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BNC's Guide to Human/Dwarf Form Peacebringer

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BNC-5S Profile

Author: BNC-5S
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Introduction


Why go for a Human/Dwarf PB?


Inherent Powers


Range Attack Powers


Melee Attack Powers


Healing Powers


Other Luminous Blast/Aura Powers


White Dwarf Powers


Misc. Powers


Not Recommended Powers


My Build


Voids, Quantums, and Shadow Cyst


Helpful Binds


References & Credits




Introduction:


Congratulations on reaching level 50! You have now unlocked the ability to create an epic archetype, and if you are like me, you couldn't wait to create a Peacebringer. But given its ability to shape shift and its wide access to variety of powers, more thought and consideration is required to create an effective character. The three popular builds for PBs are:

Human Only. The main idea behind this build is to maximize its inherent power, Cosmic Balance, and its powerful melee attack powers. The play style is similar to a scrapper.

Dual-Form (Human/Dwarf or Human/Nova). The main idea behind the human/dwarf PB is to have good balance between offense and defense without depending on Cosmic Balance. The guide will focus on this build. The play style is similar to a scrapper/tanker.

Tri-Form. The main idea behind tri-form is to maximize the form powers for offense (the blast damages in nova are awesome!) and defense. The play style is similar to a blaster/scrapper/tanker.



Why go for a Human/Dwarf PB?


I went for a human/dwarf build because it allows me to wail away on the baddies in human form and when things get tough, I can switch to dwarf form for survivability. It allows me to be an effective PB whether I'm soloing or teaming. And with a human/dwarf form PB, I get 3 self heals (Essence Boost, Reform Essence, and White Dwarf Sublimation). However, my range damages are laughable.

The human only PB lacks mez protection and requires good team mechanics for the defense/mez bonus from Cosmic Balance. You can address the defensive holes by selecting from the appropriate Power Pools or buying really expensive defense IO sets. However, a human only PB is easier to play, more slots per power, and can reach cap resistance without using Light Form in the right team.

Tri-Form minimizes the bonuses you get from Cosmic Balance. It also minimize slot allocation room and hence, the amount of powers to slot up. But you have the most versatility in how you play the PB, either as a range, close, or support character.

With the above information in mind, I would like to say that not one build is better than the other. As you can see, each build has its strength and weaknesses and many people can argue for the fun/high damage value of each build. With that disclaimer out of the way, let us dive into the human/dwarf build :)



Inherent Powers


Cosmic Balance: gives the PB 10% bonus to damages for every Tanker and Defender on your team, 20% bonus resistance to all damages for every Blaster and Scrapper on your team, and +1 Mez Resistance for every Controller and your team. So yes, it is very advantageous to team with your PB. However, these bonuses do not carry over to your forms (Nova/Dwarf).

Energy Flight: gives the PB the ability to fly at level 1! This frees you from going through the process of selecting a travel power. Also, using this makes all your pre-level 14 teammates very jealous :)

Combat Flight: (available at level 10): Much slower than fly, it does cost less endurance and provides a small defense bonus (base of 1.75%). It is a effective counter against ground based slow debuffs like caltrops and quicksand, and against knockback and knockdown like earthquake and Rikti drone blast attacks.

Incandescence: resistance against energy damage (base of +11%). No point slotting this further since you only face a select type of foes that deal this kind of damage.

Defense Debuff: Every damage dealt by a PB lowers the target's defense by 7% (White Dwarf Strike) to 18% (Solar Flare). The duration varies for each power, from 3 seconds (Gleaming Bolt) to 30 seconds (Radiant Strike). What this means is that the target is made easier to hit again for each subsequent damage he receives.



Range Attack Powers


All statistics are unenhanced values with the damages reflecting values done to same level minions. Rating is 1-5, with 5 being the best.

Gleaming Bolt
Damage: 21
Range: 50 ft
Recharge: 1.5 sec
Endurance Cost: 3
Recommended Slotting: 3x Dam; 2x Acc
Rating: 2

This attack does very little damage. But then again, I team a lot with other people and find myself targeting a minion with a sliver of health left. So instead of using Incandescent strike on the unlucky foe, I would just pop him with Gleaming Bolt. It's a good mop up power with a high recharge rate.

