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Leveling Tri-Form Peacebringer


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This is my preferred 1-50 no respecs required build for playing a Tri-Form Peacebringer.

This particular build essentially "evolves" over time ... from Human (1-5) to Nova (6-19) to Dwarf (20-36) and then finally starts to backfill in to Human (36-50) again until all three forms are "complete" and complementary to each other.  This provides the "safest" route of Tri-Form modes to level with on the ride to 50, and yields a combination well suited to being any (all?) of these Forms as needed once the Peacebringer has reached Level 50.  Note that this means that once Light Form gets fully slotted out at Level 39, it starts becoming a wise thing to return to Human Form every so often so as to activate Light Form (and Inner Light) again, which as a Click power will keep the buffs active even while in Nova and Dwarf Forms.

 

Additionally, this build is deliberately designed to Exemplar Gracefully™ into lower level content when needed, rather than being optimized for Level 50 (only) content.

The two breakpoints are Level 24 ... at which all of the Level 27 Set IO bonuses activate (including the ones slotted into powers made unavailable by Exemplar restrictions) ... and again at Level 28 ... where all of the Level 31 Set IO bonuses activate.  This means that even when Exmplared, at Levels 28+ pretty much every set bonus on the build is ON and engaged.

All of the Luck of the Gambler +Recharge IOs will activate at Level 22.

 

So Exemplar Levels 22 (LotGs), 24 (Level 27 Sets), and 28 (Level 31 Sets) are the "breakpoints" for where LOTS of set bonuses activate in this build plan.

This also means that as soon as you hit Levels 22, 24 and 28 you can start building the requisite IO Sets to slot up your powers with, and only need to refresh/update the common IOs every 5 Levels as you grow your way to 50.

 

 

 

I personally consider one of the keys to this build strategy the acceptance of the notion that 6-slotting "everything great" is just a pipe dream, but that 5-slotting MOST of the powers that get used all the time is an acceptable compromise ... especially since so my +Recharge set bonuses activate at the 5-slot investment level.

 

Could I have 6-slotted more powers and added a lot more Defense to this build?  Yes, I could have ... but then I'd have to be cutting corners on a whole an entire power (or two!) and wind up with more holes in this build than I'm willing to put up with.  This way, I wind up with a build that is "good enough" for my tastes in EVERY Form upon reaching Level 50, and can Exemplar down to almost any Level and still have a reasonably solid build to work with, all things considered.

 

 

 

Once I get all of my bindloadfiles for my Peacebringer perfected, I'll append them into a post after the build, in case anyone wants to copy/learn from them in the future.

Oh and in case anyone is interested, once you've got the build loaded into Pine (or Mids') you can do a Flip To Alternate on the Slots and see what the build would look like if FULLY kitted out with as many Level 50 Purple IO Sets as can be crammed into the build.

You're Welcome.

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  • Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/
 
Click this DataLink to open the build!
 
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
 
Hero Profile:
 
Level 1: Glinting Eye
  • (A) Decimation - Accuracy/Damage: Level 27
  • (3) Decimation - Damage/Endurance: Level 27
  • (48) Decimation - Damage/Recharge: Level 27
  • (50) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (50) Decimation - Accuracy/Damage/Recharge: Level 27
  • (50) Decimation - Chance of Build Up: Level 25

Level 1: Incandescence

  • (A) Steadfast Protection - Knockback Protection: Level 10

Level 2: Gleaming Blast

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (5) Entropic Chaos - Damage/Endurance: Level 27
  • (46) Entropic Chaos - Damage/Recharge: Level 27
  • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (48) Entropic Chaos - Chance of Heal Self: Level 20
  • (48) Achilles' Heel - Chance for Res Debuff: Level 10

Level 4: Essence Boost

  • (A) Preventive Medicine - Heal: Level 27
  • (5) Preventive Medicine - Heal/Endurance: Level 27
  • (19) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (21) Preventive Medicine - Heal/RechargeTime: Level 27
  • (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27

Level 6: Bright Nova

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

Level 8: Radiant Strike

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (45) Crushing Impact - Damage/Endurance: Level 31
  • (45) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (45) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (46) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 10: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50

Level 12: Inner Light

  • (A) Recharge Reduction IO: Level 50

Level 14: Stealth

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 16: Grant Invisibility

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 18: Incandescent Strike

  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (42) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
  • (43) Blistering Cold - Recharge/Chance for Hold: Level 27
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (43) Lockdown - Chance for +2 Mag Hold: Level 30

Level 20: White Dwarf

  • (A) Unbreakable Guard - Resistance: Level 27
  • (21) Unbreakable Guard - Resistance/Endurance: Level 27

Level 22: Reform Essence

  • (A) HamiO: Golgi Exposure (+2 End/Heal/Absorb)

Level 24: Conserve Energy

  • (A) Recharge Reduction IO: Level 50

Level 26: Glowing Touch

  • (A) HamiO: Golgi Exposure (+2 End/Heal/Absorb)

Level 28: Pulsar

  • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)

Level 30: Misdirection

  • (A) Accuracy IO: Level 50

Level 32: Photon Seekers

  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
  • (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50

Level 35: Dawn Strike

  • (A) Obliteration - Damage: Level 31
  • (36) Obliteration - Accuracy/Recharge: Level 31
  • (36) Obliteration - Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33

Level 38: Light Form

  • (A) Unbreakable Guard - Resistance: Level 27
  • (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
  • (39) Titanium Coating - Resistance/Recharge: Level 50
  • (39) Aegis - Resistance/Recharge: Level 50

Level 41: Restore Essence

  • (A) Healing IO: Level 50

Level 44: Quantum Acceleration

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 47: Quantum Flight

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

Level 49: Group Energy Flight

  • (A) Endurance Reduction IO: Level 50

Level 1: Cosmic Balance

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Sprint

  • (A) Run Speed IO: Level 50

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50

Level 1: Energy Flight

  • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
    [/ist]Level 10: Combat Flight
    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 6: Bright Nova Bolt

