doldrums and heading towards Level 19 to complete the next block of content before advancing again.  Overall, I'm quite pleased with how the build is playing, particularly with the way that I can use Stealth (now) to enable better scouting and positioning to alpha strike from.

     

    In other words, so far so good better than what I was using before (which I hadn't done a respec on since a couple versions ago).  At this point, this is the build that I'm playing and I'm liking what I'm seeing and have to look forward to.

    • Like 1
  6. 2 hours ago, Hardboiled Hero said:

    This is kinda why I can't believe it matters if the 5th column are "Nazis".

    Because even when you're told it ... even when you know it to be a fact ... you still refuse to believe the evidence of your eyes and intellect.

     

    The Russians have a term for that ... "Useful Idiot" ...

  7. 15 minutes ago, MTeague said:

    I mean, they have to recruit / brainwash from current generations as time goes by, and the VAST majority of the populace (correctly) sees the Nazi roots as morally bankrupt and abhorrent.

    Have you SEEN what has happened in America in the past 3.5 years???

     

    There are a LOT of Nazi Curious white supremacists out there in America ... still ...

    • Like 2
    • Sad 1
  8. 4 hours ago, Hjarki said:

    I think you're going to find some practical difficulties in using the Cone-based Sonic with the PBAoE-based Poison. There's just no good place to stand, especially given your limited ability to control how and where enemies move.

    Ah, another 2D Cone user who doesn't know they can be used in 3D as a PBAoE-ish attack when doing a Hop 'n' Pop.

    On 4/9/2020 at 11:06 AM, Redlynne said:

    What's a Hop 'n' Pop?  Well I'm glad you asked!

    On 6/16/2019 at 9:36 AM, Redlynne said:

    One of the tricks I learned while playing Ice/Ice which seemed utterly foreign to everyone I ever met on the Tanker forums was the notion of turning Frost (a Melee Cone attack) into a PBAoE by pointing it in a useful direction.

     

    What do I mean by that?

    Well, you need to abandon your ...

    ... in order to understand what I'm talking about here.

     

    So with Range slotted into Frost, you can get a Cone Range of about 15 feet on it.

    "So what?" ... I hear you cry ... "that's just going to be wasted."

     

    Well, that range WOULD be wasted if all you did was stand on the ground and point your cone towards one side of the $Targets that will be attacking you, resulting in one of these:

    piechart-512.png

     

    If you're surrounded on all sides using a melee cone that misses 3/4 of the attackers and has extra range to waste "beyond the attackers" on that side of you isn't going to help anything ... right?

     

     

     

    Well ... that would certainly be true if you stay glued to the ground and only POINT your Frost Cone attack to one SIDE of the $Targets surrounding you.

    So why would you want to stay glued to the ground like a Stone Tanker who can't ... JUMP ...?

     

     

     

    If you've been paying attention so far, you know what's coming next ... (temporary) three dimensional positioning in order to use your Frost attack WAY MORE effectively ... so as to turn it into more of a PBAoE(ish) attack.

     

    All you have to do is JUMP UP ... about 15 feet ... which you can do perfectly fine with Hurdle and no Combat Jumping and simply "time it" to click Frost when you're at the top of your jump.  So instead of doing a Cone TO THE SIDE like in the above pie chart image, you instead do a Cone that angles DOWN to hit everything clustered up around you like this:

     

    spacer.png

     

    Do you see how much WIDER the purple ring is than the green ring in that cone?  The purple ring is only 50% farther away from the peak/caster, but it covers a MUCH wider area, catching way more $Targets within it that would all be clustered up upon your location.

     

    I call it the "Hop 'n' Pop" move.

    You "hop" upwards from the pile of aggro you've got clustered up on you and at the top of your jump you "pop" them with Frost and catch EVERYTHING that was around you on all sides ... just as if you hadn't moved and had been using a PBAoE attack instead.  It'll take all of about 2 seconds to make the jump/attack/fall, you'll hit A LOT more $Targets with your Frost attack, dramatically improving its efficiency of converting endurance into damage, you'll defeat dogpiles of aggro faster and you'll also be debuffing everything attacking you in melee range even more than they would have been debuffed if you'd stayed put on the ground and only pointed Frost at one side of the dogpile instead of hopping above it to catch ALL of them in the Frost Cone before falling right back down in the middle of them.  You don't even need to switch $Targets or anything.  Herd up the aggro onto you and then jump to use Frost on ALL of them.  Your jump height will be almost exactly the distance that a Frost attack enhanced for +50% Range will reach ...

    Note that the Hop 'n' Pop can be used with ANY Cone attack (such as Empty Clips in the Dual Pistols set), it's just that Frost synergizes really well with it when Frost is enhanced for Range (of all things).

     

    • Like 2
  9. 6 hours ago, CursedSorcerer said:

    a Tip mission regarding a 5th Column traitor. Not really odd, except the "traitor" hostage appeared to be African-American

    Not to put too fine a point on things, but according to the mindset of the 5th Column the very birth and EXISTENCE of such a person is a "betrayal" of The Master Race™.

     

    Every day is a good day to punch a wannabe Nazi in the face.

    • Like 5
  10. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer
     

    Spoiler
    
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    |-------------------------------------------------------------------|

     

     

    spacer.png

     

    Human form and Dwarf form without Essence Boost:

     

    spacer.png  spacer.png

     

    Human form and Dwarf from with Essence Boost:

     

    spacer.png  spacer.png

     

    Light Form with Essence Boost:

     

    spacer.png

     


    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura

    Power Pool: Concealment
    Power Pool: Leadership


    Hero Profile:

    Spoiler

    Level 1:    Glinting Eye    
     (A) Apocalypse - Damage/Recharge: Level 50
     (3) Apocalypse - Accuracy/Damage/Recharge: Level 50
     (3) Apocalypse - Accuracy/Recharge: Level 50
     (5) Apocalypse - Damage/Endurance: Level 50
     (5) Apocalypse - Chance of Damage(Negative): Level 50


    Level 1:    Incandescence    
     (A) Unbreakable Guard - +Max HP: Level 20


    Level 2:    Gleaming Blast    
     (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50+5


    Level 4:    Essence Boost    
     (A) Regenerative Tissue - Heal/Endurance: Level 30
     (43) Regenerative Tissue - Endurance/Recharge: Level 30
     (43) Regenerative Tissue - Heal/Recharge: Level 30
     (45) Regenerative Tissue - Heal/Endurance/Recharge: Level 30
     (45) Regenerative Tissue - +Regeneration: Level 10


    Level 6:    Bright Nova    
     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10


    Level 8:    Radiant Strike    
     (A) Sudden Acceleration - Knockback/Recharge: Level 50
     (37) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
     (37) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
     (39) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
     (40) Sudden Acceleration - Knockback/Accuracy: Level 50
     (40) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 10:    Stealth    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 12:    Inner Light    
     (A) Recharge Reduction IO: Level 50+5


    Level 14:    Grant Invisibility    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 16:    Assault    
     (A) Endurance Reduction IO: Level 50+5


    Level 18:    Incandescent Strike    
     (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
     (45) HamiO: Peroxisome Exposure (+2 Dam/Mez)
     (46) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
     (46) Superior Blistering Cold - Recharge/Chance for Hold: Level 50
     (46) Superior Entomb - Accuracy/Hold/Endurance: Level 50
     (48) Superior Entomb - Recharge/Chance for +Absorb: Level 50


    Level 20:    White Dwarf    
     (A) Resist Damage IO: Level 50+5
     (21) Resist Damage IO: Level 50+5


    Level 22:    Reform Essence    
     (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5


    Level 24:    Quantum Acceleration    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 26:    Solar Flare    
     (A) Sudden Acceleration - Knockback/Recharge: Level 50
     (40) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
     (42) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
     (42) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
     (42) Sudden Acceleration - Knockback/Accuracy: Level 50
     (43) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 28:    Glowing Touch    
     (A) HamiO: Golgi Exposure (+2 End/Heal/Absorb)


    Level 30:    Quantum Flight    
     (A) Endurance Reduction IO: Level 50+5


    Level 32:    Dawn Strike    
     (A) Superior Essence Transfer - Damage/RechargeTime: Level 50
     (33) Superior Essence Transfer - Accuracy/Damage/Endurance/RechargeTime: Level 50
     (33) Superior Essence Transfer - RechargeTime/Global Heal: Level 50
     (33) Overwhelming Force - Accuracy/Damage/Endurance: Level 50
     (34) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50


    Level 35:    Restore Essence    
     (A) Doctored Wounds - Heal/Recharge: Level 50+5


    Level 38:    Light Form    
     (A) Titanium Coating - Resistance/Recharge: Level 50+5
     (39) Aegis - Resistance/Recharge: Level 50+5
     (39) Unbreakable Guard - RechargeTime/Resistance: Level 50+5


