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About Me

Found 16 results

  1. I'll keep this short and sweet as no one really wants to wade through a wall of text... I probably spend too much time in mids which has resulted in a lot of builds being created, specifically Peacebringer and Warshade builds. So I thought I'd start posting them here, hoping they could either be put to use in their current state or be helpful templates for people needing assistance with their own builds. I will post a build every so often and give a quick run down on the build. If anyone is interested in a particular build after it's posted and have questions on that build, feel free to DM me.
  2. Not game breaking, but... kinda cool. Ok, get a PB (i guess it works with WS too) and get some kind of temp, Shivan, HVAS w/r, go do something that prevents the use of temporary powers (an iTrial/Ouro challenge). You zone in and you are unable to use temps, ok all is well, BUT if you shapeshift in and out, there is a second or less that temps become usable. If you spam it, or if you are good at fin... fast with your finger, you can use temps when you are not supose to. Tested it, not that hard to do, not that overpowered, i guess get a Kheld if you are doing MOs? Other than making easy stuff easier, i don't think it's that good of a knowlage. I'm definitely wrong, but it was suggested that i reported this via forums. > Thanks for everything Devs and Staff! Issue27 looks awesome! <
  3. Hey, all. So, I'll admit - I originally played on the Thunderspy servers to see what the difference was between Homecoming and coxg/Thunderspy, and while I do like what they've done with their modifications and original content, I definitely enjoy some things Homecoming has they lack - one thing being (after actually experimenting a bit with my Warshade) the color customization for Peacebringers and Warshades - which got me thinking about making a Peacebringer. And being an roleplayer at heart for many a game, I wanna make a name that's both available and something I'm comfortable with for the character, but fits as well. And would also be available on both clients/versions of CoX. Sadly, for Everlasting, one name I saw was available on Thunderspy was - unsurprisingly - unavailable. So I gotta ask... aside from things like the stars, the Sun, the Moon, light, etc - what are some good ideas for both inspiration and approaching naming a Human-Kheldian hybrid (non-WS/Nictus)? I've got some ideas jotted down, but....well, we're our own worst critics so I feel uncertain about them in general. X_X
  4. 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.
  5. I have a lvl50 Stone Tank, lvl50 Warshade, lvl50 Peacebringer and other characters with teleport or, mystic flight. Along the way, I've come to know what I like and don't like. I also have a lot of binds and a lot of alts, leading me, like a lot of people I'd guess, to start putting energy in to one global profile to cover as much as makes sense and smaller profiles for toons that develop out of it. I'm up to 11 level 50s in all so, that global has matured a lot along the way. There's great guides on this topic already. They've definitely helped steer me along the way. if this is something you're interested in, I highly recommend checking the previous posts for more information. This guide will be focused on what I haven't come across yet. Couple quick things, 1. I haven't tried Jaunt yet. I suspect this works but it hasn't been tested. With P2W flight and Ninja/Beast Run, I don't tend to lean towards travel powers like back in live. My stone tank's run speed at almost 70mph. KInd of an extreme example although, at an average of 60mph on others... anyway. 2. I've messed around with powexeclocation but ultimately, my preference for teleport is excename. I use powexeclocation for other things and I'm fairly confident it can be used here, interchangeably. 3. I only like LeftDoubleClick, sometimes. I use the client to grab a, "fresh off the press" copy of keybind.txt as the base for my global file. I splurged on some extra characters and named it Global.txt. This first bit goes in there. @/Global.txt SHIFT+LBUTTON "powexecname Translocation$$powexecname Jaunt$$powexecname Teleport$$powexecname White Dwarf Step$$powexecname Shadow Step" LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP1.txt" My active binds are kept in the Install/data folder. My subfolder is, "@", where all the binds go. CTRL+LeftDoubleClick loads a file to mimic SHIFT+LBUTTON. It's in another subfolder named, "!". It's for anything global, Global.txt couldn't manage alone. Edit to taste. @/!/LDCTP1.txt LeftDoubleClick "powexecname Translocation$$powexecname Jaunt$$powexecname Teleport$$powexecname White Dwarf Step$$powexecname Shadow Step" CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP0.txt" CTRL+: Flips LeftDoubleClick back to my preferred default, off. @/!/LDCTP0.txt LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/LDCTP1.txt" This manages itself until the next reset. Warshade Minimum So, on to warshades. We have Shadow Step covered, so Dwarf is all we're missing. I'm using, a minimalist global folder structure here. Everyone has their own methods, so I wanted to present a, "just the facts" version to illustrate my thinking and conforms to other methods with less to cut. Afterwards, a puffed-up opinion piece, closer to what I use. That being said, Essentially, I'm mimicing the above. 1. @/WSToonName/NotDwarfBinds.txt - Minimum <KEY1> "powexectoggleon Black Dwarf$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/WSToonName/IsDwarfBinds.txt" This is a bare minimum option. <KEY1> loads the Dwarf binds. 2. @/WSToonName/IsDwarfBinds.txt - Minimum SHIFT+LBUTTON powexecname Black Dwarf Step LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP0.txt" <KEY2> "powexectoggleoff Black Dwarf$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/WSToonName/NotDwarfBinds.txt" Unlike the multi power option, I prefer LeftDoubleClick's default is functional if I go Dwarf. <KEY2>, pops back to human form and Shadow Step is restored. 3. @/!/WS-LDCTP0.txt - Minimum LeftDoubleClick nop CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP1.txt" This keeps the activity, back and forth, in the global folder . 4. @/!/WS-LDCTP1.txt - Minimum LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/WS-LDCTP0.txt" And, like the first bit, this manages itself until <KEY2> gets pressed. Then, were back to square one. WIth that, the teleport part is finished. It's nothing fancy but, hopefully useful. Warshade Options So, here's a little more QOL and global flexibility. The teleport part is essentially the same. For anyone just getting familiar with this, we're rolling binds. Anyone who's spent any time with them will testify, interrupts, too-much-too-fast keyboard action or occasional glitches can knock them out of sync. With easy access to reset them, it's hardly worth mentioning. WIthout, possible disaster. Likely frustration. There's a lot of ways to do this and, here's a couple I use a variation of. 1. @/Nictus/BuildWithDwarf/NotDwarfBinds.txt SHIFT+1 "powexectoggleon Dark Nova$$windowhide Tray7$$gototray 4$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithNova/IsNovaBinds.txt" SHIFT+3 "powexectoggleon Black Dwarf$$windowhide tray7$$gototray 4$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/IsDwarfBinds.txt" SHIFT+C "+$$powexectoggleon