Timeshadow

Super-Powered
  • Posts

    412
  • Joined

  1. Nice, some substantial replies since I last checked the guide. I'll just go down the list.

    Quote:
    Originally Posted by Capwn View Post
    Any advice on the slotting of powers like which to six slot and which to leave as one slot?
    Like most things with Kheldians, that really depends on your playstyle. Whatever powers you use most often should take priority. If your build is similar to the guide those are gonna be your forms and their corresponding powers. Without more detail its difficult for me to give specific suggestions.

    Quote:
    Originally Posted by Redlynne View Post
    The way I see it is, if you're going to be taking Light Form at all ... you NEED to have some Human Form attacks selected and enhanced in order to give you something to do while you're in Light Form.
    Yes, you're absolutely right. You won't be very effective in Light Form with Radiant and Incandescent Strike alone. So if it's a power that you use often I endorse taking some other things so you'll have enough attacks to make your DPS worthwhile.

    Personally speaking (See what I did there? ), I don't use Light Form enough for it to matter. My damage comes from Nova. I may not be able to use Assault but I've got Achilles' Heel -20% Resistance procs slotted in Bright Nova Bolt and Detonation. So I've got a good chance to do 20% more damage to mobs without spending anymore Endurance than I would by blasting as usual.

    Quote:
    Originally Posted by Phantasm View Post
    {kidding}
    As someone who knows Timeshadow in IRL, I can tell you any advice that would have him NOT constantly switching between forms is going to be ignored. I'm pretty sure he's petitioning to have the "Rest" ability be a new form for Kheldians.
    {/kidding}
    Only half kidding. I play Kheldians because they can shapeshift. I'd never give that up. I've got nothing against everyone playing their Khelds as they see fit (That's what makes them so great) but I'll always endorse TriFormers.
  2. Knockback is AWESOME! Nothing makes me feel more super than sending baddies flying around the room and watching them ragdoll into whatever happens to get in the way. It's just such a satisfying effect.

    But I can understand why some people would be annoyed by it. I've had to ask many a careless team mate to be careful with their knockback lest they aggro another spawn we can't handle or knock an enemy through the geometry. I always try to use mine to benefit the team as best I can.
  3. Timeshadow

    Thunderstrike?

    From ParagonWiki:
    Quote:
    A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave.
    That's the in-game description. If you're looking for precise damage numbers I'm not sure.
  4. Timeshadow

    Trapdoor

    This guy can be tricky. The Devs really did a great job with making the fight unconventional.

    I've soloed him on all but one of my characters (Wanted to get through the arc as quickly as possible so I formed a team). Unless you've got some hefty DPS I recommend going after the clones as soon as they appear. With a decent level of Fury you should be able to two shot 'em without difficulty. The key to this strategy is speed. As soon as he bifurcates you've gotta find the clone, kill it and get back on Trapdoor as soon as possible. Drawing him into the lava or unleashing any pets you have really helps to keep the pressure on while you do this.

    Trapdoor being an Energy/Energy Blaster makes the fight significantly more dangerous on a melee AT like a Brute. Energy Melee hits hard, especially on an EB/AV (I'm lookin' at you Honoree) so it's best to have some Defense instead of relying on Resistance. The fight can take a while so you may find his damage output is just too high to stand there and take head on.
  5. The RP reason for the gender exclusivity is a bit inconclusive. If you consider the fact that Widows (Both Blood and Night) are intended to be spies and assassins it kinda makes sense that they're all women. In a world where some of the most powerful people are men a beautiful woman is ideal for gleaning information and getting close to a target. It's a tale as old as time, women make great spies.

    As for the Fort, you don't have to sacrifice your effectiveness to take some of the melee attacks. I did and my Fort can still mow down spawns wholesale. I do recommend limiting yourself to two or three though. Anymore than that and you'll start to cut into your controls and AoEs.
  6. Thanks for the input Joe. You were right, the last section did fall a bit flat. I've made some alterations to give a less biased view of the level 32 powers and included a bit more about the possibilities for power selection post 32.

    EDIT: I've also started on the binds section. I'll be adding more binds as I think of them/they're suggested to me.
  7. You have my condolences. Fortunately it's true that the vast majority of players are friendly, helpful people (Either that or completely silent but skilled ). Unfortunately every game has its share of idiots. I hope you don't let the experience drive you away from such a great game.
  8. This topic's piqued my interest. I've been interested in PvPing on my PB for quite a while now. Anyone have any tips on how to build? I'm hearing a lot about damage procs and heals but I'm hazy on the specifics.

    The character's second build is a scrapped attempt at high global recharge so I've got plenty of valuable IOs I can strip and sell to increase my budget.
  9. No, not if I recall correctly. Since Mace Mastery uses the Arachnos Mace model just like a Bane's primary powers I think they integrate. But I'm not entirely sure on that.

