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  1. Peacebomber How-To Guide (to be updated) You Will Find: -Build Use Recommendation Overview -Macro Setup -Form and Power Tray Key Binding Setup -Null The Gull - Disable Power Tray -MIDS Build Link (2nd Post) Build Use Recommendation Overview This build is meant to play mostly melee with ranged capabilities. “Tri-form” here isn’t meant as necessary to play each form and its powers as standalone roles (although you can), but to chain their powers together. The exception being single target you may remain in human form (radiant, incandescent, solar flare, glinting eye (human) or bright nova blast (an exception) if you have the switch down fast). At the lowest levels exempt nova will be mostly utilized though. As you exempt lvl 15+ dwarf is available. With dwarf slotted w/resistance standalone tanking is optional when needed. Or, damage (damage/tank if team composition rewards you bonus resistance–tank without having to stay in dwarf) exempt lvl 15+ 3 AoE’s available being x2 detonation, and dwarf flare. If playing exempt lvl 21+ all 4 AoE’s are available. Taunt macro is highly utilized – pulling in mobs after a dawn strike + flares close enough to continue AoE chain and without runners, photon seekers shines after taunt as well. AoE Attack Chain: dwarf flare, solar flare, nova detonation, and lum detonation. Depending on current recharge it may look something more like: Dwarf flare, flare, dwarf flare, nova detonation, dwarf flare, flare. You can change the order and use nova detonation more frequently I just prefer the pbAoE over targetedAoE. Using macros will allow a continuous flow between skills without ever having to activate or deactivate the forms before skills (other than pressing the macro button 1-2 times depending which order you choose to use them). Using Key binds allows quick form transformation + power tray swap using one button for quick pace play. Macro's Setup; Attacks; Dwarf Flare: /macro_image "UmbralBlast_DarkMatterDetonation" "Dwarf Flare" "powexec_toggleon white dwarf$$powexec_name white dwarf Flare$$powexec_toggleoff white dwarf" Solar Flare: /macro_image "LuminousBlast_SolarFlare" "Solar Flare" "powexec_toggleoff white dwarf$$powexec_toggleoff bright nova$$powexec_name Solar Flare" Nova Detonation: /macro_image "UmbralBlast_EbonEye" "Nova Detonation" "powexec_toggleon bright nova$$powexec_name bright nova detonation$$powexec_toggleoff bright nova" Luminous Detonation: /macro_image "LuminousBlast_LuminousDetonation" "Detonation" "powexec_toggleoff white dwarf$$powexec_toggleoff bright nova$$powexec_name Luminous Detonation" Bright Nova Blast: can press once to activate form, use glinting eye with nova form damage bonus, then bright nova blast, and form deactivates after BNB (no use of macro on glinting eye) /macro_image "UmbralBlast_ShadowBlast" "Nova Blast" "powexec_toggleon bright nova$$powexec_name bright nova blast$$powexec_toggleoff bright nova" Heal; Dwarf Sublimation: /macro_image "FlamingShield_HealingFlames" "Dwarf Sublimation" "powexec_toggleon white dwarf$$powexec_name white dwarf sublimation$$powexec_toggleoff white dwarf" Taunt; Dwarf Antagonize: /macro_image "LuminousAura_Antagonize" "Dwarf Antagonize" "powexec_toggleon white dwarf$$powexec_name white dwarf antagonize$$powexec_toggleoff white dwarf" Form and Power Tray Key binding Setup; (You may use whichever key you'd like - just replace the suggested) Quick White Dwarf Form Switch and Power Tray Swap /bind ctrl+` "goto_tray 9$$powexec_toggleon white dwarf" Quick Bright Nova Form Switch and Power Tray Swap /bind alt+` "goto_tray 8$$powexec_toggleon bright nova" Quick Human Form Switch and Power Tray Swap /bind H "goto_tray 7$$powexec_toggleoff bright nova$$powexec_toggleoff white dwarf" Quick Form Deactivation and Tri-Form Power Tray Swap /bind V "goto_tray 1$$powexec_toggleoff bright nova$$powexec_toggleoff white dwarf" I've arranged my Tri-form power tray in order of: (1)Glinting Eye (2) Bright Nova Blast (macro) (3) Luminous Detonation (4) Radiant Strike (5) Incandescence (6) Solar Flare (7) Dwarf Flare (macro) (8) Solar Flare (macro) (9) Bright Nova Detonation (macro) (0) Luminous Detonation (macro) This works well with a gaming mouse having Ranged attacks in one line, Human Form Attacks in the next, and Tri-form AoE melting following. If you're not using a gaming mouse you may try using Shift+# key binds to accomplish similar use without having to run your hands down the entire row of #'s. A Complete View of my Functional Mess: Null The Gull - To Disable Pop-up Form Power Tray In pocket D - the Gull (bird) on-top of truck offers the option to disable the extra power tray that pops-up with dwarf & nova forms.
  2. For anyone who wants to refer to the prior versions of my Warshade builds, and there is still some useful info to be found in those older posts, they can be found in the links below: Leveling Tri-Form Warshade [v2.0] Leveling Tri-Form Warshade [v3.0.0] Evolving Tri-Form Warshade 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 will be a Peacebringer counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that 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 ... 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 ... So ... first things first. Here's the important thing you need to know about how to perma Eclipse without resorting to use of 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 +102.5% global recharge. Add that to the +78.55% recharge enhancement slotting in Eclipse (which isn't +5 boosted yet because, leveling) and you get +181.05% recharge with Level 50 set enhancements. This falls about midway between rows 9 and 10 of the above chart ... so use the (lower) 10 Force Feedback procs required per 90s line that lies just under that amount at +177.78% total recharge. So with 10 Force Feedback procs per 90s (approximately 1 every 9s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This is likely not sustainable except in Nova or Dwarf forms. However, the Superior/Purple 50 version of the build will have +120% global recharge. Add that to the 94.56% recharge enhancement slotting in Eclipse (which is now using +5 boosted frankenslotting) and you get +214.56 recharge with Level 50+5 set enhancements. This falls about midway between rows 3 and 4 of the above chart ... so use the (lower) 4 Force Feedback procs required per 90s line that lies just under that amount at +211.11% total recharge. So with a mere 4 Force Feedback procs per 90s (approximately 1 every 22.5s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This should be relatively trivial to achieve, regardless of which form you're in. So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a 60% reduction of the number of Force Feedback procs needed to perma Eclipse without needing to rely on Hasten. I would also point out that, all else being equal (which it wouldn't be, but this is a counterfactual thought experiment) ... if Hasten's +70% recharge were layered on top of the +120% recharge of the Superior/Purple 50 version of the build, the recharge time for Eclipse would fall to ~78.01s which is just barely 12s shy of the 90s duration. That would allow for a bit more "margin" within which to refresh Eclipse on a fresh set of $Targets and would amount to a difference of 17.36s without Force Feedback procs factored in (which, of course, moves the goalposts, so to speak, when factoring those procs into the equation). But relative to Eclipse's duration of 90s, that 12s gain on recharge probably isn't as valuable as it might at first appear given then you aren't necessarily going to have a $Target rich environment around you "reliably" (like Clockwork?) just in time every 90s to use Eclipse on. That's also not including the additional complicating factor that the 120s duration of Hasten does NOT conveniently align with the 90s duration of Eclipse ... meaning that if you're not in Human form at exactly the right moment(s) to recast Hasten "for" Eclipse, you wind up with a markedly less efficient means of recharging Eclipse. Without Hasten, you only need to be in Human form briefly enough to cast Eclipse (and presumably Sunless Mire immediately after that) at which point you are free to assume any form(s) you want for any reason at any time. But with Hasten, you need to return to Human form for both Eclipse AND Hasten ... and since their recharge and duration times do not align with each other that means you're "forced" to revert to Human form to use one or the other (or both) more frequently than you might like or is practical given the circumstances you're playing in. By removing Hasten from the "requirements" for perma Eclipse, you have less ... demand ... for reverting to Human form just to maintain/sustain perma status on Hasten in addition to Eclipse. This simplification reduces "form pressure" to be in particular forms at specific intervals in order to maintain and sustain peak performance. For casual players like me, that is sufficient benefit to have a more freewheeling Tri-form gameplay experience. I would rather have to score 4 Force Feedback procs, via ANY form, every 90s than I would prefer to have to keep reverting to Human form to perma Hasten AND Eclipse on dissimilar recharge schedules that do not synchronize all that well. A few other changes have cropped up in the current build relative to the v3.0.0 posting. For one, the slot pressure became even more acute such that I had to pull slots out of Sunless Mire and Quasar(!) in order to achieve the necessary objective of rebalancing and reshuffling slots in order to add a Force Feedback proc to both Dark Nova Detonation and Black Dwarf Strike so as to have a Force Feedback proc slotted into all three forms. Shifting the slots around in this manner is what then enabled a whopping +20% global recharge gain on the leveling build and an almost incomprehensible +37.5% global recharge gain in the Superior/Purple 50 "finalized" build relative to the performance in the previous v3.0.0 build. At the same time though, core slotting priorities have been preserved (and in a number of ways improved upon) so as to yield an even "tighter" completed