Penumbral Shield$$powexectoggleon Twilight Shield$$powexectoggleon Gravity Shield" CTRL+C "powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$windowshow tray7$$gototray 9$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds" CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds.txt" I've added spaces, for legibility, that will need to be deleted before using. The rest of these can be edited for your pleasure. The Keys are relevant accept to illustrate one of the QOL pieces. SHIFT+1: Only added to illustrate where toggling on Nova fits in. SHIFT+3: Toggles Dwarf on, handles some window & tray stuff and then the binds load as follows. unbindall: I use this like it's part of an attack chain. Personally, I've found using it often means not really needing it. *(READ FOOTNOTE BEFORE USE!!) Global.tx: Now, it's my personal clean slate. Nictus/AllBuildBInds.txt: The Character's general binds load to catch Global overrides or, anything unique. Kheld.txt: I have global file for both forms, shared by PBs & WS so, Kheld.txt... This would be where it goes, if you do to otherwise, it's dead to us. BuildWithDwarf/NotDwarfBinds.txt: I spend more time on the human form so, a division. SHIFT+C: Notice the +$$ in the front, that's why I added the key names, it serves two functions In human, it kicks on two shields at once. More importantly, it picks up a cue from SHIFT+C in the next file and kicks on gravity shield, coming out of the other forms. If there's a bind issue, it buys a little time. CTRL+C: Emergency protocol if anything interrupted SHIFT+C. In most cases, rolling SHIFT+C works so, another key is the only choice for insurance. (Unbindall is in here too.) CTRL+R: Restores default NotDwarf state. I use this command for reset on everything. (Unbindall is in here too.) 2. @/Nictus/BuildWithDwarf/IsDwarfBinds.txt SHIFT+LBUTTON powexecname Black Dwarf Step LeftDoubleClick powexecname Black Dwarf Step CTRL+LeftDoubleClick "bindloadfilesilent @/!/Kheld/WS-LDCTP0.txt" SHIFT+3 "windowhide tray7$$gototray 4" SHIFT+C "-$$powexectoggleoff Black Dwarf$$powexectoggleoff Dark Nova$$windowshow Tray7$$gototray 9$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/AllBuildBinds.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/NotDwarfBinds.txt" CTRL+C nop CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Nictus/General.txt$$bindloadfilesilent @/!/Kheld.txt$$bindloadfilesilent @/Nictus/BuildWithDwarf/IsDwarfBinds.txt" The teleport binds show up again. The path added a subfolder named /Kheld/ which isn't necessary. It's only there to further illustrate the global purpose. SHIFT+1: Is gone, carried over from the last file and still toggles Nova on. SHIFT+3: We're in Dwarf so, this just maintains the window and tray stuff. SHIFT+C: Starts with -$$ to carry over to the last SHIFT+C command and auto toggle a primary shield. Both forms are toggled off, window & tray stuff then load the previous state. (Unbindall is in here too.) CTRL+C: With the rolling bind on SHIFT+C having more to offer, I only wanted CTRL+C if, SHIFT+C fails. Deleting it here, preserves its original command if, preferred. CTRL+R: Restores default NotDwarf state. I use this command for reset on everything. (Unbindall is in here too.) The last two steps from the Minimum version are nearly identical. Only the paths have changed to protect the innocent. We went from, @/!/WS-LDCTP0.txt to. @/!/Kheld/WS-LDCTP0.txt. *UNBINDALL/KEYBINDRESET: These two commands are identical. They will wipe your active (Client managed) bind file clean. You won't be able to recover what was lost. Bindsavefile, managing files locally and knowing what you need to load and when, is imperative to successfully implementing either of these. If you're not sure what these do, don't use them without doing some homework. I apologize for endlessly nagging about this. I'd just hate to find out, I was the guy that walked you through vaporizing your data, like it didn't matter. If this tutorial was helpful, I posted a recovery guide right here. Thanks for checking out the guide! Let me know If there's any corrections, improvements or elaboration in order.
  6. 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!
  7. 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.
  8. Hey there, Just like the subject line says. Goal was to basically make a Perma-Light tri-form, and keep it from becoming a billion-dollar endeavor. I'm sure I could've gotten Def higher if I'd been willing to make other concessions, but I'm not sure I want to make any more cuts (designing Khelds always drove me up a wall sideways, even moreso than other characters). Thanks, have a good one. Generator Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dawn Circuit: Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Speed Power Pool: Concealment Power Pool: Leaping Hero Profile: Level 1: Gleaming Bolt -- SprEssTrn-Dmg/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(29), SprEssTrn-Rchg/Global Heal(29), Thn-Dmg/EndRdx(31) Level 1: Incandescence -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(31), GldArm-3defTpProc(31) Level 2: Glinting Eye -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(33), Dcm-Dmg/Rchg(33), Dcm-Acc/EndRdx/Rchg(33), Dcm-Acc/Dmg/Rchg(34), Dcm-Build%(34) Level 4: Essence Boost -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Rchg(37) Level 6: Bright Nova -- GssSynFr--Build%(A) Level 8: Radiant Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(37), CrsImp-Dmg/Rchg(39), CrsImp-Acc/Dmg/Rchg(39), CrsImp-Acc/Dmg/EndRdx(39), FrcFdb-Rechg%(40) Level 10: Shining Shield -- ImpArm-ResPsi(A) Level 12: Inner Light -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 16: Thermal Shield -- ImpArm-ResPsi(A) Level 18: Incandescent Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/Rchg(40), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(42) Level 20: White Dwarf -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(43) Level 22: Reform Essence -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(43), DctWnd-Heal/Rchg(43), DctWnd-Heal/EndRdx/Rchg(45), DctWnd-Heal(45) Level 24: Conserve Energy -- RechRdx-I(A) Level 26: Quantum Acceleration -- LucoftheG-Def/Rchg+(A) Level 28: Stealth -- LucoftheG-Def/Rchg+(A) Level 30: Quantum Shield -- ImpArm-ResPsi(A) Level 32: Dawn Strike -- SprKhlGrc-Dmg/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(45), SprKhlGrc-Dmg/EndRdx/Rchg(46), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(46), SprKhlGrc-Rchg/FormBuff(46), SuddAcc--KB/+KD(48) Level 35: Photon Seekers -- OvrFrc-Dam/KB(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg/Rchg(50) Level 38: Light Form -- GldArm-ResDam(A), GldArm-Res/Rech/End(48), GldArm-RechEnd(50), GldArm-RechRes(50) Level 41: Restore Essence -- DctWnd-Heal/Rchg(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Glowing Touch -- DctWnd-Heal/EndRdx(A) Level 1: Brawl -- Empty(A) Level 1: Cosmic Balance Level 1: Energy Flight -- Frb-Stlth(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Combat Flight -- LucoftheG-Def/Rchg+(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34), Pnc-Heal/+End(36) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 6: Bright Nova Blast -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(5) Level 6: Bright Nova Bolt -- HO:Nucle(A) Level 6: Bright Nova Detonation -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/EndRdx/Rchg(5), SprEssTrn-Acc/Dmg/EndRdx/Rchg(7), SuddAcc--KB/+KD(7), FrcFdb-Rechg%(9) Level 