    See what I did there?
  10. Quote:
    Originally Posted by Katten View Post
    Good point, still, wish there was some recognition. I want to make my light squid not a purple kooshball flotilla.
    Might I suggest takin' a look at my guide?
  11. Or perhaps Kheldians' own history is different in the Praetorian dimension and the scientific experiments that created the Nictus never took place. Thus averting the devastating war that drove Kheldians out across the cosmos.

    But it's all just speculation. As of now, there's no lore reason behind why Kheldians can't be found in Praetoria.
  12. Lemme start by saying thanks for reading and the feedback. It's always appreciated.

    Quote:
    Originally Posted by Moonlit_Whisper View Post
    I don't know about you but I find a huge survivability difference between when I am solo and at 65% resistances in Dwarf and when I am at the cap of 85% on a team. Lightform is a tool you can use to get yourself to that cap solo for hard targets. This works best against a single target but if you have a few AoE attacks in Human form you can probably handle a decent crowd before Lightform expires. Your single target dps is actually greater cycling through Radiant, Incandescant, Solar Flare, and whatever blast you took as your level 1 power pick than you can get by shifting forms anyway. This is mostly due to Radiant and Incandescant being really strong powers but there it is.
    I can see that approach being very effective. It's true that ST DPS is higher in human form thanks to Radiant and Incandescent being on fairly short recharges and dealing "Superior" and "Extreme" damage respectively. I use 'em as my alpha strike and often drop form when they're available to knock another big chunk of HP off whatever I'm fighting.

    My personal build has about 30% Smashing/Lethal Defense so one small purple inspiration puts me a pithy 2% away from the softcap. Survivability's not really an issue for me so I can afford to get away without using Light Form. That being said, the power's still great. It just doesn't really work for me and my playstyle.
  13. Timeshadow

    I'm Baaaaack!

    Ya caught me Dechs

    I always liked your guide because it's fairly succinct and better for someone who's newer to Warshades. Instead of bombarding the reader with numbers and long lists of power effects it gets to what they're more likely to be looking for, solid advice on how to build and play on a daily basis.

    And with the big Warshade resurgence of a few issues ago I really felt that PBs needed something similar. Glad you enjoyed it
  14. Timeshadow

    I'm Baaaaack!

    Hello again fellow Khelds! It's good to see you all

    I'm back to the game after a long hiatus. I lost interest in CoX several months ago and finally left in January to try out DCUO. My opinion: It's got a lotta potential but Sony's gonna ruin it. In the end I just couldn't stay away from all the great people and gameplay that this game provides.

    But none of that's really important. I'm posting to let you guys know that I haven't come back empty handed. I finally managed to put together a guide for PBs that, I feel, is long overdue. It's linked at the bottom of this post and in my sig. Please check it out and leave me some feedback.

    Linkie: PEACEBRINGERS SUCK!!! (A General Guide to PBs)
  15. Appendix III: IOs For Any Occasion (IOs...also duh)

    Man, there's a lotta potential here. Kheldians are, by design, extremely versatile. That applies to IOs as well as powers. A lot of determining which IOs will do you the most good is heavily dependent on your build and personal playstyle.

    That being said, the recent changes to Kheldians have made one particular direction much more attractive. I'm talking about high Global Recharge. With enough investment in this aspect you can actually make Inner Light and, most importantly, Light Form permanent That's right, you'll be running around at or near the Resistance cap all the time! If you've got the influence to spend and plan your build accordingly. So, to start this section off, here are some sets that'll help you reach that goal:

    Crushing Impact:
    Quote:
    Crushing Impact is a great melee damage set. Its notable bonuses include HP, Accuracy, Resistance to Psionic damage, and, what you're looking for in this case, 5% Global Recharge. That particular bonus is applied when you've got five pieces of the set slotted. For that kind of slot investment you may as well actually use whatever power you put these IOs in. I recommend your two Human form heavy hiters, Radiant and Incandescent Strike. White Dwarf's two melee attacks can also hold the set but I find it's not necessary when you factor in all the other potential powers you can utilize.
    Decimation:
    Quote:
    Decimation is a ranged damage set with several attractive bonuses in addition to 6.25% Global Recharge. Notably, it also increases your maximum HP and Endurance. Best of all, you'll get the bonuses by default since they come at three and four pieces respectively and you'll need five to get the Recharge bonus. Also worth mentioning is Decimation's proc, Chance of Build Up. It grants a 5% chance to trigger an effect called Power Boost which increases your damage and ToHit for 5.25 seconds. Its hardly necessary but a viable option nonetheless.
    Doctored Wounds:
    Quote:
    As its name suggests, Doctored wounds is a healing set. Like Crushing Impact, having five pieces slotted provides a 5% Global Recharge bonus. Unfortunately the set's other bonuses aren't that great. Mezz Resistance is, by and large, worthless and the Resistance it provides to the more exotic damage types (Fire, Cold, Psionic, and Toxic) are either too small to matter or require too much slot investment. The 4% bonus to healing is of note but the Global Recharge is, by far, the premiere reason to pick up a few of this set.
    Call to Arms:
    Quote:
    Oh the RIPS. RIPS is an acronym. It stands for Recharge Intensive Pet Sets. There are only two of them in the whole game. They were introduced a while back and remain a popular choice among those with pets to this day. There are great bonuses attached to both of them but I recommend Call to Arms for the extra Recovery it grants. High Recharge builds use a lot more Endurance per second simply due to the fact that powers are available more often and are, therefore, being used in more rapid succession. If you're not careful you can drain yourself dry. So, in addition to providing you with a hefty 6.25% Global Recharge the set will also help manage the Endurance woes that can come with all that extra speed.
    Positron's Blast:
    Quote:
    Positron's Blast is a good set but I always cringe whenever the idea of using it comes up. Why, you ask? Because it can but a respectable dent in your wallet, that's why. One piece in particular, the Accuracy/Damage/Endurance, always seems to come at a premium. Nowhere near as much as a Luck of the Gambler +Recharge (Also great for Perma Light Form builds) or the PvP IOs but I'm a particularly thrifty builder. Most of my builds cost about 50 million start to finish so the thought of shelling out more than a million or so for a recipe really gives me pause. That aside though, the bonuses are worth some investment. You've got Recovery, a little Resistance to Fire and Cold, and Accuracy all on the path to 6.25% Global Recharge. Since you've got ranged AoEs anyway the price is the only thing standing in your way.
    There are more IO sets that have global Recharge as part of their bonuses. I'll add the ones that are relevant to Peacebringers in due time. But for now let's move on to some of the more unique pieces that you may find beneficial.