    Level 41:    Tactics    
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


    Level 44:    Victory Rush    
     (A) Endurance Modification IO: Level 50+5


    Level 47:    Maneuvers    
     (A) Reactive Defenses - Defense: Level 50
     (48) Reactive Defenses - Defense/Endurance: Level 50
     (48) Reactive Defenses - Endurance/RechargeTime: Level 50
     (50) Reactive Defenses - Defense/RechargeTime: Level 50
     (50) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
     (50) Reactive Defenses - Scaling Resist Damage: Level 20


    Level 49:    Vengeance    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

     

    Spoiler

    Level 6:    Bright Nova Bolt    
     (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50+5


    Level 6:    Bright Nova Blast    
     (A) Superior Kheldian's Grace - Accuracy/Damage: Level 50
     (7) Superior Kheldian's Grace - Accuracy/Damage/Recharge: Level 50
     (7) Superior Kheldian's Grace - Damage/Endurance/Recharge: Level 50
     (9) Superior Kheldian's Grace - Accuracy/Damage/Endurance/Recharge: Level 50
     (9) Superior Kheldian's Grace - Recharge/Form Empowerment: Level 50


    Level 6:    Bright Nova Scatter    
     (A) HamiO: Centriole Exposure (+2 Dam/Range)
     (13) HamiO: Centriole Exposure (+2 Dam/Range)
     (13) Bombardment - Accuracy/Recharge/Endurance: Level 50
     (17) Bombardment - Accuracy/Damage/Recharge/Endurance: Level 50


    Level 6:    Bright Nova Detonation    
     (A) Sudden Acceleration - Knockback/Recharge: Level 50
     (11) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
     (11) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
     (15) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
     (15) Sudden Acceleration - Knockback/Accuracy: Level 50
     (21) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 20:    White Dwarf Strike    
     (A) Hecatomb - Damage/Recharge: Level 50
     (36) Hecatomb - Accuracy/Damage/Recharge: Level 50
     (36) Hecatomb - Accuracy/Recharge: Level 50
     (36) Hecatomb - Damage/Endurance: Level 50
     (37) Hecatomb - Chance of Damage(Negative): Level 50


    Level 20:    White Dwarf Smite    
     (A) Superior Essence Transfer - Accuracy/Damage: Level 50
     (23) Superior Essence Transfer - Accuracy/Damage/RechargeTime: Level 50
     (23) Superior Essence Transfer - Damage/Endurance/RechargeTime: Level 50


    Level 20:    White Dwarf Flare    
     (A) Sudden Acceleration - Knockback/Recharge: Level 50
     (31) Sudden Acceleration - Knockback/Damage/Recharge: Level 50
     (31) Sudden Acceleration - Knockback/Damage/Endurance: Level 50
     (31) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50
     (34) Sudden Acceleration - Knockback/Accuracy: Level 50
     (34) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 20:    White Dwarf Sublimation    
     (A) Preventive Medicine - Heal: Level 50
     (25) Preventive Medicine - Heal/Endurance: Level 50
     (25) Preventive Medicine - Endurance/RechargeTime: Level 50
     (27) Preventive Medicine - Heal/RechargeTime: Level 50
     (29) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
     (29) Preventive Medicine - Chance for +Absorb: Level 20


    Level 20:    White Dwarf Antagonize    
     (A) Perfect Zinger - Chance for Psi Damage: Level 21


    Level 20:    White Dwarf Step    
     (A) Time & Space Manipulation - +Stealth: Level 15

     

    Spoiler

    Level 1:    Cosmic Balance    
    Level 1:    Energy Flight    
     (A) Winter's Gift - Slow Resistance (20%): Level 10


    Level 10:    Combat Flight    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


    Level 1:    Brawl    
     (A) Accuracy IO: Level 50


    Level 1:    Sprint    
     (A) Run Speed IO: Level 50


    Level 2:    Rest    
     (A) Interrupt Reduction IO: Level 50


    Level 2:    Swift    
     (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)


    Level 2:    Hurdle    
     (A) Jumping IO: Level 50+5


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance: Level 10
     (17) Miracle - +Recovery: Level 20
     (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


    Level 2:    Stamina    
     (A) Synapse's Shock - EndMod: Level 50
     (19) Synapse's Shock - EndMod/Increased Run Speed: Level 50
     (19) Performance Shifter - Chance for +End: Level 21


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Run Speed IO: Level 50+5


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Run Speed IO: Level 50+5


    Level 4:    Ninja Run

        
    Level 0:    Freedom Phalanx Reserve    
    Level 0:    The Atlas Medallion    
    Level 0:    Task Force Commander    
    Level 0:    Portal Jockey

     

    Set Bonus Totals:

    Spoiler

    31.5% DamageBuff(Smashing)
    31.5% DamageBuff(Lethal)
    31.5% DamageBuff(Fire)
    31.5% DamageBuff(Cold)
    31.5% DamageBuff(Energy)
    31.5% DamageBuff(Negative)
    31.5% DamageBuff(Toxic)
    31.5% DamageBuff(Psionic)
    9% Max End

    7.5% Enhancement(Max EnduranceDiscount)
    140% Enhancement(RechargeTime)
    30% Enhancement(Accuracy)
    4% Enhancement(Heal)
    5% Enhancement(Range)
    43.5% SpeedFlying
    GrantPower Preventive Medicine (10% chance, if Scourge)
    436.4 HP (40.75%) HitPoints
    43.5% JumpHeight
    43.5% SpeedJumping

    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 46.25%
    MezResist(Held) 46.25%
    MezResist(Immobilized) 46.25%
    MezResist(Sleep) 46.25%
    MezResist(Stunned) 46.25%
    MezResist(Terrorized) 46.25%
    4% (0.07 End/sec) Recovery
    28% (1.25 HP/sec) Regeneration
    35% ResEffect(SpeedFlying)
    35% ResEffect(RechargeTime)
    35% ResEffect(SpeedRunning)
    17.75% Resistance(Smashing)
    17.75% Resistance(Lethal)
    26% Resistance(Fire)
    26% Resistance(Cold)
    8% Resistance(Energy)
    8% Resistance(Negative)
    8% Resistance(Toxic)
    8% Resistance(Psionic)
    58.5% SpeedRunning

     

    Set Bonuses:

    Spoiler

    Apocalypse
    (Glinting Eye)
      16% (0.71 HP/sec) Regeneration
      32.13 HP (3%) HitPoints
      4% DamageBuff(All)
      10% Enhancement(RechargeTime)


    Unbreakable Guard
    (Incandescence)
      80.32 HP (7.5%) HitPoints


    Regenerative Tissue
    (Essence Boost)
      6% SpeedJumping, 6% JumpHeight, 6% SpeedFlying, 6% SpeedRunning
      16.06 HP (1.5%) HitPoints
      4% Enhancement(Heal)
      5% Enhancement(RechargeTime)


    Blessing of the Zephyr
    (Bright Nova)
      Knockback (Mag -4), Knockup (Mag -4)


    Sudden Acceleration
    (Radiant Strike)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Stealth)
      7.5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Grant Invisibility)
      7.5% Enhancement(RechargeTime)


    Superior Blistering Cold
    (Incandescent Strike)
      15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)


    Superior Entomb
    (Incandescent Strike)
      6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%


    Luck of the Gambler
    (Quantum Acceleration)
      7.5% Enhancement(RechargeTime)


    Sudden Acceleration
    (Solar Flare)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Superior Essence Transfer
    (Dawn Strike)
      32.13 HP (3%) HitPoints
      10% Enhancement(RechargeTime)


    Overwhelming Force
    (Dawn Strike)
      12% (0.54 HP/sec) Regeneration


    Reactive Defenses
    (Maneuvers)
      1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
      20.08 HP (1.87%) HitPoints
      3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
      3.75% Enhancement(EnduranceDiscount)
      8.75% Enhancement(RechargeTime)
      3% Resistance(All)


    Luck of the Gambler
    (Vengeance)
      7.5% Enhancement(RechargeTime)


    Winter's Gift
    (Energy Flight)
      20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)


    Luck of the Gambler
    (Combat Flight)
      7.5% Enhancement(RechargeTime)


    Synapse's Shock
    (Stamina)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      15% SpeedRunning


    Superior Kheldian's Grace
    (Bright Nova Blast)
      15% Enhancement(Accuracy)
      6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
      4% DamageBuff(All)
      10% Enhancement(RechargeTime)
      5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic), 13.5% DamageBuff(Smashing), 13.5% DamageBuff(Lethal), 13.5% DamageBuff(Fire), 13.5% DamageBuff(Cold), 13.5% DamageBuff(Energy), 13.5% DamageBuff(Negative), 13.5% DamageBuff(Toxic), 13.5% DamageBuff(Psionic), 107.1 HP (10%) HitPoints


    Sudden Acceleration
    (Bright Nova Detonation)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Bombardment
    (Bright Nova Scatter)
      5% Enhancement(Range)


    Sudden Acceleration
    (White Dwarf Flare)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Superior Essence Transfer
    (White Dwarf Smite)
      32.13 HP (3%) HitPoints
      10% Enhancement(RechargeTime)


    Hecatomb
    (White Dwarf Strike)
      4% (0.07 End/sec) Recovery
      6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
      15% Enhancement(Accuracy)
      10% Enhancement(RechargeTime)