whole compared to the prior effort. Another point that kind of blew my mind is that by sacrificing a mere +2.5% global recharge on the Superior/Purple 50 build out (so needing 4 Force Feedback procs instead of only 3 in order to perma Eclipse) I was able to pour a considerable increase to overall build damage production into the mix. While the leveling build retains its +24% global damage set bonus, the Superior/Purple 50 pushes that up to a whopping +33.5% global damage set bonus, which quite possibly may be the highest I've ever been able to cram onto a build with as much recharge as this one has going for it. However, in order to achieve that I did need to sacrifice a smidgeon of global recharge ... but all other factors being equal, I figure that an additional +3% damage is better for the build overall than another +2.5% recharge, all things considered. However, all of these factors mean that unlike with most of my builds, the Superior/Purple 50 structure is the intended "end state" of the build that is intended to be played in perpetuity as the "finished" version of the build. So with that in mind, I've structured the pre-50 leveling version of the build to lead into/feed into the Superior/Purple 50 endgame upgrades with the minimum amount of hassle. Consequently, most of the slotting in the build is intended to be Attuned rather than Fixed to specific levels, and I've tried to reflect that on the leveling build by showing "minimum attuned" levels where possible so as to give a sense of when various enhancements need to be acquired while leveling up so as to "grow into" the build over time. That way, by the time you reach Level 50, the only thing left to acquire are Common 50 IOs, HOs, Boosters, Catalysts, and Purple 50 set IOs ... and there won't be an endless shopping list for those, so it ought to be manageable. Another thing to note is that in this version I actually succeeded in cramming in additional global set bonuses to Range (courtesy of the new Bombardment set!), HP, Regeneration, Resistances and even Running Speed (so Dwarf form isn't quite as much of a slowpoke!). Overall, I'm very happy with where everything "settled into place" since it yields a better balanced and more cohesive combination of powers and capabilities that enables three "strong" forms which each have their own identities but which are also mutually supporting. The last thing I'll mention here is that I'm really disappointed in myself for not seeing what has been sitting in my blind spot for Kheldians almost this whole time here on Homecoming. The Flight pool. Specifically ... Hover. One of the frustrations of playing Human form Warshade, particularly pre-Nova form, has always been the fact that Peacebringers can Fly from Level 1 in Human form, but Warshades were firmly nailed down to the ground (and originally couldn't even get Combat Jumping until Level 6 when you'd be wanting to get Nova form anyway). But now, here on Homecoming, you can pick up your first Pool powers starting at Level 4 ... and being able to Hover as a Warshade who can use Ebon Eye and Gravimetric Snare, so as to play "Keep Away" and not be vulnerable to melee swarming, is simply HUGE for how much of a difference it makes in the lower levels when you're first starting out! It also makes it possible/feasible/viable to stay in Human form for hover blasting so as to prevent runners ... because Gravimetric Snare is an Immobilize power, allowing you to "park" $Targets so they can't get away from you while you sequentially blast them from "on high" above them (where they can't reach you to melee you). This opens up a whole range of vertical movement and tactics that simply doesn't exist without access to Hover! Additionally, you're a Warshade ... you've got Shadow Step from Level 1 and can Teleport. Combine that with Hover at Level 4 and you've got your travel power combination that Exemplars from 1-50. And then once you reach Level 22 you can slot an Attuned Luck of the Gambler global recharge IO into Hover and just keep on cruising. When I was working in the build planner I kept thinking I needed a 5th Defense power beyond Shadow Cloak, Grant Invisibility, Maneuvers and Vengeance (so as to slot that last Luck of the Gambler) and at first thought I'd need to take Stealth ... which was totally redundant since Shadow Cloak and Stealth are mutually exclusive, but I only needed a One Slot Wonder™ mule power. Then I figured I could swap out Stealth for Combat Jumping, but still hadn't realized that Hover was also available (now). It took a couple of rounds of revision before it finally dawned on me that Hover would be WAY MORE USEFUL to my Human form than Combat Jumping EVER could (see: hanging in the sky the way that bricks don't) and that's when a number of other things started falling into place. After all, I didn't "need" Hover in order to get around for travel ... but having Hover synergized just too well both for offense and travel that I've been kicking myself ever since for being so hidebound and Olde Skool that I was still thinking that Warshades were still locked out of the Flight pool, when in fact they aren't. So yay! Hover made it into the build! Hello Hover+Shadow Step for all my long distance travel needs! And even better yet, that +10% Range global set bonus from slotting Bombardment into two Nova powers also boosts the range of Shadow Step and Black Dwarf Step! Win-Win-WIN! 😎 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. Enjoy!
  3. For anyone who wants to refer to the prior versions of my Peacebringer builds, they can be found in the links below: Leveling Tri-Form Peacebringer [v2.0] Leveling Tri-Form Peacebringer [v3.0.3] Evolving Tri-form Peacebringer 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 ... 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. 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 ... 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. 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!
  4. Cross-posting this here since it would seem to be relevant to the interests of all Kheldians. And yes, I want this available (here) for my own build research efforts. Why do you ask? That's assuming you've only got "permanent" recharge buffs helping you get there and no Force Feedback procs. Light Form is 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: (300 - (1 * 5)) / 90 = 3.2778 = +227.78% (300 - (2 * 5)) / 90 = 3.2222 = +222.22% (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) (300 - (4 * 5)) / 90 = 3.1111 = +211.11% (300 - (5 * 5)) / 90 = 3.0556 = +205.56% (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) (300 - (7 * 5)) / 90 = 2.9444 = +194.44% (300 - (8 * 5)) / 90 = 2.8889 = +188.89% (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) (300 - (10 * 5)) / 90 = 2.7778 = +177.78% (300 - (11 * 5)) / 90 = 2.7222 = +172.22% (300 - (12 * 5)) / 90 = 2.6667 = +166.67% (300 - (13 * 5)) / 90 = 2.6111 = +161.11% (300 - (14 * 5)) / 90 = 2.5556 = +155.56% (300 - (15 * 5)) / 90 = 2.5000 = +150.00% (300 - (16 * 5)) / 90 = 2.4444 = +144.44% (300 - (17 * 5)) / 90 = 2.3889 = +138.89% (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/Eclipse (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 +94.56% recharge enhancement and 81.81% Resistance (just shy of the 85% cap). With an additional +105.44% global recharge from set bonuses (so total +200% recharge on Light Form) you would only need 6 Force Feedback procs per 90s in order to be able to perma Light Form WITHOUT NEEDING HASTEN. Being able to rack up 6 Force Feedback procs within 90s sounds like a reasonable assumption when using AoE attacks with Force Feedback procs slotted into them. And yes, you better believe that this analysis is making me question my slotting priorities for my own Kheldian builds (Peacebringer in particular!) since if I can manage to pull Hasten OUT of my Kheldian builds and still have an expectation of being able to perma Light Form/Eclipse I would totally do it.
  5. Alright. You all know the drill by now (and if you don't, well … you're going to learn!). If you've read ANY of my other builds that I've posted, you know what's coming … WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … And for anyone who isn't clear on the concept (yet), you're going to see this same preamble of the common features repeated on both my Peacebringer and my Warshade builds, simply because it does bear repeating due to the common features shared by both (before they diverge into their own build specifics). For anyone who wants to refer to the prior versions of my Peacebringer builds, they can be found in the links below: Leveling Tri-Form Peacebringer [v2.0] Leveling Tri-Form Peacebringer So ... what happened (since the last Peacebringer) build post I put up? Well, I've been playing the v2.0 version of my Peacebringer build linked above and found through actual gameplay that the idea of slotting up and using Gleaming Bolt and Glinting Eye in lieu of slotting up and using Bright Nova Bolt and White Dwarf Strike ... because as I discovered you can use Gleaming Bolt and Glinting Eye in ALL forms(!) instead of just one or two(!) ... and had been thinking I'd be able to leverage that into slotting up one power and then use it in all three forms (twice!) wasn't really panning out as being all that good of an idea. Don't get me wrong ... it works ... it's just not as "superior" an option as I had been hoping for. Now, the thing that drove me towards wanting to use Gleaming Bolt and Glinting Eye (the Human form T1 and T2 powers, respectively) was the fact that I'd basically run out of available slots in the v1.0 and v2.0 versions of the build and simply didn't have enough slots left over to slot up anything else which could be used to form the basis of a heavier Human form attack chain. I mean, the rest of the Human form attack powers in those builds were Incandescent Strike, Solar Flare, Dawn Strike and Photon Seekers ... and two of those attack powers (IS and SF) have a base recharge of 20 seconds, so they're hardly the stuff you'd want to be using to create a repeat rolling attack chain out of (unless you've got more global recharge than you know what