A Defender's Guide to Sonic/Sonic
Thanks for providing a nice and clear up to date guide for Sonics - there's far too few of them in general, let alone recent ones.
I have just one minor quibble: Sonic Dispersion has the same radius of effect as Forcefield's Dispersion Bubble - you said "Unfortunately the sphere is pretty small compared to Force Fields Dispersion Bubble". I think perhaps you confused Dispersion Bubble with Force Bubble?
Dalcharis,
Thank you for making a sonic/sonic guide. The CoX community has been without one for too long, and I applaud your efforts. You deserve major kudos.
I have some contributions:
1) Sonic Repulsion has a nice usage in "Protect X" missions. It's really useful to bounce enemies away from the object they're trying to destroy.
2) According to City of Data the defender version of Liquefy is a -35.7% defense hit and a -35.7% to-hit drop. In addition, there is a -28% recharge component as well. The corrupter and controller versions do -25% defense and to-hit and -20% recharge. A great power if you've got a Sonic/Dark defender as it goes wonderfully with tentacles.
3) It would be worth mentioning the damage scales for the Sonic Blast attacks. I'm not home so I can't measure them at the moment.
4) I have a set of keybinds that I use with my Sonic Resonance toon. They're for shielding your team and quickly dishing out Clarity when needed. I wrote a little batch file to generate them all. The code is in this CoH forum post.
Great guide!
Updated my mistakes and things left out. If by damage scales you mean something similar to BI, I don't know a whole lot about how it really works. I do remember something being said about a new format... but haven't seen it around yet.
Having not seen an actual Sonic guide that has been updated by someone whos traveled up to 50 except for as a controller, I decided to make a relatively easy to follow one for defenders. I'll update as I can once Issue 9 is out and we find anything interesting for invention slotting.
General Overview
Sonic is all about Resistance. Resistance decreases the amount of damage you take (+res), or increases the damage enemies take (-res). This is unlike Defense, which increases the chance that something will or will not hit.
As a flat number quick reference to see how things will stack up, courtesy of City of Data, found here: http://coh.nofuture.org.uk/powersets/ The debuffs (-res) add up like this:
Sonic Siphon: 30%
Disruption Field: 30%
Screech: 20%
All Sonic Attacks: 20%
*Dreadful Wail, each hit done causes an additional 20%. So if it hits, anywhere between 40%-80%
These all stack with each other, with the exception that Sonic Siphon will not stack with itself, lending to an ability to greatly increase the damage your team does to a boss especially, but with Howl (cone) and Disruption Field, you can turn hordes into butter.
Another perk to Sonic/Sonic, Slots are generally plentiful that you will rarely feel too strapped, you can slot everything however you like, skimp on attacks if you don't feel need for additional range/endredux/acc
Of use to some players may be a batchfile that allows you to simply press a number and it'll cast buffs on that teammate, the txt for that file can be found here
SONIC RESONANCE
Sonic Siphon:
Available: Level 1
Range: 80ft
Cast Time: 2.17s
Recharge: 16s
Endurance: 8.53
Duration: 30s
Reduces resistance of a single enemy by 30%. Rather straight forward. Does not stack with itself! This is nice for slaughtering a boss, elite boss, or an arch-villain. Personally I consider this power highly optional. I dont use it but then my gaming situation varies greatly. Early on, this will make a rather negligible difference in damage done, post 20, it can help pack a wallop. That said, post 32, teams start to plow through bosses and below with lots of ease as their powers are slotted, your other powers are being utilized constantly and unless its a particularly tough enemy, this wont be noticed unless its on an arch-villain. However I could see it as an asset to a small teamer or someone who solos extensively.
Slotting: 1ACC, maybe 2 if you find yourself utilizing it extensively.
Sonic Barrier:
Available: Level 1
Range: 80ft
Cast Time: 1.33s
Recharge: 2s
Endurance: 7.8
Duration: 4 minutes
Increases the resistance of a single teammate to Smashing, Lethal, and Toxic by 20% at its base, 3 slotted for Damage Resistance, it jumps up to 31.2% (based on Hero builder calculation). Thats a heck of a decrease in damage they take. Take it and 3 slot it and be happy for all eternity. Dont forget to use it youll be amazed at how fast hp can drop when its not up not that I ever forget and watched blasters eat dirt and giggled This power does not stack with itself.