    • (A) Accuracy IO: Level 50

    Level 6: Bright Nova Blast

    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (15) Entropic Chaos - Damage/Endurance: Level 27
    • (17) Entropic Chaos - Damage/Recharge: Level 27
    • (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (19) Entropic Chaos - Chance of Heal Self: Level 20

    Level 6: Bright Nova Scatter

    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (7) HamiO: Centriole Exposure (+2 Dam/Range)
    • (7) Detonation - Damage/Endurance/Range: Level 50
    • (9) Analyze Weakness - Accuracy/Recharge: Level 31
    • (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31

    Level 6: Bright Nova Detonation

    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (11) Positron's Blast - Damage/Endurance: Level 27
    • (13) Positron's Blast - Damage/Recharge: Level 27
    • (13) Positron's Blast - Damage/Range: Level 27
    • (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27

    Level 20: White Dwarf Strike

    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (34) Crushing Impact - Damage/Endurance: Level 31
    • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (36) Crushing Impact - Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Smite

    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (31) Crushing Impact - Damage/Endurance: Level 31
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Flare

    • (A) Obliteration - Damage: Level 31
    • (29) Obliteration - Accuracy/Recharge: Level 31
    • (29) Obliteration - Damage/Recharge: Level 31
    • (31) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Sublimation

    • (A) Preventive Medicine - Heal: Level 27
    • (23) Preventive Medicine - Heal/Endurance: Level 27
    • (25) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (25) Preventive Medicine - Heal/RechargeTime: Level 27
    • (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
    • (27) Preventive Medicine - Chance for +Absorb: Level 20

    Level 20: White Dwarf Antagonize

    • (A) Perfect Zinger - Chance for Psi Damage: Level 21

    Level 20: White Dwarf Step

    • (A) Time & Space Manipulation - +Stealth: Level 15

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Spiritual Core Paragon

     

    ==========

     

    Set Bonus Totals:

    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 6.75% Max End
    • 48% Enhancement(Accuracy)
    • 95% Enhancement(RechargeTime)
    • 12.5% Enhancement(Max EnduranceDiscount)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 88.35 HP (8.25%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 56.25%
    • MezResist(Held) 56.25%
    • MezResist(Immobilized) 56.25%
    • MezResist(Sleep) 56.25%
    • MezResist(Stunned) 56.25%
    • MezResist(Terrorized) 56.25%
    • 2.5% (0.04 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 10% ResEffect(SpeedFlying)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(SpeedRunning)
    • 13.5% Resistance(Smashing)
    • 13.5% Resistance(Lethal)
    • 12.75% Resistance(Fire)
    • 12.75% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 4.5% Resistance(Toxic)
    • 4.5% Resistance(Psionic)

    ------------

    Set Bonuses:

    Decimation

    (Glinting Eye)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   12.05 HP (1.12%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)
    •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

    Steadfast Protection

    (Incandescence)

    •   Knockback (Mag -4), Knockup (Mag -4)

    Entropic Chaos

    (Gleaming Blast)

    •   10% (0.45 HP/sec) Regeneration
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Preventive Medicine

    (Essence Boost)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   20.08 HP (1.87%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)

    Crushing Impact

    (Radiant Strike)

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

    Luck of the Gambler

    (Stealth)

    •   7.5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Grant Invisibility)

    •   7.5% Enhancement(RechargeTime)

    Blistering Cold

    (Incandescent Strike)

    •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

    Lockdown

    (Incandescent Strike)

    •   3% DamageBuff(All)

    Unbreakable Guard

    (White Dwarf)

    •   2.5% Enhancement(EnduranceDiscount)

    Expedient Reinforcement

    (Photon Seekers)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   3% DamageBuff(All)
    •   6.25% Enhancement(RechargeTime)

    Obliteration

    (Dawn Strike)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3% DamageBuff(All)
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Unbreakable Guard

    (Light Form)

    •   2.5% Enhancement(EnduranceDiscount)

    Luck of the Gambler

    (Quantum Acceleration)

    •   7.5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Combat Flight)

    •   7.5% Enhancement(RechargeTime)

    Obliteration

    (White Dwarf Flare)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3% DamageBuff(All)
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Crushing Impact

    (White Dwarf Smite)

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

    Crushing Impact

    (White Dwarf Strike)

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

    Preventive Medicine

    (White Dwarf Sublimation)

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

    Entropic Chaos

    (Bright Nova Blast)

    •   10% (0.45 HP/sec) Regeneration
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Positron's Blast

    (Bright Nova Detonation)

    •   2.5% (0.04 End/sec) Recovery
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   9% Enhancement(Accuracy)
    •   6.25% Enhancement(RechargeTime)

    Analyze Weakness

    (Bright Nova Scatter)

    •   10% (0.45 HP/sec) Regeneration

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

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    |-------------------------------------------------------------------|

     

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PBHuman.txt

t "nop"
y "powexectoggleon Bright Nova$$bindloadfile C:/Program Files/coh/binds/PBNova.txt"
g "powexectoggleon White Dwarf$$bindloadfile C:/Program Files/coh/binds/PBDwarf.txt"
1 "powexectray 1 2"
2 "powexectray 2 2"
3 "powexectray 3 2"
4 "powexectray 4 2"
5 "powexectray 5 2"
6 "powexectray 6 2"
7 "powexectray 7 2"
8 "powexectray 8 2"
9 "powexectray 9 2"
0 "powexectray 10 2"
tilde "targetenemynear$$targetcustomnext alive Quantum$$targetcustomnext alive Void$$targetcustomnext alive Cyst$$targetcustomnext alive Sapper"
right "powexecname Energy Flight$$powexectoggleoff Quantum Acceleration"
shift+right "powexecname Quantum Acceleration"
down "powexecname Combat Flight$$powexectoggleoff Energy Flight$$powexectoggleoff Quantum Acceleration"
shift+left "powexecname Quantum Flight"
lshift+lbutton "nop"