6: Bright Nova Scatter -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dam%(13) Level 20: White Dwarf Antagonize -- MckBrt-Taunt/Rchg/Rng(A) Level 20: White Dwarf Antagonize -- Empty(A) Level 20: White Dwarf Flare -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(17) Level 20: White Dwarf Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21) Level 20: White Dwarf Step -- Jnt-EndRdx/Rng(A) Level 20: White Dwarf Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 20: White Dwarf Sublimation -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(25), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(27), DctWnd-Heal(27) Level 20: White Dwarf Antagonize -- Empty(A) Level 20: White Dwarf Antagonize -- Empty(A) Level 20: White Dwarf Antagonize -- Empty(A) Level 20: White Dwarf Antagonize -- Empty(A) ------------ ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1812;765;1530;HEX;| |78DA9D94CB4F135114C6EF74662C85F228A50FDE50C1965769055D9918854481025| |5121746AD050619530BE90375E9C2BF01DF51776EDC68D49DAF7F44E31A50D1F802| |C7C39C8F76CCB87252F21BBE7BBE73EF39F7DE99BC32EA7E7CECDA6121D58F64D2F| |97C2AA9A5E7B4D99C9EBDA0E59C53E9423197CE087ADCA3E9CBD98E113D3757D40B| |4E12BAAD91A9E985052D9BD757B468A27849CF2E15F3A9A394AFD0F557D4A8668B3| |A421378C6B28B5A4ECB16A2BB2F95C9A5A54C746659D3E63DE6EB587645CFEBB37A| |462F5C759B4A424B2F53D6DADD7FE6B55C7E515F16415ADB41FAFBA10A3C862CC61| |421E28A68190727996DF784C9B59D58C98C758800BDB4D2D8018963F6CB267FAA08| |11862AAD12C28AE8B801DE046F313B6F8377981BE495D9ABC8139C776F029C64764| 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|-------------------------------------------------------------------|
  9. 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?
  10. Perhaps I might be one of the few people that really look at the Kheldian HEATs and think 'When you really compare it to other AT's it doesn't quite measure up!' especially when the VEATs can be absurdly broken for very little work put into them (Leadership from their secondary and Pool is amazing for support). Honestly, it makes me sad when it boils down to it as the Dwarf Form for Peacebringer feels too squishy to compete with many high-end scrappers Or tanks for durability and the Squid Forms feel like a joke overall. But as I was toying with Mids numbers last night I kind of realized a lot of issues I seem to have with it could be alleviated by the simple implementation of Pool Powers into a build. With proper sets and slotting with the activation of Maneuvers, Tough, Weave, and Combat Jump's bonuses you would be looking at a White Dwarf with 30-ish defenses for M/R/AoE, 80-85% resistances for all but Psionic (which sits at 31%) and decent stats overall making it a decent off-tank or main tank if you are lacking one on the team. At the same time, with the same build and powers I just mentioned with the Bright Nova instead, it would allow you to make a decent blaster replacement for the team as they sit at the 30-ish defenses and sit anywhere from 25-40% resistances. Mind you, this is merely with the Peacebringer I have toyed with numbers wise. I love the concept of a Kheldian AT, a kind of 'Be what you want' set that allows you to go tank or blaster at a whim and swaps between the two as the team needs. But I believe that perhaps it is a bit too weak as is, especially when you compare it to the VEATs answer and that something as simple as allowing the use of Pool Powers alongside their Alt Forms could be the single 'Buff' it needs to make it a truly Epic Archetype. Sorry for the ramble here all, but I would like to hear others opinions on this as well. Maybe my suggestion is a little odd? Maybe there is a good reason it might be too broken if the powers are allowed?
  11. Peacebringers get the flight powers baseline. My understanding is aside from some extra VFX, Energy flight is supposed to be identical to Flight and Combat Flight is supposed to be identical to hover. These days, Hover has a pose that is different from flight, although at launch they use to share the same pose. Leaning forward to fly as such low speeds was seen as... odd, so it was eventually changed into the upright position we have today. Combat Flight though, never got to share this change. It's as slow as hover, but you lean forward and glow a lot. I'd just really like Combat Flight to get Hover's upright position. -McJigg
  12. Going to try to update this daily for the week talks. Highlight what has been said for quick reference. If I miss something @lightbeard on the forums and I'll add it. Please let me know if I missing something. Overall buff to damage in human form requested Med to Large base damage buff in Nova. If they remove the +damage from Nova Huge buff to Nova's base damage to make it feel rewarding. Perhaps add buffs for the shield powers that can work in the forms Toggle suppression some seem okay with the idea of it still draining end Change seekers from "yet another aoe button" Ideas range from perm pets to changing it like tornado (yes you would have 3 polar light like pets that do DoT. This would help with ST damage a lot) Core element changes. Push PBs to have a better identity. Perhaps even more shapeshifting This needs expanding At least remove some KB from powers. Flare, Rad punch Make MinFX options for Dwarf and Nova. People can then live the fantasy of human only better. Change quantums to mean something. Even add an end game story arc that will stop them from spawning. BUT Rogue Vanguards Agents would then spawn and sometimes have Quantum weapons. Making epic power pools for them so you can specialise in the direction you want to play. Dps, Support, Tanking. Add some useful support options. Some request that the core of the PB to stay the same. Normalize some of the activation times on Human/Nova forms for attacks. To smoothen out chains. Adding Mez protection to human form. Changing Cosmic balance to something that gets something for +team but also useful while solo Adding more powers for Dwarf/Nova OR allowing other powers to be used. This would help with slotting issues. Damage too reliant on procs to be viable
  13. Firestars pipedream to fix Peacebringers Peacebringer Epic Power pools. How to epically fix Peacebringers. (ws too, someone who knows more about ws could write one up. Peacebringers Solar Storm - DPS - Selecting this power pool will cause your damage cap increase to 500% and damage modifier for melee to go to 1.2 and ranged to 1 in human form and 1.5 in Nova and Dwarf respectively. (Yes these numbers are high. A blanket buff to damage.) Selecting his Power pool will also cause light form to only give 26.25 resistances across the board and the crash will now only take ¼ endurance and ¼ health. Powers: Quantum Ray Relativistic Jet OR Blazar - Snipe attack. Extreme damage.