Kheldian Basics
Last Modified: July 28, 2010
When you reach level 50 and unlock the epic archetypes ("Peacebringer" and "Warshade"), your first choice will be which type to make.
Similarities
First Inherent Power – Team Power
Each type gets bonuses depending on the team they're in (thus kheldians are designed to be team ats). They are as follows:
Peacebringer – Cosmic Balance- For each Scrapper or Blaster – Increased resistance to damage (10% per)
- For each Tanker or Defender – Increased damage (20% per)
- For each Controller – Increased resistance to holds/sleep/stun etc (+2 mag)
- For each Tanker or Defender – Increased resistance to damage (10% per)
- For each Scrapper or Blaster – Increased damage (20% per)
- For each Controller – Increased resistance to holds/sleep/stun etc (+2 mag)
The specific percentages are from the official forums, but I'm not sure of their accuracy. Also note that the teammates have to be within 150ish yards.
Second Inherent Power – Travel Power
Some things about the two are identical. For example, both have a travel power from level one and the power is inherent so you don't have to waste a power slot for it. For Peacebringers, this is fly and for Warshades, it's teleport.
Each is identical to the regular power pool powers with slight changes. The Peacebringer has a custom sound effect and nifty trailing light when flying. The Warshade has a inky purple/black/blue/pink cloud that surrounds them when teleporting.
Either way, it's really nice to have a travel power at level 1 🙂
Third Inherent Power – Free Pool Power
This power is received automatically at level 10. Like the travel powers, they have fancy names and look different, but are otherwise the same powers you know and love. For Peacebringers, it's hover and Warshades it's Recall Friend.