 

PBNova.txt

t "powexctoggleoff Bright Nova$$bindloadfile C:/Program Files/coh/binds/PBHuman.txt"
y "nop"
g "powexectoggleoff Bright Nova$$powexectoggleon White Dwarf$$bindloadfile C:/Program Files/coh/binds/PBDwarf.txt"
1 "powexectray 1 1"
2 "powexectray 2 2"
3 "powexectray 2 1"
4 "powexectray 3 1"
5 "powexectray 4 1"
6 "nop"
7 "nop"
8 "nop"
9 "nop"
0 "nop"
tilde "targetenemynear$$targetcustomnext alive Quantum$$targetcustomnext alive Void$$targetcustomnext alive Cyst$$targetcustomnext alive Sapper"
right "nop"
shift+right "nop"
down "nop"
shift+left "nop"
lshift+lbutton "nop"

 

PBDwarf.txt

t "powexctoggleoff White Dwarf$$bindloadfile C:/Program Files/coh/binds/PBHuman.txt"
y "powexctoggleoff White Dwarf$$powexectoggleon Bright Nova$$bindloadfile C:/Program Files/coh/binds/PBNova.txt"
g "nop"
1 "powexectray 1 2"
2 "powexectray 5 1"
3 "powexectray 6 1"
4 "powexectray 7 1"
5 "powexectray 8 1"
6 "powexectray 9 1"
7 "nop"
8 "nop"
9 "nop"
0 "nop"
tilde "targetenemynear$$targetcustomnext alive Quantum$$targetcustomnext alive Void$$targetcustomnext alive Cyst$$targetcustomnext alive Sapper$$follow"
right "nop"
shift+right "nop"
down "nop"
shift+left "nop"
lshift+lbutton "powexecname White Dwarf Step"

 

 

 

=====

 

 

 

Alternative keybind file ... All In One™

 

PB.txt

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

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This was built using Pine's which includes the Issue 25 changes.  There will be links around the forums for Pine's Hero Planner.  Use the Search feature to find them.

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If I can just take a moment to confirm what I think I'm seeing here...

 

In keeping with issue 25 changes to Khelds, this bill does have the attack that goes as an extra into Nova form, but doesn't have the one that goes as an extra into Dwarf form. Do I have that right?

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If I can just take a moment to confirm what I think I'm seeing here...

 

In keeping with issue 25 changes to Khelds, this bill does have the attack that goes as an extra into Nova form, but doesn't have the one that goes as an extra into Dwarf form. Do I have that right?

 

You mean these?

 

Level 1: Glinting Eye

  • (A) Decimation - Accuracy/Damage: Level 27
  • (3) Decimation - Damage/Endurance: Level 27
  • (48) Decimation - Damage/Recharge: Level 27
  • (50) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (50) Decimation - Accuracy/Damage/Recharge: Level 27
  • (50) Decimation - Chance of Build Up: Level 25

Level 2: Gleaming Blast

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (5) Entropic Chaos - Damage/Endurance: Level 27
  • (46) Entropic Chaos - Damage/Recharge: Level 27
  • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (48) Entropic Chaos - Chance of Heal Self: Level 20
  • (48) Achilles' Heel - Chance for Res Debuff: Level 10

 

Pretty sure they're in the build ... mainly because they're your ranged attacks while in Human Form, while Radiant Strike and Incandescent Strike are the melee attacks in Human Form.

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LINK

  • The T1 attack of the offensive sets can now be used while in Dwarf form at a reduced range. This should give Dwarf form a new attack to fill in gaps in attack chains.
  • The T2 attack of the offensive sets can now be used while in Nova form, at a higher recharge and for more damage. This should slightly help with Nova form Single Target damage output.

 

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Sure, I read those notes.  But TBH I'm starting to think they're the source of my confusion.

 

"The T1 attack of the offensive sets," I would assume to be Gleaming Bolt.  You don't have that, you have Gleaming Blast, the T3 power.

 

"The T2 attack of the offensive sets," I would assume is Glinting Eye.  That one, you have.

 

If that's not how this works then those patch notes might need a little clarity buff.

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Here's an alternative version of the build using T1 and T2 powers instead of T2 and T3 like I had in the original post.

 

The reason why I have T2+T3 in the original post is simply because there's so much recharge going on in the build that you can use them more efficiently in a Human Form attack chain than a T1+T2 attack chain, but that sets aside the consideration of giving Dwarf Form an additional attack with the T1.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Peacebringer

Primary Power Set: Luminous Blast

Secondary Power Set: Luminous Aura

Power Pool: Speed

Power Pool: Concealment

 

Hero Profile:

 

Level 1: Gleaming Bolt

  • (A) Decimation - Accuracy/Damage: Level 27
  • (3) Decimation - Damage/Endurance: Level 27
  • (48) Decimation - Damage/Recharge: Level 27
  • (50) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (50) Decimation - Accuracy/Damage/Recharge: Level 27
  • (50) Decimation - Chance of Build Up: Level 25

Level 1: Incandescence

  • (A) Steadfast Protection - Knockback Protection: Level 10

Level 2: Glinting Eye

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (5) Entropic Chaos - Damage/Endurance: Level 27
  • (46) Entropic Chaos - Damage/Recharge: Level 27
  • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (48) Entropic Chaos - Chance of Heal Self: Level 20
  • (48) Achilles' Heel - Chance for Res Debuff: Level 10

Level 4: Essence Boost

  • (A) Preventive Medicine - Heal: Level 27
  • (5) Preventive Medicine - Heal/Endurance: Level 27
  • (19) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (21) Preventive Medicine - Heal/RechargeTime: Level 27
  • (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27

Level 6: Bright Nova

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

Level 8: Radiant Strike

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (45) Crushing Impact - Damage/Endurance: Level 31
  • (45) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (45) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (46) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 10: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50