Glinting Eye
Damage: 34
Range: 60 ft
Recharge: 4 sec
Endurance Cost: 5
Recommended Slotting: 3x Dam; 2x Acc
Rating: 2

This attack has the longest range of the PB's blasting powers, so I often use Glinting Eye to pull enemies.

Gleaming Blast
Damage: 57
Range: 50 ft
Recharge: 8 sec
endurance Cost: 9
Recommended Slotting: 3x Dam; 2x Acc
Rating: 3

This is the highest damage range attack with a 10% chance for knockback. It also has a high defense debuff at 18%.

Luminous Detonation
Damage: 31
Range: 50 ft
Recharge: 14 sec
Endurance Cost: 15
Recommended Slotting: 3x Dam; 2x Acc; 1x End Redux
Rating: 2

It has a blast radius of 15 ft and it's a good power to knockback (at 50%) large groups away from yourself or from your squishy teammates.


The use of PB's human form blasting powers are debatable due to their low damage output. Some people would respec out the blasting powers at higher levels and keep one out of requirements. For me, I stuck with them for the reasons stated above. In addition, I can blast away at runners, flyers, or enemies I knock back. They are also good filler powers as you wait for you melee attacks to recharge.



Melee Attack Powers


Radiant Strike
Damage: 82
Range: 5 ft
Recharge: 10 sec
Endurance Cost: 10.2
Recommended Slotting: 3x Dam; 2x Acc
Rating: 5

This is the first melee attack power that the PB can pick from and it's a good one. Has an animation similar to Boxing, but with vastly superior damage with a 60% chance for knockback and -1 to fly. This attack compliments Incandescent Strike very well.

Incandescent Strike
Damage: 148
Range: 5
Recharge: 20 sec
Endurance Cost: 18
Recommended Slotting: 3x Dam; 2x Acc; 1x End Redux
Rating: 5

Incandescent Strike is one of the main reasons why people would create a human form only peacebringer. With build up, it does about 497 damage! Also has a mag 3 stun (will hold minions and LTs, but not bosses), 80% chance for knockdown, and -1 to fly. The down side is that the animation time is long, at 3.3 seconds. Often times, my teammates would kill my target before the attack lands (dang scrappers and their criticals). The animation is similar to Total Focus with the addition of exploding light and shaking screen. Overall, this is one kick ass power.

Solar Flare
Damage: 59
Range: PBAoE
Recharge: 20 sec
Endurance Cost: 18
Recommended Slotting: 3x Dam; 2x Acc; 1x End Redux
Rating: 4

When you use Solar Flare, you stomp the ground with Kheldian energy, causing it to explode in white light. Any enemies within 15 ft radius gets a 80% chance for knockback. So it is best to use this power at the end of your melee attack chain, then switch to the blasting powers to pound the foes that are sprawled on the ground.

The melee attacks are the main offense of a human/dwarf PB. Get these powers as soon as they become available and you'll start feeling like an epic AT :)



Healing Powers


Essence Boost
Heal: 35%
Recharge: 360 sec
Endurance Cost: 10
Recommended Slotting: 3x Heal; 3x Recharge
Rating: 5

It's one of the click powers that carries well over to other forms due to its long effect duration. It is similar to Dull Pain, in that it increases max hp and heals at the same time. With three healing IOs, it boosts my health by 53%. It last for 120 seconds and gives you a 15% resistance against toxic damage. Once you used this power, there will be a faint green aura surrounding your peacebringer.

Reform Essence
Heal: 22%
Recharge: 60 sec
Endurance Cost: 10
Recommended Slotting: 1x Healing
Rating: 3

Has an awesome animation that is similar to Glowing Touch. It's a good heal to use in between Essence Boost and White Dwarf Sublimation.

Glowing Touch
Heal: 15%
Recharge: 4 sec
Endurance Cost: 13
Recommended Slotting: 3x Healing
Rating: 4

A ranged team heal with a fast recharge. Rays of green light will radiate from the character when this power is applied. It's a good power to help keep your teammates alive when you don't have a defender or a controller.