Slotting: 3 Damage Resistance
Sonic Haven:
Available: Level 2
Range: 80ft
Cast Time: 1.33s
Recharge: 2s
Endurance: 7.8
Duration: 4 minutes
Increases the resistance of a single teammate to Energy, Negative Energy, Fire, and Cold by 20% at base, 31.2% when 3 slotted for Damage Resistance. Obviously, get it and love it just like you would Barrier. Does not stack with itself
Slotting: 3 Damage Resistance
Sonic Cage:
Available: Level 6
Range: 80ft
Cast Time: 1.67s
Recharge: 60s
Endurance: 12.48
Duration: 30s (NPC) 15s (Player)
Foe Capture, they become intangible, and often cannot move. This power has its ups and downs. It has poor use in teams, but likely handy when solo or duo-ing, to allow you to take a boss out of commission while you work on everything else. In PVP, its worth its weight in gold, as few things drive players batty more than being unable to take action.
Slotting: To taste. For PVP I imagine you dont want this to miss, so you likely will want to toss on accuracies.
Disruption Field:
Available: Level 8
Range: 70 ft
Cast Time: 2.7s
Recharge: 8s
Endurance: 1.04 per second while affecting foes
Duration: Toggle
The debuff from the Gods and will make your teammates go wow at their numbers (usually not realizing at all that you are whats making it happen). A debuff anchored on a teammate, that all mobs within 15feet will receive a 30% resistance debuff. Its a major endurance hog. I would honestly put this off until after Stamina, immediately afterward at 22. Pre-20 it doesnt seem to make a huge difference, at least no more than you using other attacks will. Be sure to place it on someone whom does lots of AOE, some scrappers, blappers, or tankers (with their AOE gauntlet power). This generates agro toward you, not the person it is anchored on. But most AOE powers seem fully capable of keeping the agro off you. Turn it off if someone is herding else thats a world of hurt coming for you. If no enemies are in the radius of the AOE, it doesnt seem to drain endurance.
Slotting: 2-3 Endurance Reduction
Sonic Dispersion
Available: Level 12
Range: 25ft Sphere
Cast Time: 2.03s
Recharge: 15s
Endurance: .52 per second
Duration: Toggle
This provides 15% Resistance to everything except Psi to everyone within a 25ft sphere from you, slotted with 3 Damage Resistance, this provides 23.4% Resistance. It also provides protection to Immobilize, Hold, and Disorients. Take this as soon as its available and never turn it off. Its one of your few powers that protects you. Combined with your other shields, your teammates are shielded to 54.6% resistance. Unfortunately the sphere is pretty small, it looks smaller than Dispersion Bubble, but apparently is not, however, it's definately difficult to tell whom is or is not in protection range without staring at your teambuff bar. Position yourself as best you can for maximum benefit. Its also a bit heavy on endurance, but not agonizing, compared to disruption.
Slotting: 3 Damage Resistance, 1-3 Endurance Reduction
Sonic Repulsion
Available: Level 18
Range: 70ft
Cast Time: 2.33
Recharge: 8s
Endurance: 1.04 per second
Duration: Toggle
This power is anchored on a teammate, anything that gets near them, is hurled back, just like Repel from Kinetics. Its an endurance pig and will generally do little good other than waste endurance. About the only application I can fathom using this for would be say on a /Devices blaster, but even they might get angry as they might have had cones lined up perfectly. Alternatively you can use it to torture teammates.
According to HotButteredSoul, it's great to place this onto objects that you need to protect from enemies, artifacts and Terra Volta spring to mind.
Slotting: Endurance Reduction
Clarity
Available: Level 26
Range: 70ft
Cast Time: 1.5s
Recharge: 4s
Endurance: 5.2
Duration: 90s
This power is a blessing and a curse. Great when you have a use for it, but the short duration renders it a pain, and on larger teams, it becomes a nightmare. It provides resistance to Disorient, Hold, Immobilize, Sleep, Confusion, and Fear, and frees them if affected when applied. It can be stacked upon itself. In PVP this will make you everyones best buddy, and youll think them the whiniest person you have ever known to exist, because it adds +perception, so that you can see the stalkers before they strike you down. Too bad that YOU are generally the stalkers target (and often everyone elses) and cant use this on yourself . Expect to have a miserable PVP experience or two due to this power alone.