Level 12: Inner Light

  • (A) Recharge Reduction IO: Level 50

Level 14: Stealth

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 16: Grant Invisibility

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 18: Incandescent Strike

  • (A) HamiO:Peroxisome Exposure
  • (42) HamiO:Peroxisome Exposure
  • (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
  • (43) Blistering Cold - Recharge/Chance for Hold: Level 27
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (43) Lockdown - Chance for +2 Mag Hold: Level 30

Level 20: White Dwarf

  • (A) Unbreakable Guard - Resistance: Level 27
  • (21) Unbreakable Guard - Resistance/Endurance: Level 27

Level 22: Reform Essence

  • (A) HamiO:Golgi Exposure

Level 24: Conserve Energy

  • (A) Recharge Reduction IO: Level 50

Level 26: Glowing Touch

  • (A) HamiO:Golgi Exposure

Level 28: Pulsar

  • (A) HamiO:Endoplasm Exposure

Level 30: Misdirection

  • (A) Accuracy IO: Level 50

Level 32: Photon Seekers

  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
  • (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50

Level 35: Dawn Strike

  • (A) Obliteration - Damage: Level 31
  • (36) Obliteration - Accuracy/Recharge: Level 31
  • (36) Obliteration - Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33

Level 38: Light Form

  • (A) Unbreakable Guard - Resistance: Level 27
  • (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
  • (39) Titanium Coating - Resistance/Recharge: Level 50
  • (39) Aegis - Resistance/Recharge: Level 50

Level 41: Restore Essence

  • (A) Healing IO: Level 50

Level 44: Quantum Acceleration

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 47: Quantum Flight

  • (A) HamiO:Microfilament Exposure

Level 49: Group Energy Flight

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Cosmic Balance

Level 1: Energy Flight

  • (A) HamiO:Microfilament Exposure

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Run Speed IO: Level 50

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 10: Combat Flight

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50

Level 20: White Dwarf Antagonize

  • (A) Perfect Zinger - Chance for Psi Damage: Level 21

Level 20: White Dwarf Flare

  • (A) Obliteration - Damage: Level 31
  • (29) Obliteration - Accuracy/Recharge: Level 31
  • (29) Obliteration - Damage/Recharge: Level 31
  • (31) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Smite

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (31) Crushing Impact - Damage/Endurance: Level 31
  • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (33) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Step

  • (A) Time & Space Manipulation - +Stealth: Level 15

Level 20: White Dwarf Strike

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (34) Crushing Impact - Damage/Endurance: Level 31
  • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (36) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Sublimation

  • (A) Preventive Medicine - Heal: Level 27
  • (23) Preventive Medicine - Heal/Endurance: Level 27
  • (25) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime: Level 27
  • (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (27) Preventive Medicine - Chance for +Absorb: Level 20

Level 6: Bright Nova Blast

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (15) Entropic Chaos - Damage/Endurance: Level 27
  • (17) Entropic Chaos - Damage/Recharge: Level 27
  • (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (19) Entropic Chaos - Chance of Heal Self: Level 20

Level 6: Bright Nova Bolt

  • (A) Accuracy IO: Level 50

Level 6: Bright Nova Detonation

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (11) Positron's Blast - Damage/Endurance: Level 27
  • (13) Positron's Blast - Damage/Recharge: Level 27
  • (13) Positron's Blast - Damage/Range: Level 27
  • (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27

Level 6: Bright Nova Scatter

  • (A) HamiO:Centriole Exposure
  • (7) HamiO:Centriole Exposure
  • (7) Detonation - Damage/Endurance/Range: Level 50
  • (9) Analyze Weakness - Accuracy/Recharge: Level 31
  • (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Spiritual Core Paragon

------------

------------

------------

Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 6.75% Max End
  • 48% Enhancement(Accuracy)
  • 95% Enhancement(RechargeTime)
  • 12.5% Enhancement(Max EnduranceDiscount)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 88.35 HP (8.25%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 56.25%
  • MezResist(Held) 56.25%
  • MezResist(Immobilized) 56.25%
  • MezResist(Sleep) 56.25%
  • MezResist(Stunned) 56.25%
  • MezResist(Terrorized) 56.25%
  • 2.5% (0.04 End/sec) Recovery
  • 30% (1.34 HP/sec) Regeneration
  • 10% ResEffect(SpeedFlying)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(SpeedRunning)
  • 13.5% Resistance(Smashing)
  • 13.5% Resistance(Lethal)
  • 12.75% Resistance(Fire)
  • 12.75% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.5% Resistance(Toxic)
  • 4.5% Resistance(Psionic)

------------

Set Bonuses:

Decimation

(Gleaming Bolt)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   12.05 HP (1.12%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

Steadfast Protection

(Incandescence)

  •   Knockback (Mag -4), Knockup (Mag -4)

Entropic Chaos

(Glinting Eye)

  •   10% (0.45 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Preventive Medicine

(Essence Boost)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   20.08 HP (1.87%) HitPoints
  •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.75% Enhancement(EnduranceDiscount)

Crushing Impact

(Radiant Strike)

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

Luck of the Gambler

(Stealth)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Grant Invisibility)

  •   7.5% Enhancement(RechargeTime)

Blistering Cold

(Incandescent Strike)

  •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

Lockdown

(Incandescent Strike)

  •   3% DamageBuff(All)

Unbreakable Guard

(White Dwarf)

  •   2.5% Enhancement(EnduranceDiscount)

Expedient Reinforcement

(Photon Seekers)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   3% DamageBuff(All)
  •   6.25% Enhancement(RechargeTime)

Obliteration

(Dawn Strike)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Unbreakable Guard

(Light Form)

  •   2.5% Enhancement(EnduranceDiscount)

Luck of the Gambler

(Quantum Acceleration)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Combat Flight)

  •   7.5% Enhancement(RechargeTime)