    Preventive Medicine
    (White Dwarf Sublimation)
      2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
      20.08 HP (1.87%) HitPoints
      3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
      3.75% Enhancement(EnduranceDiscount)
      8.75% Enhancement(RechargeTime)
      GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

     

    Proc Chances:

    Spoiler

    Glinting Eye: Apocalypse (4.5 PPM)

    • 28.32% = 4.5 * ((4 / ( 1 + 89.92 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))


    Incandescent Strike: Superior Blistering Cold (4 PPM), Superior Entomb (3 PPM)

    • 90% (Pre-clamp: 97.94%) = 4 * ((20 / ( 1 + 75.57 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))
    • 73.46% = 3 * ((20 / ( 1 + 75.57 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))


    Tactics: Gaussian's Synchronized Fire Control (1 PPM)

    • 6.5% (Pre-clamp: 2.15%) = 1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000))
      • Team-1: 1 - (1 - 0.065)1 = 6.5% chance to proc every 10 seconds
      • Team-2: 1 - (1 - 0.065)2 = 12.5% chance to proc every 10 seconds
      • Team-3: 1 - (1 - 0.065)3 = 18.2% chance to proc every 10 seconds
      • Team-4: 1 - (1 - 0.065)4 = 23.5% chance to proc every 10 seconds
      • Team-5: 1 - (1 - 0.065)5 = 28.5% chance to proc every 10 seconds
      • Team-6: 1 - (1 - 0.065)6 = 33.1% chance to proc every 10 seconds
      • Team-7: 1 - (1 - 0.065)7 = 37.5% chance to proc every 10 seconds
      • Team-8: 1 - (1 - 0.065)8 = 41.5% chance to proc every 10 seconds
        • League-16: 1 - (1 - 0.065)16 = 65.8% chance to proc every 10 seconds
        • League-24: 1 - (1 - 0.065)24 = 80.0% chance to proc every 10 seconds
        • League-32: 1 - (1 - 0.065)32 = 88.3% chance to proc every 10 seconds
        • League-40: 1 - (1 - 0.065)40 = 93.20% chance to proc every 10 seconds
        • League-48: 1 - (1 - 0.065)48 = 96.03% chance to proc every 10 seconds
        • League-50: 1 - (1 - 0.065)50 = 96.53% chance to proc every 10 seconds


    White Dwarf Strike: Hetacomb (4.5 PPM)

    • 20.85% = 4.5 * ((3 / ( 1 + 89.92 / 100 )) + 1.2) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))


    White Dwarf Antagonize: Perfect Zinger (3.5 PPM)

    • 25.33% = 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000)))

     

    Powers Performance:

    Spoiler

    Human form . Assault OFF

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.21s recharge . 98.51 Energy . 107.1 Negative Energy 28.32% chance . 3.7 endurance. 5s duration -Defense

     

    T3H Gleamimg Blast

    • 1.67s/1.848s animation/arcana . 3.33s recharge . 115.3 Energy . 6.36 endurance . 5s duration -Defense

     

    T5H Radiant Strike

    • 1.07s/1.32s animation/arcana . 3.48s recharge . 92.22 Smashing . 88.53 Energy . 9.48 endurance . 6s duration -Defense. 30s duration -Fly

     

    T7H Inner Light

    • 1.17s/1.32s animation/arcana . 30.72s recharge . 4.84 endurance . 30s duration buffs

     

    T9H Incandescent Strike

    • 3.3s/3.432s animation/arcana . 6.34s recharge . 166.9 Smashing . 214 Energy . 11.53 endurance . 25.1s duration Hold

     

    T12H Solar Flare

    • 2.1s/2.244s animation/arcana . 6.95s recharge . 131 Energy (max 10) . 17.22 endurance . 10s duration -Defense

     

    T13H Dawn Strike

    • 3s/3.168s animation/arcana . 43.1s recharge . 404.1 Energy (max 16) . 18.25 endurance . 20s duration -Defense

     



    Human form . Assault ON

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.21s recharge . 104.5 Energy . 107.1 Negative Energy 28.32% chance . 3.7 endurance. 5s duration -Defense

     

    T3H Gleamimg Blast

    • 1.67s/1.848s animation/arcana . 3.5s recharge . 125.1 Energy . 6.36 endurance . 5s duration -Defense

     

    T5H Radiant Strike

    • 1.07s/1.32s animation/arcana . 3.96s recharge . 98.6 Smashing . 94.66 Energy . 9.48 endurance . 6s duration -Defense. 30s duration -Fly

     

    T7H Inner Light

    • 1.17s/1.32s animation/arcana . 30.72s recharge . 4.84 endurance . 30s duration buffs

     

    T9H Incandescent Strike

    • 3.3s/3.432s animation/arcana . 8.11s recharge . 176.9 Smashing . 226.7 Energy . 14.9 endurance . 23.4s duration Hold

     

    T12H Solar Flare

    • 2.1s/2.244s animation/arcana . 7.91s recharge . 140 Energy (max 10) . 17.22 endurance . 10s duration -Defense

     

    T13H Dawn Strike

    • 3s/3.168s animation/arcana . 49.65s recharge . 428.2 Energy (max 16) . 18.25 endurance . 20s duration -Defense

     



    Nova form

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.21s recharge . 118.5 Energy . 107.1 Negative Energy chance . 3.7 endurance. 5s duration -Defense

     

    T1N Bright Nova Bolt

    • 1.5s/1.716s animation/arcana . 0.63s recharge . 81.28 Energy . 2.33 endurance . 3s duration -Defense

     

    T2N Bright Nova Blast

    • 1.5s/1.716s animation/arcana . 1.2s recharge . 182.1 Energy . 3.31 endurance . 6s duration -Defense

     

    T3N Bright Nova Emanation

    • 1.5s/1.716s animation/arcana . 5s recharge . 180.9 Energy (max 10) . 8.91 endurance . 8s duration -Defense

     

    T4N Bright Nova Detonation

    • 2.5s/2.64s animation/arcana . 5.56s recharge . 48.07 Smashing (max 10) . 96.13 Energy (max 10) . 14.12 endurance . 10s duration -Defense

     



    Dwarf form

     

    T1D White Dwarf Strike

    • 1.2s/1.452s animation/arcana . 0.91s recharge . 41.87 Smashing . 61.57 Energy . 107.1 Negative 20.85% Energy chance . 3.11 endurance

     

    T2D White Dwarf Smite

    • 1.5s/1.716s animation/arcana . 2.05s recharge . 38.44 Smashing . 120.1 Energy . 5.12 endurance

     

    T3D White Dwarf Flare

    • 2.1s/2.244s animation/arcana . 5.56s recharge . 97.65 Energy (max 10) . 14.12 endurance

     

    T4D White Dwarf Sublimation

    • 0.73s/0.924s animation/arcana . 19.12s recharge . 944 Heal . 5.74 endurance

     

    T5D White Dwarf Antagonize

    • 1.67s/1.848s animation/arcana . 4.17s recharge . 71.75 Psionic 25.33% chance (max 5) . 0 endurance


    Attack Chains:

    Spoiler

    Still under development.

     

    Peacebringer - Luminous Blast - Luminous Aura.mxd

  11. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer
     

    Spoiler
    
    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

     

     

    UIiZGua.jpg

     

    Human form and Dwarf form without Essence Boost:

     

    spacer.png  spacer.png

     

    Human form and Dwarf form with Essence Boost:

     

    spacer.png  spacer.png

     

    Light Form with Essence Boost:

     

    spacer.png


    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura

    Power Pool: Concealment
    Power Pool: Leadership


    Hero Profile:

    Spoiler

    Level 1:    Glinting Eye    
     (A) Decimation - Accuracy/Damage: Level 25
     (3) Decimation - Damage/Endurance: Level 25
     (3) Decimation - Damage/Recharge: Level 25
     (5) Decimation - Accuracy/Damage/Recharge: Level 25
     (5) Decimation - Chance of Build Up: Level 25


    Level 1:    Incandescence    
     (A) Unbreakable Guard - +Max HP: Level 20


    Level 2:    Gleaming Blast    
     (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50


    Level 4:    Essence Boost    
     (A) Regenerative Tissue - Heal/Endurance: Level 10
     (43) Regenerative Tissue - Endurance/Recharge: Level 10
     (43) Regenerative Tissue - Heal/Recharge: Level 10
     (45) Regenerative Tissue - Heal/Endurance/Recharge: Level 10
     (45) Regenerative Tissue - +Regeneration: Level 10


    Level 6:    Bright Nova    
     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10


    Level 8:    Radiant Strike    
     (A) Sudden Acceleration - Knockback/Recharge: Level 21
     (37) Sudden Acceleration - Knockback/Damage/Recharge: Level 21
     (37) Sudden Acceleration - Knockback/Damage/Endurance: Level 21
     (39) Sudden Acceleration - Knockback/Accuracy/Damage: Level 21
     (40) Sudden Acceleration - Knockback/Accuracy: Level 21
     (40) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 10:    Stealth    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


