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Peacebringers STILL SUCK!!! (v. 1.1)


Timeshadow

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Greetings, fellow Khelds!đŸ™đŸŽ©

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 dayđŸ€“).  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.

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Unlike some players, I won't warn you against running a few DfB (Death from Below) trials or whatever power-leveling method you wanna use to get past this phase quickly.  If you’re playing a Kheld, I assume you have enough experience with the game to know the basics of how to play.  I was one of those people who opposed the decision to lower the level requirement to access EATs of both sides back on live.  IMO, you really need the experience of playing a specialist AT before you can use these guys effectively.

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:

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Basic Nova Bind:

/bind Number “powexec_toggleon Bright Nova$$goto_tray Number”

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:

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Nova Bind w/ Files:

/bind Number “powexec_toggleon Bright Nova$$goto_tray [Number]$$bind_load_file “Filepath””

/bind Number “powexec_toggleoff Bright Nova$$goto_tray [Number]$$bind_load_file “Filepath””

 

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:

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Form Bind Loading Macro:

/macro MacroName “bind_load_file “Filepath””

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.

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Unlike Warshades, Peacebringers can run at peak performance without their forms.  Even so, I’ve never been a proponent of Human-only builds.  You may not need your forms as a PB but the utility they bring is invaluable, especially to teams.  Need more ranged DPS?  Go Nova and blast away.  Can’t find a good Tank or Brute to run that TF with?  You’re up, kid.  Shapeshifters in most RPGs are designed to be able to fill the roles of other classes, albeit to a lesser degree, and Khelds are no different.  So, while Human-only PBs are perfectly viable, I always encourage people to go TriForm and I wrote this guide with that goal in mind.

 

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.

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Now that you have all three of your forms, it’s important that you start to get a feel for when you should be using which one.  The key to playing a TriForm PB successfully is not just picking a form and sticking with it.  You should be actively changing forms as the situation demands.  Pop into Dwarf to deal with ambushes or that teammate who thinks it’s fun to pull extra mobs.  Go into Nova, launch your AoEs, then drop to Human to deliver big damage on that boss who’s just standing there
MENACINGLY!  Adaptability is the name of the game.

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😁

Edited by Timeshadow
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You wanna play Peacebringer?😒  Fine, but at least check out this guide first: Peacebringers STILL SUCK!!! (v. 1.1)

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Recommended IO Bonuses

 

So you've read the guide and now you're planning to build a Peacebringer.  That's awesome!  Big ups to you, my soon to be energy sea critter! 👏👏👏

 

But now you're staring at Mids, trying to figure out which Enhancements you should be aiming for.  No problem!  I can help with that too.  The thing is, there's no one build that works for PBs (Or Khelds in general).  A lot of what goes into your build is down to personal preference.  That being the case, I'm not gonna post a build you can just copy and paste (Yeah, yeah, I know.  You can leave all the hate you want in the comments😣).  Instead, I'll be covering some sets and individual IOs that'll be helpful in your build.  Keep in mind though, the game wasn't made more difficult to account for IOs.  With the exception of some content that was added later in CoH's life cycle, you can run just fine on standard SOs. Let's get into it, shall we?

 

Set Bonuses

 

Okay, so here's the deal on set bonuses for PBs.  Basically anything with +Recharge is good.  That covers a lot of territory so I'm not gonna list each and every one.  What I recommend doing is downloading "Mids Reborn", a character building program that just about everybody uses.  It can do pretty much everything, including showing you each individual bonus a particular set provides.  It even displays the total amount of each bonus your build contains and it'll warn you if you go beyond the limit (You can only have five instances of the same bonus on a toon).

 

If you're interested in getting more in-depth advice on set bonuses, feel free to leave a comment below.  If I can't answer your question for whatever reason, some of the other Kheld pros are bound to have suggestions.

 

Procs and Unique IOs

 

Achilles' Heel: Chance for Resistance Debuff (Category: Defense Debuff; Level Range: 10-20)

  • Every single attack PBs have does -Defense as it's secondary effect so there are a lot of potential recipients for these.  They're not unique so you can slot more than one in your build but the debuff they apply doesn't stack.  That means you'll only ever get one instance of -20% Resistance on the same target.  I prefer to put these in Gleaming Bolt and its Bright Nova equivalent.  Their quick Recharge means its easy to keep the debuff running on hard targets, provided the proc decides to cooperate. 