- I would put this on par with Corruptors snipes. Energy damage. Follow the same rules as all other snipe attacks. Binary Strike - Damage Extreme - Uses HP kinda of like Energy transfer. Celestial sphere - Damage superior but Damage over time. Send a ball of energy to aoe. Would be on par with photon seekers damage. Radiant Sun - Healing - Selecting this power pool will cause your damage cap to decrease to 375% Ranged and Melee modifiers will go down .10. I must admit these next ideas probably are not feasible but would be cool. This will also change some previous powers. You will be given a respec. Power changes: Human form and Bright nova. Photon Scatter and Bright Nova scatter will now heal friendly targets instead of dealing damage. Human Scatter will be regular base heal and Nova Scatter will be a slight heal with a HoT. Photon Seekers will now deal 80% less damage and on explosion will heal members within 40 yards x amount. Powers Accretion Disk - This is like hurricane. It wouldn’t do -to hit but would apply a -res. Solar winds - (toggle location aoe) Sends soothing soothing winds to a location at heals periodically. This will also apply a -regen to any enemy in area. Not high, maybe 90%? Radiant Shield - Casts like Shield defender. But with these 4% def 9% resist all but psionic. Quantum Flare - Tanking - Damage cap will be the same but melee and ranged damage modifiers will be .75. All attacks will have the taunt like brutes and tankers built in. I can’t choose which one but either Pulsar or glowing touch will now be a taunt. Light Form Will drop to 30% resist and 10% defenses. With crash only tanking endurance. Shifting into White Dwarf will now apply a phalanx fighting type of def. (assume half of what phalanx fighting gives) Bright nova attacks will be halved ranged but apply a huge taunt. Power changes: Dawn Strike would be replaced with something like foot stomp. Or foot stomp. Photon Seekers will now do 50% less damage and taunt. Radiant Strike can now be used in White Dwarf “Foot stomp attack can now be used in White Dwarf. Powers Red Giant Toggle that stays in all 3 forms. Grants 8% Def to Melee Ranged aoe. This is boosted to 10% in White Dwarf and decreased to 6% in Nova Supernova Remnant minor Pbaoe Dot Stellar mass You hibernate for 6 seconds with high def and high resists and pulse a aoe taunt once every second for 6 seconds
  14. Peacebringers realistic buff. Going to use base numbers for the simple fact they are easier to show @ a level 50 toon. We also won’t be showing any resistance. I don’t wanna math that. At any time you math wizards out there can help me if I screw up. Thanks!! (also some numbers are rounded up) DPAT= Damage per activation time which = base damage / activation time = DPAT Proposal 1. Change to Incandescent strike. Melee modifier of 0.85 Current Values. Incandescent Strike. 3.3 activation time 168 damage base. DPAT = 51 672 damage at 400% DPAT = 204 Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time DPAT = 67.2 672 Damage at 400% DPAT = 268 Even buffing it to 2.5 still doesn’t make it as good as Radiant strike So lets make some changes 1. 3.3 activation time 300 damage base DPAT = 91 1200 damage at 400% DPAT = 364 2. 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 Radiant Strike 1.07 activation time 92.5 damage base DPAT = 86.5 370 damage at 400% DPAT = 345 So to make Incanstrike at least better (as it should be) than Rad strike, I propose one of the two changes above. I lean to number 2 to keep top end down of Incan strike. To give this all perspective. I am going to show the numbers for a scrapper, stalkers, and brutes doing incan strike (we don’t want PBers to be over buffed. At least I don’t) If a scrapper could use these attacks. Melee Modifier = 1.125 So to get these numbers I had to do this math. Remember I am not using decimal points. But a blaster which melee modifier is 1 does 198 base damage So 168.77 * .15 = 25.3155 +168.77 = 194.0855 But because of all the decimals it really is 198 Then you times that by 1.125 (scrapper modifier) = 223 OR real math is 1.125 + .15 = 1.275 over a pber. 168 * 1.275 = 214 (missing 8 damage due to decimal points which is one reason why I am rounding) But we will go with real number of 223 Scrapper numbers Incandescent Strike. Current. 3.3 activation time 223 base damage DPAT 67.5 1115 damage at 500% DPAT 338 The ability to CRIT. Stalker numbers Melee Modifier of 1.0 Incandescent Strike. Current. 3.3 AT 198 base damage DPAT 60 990 damage at 500% DPAT 300 You can make the ability Crit. But I assume since it is so high damage, only extra damage would be applied. So my proposed buff makes it so Peacebringers have 1 ability that will do more damage than if scrappers had Incandescent strike in its CURRENT form. All of this just to make it better than Radiant Strike. (Perhaps Rad strike needs a nerf?? Will get more into that later) Scrappers have no equivalent attack and Stalkers have Total Focus which is. Total Focus 3.3 AT 203.5 base damage DPAT 62 1017.5 damage at 500% DPAT 308 Crit but does extra damage and not double damage. The closest Scrapper attack is Devastating Blow from RAD but this would be closer to energy transfer. And for comparison, we will do a Brute. Brute damage mod is .75 so Incan strike does 198 at 1.0. Then you times that by .75 = 148.5 Incandescent Strike 3.3 AT 148.5 base damage DPAT 45 1039 Damage at 700% DPAT 315 So even the buffs make it better than if a Brute had it in Current form. But let's check a few brute abilities. So total focus is down right = to Incan strike for a brute. But KO blow at 2.23 AT is still way better than Incandescent strike. Brute’s KO blow. 2.23 AT 148.5 Base damage DPAT 66.3 1039 Damage at 700% DPAT 466 So Phew, that’s a lot of numbers. What does it all mean???? The max damage can never be changed. That is max. Enhancements, Fulcrum Shift, and Incarns can never get that number higher.<- (I think)-> But what can is -res. Perhaps there is something wrong with 3.3 AT abilities. This is probably caused by recharge, IOs and incarns. Another discussion. So what do we do? How do we really fix the issue with Peacebringers. Proposal 2. Raise the damage cap to 450% What this will do is allow top end damage to be slightly higher than it currently is. I will show here, 400% and 450% at current values and propose change to Incan strike Current Values. Incandescent Strike. 3.3 activation time 168 damage base. DPAT = 51 672 damage at 400% DPAT = 204 756 damage at 450% DPAT = 229 Radiant Strike 1.07 activation time 92.5 damage base DPAT = 86.5 370 damage at 400% DPAT = 345 416 damage at 450% DPAT = 389 Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time DPAT = 67.2 672 Damage at 400% DPAT = 268 756 Damage at 450% DPAT = 302 So damage cap doesn’t seem to fix the issue of 3.3 activated attacks. Still far from being as good as Rad strike. The proposed changes from above. 1. 3.3 activation time 300 damage base DPAT = 91 1200 damage at 400% DPAT = 364 1350 damage at 450% DPAT = 409 Ok so Incan is getting a little out of control just to make it better than Rad strike if we leave Activation time at 3.3 2. 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 1013 damage at 450% DPAT = 405.2 These numbers look a lot better. So this changes to hit as hard as Brutes KO blow with slightly less DPAT but doesn’t come near the stalkers/scrappers numbers and making Incan Strike better than Rad strike. Remember this is with current melee scale of 0.850 Also note, this will slightly increase all other top end damage as well. So this would not only be a buff across the board, but make melee feel a bit rewarding top end and team play with buffs. Besides incandescent strike, this change really won’t change solo peacebringers at all. It will only change Incan to make it worth using at all. Kinda strange huh. (UNLESS you eat reds solo. Then yeah, it will change your damage) Proposal 3 This will include the change to Incan strike and change melee modifier to 1.0 in human form 400% and 450% damage. This is where I am scared of the overbuff coming from. This will change base damage across all melee attacks and top end damage. 