    Achilles' Heel: Chance for Resistance Debuff
    Quote:
    Peacebringers are in a unique position when it comes to the Achilles' Heel proc. Since -Defense is a secondary effect for almost all of their powers they've got nearly unlimited places to slot it. It grants a 20% chance to apply a -20% Resistance to all damage types for 10.25 seconds.

    While this particular piece isn't unique, the effects won't stack from the same caster. So no matter how many you have slotted the most -Resistance you yourself can apply to a target is 20%. I recommend slotting these in an AoE or two in addition to whichever of your single target attacks cycles the fastest. That way you can soften up groups with your opening salvo and keep the debuff on hard targets more reliably.
    Aegis: Psionic/Status Resistance (Unique)
    Quote:
    Some Khelds find this one particularly useful. Like most ATs, Peacebringers' primary and secondary sets offer no Resistance to Psionic damage. And Khelds' lack of mezz protection can make this look like a very tempting piece. It provides 3% Psi Resistance and 20% Resistance to all mezzes. That's pretty good considering you've got approximately 0% to start with.

    I had this in my build for a while but eventually removed it. Psionic damage is gonna be a pain with or without it and mezz resistance isn't the same as mezz protection. Resistance will reduce the amount of time controls persist but it doesn't prevent them from effecting you. In my personal opinion this IO was more appealing before the Issue 13 changes to Kheldians that made Dwarf form function as a Break Free. Still, it has its uses.
    Force Feedback: Chance for +Recharge
    Quote:
    Force Feedback is an interesting IO. When slotted in a power that has KB as a secondary effect it has a 10% chance to trigger a +Recharge buff. How much +Recharge, you ask? Well, my friends, I'm happy to say this proc provides +100%!!! You heard me right; Force Feedback has a 10% chance of cutting your Recharge timers in half!

    Of course, nothing this good comes without drawbacks. First, that mouth watering little buff only lasts for 5 seconds. But that's no problem as long as the proc's slotted in something you can spam, right? Wrong, Force Feedback has a lockout timer which prevents the proc from triggering for a certain period between each activation so spamming won't do any good. What you can and should do is slot this into one of your AoEs. The proc will check against each target in the power's range and thus will have multiple chances to take effect.
    Rectified Reticle: Increased Perception
    Quote:
    Kheldian forms are unique in that they enhance several of your character's stats while active and the values of those enhancements are...well...enhanceable. That opens a lot of opportunities for unique IOs. Among them is this particular piece.

    Rectified Reticle is the only way to get more Perception without using a power pick. It provides a global +20% enhancement and isn't unique so each one will stack with the others. Perception is one of those things that you really won't notice until you need it. Ever fought Arachnos? Night Widows and Tarantula Mistresses are one of the few NPCs in the game that can debuff your Perception. You'll know when it happens because all the enemies will suddenly vanish into thin air. They can still hit you but you won't even be able to see, much less target, 'em. Those are the times that having a single Rectified Reticle slotted can make all the difference.
    Steadfast Protection: Resistance/Defense +3% (Unique)
    Quote:
    I love this IO. It provides a nice boost to your resistances and Defense across the board (Especially nice for White Dwarf and your shields). As a Peacebringer your primary method of not being defeated is Resistance so why not get a little more? And since both aspects are enhanced globally you don't need to be concerned about type.