to do with). So in order to have a Human form attack chain from Levels 2-25 (or when Exemplared from 1-22 if you prefer) then I was basically forced into slotting up and using Gleaming Bolt and Glinting Eye as my primary attack powers rotation, throwing in the later IS, SF, DS and PS when available before falling back onto Bolt and Eye for attacks. And I had to do that because there wasn't "room" in the build(s) to support Radiant Strike with slots, which it needed if it was going to be worth bothering with. So the first decision was to drop Photon Seekers and cannibalize the slots that had previously been allocated to it in order to instead take Radiant Strike and get it slotted up. After that, I needed to do a cross-check to see whether or not there would be enough total recharge in the build so as to be able weave an attack chain using nothing but Radiant Strike, Incandescent Strike and Solar Flare on infinite loop ... to which the answer came back as being a "conditional yes" ... at which point I realized I was no longer chained to being forced to use Gleaming Bolt and Glinting Eye as the backbone for a repeating Human form attack chain, which in turn liberated the slots I'd previously been dedicating to them. Long story short(ened) ... I drained the slots from Photon Seekers into Radiant Strike while also draining slots from Gleaming Bolt into Bright Nova Bolt and the slots from Glinting Eye into White Dwarf Strike so as to better leverage those slots in the respective form powers. This left Gleaming Bolt and Glinting Eye as being One Slot Wonder™ powers for Human form which could be used in attack chains in the event of a gap (or as an inevitable result of being Exemplared to a low enough Level for set bonuses to stop working and enhancement values to modify downwards), so they're still in the build for use as "backup" attacks in Human form should the need ever arise. MAJOR EDIT after first posting(!). v3.0.1 So it was only AFTER I'd done the build up and posted it (the first time around) that I was finally able to collate enough data and stats together to start formulating the preferred attack chains that the entirety of the build enabled and made possible that I noticed that I'd made a mistake in pulling slots from Gleaming Bolt (which turned out to be the right choice) AND from Glinting Eye (which for reasons that I'll explain wound up being the wrong choice). So the thing that I discovered was that with the slotting I was using in the original v3.0 build I wound up needing to use Gleaming Bolt and Glinting Eye a LOT more than I'd been anticipating in Human form attack chains, in both the single target and multi-target mixes, and that heavy (heavy) use of those two powers to fill in gaps was starting to make the lack of slotting in them something of a glaring error. At the same time, Bright Nova Bolt with 5 slots was turning out to be wastefully overslotted (1.5s animation with a 0.47s recharge?). So it was only AFTER crunching the numbers and looking at the "shapes" of repeating attack chains that I'd be able to produce (and so on) that the irony of what I was doing hit me. I needed to be using powers that were slower to animate so as to "pad out" the timing of my attack chains so I wouldn't need to use as many powers in them (concentrating the demands for slots into fewer powers) in order to make them more "efficient" at converting endurance into damage output and offering a "smoother" performance when the attack chain repeats. The thing that really sealed this notion for me was working up the single target rotation for Human form using only Glinting Eye (x3) and Radiant Strike (x2) and Incandescent Strike (x1) in a way that gave all of the powers a Just In Time recharge for the cascade of attacks that allowed the whole thing to "flow" seamlessly ... and it was at that point that I really recognized that not only could Glinting Eye "substitute" for Bright Nova Bolt (on Homecoming servers thanks to the Kheldian powers permissions for forms changes here) but that the damage throughput from Glinting Eye was higher than Bright Nova Bolt, the animation time was slightly longer (making Glinting Eye a better candidate for slotting the Decimation Set with its Build Up proc!) and that making the switch increased performance almost across the board for both Human AND Nova form attack chains(!) at the cost of having a ranged attack for Nova form that only reaches 80ft instead of 100ft ... which IS a compromise, but one that makes a lot of sense in the context of improving the attack chains for TWO forms instead of just ONE. So ... yeah ... that was an experience. I just wish I'd been able to realize the difference between slotting up Glinting Eye for Human AND Nova forms earlier in the process so as to waste less time and effort on reposting everything after making that new discovery. MAJOR EDIT after the second posting(!). v3.0.2 So after I used this build as a foundational "chassis" to build a Warshade counterpart (yes, that effort is ongoing, but there's just SO MUCH TO COVER!!) I started to realize just how WEAK Gleaming Bolt is as a filler attack for Human form. The other thing is that with a fully slotted up Dwarf form, there just really isn't a point or a purpose in trying to shoehorn into attack chains for Dwarf form OR for Human form. So on a lark, I tried swapping out Gleaming Bolt and Glinting Eye as the Level 1+2 power picks for Glinting Eye and Gleaming Blast for the Level 1+2 power picks ... and was honestly surprised by what happened to the attack chains part of the calculus. For one thing, some of the animation+recharge ratios for attack chains actually improved by switching to Gleaming Blast. Specifically, I was able to change the sequencing of adding only Radiant Strike to a 1-2-3 repeat combo because it's possible to get the rotation down to within 0.01s(!) of being a "perfect" repeating loop (in other words, close enough) without "wasting" recharge. Likewise, I was able to "tighten" up the attack rotations involving Radiant Strike and Incandescent Strike so as to sequence them as 1-2-1 because the recharge time for Radiant Strike exactly matches the animation time for Incandescent Strike ... and having Glinting Eye and Gleaming Blast as the "fillers" after that combo provides enough animation time on using each of those two attacks once to loop back around on the repeat of the Radiant Strike, Incandescent Strike, Radiant Strike attack chain rotation. Changing to Gleaming Blast even made it easier to integrate Solar Flare with use of Radiant Strike and Incandescent Strike in an attack rotation in a more elegant and seamless way. And best of all, pretty much all of these edits/updates to the attack chains managed to "tighten" them so as to improve the "coverage" of Glinting Eye being able to proc Decimation for the Build Up proc in a way that helps the overall synergies of the entirety of the build ... and that's not even including the increase in the damage per animation second performance for only a slight increase in the endurance cost per second which can be "managed" through situational awareness by the Player and either an occasional pause in the attack rotation(s) or simply switching to a different form so as to use a different attack chain that permits endurance recovery while continuing to attack without pause. The only downside to making this change that I can find is that Gleaming Blast has a 10% chance for a MAG 1.87 Knockback ... and I haven't got a slot I'd want to cannibalize from elsewhere to add to Gleaming Blast in order to put a KB>KD IO into Gleaming Blast. But even with that minor downside, Gleaming Blast is just simply TOO SUPERIOR to the alternative of Gleaming Bolt (in the context of this build) to ignore. MAJOR EDIT after the third posting(!). v3.0.3 And just like that, after finishing out my Warshade build (which included the Leadership pool at the end of the build) feedback from @Rumbleweed made me realize that Group Energy Flight just really isn't all that useful except in the most extreme edge cases, and that picking up Stealth and Grant Invisibility at Levels 44-47 is really of marginal/novelty value by a point when all those powers really serve is as mules for Luck of the Gambler global recharge IOs. But what was preventing me from swapping out the Concealment pool for the Leadership pool was that so long as I held onto Group Energy Flight I only had 2 power pool picks ... but by dropping Group Energy Flight, Stealth and Grant Invisibility I've got 3 power pool picks for One Slot Wonder™ powers which can then be converted into Maneuvers, Tactics and Vengeance without losing any Luck of the Gambler global recharge IOs, while at the same time picking up the opportunity to use Tactics with Gaussian's Synchronized Fire-Control Build Up which will proc amazingly often in teams (that stick together) while staying in Human form. The beauty here is the possibility of stacking MULTIPLE Build Up buffs ... from Inner Light (which can be perma in Human form), to Decimation (procced by use of Glinting Eye) and now Tactics (odds of proccing per ~10s increased with more team/league-mates) ... while in Human form using Radiant Strike and Incandescent Strike ... which would be rather remarkable if/when it happens. So that was good. Unfortunately ... it wasn't enough of a modification to exploit seize another opportunity that was just lying there waiting to be discovered and made use of. Elsewhere here in the forums, a few posters have been talking about just how much of an advantage they can derive from slotting up Whirlwind with a Force Feedback proc and a Sudden Acceleration proc so as to repeatedly knock(down) and proc those two procs to the advantage of the rest of their build. So I read that and thought ... clever ... but quickly realized that attempting to replicate that performance on a Tri-Form Kheldian build would be a complete and utter fool's errand (despite already having Hasten in the build plans). There simply weren't enough slots left over to be able to invest in such a novelty (and besides, it would be a Human form only thing in any case) ... but at the same time I also realized