Obliteration

(White Dwarf Flare)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Crushing Impact

(White Dwarf Smite)

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

Crushing Impact

(White Dwarf Strike)

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

Preventive Medicine

(White Dwarf Sublimation)

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

Entropic Chaos

(Bright Nova Blast)

  •   10% (0.45 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Positron's Blast

(Bright Nova Detonation)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   9% Enhancement(Accuracy)
  •   6.25% Enhancement(RechargeTime)

Analyze Weakness

(Bright Nova Scatter)

  •   10% (0.45 HP/sec) Regeneration

 

 

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|-------------------------------------------------------------------|

 

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Thanks for the guide! I recently started leveling a Peacebringer for the first time, and it's been quite helpful to me. I do have a couple of questions that I was hoping you might answer:

 

1.) I see that you skipped Solar Flare in your build. Is that because you are primarily relying on Nova Form for the bulk of your AoE damage, or was there another reason for excluding it?

2.) I'm intrigued by the inclusion of Misdirection, which I've never used and am not really familiar with. Does it compliment the build and/or your playstyle well?

 

Thanks again!

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Thanks for the guide! I recently started leveling a Peacebringer for the first time, and it's been quite helpful to me.

 

All part of the service ... ^_~

 

I see that you skipped Solar Flare in your build. Is that because you are primarily relying on Nova Form for the bulk of your AoE damage, or was there another reason for excluding it?

 

I skipped Solar Flare to take Dawn Strike ... and slotted Dawn Strike with the Knockback to Knockdown IO so it doesn't "throw away" everyone you're punishing with Dawn Strike.  Furthermore, there's enough recharge in the build that you can use Dawn Strike every 30 seconds or so, which is "often enough" to not need Solar Flare in addition.

 

Now that said ... if you're so inclined, you could potentially drop Radiant Strike in favor of Solar Flare and just shuffle the powers and slots around to do that.  Hmm, that makes for an interesting option, actually.

I chose Radiant Strike so as to have a melee attack chain of Radiant/Incandescent/repeat with the amount of recharge on the build, and if you need a filler in there between melee hits you've got Gleaming Bolt and Glinting Eye available.  Of course, if you swap Radiant Strike for Solar Flare, you could do a Incandescent/Glinting Eye/Solar Flare/Glinting Eye/repeat type of attack chain ... although I'd need to do up the build in Pine's in order to confirm that for sure.

 

But you're right that Nova Form is set up as being the Ranged+AoE "death from above" blaster, while Human Form is more of a Melee and Ranged swing role option that does more control, and then Dwarf Form is for Melee "tanking" so as to not overly duplicate what the other forms can do.

 

I'm intrigued by the inclusion of Misdirection, which I've never used and am not really familiar with. Does it compliment the build and/or your playstyle well?

 

I chose Misdirection not for the Placate effect per se but rather for the Resistance Debuff (-11.25% Res(All Types) for 15s) that's factored into the power.  However, the Placate effect would be helpful for a variety of situation where you're in Human Form and don't want to be grabbing aggro.  It also makes possible a sort of "swing role" on how you want to use Misdirection in combination with Dawn Strike (and Solar Flare?) where you can use Misdirection (20ft PBAoE) before delivering a Dawn Strike (and Solar Flare?) so as to Resistance Debuff everything you're going to hit with your PBAoE(s) ... or ... you can use Dawn Strike (and Solar Flare?) first and then use Misdirection to drop any aggro you've just gained so as to shift to Nova Form, fly back and then start blasting away with Bright Nova Scatter (Cone) and Bright Nova Detonation (Target AoE) so as to deliver a 1-2-3-4-(5?) combo of powers to SMITE!! a target rich environment ... and you've still got Dwarf Form in reserve after doing all of that.

 

So Misdirection serves two purposes which aren't mutually exclusive, but depending on how you use it can support different engagement tactics.  But the big thing is that if you're dealing with mobs that mez and you want to be in Human Form but avoid drawing aggro, you can use Misdirection to shift aggro (back) onto an aggro magnet if you pull aggro.  So there's a setup and follow through capability that Misdirection enables.  You won't be using it on every spawn group, but you'll have it there when you need it as yet another Get Out Of Trouble Now button that will help you to disengage from a bad situation if you get in over your head.

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I see that you skipped Solar Flare in your build.

 

So, just to investigate what happens with this possibility, I took Radiant Strike out of the build and replaced it with Solar Flare.  The result is ... unexpected.

 

The first thing that happens is that there's an immediate pile up of powers that all want to fill in the Level 26 slot where Solar Flare comes into the picture.  Conversely, removal of Radiant Strike opens up a hole at Level 8 where no other Primary or Secondary powers can easily be shuffled in, meaning that a Pool power would need to be reshuffled into that slot.  This ultimately meant deleting Radiant Strike and resorting Stealth to be taken at Level 8, which then dropped Grant Invisibility to 14 and Misdirection to 16 (way down from Level 30!).  This then makes Misdirection available at ALL Exemplar Levels where you might want to be in melee range while in Human Form.  Solar Flare moves into the Level 26 spot while Glowing Touch and Pulsar move down to Levels 28 and 30 respectively.  All of the enhancement slots that had been devoted to Radiant Strike get repurposed into Solar Flare.

 

This combination would allow some decidedly off the wall oddball engagement strategies ... such as ...

 

Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

Position yourself "just so" within a spawn group for maximum (area of) effect.

Light Form.

Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed).

 

Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

Position yourself "just so" within a spawn group for maximum (area of) effect.

Light Form.

Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants.

 

... and that's not even including the Form shifting options.

 

 

 

So yeah, a greatly increased ability to slaughter $Targets wholesale, rather than retail, in parallel rather than in serial (killer) fashion.  You exchange hard hitting single target damage (Radiant Strike) for PBAoE damage (Solar Flare).  The downside of using Solar Flare would be in the increased endurance cost, I'm thinking.