    My personal build focuses on Smashing/Lethal Defense so this was a must for me.
    Steadfast Protection: Knockback Protection and Karma: Knockback Protection
    Quote:
    Knockback is quite possibly the most double edged effect in the game. It's great when you're using it to knock enemies around and cackling maniacally as they're strewn across the map by your godlike powers. But it sucks when they're using it to send you sailing backwards, only to land on your backside with a decidedly inglorious thump. Slotting just one of these will ensure that almost never happens again.

    Even though -KB IOs aren't unique there's not much point in having more than one in your build. They provide -4 mag KB each and since Knockback doesn't stack unless it lands in the same server tick it's pretty rare that you'll need more than that. Higher mag KB is rare and anything that does it is probably doing so much that the protection you'd need to not be effected isn't worth the cost. PvP is a different story though.
    That's all for now. For help planning your builds I recommend Mids' Hero/Villain Designer (Can be downloaded and used offline) or SuckerPunch's Online Planner. Both are hosted on the Titan Network and can be found here
  16. *Reserved for Tips and Strategies section
  17. Appendix I: Binds You Should Have (Binds...duh)

    Are you tired of having to press five or six different keys to get your PB to do all the things it's capable of? Sick of having to keep clicking those little arrows to switch your power trays everytime you change form? Well then you came to the right place. In this section I'll provide a list of neat and helpful binds that'll make your PB experience much, much better.

    First off, every Kheldian should have a bind to target Quantum Gunners, Void Hunters and Shadow Cyst Crystals. These things aren't nearly as dangerous as they used to be but they can still kill you if you're caught unaware. To make sure that doesn't happen, set up a bind that targets those particular enemies by name. The one I use works just like the normal targeting system unless there's an enemy with a particular name. Then it overrides the usual function and locks onto them (It works well when you're looking for a particular enemy of any kind as long as you know their name). It looks like this:

    Targeting Quants, Voids and Cysts
    Quote:
    WHATEVER KEY YOU WANNA USE "target_enemy_next$$target_custom_next enemy alive quantum$$target_custom_next enemy alive void$$target_custom_next enemy alive cyst"
    Next, you're gonna need a set of form shifting binds. These are made up of two parts. The first toggles the desired form and the second switches your power tray to whichever one you have that form's corresponding powers on. They should look like the example below:

    Form Shifting
    Quote:
    WHATEVER KEY YOU WANNA USE "powexec_toggleon NAME OF FORM TOGGLE$$goto_tray TRAY #"
    Here's a cool little trick. You can create a bind that'll detoggle either Bright Nova or White Dwarf and activate a human form power. That'll save you a few seconds in the heat of fight. But what really makes this method interesting is that it can be used to bypass mezzes when shifting out of Dwarf. You see, the bind executes almost instantly, faster than the game server refreshes. So if you activate it it'll drop Dwarf and use whatever human power you wrote it to with no interference from control effects. I'm talking about something like this:

    Dropping Form and Using A Power
    Quote:
    WHATEVER KEY YOU WANNA USE "powexec_toggleoff White Dwarf$$powexec_name Reform Essence"
    Another useful bind to keep handy is one that allows you to detoggle Bright Nova without dropping out of the sky. Things can get pretty nasty down in melee range and its best to stay out if that's not specifically where you wanna be. All you need is something like this:

    Dropping Bright Nova While Sustaning Flight
    Quote:
    WHATEVER KEY YOU WANNA USE "powexec_toggleoff Bright Nova$$powexec_toggle on Energy Flight OR Combat Flight"
    And who can forget the importance of making teleport less of a pain in the ss. That's a simple matter of binding the power to your mouse. That way you'll teleport to wherever the cursor is pointing as soon as you click the assigned mouse button. For this task, my bind is set up as follows:

    Teleporting In White Dwarf
    Quote:
    SHIFT+LBUTTON "powexec_name white dwarf step"
    Those will go a long way to making your Peacebringer even more awesome, in addition to reducing your risk of carpal tunnel from pounding the keys There are even more great binds in this thread on the Kheldian boards.
  18. Peacebringers SUCK!!! Wanna know why?

    Because they’re misunderstood, built poorly and played against their strengths! That’s why!

    Hey all. It’s me, Timeshadow, your friendly neighborhood Kheldian fanatic. I’ve been wanting to write a Kheld guide for a long time but could never get through it for one reason or another. Hopefully this time’ll be the charm (Was that a pun? I’m not quite sure ).

    Quote:
    UPDATE HISTORY
    03-05-2011 Original posting
    03-16-2011 Slight alterations made to main body and binds appendix added
    04-06-2011 Added suggested IOs appendix
    05-08-2011 Completed suggested IOs appendix, added table of contents (see below) and made some minor format changes
    05-15-2011 Added links to the Kheldian Binds and Strategies Thread and www.cohplanner.com in the binds and IOs appendices respectively
    11-12-2011 Updated guide and suggested IOs appendix to properly reflect the Issue 21 changes

    EXTRA GOODIES
    Appendix I: Binds You Should Have
    Appendix II: Tricky Tips (and Tricks)
    Appendix III: IOs For Any Occasion

    Before We Get Started

    Keep in mind that this is a guide to building a successful TriForm PB. I’ve seen quite a few human only builds both in game and requested on the forums. I’ve always found that particular route unsatisfying. That’s not to say it’s ineffective but I’m an advocate of all Khelds, be they Peacebringer or Warshade, taking and using their forms.

