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Everything you wanted to know about Peacebringers/Warshades but were afraid to ask.

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LordStarwolf Profile

Author: LordStarwolf
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Peacebringers and Warshades: light or dark beer

OK, so I decided to make a Kheldian guide. I havn’t really seen one just on Kheldians in general and I always get asked about them when I play, so here goes. I’m not going to espouse any certain build here, or tell you one is better than the other. There are a couple of guides for that. What I’m gonna talk about is what they do, how they do it and what the difference is between the two types. More along the lines of the philosophy of the type and how to fight them than a specific build. I have a level 50 Peacebringer. My experience with Warshades is a little more limited, but I have a friend that I have played with all the way to 50 on his, and I have a high level dark scrapper, which has similar powers, so I feel qualified to speak on them also. I’ll cover both types and what they have in general and similar between the two, then the differences in powers and fighting styles, then cover my own opinion on how to play them.

If you are new to the game and don’t know what a kheldian is, when you reach 50 in the game you unlock two new archetypes for toons, the Peacebringer and the Warshade. These are collectively known as Kheldian types. The two types of toons are very similar and very different all at the same time. Both are combinations of other archetypes as far as their powers are concerned, both get shape shifting abilities at the same levels, and both are very powerful. But after that point they diverge.

BOTH TYPES

Both archetypes are combinations of blaster and scrappers with a touch of defender/controller thrown in. They both come with inherent travel powers which are available at level 1. Both types get the ability to shape shift into other forms at level 6 and level 20. I’ll cover those in a minute. One thing you should note, the Warshade gets teleport powers as inherent and the Peacebringer gets fly as an inherent, but the Peacebringer is excluded from getting the teleport power pool and the Warshade is excluded from getting the fly power pool set. So don’t expect to get a PB that you can fly to a mish and then recall friend everyone too. He can’t get it.

However both types get the shape shifting powers, which do grant both types a style of fly and self teleport. Both types get shields while in human form that makes them tougher than the average blaster, and to a certain extent can be even tougher than a scrapper. My PB has actually stood toe to toe next to a tank and outlived him, although that was do to tactics as much as toughness. Also in human form both types get cosmic balance. This power, unique to Kheldian’s, gives a boost to certain powers when you are teamed with certain other AT’s (archetypes). Every tanker or defender in your group will increase your damage, every scrapper or blaster will increase your damage resistance, and each controller teammate will increase your resistance to control effects. Both types also get self rez powers similar to what some tanks and scrappers get.

Also one thing you really need to understand about human form Kheldian’s is they have no resistance to mez powers at all. A stiff breeze can stun you, which makes your toggles drop and that of course is what makes you tough. So carry break frees with you always, and try to keep a defender/controller handy with mez protection powers. Also one other down side to Kheldians is the lack of epic powers. None for you as a Kheldian. But really, with all the other goods stuff it has, you really never miss it.

Oh yeah, one word of warning. If you’ve never played a Kheldian, or played with a Kheldian, then you need to know that there are special anti Kheldian type bad guys out there, and when there is a Kheldian in the group they will start popping up in your mishes. Void’s of any type, quantums of any type are especially tough on Kheldians. Their weapons are specifically anti-Kheldian. It’s usually a one or two shot kill on your Kheldian teammate if he’s facing a void or quantum. If you are playing with a Kheldian please attack the void or quantum first. Otherwise he will be dead quick. If you are a Kheldian, call everyone’s attention to the void or quantum so they can help you kill it quick. And don’t be afraid to run from one. They are death incarnate for Kheldians.

Everyone reading this should take note that when in either shape shifted form no other power from the human-form powers or the power pools will run, including cosmic balance. The power buttons are grayed out and not available. Powers that others give you still work, but none of yours will. You can, however, put enhancements on the inherent powers in those forms, but of course that takes slots from your human-form. More on that in the “my philosophy for a kheldian” section. The two shape shifting forms you can get are Nova form at level 6 and Dwarf form at level 20. These are power choices at those levels and don’t have to be taken at those levels or at all if you don’t want.