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Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Natural Peacebringer

Primary Power Set: Luminous Blast

Secondary Power Set: Luminous Aura

Power Pool: Concealment

Power Pool: Speed

 

Hero Profile:

 

Level 1: Gleaming Bolt

  • (A) Decimation - Accuracy/Damage: Level 27
  • (3) Decimation - Damage/Endurance: Level 27
  • (48) Decimation - Damage/Recharge: Level 27
  • (50) Decimation - Accuracy/Endurance/Recharge: Level 27
  • (50) Decimation - Accuracy/Damage/Recharge: Level 27
  • (50) Decimation - Chance of Build Up: Level 25

Level 1: Incandescence

  • (A) Steadfast Protection - Knockback Protection: Level 10

Level 2: Glinting Eye

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (5) Entropic Chaos - Damage/Endurance: Level 27
  • (46) Entropic Chaos - Damage/Recharge: Level 27
  • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (48) Entropic Chaos - Chance of Heal Self: Level 20
  • (48) Achilles' Heel - Chance for Res Debuff: Level 10

Level 4: Essence Boost

  • (A) Preventive Medicine - Heal: Level 27
  • (5) Preventive Medicine - Heal/Endurance: Level 27
  • (19) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (21) Preventive Medicine - Heal/RechargeTime: Level 27
  • (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27

Level 6: Bright Nova

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

Level 8: Stealth

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 10: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50

Level 12: Inner Light

  • (A) Recharge Reduction IO: Level 50

Level 14: Grant Invisibility

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 16: Misdirection

  • (A) Accuracy IO: Level 50

Level 18: Incandescent Strike

  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (42) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
  • (43) Blistering Cold - Recharge/Chance for Hold: Level 27
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (43) Lockdown - Chance for +2 Mag Hold: Level 30

Level 20: White Dwarf

  • (A) Unbreakable Guard - Resistance: Level 27
  • (21) Unbreakable Guard - Resistance/Endurance: Level 27

Level 22: Reform Essence

  • (A) HamiO: Golgi Exposure (+2 End/Heal)

Level 24: Conserve Energy

  • (A) Recharge Reduction IO: Level 50

Level 26: Solar Flare

  • (A) Obliteration - Damage: Level 31
  • (45) Obliteration - Accuracy/Recharge: Level 31
  • (45) Obliteration - Damage/Recharge: Level 31
  • (45) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 28: Glowing Touch

  • (A) HamiO: Golgi Exposure (+2 End/Heal)

Level 30: Pulsar

  • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)

Level 32: Photon Seekers

  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage: Level 31
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
  • (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50

Level 35: Dawn Strike

  • (A) Obliteration - Damage: Level 31
  • (36) Obliteration - Accuracy/Recharge: Level 31
  • (36) Obliteration - Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33

Level 38: Light Form

  • (A) Unbreakable Guard - Resistance: Level 27
  • (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
  • (39) Titanium Coating - Resistance/Recharge: Level 50
  • (39) Aegis - Resistance/Recharge: Level 50

Level 41: Restore Essence

  • (A) Healing IO: Level 50

Level 44: Quantum Acceleration

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 47: Quantum Flight

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

Level 49: Group Energy Flight

  • (A) Endurance Reduction IO: Level 50

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Cosmic Balance

Level 1: Energy Flight

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

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Run Speed IO: Level 50

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 10: Combat Flight

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50

Level 20: White Dwarf Antagonize

  • (A) Perfect Zinger - Chance for Psi Damage: Level 21

Level 20: White Dwarf Flare

  • (A) Obliteration - Damage: Level 31
  • (29) Obliteration - Accuracy/Recharge: Level 31
  • (29) Obliteration - Damage/Recharge: Level 31
  • (31) Obliteration - Accuracy/Damage/Recharge: Level 31
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Smite

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (31) Crushing Impact - Damage/Endurance: Level 31
  • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (33) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Step

  • (A) Time & Space Manipulation - +Stealth: Level 15

Level 20: White Dwarf Strike

  • (A) Crushing Impact - Accuracy/Damage: Level 31
  • (34) Crushing Impact - Damage/Endurance: Level 31
  • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
  • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31
  • (36) Crushing Impact - Damage/Endurance/Recharge: Level 31

Level 20: White Dwarf Sublimation

  • (A) Preventive Medicine - Heal: Level 27
  • (23) Preventive Medicine - Heal/Endurance: Level 27
  • (25) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime: Level 27
  • (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (27) Preventive Medicine - Chance for +Absorb: Level 20

Level 6: Bright Nova Blast

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (15) Entropic Chaos - Damage/Endurance: Level 27
  • (17) Entropic Chaos - Damage/Recharge: Level 27
  • (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (19) Entropic Chaos - Chance of Heal Self: Level 20

Level 6: Bright Nova Bolt

  • (A) Accuracy IO: Level 50

Level 6: Bright Nova Detonation

  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (11) Positron's Blast - Damage/Endurance: Level 27
  • (13) Positron's Blast - Damage/Recharge: Level 27
  • (13) Positron's Blast - Damage/Range: Level 27
  • (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27

Level 6: Bright Nova Scatter

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (7) HamiO: Centriole Exposure (+2 Dam/Range)
  • (7) Detonation - Damage/Endurance/Range: Level 50
  • (9) Analyze Weakness - Accuracy/Recharge: Level 31
  • (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Spiritual Core Paragon

------------

------------

------------

Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 6.75% Max End
  • 50% Enhancement(Accuracy)
  • 95% Enhancement(RechargeTime)
  • 12.5% Enhancement(Max EnduranceDiscount)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 76.3 HP (7.12%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 57.5%
  • MezResist(Held) 57.5%
  • MezResist(Immobilized) 57.5%
  • MezResist(Sleep) 57.5%
  • MezResist(Stunned) 57.5%
  • MezResist(Terrorized) 57.5%
  • 2.5% (0.04 End/sec) Recovery
  • 30% (1.34 HP/sec) Regeneration
  • 10% ResEffect(SpeedFlying)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(SpeedRunning)
  • 14.25% Resistance(Smashing)
  • 14.25% Resistance(Lethal)
  • 12.75% Resistance(Fire)
  • 12.75% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.5% Resistance(Toxic)
  • 4.5% Resistance(Psionic)

