Comprehensive Guide to the Sonic/Sonic Defender


Aminetu

 

Posted

This Guide is updated through Issue 11.

Before we even start with Sonic Resonance, it is important for you to understand my outlook on the Defender AT, as it effects the advice below. Everything except for "Game Description:" fields and "Mids Numbers:" are pure opinion from a player whose main is Sonic/Sonic. When reviewing powers I will offer "Enhance Suggestions" but will not tell you how to slot things specifically; this is due to the Invention Sets available and how truely customized you can make your slot choices. Keep in mind my "Enhance Suggestions" assume no Invention Set bonuses, so if you have +74% Recharge from IO Set Bonuses, adjust my suggestions accordingly. Questions? Comments? Complaints? Feel free to post below or contact me directly at @Tarnished Divinty

Defender
Game Description: The Defender tends to help his allies and attack his foes from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long. The Defender has Low Hit Points and Medium Damage.

My thoughts: The Defender is a team oriented character. That does not mean a Defender cannot solo, and does not mean a Defender should not solo. What it means is that every primary is designed to augment a group through "buffing" teammates or "debuffing" enemies; some lend themselves to solo play more than others, but the Defender AT is designed as a group player.

Vigilance:
Game Description: The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

How it works: (quoted from ParagonWiki.com) As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

My thoughts: Vigilance is wonky. Most folks (on the Defender forums at least) believe that something isn't quite right about it, but there is rarely an agreeance on what the issue with Vigilance is. Some find it almost worthless in any setting; some are relatively happy with the idea of what it should be doing, but would like it to work while solo (or count the Defender's HP level when considering benefit); there are some who say "Defenders are so strong, their Inherent has to be weak"; and even some who are perfectly fine with it. Like it or not, it is here to stay. We'll talk about the effects of Vigilance throughout the rest of the guide.


 

Posted

[u]Sonic Resonance / Sonic Attack Defender[u]

So you want to shriek like Mariah Carey in a bear-trap? You’ve come to the right place! Sonic/Sonic is a set that holds a lot of synergy (as you might imagine) due to decreasing the damage you team takes and increasing the damage your team dishes out.

Seems like standard Defender, eh? It is and it isn’t. Let’s take a look at Sonic Resonance first, followed by Sonic Attack, then a look at Tertiary Pools (Both regular and epic), after that we will examine Sonic/Sonic strategy and the final two sections will show how Son/ and /Son stack up when combined with other primaries/secondaries.

[u]Sonic Resonance[u]
Game Description: You have the ability to control sound in several fashions. You can create semi-solid barriers, set up waves which weaken or strengthen a target, as well as creating soothing sounds which act to counteract any negative effects which may exist on your friends.

My thoughts: I rolled Sonic/ because it is the least played Defender, I wanted to find out why. I feel a few reasons may be the cause of the general avoidance of this set, but those issues are irrelevant or outdated, for completion sake, I have included what I feel those issues are. Due to Sonic Resonance being a bit of a "grab-bag" primary which offers a little bit of everything, it does not appeal to min-maxers. Additionally, because it "shields" players, it is often compared to Force Fields which, from a protective view, it is inferior to. Finally, the original graphics and sound associated with Sonic Resonance were horrible... so horrible in fact that they actually caused headaches and eyestrain when players were subjected to them.

Sonic Resonance offers two powers to reduce Villian Resistance (one single-target debuff, one ally AoE toggle), three powers to increase other Hero's resistance (two single-target shields, one AoE toggle shield with some status protection), a single-target foe intangibility, a status protection/removal, a toggle for AoE knockback, and a Knockdown/Hold/-Acc/-Def Targetted AoE.

Advantages: The only set for Heroes that can stack +Resistance on top of Tank/Scrapper/EPP Shields, Strong -Resistance, only Defender set that offers +Resistance for the Defender, Hold/Immob/Disorient Protection, team-friendly and very welcome by teams that know the true assets of a Sonic Defender. Between Sonic Dispersion and Clarity, Sonic Resonance offers the most Mez Protection (for your team) of any Defender primary.

Disadvantages: No Health/End Recovery, Offers no Psionic resistance, Sleep shuts you down, large number of abilities that offer you no help while solo (5 out of 9).

