Guide to a Ice/Sonic Corruptor


buddhabear

 

Posted

hello,

I've only hit 20, but since there is no guide out there currently for a Sonic Corruptor I thought I would write one.

A sonic corruptor is hard to play, because most of your good defensive powers can't be used on yourself. You also don't get
a healing power, so there is a feeling of helplessness sometimes, as you see people slowly dying but can do nothing except stand near them and hope your defense field is good enough. You can't evne go nuts and fire away, because the second you get out of endurance your toggles drop, and you lose about half your effectiveness.

The best guide to the powers I've found is here:
http://www.nofuture.org.uk/cov/power...onic_Resonance

Here's my take on the ones I got so far (up to sonic dispersion, at lvl 20)

First, on the ice set, I would reccomend against getting any AOE attack. I LOVE ice storm, but it has a tendency to draw fire and kill me. The single target nukes are usually good enough for soloing.

Now onto the Sonic set:


Sonic Siphon:

This power sucks. If you can remember to use it, and can remember to refresh it when it leaves after 30 seconds, you get 10% more damage, unenhanceable.


Sonic Barrier / Sonic Haven:

these are your bread and butter powers for grouping. They give a base 10% resistance, enhanceable, very nice. One of the powers that would be very useful if you could put it on yourself too.


Sonic Cage:

this power sucks. mostly. it's a foe capture, so it will take a boss and make him unable to attack or be attacked, but the animation is very hard to see. The sound it makes is an annoying high pitched whine, so your group will hate you twice for it. Once for making them blow endurance on a invulnerable target, and again for the annoying sound.


Disruption Field:

This power sucks. Mostly. It's 10% more damage on all foes around an ally, but sucks endurance from you. the -res cannot be enhanced. It's useful if you can get a tank or scrapper to stay in melee range, but not really all that good.


Sonic Dispersion:

This is your third bread and butter power, a giant sonic bubble. It's enhanceable and protects yourself, so it's your only real defensive power.


Sonic Repulsion:

don't have it, but seems useful. It gets things out of melee range of squishies, so it could be useful if you don't have a tank or pets to take aggro. It does suck that you can't target yourself, making this the fourth power in the set that would be nicer if castable on yourself.


Clarity:

don't have it, probably useful, seems a lot like the pool power.


Liquefy:

don't have it, but it's earthquake, like a ruin mage. can be enhanced with -def, so this is the only power you will get that drops foe's resistances by more than the default 10%.


Power Pools:

Since all your powers are either toggles or castable on others, you will always be out of endurance. always. I'd definitely get stamina. Pick up medicine if you really feel guilty about not being able to heal.

So in summary, these are the powers that don't suck:
Sonic Barrier, Sonic Haven, Sonic Dispersion, Liquefy.

These suck a little:
Sonic Siphon, Sonic Repulsion

These suck a lot:
Sonic Cage, Clarity, Disruption Field


 

Posted

Most people do not know how to play /sonic, clearly you have no idea.


 

Posted

write your own guide then, and save the personal attacks for someone that cares.

I would say noone knows how to play /sonic because nobody plays sonic. I've yet to find someone in /who over 20 that does.


 

Posted

Thanks for the post Oiler.

On the other poster - reinterate Oiler's comment. If you disagree, post your own guide. /Sonic is not played often - and this is the first guide to the secondary. Would love to see more.


 

Posted

You can try the defender forums then, cause thats where most guides for sonic are. The Sonic secondary for corruptors is the same as the primary for defenders just alittle more boost for defenders.


 

Posted

thanks ninja, I forgot that defenders got Sonic too. I'm still not sure what you meant by your first comment, since everything I said in my guild was said in theirs.

Well, except we disagreed on if -Foe Def was worth it. I still thing it's too much hassle, but whatever.

here's the link to the only sonic guide on the defender forums:
http://boards.cityofheroes.com/showf...part=1#3588913

The levels are off though because defenders have it as a primary, I got the area bubble at lvl 20, and the defender guide says defenders get it at level 26.