Restore Essence
Heal: 66% (50% end)
Recharge: 300 sec
Endurance Cost: none
Recommended Slotting: 1x Heal
Rating: 2

Getting a self rez power is a personal preference. I chose it because it's a good way to get right right back into battle rather than hitting the hospital, waiting for a defender's rez to recharge, or begging for a wakie. However, with a 4.3 cast time, you might fine yourself knocked out again :(

The healing powers increases my PB's survivability and gives me the flexibility to add defenders for their buffs, rather than for their heals (which is how most defenders want to be teamed for).



Other Luminous Blast/Aura Powers


Shining Shield
Recharge: 2 sec
Endurance Cost: 0.26 end/sec
Recommended Slotting: 3x Resist; 1x End Redux
Rating: 4

This is a toggle power that grants damage resistance against smashing and lethal, the most common damages in the game. With 3 damage resist IOs, the PB gets 35% resistance against those damages. It does drain end at .26 end/sec, so an endurance reduction SO is recommended. When used in conjunction with Light Form, the PB can reach the resist cap of 85%

Pulsar
Recharge: 45 sec
Endurance Cost: 15
Recommended Slotting: 2x Stun; 2x Acc
Rating: 3

It has an effect radius of 20 ft and with two stun IOs, the foes are disoriented for 24 seconds. The base accuracy is quite low, at 60%, so adding accuracy enhancements is a must to make this an effective power. Another accuracy check is applied to lieutenants, with a 50% chance to stun after the first successful hit, so it doesn't hold LTs well.

Photon Seekers
Recharge: 300 sec
Endurance Cost: 31.2
Recommended Slotting: 3x Dam
Rating: 4

You summon 3 white orbs that seek out enemies and explode upon impact. The major downside to Photon Seekers are their follow/movement AI. They don't really follow, but more of "floating" around. It is best to release them in a pack of enemies, to maximize the 7 ft explosive radius of the Seekers. If unexploded, they will disappear after awhile. Using this power takes a massive amount of end, so use them at the beginning of your alpha strike. They deal high damage, with 3 spheres dealing a total of over 300 damage with a 50% chance of knockback. Their accuracy is also quite high, so I never bothered socketing for that.

Quantum Flight
Recharge: 60 sec
Endurance Cost: 6 end/sec
Recommended Slotting: 1x End Redux
Rating: 3

A fly toggle that is similar to phase shift. When on, you can't be hurt by others, but you can't hurt them either. However, you can use powers that affect yourself, like heals and self-buffs. You also gain a small stealth bonus in addition to increase flight speed. It's a good panic button, but I used it for the increase travel speed more than anything else. The major draw back of this power is the extremely high end cost. I can travel with Quantum Flight for about a mile before my end completely runs out.

Conserve Energy
Recharge: 600 sec
Endurance Cost: 8
Recommended Slotting: 2x Recharge
Rating: 5

A click power that reduces endurance cost of your powers by 134% and lasts for 90 seconds. A must have power availble at level 24.

Light Form
Recharge: 1000 sec
Endurance Cost: 2
Recommended Slotting: 1x Resist
Rating: 5

Once you activate light form, you'll recover end at twice the normal rate and have mag 100 against knockup and knockback. You also get mag 15 against holds, sleep, and stun. Also, when you use Incandescent Strike during Light Form, you are not bound to your target, so you can move on to another target as Incandescent Strike animates. With that in mind, it's good to use Hasten along with this power to maximize your carnage. And don't worry about losing health along the way, because with one resist damage IO, you'll have 66% resistance towards every type of damage except psionics (can use the new Watchman accolade to counter that). Shining Shield stacks with this power, so yes, you're basically an invincible white orb of death while in this form. However, the crash leaves you with only 10% of your health and zero end. Light Form lasts 180 seconds.