------------

Set Bonuses:

Decimation

(Gleaming Bolt)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   12.05 HP (1.12%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

Steadfast Protection

(Incandescence)

  •   Knockback (Mag -4), Knockup (Mag -4)

Entropic Chaos

(Glinting Eye)

  •   10% (0.45 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Preventive Medicine

(Essence Boost)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   20.08 HP (1.87%) HitPoints
  •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.75% Enhancement(EnduranceDiscount)

Luck of the Gambler

(Stealth)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Grant Invisibility)

  •   7.5% Enhancement(RechargeTime)

Blistering Cold

(Incandescent Strike)

  •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

Lockdown

(Incandescent Strike)

  •   3% DamageBuff(All)

Unbreakable Guard

(White Dwarf)

  •   2.5% Enhancement(EnduranceDiscount)

Obliteration

(Solar Flare)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Expedient Reinforcement

(Photon Seekers)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   3% DamageBuff(All)
  •   6.25% Enhancement(RechargeTime)

Obliteration

(Dawn Strike)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Unbreakable Guard

(Light Form)

  •   2.5% Enhancement(EnduranceDiscount)

Luck of the Gambler

(Quantum Acceleration)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Combat Flight)

  •   7.5% Enhancement(RechargeTime)

Obliteration

(White Dwarf Flare)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Crushing Impact

(White Dwarf Smite)

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

Crushing Impact

(White Dwarf Strike)

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

Preventive Medicine

(White Dwarf Sublimation)

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

Entropic Chaos

(Bright Nova Blast)

  •   10% (0.45 HP/sec) Regeneration
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Positron's Blast

(Bright Nova Detonation)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   9% Enhancement(Accuracy)
  •   6.25% Enhancement(RechargeTime)

Analyze Weakness

(Bright Nova Scatter)

  •   10% (0.45 HP/sec) Regeneration

 

 

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Well, I think you've sold me on Misdirection!  I hadn't realized that it included a nice resistance debuff as well. It also helps that it's another power that can get by with no additional slotting and still be quite useful. And of course you're already going into Concealment for a couple of powers that can slot LotG +Recharge IOs, so all in all it seems like a pretty solid option compared to some of the other additional power choices out there.

 

As for Solar Flare... I find I'm really liking Radiant Strike since picking it up a few levels ago, so at the moment I'm rather reluctant to swap it out. Also, if I'm not mistaken, the Knockback to Knockdown IO is unique, so I would have to choose between slotting it in either Solar Flare or Dawn Strike, yes? I would have guessed that it might be better to put it in Flare since that power should likely see more use over time, but I see that you left it in Dawn Strike in your newest build (the one which includes Solar Flare).

 

On the flip side, I do find the additional AoE-focused strategies listed for your Solar Flare build to be quite intriguing! I suppose I may end up taking both Radiant Strike and Solar Flare in my build just to try them out and experiment for a few levels, and then performing a respec after deciding which I like better. In an ideal world I might ultimately keep both, but it does indeed seem like enhancement slots are comparatively hard to come by for Kheldians, and especially in tri-form builds. And with enough recharge it sounds like both wouldn't really be needed anyway. Decisions, decisions...

 

Thanks for the additional insights! :)

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Well, I think you've sold me on Misdirection!  I hadn't realized that it included a nice resistance debuff as well. It also helps that it's another power that can get by with no additional slotting and still be quite useful. And of course you're already going into Concealment for a couple of powers that can slot LotG +Recharge IOs, so all in all it seems like a pretty solid option compared to some of the other additional power choices out there.

 

Yes ... as a collection of One Slot Wonder powers, it's kind of hard to top Stealth+Grant Invisibility+Misdirection.  Certainly in the context slot hungry Tri-Form Kheldian builds, being able to get utility out of the power(s) AND be able to use them for Luck of the Gambler slot mules AND not need to toggle them (back) on in order to use them when Form shifting starts becoming a pretty tall order of restrictions.  However, in the context of a Peacebringer, the only time you'd want to toggle on Stealth would be to also toggle on Sprint to use the Stealth IO slotted there so as to achieve "full" invisibility for tactical positioning when it comes to opening up with alpha strikes on clusters of $Targets from surprise.  Simply write a macro that will detoggle both Sprint and Stealth for you in a single click (easy enough to do) and you're set for being able to make alpha strikes from "perfect" positions.

 

But what really sold me on Misdirection was the fact that you could use the power in more than one way.  You can use it for Resistance debuffing and/or Placate for escapes to reposition.  That just opens up a whole plethora of Ebil Ideas™ for options of how to both engage and disengage if you get in over your head ... because having OPTIONS for how to use your powers (and why!) is a Good Thing™.  For one, it keeps you from devolving into a One Trick Pony who can't handle any disruption of your preferred engagement tactics ... and two ...

...

 

As for Solar Flare... I find I'm really liking Radiant Strike since picking it up a few levels ago, so at the moment I'm rather reluctant to swap it out. Also, if I'm not mistaken, the Knockback to Knockdown IO is unique, so I would have to choose between slotting it in either Solar Flare or Dawn Strike, yes? I would have guessed that it might be better to put it in Flare since that power should likely see more use over time, but I see that you left it in Dawn Strike in your newest build (the one which includes Solar Flare).

 

Yes, the Knockback to Knockdown IO is unique, so you can only have ONE of them in your entire build.

 

The reason why I keep it in Dawn Strike instead of Solar Flare is because Dawn Strike has a 25ft PBAoE radius and does 18.694 MAG Knockback (100% of the time).  This will HURL anything nearby to you FAR AWAY from you.