Nova-form

This form is a super blaster form with four attacks powers, two straight attack, one cone and one targeted AOE (area of effect). The blasts of this form are inherently more powerful, longer ranged and more accurate than your typical blaster powers, and you get all four immediately. You instantly become a super blaster that can kill very fast. This form also is inherently a flyer. The form is always in flight and this doesn’t take any end to do, although the form itself does take end, so if you lose all end you shift back to human-form. Also this form is just about the squishiest (lowest hit point) type in the game. A good smack can kill you, so fight accordingly. For most people that means flying and shooting from above, since you are an inherent flyer that costs no extra endurance. This form is usually referred to as squid form, i.e. squidding it, little squiddy, etc., and you will hear all the seafood and calamari jokes you can stand.

Dwarf-form

Dwarf form is a mini tank. It’s not quite as tough as a regular tank, but far more durable than a scraper or anything else short of a tank. It comes with three inherent melee attacks including a knock back AOE foot-stomp-type power. However, the attacks in this form are even weaker than the equivalent tank powers. This form also has an inherent heal, teleport self and taunt power. It’s also almost immune to mez attacks. You can tank in this form, but keep in mind you are not as tough as an actual tank. This form is sometimes called lobster form, and you might hear some shellfish jokes, although this is less common than the nova form. Usually it is referred to as your tank form, i.e. “why don’t you tank it?”



THE DIFFERENCES

PEACEBRINGER

The Peacebringer is an Energy Melee/Energy Blast type with a touch of Empathy Defender thrown in. He has multiple melee attacks that are straight forward pound the bad guy attacks with some knock back effects. He also gets several long range attacks that also have knock back, as well as a nova type attack. In addition he gets a couple of self heals, including one that increases maximum hit points by 50% for a time., as well as a heal other power that works rather well. Many a times in a small team my PB was the only healer we had, and he certainly did the job when no other could.

Some of his melee attacks are extremely powerful and the long range attacks have AOE’s. He also has a MOG-like power called Light Form. For those of you who haven’t played a scrapper (or certain types of tanks) to a high enough level, or haven’t faced those annoying Crey Paragon protectors that have it, Moment of Glory (MOG) type powers is a short term extreme boost to defense that makes you almost indestructible, with emphasis on almost. I have been going against a Shadow Shard Crystal higher than me, and of course dieing rapidly, and popped light form and stood toe to toe with it for a bit. Those of you who have faced a Shadow Shard Crystal know what that means. He also gets what might be called a pet at higher levels called photon seekers, although I don’t think they could be considered a real pet since they die on attacking someone.

WARSHADE

The Warshade is a Dark Melee/Dark Blast type with a touch of Dark Miasma defender thrown in. Being the teleport equipped AT he gets TP foe, as well as a lot of the dark scrapper type powers that drain health and stamina and give it to you. He has long range dark blasts similar in range and power to the PB blast powers and also decreases baddies recharge and speed, and also gets some hold/immobilize powers to hold the baddies.

And he gets a real pet that has considerable attack ability, although it requires the presence of a dead bad guy to bring it forth. He also gets his own Nova-type attack called Quasar. Warshades also get the hit point increase power, although it requires bad guys present, as well as a MOG-type power called Eclipse. They also get an AOE disorient power.



MY PHILOSOPHY

Early in my play, before I reached 50, I had heard form several people who had Kheldian’s that human form was the way to go. I have to say I agree with that. There are those out there that disagree. I know several people that have slotted up their dwarf and nova forms and fight that way exclusively. But my experience is that human form is where it’s at. The boost you get in a big team from cosmic balance cannot be understated. And the ability with the shields you get to be as tough as a scrapper with as much melee killing ability, as well as a strong blasting ability combined with secondary powers……well it really makes you a powerhouse in combat. You can fill just about any role in the team, all at the same time. I know my Peacebringer plays scrapper, blaster and healer all at the same time and is highly sought after by people who know him.