the the underlying concept of "marrying" KB>KD and Force Feedback procs together held a lot of potential. The problem was, of course ... the Tri-Form Kheldian Slot Crunch™ ... which IS a real thing by the way (see my previous build posts were I lament just how bad it really is). To give you a sense of how much impact it has on this v3.0 build, consider that out of 67 additional slots to spend on the build ... only 34 of them are dedicated to Human form powers (and I'm including Health and Stamina in that tally). Another 16 slots are spent on Nova form powers and 17 slots get spent on Dwarf form powers. So the slot share breakdown is 34+16+17=67 which for all intents and purposes winds up being a 2:1:1 ratio set for slot investments here in the v3.0 build. But I digress ... The point I'm trying to make here is that I realized that combining KB>KD with Force Feedback procs in AoE attacks would effectively "super(re)charge" the overall build, potentially pushing it into a performance regime range that it would otherwise have no business being in(!) and which would be a more effective force multiplier to the entire build's capabilities. So with that in mind, I set to work with the build planner. It took me a while to realize that if I was going to do this, I needed to cannibalize even more slots in order to make this whole thing work. Ultimately the slots that got repurposed were the Resistance debuffing procs I'd previously allocated to Bright Nova Scatter and White Dwarf Flare, that had originally been intended to speed up the time it would take to defeat entire groups of $Targets by means of making them take more damage. Once I pulled those slots I was able to repurpose them in other locations in the build and settle onto a new equilibrium of competing priorities and demands for slot support. The net result is that in EACH form there is a (relatively) quickly recharging AoE attack power that can (and does) have the Force Feedback proc slotted into it, meaning that regardless of which form my Peacebringer is in they'll be able to make use of their AoE attacks to have a chance to speed up the recharge on every power in the build via a proc that only needs to successfully proc ONCE per use of those respective attack powers (and more $Targets equals a greater chance of being successful at that). Simultaneous to that effort, I was able to scrounge up enough extra slots to be able to slot Sudden Acceleration KB>KD IOs into Radiant Strike, Solar Flare and Dawn Strike so as to convert all of them into Knockdowns (Incandescent Strike is natively a Knockdown attack, while Gleaming Bolt and Glinting Eye have no knock effects added at all). This converts the entirety of the Human form attack powers into Knockdown ONLY attacks with no Knockback remaining. Solar Flare gets the additional Force Feedback proc. Dwarf form has Knockback in White Dwarf Strike, White Dwarf Smite and White Dwarf Flare ... but since all of those powers are natively Knockdown powers there was no need to pay a Slot Tax™ to convert any of them into Knockdowns. White Dwarf Flare gets the additional Force Feedback proc. That then left Nova form, in which the only real "problem child" powers for Knockback are Bright Nova Blast and Bright Nova Detonation. Lacking sufficient slots to well and truly neutralize the RNGesus governed Knockback in Nova form I simply accepted that Nova form attacks in this build will incur Knockback (just like always). However, given that the Knockback on Nova form attack powers can be mitigated by positioning so as to knock into terrain, this means that skillful play on the part of the Player can in many circumstances "neutralize" the annoyance factor that Knockback is prone to cause through careful positioning and situational awareness (so glass half empty and half full but don't bother me about it because I've got a redundant glass to hold the other half of the water, nyah nyah). Bright Nova Detonation gets the additional Force Feedback proc. At this point I was starting to feel MIGHTY pleased with myself (major edit: and am even moreso now after figuring out the Glinting Eye "swing role" sharing between forms utility is even better than I'd been anticipating!), since the build was angling to leverage itself into being able to use its more powerful attacks a LOT more often that you might otherwise be led to think it would when just looking at stats in the build planner. And then I noticed that in the previous builds I'd had the Leadership pool (mainly so as to get Tactics and One Slot Wonder™ it with the Build Up proc from Gaussian's Synchronized Fire Control), but that was turning into being something of a bridge too far. Leadership powers really WANT to have slots dedicated to them in order to get the most out of them, and toggle powers like Leadership provide remarkably little return on investment except while in Human form. Maneuvers and Vengeance were basically just Luck of the Gambler global recharge IO mules and Tactics was a Build Up proc mule, and the powers take "forever" to animate when casting them after a form shift. Just casting Maneuvers and Tactics would cost 7.34 seconds of combined animation time. I mean, I love the Leadership pool ... but spending that amount of time to fire up toggles after a form shift to Human kind of kills the momentum (except when out of combat where you've got "plenty of time" to cast Leadership toggles, of course). This necessitated dropping the Gaussian's Build Up proc from the build entirely, but considering that its duration is just as short as the duration on the Decimation Build Up proc (at 5.25 seconds) and considering the long(ish) animation times of the preferred Human form attack powers (3.3 seconds for Incandescent Strike and 2.1 seconds for Solar Flare) that's probably just as well. Build Up procs are really good when they can be leveraged by a "buzz saw" styled rapidly animating attack chain that can cast 3-4 powers before the 5.25 second buff duration on the Build Up expires, but the slower the animation speeds the less opportunity you have to really gain from the Build Up ... especially when Build Up procs do the most in modifying the damage output of AoE attacks hitting multiple $Targets. So the Leadership pool got dropped, and with it the Gaussian's Synchronized Fire Control Build Up proc. 😢 Well, so much for that! I've been persuaded that all I needed to do is drop Group Energy Flight and I'd be able to fit Maneuvers, Tactics and Vengeance into the build without losing any global recharge buffing. And granted, Tactics is something that you're really only going to want to use when on a team, task force, trial or raid when staying in Human form ... but you'll have Light Form while doing this, and will have a powerful single target "scrapper-ish" melee capability that will be able to deliver some pretty serious beatdown-age, so it's a worthwhile alternative strategy to add on top of being able to switch into Nova and/or Dwarf forms at any time. In addition to all of that, I decided to pick up the Peacebringer Shield powers ... primarily as set mules that could hold the Psionic Resistance IOs from the Impervium (6%) and Aegis (5% plus additional mez status resistance) and raise the Psionic Resistance in the build to a native 20.5% minimum. Note that with Cosmic Balance, every "attacker" Archetype (Blaster, Brute, Scrapper, Stalker) a Peacebringer is teamed up with will give you a +10% Resistance vs All ... meaning that when on a team with 7 other "attacker" Archetypes in range of Cosmic Balance this build will have 85% Psionic Resistance (capped from 90.5%) while just standing around in Human form with no toggles on. This factor then substantially mitigates one of the few remaining protection scheme holes for a Peacebringer (Warshades get Psionic Resistance from Eclipse) while at the same time making it possible to have "half(-ish) Dwarf" resistances in Human form while soloing when Exemplared to below Level 35 (because at Exemplar Levels 35+ Lightform can be used). With Lightform running, but Shield bubble powers aren't "needed" in order to hardcap Resistances, so they can be left off to save endurance while still contributing the global buff value of the Psionic Resistance IOs slotted into them. And besides, being able to toggle on the Kheldian bubbles is still a Rule Of Cool for costume aura purposes. 😎 Powers that are either on the cusp of being perma or have a healthy margin on their perma status are as follows: Essence Boost ... 110.3 second recharge for a 120 second duration on the power's effect and on the Regenerative Tissue proc (symmetry!) on Hasten buffing alone Hasten ... 3 Force Feedback procs short of being perma for a 120 second effect duration Inner Light ... 28.06 second recharge for a 30 second duration on the power's effects on Hasten buffing alone Incandescent Strike ... 6.37 second recharge for a 25 second MAG 3 Hold with a 84.85% proc chance for an additional 8 second MAG 2 Hold stacked on top with Hasten buffing alone Light Form ... 84.04 second recharge for a 90 second duration on the power's effects on Hasten buffing alone White Dwarf Antagonize ... 