    Quote:
    A note on form philosophy: The reason for the above statement is simple, forms are a major part of the Kheldian design. They bring a level of versatility that’s the hallmark of the two ATs and is only rivaled by the Soldiers of Arachnos Villain Epic ATs.
    I won’t be listing and describing each power in detail or running through a market analysis to get you the cheapest prices on IOs. Those are things you’ll just have to figure out for yourself. Instead I’ll be giving an overview of powers that I consider worth taking to build a great Peacebringer. This guide will take you through the leveling process in a series of phases and provide some insight on strategy.

    “Why Peacebringers?” you ask. Good question. After all, everyone knows Warshades are better, right? Nope, not the case if you ask me. Both Kheldian variants are great ATs but they excel at different things. Peacebringers are steadier performers than Warshades because they’re not dependent on baddies, alive or dead, to fuel their various buffs and abilities. When built and played well a Peacebringer can perform feats just as impressive, albeit different, from their dark cousins.

    The lighter side of HEATs (That’s Hero Epic Archetypes for those who aren’t in the know) excel at fighting hard targets like bosses and making short work of troublesome enemies. They pack enough firepower to do the job while also having enough mitigation and survival tools to not get flattened. Don’t get me wrong here; I think Warshades are great. But when all the minions are dead and there’s no more fuel for all those shadowy powers they’re likely to find themselves in a tight spot when the angry big boss hones in on ‘em. A Peacebringer, on the other hand, is just as prepared to take on that Rikti Chief Soldier or Greater Devoured as they would be to wreck face against some random stooge.

    So as you read this guide keep in mind that the aim isn’t to build a Peacebringer to compete with your friend’s purpled out ‘Shade (Oh Castle or BaBs or whoever made that joke, how I miss you ). The two ATs function differently so that’s not even really possible. Rather, this is about building a PB that does what it’s intended to do better than anyone else. Now, without further ado, let’s get down to business.

    Phase I: Starting Out Right (Levels 1-5)

    The early life of a Peacebringer is much like that of any other character. You’ve got your standard tier 1 and 2 blasts that may or may not be important to you throughout your extraterrestrial life. Of the three available before level 6 I prefer Glinting Eye. The reason being because shooting beams of white hot cosmic power from your eyes is FREAKIN’ AWESOME!!! The Tier 2, Gleaming Blast, is a solid ranged attack and worth picking up as well.

    Peacebringers also get some nice defensive powers during this phase. Essence Boost is a big deal. The boost to your maximum HP is great when combined with other powers you’ll get later on. For the time being it works well as a big heal on a long recharge. Shining Shield is your basic Resistance toggle. In a TriForm build the shields' various Resistance components are largely overshadowed by Dwarf form. However, they will allow you to maintain the higher damage output of Human form while having more survivability than you would otherwise.

    This early in the game it’s best to use your inherent flight powers to stay at range and blast your enemies from afar. It’s not the most exciting way to do things but a good sewer run or Architect team (Notice I said team, not farm) will make it go by pretty fast. Before you know it you’ll be ready for…

    Phase II: Go, go gadget tentacle death machine! (Levels 6-19)

    At level 6 your Peacebringer’s going to change drastically. Why? Because that’s when you get access to Bright Nova Form. This is a game changer folks. It grants a 45% buff to Smashing and Energy damage (The two kinds your attacks do), a 9% toHit buff, and 15% Resistance to Energy and Negative Energy damage. It also comes with a slight Recovery buff, just enough to cover the Endurance usage of the form itself.

    Quote:
    TIP: Don’t make the mistake that many newbie Khelds do and slot your forms for Endurance Modification or Endurance Reduction. There’s absolutely no need for it and it won’t carry over to the powers the forms grant. Those have to be slotted separately.
    Bright Nova’s ability to hover over the battlefield and rain death is fantastic. But there is a downside. It's one that plagues not only Bright Nova, but Peacebringers in general. I'm talking about the unpredictable knockback they bring to the table. Now I’m not against KB. Hell, I love watchin’ things ragdoll around a room. But it requires control and forethought to use well and absolutely nothing to use poorly. So take the time to learn how to position yourself in order to get maximum coverage for Bright Nova’s AoEs and maximum mitigation from the associated knockback.