 

Celerity: +Stealth (Category: Running; Level Range: 15-50)

  • With the room Khelds have for pool powers, it only makes sense to take a travel power that's a little faster than Energy Flight.  If you're gonna do that anyway, why not give yourself the ability to zip around unseen?  Super Speed is the obvious choice for this one because it provides its own small amount of Stealth.  Combine that with one of these and you'll be completely invisible to any mob that doesn't have +Perception.

 

Luck of the Gambler: Defense/Global Recharge (Category: Defense Buff; Level Range: 25-50) 

  • If you're going for perma Light Form, these guys are gonna be your best friends.  They provide a +7.5% Recharge increase to all of your powers.  PBs don't have much in their primary or secondary that can take these.  In fact, the only places you can put one are Combat Flight and Quantum Acceleration.  But that's where pool powers come in again.  Personally, I pick things from the Concealment pool solely to use as LotG mules. 

 

Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown (Category: Universal Damage; Level Range: 1-50)

  • Remember that part in the first section of the guide where I covered Solar Flare and said there was an Enhancement that could address the KB it does?  Well, this is one of them.  Put one of these in Solar Flare and you'll never have to worry about ruining the death ball again.  What's more, these are scaling Enhancements so you'll never have to worry about exemping below their level and having them stop working.  These are really easy to obtain since you can select a random piece of the set as a reward for completing the Summer Blockbuster event.  Note: The Sudden Acceleration set has an IO with an identical effect.

 

Performance Shifter: Chance for +End (Category: Endurance Modification; Level Range: 21-50)

  • This proc is great for literally everybody.  Having the chance to recover a bonus 10% of your max Endurance is a great way to keep your blue bar from going empty.  It's a little more expensive than some of the other procs on this list but it's well worth the investment.  Put this in Stamina as soon as you can.

 

Rectified Reticle: Increased Perception (Category: ToHit Buff; Level Range: 10-20)

  • I love this IO but it's one of those things that you won't notice 95% of the time.  -Perception is a pretty rare debuff to come across.  You primarily see it coming from Arachnos Night Widows and Tarantula Mistresses.  That being said, you'll be pretty grateful the 5% of the time it does come around.  No more getting hit with a Smoke Grenade and watching helplessly as the invisible, untargetable mobs proceed to destroy you with impunity.  It's also kinda fun when you go into a mission with mobs who have Stealth and you're able to see them clearly while your teammates blunder into whole spawns.   I recommend putting this in Bright Nova since it really doesn't need anything else and you'll want Recharge in Inner Light.

 

Steadfast Protection: Knockback Protection (Category: Resistance; Level Range: 10-30)

  • This is a big one for any AT that doesn't have some form of KB protection built into their powersets.  In the case of PBs, it's something you kinda need to use Human Form efficiently.  There's nothing worse than running up to something and getting ready to use a big melee attack, only to get knocked flat by an attack you didn't see coming.  On top of that, the KB recovery animation can prevent you from activating your self-heals.  That can and will kill you if it happens at the wrong time.  Fortunately, this IO is pretty cheap to get your hands on.  I recommend putting it in Incandescence, the PB Inherent Power.

 

This is far from a comprehensive list of all the useful IOs you can grab for your PB.  Rather, these are the ones that I personally use and enjoy.  I'm sure some of my fellow Khelds will be along in the comments to yell at me for not including their favorites😆 

Edited by Timeshadow
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You wanna play Peacebringer?😒  Fine, but at least check out this guide first: Peacebringers STILL SUCK!!! (v. 1.1)

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Very good guide, especially because it doesn't go into slotting details regarding sets. I'm sick and tired of reading builds without explanations if what the powers actually do, or how it plays, or tactics for using powers.

 

I do, however, disagree with your description of Pulsar. 

It's a great way to cut down on incoming damage on teams, and can stun bosses if you cooperate with a troller to boost their stun. Last, but not least, it looks freakin' awesome!!!!!

 

Oh, and a more detailed question, what's the default recharge of Light Form?

 

 

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Thanks for this.  I've been hoping to get into PB since it's something I've always wanted to do years ago when trying CoH but never made it to level cap.  I still see plenty of hate for Khelds, PBs in particular.  They're wrong, though.  At least on Tri-form, which is what I intend to use.