There are a few ways to recover from the crash, the simplest being using your inspirations. The other way is to rely on your defenders or controllers. However, when you find yourself out of inspirations and without a defender/controller, you can always run away and rest to full health. But I find that to be rather un-heroic and kind of leaves my teammate out on a limb. What I did instead was move out of the frontline just before it crashes, then click Geas of the Kind Ones to get back my end, click Essence Boost and Reform Essence to get back my health, switch to dwarf form to use Sublimation to reach full health, and charge right back into the fight even stronger than I left it :) All this can be done in less than 10 seconds. It's good to stay in dwarf form while Geas of the Kind Ones is active to deal with the huge defense penalty. If you find yourself surrounded by enemies and not able to fallback, Ethereal Shift can allow you to recover in the thick of it. However, don't try resting during Ethereal Shift, since doing that allows you to get hit. I found that out the hard way :(



White Dwarf Powers


White Dwarf Strike
Damage: 39
Range: 5
Recharge: 3 sec
Endurance Cost: 4
Recommended Slotting: 3x Dam; 2x Acc
Rating: 3

It has a high recharge with a chance for 30% chance to knockdown your target.

White Dwarf Smite
Damage: 62
Range: 5
Recharge: 6 sec
Endurance Cost: 6
Recommended Slotting: 3x Dam; 2x Acc
Rating: 3

It has an animation that is similar to Air Superiority with the addition of exploding light on impact. Has a 10% chance to stun and a 30% chance to knockdown a target.

White Dwarf Flare
Damage: 42
Range: PBAoE
Recharge: 16 sec
Endurance Cost: 15
Recommended Slotting: 3x Dam; 2x Acc; 1x End Redux
Rating: 5

I think it's pretty cool that you get a power that is similar to the super strength tanker's Foot Stomp (available at level 38) in Dwarf form (available at level 20). It has a 80% chance for knockdown with a blast radius of 15 ft. It's a good power to hold aggro. I find this attack to be better than Solar Flare because it does knockdown instead of knockback.

White Dwarf Sublimation
Heal: 43%
Recharge: 60 sec
Endurance Cost: 10
Recommended Slotting: 3x Heal; 3x Recharge
Rating:

With 3 Recharge Reducers, you can use it every 30 seconds! This is my primary heal power due to its high heal percentage at 87% heal with 3 IOs.

White Dwarf Antagonize
Range: 60 ft
Recharge: 10 sec
Endurance Cost: none
Recommended Slotting: 1x Taunt
Rating: 3

With one Taunt IO, you'll have the enemies attention for about 11 seconds. It's not very long, but all of your dwarf's melee attacks have taunt as a secondary effects, so you can hold aggro decently, though not as well as a tanker. It's has a base accuracy of 112% so there's no need to socket for that.

White Dwarf Step
Recharge: none (0.73 cast time though)
Endurance Cost: 13
Recommended Slotting: 1x End Redux
Rating: 3

It is basically teleportation with a cool animation. You do move quite slowly while in Dwarf from, so using the Step can help you move around quicker. You can also use Dwarf Step to get out of slow effects like caltrops and quicksand.

The White Dwarf forms provides a level of defense that is similar to what a tanker can get. With 3 damage resists IOs, you get 59% resistance against all types of damage except for psionics. You also get 66% bonus to hp, mag 100 against knockback/knockup, and mag 15 against mezzes. A tanker would have to toggle on at least 3 powers to get those defense bonuses, while a PB toggle on just one :) However, with just 3 attacks, it does limit how much damage you can dish out. When you find yourself in a team of squishies, it's good to play in dwarf form to manage aggro and damage for the group.



Misc. Powers


Fitness Pool: The PB is an end hog and getting stamina is pretty much required, but it's annoying to go through 2 unnecessary skills before getting it. Get stamina as soon as possible, since the PB's higher level skills (like Photon Seekers) take a lot of end to use.

Hasten: It increases recharge rate of all powers by 70%. This power is more effective once you have Light Form or Conserve Energy, since you don't have to worry about running out of end as much.

Gabriel's Hammer (Temporary): This is a crafted item that deals just as much damage as Radiant Strike and has a high chance of knock back. This temp power adds another melee attack power to the PB's arsenal. Since it only has 20 charges, I save it for bosses and voids. Since you can't socket for accuracy, it is best to use this after you lowered the target's defense with the PB's defense-debuff attacks. The recipe can be obtained as a drop or can be purchased from Wentworth.