1.0 Melee scaling buff. (with () around .85 melee mod) Current Values. Incandescent Strike. 3.3 activation time 198 damage base. (168) DPAT = 60 (51) 792 damage at 400% (672) DPAT = 240 (204) 891 damage at 450% (756) DPAT = 270 (259) Radiant Strike 1.07 activation time 109 damage base (92.5) DPAT = 101 (86.5) 436 damage at 400% (416) DPAT = 407 (345) 490 damage at 450% (490) DPAT = 458 (389) Dropping Incandescent Strike to 2.5 Activation time 2.5 Activation time 198 Base Damage (168) DPAT = 79.2 (67.2) 792 Damage at 400% (672) DPAT = 317 891 Damage at 450% DPAT = 356 So raising the melee mod helps a bit, but still 100 DPAT higher than incan strike. I took out the high base damage from other change because I felt like that was getting out of So if we use this from above and keep numbers at 225, you can see with the scale jumping to 1.0, rad strike becomes better than the first proposed change to inc strike. Wow what gives here. What do we do. Now make incan hit harder? It would then blow apart KO blow from Brutes. SO I don’t want that. Incandescent Strike 2.5 activation time 225 damage base DPAT = 90 900 damage at 400% DPAT = 360 1013 damage at 450% DPAT = 405.2 So how do we fix this mess we have made ourselves. This is where I propose a slight nerf to Rad strike. Upping the melee made the base higher. In the name of balance and keeping PBer competitive but not over buffing them. I would make incan as above with the 2.5 AT and 225 base damage. This is the change I would make to rad strike under the 1.0 melee scale. Radiant Strike 1.07 activation time 100 damage base (92.5) DPAT = 93 (86.5) 400 damage at 400% (416) DPAT = 373 (345) 450 damage at 450% (490) DPAT = 421 (389) To me this looks better. Sure rad strike still does a little better but brings Incandescent strike into competitive numbers. For clarification also. Solar Flare (human form) @ 1.0 melee (0.85) 2.1 AT 79 Damage base (67) DPAT = 38 316 Damage at 400% (268) DPAT = 150 355 Damage at 450% (301.5) DPAT = 169 Good solid buff without overdoing anything. So I really like this. It’s a solid buff to melee all around. Even cross punch would benefit from this. I would do the buff/nerf to Rad strike. Not give it the full 1.0 melee base damage and change it to 100 which would be up from 92.5. Seeing the math here played out, I would like to see melee scale up to 1 and damage cap up to 450. It keeps them behind the Melee ATs but makes them slightly more competitive in the end. ****NOTE**** White dwarf form would only receive a buff from 450% damage cap and nothing else. They are already at the 1.0 Melee scale. Ranged Damage. Ohh my. Ohh my. Ok we got melee fleshed out, but range damage is absolutely garbage. Here is where things will get tricky. We need to buff range damage but keep the AoE down. I think their AoE is in a good spot so things may get tricky here. Base damage buffs is where I think “The buff is needed” for Peacebringers. This includes the inside of Nova form. So first we need to decide on what is wrong with ranged damage. The ranged damage modifier for PBer is a little lower than melee in human form, 0.8 but increases to 1.2 inside of Nova. The only attack this makes a difference with is Glinting Eye. I believe the base numbers you see in game/mids is the .8 modifier for the Nova attacks. So this means when you shift, the base goes up. (theory) if not, this is the reason why some attacks feel lackluster in nova. These will be the attacks I use for comparison. I understand (besides Glinting eye) the attacks ARE different (kinda). Gleaming blast 1.67 AT 73 Damage Base 44 DPAT 292 @ 400% damage cap 175 DPAT 328.5 @ 450% damage cap 197 DPAT Nova Blast 1.5 AT 96.5 Base number is 67 (in human form**) 64 DPAT 386 @ 400 damage cap 257 DPAT 434.25 @ 450% damage cap 289.5 DPAT **You find the number this way, or at least I did. (67 * 0.2 = 13.4 then 13.4 + 67 = 80.4 (this would be a 1.0 modifier) then, 80.4 * 1.2 = 96.5) This is correct I think. Math people fix me!!!!!! Ok so what am I getting at here. To me the two attacks are the same. While the one in nova does good damage, it feels “nerfed” at the base damage to not benefit all of nova’s 1.2 range mod. So where does this stack up in terms of ranged damage??? This is the hardest ST punch a Bright Nova can do. It only compares to Power Blast (t2 energy blaster) . It would be slightly better than that attack. I am speaking about the buffed version of Nova Blast that I will be showing. This is where the discussion of Theory comes into play. While my melee brings them closer to melee ATs (but still far behind besides incan strike) Should Peacebringers best ST range attack only compared to a blasters starting ability? My answer to this is no. The human form blast I think is absolutely fine. Maybe tug the bottom end up a little bit to 85 damage base. (remember this would also change Nova’s blast base. OR, raising the human ranged modifier to 0.85. Which would still only make it slightly better than Power Blast. In Nova form, their best attack should be somewhere in between blasters starting attack and their best hit outside of snipers. So energy is closest I can compare with this. Power Blast base damage is 102 and Power Burst base damage is 132.6. Energy Blaster’s Power Burst Blaze 2.0 AT 1.0 AT 132.6 Base damage 170.5 Base damage + the DoT Recharge 10s Recharge 10s 66.3 DPAT 170.5 DPAT 663 @ 500% damage 852.5 @ 500% 331.5 DPAT 852.5 DPAT Nova Blast Current 1.5 AT 96.5 Base number Recharge 4s 64 DPAT 386 @ 400 damage cap 257 DPAT 434.25 @ 450% damage cap 289.5 DPAT Proposed buff to Nova Blast as follows. Nova Blast 1.5 AT 105 Damage base (would be 73 in human) Recharge 4s 70 DPAT 420 @ 400% damage cap 280 DPAT 472.5 @ 450% damage cap 315 DPAT Or slightly more buffed Nova Blast 1.5 AT 112 Damage base Recharge 4s 75 DPAT 448 @ 400% 299 DPAT 504 @ 450% 336 DPAT (I think this one would be the way to go) While you can cast 2x the amount of Nova Blast, end game Power Burst and Blaze are going to benefit from +recharge way more than Nova Blast can and those numbers get quite close to each other. I think somewhere around 1.2s for Nova Blast and 2s for Power burst and Blaze. So just a blaster using those abilities will still out do a Peacebringer. So where am I going with all of this?? Every attack inside Bright Nova base damage needs to be adjusted higher. It doesn’t have to be a lot, but Nova lacks the AoE punch and ST punch this form needs. I know I said watch out for AOE damage, that’s in human form. AoE is quite okay in human form. So In summary of Ranged damage on a Peacebringer. Since this one is a little harder to show. Raise Human form range modifier from 0.80 to 0.85 or 0.90 Raising the damage cap to 450% helps the end game Peacebringer. Buffing all the base damage by 15% - 20% inside Bright Nova ****Note, this change would make Gleaming Bolt hit slightly harder in White Dwarf form. What about White Dwarf?? IF human form got buffed from .85 melee modifier to 1. and .80 ranged modifier to .85, I would adjust White Dwarfs melee modifier to 1.05 or 1.1. So what do you do? I understand that all Peacebringers and Warshades only have 1 ability they take with them to Dwarf or Nova forms. My suggestion for Dwarf is to allow 2 abilities to come to Dwarf form. Gravitic Emanation for Black Dwarf WS, remove to knockback and