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14 hours ago, Wintercat said:

Very good guide, especially because it doesn't go into slotting details regarding sets. I'm sick and tired of reading builds without explanations if what the powers actually do, or how it plays, or tactics for using powers.

 

I do, however, disagree with your description of Pulsar. 

It's a great way to cut down on incoming damage on teams, and can stun bosses if you cooperate with a troller to boost their stun. Last, but not least, it looks freakin' awesome!!!!!

 

Oh, and a more detailed question, what's the default recharge of Light Form?

 

 

I'm not a fan of builds going up without any explanation of the rationale behind them either.  It's fine for experienced players who just want feedback from other vets but those builds are basically useless to anyone who doesn't know much about the AT/Powersets/IOs in question.

 

As for Pulsar, take it if you like it.  The beauty of playing a Kheld is in how much variety they bring to the table.  I've always found the power underwhelming but I agree that it looks hella dope!

 

To answer your question, base Recharge on Light Form is 300 seconds.  I always frankenslot it with five Resist/Recharge IOs, which cuts that number roughly in half before adding in any additional Recharge from Hasten or set bonuses.

Edited by Timeshadow

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On 2/16/2020 at 10:12 AM, Timeshadow said:

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.

You might be interested in having a look at my Keybind Files setup that uses a "fallthrough" system to always work regardless of which form you're in and which doesn't require loading new bind files for each form.

 

On 2/16/2020 at 10:12 AM, Timeshadow said:

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.

Inner Light is the KEY to not being vulnerable to Quantums (etc.) when they show up.

 

My (now) standard opening sequence against Quantums at Levels 6+ is ...

  • Inner Light
  • Nemesis Staff the Quantum (hits for Knockback)
  • Shift to Nova
  • Close range in Nova form and use the Nova Cone attack
  • Use the Nova Target AoE attack
  • Mop up any survivors with Nova single target attacks

... which amounts to "ACHOO!! Done." in terms of vulnerability to Quantum attacks.  My Warshade can do something similar, but without the benefit of Inner Light being usable anywhere and everywhere (since Mire requires $Targets to slurp from, spoiling the alpha strike potential versus a Quantum in that grouping).

 

51 minutes ago, Timeshadow said:

To answer your question, base Recharge on Light Form is 300 seconds.  I always frankenslot it with five Resist/Recharge IOs, which cuts that number roughly in half before adding in any additional Recharge from Hasten or set bonuses.

I prefer using this slotting instead ...

 

Level 38:    Light Form    
 (A) Unbreakable Guard - Resistance: Level 27
 (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
 (39) Titanium Coating - Resistance/Recharge: Level 50+5
 (39) Efficacy Adaptor - EndMod/Recharge: Level 27
 (40) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27

 

Unbreakable Guard
(Light Form)
  2.5% Enhancement(EnduranceDiscount)


Efficacy Adaptor
(Light Form)
  12.05 HP (1.12%) HitPoints

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32 minutes ago, Redlynne said:

Inner Light is the KEY to not being vulnerable to Quantums (etc.) when they show up.

 

My (now) standard opening sequence against Quantums at Levels 6+ is ...

  • Inner Light
  • Nemesis Staff the Quantum (hits for Knockback)
  • Shift to Nova
  • Close range in Nova form and use the Nova Cone attack
  • Use the Nova Target AoE attack
  • Mop up any survivors with Nova single target attacks

... which amounts to "ACHOO!! Done." in terms of vulnerability to Quantum attacks.  My Warshade can do something similar, but without the benefit of Inner Light being usable anywhere and everywhere (since Mire requires $Targets to slurp from, spoiling the alpha strike potential versus a Quantum in that grouping).

Absolutely.  Dealing with Quants and Voids is all about remembering that a good offense is the best defense.

 

33 minutes ago, Redlynne said:

I prefer using this slotting instead ...

 

Level 38:    Light Form    
 (A) Unbreakable Guard - Resistance: Level 27
 (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
 (39) Titanium Coating - Resistance/Recharge: Level 50+5
 (39) Efficacy Adaptor - EndMod/Recharge: Level 27
 (40) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27

Very interesting.  My only concern is the maxed out Unbreakable Guard.  I exemp pretty frequently so I like to be sure my IOs are functional down to the lowest possible level.