    Level 12:    Inner Light    
     (A) Recharge Reduction IO: Level 50


    Level 14:    Grant Invisibility    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


    Level 16:    Assault    
     (A) Endurance Reduction IO: Level 50


    Level 18:    Incandescent Strike    
     (A) HamiO: Peroxisome Exposure (Dam/Mez)
     (45) HamiO: Peroxisome Exposure (Dam/Mez)
     (46) Blistering Cold - Accuracy/Damage/Endurance: Level 13
     (46) Blistering Cold - Recharge/Chance for Hold: Level 13
     (46) Entomb - Accuracy/Hold/Endurance: Level 13
     (48) Entomb - Recharge/Chance for +Absorb: Level 13


    Level 20:    White Dwarf    
     (A) Resist Damage IO: Level 50
     (21) Resist Damage IO: Level 50


    Level 22:    Reform Essence    
     (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50


    Level 24:    Quantum Acceleration    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


    Level 26:    Solar Flare    
     (A) Sudden Acceleration - Knockback/Recharge: Level 21
     (40) Sudden Acceleration - Knockback/Damage/Recharge: Level 21
     (42) Sudden Acceleration - Knockback/Damage/Endurance: Level 21
     (42) Sudden Acceleration - Knockback/Accuracy/Damage: Level 21
     (42) Sudden Acceleration - Knockback/Accuracy: Level 21
     (43) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 28:    Glowing Touch    
     (A) HamiO: Golgi Exposure (End/Heal/Absorb)


    Level 30:    Quantum Flight    
     (A) Endurance Reduction IO: Level 50


    Level 32:    Dawn Strike    
     (A) Essence Transfer - Damage/RechargeTime: Level 27
     (33) Essence Transfer - Accuracy/Damage/Endurance/RechargeTime: Level 27
     (33) Essence Transfer - RechargeTime/Global Heal: Level 27
     (33) Overwhelming Force - Accuracy/Damage/Endurance: Level 27
     (34) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 27


    Level 35:    Restore Essence    
     (A) Doctored Wounds - Heal/Recharge: Level 50


    Level 38:    Light Form    
     (A) Titanium Coating - Resistance/Recharge: Level 50
     (39) Aegis - Resistance/Recharge: Level 50
     (39) Unbreakable Guard - RechargeTime/Resistance: Level 50


    Level 41:    Tactics    
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


    Level 44:    Victory Rush    
     (A) Endurance Modification IO: Level 50


    Level 47:    Maneuvers    
     (A) Reactive Defenses - Defense: Level 44
     (48) Reactive Defenses - Defense/Endurance: Level 44
     (48) Reactive Defenses - Endurance/RechargeTime: Level 44
     (50) Reactive Defenses - Defense/RechargeTime: Level 44
     (50) Reactive Defenses - Defense/Endurance/RechargeTime: Level 44
     (50) Reactive Defenses - Scaling Resist Damage: Level 20


    Level 49:    Vengeance    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

     

    Spoiler

    Level 6:    Bright Nova Bolt    
     (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50


    Level 6:    Bright Nova Blast    
     (A) Kheldian's Grace - Accuracy/Damage: Level 10
     (7) Kheldian's Grace - Accuracy/Damage/Recharge: Level 10
     (7) Kheldian's Grace - Damage/Endurance/Recharge: Level 10
     (9) Kheldian's Grace - Accuracy/Damage/Endurance/Recharge: Level 10
     (9) Kheldian's Grace - Recharge/Form Empowerment: Level 10


    Level 6:    Bright Nova Scatter    
     (A) HamiO: Centriole Exposure (Dam/Range)
     (13) HamiO: Centriole Exposure (Dam/Range)
     (13) Bombardment - Accuracy/Recharge/Endurance: Level 30
     (17) Bombardment - Accuracy/Damage/Recharge/Endurance: Level 30


    Level 6:    Bright Nova Detonation    
     (A) Sudden Acceleration - Knockback/Recharge: Level 21
     (11) Sudden Acceleration - Knockback/Damage/Recharge: Level 21
     (11) Sudden Acceleration - Knockback/Damage/Endurance: Level 21
     (15) Sudden Acceleration - Knockback/Accuracy/Damage: Level 21
     (15) Sudden Acceleration - Knockback/Accuracy: Level 21
     (21) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 20:    White Dwarf Strike    
     (A) Crushing Impact - Accuracy/Damage: Level 30
     (36) Crushing Impact - Damage/Endurance: Level 30
     (36) Crushing Impact - Accuracy/Damage/Recharge: Level 30
     (36) Crushing Impact - Accuracy/Damage/Endurance: Level 30
     (37) Crushing Impact - Damage/Endurance/Recharge: Level 30


    Level 20:    White Dwarf Smite    
     (A) Essence Transfer - Accuracy/Damage: Level 15
     (23) Essence Transfer - Accuracy/Damage/RechargeTime: Level 15
     (23) Essence Transfer - Damage/Endurance/RechargeTime: Level 15


    Level 20:    White Dwarf Flare    
     (A) Sudden Acceleration - Knockback/Recharge: Level 21
     (31) Sudden Acceleration - Knockback/Damage/Recharge: Level 21
     (31) Sudden Acceleration - Knockback/Damage/Endurance: Level 21
     (31) Sudden Acceleration - Knockback/Accuracy/Damage: Level 21
     (34) Sudden Acceleration - Knockback/Accuracy: Level 21
     (34) Sudden Acceleration - Knockback to Knockdown: Level 21


    Level 20:    White Dwarf Sublimation    
     (A) Preventive Medicine - Heal: Level 20
     (25) Preventive Medicine - Heal/Endurance: Level 20
     (25) Preventive Medicine - Endurance/RechargeTime: Level 20
     (27) Preventive Medicine - Heal/RechargeTime: Level 20
     (29) Preventive Medicine - Heal/RechargeTime/Endurance: Level 20
     (29) Preventive Medicine - Chance for +Absorb: Level 20


    Level 20:    White Dwarf Antagonize    
     (A) Perfect Zinger - Chance for Psi Damage: Level 21


    Level 20:    White Dwarf Step    
     (A) Time & Space Manipulation - +Stealth: Level 15

     

    Spoiler

    Level 1:    Cosmic Balance    
    Level 1:    Energy Flight    
     (A) Winter's Gift - Slow Resistance (20%): Level 10


    Level 10:    Combat Flight    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


    Level 1:    Brawl    
     (A) Accuracy IO: Level 50


    Level 1:    Sprint    
     (A) Run Speed IO: Level 50


    Level 2:    Rest    
     (A) Interrupt Reduction IO: Level 50


    Level 2:    Swift    
     (A) HamiO: Microfilament Exposure (End/Fly/Jump/Run)


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance: Level 10
     (17) Miracle - +Recovery: Level 20
     (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


    Level 2:    Hurdle    
     (A) Jumping IO: Level 50


    Level 2:    Stamina    
     (A) Synapse's Shock - EndMod: Level 21
     (19) Synapse's Shock - EndMod/Increased Run Speed: Level 21
     (19) Performance Shifter - Chance for +End: Level 21


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Run Speed IO: Level 50


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Run Speed IO: Level 50


    Level 4:    Ninja Run    


    Level 0:    Freedom Phalanx Reserve    
    Level 0:    The Atlas Medallion    
    Level 0:    Task Force Commander    
    Level 0:    Portal Jockey


    Set Bonus Totals:

    Spoiler

    22% DamageBuff(Smashing)
    22% DamageBuff(Lethal)
    22% DamageBuff(Fire)
    22% DamageBuff(Cold)
    22% DamageBuff(Energy)
    22% DamageBuff(Negative)
    22% DamageBuff(Toxic)
    22% DamageBuff(Psionic)
    11.25% Max End
    14% Enhancement(Accuracy)
    7.5% Enhancement(Max EnduranceDiscount)
    122.5% Enhancement(RechargeTime)
    5% Enhancement(Range)
    4% Enhancement(Heal)
    43.5% SpeedFlying
    GrantPower Preventive Medicine (10% chance, if Scourge)
    377.5 HP (35.25%) HitPoints
    43.5% JumpHeight
    43.5% SpeedJumping
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 31.25%
    MezResist(Held) 31.25%
    MezResist(Immobilized) 31.25%
    MezResist(Sleep) 31.25%
    MezResist(Stunned) 31.25%
    MezResist(Terrorized) 31.25%
    12% (0.54 HP/sec) Regeneration
    30% ResEffect(SpeedFlying)
    30% ResEffect(RechargeTime)
    30% ResEffect(SpeedRunning)
    15.5% Resistance(Smashing)
    15.5% Resistance(Lethal)
    14.75% Resistance(Fire)
    14.75% Resistance(Cold)
    8% Resistance(Energy)
    8% Resistance(Negative)
    6.5% Resistance(Toxic)
    6.5% Resistance(Psionic)
    58.5% SpeedRunning


    Set Bonuses:

    Spoiler

    Decimation
    (Glinting Eye)
      1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
      12.05 HP (1.12%) HitPoints
      2.25% Max End
      6.25% Enhancement(RechargeTime)


