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[v3.0.3] Evolving Tri-Form Peacebringer


Redlynne

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So, basically, you went for Force Feedback procs everywhere you could in order to forgo global recharge set bonuses.  You're also pretty light on endurance reduction pretty much everywhere, so I'd expect that heavy/continuous combat will tend to exhaust your endurance.  I suppose it COULD be made to work, but it's not something I personally would want to be playing.  Let us know how it works out for you, since you've made a LOT of tradeoffs in your build.

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On 1/13/2020 at 11:08 PM, Sir Myshkin said:

I will say up front, not personally a fan of Incandescent Strike for its long rooting animation (esp in context of a Tri-Form) so it is definitively excluded in favor of having a more universal set of abilities.

This is why I very deliberately structured my attack chains so as to use Radiant Strike (for Knockdown) before following up with Incandescent Strike, so as to get the added protection of (usually) knocking down whatever it is you need to be hitting with Incandescent Strike for both the damage and the Hold.

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On 1/13/2020 at 11:08 PM, Sir Myshkin said:

I started looking at the Epic AT's this weekend, started with Peacebringers before taking a peak into the AT Sub-Forum knowing this post existed. Built a Human Form, then went and flipped it into a "Tri-Form" build. Came here after the fact to see if/how we approached the path differently for slotting*. All I can say is that I've learned some things playing "Mad Kings" that I translated into the expectation of performance for a Tri-Form build knowing that it's pretty easy to cut down necessity in favor of dynamic smash. I will say up front, not personally a fan of Incandescent Strike for its long rooting animation (esp in context of a Tri-Form) so it is definitively excluded in favor of having a more universal set of abilities.

 

See what you think:

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Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Gleaming Bolt -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), Apc-Dam%(36), GldJvl-Dam%(45)
Level 1: Incandescence -- Ags-Psi/Status(A)
Level 2: Glinting Eye -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/EndRdx/Rchg(33), SprEssTrn-Rchg/Global Heal(34), GldJvl-Dam%(34)
Level 4: Essence Boost -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(45)
Level 6: Bright Nova -- ToHit-I(A)
Level 8: Radiant Strike -- SprEssTrn-Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(46), SprEssTrn-Dmg/Rchg(48), GldStr-%Dam(48), TchofDth-Dam%(48), FrcFdb-Rechg%(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 12: Inner Light -- RechRdx-I(A), GssSynFr--Build%(42)
Level 14: Combat Jumping -- LucoftheG-Rchg+(A)
Level 16: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(45), Rct-ResDam%(46), Ksm-ToHit+(46)
Level 18: Tactics -- HO:Cyto(A)
Level 20: White Dwarf -- GldArm-ResDam(A), GldArm-End/Res(36), GldArm-RechRes(36), GldArm-3defTpProc(37), ImpArm-ResPsi(43)
Level 22: Reform Essence -- HO:Golgi(A)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Quantum Acceleration -- LucoftheG-Rchg+(A)
Level 28: Vengeance -- LucoftheG-Rchg+(A)
Level 30: Victory Rush -- EndMod-I(A)
Level 32: Dawn Strike -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(37), Obl-%Dam(42), ScrDrv-Dam%(50), Erd-%Dam(50)
Level 35: Photon Seekers -- HO:Nucle(A)
Level 38: Light Form -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(39), UnbGrd-Max HP%(39), ImpArm-ResPsi(39)
Level 41: Super Speed -- Clr-Stlth(A)
Level 44: Glowing Touch -- HO:Golgi(A)
Level 47: Restore Essence -- RechRdx-I(A)
Level 49: Quantum Flight -- EndRdx-I(A)
Level 6: Bright Nova Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(27), GldJvl-Dam%(29), ShlBrk-%Dam(29), TchofLadG-%Dam(31), FrcFdb-Rechg%(31)
Level 6: Bright Nova Bolt -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/EndRdx/Rchg(37), SprKhlGrc-Rchg/FormBuff(40), ShlBrk-%Dam(40), TchofLadG-%Dam(40), AchHee-ResDeb%(42)
Level 6: Bright Nova Detonation -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(17), JvlVll-Dam%(19), PstBls-Dam%(19), OvrFrc-Dam/KB(21), FrcFdb-Rechg%(21)
Level 6: Bright Nova Scatter -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(23), JvlVll-Dam%(25), TchofLadG-%Dam(25), Ann-ResDeb%(27)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- BlsoftheZ-Travel/EndRdx(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-Rchg+(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(33)
Level 20: White Dwarf Antagonize -- Taunt-I(A)
Level 20: White Dwarf Flare -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(13), Arm-Dam%(13), Obl-%Dam(15), ScrDrv-Dam%(15), FrcFdb-Rechg%(17)
Level 20: White Dwarf Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(7), AchHee-ResDeb%(9), Mk'Bit-Dam%(9), Hct-Dam%(11), FrcFdb-Rechg%(11)
Level 20: White Dwarf Step -- BlsoftheZ-Travel/EndRdx(A)
Level 20: White Dwarf Strike -- SprKhlGrc-Acc/Dmg/Rchg(A), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(3), SprKhlGrc-Dmg/Rchg(3), TchofLadG-%Dam(5), GldStr-%Dam(5), FrcFdb-Rechg%(7)
Level 20: White Dwarf Sublimation -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(43)
------------
------------