One thing that I found though is it’s tough to human it at lower levels, especially when you can get the shape shifting forms and they are great in their roles. Its hard to human it, with blast powers that aren’t any better than regular blasters and too few shields at that point to be tough, when you can shift into nova form and out-blast any blaster. So my usual plan in a Kheldian is to use the shape shifting powers with just their inherent powers and put all powers and slots into the human form, and work it up right without having to depend on it only half done. I have seen people who also follow this and started humaning it at round 20. I personally wasn’t comfortable to go strictly human until 28 or so. But after that level, it was human all the way. I even respec'ed out all the shape shifting powers. I never used them. I was far more effective in human form.

The way I kept myself happy was I made sure my blast powers in human form, through the use of damage, range and accuracy enhancements, were as good as my squid form blasts. If you do that you never miss Nova form. And once you see how useless the attacks are in dwarf form, you realize how much more fun it is to be death on wheels in human form. I love being able to roll up on the baddies, hang in there as well as any scrapper, heal the tank and blast the runners at range.

In the higher levels of my Peacebringer I have experimented a bit with the power pools trying to make up for the few shortcomings in the Kheldian type. I tried the Combat Jumping/Acrobatics combination and the Tough/Weave combo in the last two respecs. Weave and Combat Jumping do pretty much the same thing to the same extent, defense enhancement, so the choice was between acrobatics and tough. I chose acrobatics first as an attempt to help with the stun problem, and of course it didn’t. Acrobatics is mainly good for knock back protection. And I was suffering with too much smashing damage in certain situations, so I switched to tough and weave as secondary shields. At this point I think I like acrobatics better. Tough hasn’t helped with damage very much and the knock back is pretty bad for him. Even though acrobatics didn’t protect against stun effects, I didn’t realize until after the respec how much it protected me against knock back. So if you feel like you need extra shields I would recommend the CJ/Acro combo. It seems to fit the Kheldian better.

As far as your fighting style in human-form, it will pretty much be a bit of scrapper and blaster, although I mainly stay in the melee furball when the fight is on and blast at runners or targets of opportunity. You can hang in there as well (or better) than most scrappers, although from what I have seen with the Warshade at higher levels he might tend to be a longer ranged fighter, as his melee attacks are more drains than damage dealers.

As far as the pluses and minuses of the two types go, if you like the run in and pound em style of a scrapper or tank, I would recommend the Peacebringer. If you prefer a little more support style of play I would recommend the Warshade. While the melee ability of the Warshade doesn’t strike me as strong as the PB, I have seen where I and my WS friend were both in the fight, we both got low on end and health, I died and he just sucked the life out of the guys around him and kept on going. That ability to replenish on the move and at will is a great asset. And the WS pet is a pretty powerful attacker. My WS friend, who got his to 50, could solo with him and stand back and let his pet do the attacking and aggroing and he stood back and blasted, al la controller style. In my opinion, the pseudo pet you get as a PB sucks. They destroy themselves in attacking, so you only get one shot per pet, with three pets being created per firing, and the damage they do is not inline with the endurance cost or the recharge time. But the WS pet is really good. And before someone says that lack of melee killing make the WS vulnerable, remember that he has controller like powers to hold the bad guys at a distance and considerable blaster powers to pound em.

Also, there have been discussions here on gameamp about how to deal with Voids or quantums in the game. A lot of Khedian players tend to run screaming from them, which is understandable. But early on, before I hit 50, I had played with a few Khelds that did that and didn’t think anything of it. Then one day I played with a squid that did the usual. “Void. Kill it!” But then he ran in and attacked it first. And you know he didn’t die form a void or quantum that whole mish. That’s when I realized the best way to attack a quantum or void is to rush in with your Kheld and hit him first. If you get off the first shot and hold him as a WS or knock him around as a PB then you, along with help from your teammates, can kill him before he kills you. I have found that this is the best strategy for dealing with the anti-kheld types.