    Level 6 is also when you should set up your first form shifting bind. It’ll keep extraneous powers off your trays and make your life as a Peacebringer much easier. I keep Bright Nova bound to the W key and place the form’s powers on tray 3. So I use a bind that looks like this:

    Quote:
    W "powexec_toggleon bright nova$$goto_tray_alt 3”
    This is also the time when you’ll gain access to Radiant Strike and Incandescent Strike, two hard hitting melee attacks that I absolutely love. In addition to packing a punch, they also come with some nice control effects (Knockback for Radiant and Hold for Incandescent) that’ll really come in handy. I like to open with Radiant Strike because it’s quick to animate and doesn’t give the enemy an opportunity to attack while it goes off.

    Quote:
    TIP: If you’re quick on the keys you can activate Incandescent Strike right after Radiant and it’ll land while your hapless foe is soaring backwards. They’ll take some nasty damage and have a chance of being held after they get up.
    Inner Light also comes along during this phase. It's a great power that does things its predecessor, Build Up, never could. Inner Light starts off by providing a big boost to your damage and ToHit (72% and 18% respectively) for the first ten seconds of its duration. After that the buff diminishes to 28.8% damage and 6.93% for another 30 seconds. Inner Light's longer duration means its effects will carry over into your other forms, allowing you more flexibility in its use.

    The AoE blasts that become available during this phase are entirely skippable since you'll be using Bright Nova. Also, for the sanity of your teammates, don’t even think about Group Energy Flight. If you’ve ever experienced the ridiculous ToHit debuff (-25% ) it applies to anyone in its radius you know full well that it’s not worth the waste of a power pick.

    I’d really like to be able to recommend Pulsar but, sadly, it’s not all that. As an AoE Stun it seems great but it takes too long to activate and only applies a Mag 2 Stun with a chance for Mag 3. That means it’ll only reliably Stun Minions. Anything with a higher rank won’t even notice it and you don’t have any other Stuns to stack it with.

    Phase III: Totally Phenomenal, Semi-Cosmic Power!!! (Levels 20-31)

    Ok, this is where the real fun starts. Grab White Dwarf Form at 20 to add another fantastic power to your ever more impressive repertoire. It increases your maximum HP and has 37.5% unenhanced Resistance to all damage except Psionics. Fully slotted with normal IOs the Resistance caps out around 60%. Just like Bright Nova, White Dwarf comes with a slight Recovery buff that covers the cost of the form so no EndMod or EndRedux enhancements are needed. Most importantly, while in White Dwarf you have Mag 15 mezz protection!!!

    Quote:
    TIP: White Dwarf can also function as a Break Free. That’s right; you can activate the form while controlled to breakout

    But there's a catch to this little trick. The mezzes don’t go away; you’re just protected against their effects. So if you revert to human form before they expire you’ll be mezzed again.
    White Dwarf is more defense oriented than Black Dwarf, its Warshade counterpart. It has no means of boosting its own damage. Instead it features a very potent self-heal and White Dwarf Flare, an AoE knockdown that consumes a considerable amount of Endurance but serves as a great source of mitigation when in a crowd. Those two features make the form great for frontline tanking and dealing with annoying mezzers. White Dwarf can also teleport so getting into and out of combat is a breeze in most situations.

    Now’s the time to set up another couple of binds. I use the E key to shift and keep my Dwarf powers on tray 4. I also have a bind setup to make teleporting around in this form much easier. They go as follows:

    Quote:
    E "powexec_toggleon white dwarf$$goto_tray_alt 4”

    SHIFT+LBUTTON "powexec_name white dwarf step"
    Quote:
    TIP: Remember, your forms work best when used on the fly. Team make up and the situation at hand will play a role in determining what form does the most good at any one time but never presume that you’ll be sitting in one or the other for a long period. Pay attention to what’s going on around you and don’t be afraid to shift in the middle of a fight.
    Reform Essence should be your next pick at level 22. It’s your bread and butter self-heal and you’ll come to instinctively know when it’s available for use. The thing to remember about this power is not to wait until you’re in dire need. Using it when you’re close to 50% HP is a much better choice than waiting until 25%. Considering you’re likely to still be taking damage, by that time you’ll need more than just Reform Essence to keep your face off the floor.

    Conserve Energy comes up during this phase. I’ve got a split opinion on this power. While having a 134% Endurance discount for 90 seconds is great it’s somewhat offset by the fact that you shouldn’t have a need for it if your powers are slotted well. Whether you pick this up or not is really a matter of taste.

    At level 26 Solar Flare comes along. It's a PBAoE with a wicked animation and pretty good damage to boot. Balancing all that is its knockback component. Now I know what you're thinking, "A PBAoE with knockback?! Definitely skipping that. No way I'm dealing with the scatter!" That's a valid opinion. Plenty of requests have been made to change the effect to knockdown instead. The Devs have responded by directly stating that Solar Flare's knockback is intended to keep the power balanced. Still, its a solid choice, especially if you're looking to increase your damage output in Human form.

    Available at level 28 is Quantum Flight, a personal favorite of mine. It’s Intangibility and flight rolled up into a single Endurance guzzling power. You heard me right; this power sucks down more Endurance than a Hoover. That means it’s not something you wanna be activating just to look cool. I find Q-Flight functions best as an emergency escape tool for when things are really going south and there’s no way to turn the tide.