Ethereal Shift (Temporary): This crafted power is similar to phase shift. It's an instant activate power that makes you immune to enemy attacks. However, you can not deal damages either. You can use powers that affect yourself though. I find this to be better than Quantum Flight since it doesn't cost end to use. Can be used as panic power or to safely recover from Light Form crash. The downside to this power is that it last for only 30 seconds and you can't turn it off earlier. It has total of 5 charges.

Geas of the Kind Ones (Accolade): Of all the accolades I've collected, this is my favorite. It's a click power that grants 800% endurance recovery, 200% ToHit buff, 100% recharge increase, but with a -200% defense penalty. The effects last for 60 sec. I often use this power to quickly recover from Light Form crash, rather than hiding in some corner and rest back to 100%.



Not Recommended Powers


Bright Nova: The Bright Nova form gives the PB powerful range attacks along with inherent flight. The form comes with 4 range attacks, 2 single targets, and two AOEs with a 45% damage buff to all of its attacks. However, there is no mezz protection and damage resistance. I skipped this power because of that, as well as the fact that it distracts from my melee style of play.

Thermal/Quantum Shield: Thermal Shield provides resistance against fire and ice, while Quantum Shield provides resistance against energy and negative damages. I skipped these shields because they're both toggles and would further increase the endurance drain of my PB when on. And not every enemy you face deals those type of damages either.

Proton Scatter: A ranged attack that deals moderate damage against multiple enemies in a 45 degree cone. I skipped this power because of it's long animation time and its tendency to damage only one target.

Group Energy Flight: Provides your team within 60 feet of you the ability to fly. More often than not, it annoys your teammates since they can not choose whether or not they want to fly. Only in rare situations do you need this type of power, like fighting Hamidon or Lord Recluse. So if you don't find yourself doing a lot of that, pick a more useful power instead.

Dawn Strike: This is a PBAoE power that deals extreme damage. It is similar to an energy blaster's nova without the knockback. However, you can recover from the end drain of dawn strike much easier than the blaster's nova since it is only a -100% end crash, instead of the -1000%. I did not pick this power because I didn't want another crash to recover from.



My Build


Hero Plan by Mids' Hero Designer 1.30


Guerrero de Luz: Level 50 Natural Peacebringer

Primary Power Set: Luminous Blast

Secondary Power Set: Luminous Aura

Power Pool: Fitness

Power Pool: Speed


Hero Profile:

Level 1: Gleaming Bolt -- Dmg-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Acc-I:50(7), Acc-I:50(42)

Level 1: Incandescence -- ResDam-I:50(A)

Level 2: Glinting Eye -- Dmg-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Acc-I:50(7), Acc-I:50(11)

Level 4: Shining Shield -- ResDam-I:50(A), ResDam-I:50(11), ResDam-I:50(17), EndRdx-I:50(17)

Level 6: Essence Boost -- Heal-I:50(A), Heal-I:50(37), Heal-I:50(43)

Level 8: Gleaming Blast -- Dmg-I:50(A), Dmg-I:50(9), Dmg-I:50(9), Acc-I:50(19), Acc-I:50(43)

Level 10: Radiant Strike -- Dmg-I:50(A), Dmg-I:50(13), Dmg-I:50(13), Acc-I:50(19), Acc-I:50(42), EndRdx-I:50(43)

Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(42)

Level 14: Luminous Detonation -- Dmg-I:50(A), Dmg-I:50(15), Dmg-I:50(15), Acc-I:50(27), Acc-I:50(31)

Level 16: Swift -- Flight-I:50(A)

Level 18: Health -- Heal-I:50(A)

Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)

Level 22: White Dwarf -- ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(23)

Level 24: Incandescent Strike -- Dmg-I:50(A), Dmg-I:50(25), Dmg-I:50(25), Acc-I:50(27), Acc-I:50(33), EndRdx-I:50(46)

Level 26: Conserve Energy -- RechRdx-I:50(A), RechRdx-I:50(31)

Level 28: Glowing Touch -- Heal-I:50(A), Heal-I:50(31), Heal-I:50(39)

Level 30: Reform Essence -- Heal-I:50(A)

Level 32: Photon Seekers -- Dmg-I:50(A), Dmg-I:50(33), Dmg-I:50(33)

Level 35: Solar Flare -- Dmg-I:50(A), Dmg-I:50(36), Dmg-I:50(36), Acc-I:50(40), Acc-I:50(48), EndRdx-I:50(48)