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3 minutes ago, Timeshadow said:

My only concern is the maxed out Unbreakable Guard.  I exemp pretty frequently so I like to be sure my IOs are functional down to the lowest possible level.

Unbreakable Guard

The only reason you'd want to slot below Level 35 is for set bonuses when exemplar (which I care about, but not everyone does) and I'm willing to live with a build in which set bonuses remain functional all the way down to Exemplar Level 24 (the breakpoint for an entire tranche of Flashback content).  If you want to be able to get set bonuses when Exemplared even lower than that, you'll simply want to Attune your set(s) in order to do that.  Since Unbreakable Guard is a 20-50 set, an Attuned set will give set bonuses all the way down to Exemplar Level 17 ... but not be gimped when you're not Exemplared.

 

I set my default set IO levels to either minimum (procs), 27 or 31 in most cases, with level 31 being for the 30-50 sets so as to be able to Exemplar down to Level 28 for the Moonfire Task Force.

 

Personally, I find the Resistance set bonuses of Unbreakable Guard somewhat superfluous in the context of having Light Form available.  However, I can envision scenarios in which you'd want to have the extra set bonus resistances applying to Human/Nova/Dwarf forms when Exemplared at Levels 17-34 when an Attuned Unbreakable Guard slotted into Light Form would add to the protection of all forms while Light Form is not accessible (but still offering set bonuses to your overall build).  However, that would essentially mean you aren't frankenslotting 5x Resist/Recharge set IOs into Light Form.

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6 hours ago, dangeraaron10 said:

I still see plenty of hate for Khelds, PBs in particular.  They're wrong, though.  At least on Tri-form, which is what I intend to use

Comparing now to my first peacebringer, back before City of Villains was even out... they were definitely casualties in the Power Creep Wars. Back in the early days, the fact that they could run into a group, nuke everyone twice and then bang on some 85% resists was extremely valuable. I remember arguing with someone that I should pull a group of mobs and not the blaster because I would actually survive it. Everyone was more fragile back then. 

 

In Going Rogue, brutes took over their place as secondary tanks and IO set bonuses make everyone into a tank mage so their survivability had no added value. They had a niche that they filled really well and then the game invited everyone into it. 

 

They can still tank well enough and their damage output on the right team is comparable to a blaster (and can exceed it with Nova form). Their inherent gives them some quite large bonuses from teaming, so they're somewhat unpredictable in actual gameplay because you don't really know how powerful you'll be until you've teamed up. I think one thing that really holds them back is how limited the forms feel after about level 30 - everyone else is getting their T7+ attacks and nova hasn't had anything new since level six.


They are very fun to play, though. 

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18 hours ago, Gulbasaur said:

They can still tank well enough and their damage output on the right team is comparable to a blaster (and can exceed it with Nova form). Their inherent gives them some quite large bonuses from teaming, so they're somewhat unpredictable in actual gameplay because you don't really know how powerful you'll be until you've teamed up.

I will show you some numbers and show you how incorrect this statement is 

 

 

All of White Nova’s damage. AT = Activation Time  DPAT = Damage Per Activation Time

 

Glinting eye 51.75

1.57 AT

62.1 (inside nova)

39.55 DPAT

248 Damage at 400%

158.2 DPAT


 

Bright Nova Bolt 40 Base damage in Human even though you can’t use it. 

1.5 AT

55.2 Damage Base

36.8 DPAT

220.8 Damage at 400%

147.2 DPAT

 

Bright Nova Blast 66 1.5 Base damage in Human even though you can’t use it. 