Slotting: 1 Recharge
Liquefy
Available: Level 32
Range: 60ft
Cast Time: 2.67s
Recharge: 5 minutes
Endurance: 23.4
Duration: 30s
Damage: Minor (about as much as shriek)
The last power in the set, and its both loved and hated. Theres a very minor hold and very minor damage attached, neither worth slotting for. Theres knockdown within the 25ft sphere it affects, but only about 50-75% as often as Ice Slick or Earthquake. NPCs have a big tendency to be able to run out of the effect. The part that is actually nice about the power 37.5% defense and 37.5% To-Hit debuffs, as well as a 28% recharge debuff. The knockdowns and debuffs are auto-hit, theres no need to enhance accuracy on this power. The nastiest part of this power is the hideous recharge, combined with inability to personally keep mobs affected in the area of effect. HOWEVER Ive noticed when I DO use the power on a medium-large team, a spawn is effectively wiped out in seconds if you have any AOE damage dealers, bosses and all. Granted, it would have died anyway, and it almost feels like you wasted the 5 minute timer as theres nothing there anymore because its dead. But thats what this power does, combined with Disruption Field, everything turns to mush and dies before you realize what just happened. Its also handy for negating an alpha or trivializing most any encounter you expect to at least start off rough. Whether you take this power or not is entirely up to you, sometimes I wish I didnt have it, other times I couldnt imagine respecting out of it. A very optional power depending on how you play. I recommend trying it out for a few levels.
Slotting: 3 Recharge + Mix and Match to taste on Defense or To-Hit Debuffs.
SONIC BLAST
All attacks deal Smashing and Energy Damage, in equal parts unless the target has a resistance to it. Many have 20% Resistance attached lasting different durations, but not all. None of the attacks are truly bad each serves its purpose sufficiently, no true stinker in the set depending on your playstyle. The damage being split between smashing and energy pretty much ensures you will rarely have a problem attacking any enemies, as opposed to say archery trying to deal with robots whom are highly resistant to lethal damage. Circle of Thorns ghosts are a good example, theyre resistant to smashing, but weak to energy, you do full damage in different proportions.
Rumor has it that sonic has worse accuracy than other sets, I believe it was Castle whom looked into this and posted in response, that its not that it has worse accuracy, but that it has fewer attacks that are granted bonuses. AOE controls in almost every powerset have a penalty, and Sonic Blast has 2. Sonic has no snipe. Sonic simply has pretty standard single target attacks across the board and gets that accuracy applied to it.
Shriek
Available: Level 1
Range: 80ft
Cast Time: 1.33s
Recharge: 3s
Endurance: 4.37
20% Res Debuff Duration: 5s
Damage: Minor
First attack power and Id have recommended it first anyway. Its a staple, youll use it throughout your entire career just for finishing off slivers of health and using its debuff to set up Shout. Its minor damage equal to all the other defender first tiers.
Slotting: 1-2 ACC, 3 Damage
Scream
Available: Level 2
Range: 80ft
Cast Time: 1.67s
Recharge: 6s
Endurance: 6.86
20% Res Debuff Duration: 7s
Damage: Moderate
Second attack, its a damage but youd not really know it as it all lands in quick succession.
Slotting: 1-2 ACC, 3 Damage
Howl
Available: Level 4
Range: 50ft
Cast Time: 2.33s
Recharge: 10s
Endurance: 10.19
20% Res Debuff Duration: 8s
Damage: "Medium" this is just slightly above Shriek Damage truth be told.
Your only true damaging cone. It does not do spectacular damage, but it does help. Its especially useful when mobs are grouped together and you have other teammates using AOEs to land the debuff. Its a 30 degree cone, not too shabby.
Slotting: 1-2 ACC, 3 Damage, 1 Range/End Reduction I find a range tacked on is nice to enhance the depth of the cone and hit even more enemies and cause more debuffing.
Shockwave
Available: Level 10
Range: 50 ft
Cast Time: 2.17s
Recharge: 8s
Endurance: 11.86
Damage: Trivial - Do not slot for Damage
Your next cone, and its a knock back with insignificant damage. No debuff attached. 30 degree cone. Ive not tested this one personally, although Im sorely tempted to. There are times I would just love to have a knockback, especially considering how squishy Sonics are until oh about level 44. And a few times it would have been really nice to have for utility.