    Phase IV: The Future’s Looking So Bright (Levels 32+)

    Level 32 begins a very interesting phase in your Peacebringer’s life. At this point you already have all the essential powers to be a great shapeshifting deliverer of cosmic justice. So what’s left to do? That’s largely a matter of personal opinion. First off, you’ll wanna make a choice as to whether you prefer exploding in a shower of cosmic energy or creating three nasty little self-guided pets who’ll explode for you. I’m speaking, of course, about Dawn Strike and Photon Seekers.

    Dawn Strike is your standard nuke. Like all powers of its kind, it packs a wallop (216 points of damage unenhanced) and it'll deal that damage to everything within a 25' radius. It also comes with a Mag 18 knockback. If you've ever seen this power used or, better yet, used it yourself you know that it'll leave you cackling in delight that's probably unbecoming of a hero (But with Going Rogue you could be an evil PB so who cares?). On the downside, Dawn Strike does all that at the cost of all your Endurance and hits you with a temporary -100% Recovery debuff. That's enough to make me avoid the power but I've seen plenty of builds that include it and can't deny that it makes for a very impressive light show.

    Photon Seekers, on the other hand, creates three pets that will follow you around until they detect an enemy. Once that happens they’ll zoom in and detonate themselves, dealing damage and knocking back anything within their small blast radius. I like Photon Seekers quite a bit but they too have their cons. In addition to having a small AoE (10' to be exact) their AI isn’t the best. When targets are too spread out the Seekers have a tendency to go after individual mobs instead of concentrating on one for maximum effect.

    Quote:
    TIP: Photon Seekers’ AI can be helped by simply taking it out of the equation. By summoning the Seekers as close to your desired target as possible (i.e. right in its face or directly overhead) the little buggers will detonate almost immediately and are sure to deal maximum damage.
    Once you’re past that agonizing decision you can pick and choose more powers as you see fit. However, you’ll probably still be trying to get slots into more essential powers that you took earlier but haven’t been able to adequately enhance until now. So it’s best to choose powers that provide you with their maximum benefit for a minimal amount of slot investment.

    Restore Essence is one of those powers. Some people dislike self-rezzes. Their philosophy is, “What good is a power if I have to be dead to use it? Besides, I carry Awakens.” While Awakens are all well and good (I always keep a full column of medium ones) they’re better suited for out of combat duty. In the heat of a fight rezzing with less than 50% HP, even less Endurance and a Mag 5 Stun is far from ideal. Restore Essence will bring you back with a nearly full green bar and 50% End.

    At level 38 Light Form becomes available. It’s your Tier 9 defensive power and has seen some very beneficial changes recently. It now has a much shorter Recharge and its effects will carry over into your other forms. At the baseline Light Form provides 52.5% Resistance to all damage except Psionics unenhanced. With enhancements it easily beats White Dwarf for sheer toughness. In addition, it also removes any rooting effects that are built into your powers. That means you can launch any attack you please as you see fit. No need to worry about getting stuck somewhere you don't wanna be. Kite to your psychotic little Blaster heart's content

    Of course, any power with those kinds of benefits has to come with some disadvantages. When Light Form's duration ends it'll take half of your Endurance and maximum HP. That's actually much improved from the total crash it used to have prior to Issue 21 but it's still a bit of a bummer.

    By now you're probably noticing that you've got the powers you want and can't really think of anything else to grab that doesn't require significant slot investment to be any good. I recommend looking into pool powers for some utility. I dipped into Medicine for Stimulant so I could do something about mezzed, squishy team mates and Grant Invisibility from Concealment because there's nothing worse than a Stalker who forgets to turn Hide on Seriously though, this is the time to have some fun with your power selections. Grab a few that seem interesting and try 'em out. If they're not to your liking you can always respec.

    By this time your Peacebringer should be fully capable of performing whatever role a team needs at any particular moment short of dedicated healing. On top of that, it can lay down nasty AoEs to vaporize crowds or pulverize hard targets with a mixture of ranged blasts and melee fisticuffs. Combined with an experienced player at the controls (That’s you ) it’ll be a true force to be reckoned with whatever the task at hand may be.