So it depends on your play style. If you lean toward melee, PB. If you like support, especially controller like play, WS. Either one is fun and either one is a powerhouse unmatched in the game, especially at the lower levels, and can be played as a super blaster. He starts out with an edge and keeps it all the way. So now you have the easy part behind you, deciding which you want. Now for the hard part, you got to get a 50 regular toon. Good luck!

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User Comments
  bigspeer on 08/07/06 13:34

CJ/ACro sounds good, but what other power did you pick before Acro?

  Sunshine on 08/07/06 15:02

nice guide. really clarified the kheldians up a bit, and a WS really sounds like the way i wanna go now... dammit, i need to delete Zephe, hold on. :-P

  LordStarwolf on 08/07/06 22:29

What do you mean big? As far as another group of powers? CJ was the first sheild outside of the inherent ones I got. then acro after that. Then I respeced it out and took tough and weave.

  Hobsnob on 08/08/06 03:44

CODE
Also in human form both types get cosmic balance. This power, unique to Kheldian’s, gives a boost to certain powers when you are teamed with certain other AT’s (archetypes). Every tanker or defender in your group will increase your damage, every scrapper or blaster will increase your damage resistance, and each controller teammate will increase your resistance to control effects.


Warshades are slightly different. Instead of Cosmic Balance we get Dark Sustenance. It is alsmos the same, but switches around the damage resistance and damage buffs. So, unlike Peacebringers, our damage increases for each scrapper and blaster, and our resistance increases for each defender or tanker.

  LordStarwolf on 08/08/06 09:07

Thanks Hob. I'm a little weak on the Warshade.

  XxdudexX on 08/09/06 02:30

i liked it erally nice guide

  bigspeer on 08/09/06 06:33

acro is the last power in the jumping pool so you would have had to take two of the other powers in order to get it. i was just curious to know which one you took.

  Anachron on 08/09/06 20:18

QUOTE
Oh yeah, one word of warning. If you’ve never played a Kheldian, or played with a Kheldian, then you need to know that there are special anti Kheldian type bad guys out there, and when there is a Kheldian in the group they will start popping up in your mishes. Void’s of any type, quantums of any type are especially tough on Kheldians. Their weapons are specifically anti-Kheldian. It’s usually a one or two shot kill on your Kheldian teammate if he’s facing a void or quantum. If you are playing with a Kheldian please attack the void or quantum first. Otherwise he will be dead quick. If you are a Kheldian, call everyone’s attention to the void or quantum so they can help you kill it quick. And don’t be afraid to run from one. They are death incarnate for Kheldians.


khelds are vulnerable yes, but not helpless, these enemies are also dangerous to other ATs on your team, I have watched many non Khelds get dead because of them... there is also the chance of a Crystal Cyst, these look like human sized crystals Black with a Purple glow that slowly turn, they are usually surrounded with what look like small purple clouds much like the ("Extracted Essence" that comes from the "Dark Extraction" in Warshade Primary Power pool... a "summon pet" that only Warshades get, Peacebringers get no pets)

Crystal Cysts are extremely dangerous to everyone on your team and when the main Crystal is destroyed it explodes causing serious AoE damage and can easily wipe out a whole group if not given plenty of space.

FYI Destroy the Crystal before the pets, or it will keep spawning them.

  jammer_75k on 08/11/06 11:49

I'm just wondering about the creation of the PB or WS, do you make a whole new alt or does the lvl 50 alt become the PB or WS?

Also Ive fought one of those Cyst things and man is Anachron right those things wiped our entire team in one shot! Crazy!! After it happened everybody was like whaaa??? why did we all die? then the PB said it was because of the Cyst, so needless to say that when i see one in a mish i try to take it out as quick as possible!

Nice guide LS really answered a lot of questions that i had about PB's and WS's.

  DMSlicer on 08/11/06 13:17

Few more Points/Answers from a 50 PB on the UK server Defiant:

+ You get the option to create a PB or WS when making a new alt.