    Unbreakable Guard
    (Incandescence)
      80.32 HP (7.5%) HitPoints


    Regenerative Tissue
    (Essence Boost)
      6% SpeedJumping, 6% JumpHeight, 6% SpeedFlying, 6% SpeedRunning
      16.06 HP (1.5%) HitPoints
      4% Enhancement(Heal)
      5% Enhancement(RechargeTime)


    Blessing of the Zephyr
    (Bright Nova)
      Knockback (Mag -4), Knockup (Mag -4)


    Sudden Acceleration
    (Radiant Strike)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Stealth)
      7.5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Grant Invisibility)
      7.5% Enhancement(RechargeTime)


    Blistering Cold
    (Incandescent Strike)
      10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)


    Entomb
    (Incandescent Strike)
      2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%


    Luck of the Gambler
    (Quantum Acceleration)
      7.5% Enhancement(RechargeTime)


    Sudden Acceleration
    (Solar Flare)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Essence Transfer
    (Dawn Strike)
      20.08 HP (1.87%) HitPoints
      6.25% Enhancement(RechargeTime)


    Overwhelming Force
    (Dawn Strike)
      12% (0.54 HP/sec) Regeneration


    Reactive Defenses
    (Maneuvers)
      1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
      20.08 HP (1.87%) HitPoints
      3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
      3.75% Enhancement(EnduranceDiscount)
      8.75% Enhancement(RechargeTime)
      3% Resistance(All)


    Luck of the Gambler
    (Vengeance)
      7.5% Enhancement(RechargeTime)


    Winter's Gift
    (Energy Flight)
      20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)


    Luck of the Gambler
    (Combat Flight)
      7.5% Enhancement(RechargeTime)


    Synapse's Shock
    (Stamina)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      15% SpeedRunning


    Kheldian's Grace
    (Bright Nova Blast)
      7% Enhancement(Accuracy)
      3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
      3% DamageBuff(All)
      8.75% Enhancement(RechargeTime)
      3.5% Resistance(Lethal), 3.5% Resistance(Smashing), 3.5% Resistance(Fire), 3.5% Resistance(Cold), 3.5% Resistance(Energy), 3.5% Resistance(Negative), 3.5% Resistance(Psionic), 3.5% Resistance(Toxic), 9% DamageBuff(Smashing), 9% DamageBuff(Lethal), 9% DamageBuff(Fire), 9% DamageBuff(Cold), 9% DamageBuff(Energy), 9% DamageBuff(Negative), 9% DamageBuff(Toxic), 9% DamageBuff(Psionic), 80.32 HP (7.5%) HitPoints


    Sudden Acceleration
    (Bright Nova Detonation)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Bombardment
    (Bright Nova Scatter)
      5% Enhancement(Range)


    Sudden Acceleration
    (White Dwarf Flare)
      7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
      2.25% Max End
      2.5% DamageBuff(All)
      24.1 HP (2.25%) HitPoints
      7.5% Enhancement(RechargeTime)


    Essence Transfer
    (White Dwarf Smite)
      20.08 HP (1.87%) HitPoints
      6.25% Enhancement(RechargeTime)


    Crushing Impact
    (White Dwarf Strike)
      1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
      12.05 HP (1.12%) HitPoints
      7% Enhancement(Accuracy)
      5% Enhancement(RechargeTime)


    Preventive Medicine
    (White Dwarf Sublimation)
      2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
      20.08 HP (1.87%) HitPoints
      3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
      3.75% Enhancement(EnduranceDiscount)
      8.75% Enhancement(RechargeTime)
      GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

     

    Proc Chances:

    Spoiler

    Glinting Eye: Decimation (1 PPM)

    • 7.69% @ Level 25 = 1 * ((4 / ( 1 + 36.00 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))
    • 7.43% @ Level 40+ = 1 * ((4 / ( 1 + 43.43 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))


    Incandescent Strike: Blistering Cold (3 PPM), Entomb (2 PPM)

    • 90% (Pre-clamp: 97.13%) @ Level 13 = 3 * ((20 / ( 1 + 24.01 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))
    • 78.63% @ Level 50 = 3 * ((20 / ( 1 + 60.95 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))
    • 64.76% @ Level 13 = 2 * ((20 / ( 1 + 24.01 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))
    • 52.42% @ Level 50 = 2 * ((20 / ( 1 + 60.95 / 100 )) + 3.3) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000)))


    Tactics: Gaussian's Synchronized Fire Control (1 PPM)

    • 6.5% (Pre-clamp: 2.15%) = 1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000))
      • Team-1: 1 - (1 - 0.065)1 = 6.5% chance to proc every 10 seconds
      • Team-2: 1 - (1 - 0.065)2 = 12.5% chance to proc every 10 seconds
      • Team-3: 1 - (1 - 0.065)3 = 18.2% chance to proc every 10 seconds
      • Team-4: 1 - (1 - 0.065)4 = 23.5% chance to proc every 10 seconds
      • Team-5: 1 - (1 - 0.065)5 = 28.5% chance to proc every 10 seconds
      • Team-6: 1 - (1 - 0.065)6 = 33.1% chance to proc every 10 seconds
      • Team-7: 1 - (1 - 0.065)7 = 37.5% chance to proc every 10 seconds
      • Team-8: 1 - (1 - 0.065)8 = 41.5% chance to proc every 10 seconds
        • League-16: 1 - (1 - 0.065)16 = 65.8% chance to proc every 10 seconds
        • League-24: 1 - (1 - 0.065)24 = 80.0% chance to proc every 10 seconds
        • League-32: 1 - (1 - 0.065)32 = 88.3% chance to proc every 10 seconds
        • League-40: 1 - (1 - 0.065)40 = 93.20% chance to proc every 10 seconds
        • League-48: 1 - (1 - 0.065)48 = 96.03% chance to proc every 10 seconds
        • League-50: 1 - (1 - 0.065)50 = 96.53% chance to proc every 10 seconds


    White Dwarf Antagonize: Perfect Zinger (3.5 PPM)

    • 25.33% = 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000)))

     

    Powers Performance:

    Spoiler

    Human form . Assault OFF

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.55s recharge . 87.82 Energy . 4.08 endurance. 5s duration -Defense

     

    T3H Gleamimg Blast

    • 1.67s/1.848s animation/arcana . 3.5s recharge . 104.5 Energy . 6.63 endurance . 5s duration -Defense

     

    T5H Radiant Strike

    • 1.07s/1.32s animation/arcana . 3.96s recharge . 76.74 Smashing . 73.67 Energy . 9.48 endurance . 6s duration -Defense. 30s duration -Fly

     

    T7H Inner Light

    • 1.17s/1.32s animation/arcana . 33.98s recharge . 4.84 endurance . 30s duration buffs

     

    T9H Incandescent Strike

    • 3.3s/3.432s animation/arcana . 8.11s recharge . 144.9 Smashing . 185.7 Energy . 14.9 endurance . 23.4s duration Hold

     

    T12H Solar Flare

    • 2.1s/2.244s animation/arcana . 7.91s recharge . 109 Energy (max 10) . 17.22 endurance . 10s duration -Defense

     

    T13H Dawn Strike

    • 3s/3.168s animation/arcana . 49.65s recharge . 347.6 Energy (max 16) . 19.93 endurance . 20s duration -Defense

     



    Human form . Assault ON

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.55s recharge . 93.83 Energy . 4.08 endurance. 5s duration -Defense

     

    T3H Gleamimg Blast

    • 1.67s/1.848s animation/arcana . 3.5s recharge . 114.3 Energy . 6.63 endurance . 5s duration -Defense

     

    T5H Radiant Strike

    • 1.07s/1.32s animation/arcana . 3.96s recharge . 83.12 Smashing . 79.8 Energy . 9.48 endurance . 6s duration -Defense. 30s duration -Fly

     

    T7H Inner Light

    • 1.17s/1.32s animation/arcana . 33.98s recharge . 4.84 endurance . 30s duration buffs

     

    T9H Incandescent Strike

    • 3.3s/3.432s animation/arcana . 8.11s recharge . 154.8 Smashing . 198.5 Energy . 14.9 endurance . 23.4s duration Hold

     

    T12H Solar Flare

    • 2.1s/2.244s animation/arcana . 7.91s recharge . 118 Energy (max 10) . 17.22 endurance . 10s duration -Defense

     

    T13H Dawn Strike

    • 3s/3.168s animation/arcana . 49.65s recharge . 371.6 Energy (max 16) . 19.93 endurance . 20s duration -Defense

     


     

    Nova form

     

    T2H Glinting Eye

    • 1.67s/1.848s animation/arcana . 1.21s recharge . 107.8 Energy . 4.08 endurance. 5s duration -Defense

     

    T1N Bright Nova Bolt

    • 1.5s/1.716s animation/arcana . 0.67s recharge . 75.35 Energy . 2.42 endurance . 3s duration -Defense

     