3.74 second recharge for a 35 second MAG 4 Taunt (which can be stacked) and a 12 second -75% Range debuff on Hasten buffing alone Considering that every form has an AoE attack power with a Force Feedback proc slotted into it, there ought to be plenty of opportunities for getting the powers recharged in time for increased Click power effects overlapping so as to push them into the "perma with benefits" performance regime. On top of all of that I went ahead and manually "sorted" the allocation of which powers get enhancements slots when and very deliberately set up the arrangement of slots acquisition such that a respec at Level 6 would NOT be necessary. If following this build you can simply go to a Trainer at each Level Up and pick powers and slots without running into any "you can't do that (yet)" problems. Additionally, where possible I tried to ensure that slots for procs on the early powers were ... delayed ... until the point where once the slot is added to a power the requisite proc IO can be immediately slotted into the power in a Just In Time™ philosophy for deciding what slots need to be added to which powers, when. This should help smooth the leveling process. Note that this is why the additional slots for Incandescent Strike are delayed until Level 48 (due to Hamidon Origin enhancement slotting and combining). As always, you'll see that I have what amounts to 5 criteria for what Level an (unattuned) enhancement ought to be: Minimum Level for the respective Set in the cases of proc IOs Level 27 for Sets that are not minimum Level 30+ Sets (for Exemplaring to Level 24 for Story Arcs) Level 31 for Sets that are minimum Level 30+ Sets (for Exemplaring to Level 28 for the Moonfire Task Force and Level 29 Story Arcs) Level 50+5 for IOs that are not needed for set bonuses Hamidon Origin enhancements combined to +2 Levels performance yields This arrangement helps reinforce the notion that what you're seeing is an "evolving" leveling build that is meant to be Exemplar Friendly™ if building on a budget and can't "afford" to obtain attuned enhancements for every available slot. And while the build can be played at Level 50 (and is rather obviously intended for that), the build is meant to have a "broader peak performance profile" than just merely being played at Exemplar Levels 47+. Feel free to attune Sets (making them substantially Level agnostic) if you have the resources and inclination to do so. So the title of this posting gives a nod to the idea that this build "evolves" over time ... and it does when played ... rather than just simply "leveling" when played. The way I see it, there are somewhat distinct phases of that evolution on the path from 1 to 50. Level 1-5 You're a Human empowered with 4 Peacebringer powers by Level 4. You have so few additional slots (4 by Level 5) and the Training Origin enhancements you can put into them so worthless (+8.33% per TO) that for all intents and purposes your slots aren't even able to do anything "useful" for you yet. Your attack powers are essentially "naked" of additional slots so you're mainly relying on the base raw power of Glinting Eye and Gleaming Blast to do most of your damage and without any recharge or slotting the attack chain for these powers has a very uneven stutter stepping to it. Go to the P2W Vendor and choose the Throwing Knives Origin attack power (this one does the most damage courtesy of the extra DoT, which will save you attacks at these Levels) along with the Nemesis Staff (best to choose an Origin that empowers the Staff) which does a LOT of damage at these early Levels and also does Knockback and also the Ghost Slaying Axe (which Ghosts are vulnerable to). These extra P2W attacks will help you get through Levels 1-5 here without giving up on playing a Peacebringer (or a Warshade if you're so inclined) because the P2W attacks will help fill out the attack chains you can manage without useful amounts of enhancement value. The one bright spot here is getting Essence Boost slotted early to help you survive all the Quantum Gunners you're going to be running into all the time. Essence Boost is basically your (once every three minutes) heal power. Yes, it sucks to play a Peacebringer at these Levels ... but it WILL get better, once you reach Level 6 and can get Nova form. Levels 6-19 Nova form comes online and finally you can start doing enough damage to defeat $Targets fast enough to not need an egg timer. Embrace your inner (hover) Blaster and get to work, preferably from as far away as you can manage so as to stay out of melee range for as long as possible. Most $Targets will not be able to fly up to reach you, so fight the PvE $Targets as "unfairly" as you can manage so as to protect yourself. Slot the Level 10 Regenerative Tissue proc IO into Essence Boost at Level 7 and get in the habit of using it when the power has recharged. Also, get the Panacea IO at Level 7 and slot it if you have the means to do so since the benefit(s) you get from it are JUST THAT GOOD. Also, the Rectified Reticle: Increased Perception set IO can be slotted as early as Level 7 and it offers a set bonus that is "always on" regardless of whether the power it is slotted into is toggled on or not (however it will only be in effect at Exemplar Levels 7+ if slotted as Level 10 or attuned). At Level 8 you'll get Radiant Strike and be tempted to start fighting in melee in Human form. Resist the urge to be in melee range for as long as you can manage to hold off on it, because your Nova form powers are starting to get slotted as of Level 9. As slots get allocated to Nova form it starts turning into the powerhouse you're going to need it to be for you for the rest of your time as a Peacebringer. At Levels 17 and 19 you're adding proc IOs to the build that you're going to be continuing to use all the way to Level 50+. The addition of the Miracle proc to Health and the Performance Shifter proc to Stamina will resolve almost any lingering endurance management issues you might have been having up until now. At Level 18 you get Incandescent Strike, which you really only want to use in emergencies at this point as an escape option (Hold them while you run away!) until you can slot the power up at Level 50. You Are Not Prepared™ for fighting in Human form yet! Just keep (hover) blasting in Nova form and get in the habit of doing attack rotations that use Glinting Eye and Bright Nova Blast, using Bright Nova Bolt in between them only when needed as a filler to give the other two powers "around" Bright Nova Bolt enough time to recharge. Once you get enough global recharge bonuses from sets and Hasten you'll be able to just use Glinting Eye and Bright Nova Blast alone without pausing against a single target. Levels 20-27 Dwarf form finally arrives, but since you haven't been able to invest any slots into it Dwarf form is basically a mez/Break Free option for you at these Levels. It's only later on, with slotting, that Dwarf form will finally start to become formidable. The best thing about Dwarf form is that you can use Reform Essence (Human) and White Dwarf Sublimation on top of Essence Boost to heal yourself rather effectively. Note that Glinting Eye gets all of the slots it needs by Level 23 so as to slot in the Decimation Build Up proc which will eventually become VERY important to both Human form and Nova form attack chains, but for Nova form the importance of the Build Up proc makes itself felt as soon as you slot it since it will supercharge your Nova cone and target AoE attacks, as well as your single target rotations. The Build Up proc will function as a "nice to have" when it happens (odds are close to "roll a 1 on a 1d13") rather than being something you want to rely upon happening "on demand" (per se). It's during these Levels that you finally finish slotting out Nova form for maximum Blaster inspired "come and git sum" attitude on your Nova form, which you need to remember since from here your Nova form attacks are only going to get buffed by set bonuses and other global effects from here on out. Just remember that you'll need to wait until Level 50 to finish building out Bright Nova Scatter with Hamdion Origin enhancements to get the FULL POWER that you can out of your Nova's cone attack, since it delivers the highest damage per power activation of all of your Nova powers, making this your "spike" damage attack that ironically hits an entire cone's worth of $Targets (max 10). Level 28-37 Dwarf form starts getting slots and starts becoming a far more capable (and less frustrating!) way to engage $Targets. White Dwarf Flare finishes setting loaded out with the Essence Transfer Kheldian ATO set and Force Feedback proc by Level 36. Solar Flare gets some slots at Level 34, adding yet more global recharge reduction into the build and preparing the way for the "full circle" comeback to investing in Human form attacks in the mid/late-40s. By Level 37 you're starting to have enough slots invested into Dwarf form to be able to really start to see how a Dwarf ought to be played and how the form is (at all) useful to play. Levels 38-42 At long last it is FINALLY time to start giving some love to your Human form powers again, with Light Form being the BIG and obvious winner here with investments complete by Level 40. The protective aspects of Light Form when applied to Nova and Dwarf forms simply cannot be overstated. Note that since Light Form is a Click power that does not lock out other forms on Homecoming, use Light Form every time it finishes recharging. This build is meant to keep Light Form permanently up at all times, since it is just that big of a boost to your Resistances and your endurance recovery. The "crash" from Light Form will simply move your HP from wherever it is to be 50% of Max HP when it happens (meaning that the "crash" when Light Form expires could potentially HEAL you up to 50% when it happens if you're below 50% at the time!). Dwarf form finally (FINALLY!) finishes receiving additional slots at Level 42 and is a serious contender as a means of dealing enough damage in a survivable/protected/brick-like way when mez and aggro magnetism are things that need to be dealt with, since neither Human nor Nova forms perform well under those conditions. Levels 43-50 From here on out it's mainly about getting enough slots to finish out your Human form attack powers to make them truly useful as well. The capstone on all of this effort finally gets laid at Level 50 into Incandescent Strike. Maneuvers, Tactics and Vengeance expand the capacity of your Human form attack chains to deliver increased damage due to how the Gaussian's Synchronized Fire-Control Build Up proc interacts with Tactics in addition to enabling higher chances to hit Level 54 Incarnate targets that have a base 39% chance to be hit. Vengeance, of course, is something you'll never use while solo ... but will find a use for "often enough" while in teams (and almost inevitably have a use for in leagues). Levels 50+ What Incarnate slotting options ought to be chosen? The build doesn't say ... To which the only answer I can give you is ... whatever makes you happy. No seriously. If you've gotten to Level 50 and are busy working your way through Incarnate content using this build, YOU are going to know what's best for You when it comes to Incarnate slotting. This is because a very substantial component in deciding what the best choice for Incarnate slots is rather heavily dependent upon how YOU want to the play the game (and your character). Besides, it's been most of a decade since I had to even think about this stuff (and my Peacebringer is still only Level 12 at the time of this posting since I've got 9 alts to feed!). So really ... pick whatever makes you happy. Incarnates are about YOU, rather than ME explicitly (and for all time). Just be aware that as you advance through Incarnate Levels you're going to continue to get EVEN MORE powerful than you were when you first dinged 50. You're welcome! ===== So with all of that blathering out of the way, let's get on with the build itself, shall we?