I'll have to double check my numbers I'm pretty sure every power started at 10% -def and got 5% better with each DO.

thanks again,


 

Posted

Only reason I said that in the first post is because you said like half of the powers suck, but really they don't and if you ever do get to team with a /sonic, specially in mid 30s, they rock. I would take /sonic over any other corruptor secondary. Sonic is similar to force field except Sonic has the -dmg resist to foes, that 10% comes in real handy. Heres my old sonic/sonic build, but I added Ice instead. Its very team oriented, this is pre-i7. Freeze Ray slots are up to you, personally holds are great and all, but thats the Doms job. The first power for /Sonic line must be slotted that way, its crucial. Everything else is decently slotted. You'll have recharge times for your good powers between 8-10. I only recommend /Sonic if your going to be team oriented. Soloing will be ruff, but the first power of the sonic line benefits you as well as the last power.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Ice Phreak
Level: 41
Archetype: Corruptor
Primary: Ice Blast
Secondary: Sonic Resonance
---------------------------------------------
01) --> Ice Bolt==> Acc(1)Dmg(3)Dmg(5)Dmg(7)
01) --> Sonic Siphon==> Acc(1)Acc(9)Rechg(9)Rechg(11)Rechg(11)
02) --> Ice Blast==> Acc(2)Dmg(3)Dmg(5)Dmg(7)
04) --> Sonic Barrier==> DmgRes(4)DmgRes(19)DmgRes(29)
06) --> Air Superiority==> Acc(6)
08) --> Freeze Ray==> Acc(8)
10) --> Swift==> Run(10)
12) --> Ice Storm==> Rechg(12)Rechg(13)Rechg(13)Dmg(17)Dmg(17)Dmg(27)
14) --> Fly==> Fly(14)Fly(15)Fly(15)
16) --> Sonic Haven==> DmgRes(16)DmgRes(19)DmgRes(29)
18) --> Health==> Heal(18)
20) --> Sonic Dispersion==> EndRdx(20)EndRdx(21)EndRdx(21)DmgRes(37)DmgRes(37)DmgRes(40)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Bitter Ice Blast==> Acc(24)Dmg(25)Dmg(25)Dmg(27)EndRdx(36)Rechg(37)
26) --> Disruption Field==> EndRdx(26)EndRdx(31)EndRdx(33)
28) --> Aim==> Rechg(28)Rechg(31)Rechg(31)
30) --> Aid Other==> Heal(30)Heal(36)Heal(36)
32) --> Blizzard==> Dmg(32)Dmg(33)Dmg(33)Rechg(34)Rechg(34)Rechg(34)
35) --> Clarity==> EndRdx(35)
38) --> Liquefy==> Acc(38)Acc(39)Rechg(39)Rechg(39)Rechg(40)EndRdx(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


 

Posted

Let me start by saying thanks for taking the time to write a guide.

Now I have some criticism about the guide. I am try to be constructive so that you can make your guide more useful to people who read it.

I think you need to start the guide telling a little bit about your playstyle so that readers will know how you are coming to your opinions about a powers usefulness.

You spend so little time talking about the Ice primary I wouldn't even include it in your guide. Also you seem to indicate that the AOEs draw too much aggro so you settle on the single target attacks to solo with. Soloing is where aggro matters the least. If critters see you they attack you. Doesn't matter if you hit them with an AOE or not. I would think that the AOEs in Ice would be a good thing while soloing as it does -spd and -recharge thus letting you more safely deal with multiple mobs. This control is the big thing Ice has going for it compared to other blast sets.

Do you even like the sonic set? From reading your guide it doesn't seem like it.

[ QUOTE ]

Sonic Cage:

this power sucks. mostly. it's a foe capture, so it will take a boss and make him unable to attack or be attacked, but the animation is very hard to see. The sound it makes is an annoying high pitched whine, so your group will hate you twice for it. Once for making them blow endurance on a invulnerable target, and again for the annoying sound.



[/ QUOTE ]

Sonic Cage is one of the better powers you can take if you are going to do any PvP at all. It is also very useful solo. If used with a group who know what to expect and have been informed that it is being used it can keep an annoying boss or other mob out of action for its duration.