 

 



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*of course I made it a Proc Monster... or Proc Squid? Proc... Lobster?

Maybe go with Prock Lobster, by the Kheld-52's 😉

 

I don't know how familiar you are with PBs, but there are a couple things you might want to change about that while keeping the overall build. One of them is you might not need to slot as much Acc, because you'll have perma Inner Light giving extra tohit. This is especially the case in your Nova attacks, as Nova itself also gives more tohit while it's on. So for example you could change the Acc/Dam/End in Nova Blast to the Dam/End and still be fine on chance to hit while increasing the other two values a little. For the same reasons I wouldn't take Tactics at all, but swap it for Assault unless you never see yourself toggling either on. Unless you want it for confuse protection?

 

Another thing, I wouldn't slot Nova Bolt at all. Just slot up Glinting Eye since you can use it in Nova for higher damage (and also in Dwarf form, which Redlynne happened upon). Same for Gleaming Bolt, which I'd drop altogether and just get Gleaming Blast to help the human chain out.

 

Also, you have the +Res uniques, which you won't need if you're using perma Light Form. I'm guessing you want those for either exemping or the Psionic res? You'd get 1% more Psi resist by swapping Shieldwall's slot to Incandescence or Essence Boost and putting anthor Impervium Armor Psi resist in there.

 

Lastly, omgslotphotonseekers. 😉

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9 hours ago, Microcosm said:

Another thing, I wouldn't slot Nova Bolt at all. Just slot up Glinting Eye since you can use it in Nova for higher damage (and also in Dwarf form, which Redlynne happened upon).

LINK in case you need the reference point.

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On 1/15/2020 at 8:55 PM, Redlynne said:

This is why I very deliberately structured my attack chains so as to use Radiant Strike (for Knockdown) before following up with Incandescent Strike, so as to get the added protection of (usually) knocking down whatever it is you need to be hitting with Incandescent Strike for both the damage and the Hold.

Not disagreeing with the method, it was just purely a personal thing against Incandescent Strike itself. The 3.432/s animation time is killer and I never had a huge connection with that long drawn-out swing. I also have a lingering mental footnote that's poking me about Gleaming Blast possibly being more efficient per second comparably, which is another "probably skip that anyway" reason.

 

11 hours ago, Microcosm said:

One of them is you might not need to slot as much Acc, because you'll have perma Inner Light giving extra tohit.

There's a few quirky spots I didn't fully fix where the accuracy isn't 100% stable at +4. I mostly just flew through and targeted a specific set and dropped a standard Acc/Dam, Acc/Dam/End. The Winter's Bite set I used in Nova Blast doesn't have a Dam/End option, but Scatter and Detonation do--which Inner Light just barely fixes either of those if that's flipped--so it is something, just not much (0.5 end).