  6. Alright. You all know the drill by now (and if you don't, well … you're going to learn!). If you've read ANY of my other builds that I've posted, you know what's coming … WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … And for anyone who isn't clear on the concept (yet), you're going to see this same preamble of the common features repeated on both my Peacebringer and my Warshade builds, simply because it does bear repeating due to the common features shared by both (before they diverge into their own build specifics). For anyone who wants to refer to the prior versions of my Warshade builds, they can be found in the links below: Leveling Tri-Form Warshade [v2.0] Leveling Tri-Form Warshade So ... what happened since the last (Warshade) build post I put up? To put it mildly ... my [v3.0.3] Peacebringer build happened, that's what. For the first time, I tried doing a "beginning to end" analysis of how powers in the holistic context of the entirety of a build would ultimately "throughput" into repeatable attack chains, and where the ... breakpoints ... for building that way would tend to fall as a result of all of the choices made in powers selection and allocation of slot resources so as to see how EVERYTHING "fit together" into an overall cohesive whole ... and it turned into a FAR LARGER project than I could have ever anticipated (I figure I've spent more than 20 man-hours on that Peacebringer build do to ongoing discoveries and revisions followed by more discoveries and more revisions leading to yet more iterations of the process). So ... yeah. THAT happened. And now it's time to take everything I learned from redoing (and redoing and redoing and redoing!) my Peacebringer build to hone it to the point where every slot in the build is virtually SCREAMING under the strain of needing to allocate scarce resources (because Tri-Forms are just that slot hungry!) as efficiently and optimally as possible ... and here is the results of that labor. I've been playing the v2.0 version of my Build build linked above and found through actual gameplay that the idea of slotting up and using Shadow Bolt and Ebon Eye in lieu of slotting up and using Dark Nova Bolt and Black Dwarf Strike ... because as I discovered you can use Shadow Bolt and Ebon Eye in ALL forms(!) instead of just one or two(!) ... and had been thinking I'd be able to leverage that into slotting up one power and then use it in all three forms (twice!) wasn't really panning out as being all that good of an idea. Don't get me wrong ... it works ... it's just not as "superior" an option as I had been hoping for. So ultimately I was wanting to do the same thing with my Warshade, where the foundational attacks for Human form would be Ebon Eye and Gravimetric Snare instead. Suffice it to say that Shadow Bolt is only "useful" for Levels 1-5 because at Level 6 you get Nova form and then basically stop needing to rely on Shadow Bolt for much of anything (except as a filler). Go to a P2W Vendor (they're in all the starter zones and even in the tutorial zones!) and pick up Throwing Knives (best damage per attack option), either the Nemesis Staff or the Blackwand, along with either the Ghost Slaying Axe (which works, as advertised, on Ghosts!) or Sands of Mu (a knockoff of Flurry from the Speed pool). With those extra attacks you can "make it till you make it" to Level 6 and get Nova form ... but until then, you need to pick SOMETHING as your power picks between Levels 1-4 (and spend your enhancement slots from Levels 3-5) before you can get to Nova form. So looking at the v3 build here relative to the v2 and earlier v1 builds, that's pretty much the only "real" change going on in power picks ... aside from dropping Inky Aspect and the Stealth pool (which was only being used to mule Luck of the Gambler global recharge enhancements) in order to make way for Maneuvers, Tactics (because of how the Gaussian's Synchronized Fire-Control Build Up proc works in it) and Vengeance out of the Leadership pool. These resulting changes combined to lower the overall global recharge set bonus to the entirety of the build, but I was able to "juggle" the repeating attack chains for each form into a "shape" in which that relative loss of recharge buffing isn't actually as big of a problem than it might at first appear. For each of my previous Kheldian builds, I'd first build the (MFin' Indeed!) Warshade and then proceed to adapt the "core" choices from that build into a (G*d D**n!) Peacebringer counterpart ... but here that process has been reversed. This time is was the Peacebringer that came first, and it's the Warshade that wound up needing to play catch up afterwards due to the things I "discovered" as a result of honing the Peacebringer build into the v3.0.3 that you can see in these forums (and everything THAT experience implied). That said, there are some pretty significant things that a Peacebringer can do which simply don't "translate" over to a Warshade ... such as having a plethora of Knockback powers which can be leveraged into Force Feedback "recharge refueling" attacks in each form. A Warshade simply doesn't "do that" the same way, mainly because a Warshade is a "slow monster" compared to the Peacebringer's "knock monster" thematics. So while some things translate across from one to the other, a number of other things don't (Photon Seekers vs Essence Extraction simply being a prime example of this). One of the major considerations for the v3.0.2 Peacebringer build was that I needed to apply a "governor" to all the major knockback powers using the Sudden Acceleration KB>KD IO while at the same time wanting to add in a Force Feedback proc for recharge buffing onto AoE attacks in all three forms, because Peacebringers are so "self-contained" in that they are completely independent of factors external to themselves for buffing (Inner Light vs Sunless Mire for example) and that Peacebringers have a number of powers that are advantaged by recharge buffing in a way that Warshades are not (or at least not to the same extent or in quite the same way). Peacebringers can reduce the recharge on Light Form, for example, and never have to worry about having enough $Targets around them to get the most out of casting Light Form upon completion of recharge ... not so for Warshades, who are far more dependent upon external circumstances for powers like Eclipse, Sunless Mire/Black Dwarf Mire, Black Dwarf Drain, Stygian Return as well as Stygian Circle and Dark Extraction (of course), where you not only need to have the power recharge "in time" for it to be perma but also the necessary "fuel sources" to make it worthwhile to even use a number of abilities at all (although, granted the times when you can't use Stygian Circle are limited...). So with a lot of the demand for Sudden Acceleration KB>KD IO slotting removed from the Warshade build, that made available (a few ... too few ...) extra slots for repurposing in a Warshade counterpart build. The first and biggest (and earliest) difference between a Peacebringer and a Warshade arrives by Levels 2-4. What I mean by that is that instead of having Glinting Eye, Gleaming Blast and Essence Boost as the first 3 power picks, with recharge times of 4s, 8s and 360s (respectively), with Essence Boost being a Dull Pain power port ... on a Warshade you get Ebon Eye, Gravimetric Snare and Orbiting Death as the first 3 power picks, with recharge times of 4s, 4s and 4s (although Orbiting Death is a toggle instead of a click, so the low recharge is kind of moot here). That makes it a LOT easier for a Warshade to cycle their early Human form attacks around the addition of P2W sourced supplemental attack powers since the recharge times aren't quite as staggered as their Peacebringer build counterparts. The problem though is that Gravimetric Snare is a damage over time power that functionally takes ~10s to dish out all of its damage, and at low Levels Orbiting Death adds smidgens of damage against $Targets within 20ft of your PC. However, Gravimetric Snare enjoys one decidedly useful feature over Gleaming Blast in that it also MAG 3 Immobilizes for 20.12s without any slotting whatsoever, meaning that it is not only "perma out of the box" on Immobilization but you can use it to rotate among $Targets so as to lock them into positions where they can't escape your Orbiting Death aura radius while keeping them outside melee range as a form of "poor man's incoming damage mitigation" to protect yourself. Alternatively you can use Gravimetric Snare as a way to "defer" the approach of a $Target from a spawn group such that you only need to deal with 1-2 instead of 3 simultaneously when using Line of Sight blocking to force other (mobile) $Targets to come to your position while leaving behind 1-2 of their fellows who need to wait for the Gravimetric Snare duration to expire. Also, Gravimetric Snare helps prevent "runners" by Immobilizing them so that you can dispose of them at your leisure. By the time you reach Level 8 you'll have Starless Step which is even better for "dismantling objectionables" in spawn groups (such as Quantum Gunners and the like) by virtue to being able to teleport (foe) them away from their spawn groups so that you can deal with them in a 1 on 1 context, rather than in a many on one context that is