    T2N Bright Nova Blast

    • 1.5s/1.716s animation/arcana . 1.54s recharge . 127.5 Energy . 4.39 endurance . 6s duration -Defense

     

    T3N Bright Nova Emanation

    • 1.5s/1.716s animation/arcana . 4.7s recharge . 163.6 Energy (max 10) . 8.45 endurance . 8s duration -Defense

     

    T4N Bright Nova Detonation

    • 2.5s/2.64s animation/arcana . 6.33s recharge . 41.51 Smashing (max 10) . 83.02 Energy (max 10) . 14.12 endurance . 10s duration -Defense

     



    Dwarf form

     

    T1D White Dwarf Strike

    • 1.2s/1.452s animation/arcana . 1.17s recharge . 48.97 Smashing . 72.01 Energy . 4.37 endurance

     

    T2D White Dwarf Smite

    • 1.5s/1.716s animation/arcana . 2.48s recharge . 35.27 Smashing . 110.2 Energy . 5.86 endurance

     

    T3D White Dwarf Flare

    • 2.1s/2.244s animation/arcana . 6.33s recharge . 103.8 Energy (max 10) . 14.12 endurance

     

    T4D White Dwarf Sublimation

    • 0.73s/0.924s animation/arcana . 22.45s recharge . 816.9 Heal . 6.83 endurance

     

    T5D White Dwarf Antagonize

    • 1.67s/1.848s animation/arcana . 4.49s recharge . 71.75 Psionic 25.33% chance (max 5) . 0 endurance


    Attack Chains:

    Spoiler

    Still under development.

     

    Peacebringer - Luminous Blast - Luminous Aura.mxd

  12.   

    Alright … time to explain the bindloadfile strategy that I use for controlling my Kheldians, because without well written bindloadfile keybinds you're going to find playing a Kheldian WAY MORE annoying that it necessarily needs to be!

     

     

     

    So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like.
     I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech B100 mouse.  These items look like this:

    Spoiler

    spacer.png

     

    spacer.png

     

     

     

    My actual default keybinds that get used for ALL of my alts as a baseline which then gets overwritten by character specific keybind files is this one:

     

    keybinds.txt

    Spoiler
    
    1 "powexectray 1 2"
    2 "powexectray 2 2"
    3 "powexectray 3 2"
    4 "powexectray 4 2"
    5 "powexectray 5 2"
    6 "powexectray 6 2"
    7 "powexectray 7 2"
    8 "powexectray 8 2"
    9 "powexectray 9 2"
    0 "powexectray 10 2"
    F1 "powexectray 1 3"
    F2 "powexectray 2 3"
    F3 "powexectray 3 3"
    F4 "powexectray 4 3"
    F5 "powexectray 5 3"
    F6 "powexectray 6 3"
    F7 "powexectray 7 3"
    F8 "powexectray 8 3"
    F9 "powexectray 9 3"
    F10 "powexectray 10 3"
    shift+1 "powexectray 1 4"
    shift+2 "powexectray 2 4"
    shift+3 "powexectray 3 4"
    shift+4 "powexectray 4 4"
    shift+5 "powexectray 5 4"
    shift+6 "powexectray 6 4"
    shift+7 "powexectray 7 4"
    shift+8 "powexectray 8 4"
    shift+9 "powexectray 9 4"
    shift+0 "powexectray 10 4"
    shift+F1 "powexectray 1 5"
    shift+F2 "powexectray 2 5"
    shift+F3 "powexectray 3 5"
    shift+F4 "powexectray 4 5"
    shift+F5 "powexectray 5 5"
    shift+F6 "powexectray 6 5"
    shift+F7 "powexectray 7 5"
    shift+F8 "powexectray 8 5"
    shift+F9 "powexectray 9 5"
    shift+F10 "powexectray 10 5"
    ctrl+1 "powexectray 1 6"
    ctrl+2 "powexectray 2 6"
    ctrl+3 "powexectray 3 6"
    ctrl+4 "powexectray 4 6"
    ctrl+5 "powexectray 5 6"
    ctrl+6 "powexectray 6 6"
    ctrl+7 "powexectray 7 6"
    ctrl+8 "powexectray 8 6"
    ctrl+9 "powexectray 9 6"
    ctrl+0 "powexectray 10 6"
    ctrl+F1 "powexectray 1 7"
    ctrl+F2 "powexectray 2 7"
    ctrl+F3 "powexectray 3 7"
    ctrl+F4 "powexectray 4 7"
    ctrl+F5 "powexectray 5 7"
    ctrl+F6 "powexectray 6 7"
    ctrl+F7 "powexectray 7 7"
    ctrl+F8 "powexectray 8 7"
    ctrl+F9 "powexectray 9 7"
    ctrl+F10 "powexectray 10 7"
    alt+1 "powexectray 1 8"
    alt+2 "powexectray 2 8"
    alt+3 "powexectray 3 8"
    alt+4 "powexectray 4 8"
    alt+5 "powexectray 5 8"
    alt+6 "powexectray 6 8"
    alt+7 "powexectray 7 8"
    alt+8 "powexectray 8 8"
    alt+9 "powexectray 9 8"
    alt+0 "powexectray 10 8"
    alt+F1 "powexectray 1 9"
    alt+F2 "powexectray 2 9"
    alt+F3 "powexectray 3 9"
    alt+F4 "powexectray 4 9"
    alt+F5 "powexectray 5 9"
    alt+F6 "powexectray 6 9"
    alt+F7 "powexectray 7 9"
    alt+F8 "powexectray 8 9"
    alt+F9 "powexectray 9 9"
    alt+F10 "powexectray 10 9"
    shift+ctrl+1 "inspexec_slot 1"
    shift+ctrl+2 "inspexec_slot 2"
    shift+ctrl+3 "inspexec_slot 3"
    shift+ctrl+4 "inspexec_slot 4"
    shift+ctrl+5 "inspexec_slot 5"
    shift+ctrl "nop"
    F11 say "Ready!$$emote thumbsup"
    F12 say "$battlecry$$emote attack"
    shift+F11 say "HELP!$$emote whistle"
    shift+F12 say "RUN!"
    lalt "nop"
    w "+left"
    e "+forward"
    r "+right"
    s "+turnleft"
    d "+backward"
    f "+turnright"
    up "nop"
    space "+up"
    shift+space "+down"
    ctrl+space "nop"
    q "powexectray 5 9"
    shift+q "++autorun"
    ctrl+q "powexectray 10 9"
    alt+q "nop"
    a "powexectray 6 9"
    shift+a "powexectray 7 9"
    ctrl+a "powexectray 8 9"
    alt+a "powexectray 9 9"
    tilde "targetcustomnear enemy alive$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper"
    shift+tilde "targetcustomnext enemy defeated"
    ctrl+tilde "follow"
    ' "afk Typing…$$startchat"
    - "nop"
    alt+- "nop"
    / "nop"
    \ "menu"
    b "nop"
    backspace "afk Sending tell…$$autoreply"
    c "nop"
    comma "nop"
    shift+comma "show chat$$beginchat /tell $target, "
    delete "++first"
    down "powexecname Hover"
    end "+zoomout"
    enter "nop"
    shift+enter "nop"
    ctrl+enter "em point$$say $target sighted."
    equals "nop"
    alt+equals "nop"
    esc "unselect"
    h "nop"
    home "+zoomin"
    nop "+lookup"
    lctrl+lalt "+camrotate"
    lcontrol "nop"
    lctrl "nop"
    left "nop"
    leftarrow "nop"
    ; "em text$$ah"
    m "em text$$windowtoggle mission"
    shift+m "em smartphone$$windowtoggle contacts"
    ctrl+m "em calculate$$map"
    mbutton "nop"
    mousechord "nop"
    mousewheel "powexecunqueue"
    n "nop"
    p "powers"
    pagedown "sync$$reloadgfx$$camreset$$camdist 24"
    pageup "nop"
    ralt "nop"
    rbutton "+mouse_look"
    right "nop"
    rightarrow "nop"
    sysrq "nop"
    shift+[ "screenshot"
    t "nop"
    tab "target_enemy_next"
    ctrl+tab "nop"
    shift+tab "target_enemy_prev"
    v "nop"
    ctrl+v "nop"
    x "nop"
    z "nop"

     

     

    • The ESC through F1-F12 keys get used.
    • The Tilde through Backspace keys get used.
    • TAB is rarely (if ever) used, but it does happen occasionally.
    • Q and A are usually used for "throttle" functions in games, but I use them here for things like Jump Pack/Auto Run/Walk on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9.
    • WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below.
    • Backspace is used to return tells.
    • Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit).
    • I have the Apostrophe key custom coded to require to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat.
    • The Semicolon key I have custom bound to toggle the Auction House with an emote to pull out a smartphone for texting while interacting with the Auction House.
    • M (without and with modifiers) brings up my Mission window (M), or my Contacts window (Shift+M), or the Map (Control+M), complete with associated emotes for each.
    • Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9.

     

    spacer.png


    Which then brings me to all of the Kheldian keybinds that I layer on top of this (including for controlling Mastermind Pets, as it turns out).