Like detention field from the Force Field set it can take anything out of the fight that it hits. You don't have to worry about stacking magnitudes and breakfrees don't do squat.


[ QUOTE ]
Clarity:

don't have it, probably useful, seems a lot like the pool power.



[/ QUOTE ]

Actaully it is more like the Clear Mind that empaths get than something from a power pool. It can be a very useful power for removing and defending against Mezs. The +perception it gives is also very useful in PvP.

[ QUOTE ]

Sonic Siphon:

This power sucks. If you can remember to use it, and can remember to refresh it when it leaves after 30 seconds, you get 10% more damage, unenhanceable.


[/ QUOTE ]

This power has a 16s recharge out of the box. That means without en enhancements it is pretty easy to stack it. If you start throwing recharges in it you can keep 3 of these on a target pretty reliably. Granted thats a waste against minions but used against bosses it can really make a difference.

[ QUOTE ]

Disruption Field:

This power sucks. Mostly. It's 10% more damage on all foes around an ally, but sucks endurance from you. the -res cannot be enhanced. It's useful if you can get a tank or scrapper to stay in melee range, but not really all that good.


[/ QUOTE ]

Start stacking this percentage with the the -res of Siphon and it adds up.

This may be nitpicking but since this is a guide for Corrupters getting a Tank or Scrapper to group with is probably going to be a little tough.

[ QUOTE ]

Liquefy:

don't have it, but it's earthquake, like a ruin mage. can be enhanced with -def, so this is the only power you will get that drops foe's resistances by more than the default 10%.


[/ QUOTE ]

Liquefy doesn't do anything to lower a target's resistance. It lowers their defense and their accuracy. Defense effects how often you get hit. Resistance determines how hard you get hit.


 

Posted

Apologies for "necro" posting, but DANG, that is not a way to write a "guide" with "this sucks, that sucks" in it especially stating 3/4 of /sonic's powers sucking and funnier yet only being at level 20.

Sonic cage, sonic repulsion, pheraps disruption field and liquify are skippable powers but the rest are handy even the "sucky" siphon. But I found the usefulness of sticking a disruption field on a Scrapper or Tank in a mission then throwing siphon on the primary targets to take them down faster (think of a Scrapper using BU on a target ~30% -res debuffed), the sonic cage can be useful but I have been in many teams where a target was intangible and we'd hit it not noticing "unaffected" above its head, it can be a pain in teams but useful in PvP when you want to put a "time-out" on that really annoying Controller or Blaster.

Edit: Also I am not sure if 10% -res is accurate, I was getting 22.5% increase in damage against an even-level minion from sonic siphon.


 

Posted

I have a 15 sonic/sonic corruptor and a 41 Earth/Sonic controller.

My experience with sonic isn't one I'd classify as "sucking". I think that word is too abstract for conveying too much information.

About 3 minutes ago I took my 15 sonic up against a 15 Rocketman. Here are the numbers:

Smashing damage from shriek (no enhancements): 9.24 points

Smashing damage from shriek after 1 sonic siphon: 11.32 points

Smashing damage from shriek after 2 sonic siphons: 11.32 points

In each case I made sure resistance debuffs from shriek had worn off.

Thus, against a 15 rocketman (a minion) the siphon enhanced damage by 22.5%. Now I know it's just a matter of opinion, but I think that's great! Especially for a tier 1 power. In addition, EVERYONE on your team will do that much more damage to whatever you hit with siphon.

In addition, sonic siphon DOES NOT stack. It is NOT like siphon power fron kinetics.

I would recommend against adding recharge enhancement to sonic siphon unless you want to siphon as many seperate enemies as possible. I use 2 accuracies and leave it at that.

Good luck with your sonic resonance toons!


 

Posted

Ok i now highly doubt u've even played past 2.

First of all: ur res #s seem quite off.

Second of all: sonic cage is not useless, i suppose in a team duel u would rather have an extremely dangerous rad troller or whatever running around than sitting in a cage???? highly odd thinking lol

Third of all: clarify gives perception, something everyone loves in pvp.

Overall, I'd have to say the only lackluster power int he whole darn set is repulsion...