1.5 AT

91 Damage base

60 DPAT

364 Damage at 400%

242.66 DPAT

 

Bright Nova Scatter 66 1.5

1.5 AT

91 Damage base

60 DPAT

364 Damage at 400%

242.66 DPAT

 

Bright Nova Detonation 60 2.5

2.5 AT

82.8 Damage Base

33.12 DPAT

331.2 @ 400% damage

132.48 DPAT

 

5 Blasters damage to comparable attacks

 

Neutrino Bolt = (Bright Nova Bolt)

1.0 AT (1.5)

62.56 Damage base (55.2)

62.56 DPAT (36.8)

312.65 Damage at 500% (220.8)

312.65 DPAT (158.2)

 

X-Ray Beam  = (Glinting Eye)

1.67 AT (1.57)

102.6 Damage Base (62.1)

62 DPAT (39.55)

513 Damage at 500% (248)

307 DPAT (158.2)

 

Cosmic Burst  = Bright Nova Blast

2.07 AT (1.5)

132.6 Damage base (91)

64 DPAT (60)

663 Damage @ 500% (364)

320 DPAT (242.66)

 

Explosive Blast  = Bright Nova Detonation

1.67 AT (2.5)

56.31 Base damage (82.8)

33.72 DPAT (33.12)

281.55 @ 500% damage (331.2)

168.6 DPAT (132.48)

 

Flamethrower  = Bright Nova Scatter

2.33 AT (1.5)

121.1 Base Damage (91)

52 DPAT (60)

605.5 Damage at 500% (364)

260 DPAT (244.66)


 

  • The nukes are better for blasters.

  • Sniper attacks that are now instant that have combat damage and snipe damage.

  • 2 ways to keep damage % higher than PBers Build Up and Aim

  • Massive difference in END damage numbers.

This is just if the blaster went toe for toe, attack for attack. Some of the numbers seem comparable, but blasters have a lot more than lower end attack and much smoother attack chains than a peacebringer. Vastly superior single target attacks and many AoE attacks that are just down right better. I only tried to find the most comparable attacks I could.  So when a blaster does a single target rotation. It looks like this


 

Proton Volley - Cosmic Burst - X Ray Beam - Neutron Bolt 

So if you compare that directly to a Bright Nova attack chain.

Bright Nova Blast - Glinting Eye - Bright Nova Bolt - Bright Nova Scatter

 

You can see the “most power attacks compared” Don’t even come close. Sure some chains are smoother than that, Blaster may use only 3 attacks for ST, which makes it even worse. Now what if the attack chain comes from fire or water? It gets even worse. Never in the current form will a Peacebringer hang with a blaster on pure ranged dps. Defenders can out dps Peacebringers ranged.

Edited by mrfreedom
Had a mistake on one of the DPAT
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You've made a couple of mistakes in your maths - easily done with a complex archetype with a complex inherent - and I think you've misunderstood the premise of my statement. Peacebringers can exceed blasters in damage, but they don't overall at end game. I didn't make that claim.

 

I'm going to ignore the at-cap numbers, because they're not realistic of actual, consistent gameplay, being only available from level 32 and almost entirely dependent on a capable kinetics defender getting there before the nukes go off with both the peacebringer and blaster in melee range and that's not something you can predict will happen on every team.

Quote

Bright Nova Bolt 40 Base damage in Human even though you can’t use it. So why are you using the human values? The Nova form has a 45% damage buff.

1.5 AT

58.06 Damage Base

The inherent also gives a 10% bonus to damage for every tanker, defender, corruptor or mastermind, so let's be conservative and say there are two on my team (our above-mentioned kinetics defender and, oh, let's stay a stormie), giving me 20% of that 40 damage base - bringing us to 66.06. I mean it's slightly higher but also we're living in an ATO-ready world, so let's drop in Form Empowerment bringing us up to 69 damage (nice). If they've hit 50 and are using the superior version, that's 71. Not a huge difference, but in the average levelling team, blast-for-blast, a Kheldian in Nova form comes out on top by a margin of about 10%.

 

The more support archetypes on the team, the higher the damage output - if you have, five or six of the damage bonus ATs, that's a 50 or 60% bonus, far above what Defiance can achieve.

 

Their version of Build Up also has an effect over time giving them another 29%, but I've left that off. I've also left off the stacking Defiance bonuses that a blaster get because they're less predictable but a 10% Defiance bonus would bring the blaster version up to about 68 or 69 - pretty similar to the peacebringer, really.

 

I'm not claiming that peacebringers do more damage than blasters full stop - I said they can out-damage blasters and that's because they can, although this golden age only lasts until about level 30 or so when nukes become more important and blasters have all their T7 and T8s to play with. It's similar with Dwarf form, really. In the 20s, without set bonuses, it's one of the sturdiest tanks out there, partly because they also get a passive damage resistance bonus from teaming inflating their large resists further, but they get outpaced in the mid-30s and certainly by level 40.