Level 38: Light Form -- ResDam-I:50(A)

Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)

Level 44: Quantum Flight -- EndRdx-I:50(A)

Level 47: Pulsar -- Dsrnt-I:50(A), Dsrnt-I:50(50), Acc-I:50(50), Acc-I:50(50)

Level 49: Restore Essence -- Heal-I:50(A)

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

Level 1: Brawl -- Dmg-I:50(A)

Level 1: Sprint -- Run-I:50(A)

Level 2: Rest -- Heal-I:50(A)

Level 1: Cosmic Balance

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

Level 22: White Dwarf Strike -- Dmg-I:50(A), Dmg-I:50(34), Dmg-I:50(36), Acc-I:50(45), Acc-I:50(45)

Level 22: White Dwarf Smite -- Dmg-I:50(A), Dmg-I:50(34), Dmg-I:50(37), Acc-I:50(40), Acc-I:50(45)

Level 22: White Dwarf Flare -- Dmg-I:50(A), Dmg-I:50(34), Dmg-I:50(37), Acc-I:50(39), Acc-I:50(46)

Level 22: White Dwarf Sublimation -- Heal-I:50(A), Heal-I:50(29), Heal-I:50(29), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(46)

Level 22: White Dwarf Antagonize -- Taunt-I:50(A)

Level 22: White Dwarf Step -- EndRdx-I:50(A)




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Voids, Quantums, and Shadow Cyst


Voids and Quantums are foes that are trained to bring down Kheldians. They do that by wielding guns that deals massive amount of damages (through dark and nictus energies) that slows and knockdown kheldians. They can usually destroy a PB in 2 or 3 shots. A void is easily identified by their bright red scarf draped around a dark blue uniform. Quantums does not deal melee damages like voids but can be just as dangerous due to the fact that they look like a normal foe, until they pull out a big shiny quantum gun and start shooting the careless PB. And it doesn't help matters much if that Quantum is a Rikti Chief Soldier. Fortunately, their damages does not hurt a non-PB as much, so I usually let my teammates aggro or hold them for me.

As for soloing, when playing my peacebringer for the first time, voids and quantums were a pain in the butt. I was soloing a lot at the beginning and had a hard time dealing with them. But a friend told me about the dive bomb technique. Basically, you fly down on the unsuspecting void with Radiant Strike cued . Usually, they get knock backed, giving you time to unload your other attacks on them. Once I had pulsar, I would use that to hold the void or Quantum to further minimzie their threat.

Shadow Cyst is a dark energy crystal that functions as portals for nictus to quickly travel from one point to another. It's usually a bad sign to see one in a mish at the low levels, since it usually results in a team wipe. The Shadow Cyst will release over 10 nictus upon aggro, with each nictus shooting bolts that slows the target down. It is best to have the team focus their damages at the crystal, since upon defeat, it will blow up and destroy the surrounding nictus.



Helpful Binds


You can copy and paste these commands into your chat window. But make sure you are in the global channel. Feel free to change the keys in which the binds are attached too. I chose keys close to my left hand since that's where all the movement and attack keys are.

The following bind allows you to target Quantums, Voids, and Shadow Cyst first:

/bind TAB "target_enemy_next$$target_custom_next enemy alive quantum$$target_custom_next enemy alive void$$target_custom_next enemy alive cyst"

This bind allows you to announce the selected target to the team:

/bind t "team $target sighted!$$emote point"

This bind allows you to change into dwarf form and put its powers in the primary tray:

/bind g “goto_tray 9$$powexec_toggle_on white dwarf”

This one lets you change back into human form with its power in the primary tray on the first press. Then on the 2nd press, toggle on Shining Shield:

/bind v “goto_tray 1$$powexec_toggle_off white dwarf$$powexec_name shining shield”

This bind lets you use White Dwarf step simply by holding shift and left clicking where you want to teleport to:

/bind lshift+lbutton "powexec_name white dwarf step"

This bind lets you announce to the team your Light Form is crashing:

/bind u "team light form is crashing, retreating to recover"

Having these binds help manage the PB powers easier. Changing forms can be a chore, since you also need to put the appropriate form powers in the primary tray. However, with the above binds, you can change forms and trays with a single key. It's good to have powers you want to use in human form in the middle level, so you can monitor their recharge while in dwarf form. The trays in which you put your powers is a personal preference, but what I did is to put the human blasting powers in tray 1, the melee powers in 2, toggle and travel powers in tray 3, temp and accolade powers in tray 4, and dwarf powers in tray 9. Instead of scanning a crowd of enemies looking for Quantums, the tab bind can quickly find them for you. The Light Form crash bind is good to use to prevent the team from aggro'ing while you're recovering.