Slotting: 1-2 ACC most likely if you pick it up. It does have a 10% accuracy penalty to start.
Shout
Available: Level 16
Range: 20ft
Cast Time: 2.67s
Recharge: 10s
Endurance: 11.86
20% Res Debuff Duration: 10s
Damage: High
Single Target moderately close range. This is your big hitter. Your attack chain will most likely be Shriek, Scream, Shriek, Shout. That order seems to yield the best results Ive seen, after that Shout will do about double the damage it normally would hit for if you started off with it.
Slotting: 1-2 ACC, 3 Damage, 1 Recharge, 1 Endurance Reduction (This is one of your bigger endurance drainers over the long haul)
Amplify
Available: Level 20
Range: Auto
Cast Time: 1.17s
Recharge: 90s
Endurance: 5.2s
Duration: 10s
This is your Aim Power, it boosts your accuracy by 100% and damage by 50% Personally, Ive had little use for this power except for just before Dreadful Wail, and only for the damage boost. A lot of the damage we do seems to need to be built up to, whether or not you get the right chain off or not. Although it would also be useful in conjunction with making absolutely certain that your first Sirens Song landed, but I find on Sirens I dont need everything to be hit.
Slotting: 1-3 Recharge
Sirens Song
Available: Level 28
Range: 40ft
Cast Time: 2s
Recharge: 20s
Endurance: 15.6
Sleep Duration: 44.7s to players and NPCs
Damage: Slightly above trivial... about half of shriek, not worth slotting for.
At long last, you can solo effectively and relatively easily. This is a 50 degree cone. Unfortunately this power doesnt get much use except while solo or on a team of 2-3, and only when people tend to attack single targets at a time. Its a good power from the start. It does have a 10% accuracy penalty however, it tends to hit most everything you fire it at. What it does not hit (usually just one NPC), make that your first target to take down. If you plan to team exclusively, you may find this power pointless, as the sleep rarely lasts long with everyone and their brother firing off AOEs.
Slotting: 1-2 Accuracies, 1 Range may be desired for a bigger cone (always nice for spread out spawns) 1 Endurance Reduction is nice as well.
Screech
Available: Level 35
Range: 60ft
Cast Time: 1.5s
Recharge: 20s
Endurance: 10.19
Disorient Duration: 14.9s (NPC), 9.9s (Player)
20% Res Debuff Duration: 12s
Damage: Trivial, do not slot for damage
A MAG3 stun, capable of disorienting a Lieutenant and Minion. Lasts long enough to generally defeat said foe. Sirens Song + Screech enables you to easily tackle most any mission solo with ease and little damage to yourself. On top of that, its got the longest single target debuff, good for an opening chain.
Slotting: 2 Accuracy, 2 Disorient Duration, 2 Recharge. You WILL want this 6slotted.
Dreadful Wail
Available: Level 38
Range: 25ft
Cast Time: 1.97s
Recharge: 6 minutes
Endurance: 20.8, drains all endurance
Disorient Duration: 14.9s (NPC), 9.9s (Player)
20% Res Debuff Duration: 20s
Damage: Extreme... it's a nova, Slot for great damage if you want it!
The debuff from this is amazing, and it stacks with itself. Every hit you do with this attack causes an additional 20% debuff on the target it hits. Up to 80%. According to City of Data, the chances of the third and fourth hits are 75% and 50% respectively. The disorient, combined with damage and resistance debuff make this likely the best nova in the game. After hitting this button, whatever survives is rendered near useless, and almost certainly dead in seconds from your teammates. Very fast activation and hits everything within a 25ft sphere of you.
Slotting: 3Damage, 3 Recharge if you plan to use regularly. If its an emergency only button to you perhaps 3 Damage 3 Disorient. Its already highly accurate, with a 40% bonus.
EPIC POWER POOLS
Ill just provide a brief overview, virtually every guide has guides to these powers. Ill apply them to Sonic.
Psychic Mastery: This predominately provides more control. With a sleep and disorient in sonic assault, I rarely found myself wanting more. This would be nice mostly just for an additional hold if you really want one, and the armor. The sleep power is redundant.