 

If you exclusively play at level 50, that's another matter - but plenty of people don't and level scaling is built right into the core of the game. I'm not stating that peacebringers are this secret force of untapped power - I'm saying they are more competitive than you're giving them credit for, partly because you've omitted most of their inherent damage bonuses and partly because you're assuming an idea team situation (full damage bonus) and partly because you've taken my "can" as "always do".

 

If you take them in isolation and are assuming that they're running with fulcrum shift at full capacity at all times, then obviously a blaster comes out on top. If you're relating it to typical levelling gameplay in small teams, there is much less between them than first appears to be the case.

 

Anyway, give peace(bringers) a chance. They're excellent to level with, although they struggle to compete with end-game builds because those builds often replicate a lot of what made peacebringers unique. They exemplar very well and can under some circumstances, out-damage a blaster. The damage bonuses are situational, but so is being at the damage bonus cap at all times.

Edited by Gulbasaur
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1 hour ago, Gulbasaur said:

You've made a couple of mistakes in your maths - easily done with a complex archetype with a complex inherent - and I think you've misunderstood the premise of my statement. Peacebringers can exceed blasters in damage, but they don't overall at end game. I didn't make that claim.

I did slightly.  Bright nova base damage that you see when you look at the ability is 40. Human form. .80 range damage modifier. 

So you want it to get to 1.2 Nova Modifier.  I did the math as if they had a .85 multiplier. I did this all day on my other post so forgive me I I messed up a few points. 

 

40 * .20 = 8  then you add that to 40 = 48 that is modifier 1. then you x that by 1.2  57.6  But this only slightly changes the number. The + 45% damage is applied after you shift but. It's like a mini perm build up.   I DID mess up by 2 points of damage. But it really doesn't change much!!!!!

 

1 hour ago, Gulbasaur said:

The inherent also gives a 10% bonus to damage for every tanker, defender, corruptor or mastermind, so let's be conservative and say there are two on my team (our above-mentioned kinetics defender and, oh, let's stay a stormie), giving me 20% of that 40 damage base

Do you know how easy it is for a peacebringer to sit at 397% bonus damage. Solo. You do for a couple of mins then your Hybrid wears off. Then for 1.5 mins your run around at 347% Blasters can do this too but they can push that number above 400% damage.  A pber can never go over the 400% damage mark. The second set of numbers is the highest damage they can do. Blaster dwarf this. Even if they squeak above 400 for only 30 seconds at a time. Their base values are higher and have much better ST attack chains.

 

1 hour ago, Gulbasaur said:

I'm not claiming that peacebringers do more damage than blasters full stop - I said they can out-damage blasters

Well a defender can out damage a blaster too.  That' s a very mute point. where the damage comes into play is mostly end game. When everyone is IOed out. 2 equally IOed out or even SOed out Blaster vs Pber, the blaster wins, every time. (as they should) If both players know what they are doing. 

 

If you're talking about exp down, or leveling, sure they can be closer together in damage. That's just because of the buff Nova gets and to where lack of buffs and push a blaster high. 

 

1 hour ago, Gulbasaur said:

I'm going to ignore the at-cap numbers, because they're not realistic of actual, consistent gameplay,

You shouldn't it only goes to show how vast the separation gets. You can't ignore the top end damage because you don't have a Kin on your team. There are other buffs that give huge +damage buffs too that will push a Blaster above 400%, because you should never waste a +damage buff on a Peacebringer. It's better on every other DPS AT.

 

1 hour ago, Gulbasaur said:

If you take them in isolation and are assuming that they're running with fulcrum shift at full capacity at all times, then obviously a blaster comes out on top. If you're relating it to typical levelling gameplay in small teams, there is much less between them than first appears to be the case.

Again you're somewhat correct. They don't have to be running at full FS to outdo a Pber. A lot of it comes down to attack chains. You seem to be ignoring this fact. Even at lower levels and being exe down. If a level 50 with Enhanced enhancements catches a regular leveling up blaster, sure the pber prob will out dps that specific blaster. 