far more hazardous to your chances of survival ... especially since unlike a Peacebringer, as a Warshade you haven't got the extra "insurance policy" of an Essence Boost/Dull Pain equivalent power at your disposal, meaning that a PvP-like "surprise burst" of damage following a Starless Step "get over here!" against Quantum Gunners (et al.) is your best bet for taking them down with the least amount of risk for your own safety/survival. I personally find that on a Peacebringer, the best thing to do is to use Nova form and try to burst the Quantum Gunners down with sheer damage production in as short a time frame as possible, using any Knockback that RNGesus provides as a delay in incoming damage from the Quantum Gunner, before needing to engage the rest of the spawn group to dispose of them. By contrast, with a Warshade I find myself selecting a Quantum Gunner as my $Target, moving BACK through already cleared areas until I can reach a "safe distance" that Starless Step can "reach through walls" to bring the Quantum Gunner to my position in Human form (with Orbiting Death already up and running). I then set up to use Starless Step, to put the Quantum Gunner "in a corner" (if available) such that in order for them to escape my Orbiting Death aura they will need to run past/around my Warshade (which helps to maximize return on Orbiting Death chipping away at them) and then I use Starless Step to teleport the Quantum Gunner into the corner I've selected ... but I aim the teleport rings UP TOWARDS THE CEILING of that corner so that when the Quantum Gunner arrives THEY WILL FALL DOWN to the floor. It has been my experience that the scant second or so it takes a $Target to fall down to the floor from being teleported up towards the ceiling by Starless Step is time during which my $Target isn't able to draw a weapon and therefore attack my Warshade. Put simply, most $Targets that don't have Hover/Fly powers need to be standing on the ground in order to cast ... and I USE that delay created by the (admittedly short) fall after a Starless Step to make it more likely I'll be able to pull off/cast my next power before the Quantum Gunner can shoot me. So my standard operating procedure when dealing with Quantum Gunners is to use Starless Step to teleport them into a ceiling corner that has them fall down into my Orbiting Death aura ... but Starless Step has an Interrupt of 2 seconds on it, so if you queue up another power during the 2s Interrupt of Starless Step you'll interrupt Starless Step (and Starless Step requires a to hit check and sometimes it will "miss" and fail to teleport your $Target) so you'll want to wait until you see the hitbox of your $Target MOVE to the destination point before doing the next step. Once I see the hitbox arrive at the teleport point, I then IMMEDIATELY queue up the P2W Nemesis Staff power, while Starless Step is still completing its animation ... because although Starless Step has a 2s Interrupt duration it will continue animating for an additional 1.93s (for the full 3.93s of the power's animation time) after the $Target has been teleported ... and during that remaining ~1.93-ish seconds of animation, if you're quick, you can get most of the weapon draw animation for using Nemesis Staff finished(!) ... meaning that as soon as Starless Step finishes its animation you can be casting a blast out of the Nemesis Staff which has a very high probability of being a Knockback that will buy you even MORE time before the Quantum Gunner gets to draw their weapon and attack you. And even better yet, since your $Target usually can't attack until they're STANDING on the ground (instead of falling towards it or ragdolling around) that buys you the precious time you need to finish off most Quantum Gunners before they can get off a shot against you! And because you picked your location wisely, the Knockback from the Nemesis Staff will toss your $Target into the corner while keeping them within your Orbiting Death aura radius so it continues to tick and chip away at their HP for you while you queue up the necessary follow on attacks to try and finish off your $Target. It's at this point that I will often times either stay in Human form and just keep using Human form powers (and P2W supplemental powers) or switch to Nova form for increased spike damage production so as to attempt to finish off the Quantum Gunner as quickly as possible. Sometimes I'm able to get lucky and defeat Quantum Gunners before they can even fire off so much as a single shot, meaning that it is possible to take basically no damage from pulling this Starless Step stunt until other mobs from the spawn group arrive (and start attacking) ... but sometimes I can pull a Quantum Gunner out of a group using Starless Step and none of the other members of that spawn group "notice" that anything happened, so there's a LOT of permutations for using this trick (including the Nemesis Staff MISSING, which sucks when it happens) ... but on the whole, it's a safer set of options than engaging the way that I would want/need to with a Peacebringer who cannot bring $Targets from their location to mine (without investing in the Teleport pool for Teleport Foe). The next big difference between a Peacebringer and a Warshade is that Warshades don't get a Radiant Strike equivalent power (since Warshades have Starless Step instead). This radically changes the calculus for what powers to use for attacking with while in Human form, which again pushes the advantage onto being able to simply alternate Ebon Eye and Gravimetric Snare by getting the recharge for both of these powers under 1.67 seconds each (so they recharge in the time that it takes the other to animate). Gravity Well is the equivalent power to Incadenscent Strike, but Gravity Well animates FASTER at 2.07s vs 3.3s for Incandescent Strike ... and with only Ebon Eye and Gravimetric Snare to fill the time between uses of Gravity Well, you want the recharge of Gravity Well to be "conveniently under" a recharge time that is a multiple of 1.67 seconds for a "just in time" recharge performance from Gravity Well when using a repeating attack chain that is filled out by Ebon Eye and Gravimetric Snare where you aren't "wasting" too much recharge time waiting for other powers in the chain to finish animating. Another HUGE difference from Peacebringers is that Sunless Mire for Warshades has a less favorable uptime than Inner Light for Peacebringers. Sunless Mire has a 120s recharge for a 30s duration instead of Inner Light's 90s recharge for a 30s duration ... meaning that it's possible to make Inner Light a perma buff without Force Feedback procs (and I have in my Peacebringer builds), while it is almost impossible to do the same for Sunless Mire ... and that's not even including the fact that Sunless Mire requires $Targets be within 15ft of your Warshade to get any benefits at all AND you need to hit 7 $Targets with Sunless Mire to gain +78.75% damage buffing to match/exceed the +72% damage buffing that Inner Light gives to Peacebringers for hitting ZERO $Targets. Yes, you can get up to +1112.5% damage buffing out of Sunless Mire by hitting 10 $Targets with it ... but you can't always count on having that many $Targets (oh so) conveniently located next to your Warshade every time Sunless Mire finishes recharging. The point I'm making here is that even IF (a humongous if!) you're able to get the recharge duration of Sunless Mire down to less than 30 seconds (good luck with that one!) you aren't always going to be able to make use of it, regular as clockwork, every time Sunless Mire has recharged simply because Sunless Mire is context dependent upon the situation you find yourself in at that time. So Warshades can temporarily achieve a higher amount of damage buffing from Sunless Mire in $Target Rich Environments™ but those conditions are hardly consistent ... while a Peacebringer can just cast Inner Light upon recharge and be able to sustain their damage buff indefinitely (so long as their endurance holds out and they switch back to Human form in time to recast). The next big difference between Warshades and Peacebringers comes when comparing Gravimetric Emanation (a 45º Cone with a 40ft range that does Knockback and a MAG 3 Stun) to Solar Flare (a damaging 15ft PBAoE Knockback) and Pulsar (a 20ft PBAoE MAG 2 Stun), because Gravimetric Emanation occupies this weird tangential relationship to both of these Peacebringer counterpart powers. Although Gravimetric Emanation is a damaging Cone attack power, its primary purpose isn't to be a heavy damage dealer (base damage is 17.8 Negative Energy), but rather to act primarily as a control power. In its default out of the box configuration Gravitic Emanation can best be described as a "Keep Away From Me" type of power since it has a base Knockback MAG of 9.35 and it will MAG 3 Stun for 13.41 seconds, allowing you to buy yourself time before needing to deal with what can best be described as "small fry" in front of you. So Gravitic Emanation allows you to "filter" Minions and Lieutenants in a way that mezzes them so that your Warshade can concentrate on taking down a Boss (or Bosses) without being distracted by the extra adds (temporarily). I've taken that basic functionality and augmented it with slots almost beyond recognition in this build ... and this is something that I'm rather proud of, since I haven't seen anyone else do exactly this on any other Warshade builds posted here in the forums (they might have, but if so, I haven't seen it, so there's that). What I did was this ... Level 26: Gravitic Emanation (A) Rope A Dope - Accuracy/Stun/Recharge: Level 50 (27) Force Feedback - Chance for +Recharge: Level 21 (29) Sudden Acceleration - Knockback to Knockdown: Level 21 (29) Superior Frozen Blast - Recharge/Chance for Immobilize: Level 50 Okay ... so what? You 4-slotted Gravitic Emanation with a pile of procs, none of which are damage procs. What's the big deal? The big deal is that those 4 slots change Gravimetric Emanation almost beyond recognition, as I mentioned earlier. In the context of this build, the duration of the MAG 3 Stun gets increased from 13.41s to 16.96s (okay ... big