 

12 hours ago, Microcosm said:

Glinting Eye since you can use it in Nova for higher damage (and also in Dwarf form)

Actually just came across that testing it in the game the other night.

 

12 hours ago, Microcosm said:

Also, you have the +Res uniques, which you won't need if you're using perma Light Form.

Hard capped resistances in White Dwarf, turns out to be a rather interesting Exemplar toon if that all stacks correctly through the form (didn't actually validate it yet).

 

The build was mostly a thought experiment on building under proc mentality. The consideration that it could be hard capped and have such a wide exemplar range at that level was interesting to build around. Thinking about the build as a whole really felt like the entire thing just peaked out at 20 and spent the rest of its journey just collecting slots however. I ended up with that build, a proc focused Human Form, and a 45% Melee/150% Rech Human Form. Officially rolled a PB to see if I could get it to mentally stick and play one again, but I have a feeling it'll just get shoved into the "delete eventually" pile 😞

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18 hours ago, Sir Myshkin said:

Hard capped resistances in White Dwarf, turns out to be a rather interesting Exemplar toon if that all stacks correctly through the form (didn't actually validate it yet).

That's interesting. The two +Res ones should carry over to Dwarf (the +Def ones always have so I can't see the +Res ones not), but the Form Empowerment one will look like it's granting its +Res in Dwarf when in mids when it won't in game. So subtract 5% resist from what you're seeing in mids with Dwarf toggled on.

 

I run two builds myself. One is proc focused for single target damage (still triform), and the other is a more standard slotting made for sustained AoE. It's one of the few instances where I actually value having multiple builds.

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  • 2 weeks later
Just now, Microcosm said:

From beta patch notes: "Some Kheldian powers were usable while shape-shifted even if the power icon was disabled. This has been fixed."

Bummer.

Good thing I developed a way to NOT need to use that exploit in my builds then!  👀

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  • 4 weeks later
3 hours ago, Wintercat said:

I was wondering, since I see you took the shields, if you actually ever activate them or just use them as mules?

The intent is to use them for both, not just as an either/or situation.

 

Shining Shield (Smash/Lethal), taken at Level 14, is available down to Exemplar Level 9, but the Impervium Armor IO requires Exemplar Levels 12+ to be functional(?).

Thermal Shield (Fire/Cold), taken at Level 16, is available down to Exemplar Level 11, but the Impervium Armor IO requires Exemplar Levels 12+ to be functional(?).

Quantum Shield (Energy/Negative), taken at Level 24, is available down to Exemplar Level 19 but is overshadowed by the availability of Dwarf form at Exemplar Levels 15+, but the Aegis IO requires Exemplar Levels 22+ to be functional(?).

 

The shield powers aren't THAT important for Human form, hence why they're slotted as lightly as they are, but when playing in the 9-14 brackets of Flashback content they can become relevant to use before Dwarf form becomes available.  Likewise, when playing in the 15-34 brackets of Flashback, while Light Form is not available, they can be used to become more sturdy in Human form, especially in a team context where you're getting additional resistances from being near your teammates, thereby making you less squishy while in the thick of things.

 

It basically comes down to the shields being more useful to HAVE ... even as One Slot Wonder™ powers ... than to NOT HAVE ... simply because having them opens up additional options and possibilities for use that not having them will preclude and exclude.  Having them makes your build more flexible and adaptable to situation while Exemplared, and I find the additional protection against Psionic attacks from the IO slotting to be valuable even if the powers themselves aren't active at all times while in Human form.

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  • 2 months later

Hey Redlynne, I'm using your latest build for my first ever VEAT and I'm loving it! Getting some great mileage out of the build and it's enjoyable to kind of play around with the different forms, trying to get a hang of the balance.

I've followed your build (almost) to the letter (I dropped a proc into Bright Nova Bolt for a little extra 'umpf' every now and then). My question is how one might reintegrate Photon Seekers? I saw in your explanation that you took it out for a reason, but it seems like such a fun power to have. I'm thinking I could skip Quantum Flight and maybe cannibalise some slots from Radiant/Incandescent Strike.

What would your advice be if this is my only amend to the build?

 

Thanks!

Edited by Ivopadopolis
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