 

1 hour ago, Gulbasaur said:

If you exclusively play at level 50, that's another matter - but plenty of people don't and level scaling is built right into the core of the game. I'm not stating that peacebringers are this secret force of untapped power - I'm saying they are more competitive than you're giving them credit for,

I main a Pber. Leveling they are really good. Their versatility is amazing while leveling.  But all through your post you're picking choosing what to say to fit your narrative. If you take THIS scenario, then pber out do a blaster. So I will do the same.

 

IF you got two super competitive players. Gave them SO enhancements, let them use red enhancements, and had a dps race. Blaster wins every time. 100% of the time level 20+ They will just have a better attack chain. 

 

Between level 6-20 I might give it to the Peacebringer. So for a short time. The Pber is better. But what you also must realize. Everyone level 20 and below are all cap at 200% damage. So the blaster can't get over the peacebringers head.  So from 1-5 blaster 21-50 blaster, pbers have 6-20 level group. 

 

Between levels 6-49 I will say they are competitive to most common players. But skilled players playing both Blaster and Pber, the Blaster (as the should) will always always out dps a Peacebringer. 

 

The main thing I think you're ignoring in your post is attack chain portion of mine. The Pber attack chain is vastly inferior to the Blaster attack chain. Mainly due to the changes to the snipe attack. So when they use their Build up and Aim they get +160ish damage I think for what 10 seconds? So everyone sits at 100% blaster would go up to 260% while the Pber would sit at 145% constant.(if only those two were in the group) So the first 3 attacks of the single target chian would be Instant snipe, 2nd hardest ability then 3rd the blaster would be very far ahead in the damage. By the time the PBer was even getting remotely close to the blaster damage, another 260 moment of fun. The separation would just grow expeditiously. They can both be sitting at level 32 if you like.  The main thing is attack chain. That is how the blaster does so much more damage.  You are saying, blaster A can only use a similar ability as Pber B. If you lock down that situation, sure the Pber can be competitive.

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I'm not entirely disagreeing with you either - peacebringers have been left behind the the power creep meta. I'd love to see them get a bit of a buff to allow them to be more competitive as they definitely peak early and plateau hard. 

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5 minutes ago, Gulbasaur said:

I'm not entirely disagreeing with you either - peacebringers have been left behind the the power creep meta. I'd love to see them get a bit of a buff to allow them to be more competitive as they definitely peak early and plateau hard. 

Honest feedback welcome and a check on my math. 

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  • 1 year later

@TimeshadowI read this when in a low ebb of alts, feeling a bit stagnant.
3 days in, my PB is lvl 32 rocking out and my LORD it is fun. I tried a PB only once on live. I had no idea what i was doing and went human only cos I didnt know how to slot it. This was pre-IO too.
 

Thanks so much, cobbled it together with another guide and really loving it. +1 inf

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@Xiddo Glad it helped you out.  Go forth and sling the light, my friend! 😁

 

@Ohsirus With respect, I disagree.  While it's true that Warshades have a higher performance ceiling, they also have a lower floor.  You can be sailing along just fine as long as you've got fuel for all the buffs but if something goes wrong or that fuel runs out, there isn't much you can do about it.  You've gone from dark demigod to meh shadowboi through no real fault of your own.  If that works for some people, great, but I prefer the stability of a PB.  I like knowing that when I need something it's gonna be there regardless of the circumstances. 

 

But that's just my opinion.  One of the great things about CoX is the game was designed to let you play whatever makes you happy.  Unless you're really into min-max, just about anything works. 

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On 2/25/2021 at 8:16 PM, Timeshadow said:

@Xiddo Glad it helped you out.  Go forth and sling the light, my friend! 😁

 

@Ohsirus With respect, I disagree.  While it's true that Warshades have a higher performance ceiling, they also have a lower floor.  You can be sailing along just fine as long as you've got fuel for all the buffs but if something goes wrong or that fuel runs out, there isn't much you can do about it.  You've gone from dark demigod to meh shadowboi through no real fault of your own.  If that works for some people, great, but I prefer the stability of a PB.  I like knowing that when I need something it's gonna be there regardless of the circumstances. 

 

But that's just my opinion.  One of the great things about CoX is the game was designed to let you play whatever makes you happy.  Unless you're really into min-max, just about anything works. 

 

So I took your advice and rebuilt my PB from live and updated him to as Godly a Build as I could tweak out and have to agree with you. The current state of PBs are not as bad as I remembered. High-End IOs, Incarnates and Perma LF is a far cry from what I remember when I played PBs on live.  I still break out the WS if I feel like going all uber balls blazing mode, but my PB just feels more of a balanced ride. 