    I hope you’ve enjoyed reading my guide and found it helpful. Be sure to check out more binds, tips and IO slotting advice in their respective sections.
  19. That's right but, if I recall correctly, you must have purchased the Science Super Booster Pack in order to access this feature.
  20. Quote:
    Originally Posted by Griff Mender View Post
    Sorry for the mini rant there, posting while at work on a bad work day is not a good idea. .
    I see what you are saying. Maybe I'm just defensive about it because I truly enjoy playing my PB. Its a really fun toon to play, and I'm tired of the grief on pugs about why i dont play an optimized AT of some kind. Would I love to see my PB tank better? Or do more damage? Sure. One thing I'd love to see is my human form (I run triform) have more durability. The self heals are nice, but having to drop back into dwarf when the heat is on is really annoying. One thing I'm noticing is that people are referring to incomplete attack chains in nove and dwarf and that they need more attacks. Maybe it's my build (which by no means is optimal) but I always have an attack available in both forms. Even dwarf form as long as there isnt a -recharge buff hitting me. I never have to wait for an attack to recharge. I think a little more base resist in dwarf would be good, a build up option in nova would be awesome (that didnt rely on a proc), and a little more damage in human would round things out nicely.
    I'm with ya Gruff and I'm willing to bet the rest of the posters to this thread are too. We love playing our PBs; that's exactly why we wanna see them get a tune up. I don't think anyone wants to see them out do any particular AT; that would compromise the main focus of their design, versatility. What we do want is to be able to perform as advertised without lagging behind too badly.

    My initial suggestion for helping Peacebringers was to simply raise their base damage but after reading some of the fine suggestions here I'm starting to change my viewpoint. For TriFormers it makes more sense to add another attack or two to each form. But that creates a bit of a balance issue since it'll have to be weighed against Warshades' forms. And there's no way Warshade players (Myself included) won't be clamoring for added attacks of their own.
  21. Quote:
    Originally Posted by Mr_Right View Post
    Well, one quick thing to mention is that Nova does take sets. Specifically To Hit, Flight and Universal Travel Sets. I've got a +Perception IO and I'm going for a BotZ Slow resist. But for right now I do have a single To Hit IO in it.
    This is correct. Nova form will take both toHit buff and Flight IO sets.

    There's no reason to slot Nova for a whole lot of anything in terms of raw stats. It functions plenty well out of the box. If you want/need more Accuracy you should be slotting the attacks.

    Nova is, however, a good place for procs and globals. Which one(s) is really a matter of personal preference. I'm of like mind with Mr_Right and keep a +Perception IO in Nova. Others prefer the +Stealth IO from Freebird or the Chance for +Endurance from Performance Shifter. It's really up to you.

    Quote:
    Originally Posted by Psylenz
    About half-way through getting slots into the dwarf form powers, I realized I could put resistance in dwarf from itself for survivability even prior to getting eclipse.
    Don't mean to sound snarky but yeaaaah....that's a pretty big deal. Slotting Resistance into Dwarf form is something you should do as soon as you can spare the slots.
  22. Thanks for the qualitative analysis Flux.

    Quote:
    Originally Posted by Flux_Vector View Post
    Generally, white dwarf is the major offensive performance drag on the triformer. Its damage goes beyond being a bad joke to being a bad joke that nobody finds funny.
    This right here is one of the few lingering problems that Peacebringers have. As you said, a TriForm PB who's forced into White Dwarf to counteract mezzes suffers a significant DPS hit.

    That's largely due to the fact that White Dwarf, and Peacebringers in general, lacks any method of significantly boosting damage output over an extended period of time. It creates a rather pronounced performance gap between Human only PBs and those who make use of the forms (And if I recall correctly, Castle once stated that taking and utilizing the forms was the intended playstyle for both Kheldian ATs).
  23. Timeshadow

    PB and WS on SOs

    Quote:
    Originally Posted by Smiling_Joe View Post
    I highly recommend you do exactly this. But don't make any decisions on whom to IO until you've gotten the Warshade to 50.
    Agreed. Frankly, you can probably IO them both if you want. I've got a PB and Warshade at 50 and their builds didn't cost me more than 200 million after factoring in Architect tickets and Reward Merits. Alignment Merits didn't exist when I was IOing them out but now that they're in the game it'd probably be even cheaper.

    One other piece of advice, I don't recommend building for Recharge with a Peacebinger. I did it with mine and was fairly unsatisfied with the performance I got. I'm not a fan of +Recharge builds in general because they're widely utilized which makes getting the IOs you need more expensive.
  24. Hey there Infinity dwellers

    I'm planning a server move for two of my toons, one hero and one villain (Rogue to be exact), and I'm in search of appropriate groups for them. Most important to me is finding a chatty bunch. I can't stand running mission after mission in silence. It really makes me feel like I'm soloing with a bunch of NPCs.

    Both toons are level 50 and heavily IO'd. My hero's a Peacebringer and my Rogue's a Widow with both a Fortunata and Night Widow build. Besides wanting a group that's talkative I'm also looking for groups with a large number of members who are active on a regular basis. If anyone has a SG/VG that could use them or can suggest some to me I'd very much appreciate it. Thanks in advance
  25. Quote:
    Originally Posted by Irresponsible View Post
    I went for the Cardiac Boost because my human only PB on beta already seems to do enough damage with Build Up and Photon Seekers and Solar Flare/or Dawn Strike.
    I find the highlighted portion interesting. It seems like the difference in Alpha Slotting for PBs is more dependent on how heavily you make use of forms.

    With the slots being spread more thinly certain aspects are bound to suffer. I'd be very interested to see a DPS comparison between a human only and TriFormer.