make it knockdown with a base of 20 make cone wider. And for White dwarf it would be Pulsar and add a minor DMG PbAOE energy damage base of 20. But this would allow soft control. Suggestions to make dwarf forms more rewarding would also be great!!! SO the overall Proposed buff here for the TLDR crowd. Human form Melee Modifier change from 0.85 to 1.0 Raise damage cap from 400% to 450% Adjust Incandescent strike Activation time from 3.3 to 2.5 and adjust the base damage to be higher to make it comparable to Radiant Strike. (I assume make the animation faster too) If Melee Modifier changes, I wouldn’t give Radiant Strike the full swap. I would only let it go to 100 not 109. This helps control Incandescent Strike top end damage and making Radiant Strike stronger, but allowing Incan Strike to be competitive with it. Buff Ranged modifier from 0.80 to either 0.85 or 0.90 Adjust the base damage attack inside Bright Nova by 15-20% Add 1 more ability in White Dwarf form In closing, I think they need all of these buffs. It would still keep them behind Ranged ATs damage and Melee Ats damage but make them a bit more competitive while teamed and slightly better when they are solo. I would assume if this was the case for Peacebringers, Warshades would get the same attention. If someone who knows more about WS helps me, I can do something similar. Please help me if any area is unclear. Please help me if my math was wrong. And thank you for reading this.
  15. Greetings, fellow Khelds!🐙🎩 After running around in-game and here on the forums for a while, I decided to recreate my old Peacebringer guide and update it for Homecoming. The game may be a little different now but I wanted to give prospective PBs a place to start as they consider rolling one of our beloved energy sea creatures. I'll try to keep an eye on this post in the future to address any feedback or questions. Anyway, let's get into into it! Peacebringers STILL SUCK!!! (v. 1.1) You wanna play a Kheldian? Great! They’re challenging ATs to learn but super fun once you get the hang of it. So, to start your Warshade you should…What? You wanna play a Peacebringer? Why? They’re trash. Weak damage, no survivability, and they’ve got those lame light effects instead of the shadowy black and purple tendrils that make you a true edgelord! No lie, I’ve heard all of those arguments against playing a Peacebringer (Okay, maybe not the last one😅). I’m here to tell you that none of them are true. Peacebringers are a great AT and well worth the time it takes to learn, build, and play one well. But before we get into how you should go about doing any of that, let me fill you in on what my deal is. "Who are you, bro?" Name’s Timeshadow. I’m a player from the olden days of the live servers. I first picked up City of Heroes in 2007 after I found a box copy in a game store (They were kind of a big deal for us nerds back in the day🤓). I played consistently until the shutdown in 2012. During those 5 years, I fell in love with the interstellar seafood we know as Kheldians. I ran my first toon, a Scrapper, up to 50 just so I could unlock them (They used to be gated behind the level cap). As soon as I dinged that sweet last level, I immediately rolled a Warshade (I know, I know. Just bear with me here). I’ve got nothing against the darker side of HEATs (That’s Hero Epic Archetypes for those who aren’t familiar), my WS is still my namesake, but I found they’re just not for me. There are a few reasons for that but the main one is their lack of self-sufficiency. Everything that makes a WS great depends on having enemies, alive in some cases and dead in others, to draw on for fuel. I’m more of an independent kinda guy. "...Ok, so why should I listen to you about Peacebringers?" Well, you clicked on this guide so you’re obviously pretty desperate😜 Seriously though, I’ve logged hundreds of hours playing PB. I ran my main, Sunsquall, through plenty of TFs, PUGs, and Incarnate content back on live. When Homecoming went public, I recreated him and he’s still my main to this day. Through all that, I’ve redesigned him dozens of times. Defense builds, Human-only, you name it; the AT is special to me and I’ve invested a lot into making sure my PB can perform at the top of his game. Anyway, that’s enough about me. Let’s get into the guide. We’ll start off with a leveling walkthrough, then I’ll cover some IO sets you’ll wanna be on the lookout for once you’re ready to start dropping some Influence on your build. Levels 1-5: Just Getting By Honestly the first five levels are pretty trivial. You’ve got a couple of attacks, a Resistance toggle, and self-heal on a long cooldown that also boosts your MaxHP. I recommend taking Gleaming Bolt and Glinting Eye to give you something like an attack chain (They'll also be nice when you get your forms later on since they can be used while those forms are active). Shining Shield, your Smashing/Lethal Resistance toggle is okay but at this level the incoming damage you’ll be facing is so low that you really don’t need to worry about it. Essence Boost is a pretty big help if you do get into trouble but its long cooldown makes it kinda tough to use until you can get some slots into it down the road. At this level, you’re gonna spend most of your time using the inherent flight powers PBs get to stay out of danger while you blast from on high. The levels will pass pretty quickly so you won’t have much to worry about. Level 6: Tentacles of DOOM! Reaching level 6 is the first milestone of a Kheldian’s journey. Why, you ask? Because that’s when you get access to Bright Nova, otherwise known as Squid Form. This squiggly little thing is gonna be your primary form of ranged DPS. It’s a floating artillery platform that comes pre-loaded with two single target attacks (Bright Nova Bolt and Blast), and two AoEs (Bright Nova Scatter and Detonation). The best thing about Nova form is that it’s powerful enough to chew through most mobs’ HP at this level without any investment at all. That’ll change later on but for now you should enjoy being able to rain death from the sky at the click of a button. The other big thing about hitting level 6 is that it’s the time to start using some binds. Why do you need binds? Good question. See, Kheld forms come with their own set of unique powers that can only be accessed when in the associated form. In practice, that means you’re gonna have a lot of powers sitting in your trays. Using binds allows you to make sure you have quick, intuitive access to those unique powers whenever you change form. Let’s take a look at what your Nova bind should look like: That’s your basic bind to activate Bright Nova and switch one of your power trays to the one where you keep your Bright Nova powers. You just need to replace [Number] with…well, a number. In my case, I keep Bright Nova on my main tray (The one at the bottom of my screen) in slot 8 and my Bright Nova powers on tray 8. So, I just replace [Number] with 8 and I’m good to go. I also highly recommend that you use individual bind files for each form. Otherwise it can be difficult to make shifting in and out of your forms nice and smooth as it should be. Here’s what that looks like using the above bind as a base: With that first bind in place, you’ll have one bind to toggle Nova on, switch your tray, and load a file with whatever Nova binds you wanna set up. The second bind will turn Nova off and load the file that contains