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On 4/30/2021 at 5:18 PM, PhoenixV117 said:

They genuinely are just a bit meh. Even with a top tier build. 

 

In my opinion, toggles need to stay up when form changing, or their damage abilities need a boost. 

I think they need to make PB’s and WS’s a little bit more user friendly. As much as I enjoy my Tri-Form PB. It did take me a good while to figure out binds and learn how to make bind files for smooth shape shifting. The system is a little barbaric. To much research goes into this AT to make it a functioning class for new players. It’s a very skip-able AT if you’re not willing to spend hours on the forums for a janky bind system. 

  

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1 minute ago, Dahkness said:

I think they need to make PB’s and WS’s a little bit more user friendly. As much as I enjoy my Tri-Form PB. It did take me a good while to figure out binds and learn how to make bind files for smooth shape shifting. The system is a little barbaric. To much research goes into this AT to make it a functioning class for new players. It’s a very skip-able AT if you’re not willing to spend hours on the forums for a janky bind system. 

  

@Dahkness Khelds were never really intended for new players.  I think I mentioned somewhere in my guide that both they and SoAs were originally gated behind the level cap.  IMO, that was a good thing.  Admittedly, the Devs seem to have understood that Kheld mechanics were perhaps a bit much for their player base and didn't go the same route with VEATs. 

 

Outside of my personal opinion, it's pretty common across MMORPGs that shapeshifting classes (And hybrid classes in general) are more complex and require more effort than specialized ones to play well.  You can perform decently in "easy mode" but getting something impressive out of a hybrid means understanding how they work, the multitude of abilities at their disposal, and when you should be using what.  They're not necessarily intended to be something you can pick up and play well without investing some time. 

 

All that being said, @PhoenixV117 I'm never going to oppose buffs as long as they're not overpowered.  Having toggles persist through forms probably would be though.  Off the top of my head, the only toggles I can think of that you'd even be running are the shields and stuff from pools.  In either case, if you're taking the forms then you should be shifting from one to another pretty often (Not as often as a Warshade but still).  I can't really think of a scenario where you'd be in Human form long enough for toggles to really matter. 

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On 2/26/2021 at 1:16 AM, Timeshadow said:

@Xiddo Glad it helped you out.  Go forth and sling the light, my friend! 😁

 


Hey @Timeshadow

Used your explainer a while ago and now have a PB I adore that's a Vet in the 20s that's solid, purpled and Incarnated.

Do you happen to know if there's a guide (or if you could do one <cheeky/ pleading wink>) along the lines of "Warshades still suck!!!"? Really keen to try one out and see the difference but I have no ides where to go with it/ what the powers are like.

@Xiddo on Excel. Alts: Agent Betel - V_archetypeicon_dominator.png.5633ed21aff3ea441cdd024895843d4a.png  Athosin - Archetypeicon_peacebringer.png.9e329a8a509066a020fd4635ccbb4385.png  Nisotha - image.png.c44c4b37be8839626cedeee9a8966397.png  Anapos - V_archetypeicon_corruptor.png.f105930c83b316a39d147c7de8c7e017.png  Atomic Chilli - V_archetypeicon_brute.png.b1e0b25149b74ff24ce1fd3603064e6e.png  Bainbridge - image.png.fc49fb2cec0488ed5cd6d82f5ea9260a.png

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@Xiddo

 

You don't need me for that.  Back on live, Dechs Kaison wrote the definitive guide to Warshades.  It's dated now, of course, but it still holds up.  I give you, The MFing Warshade!

 

I might do a Warshades guide in the future since several things have changed (I'm currently in the middle of another CoX project that I hope to be finishing soon).  The core gameplay is the same though.  Buff yourself by draining enemies, do damage, repeat.  Let me know if you have any questions 😁

You wanna play Peacebringer?😒  Fine, but at least check out this guide first: Peacebringers STILL SUCK!!! (v. 1.1)

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  • 2 months later

Hi, Can anyone point me to a guide for making the bindings? I keep getting an error saying "powerexec_toggleon is an unknown command.  If I remove the " it works to toggle the power but ignores the goto_tray part of the command.

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