     

    PB.txt

    Spoiler

     

    
    t "powexectoggleoff White Dwarf$$powexectoggleon Bright Nova"
    g "powexectoggleoff Bright Nova$$powexectoggleoff White Dwarf"
    b "powexectoggleoff Bright Nova$$powexectoggleon White Dwarf"
    1 "powexectray 1 2"
    2 "powexectray 2 2"
    3 "powexectray 3 2$$powexectray 5 1$$powexectray 1 1"
    4 "powexectray 4 2$$powexectray 6 1$$powexectray 2 1"
    5 "powexectray 5 2$$powexectray 7 1$$powexectray 3 1"
    6 "powexectray 6 2$$powexectray 8 1$$powexectray 4 1"
    7 "powexectray 7 2$$powexectray 9 1"
    8 "powexectray 8 2"
    9 "powexectray 9 2"
    0 "powexectray 10 2"
    right "powexecname Energy Flight$$powexectoggleoff Quantum Acceleration$$powexectoggleoff Jump Pack"
    shift+right "powexecname Quantum Acceleration"
    down "powexecname Combat Flight$$powexectoggleoff Energy Flight$$powexectoggleoff Quantum Acceleration$$powexectoggleoff Jump Pack"
    shift+left "powexecname Quantum Flight$$powexectoggleoff Jump Pack"
    lshift+lbutton "powexecname White Dwarf Step"

     

     

    T shifts to Nova Form.
    G shifts to Human Form.
    B shifts to Dwarf Form.

    Tray 1 slots 1-4 are Nova form powers.

    Tray 1 slots 5-9 are Dwarf form powers.

    Trays 2+ slots 1-10 are Human form powers (etc.).

    Right Arrow toggles on/off Energy Flight while also toggling off Quantum Acceleration and Jump Pack.

    Shift+Right Arrow toggles on/off Quantum Acceleration.

    Down Arrow toggles on/off Combat Flight while also toggling off Energy Flight, Quantum Acceleration and Jump Pack.

    Shift+Left Arrow toggles on/off Quantum Flight while also toggling off Jump Pack.

    LShift+LButton activates White Dwarf Step teleport all in one click (the Teleport Bind™).

     

    Simple and easy to use … because I'm not calling up other bindloadfiles depending on what form I'm in, and the power activation keybinds work on a "fall through" implementation where if a key can't be used in one form it'll fall back to being used in the next form, thanks to the Form lockouts.  Additionally, since everything is addressed by tray and slot positions I can rearrange my powers in my trays without needing to rewrite by bindloadfile that controls my user interface.  The only trick is to dedicate Tray 1 to all of your Nova and Dwarf Form powers and keep Tray 1 visible at all times, then use Trays 2-9 for Human Form powers.

     

     

     

    Note that the above keybinding scheme is an All In One format which uses only a single bindloadfile to control all three forms (simultaneously?) and relies on the intellegence/situational awareness of the Player to take full advantage of everything and "know" what needs to be done when (and why) while playing a Peacebringer.

  13. For anyone who wants to refer to the prior versions of my Peacebringer builds, they can be found in the links below:

     

     


     

     

    So I made a mathematical discovery regarding a matrix of recharge possibilities in which you can achieve perma Light Form or Eclipse without needing Hasten and then proceeded to take that insight to its logical conclusion so as to develop a Tri-form Peacebringer and Warshade build that would not need to rely on Hasten to "close the recharge gap" on Light Form or Eclipse (although Eclipse is a little trickier in this regard since it is dependent upon having $Targets to drain for the buffing, just like the Warshade Mire powers).  I'll be reposting the chart for that info below, but I wanted to provide the impetus for why this (new?) build is being posted.  And yes, there already is a Warshade counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that in turn have pretty dramatic impacts on their respective builds.  So while they can "mirror" each other to a certain degree, there are also points of divergence that keep the "mirroring" from being a straight up one to one translation between them.

     

    For one thing, Warshades have more Human form powers that are useful enough to warrant slotting ...

    However, as you'll see below ... Peacebringers can be much more "self-contained" (go figure...) when building for recharge ... so much so that this latest build practically leaves my Warshade counterpart build "in the dust" when it comes to global recharge.

     

     

     

    So, with all of that said, you know what time it is (again) ...

     

     

     

    WALL OF TEXT CRITS YOU!!!

     

    Yes … You Have Been Warned … again …

     

    ... it keeps being necessary for some reason ...

     

     

    spacer.png

     

     


     

     

    So ... first things first.

    Here's the important thing you need to know about how to perma Light Form without resorting to use of Hasten.

    Quote

    Light Form has a 300s recharge on a 90s duration.

    300 / 90 = 3.3334 = +233.34% recharge buffing from all sources to perma.

     

    However, each Force Feedback proc (functionally) applies a -5 to the 300 before dividing by 90 in order to compute recharge needed.  You can then generate a matrix of possibilities for how many Force Feedback procs are needed within the 90s duration to be able to perma Light Form so as to "close the perma gap" due to insufficient recharge.  Note that since it is not possible to get Force Feedback to (usefully) proc more often than once per 5 seconds, there is a theoretical upper limit of 18 Force Feedback procs per 90s that can make a useful difference in how quickly Light Form recharges.

     

    Number of Force Feedback procs per 90s to make Light Form perma at various total recharge values from all sources:

    1. (300 - (1 * 5)) / 90 = 3.2778 = +227.78%
    2. (300 - (2 * 5)) / 90 = 3.2222 = +222.22%
    3. (300 - (3 * 5)) / 90 = 3.1667 = +216.67% (note: this means 1 Force Feedback proc every ~30s on average every 90s, which is pathetically easy to achieve)
    4. (300 - (4 * 5)) / 90 = 3.1111 = +211.11%
    5. (300 - (5 * 5)) / 90 = 3.0556 = +205.56%
    6. (300 - (6 * 5)) / 90 = 3.0000 = +200.00% (note: this means 1 Force Feedback proc every ~15s on average every 90s, which ought to be routinely achievable)
    7. (300 - (7 * 5)) / 90 = 2.9444 = +194.44%
    8. (300 - (8 * 5)) / 90 = 2.8889 = +188.89%
    9. (300 - (9 * 5)) / 90 = 2.8333 = +183.33% (note: this means 1 Force Feedback proc every ~10s on average every 90s, which can be difficult to sustain)
    10. (300 - (10 * 5)) / 90 = 2.7778 = +177.78%
    11. (300 - (11 * 5)) / 90 = 2.7222 = +172.22%
    12. (300 - (12 * 5)) / 90 = 2.6667 = +166.67%
    13. (300 - (13 * 5)) / 90 = 2.6111 = +161.11%
    14. (300 - (14 * 5)) / 90 = 2.5556 = +155.56%
    15. (300 - (15 * 5)) / 90 = 2.5000 = +150.00%
    16. (300 - (16 * 5)) / 90 = 2.4444 = +144.44%
    17. (300 - (17 * 5)) / 90 = 2.3889 = +138.89%
    18. (300 - (18 * 5)) / 90 = 2.3333 = +133.33%

    Since Light Form is a minimum Level 38 power, it can only be accessed at Exemplar Levels 33+ ... and the Scaling Modifiers for enhancement levels does not begin to drop until reaching Level 1-31.  This means that if you slot 50+5 IOs into Light Form then Light Form will ALWAYS gain the benefit of the maximum enhancement value at all Exemplar Levels relevant to Light Form (because you lose access to the power before getting low enough to start losing enhancement value).  So don't attune frankenslots in Light Form (unless if you're slotting for set bonuses) ... boost them!

     

    Light Form can be 3-slotted with Resistance/Recharge set IOs from Titanium Coating, Aegis and Unbreakable Guard for a total of +94.56% recharge enhancement.  With an additional +138.75% global recharge from set bonuses (so total +233.31% recharge on Light Form) you would be only 0.01 seconds short of perma Light Form WITHOUT NEEDING HASTEN.

     

    In the build plans you'll be seeing below (one for leveling and the other as a "finished" Superior/Purple 50 build) there are essentially two breakpoints from the above chart that are relevant to how this build will play when fully slotted.

     

    Prior to Superior/Purple 50 completion, the build will have +122.5% global recharge.

    Add that to the +78.55% recharge enhancement slotting in Light Form (which isn't +5 boosted yet because, leveling) and you get +201.05% total recharge with Level 50 set enhancements to Light Form.

    This falls about midway between rows 5 and 6 of the above chart ... meaning that if there were any Force Feedback procs slotted into the build (spoiler alert: there aren't any!) then while leveling you would need to have 6 Force Feedback procs per 90s (an average of one proc every ~15s) to close the gap on making Light Form perma.

     

    However, the Superior/Purple 50 version  of the build will have a simply incredible +140% global recharge(!).

    Add that to the +94.56% recharge enhancement slotting in Light Form (which is now using +5 boosted frankenslotting) and you get +234.56 recharge with Level 50+5 set enhancements.