Dark Mastery: Ive not had a chance to attempt this yet, on the surface it looks extremely nice. The PBAOE disorient Im told isnt something to write home about. The endurance drainer will be very nice if you run a lot of toggles or after Dreaful Wail, otherwise theres not a lot of need. Sonic has zero problems after stamina unless you run 6 toggles, even then you have to work hard to drain yourself dry. Soul Drain would be wonderful for +ACC & +DMG. However it does damage and would break your sleep.
Power Mastery: Power Build Up does not affect your sonic buffs, so it will only be used to increase damage and accuracy. Conserve power will do you little good with stamina, but handy post nova. Temp Invulnerability is just okay as a resistance shield, youll be better off with Psychic or Electric if youre heading toward a shield. However, Total Focus combined with Screech will guarantee you a boss disorient and itd last about 12s. I used Power for a little while then specd out, I felt I was grabbing too many powers just to use with Dreadful Wail.
Electric Mastery: This is currently what I have, since nothing seems to really fit concept anyway. Thunder Strike is an okay attack, just has a gigantic animation time, but does some pretty nice damage after youve hit the NPC with several debuff attacks (I have hit for about 600 with it using my powers alone on an even NPC). The resistance shield is nice as can be, and Power Sink will be a godsend for the toggle-heavy player.
POWER POOLS
Leadership: This is likely where you will find a lot of benefit, Assault and Tactics combined with all the debuffs lead to many a blaster saying Ive never done this much damage, EVER. Its also nice to rarely miss. Obviously be sure to slot 2-3 endurance reduction in the toggles.
Medicine: VERY handy. I would say it probably doubled my survivability. And my duo partner never had anything to ever worry about. I was able to keep most teams alive with this and shields and no other defense provided. Some people skip medicine, I found it very nice to have Aid Other and Self when in a pinch.
Flight: Likely the best travel power for this character type. I found myself close to melee range frequently enough between shout and howl and trying to keep the big bubble on as many people as possible. Hover for the reduction in knockback was a godsend.
Speed: I dont see much use for it here. Attacks recharge quickly enough as is or duration of powers are sufficient enough to not be necessary. You would be getting Hasten just to utilize Liquefy and Dreadful Wail more often, which seems a waste.
Leaping: Youll want to go all the way through to Acrobatics just for the knockback resistance.
Teleport: I found sleeping groups to be more effective than separating them. But recall is always nice and friendly.
Concealment: Nice, but not necessary unless you want to skip to the end of missions.
Presence: Youre one of the more vulnerable defenders Id avoid this.
Fitness: A must if you plan to run Disruption Field, one of the best powers you have . That said-- if you dont plan to run any toggles other than Sonic Dispersion, you could possibly eek by. Unless youre running both leadership toggles, shielding from epic, sonic dispersion, and disruption field, and blasting away, you wont have endurance issues ever with Stamina alone. You wouldnt even need to slot endurance reduction into anything.
BUILD IDEAS
This is working relatively well, although I am currently contemplating changing it to a second build which Ill post as well. Slotting will be to each persons individual tastes, and chances are I added slots at levels on here that I might normally have done sooner. But the only really important things to slot ASAP in specific would be heavy toggles with End Redux, and Stamina.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
01) --> Sonic Barrier==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Shriek==> Acc(1) Dmg(7) Dmg(11) Dmg(31) Acc(46)
02) --> Scream==> Acc(2) Dmg(7) Dmg(27) Dmg(29) Acc(48)
04) --> Sonic Haven==> DmgRes(4) DmgRes(5) DmgRes(5)
06) --> Swift==> Fly(6)
08) --> Hover==> Fly(8) Fly(9) Fly(9)
10) --> Howl==> Acc(10) Dmg(11) Range(37) Dmg(40) Dmg(42) Acc(48)
12) --> Sonic Dispersion==> EndRdx(12) EndRdx(13) DmgRes(13) DmgRes(15) DmgRes(15)
14) --> Fly==> Fly(14) Fly(17) Fly(17)
16) --> Shout==> Acc(16) Dmg(19) Dmg(19) Dmg(27) Acc(34) Rechg(46)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Disruption Field==> EndRdx(22) EndRdx(23) EndRdx(23)
24) --> Aid Other==> Heal(24) Rechg(25) IntRdx(25) Heal(50)
26) --> Clarity==> Rechg(26)
28) --> Siren's Song==> Acc(28) Acc(29)
30) --> Aid Self==> Heal(30) Rechg(31) IntRdx(31) Heal(48)
32) --> Liquefy==> Rechg(32) Rechg(33) Rechg(33) DefDeBuf(33) DefDeBuf(34) TH_DeBuf(34)
35) --> Screech==> Acc(35) Acc(36) Rechg(36) Rechg(36) DisDur(37) DisDur(37)
38) --> Dreadful Wail==> Rechg(38) Rechg(39) Rechg(39) Dmg(39) Dmg(40) Dmg(40)
41) --> Thunder Strike==> Acc(41) Dmg(42) Dmg(42) Dmg(43) Rechg(43) Acc(43)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46)
47) --> Amplify==> Rechg(47)
49) --> Assault==> EndRdx(49) EndRdx(50) EndRdx(50)
This is nice, and generally serviceable, And quite possibly a good build for leveling up and having fun. This build seems to be well rounded and never have any real issues to fret about. This works especially well for primarily duo and beyond. only problem with this build is the last two powers just feel tacked on.