Abilites:

Sonic Siphon
Available Level: 1
Game Description: By setting up a constant vibration within the body of your foe, you weaken his damage resistance. Effected targets will take more damage from successful attacks.
Mids Numbers: 75% Accuracy, 16s Recharge, 30s Duration
My thoughts: This is your EB/AV decimation power. You can keep this up on one villian 100% of the time with ease and the -Res will stack with any other powers that offer -Res.
Enhance Suggestions: Accuracy, you won't use this until you NEED it. When you NEED it, make sure it hits.

Sonic Barrier
Available Level: 1
Game Description: This shield dramatically reduces the damage an ally takes from smashing, lethal, and toxic attacks for a limited time. You cannot stack multiple Sonic Barriers on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Haven. You cannot use this power on yourself.
Mids Numbers: 20% Resist to Smash/Lethal/Toxic
My thoughts: A staple of the set. If you aren't going to take this, Sonic/ probably isn't the right choice for you.
Enhance Suggestions: Resist Damage

Sonic Haven
Available Level: 2
Game Description: This shield dramatically reduces the damage an ally takes from fire, cold, energy, and negative energy attacks for a limited time. You cannot stack multiple Sonic Havens on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Barrier. You cannot use this power on yourself.
Mids Numbers: 20% Resist to Fire/Cold/Energy/Negative
My thoughts: A staple of the set. If you aren't going to take this, Sonic/ probably isn't the right choice for you..
Enhance Suggestions: Resist Damage


Sonic Cage
Available Level: 6
Game Description: Encases the target in an impenetrable field of sonic waves. The target cannot attack or be attacked.
Mids Numbers: 105% Accuracy, 60s Recharge, 30s Duration, 5.96 Magnitude
My thoughts: Useless at low levels, okay at mid levels, worthless at high levels. The reason I say that is from 6-20, you tend to find people who can't understand "don't attack the Caged one"; 20 to 30 people tend to understand; by 35 I have found that either Controllers had the Controls taken care of and/or we were rolling quickly enough that Sonic Cage caused downtime.
Enhance Suggestions: If you really want to use this, I would throw an Accuracy in the initial slot and forget about it.

Disruption Field
Available Level: 8
Game Description: You set up a constant wave of sonic energy around an ally, weakening the damage resistance of all nearby foes
Mids Numbers: -30% Resistance to all
My thoughts: Amazing ability, I anchor it on a Scrapper or Tank at all times while grouped. This is one of the truly unique abilities that we get, and will help to solidify you as a viable Defender in your groups mind.
Enhance Suggestions: Endurance Reduction, Endurance Reduction, ENDURANCE REDUCTION. This is a pretty expensive toggle, and with the other things you are doing, it will eat through your Endurance. Slot those reductions as necessary.

Sonic Dispersion
Available Level: 12
Game Description: You create a large field of sonic waves, protecting all allies inside. The Sonic Dispersion gives all allies within increased resistance against all damage except psionic. The Sonic Bubble also protects allies from immobilization, disorient, and hold effects.
Mids Numbers: 15% Resistance to all but Psionic, 8.65 Magnitude Protection against Held/Immob/Stun
My thoughts: A staple of the set. If you aren't going to take this, Sonic/ probably isn't the right choice for you. This is the only active protection in the set that will effect you. I would recommend getting and slotting this early, as it will be on likely 99% of the time from 12-50.
Enhance Suggestions: Endurance Reduction, Enhance Resistance, this is a good place to throw a Knockback -4 IO as well.

Sonic Repulsion
Available Level: 18
Game Description: You create a powerful sonic resonance around an ally, repelling all foes nearby. You will lose endurance for each target repelled.
Mids Numbers: Knockback Mag 6.23
My thoughts: I am not a fan of this power, it seems relatively worthless to me. I don't want to keep foes away from the Tanker or Scrapper, the Controllers Blasters and other Defenders should not need this if they are playing intelligently (IE not throwing AoEs at groups the Tanker or Scrapper have not engaged).
Enhance Suggestions: I would recommend Endurance Reduction as this is a toggle.