+ Human form PBs tend to do better than Human form WS. PBs get Buildup and Light Form, and they can make a very good attack chain (Radiant Strike, Incandescent Strike, Solar flare and the two blasts Glinting Eye and Gleaming blast). Pulsar is an AOE disorient which you can slot to perma-effect, will mezzle minions 100% and LTs 50% of the time. Incandescent Strike has a decent duration Hold built into it (is fairly long activation though) that is very useful for stopping void and quantums from hitting you... will work on Minions and LTs. Light form is NOT MoG, MoG is primarily a large defense boost, Light form does not increase your defense, but rather your resistance to all damage types except Psionic, as well as granting you increased indurance recovery and high resistance to virtually all types of mez for the duration of the form (180 secs).

+ Warshades tend to do better in Tri-form, their "Mire" ability is like an AOE damage and accuracy leech, and they get one in Human and one in Dwarf form. Their "Eclipse" move is also a leech but for damage resistance which carries over between forms (unlike PB's light form). The best combo a warshade can perform is to leap into a large spawn in dwarf to absorb the alpha strike, hit Mire, switch to Human- Eclipse, Mire, then switch to Nova for AOE blasting... you will effectively be at both the +resistance and +damage caps (including psionic resistance) for a short time. Eclipse is up sooner than Light form but has half the duration and does not give you mez resistance.

+ Whenever you are not in Human form, you do not get the bonus of Cosmic Balance/Dark Sustenance, as well as any other constant powers such as Health or Stamina. Accolade Bonuses (both Clicky and constant) will remain in effect from form to form.

+ Acrobatics does not protect against disorient, it protects you against virtually all Knockback, as well as adding one Mag to your Hold (not disorient) resistance. Combat Jumping gives you better mobility in the air, adds a small defense boost (region of 2%) and adds one Mag to your Immobilisation resistance.

+ I'd recommend Acrobatics and Combat Jumping for the +Hold, Immobilisation and Knockback resistance to any Human form PB.

  DMSlicer on 08/12/06 04:33

[Specialised Enemies...]

Voids will deal vast amounts of unresistable "Nictus damage" to you on top of their regular negative energy damage. Quantum Gunners are similar except that (1) they do not deal quite as much damage as Voids, (2) they do not do nictus damage in melee combat, only in ranged combat, and (3) they do not have a toggle-shield that makes them resistant to your attacks. Void's shield can be detoggled by mezzing them with Incandescent Strike, since it will hold minions and LTs.

Another thing to note is that on teams, Voids are resistant to taunt if there is a Kheldian present. They tend to fire straight at you even if the tank is atatcking them, best thing to do is keep them mezzed or in a perma-knockdown chain. Generally void/quantum Minions and LTs are not much of a threat at higher levels.

Void Bosses will not appear when soloing and are rare on smaller teams. They are about the only thing that a PB will still have trouble with at high levels, since Incandescent strike does not hold them and they can still one-shot you after 40. Quantum Bosses are also tricky but they do not automatically aggro Kheldians over tankers, do not do nictus damage if you can get in close forcing them into melee combat, and cannot quite one-shot you in Dwarfie or in Human with Essense boost running.


[Shadow cyst crystals...]

These can spawn at any point in your Kheldian Career, on any mission... although they get much more common at higher levels. Originally a bug outside of the final Kheldian story arcs, now they're really viewed as another special enemy to the Kheldians to offset them being 'epic' ATs. At higher levels Void and Quantum enemies do not pose much challenge to a well-built Kheldian, so you can see why they left them in... =D

As a PB, if you have Solar Flare, Essence Boost, Pulsar and Hasten (to counteract the Unbound Nictus's -recharge), soloing a red or purple Shadow cyst crystal in Human form is perfectly doable. After getting Light form it becomes Child's play. During the final Kheldian arc's last two missions you are required to kill 10 Shadow Cysts and several Elite Bosses, and I found it soloable even without picking up a Shivan pet. With a Shivan up you can take on two crystals at once in Light form.