your Human form binds. The one snag with that set-up is if things get confused, either by input error or some kind of quirk in the game itself. It’s very realistic to assume that at some point you’re gonna be in one form with the binds for a completely different one having been loaded. It’s happened to me plenty of times but I deal with it by keeping a set of macros on an extra power tray that function only to let me load the bind file for whichever form I’m trying to use. They look something like this: Another thing about Bright Nova (And forms in general) is that they come with a built-in boost to your Endurance Recovery that negates the cost of keeping them on. That being said, you’ll probably notice that you can also slot them for End Reduction. Don’t ever do that. A lot of newbie Khelds make the mistake of thinking slotting EndRed into their forms will help manage the costs of using that form’s associated powers. Pro-Tip, it won’t. The only way to reduce the End cost of form powers is to slot them for EndRed individually. Levels 7-19: Building Blocks This is typically a bit of an awkward phase for most ATs. You’re picking up a lot of powers but you don’t have the slots, the Enhancements, or the blue bar to use them all effectively. PBs aren’t much different. Your primary is gonna start filling out a lot here. You’ve got Radiant Strike and Incandescent Strike, two out of the three core pieces of your Human form melee attack chain. There’s also Inner Light, the reworked version of Build Up that starts off giving you a big damage and ToHit buff for 10 seconds, then continues to provide a less impactful buff to the same stats for the next 30. It might not sound like much but the power’s effects carry over when you switch forms. That can create some interesting opportunities when you need to be more of a heavy Scrapper or really want something dead right this minute. By contrast, your secondary doesn’t have a lot to offer just yet. You’ve got two more Resistance toggles (Both of which are made completely irrelevant by Dwarf coming up at level 20) and the abomination that is Group Energy Flight. With the P2W vendor selling various jetpacks and such to any schmo with a little Influence, ain’t nobody gonna need you to make them fly. On top of that, the power comes with a nasty ToHit debuff that the game doesn’t even have the decency to tell you about. Nobody takes this. No-bo-dy. Also, don’t mess with Pulsar. On its face, it seems like a great power. A PBAoE Stun? Who wouldn’t love that? Yeah, that’s until you realize it’s only a mag 2 which means it won’t affect anything but minions. Total waste of a power pick. Level 20: It’s Dwarfin’ Time! Ah! At last, the TriForm comes to life! Remember those Quantum enemies that have been blasting you for huge damage and stunning you to death at the same time? Yeah, they’re dead now. The arrival of White Dwarf (Also known as Lobster Form) makes Quantums (And their later incarnation, the Void Hunters) pretty trivial. Out of the box, Dwarf form gives you about 50% Resistance to all damage types except Psionic. In addition to that, it’s got a full suite of melee attacks, a very effective self-heal, and a taunt. This is your tanking form and it’ll absolutely save your teammates lives. However, it’s important to keep in mind that Dwarf doesn’t have a damage aura like full-fledged Tanks do. That means you’ll have to use active techniques to hold aggro. Basically, you’re gonna need to hit things and use the taunt whenever it’s off cooldown if you wanna keep that Archvillain looking at you instead of your squishy little buddies. An important thing to remember about Dwarf form is that it gives you mezz protection equivalent to that of the defensive powersets. However, that protection only applies while Dwarf is active. On the plus side, that means you can activate Dwarf while mezzed and keep moving. The drawback is those mezzes don’t go away so if you drop out of Dwarf, either by choice or because you run out of End, you’ll suffer the effects of those mezzes again. Be sure to check and make sure there aren’t any nasty enemy powers still affecting you before you try to switch to another form. Dwarf making its glorious entrance also means it’s time for some more binds. Thankfully, they’re basically identical to the ones you’ll have already been using for Nova (You are using them, right? Better be😒). I won’t go over them here since you can just scroll up and modify the power names. However, I should point out that you can switch between Dwarf and Nova without going through Human, provided your form bind files have a bind that will activate the other form. Levels 20-31: Slots! I Need More Slots! Any Kheld player will tell you that slots are the enemy. More than any other AT, Khelds suffer from having way too many powers and not nearly enough slots for all of them. The way to deal with this is by prioritizing what’s important to you (Emphasis on “to you”) and ignoring other stuff until you can afford to make it work. Personally, I recommend focusing on your Nova and Human powers and leaving Dwarf for last. Some players prefer to slot Nova and Dwarf first, then fill in the Human powers. There’s really no wrong way to do this unless you try to keep everything even. I’m telling you now, that doesn’t work. You’ll end up with three forms that are all underpowered and that might be enough to convince you PBs really do suck. I’m old enough to remember when we didn’t get Stamina as an inherent power. Just about every toon was sucking wind and dreaming of the day when they’d be able to get the sweet, sweet Recovery buff it provides. Having it as baseline helps a lot but you’ll still probably want to slot it up as soon as you hit 21. In terms of powers, be sure to pick up Reform Essence at 22. It’s a weaker version of Dwarf’s self-heal and you’ll be using it a lot. In fact, if you alternate between the two, you’ll always have a self-heal ready to go whenever you need one. Keep in mind that even though it’s not as potent as Dwarf’s heal it’ll still restore about half your health once it’s slotted. Don’t pop it when you’re at 75% HP since most of its power will be wasted. At 24, you can grab Quantum Acceleration, a toggle power that’ll make you fly faster. I know, it’s not that great of an effect but the power can serve as a place for one of the Global Recharge procs which will be critical if you’re building for what most PBs do, permanent uptime on your Tier 9 secondary power that gives you capped resistances. Level 24 also brings Conserve Power, a click power that gives you an Endurance discount on all powers for a decent amount of time. It’s pretty okay but if you’re slotted correctly you shouldn’t really need it. You’re definitely gonna want Solar Flare, which becomes available at 26. It’s the PB version of Foot Stomp from the Super Strength powerset. The difference is it comes with Knockback instead of Knockdown as its secondary effect. That’s a problem. The last thing you want is to be that person who scatters the mobs after the Tank has gathered them all up. The only real way to deal with this is to get your hands on a particular type of Enhancement but I’ll cover that later. If you want to, go ahead and pickup Quantum Flight at level 28. It’s a phase toggle that makes you completely invulnerable at 30 second intervals and lets you fly around really fast. Problem is, you can’t affect anything other than