whoop) while the recharge drops down to 14.89s without a Force Feedback proc, and all the way down to 13.24s with a Force Feedback proc (which has an over 50% chance to proc per $Target hit, which rapidly increases to over 90% with 4+ $Targets getting hit by Gravitic Emanation). This makes the MAG 3 Stun portion of this power relatively perma-able (depending on the shaping of the rest of the repeating attack chain). It also means that with a 1s animation time it is theoretically possible (in what would no doubt be heavy combat) to cast Gravimetric Emanation as often as 4 times per minute and get 4 Force Feedback procs per minute ... or up to 8 Force Feedback procs within the 2 minutes of Hasten's buff duration (which I'll circle back to later). So, so far ... the MAG 3 Stun can be perma and the Force Feedback proc slotted into the power can procced relatively reliably as often as 4 times per minute, despite Force Feedback being set for 2 procs per minute (2 PPM), so long as there are $Targets around for Gravimetric Emanation to be used upon. But Gravimetric Emanation also deals a base MAG 9.35 Knockback ... which Sudden Acceleration then converts into Knockdown, preventing unwanted scattering of $Targets. This conversion to KnockDOWN then makes Gravimetric Emanation a power that is "team friendly" in that it doesn't "knock over the board" of the battlefield, scrambling the positioning of $Targets (whether you want to or not). So the Sudden Acceleration makes up to 10 $Targets "fall down" where they stand (or "flip them over" where they hover/fly) which can disrupt their attack patterns against yourself and your team. But then in addition to all of that there's the Superior Frozen Blast chance for Immobilize, which in its Superior format yields an astonishing 89.04% (less than 1% shy of the 90% chance cap!) of applying a MAG 3 Immobilize for 10 seconds(!) ... which then combines with the MAG 3 Stun of the base power to yield a Stun+Immobilize=Ghetto Hold for 10 seconds following the 1s animation of casting Gravimetric Emanation. In effect, Gravimetric becomes an area lockdown (that may leak the occasional $Target who isn't Immobilized, but you've got Gravimetric Snare to lock that down too) where $Targets are MAG 3 Stunned while MAG 3 Immobilized (denying them actions AND movement simultaneously) in a 45º Cone reaching 40ft in front of your Warshade that can be used "with impunity" (even in teams) because it won't rearrange the locations of everything you hit with Gravitic Emanation ... while at the same time often/usually proccing Force Feedback to speed up the recharge on your long recharge time Human form powers (Hasten, Sunless Mire, Gravimetric Emanation itself, Dark Extraction, Quasar and Eclipse!) so as to be able to use them more often and to better advantage than you would have been able to without Gravimetric Emanation. In short, this slotting practically revolutionizes both the potential and the applicability of Gravitic Emanation well beyond the uses that the power would otherwise be confined to (except in a solo context). It also means that the best time to use Gravitic Emanation as part of a repeating attack chain is AFTER using Gravity Well, so as to possibly get the Force Feedback proc from Gravitic Emanation to accelerate the recharge on Gravity well to the point where you can use Gravity Well more often (and stack Gravity Well's Hold MAG on a Boss even faster/deeper). But if you aren't in melee range to use Gravity Well, just use Gravitic Emanation on a group of $Targets as your alpha strike to neutralize a substantial number of them ... or allow a teammate/aggro magnet to herd them up and then hit them with Gravitic Emanation (guaranteed useful against Malta Sappers!). And because Gravitic Emanation will recharge in under 15 seconds, with or without a Force Feedback proc, you have every incentive to use Gravitic Emanation at every opportunity that presents itself! So yeah ... that's ... rude ... to NPC $Targets. I've got Dark Extraction slotted up the way that I do for maximum recharge in the fewest slots (in this case I had to use Call to Arms in order to avoid over slotting of +3% Damage set bonuses) while using the 5th slot for the Soulbound Allegiance Build Up proc. The reason for this is that once a Fluffy™ procs the Build Up the duration on the damage buff is 10 seconds for Pets, unlike the Build Up procs in Decimation and Gaussian's Synchronized Fire-Control which last only 5.25 seconds. In the context of Fluffy™ pet attacks, that's a fair chunk more potential damage during those 10 seconds (when it matters) and they can keep proccing the Soulbound Allegiance Build Up by continuing to attack, meaning that the benefit of the slot is most apparent in a $Target Rich Environment. Quasar is basically slotted the same way as on my Peacebringer build, where the idea is to deliver a massive burst of damage without hurling $Targets away from their current locations, turning Quasar into a very team friendly crashless "nuke" power to use in Human form. Nova form ... is Nova form when it comes to attack power rotations, because the core functionality remains unchanged from previous versions of my Peacebringer and Warshade builds. There are basically 2 rotations that can be used for either Single $Target or Multi $Target. But Dwarf form for Warshades is fundamentally different from Dwarf form for Peacebringers, because Warshades have Black Dwarf Drain, which simply NEEDS to be used to survive while in Dwarf form ... and once you include Black Dwarf Drain in the attack rotation there is simply no good reason not to include Black Dwarf Mire in the rotation so as to power up and supercharge damage throughput while in Dwarf form. Consequently there is basically just one attack power rotation that makes sense to use while in Dwarf form. Since this build doesn't reach for defense buffing from set bonuses, the protection scheme is a purely resistance based one ... mainly since Shadow Cloak and Maneuvers only offer a pittance of defense buffing to Human form only, although Vengeance is good for a 21% defense buff when a teammate can't stay upright (and there's always one ...). With Gravity, Penumbral and Twilight Shields toggled on you can hardcap all of your Resistances, except Toxic and Psionic, by hitting as few as 3+ $Targets with Eclipse while solo. Hitting 4+ $Targets with your Shields toggled on will hardcap Resistances to Toxic and Psionic as well for you. With Gravity, Penumbral and Twilight Shields toggled off (and/or while in Nova form) you can hardcap ALL of your Resistances, including Toxic and Psionic by hitting as 5+ $Targets with Eclipse while soloing. With Gravity, Penumbral and Twilight Shields toggled on, Dark Sustenance will hardcap your Resistances, except to Toxic and Psionic, with 5+ Corruptors, Defenders, Masterminds or Tankers on your team and 7 Corruptors, Defenders, Masterminds or Tankers on your team will hardcap even your Resistances to Toxic and Psionic. While in Dwarf Form you can hardcap Resistances to Smashing/Lethal and Fire/Cold with 2+ Corruptors, Defenders, Masterminds or Tankers on your team. You can hardcap Resistances to Energy/Negative Energy and Toxic with 4+ Corruptors, Defenders, Masterminds or Tankers on your team and can hardcap Resistance to Psionic with 7+ Corruptors, Defenders, Masterminds or Tankers on your team. While in Dwarf Form with Eclipse can hardcap all Resistances, except Psionic, by hitting as few as 2+ $Targets with Eclipse while solo. Hitting 4+ $Targets will hardcap Resistances to Psionic also. The final point I want to make for this build is that YES ... I took 3 powers out of the Leadership pool ... mainly as set mules, but also as "opportunities" when playing late game content (particularly Task Forces/Strike Forces) where someone else on the team is playing aggro magnet and you can get away with staying in Human form for a while and letting Orbiting Death do a fair amount of damage for you over time on the cheap. Maneuvers and Vengeance are basically there as Luck of the Gambler mule power picks, although they do still have some usefulness when used (in the right contexts). Tactics, however, is simply "too good" to pass up with the way that the Gaussian's Synchronized Fire Control Build Up proc "works" in teams (and leagues!) to in effect supercharge your Human form damage dealing potential by having an increasingly high chance to proc the larger the number of team/league-mates you have within range of Tactics and being buffed by it (~41.5% chance every 10 seconds in Team-8 contexts when the team sticks together). Blended together with the Decimation Build Up proc in Ebon Eye this can provide significantly increased uptime for the Build Up procs (plural), turning your Human form into something of a damage and control powerhouse (who also has a damage aura in Orbiting Death). And while running ALL of the toggles available in Human form might get rather ... expensive ... in terms of endurance costs, when you can use Stygian Circle every 13.05s (or less if Gravitic Emanation procs Force Feedback!) to refuel yourself from the (mountain of) corpses you'll be creating as a Warshade using this build, you don't want to look at all those demands on your blue bar as being necessarily prohibitive to getting the most you can out of this build. And just in case it wasn't obvious, Nebulous Form is included as an "Oh S#*t!" button to escape from situations where you're taking too much damage (as well as using it as a travel power for getting around zones outside of combat). And I'm sure that someone is going to notice that I've got Superior sets slotted into Gravimetric Snare, Gravity Well and Gravitic Emanation in this build, unlike in previous builds I've posted. Mainly that's a matter of being able to acquire the non-Superior version of the enhancement while leveling (so as to slot it in) and then upgrade to being Superior at Level 50, providing the increased recharge and proc values represented in the proc performance data. So with all of that blathering out of the way, let's get on with the build itself, shall we?
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