For a WS it becomes laughably easy to kill them with Dwarf, Double-Mire and Eclipse... just let the crystal spawn its minions and then drain them dry to be at the damage and resistance caps.

Note that when a crystal is near death, it is best to pull back and snipe it with ranged attacks because it does a Point Blank "Nova" syle dark energy attack upon being defeated. This attack will often kill any AT (short of a tank or Dull Pained scrapper) without considerable Negative Energy resistance, and damages players and mobs alike (often killing off all the unbound nictuses the crystal has spawned). You can easily survive the blast in Dwarf form, and Light Form or eclipse should barely notice it.

  DMSlicer on 08/12/06 05:15

(Last post, I promise!!) =D

Kheldian playstyle/tips:

+ Shields will get knocked off (detoggled) when you get mezzed. Since Kheldians have no mez protection, they are of debatable use. It's perfectly doable to get a PB to 50 without taking any shields at all, though the smashing/lethal one will help survivability the most. Remember that in Human form you get +10% damage resistance for every scrapper/blaster (PB) or defender/tank (WS) on your team, and that resistance will not detoggle.

+ Pick up your Heals. PB's "Dullpain" (Essence Boost) and "Reconstruction" (Reform Essence) are lifesaving. You also get a second "Reconstruction" heal in Dwarf form, together with Conserve Energy this can practically give you the HP and Endurance recovery abilities of a regen scrapper. Warshades get an AOE leech that restores both Endurance and Health from defeated enemies in "Stygian Circle", practically eliminating all downtime after a fight.

+ Don't worry about early slots if you're going tri-form. Sometimes a triform WS or PB will want to devote most slots to his Dwarf or Nova forms. During a respec, you can slot those forms regardless of when you actually took them... so you can actually put the slots you get at level 3 and 5 into your level 6 Nova form. Same works for Dwarf.

+ Peacebringers are really best suited to Human or Human/Dwarf form. They get a really nice melee attack chain and a few decent ranged attacks, as well as a Phase ability, two heals, conserve enery, a self-rez, 3 resistance shields, Build up, an AOE disorient, a "God Mode" button in Light form, 3 Pets and a Nuke. Nova form is OK, but the damage gets mediocre at higher levels since you won't have access to Build up while in that form, and Cosmic Balance won't boost your damage output either.

+ Warshades are best suited to doing damage as tri-formers, since their +damage/+accuracy mires and their Eclipse damage resistance carries over from form to form. They do fine in Human form as Controllers and buffers/healers (leadership/medicine pool) but they lack enough abilities for a good damage output attack chain in only Human form.

+ Peacebringer pets are very, very useful. I've lost count of the times I've saved a team from a ganking by leaping into the middle of a large spawn, hitting Build-up and releasing my 3 Photon Seekers at point blank range. They are essentially a small-radius mini-nuke that does more damage than your main Nuke "Dawn Strike" and can easily strip a boss of most of his HP bar. They are also as Stupid as Custard. Don't rely on them to home in on anything by themselves, ever. They tend to fly off in completely the wrong direction unless you fire them point-blank at an enemy, but if they all hit the same foes they cumulatively have the highest Brawl Index of any attack in the game, and can be followed up by your main nuke, pulsar or solar flare for AOE carnage that a blaster's jaw will drop at.

[Tanking with Dwarfie in a team]

PBs make better tanks than WSs because of Essense Boost and Conserve Energy, both of which carry over into Dwarf form. WSs can have tank level damage resistance in Nova form using Eclipse anyway and do not have dwarfie footstomp to keep aggro. In my experience PB Dwarfs are hardier than all scrappers, most Ice tankers, and can do better than Invunerability Tanks and some Fire tanks when facing small mobs or mobs that do not play to that tank's strengths (ie fire/energy damage mobs for a Inv tanker).