    This amount of total recharge means that the build can make Light Form (and Essence Boost too, as it turns out) perma without any Force Feedback procs at all ... because +234.56% exceeds the +233.34% threshold needed to perma Light Form as noted above.  Additionally, Inner Light is only 0.72s shy of being perma as well!

     

    So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a complete elimination of the need for Force Feedback procs to be able to perma Light Form (and Essence Boost) without needing to rely on Hasten or Incarnate slotting(!) to achieve this result.  Additionally, this rather extreme performance (basically "double Hasten without Hasten!") is something that is possible to realize on a Tri-form Peacebringer but would be extremely difficult (if not impossible) to replicate on a Warshade ... simply because Peacebringers have access to more powers with Knockback, and those Knockback powers are better "arranged" throughout the build on a Peacebringer in a way that demands fewer slots in Human form than a Warshade does when making a direct cross comparison.  This in turn then enables a Peacebringer to spend more of their slots on enhancement sets like Reactive Defenses and Preventative Medicine for their massive +8.75% global recharge set bonuses, which in combination with everything else are simply too enormous to ignore or pass up.

     

     


     

     

    And just in case anyone is curious ... I did start with the more "conventional" arrangement that you see on my Tri-form Warshade Symbiosis build involving 5+1 set slotting (with the +1 being a Force Feedback proc), but I was just getting frustrated by seeming to peak out at around +131.75% or even +133.75% without ever being able to find any other alternatives that could push the build just another +5% faster (or more) so as to reach a seemingly mythical +138.75% global recharge threshold for no longer needing Force Feedback procs at all.  So I was basically about 5-7% global recharge short of my "stretch goal" of not needing Force Feedback procs AT ALL.  But that was theoretically a far easier goal to reach on a Peacebringer (another 5-7%) than on a Warshade (where I'd need to scrounge up another 18.75% or more!).  I was just SO CLOSE that I had to know, just for my own sake, that I'd done everything I possibly could and had run out of "UP" to reach for.

     

    And that's when I remembered that Knockback sets (two of them, actually) feature a +7.5% global recharge set bonus in them.

     

    So on a lark, I decided to see "what would happen" if I swapped out a set (or two or few) for Kinetic Crash ... because I'm just really Old Skool that way.

    The problem, obviously, is that on a Peacebringer with "too much Knockback already" loading up powers with Kinetic Crash was simply trading one problem for another ... and I knew that I would HATE having to deal with all that Knockback, let alone to what it would do on teams.

     

    And then I noticed that ... hey wait a minute ... Sudden Acceleration ALSO offers a +7.5% global recharge set bonus ... AND that will allow me to slot the Knockback to Knockdown "proc" from the set into Knockback powers that will offer the necessary measure of moderation I'm looking for in the build into the bargain!

     

    In case anyone is wondering (or has forgotten, like I had) what the set bonuses for Sudden Acceleration are ... well ...

     

    Sudden Acceleration
    2:  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
    3:  2.25% Max End
    4:  2.5% DamageBuff(All)
    5:  24.1 HP (2.25%) HitPoints

    6:  7.5% Enhancement(RechargeTime)

     

    Wait.

    Hold on ...

     

    ALL of those set bonuses are REALLY GOOD to have on a Kheldian ... Peacebringer or Warshade ... especially if you're stacking them up multiple times(!) to try and squeeze that last little bit of extra global recharge out of a build.  The downside, of course, is that the Sudden Acceleration set is "weaker" on just about every single enhancement value (aside from Knockback) relative to using a (proper?) Damage set in the same powers.  On damage specifically, the loss is around -30% ... which is pretty steep loss on damage ... but that is partially compensated for (partially) by the fact that you're getting global damage buffs from the Sudden Acceleration set, and those global damage buffs can be stacked ... and those stacked global damage buffs affect more than just the powers being slotted with the Sudden Acceleration sets.  The net result is a sort of "shifting of the balance point" in terms of which powers do how much damage out of the build.  Some powers do less damage (the ones slotted with Sudden Acceleration) while others do more (everything else), causing a sort of "a few 2 steps backwards with lots of 1 step forwards" going on when seen from an entirety of the build perspective.

     

    On top of all of that, the Sudden Acceleration set offers increases to Max Endurance as well as Max Hit Points, both of which increase Endurance Recovery (indirectly) and Regeneration (also indirectly), thereby aiding build longevity on both the blue bar and the green bar.  And the icing on the cake is the increase to movement speeds.

     

    One of the configurations I experimented with involved slotting up Gleaming Blast with a fifth Sudden Acceleration set, which yielded a total global recharge bonus of +138.75%(!) ... but also meant that I was "wasting" one +7.5% movement speed set bonus due to how I was slotting Stamina.  Unfortunately, both the Synapse's Shock and Performance Shifter sets have a +7.5% movement speed set bonus for 2 slots ... and I am rather loathe to waste ANY set bonuses at all in my builds!  But the real deciding factor was that although +138.75% global recharge was basically what I was aiming for ... I didn't like what it did to the build overall, especially since Gleaming Blast wasn't going to be getting used all that much except as a "filler" attack at low Exemplar Levels.  Also, it meant that I was (ironically) +0.03%(!) global recharge short of being able to (actually) perma Light Form.

     

    Okay, just for anyone playing the home game ... at +138.75% global recharge coupled with +94.56% recharge (after ED) slotted into Light Form ... that meant that Light Form recharged in ... 90.01 seconds.

     

    Now, I know that for most of us, that last remaining 0.01 seconds wasn't going to be something worth quibbling over ... and I would have been satisfied, if it hadn't been for that +7.5% movement speed bonus going to waste due to the Rule Of Five for set bonuses.

     

    So I pulled the slots from Gleaming Blast, reassigned them back to Maneuvers (that I'd cannibalized them from), slotted Maneuvers back up with Reactive Defenses ... and could scarcely believe what I was seeing when the Set Bonuses window showed no set bonus conflicts ... and a +140% global recharge total(!).

     

    To put it mildly, I very nearly fell out of my chair seeing that.

    And mind you, this is WITHOUT any Incarnate slotting!

    I needed to check my math multiple times, just to make sure that everything was adding up right and this wasn't a fluke or an error.

    I even went so far as to rebuild from scratch, just to guard against any edge case "weirdness" of data corruption.

     

    And it was at this point that I was basically reduced to feeling like this about my Peacebringer build ...

     

    spacer.png

     

     

     

    So to recap ... I started out by trying to find a way to perma Light Form through use of Force Feedback procs without needing Hasten ... and was able to do that on my Warshade ... but "failed" to replicate that performance in the best possible way to fail on my Peacebringer, because I found a build that needed NEITHER Force Feedback procs NOR Hasten in order to perma Light Form (and Essence Boost, as it turns out).  The combination also very nearly makes Inner Light perma too, with an uptime gap of only 0.72 seconds ... for a theoretical uptime of 97.66% ... which is kind of insane for a build that doesn't have (or need) Hasten in it.

     

    All things considered, the build turned out QUITE different from where I thought it would go, but once I made that final breakthrough realization of switching to slotting Sudden Acceleration sets, I finally accepted the notion that I had run out of "UP" for how much more global recharge I could cram onto the stack in this build.  It was rather ... humbling ... to recognize that the potential had been lying there all along, just waiting for someone to come along and discover it.

     

    spacer.png

     

     


     

     

    I think that's enough pontificating and preamble on what's going on in the build posts you'll see below.  However, because I've had to modify some of my keybind files to accommodate the new changes, I'll be including an update to the more modern structuring of my keybinds in this build post also.

     

    Also, please note that the attached .mxd file has both builds in it.  Use the Alternate Slotting feature to flip to the other build once you've imported from the .mxd file.  Also, since this build is using the (current as of 14 May 2020) bleeding edge update to MRBU ... so if you're having trouble opening the build from the attached .mxd file (it's the same file on both builds) you'll want to download/update your build planner using LINK and LINK for updates.

     

    It may also take me ... awhile ... to be able to get everything posted.  As usual, there's a LOT to get written up!

     

    Enjoy!

  14. 22 minutes ago, War_L0ck said:

    Question about Lifegiving Spores, I notice youj(nor RedLynne in her Mind over Vegetables Build) slot end modification into it. Is it really that bad? Because usually Endurance Giving abilities are a good thing (one of the reasons I like playing Electric Affinity).

    In my case, the reason for the slotting in the Mind Over Vegetable(s) build was to put the Panacea Proc into it (because that will proc boost everyone buffed by the power!) while also scoring the full 6-slot set bonus into the bargain.  That's why I didn't put any Endurance Modification into the power.  Besides, in most scenarios (not all, granted, but most) it's more valuable to have stronger healing/regeneration in a power like Lifegiving Spores than endurance modification, simply because under most scenarios people have "solved" their endurance issues and there are relatively few NPCs that will drain it (Malta Sappers being merely one of the more notable exceptions).  Conversely, healing/regeneration is almost always useful, whether soloing or in groups, as a way of mitigating incoming damage (which tends to happen, even when playing City of Statues).

     

    So to summarize, the "need" for endurance recovery boosting is often times not as ... pressing ... as the need for healing/regeneration can tend to be.

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