References & Credits


Before writing this guide, I made sure to play my peacebringer to level 50 so as to have as much experience with its powers as much as possible. Along the way, I've read many a guide that provided helpful information and advice on the development of my character. On Gameamp, LordStarwolf's guide provided an excellent introduction and DMslicer comment on Voids was insightful. On the main boards, Plasma's Ultimate Guide to Kheldians gave indepth information on all the PB's powers and tactics, Kheldian Backstory Guide provided a good source for writing my PB's biography, and The Pocket Guide to Binds for the Peacebringer made playing my PB so much easier :D

And last but not least, the Gameamp community helped me enormously with informative and friendly through responses and posts in the forums :) This website and its members certainly made my time on CoH all the more enjoyable :D

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User Comments
Kudos  Rhingo on 01/23/08 01:06
 
I personally think your guide is awesome, you did an excellent job going into detail on the different powers and why you chose them and etc.

On a side note:from personal expierience - I have 3 PB's on 3 diff servers a 48, 37, 22 - And while I have to agree BNC the Human/Dwarf fits my playstyle, I often run into players who have gotten extremely frustrated into just getting to 20 to get dwarf form, it is my own personal opinion that to make it a bit easier on PB players, to mainly slot and fill Nova Form from lvl 6 to about lvl 24 or 26 and then respec into Human/dwarf. Just asking around on diff servers the main concensus is that most players attempt just Human till 20 and usually get frustrated in the mid-teens and either abandon the toon or delete it. Nova Form is the form you pick up at lvl 6 and basically turns you into what i like to call a 'glass cannon' you can do crazy amounts of dmg but you tend to die really quickly if not careful. However i have noticed that this 'crazy dmg' seems to kinda drop off a bit round lvl 24 or so. Not a lot of guides seem to include this, so I assume that usually the guide writers often either forget about it, or tend to have more patients than i do =)

Other than that I still believe this is an awesome guide and Kudos to BNC.

  BNC-5S on 01/23/08 12:00

Thanks :D

  Techbot Red on 02/04/08 09:17

Much appreciated, nearly 50 and looking forward to a long awaited epic rampage ;) I will most likely play through by ear first time, but this guide will most likely be a good prod in the right direction. Im still not sure wether to get all 3 forms anyway (being a pretty big blaster and tanker fan) but yeah, much appreciated =]

Error  BNC-5S on 02/28/08 00:33

There's a small error for the binds. On the bind that switches from dwarf to human form, the shining shield actually activates on the first press :D. However, you can a 2nd press power like sprint simply by adding "...$$powexec_name sprint" to the command line.

Another Error  BNC-5S on 03/10/08 09:38

In the Cosmic Balance Section, the percentages for tanker/defender and scrapper/blaster is wrong. The correct figure is 20% damage buff for each Tanker/defenders on the team, and 10% resistance buff for each scrapper/blaster.

  Donovan Wolf on 03/31/08 03:16

Excellent guide I have to say,

I love my my human/dwarf pb. In a team, he just eats things alive, and I get alot of calls by my sg to get my pb involved in katie hannon tf's. On the last one I was involved with cosmic balance gave me a 20% increase to my damage resistance, and a 60% percent increase to my damage. (yeah I felt sorry for mary macromber that day.) Basically, though my range attacks don't get the punch they usually get if you slot them out in a human build, cosmic balance does make a huge difference. As far as IO enhancements go, i recommend slotting in devastation: chance to holds in my single target attacks. Gleaming bolt may be weak, but if you hit a target enough the hold kicks in and it sets em up for a melee attack.

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