Aggro control is Dwarfie's biggest headache, their taunt is not Auto-Hit, and has a shorter duration than a Tanks taunt. They also lack a PBAoE taunt aura, when tanking I usually rely on spamming taunt, hopping about and using footstomp to keep aggro in a group of mobs. PB Dwarfs are so survivable because they can heal 50% of their HP every 30 seconds with their heal (which unlike WS heal does not require an accuracy check) and have 60% damage resistance to everything except psionic. They have no defense, but getting even one "Clear Mind" buff on you can nearly turn you into a Granite Tank in terms of the amount of damage you can take when Essense Boosted.

My dwarf has attempted to tank almost every AV now, and only Infernal gave me too much damage to handle. I found that the Psionic Clockwork King is actually tankable as a Peacebringer if you use Quantum Flight to absorb the Alpha Strike, then Essense Boost/Conserve Energy/Hasten, shift to Dwarf and spam Taunt and Heal.

If all else fails... drop to Human, pop light form, and solo half the map.

Kheldians are truly "Epic" ATs.
Have fun with your squiddies! =D

  LordStarwolf on 08/13/06 22:05

Sorry big. Been so busy writing these things I hadnt checked comments on these. Thats what you get when you volenteer for Jeni. She's a slave driver. And she has that cattle prod instead of a whip. It hurts!

I took CJ, SJ and Acro. Superjump I never used of course, but it was there if for what ever reason I wanted it.

  mhsmm on 01/21/07 14:32
 
Great guide.I think I am going to play a Warshade after reading this.

  Midnight-Ice on 08/10/07 16:22

lvl 50 right? a looong way to go for me =(

  LorD VorXoN on 09/08/07 02:15

Nice Guide. I chose a PB once I got to 50 thanks to this guide!

The PB curse.  Teh_Thinker on 04/14/08 21:46

I've read all of the posts on here and believe me, even as fast as I read, it took about 30 minutes to read it all, stoppin here and there to check heroes for tells and sg happens, but it looks like to be that the devs knew what they were doing when they made the epics, I mean for someone having to make a guide this in-depth, says a lot, and I might say that it is very good, and very helpful in my case. As well as slicer and his info, helped clear things up on a couple of issues. In my case though, I'm lookin to make my PB a pvper, but almost seems that a WS would be better for that. I got both, but not developed my WS yet, been workin on my PB. I pvped with my PB today, and was able to go "toe to toe" as you all have been saying, with my friends tank, but still lost much to my prides hate. I'm now trying to respec my PB, but don't know what to do... This post my seem confusing, so all I'm saying, this has been very helpful, and maybe I'll figure out what to take now. Thanks.

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What is Credibility?
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LordXenophon
1st Place
16194
cybrdrgn
2nd Place
9286
Malicious_Intent_2001
3rd Place
5866
Death_Conqueror
4th Place
4275
Midnight Paw
5th Place
3550
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Latest City of Heroes News

 
Septembers Interview Featuring Rainah 09/02/08
August Interviews 08/29/08
Issue 13: Architect 08/27/08
Thirteen days for Thirteen shades 08/19/08
Interview Rainah for September 08/04/08
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Latest City of Heroes Forum Posts

What's in Your Wallet KLaw 11:33
Roll Call jfire90 09:04
Show us your base... Rainah 08:37
Watchmen Movie Trailer Solarix 07:54
PvE Blaster Build jfire90 04:59
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Latest City of Heroes Guides

 
 Introduction to the Plant/Thermal Controller Perceptor II 05/24/08
 IO Sets Pet Damage Villainess Vines 04/09/08
 IO Ranged Damage Sets Part 2 Villainess Vines 04/06/08
 Rise to the Challenge- A tanks best friend Super-Dan 03/27/08
 PomPoms of Justice bigspeer 03/10/08
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Latest City of Heroes Articles

 
 Rainah Rainah 07/27/08
 Interview with a Hero Phase_of_Echoes 07/18/08
 Hu's On Your Task Force? LordXenophon 06/01/08
 An introduction thedarkarsenal 03/29/08
 The Proverbs of Paragon LordXenophon 01/21/08
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