If you plan to do extensive soloing (which is painful for a sonic generally until 28+) you may want to work toward Aid Self sooner, Id say at about 18, pushing everything else back slightly. Possibly skipping howl until 30 and focusing on the single targets, as howl only deals a bit over Shriek damage. After you get Screech, youll likely have little need for Aid Self, but until then I recommend keeping it as your only protections are going to be dispersion bubble and your inspiration tray.
This second build, I am seriously thinking about switching to. Its a bit more team oriented. Dreadful Wail is a great nova. However, if you want to run toggles, it gets very annoying to run 6 of them and have to power them all back on, by that time your team has likely moved on to the next spawn, with or without your help. Often enough, Liquefy results in a dead spawn while teamed and sufficient emergency tool without an endurance crash. Plus you are going to want amplify or build up to go with Dreadful Wail (going all out, just as well do it with a bigger bang!), and I hate picking up powers exclusively to augment only one power as opposed to the entire set in general. Although Im on the fence as to if I would take Vengeance or something else in its place (possibly Sirens). This also has the benefit of Tactics by 30 if you wanna PVP in Bloody Bay.
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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01) --> Sonic Barrier==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Shriek==> Acc(1) Dmg(5) Dmg(29) Dmg(29)
02) --> Sonic Haven==> DmgRes(2) DmgRes(5) DmgRes(7) Dmg(31)
04) --> Scream==> Acc(4) Dmg(7) Dmg(11)
06) --> Swift==> Fly(6)
08) --> Hover==> Acc(8) Fly(9) Dmg(9)
10) --> Howl==> Acc(10) Dmg(11) Dmg(42) Dmg(42)
12) --> Sonic Dispersion==> DmgRes(12) DmgRes(13) EndRdx(13) DmgRes(15) EndRdx(15)
14) --> Fly==> Fly(14) Fly(17) Fly(17)
16) --> Shout==> Acc(16) Dmg(19) Dmg(19) Dmg(25) Rechg(25) EndRdx(46)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Disruption Field==> EndRdx(22) EndRdx(23) EndRdx(23)
24) --> Aid Other==> Heal(24) IntRdx(27) Rechg(27)
26) --> Clarity==> Rechg(26)
28) --> Assault==> EndRdx(28) EndRdx(31)
30) --> Tactics==> EndRdx(30) EndRdx(31) TH_Buf(33) TH_Buf(33) TH_Buf(33)
32) --> Liquefy==> Rechg(32) Rechg(34) Rechg(34) DefDeBuf(34) DefDeBuf(37) TH_DeBuf(39)
35) --> Screech==> Acc(35) Acc(36) DisDur(36) DisDur(36) Rechg(37) Rechg(37)
38) --> Vengeance==> DefBuf(38) DefBuf(39) TH_Buf(39) TH_Buf(40) DefBuf(40) TH_Buf(40)
41) --> Thunder Strike==> Acc(41) Dmg(42) Dmg(43) Dmg(43) Rechg(43) EndRdx(46)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) EndRdx(45) EndRdx(45) DmgRes(46)
47) --> Power Sink==> EndMod(47) EndMod(48) Rechg(48) Rechg(48) Rechg(50)
49) --> Aid Self==> Heal(49) Rechg(50) IntRdx(50)
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