By contrast, Solar Flare has a 15ft PBAoE and does 4.154 MAG Knockback (80% of the time).  It is doubtful that this is enough Knockback to throw a $Target beyond the range of Dawn Strike.

So you can use the smaller radius of Solar Flare to "toss" $Targets into the wider radius of Dawn Strike and still hit them without subsequently "launching" them into neighboring zip codes when using Dawn Strike to follow Solar Flare.

And with Stealth + Sprint with Stealth IO you can maneuver into the "best" position to deploy this combo and then unleash it very nearly "at will" from a position of surprise, making for an extremely nasty opening alpha strike.

 

Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

Position yourself "just so" within a spawn group for maximum (area of) effect.

Light Form.

Inner Light.

Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed).

 

Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

Position yourself "just so" within a spawn group for maximum (area of) effect.

Light Form.

Inner Light.

Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants.

 

In other words ... "Thank You For Playing" ... $Targets.

 

On the flip side, I do find the additional AoE-focused strategies listed for your Solar Flare build to be quite intriguing! I suppose I may end up taking both Radiant Strike and Solar Flare in my build just to try them out and experiment for a few levels, and then performing a respec after deciding which I like better. In an ideal world I might ultimately keep both, but it does indeed seem like enhancement slots are comparatively hard to come by for Kheldians, and especially in tri-form builds. And with enough recharge it sounds like both wouldn't really be needed anyway. Decisions, decisions...

 

To be quite honest with you, I find the Solar Flare option to be more finicky and complex than simply shifting to Nova Form and blasting away from a distance.  In my experience, "complex" setup plans rarely survive contact first contact with the steamroller of group play.  In a lot of cases, any strategy that requires 3-4 steps to get rolling is often times going to be "too slow" to execute in the fast pace of group combat.  Basically, no one is going to stop for 10-15 seconds to "let you do your THING" before resuming mayhem.  That's a luxury you can afford (and may find desirable) when soloing, but the sheer pacing of group combat often times obsoletes options for engagement just as fast as it opens them (see Corpse Blasting).

 

The Cone and Target AoE attacks in Nova Form would be more effective (and efficient?) at converting endurance into damage on a rapidly cyclical attack chain basis, I'm thinking.  That's why I originally decided against taking Solar Flare (because, redundant) and because if you're going to take it at all you really need to be allocating slots to it in order to do that.  With Nova Form well slotted to deliver AoE from a distance, being able to deliver PBAoE alpha strikes like that took on reduced importance.  Instead, I was focusing my Human Form attack powers more on single target ranged+melee options, since Nova Form could easily deliver repeating AoE attack chains with little difficulty (and often superior tactical positioning to mitigate incoming damage).  Giving each of the Forms "distinct" roles to fill, rather than overlapping them too much, seemed more sensible (and sustainable) a build strategy and playstyle.

 

Your mileage may vary, of course.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Yes, the Knockback to Knockdown IO is unique, so you can only have ONE of them in your entire build.

 

Just a quick side note, the Knockback IO from the summer set is unique, but there is another set under Knockback sets instead of Universal Damage that has a non-unique conversion IO, allowing you to convert up to 6 powers from knockback to knockdown

 

edit: the set is called "Sudden Acceleration"

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Here's an alternative version of the build using T1 and T2 powers instead of T2 and T3 like I had in the original post.

 

Thank you for doing this.  :)

 

Would you say that this build is appropriate for someone [like myself] who is mainly interested in using squid/lobster and powers that enhance those forms or contribute to their use?  (PvE and mostly grouping)

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

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Thank you for doing this.  :)

 

/em bow

 

Your enjoyment of these build options is my (only?) reward for posting these builds here in the forums.

 

Would you say that this build is appropriate for someone [like myself] who is mainly interested in using squid/lobster and powers that enhance those forms or contribute to their use?  (PvE and mostly grouping)

 

Well, the Forms certainly aren't "placeholder" (or worse, Set mules) with their slotting.  The intention is that as soon as you Level up to 6 and take Bright Nova, slots start getting poured into Bright Nova.  Then as soon as you Level up to 20 and take Bright Dwarf, slots start pouring into Bright Dwarf.  It's only once you've gotten these Forms fully slotted out that slots start getting devoted to Human Form so as to "backfill" the Human Form powers until you're a "fully rounded" Peacebringer with the slots needed in all three Forms.  That's why these builds are designed as being No Respec Required from Level 1-50 in which you're just incrementally adding onto Nova and Dwarf Forms first before filling out Human Form as you finish the ride from 38-50.  That way, if you need to Exemplar down for solo/group content, you've got your Forms available for taking on that content with minimal fuss.

 

So ... yes ...?

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This might be something I'm missing here, but any reason in particular you're not using ATOs in this build? Form Empowerment seems like a decent buff to throw in somewhere to me, same with the global absorb chance.

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Wasn't really looking at the ATOs yet when I was making up these builds.  What I'd probably just wind up doing is putting the ATOs into the T1+T2 slots, if I was going to use them at all, so as to get the "most" diverse use out of them (Human+Dwarf for T1 and Human+Nova for T2).  I thin that at the time I was more concerned with building for recharge than anything else, which is why I wound up skipping the ATOs.  But you're right, the ATOs would probably be an improvement (somehow).  I'd have to go look at Pine again to be sure though.

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Might be an odd Q, but how do you have the corresponding power trays? I know you said binds were pending, but the tray layout can be key with these I remember.

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Might be an odd Q, but how do you have the corresponding power trays? I know you said binds were pending, but the tray layout can be key with these I remember.

 

You can add a gototray 4 (or whatever number it is in your case) to your form shift bind if that's what you mean. So for example /bind n "powexectoggleon bright nova$$gototray 4" and /bind h "powexectoggleoff bright nova$$powexectoggleoff white dwarf$$gototray 1"

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