But seriously, how bout knowing something about the set first??


 

Posted

Why is this the only /Sonic Corruptor guide?

Thanks to those that have taken some time to post some good things about /Sonic.


 

Posted

Good question, Mikoto!

Fortunately, there is some information out there for the fledgeling /sonic resonance corruptor.

Some say there are /sonic resonance controller guides. Rumor has it they are packed full of information on the sonic resonance set. The corruptor and controller versions of those powers, down to the level they become available and the endurance costs, recharge, range, and so on... are almost identical. The only major difference has to do with control type powers. Sonic cage has a higher magnitude in the controller version as does the knockback in sonic repulsion.

Check out the controller guides for sonic information: http://boards.cityofheroes.com/showflat....e=0&fpart=1

Good luck with your toons!


 

Posted

Clarity=/=Stimulant

Stimulant
Duration: 45
Protects: Sleep, hold, immob, confuse, fear, stun) 7.2 mag
Resistance?(Mez Duration reduction): None
Interruptible?: Yes

Clarity
Duration: 90 seconds
Protects: Sleep, hold, immob, confuse, fear, stun. Mag 10.4
Resistance?(Mez Duration reduction): 173% Sleep
Interruptible?:No

The clear (lawl, pun) differences are in the level, duration, and reliability of execution. Comparing Clarity to stimulant is like comparing a souffle to a donut. They're both pastry, but one's clearly (Lawl, pun) better.


 

Posted

I've got my Sonic/Sonic up to level 26 so far. I plan on writing my build out once I get to 41 or so. I have to say that(IMO) so far all the powers in Sonic/Sonic are good or great, except for maybe Repulsion Field(IMO). It all comes down to your playstyle and if you solo or team more. It's sad that this is the only guide as has been said, because if you've ever teamed with a higher level Sonic, they do shine(even though it's hard to tell sometimes with the unflashiness of the power sets).


 

Posted

[ QUOTE ]
write your own guide then, and save the personal attacks for someone that cares.

I would say noone knows how to play /sonic because nobody plays sonic. I've yet to find someone in /who over 20 that does.

[/ QUOTE ]

i've seen many /sonic guides. <3> which is more than most. ive seen a earth/sonic guide. a sonic/sonic(Defender) guide and a incomplete ice/sonic guide... which i wouldn't even tell you to read because its saying that 2 useful powers aren';t useful oh and just because not many people play them doesn't mean they don't know how. and lemme give you a mini guide to /sonic for curruptors:

Sonic Siphon: Lowers an enemies res by 30%. Yes 30% thats what hero builder says. yup... 30% thats pretty nasty IMO. for a ice/sonic curruptor that should be your single target assassin. with ice bolt, ice blast and bitter ice blast thats a very nice little attack solo.

Sonic Barrier: 15% resistance to smash lethal and toxic. Nice, good for those other little squishies on your team and a good way to turn a brute into a tanker. Not a must have for solo but it IS must for teams. people expect you to have it im sure. With 3 SO DamRes: 23.6%

Sonic Havon: 15% Resistance to Energy, Fire, Cold and Negative Energy, agian if you have barrier you might as well have this. Very useful. With 3 SO DamRes: 23.6%

Sonic Cage: A Capture skill that lasts 30 seconds. WoW thats long. may not be worth it for fast teamin but if your playing on higher difficulty solo it may be worth having. it has a +40% chance to hit already so 1 Accuracy would easily be enough. 60 second recharge and a 12.5 endurance. its up to you. Not required.