yourself and phased enemies while the power is active. This is basically an “OH SH*T!!!” button. Take it or leave it, your call. Level 32: Pretty Lights Go Boom! Level 32 brings you two big damage AoE powers that work in very different ways, Photon Seekers and Dawn Strike. Dawn Strike is your typical nuke. You run into the middle of a spawn, hit this power, and watch everything go sailing off into the distance with a big chunk missing from their HP. Some enemies will just straight up die when this thing goes off. It’s a great way to clear out the minions and lieutenants at a stroke and really hurt bosses. Keep in mind though that this does KB so you need to be careful about when you use it. Think of it as more of an opener rather than part of your attack chain. Photon Seekers are pretty interesting. On use, this power spawns three little pets that will follow you around until they detect an enemy. Once they get a whiff of the bad guys, they’ll make a beeline for them and activate their self-destruct protocol, exploding and dishing out big damage to anything caught in their blast radius. Sounds pretty cool, right? Well, it is but there’s a catch. Your Seeker bros are a little bit stupid. Once they come to life, you can’t really control which enemies they target so they’re apt to detonate at the edge of a spawn and potentially completely miss a majority of the mobs. You can mitigate this by summoning them when you’re standing in the middle of a spawn or hovering overhead (Seekers can’t fly so they’ll drop straight down onto the heads of those who are about to die). At this point, you’ve got just about all the powers you’ll need. You can blast with Nova, tank with Dwarf, and deliver some punishing melee attacks with Human. As I said before, you want to be using all three forms as they’re called for. Depending on the content you’re running and whether you’re solo or teamed up, you’ve got the tools to handle anything besides buffing and debuffing. What you should be doing now is learning how to play in a very fluid manner. Form camping is bad, m’kay? Levels 33-37: It’s All About How You Feel, Man Honestly, the best thing about these levels is getting three slots per ding instead of two. This is where you can really start pumping up those powers you’ve been ignoring up to now. Concentrate on making your powers effective in terms of damage, Recharge, and Endurance. If you’re using IO Sets (Which you don’t need to but really should be) try to cram as many bonuses in during this stage of your PB’s life as possible. +Recharge set bonuses are particularly valuable here because you’ve got the PB crown jewel coming up and getting it off cooldown as fast as possible is what most Peacebringers (Myself included) aim for in their builds. The only power of note in this bracket is Reform Essence, a self-rez that becomes available at 35. Some players argue against self-rezzes under the premise that a power you can only use when you’re dead is worthless. They’ll tell you all about how easy CoH is and the ready availability of rez inspirations. There’s some merit to that stance but I like having this power on my tray in case something goes wrong and I end up dying in a crowd of enemies or the support ATs on the team have their rezzes on cooldown. More self-sufficiency is always better, IMO. This particular bracket is pretty open in terms of power choices. You can dive into the pools for whatever seems interesting (A lot of players seem to like the Force of Will powers these days) or pick things that are passable with the built-in single slot. Your playstyle really won’t change here and you should be settling into the AT quite nicely by now. Level 38: The Glorious Light (Form) This is it, the power that really makes PB a standout, Light Form. This power is a click that gives you 85% Resistance to all damage except Psionics for 90 seconds. When it ends, you lose a good chunk of your HP and End but that’s really no problem since you’ve got two beefy self-heals at your disposal. As I mentioned earlier in the guide, one of the main goals for a lot of Peacebringer players is getting perma-Light Form. Having the power available again before its duration runs out lets you basically ignore incoming damage and focus solely on killing whatever’s trying to hurt you with its feeble attacks. Like Inner Light, Light Form’s effects carry over when you switch forms, meaning your Nova form is now just as tanky as Human and Dwarf. You get all the survivability with none of the drawbacks (Except that you still don’t have mezz protection). Until you get enough +Recharge to make Light Form perma or close to it, think of the power as something to use when you’re (a) dying or (b) up against something that can potentially kill you in a few hits. Levels 39+: Filling in the Gaps You’ve come far, my young sushi. This is the home stretch and, strangely, there’s not much to talk about. Due to the sheer number of powers in their primary and secondary, Khelds don’t get access to Epic Power Pools like other ATs do (I’m looking at you, VEATS😡). Fortunately, we really don’t need them. There’s so much to manage in our two main power pools that stacking Epics on top of that would probably just be overkill. Power choice here is entirely up to you but what you should be prioritizing are slots. Again, Khelds often suffer from slot starvation in a way no other AT does so this is a great time to take a look at your build and figure out which powers you want to finish slotting. Do you prefer to run at max level? Then you don’t have to worry about getting those slots allocated in any particular order. Do you wanna be able to help your friends run lower level content for XP, badges, etc.? Then you need to be thinking about how far down you’ll be exemp’d and what that means for your slot choices. This is also the point where I recommend beefing up your Dwarf powers. It’ll never be a DPS monster but having the ability to put out some respectable hurt while also keeping your team safe is always good. I’d advise against trying to go for anything crazy but you’ll definitely want the standard boosts to Accuracy and damage, maybe Recharge if you can fit it in. Beyond all that, you can grab powers that help you do things you otherwise couldn’t. Glowing Touch, the ally heal from your primary can make for a nice little surprise when somebody on your team is getting low on HP. Some players take the Leadership Pool on their Khelds. Nothing wrong with that but because most of its powers are toggles that can only be used in Human form, you might have a tough time keeping these running for your team. The click buffs are pretty good though. "Wow! That was actually kinda helpful man, thanks!" Kinda?! You son of a-😑 If you’ve made it this far, congratulations. You now have a solid grasp of how a Peacebringer evolves as you cruise through the levels and, hopefully, are ready to roll one for yourself. Up next, I’ll cover some slotting recommendations for IOs that’ll help you really maximize your PB so you can get out there and sling light with the best of us. If you’re not interested in that or are just worn out from reading this wall of text, I’ll see ya in Paragon City. Take care😁
  16. Trio'd Tin Mage with a couple buds. @Septipheran@Honest Abe All Peacebringers Wasn't really planned, just hit record then figured I'd do something with the footage. Enjoy.
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