Dispertion Field: An Ally Anchor! You put this on an ally and anything that comes near your ally loses 30% resistance. Neat huh? Well.. it does cause aggro. Not very nice for squishy ole' you but if your team can kill fast enough it shouldn't be a problem. I can see why many people would skip this though with its 1 endurance per second! it may be a good idea to use on an AV in combination with Sonic Siphon for a nice -60% Resistance. Not Required but has its uses

Sonic Dispersion: This is pretty much your PBAoE Bubble like in FF but instead it gives resistance to all damage types except psionic (11.25%) and resistance to holds, immobilizes and Disorients. It's a must have for teaming /sonics. with 3 DamRes SO's you have 17.7% enhanced Resistance to all but psionic! 0.6 endurance per second, may need a EndReduc SO

Sonic Repulsion: This your Knockback power. You put it on an ally and anythig that comes near gets pushed away. The problem with it is that it has a whopping 1 endurance per second and 2.5 endurance per mob that is knockedback. If there are 5 baddies on the dominator then put it on him then wait 2 seconds then turn it off. With the huge endurance cost it may not be worth it. Also with all the resistance your giving allies then it should not be your "oh crap" button.

Clarity: A very useful technique that gives an ally resistance to: Disorients, Holds, Immobilizes, Sleeps, Confuses and Fear. Also increases perception by 86.5%. Sounds pretty useful in the upper levels. In pvp it may also have its marits. I'd take it. But because you already have 2 "Bubbles" to put on your allies only use this skill on the brutes and the MM's biggest pet. It lasts 90 seconds.

Liquefy(cool name): You target an enemy and yell at it; causing an earthquake. Sounds nifty, and it is. Theres a 3% chance every 0.2 seconds to knock an enemy down. or 15% per second. you get a MASSIVE ammount of debuffs:
Defense: -25%
Accuracy:-25%
Recharge: -20%
-Fly and Jump
To Hit: -25%
Thisi s a very nice ability to use on AV's and Large amounts of baddies or good..ies if your a baddy. the shear debuffing power of this skill is amazing. The drawback is that it doesn;t gt bonus accuracy so you will have to put 2-3 accuracies in it. it lasts 30 seconds and is on a 300 second cooldown (5 minutes) not too bad with recharge and hasten. it costs 23.4 endurance though. I suggest 2 Acc/2 Rchrg/2 Endo for good measure, but its up to you.

All In All:
Total Resistance Given with 3 So's in all resistance skills: 41.3% (WOW)
Total Resistance Taken: 60% can be reached on 1 to 2 targets. (WOW)
Overall awesomeness: 9/10

Why don't people play /sonic or sonic/ ? its simply because of the strobbing stuff and people can't handle it. They get headaches and stuff. also the graphics aren't too inviting. But it's right up there with Force Field. Infact 2 good defenders or curruptors with ff and sonic Res could easily do better than 2 empathies or thermals in my opinion but sadly not enough sonics to go around.

all in all dont say the good skills suck. even without the math you should of noticed that your skills were doing 30% more damage not 10%. Don't EVER say a skill sucks until you've actually used it more than once. oh and no wonder your making a guide at lvl20 because you can't get past it.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

[ QUOTE ]
Clarity: A very useful technique that gives an ally resistance to: Disorients, Holds, Immobilizes, Sleeps, Confuses and Fear. Also increases perception by 86.5%. Sounds pretty useful in the upper levels. In pvp it may also have its marits. I'd take it. But because you already have 2 "Bubbles" to put on your allies only use this skill on the brutes and the MM's biggest pet. It lasts 90 seconds.

[/ QUOTE ]

Disagreed. Sonic "bubble" duration is abotu 4 minutes. There's absolutely no reason not to use clarity on everyone in-team if possible. Most of the time, (i.e. PvE) this is a situational use power, but in PvP, every single aspect of this power is used; from the +percep to the +protect(confusion) every AT has soemthing substantial to gain from ahving this power on them.

Further, brutes are likely to need this power the least because they typically have mez protects of their own. While the +percep is valuable, having a full set of unmezzable (mostly) corrs and doms is invaluable in hard fights.

Finally, There is no power that is directly comparable to clarity in other powersets. Thermal (corr), poison(MM), and kinetics(corr) have a mez protect, but it protects against only some of the same mezzes, noticeably leaving out sleep, confusion and fear. A sonic villainside without clarity is like an emp without clear mind. Still effective, but simultaneously sorely lacking.


 

Posted

[ QUOTE ]
A sonic villainside without clarity is like an emp without clear mind. Completely lawz.

[/ QUOTE ]

Fix'd.


 

Posted

By far, worst guide ever.


"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force