Clarity
Available Level: 26
Game Description: By bouncing a carefully pitched sound wave off an ally's ear drum, you can free him from any disorient, hold, sleep, confusion, fear, and immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally with enhanced perception.
Mids Numbers: 12.95 Magnitude Protection against Disorient/Stun, Immob, Confusion, Sleep, Hold, and Fear, 108% Perception, 90s Duration
My thoughts: Beautiful ability, get it as 26 and USE IT! This is an amazing ability that can keep another Defender, Controller, or Blaster from having to deal with a mess of different effects. Tanks and Scrappers should have their own protection by now. If you find yourself overwhelmed for whatever reason, prioritize your group mates and buff accordingly. I can't stress getting this ability enough, this is one of the abilities that seperates us from the "Resistance Based FF Defender" tag that we sometimes get. Groups will expect you to have this available.
Enhance Suggestions: Don't slot this, ever, for any reason. It doesn't take any IO Sets, so throw an Endurance Reduction in here and use this ability liberally.

Liquefy
Available Level: 32
Game Description: You unleash a barrage of sonic waves on the earth itself, generating a powerful, localized earthquake. Most foes that pass through the location will fall down. The violent shaking also reduces their accuracy and defense.
Mids Numbers: -35.7% Defense vs. all, KB Magnitude 0.67, Hold Ma3 for 4.5s, ToHit -35.7%. Mids also lists a -28% Recharge Reduction which is not listed in the power description.
My thoughts: Our ultimate power, this is a targetted AoE attack that will knock most things down; will throw out a Hold that isn't too too great, but it is there; lowers Defense and Accuracy and does some damage. Short duration, long recharge, decently high endurance cost, but it is definitely worth all of those downsides.
Enhance Suggestions: Lots of Recharge Reduction, and I would either focus on the -Def or -Acc aspect (I went the -Acc route myself).


 

Posted

[u]Sonic Attack[u]
Game Description: Sonic Attack lets you use the power of sound waves to damage and weaken your foes.

My thoughts: Sonic Attack has some GREAT synergy with Sonic Resonance. Aside from Conceptual Synergy, it offers Resistance Debuff Synergy. All attacks that have a -Resistance secondary effect will stack with all other powers that offer a -Reistance secondary effect; a single power will not stack with itself. Sonic Attack offers excellent single target damage, a cone damage attack, a cone of sleep, a cone of knockback, a single target disorient, an "Aim" like power, and a nuke that disorients. 6 of the 9 powers will lower the enemy's Resistance.

Because of the ability to stack multiple Resistance Debuffs coupled with sleep, I feel Sonic Attack is one of the best options for a Defender seconday.

Advantages: Cone of Sleep (which recharges before the effect expires), two Disorients (albeit one from a Nuke), Amplify ("Aim"), Mini-Fury (Because all your major attacks will stack -Resistance with each other, the more attacks you land, the more damage you do). Most damage is Smashing/Energy; few PvE villians resist both.

Disadvantages: No Snipe, limited AoE Capacity (only one damage oriented AoE, and it is a cone).

Shriek
Available Level: 1
Game Description: You let forth a quick Shriek, damaging your target and lowering his Damage Resistance.
Mids Numbers: 75% Accuracy, Smashing 15.2/Energy 15.2, -20% Resistance vs All for 5 seconds.
My thoughts: You have to take the attack, once you get some accuracy, it is a good quick debuff to drop Resistance.
Enhance Suggestions: Accuracy/Damage, honestly I use this as a quick debuff rather than an attack.

Scream
Available Level: 2
Game Description: Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Mids Numbers: 75% Accuracy, Smashing 4.7*5/Energy 4.7*5, -20% Resistance vs All for 7 seconds.
My thoughts: I took this, I don't regret it, adds well to a ST attack chain and stacks on that -Resist. Some folks don't like DoTs, they really don't bother me. Again, I use this more for the Debuff then the damage.
Enhance Suggestions: Accuracy/Damage

Howl
Available Level: 4
Game Description: A short range, but powerful sonic attack.
Mids Numbers: 75% Accuracy, Smashing 14.8/Energy 14.8, -20 Resistance vs All for 8 seconds.
My thoughts: A cone version of Shriek, I don't like it myself. When I solo, I start with Sirens Song, this does not mesh well with that strategy. I can see some use as a AoE debuff up until Level 28, but Disruption Field does a better job of AoE debuffing when in a group.
Enhance Suggestions: Accuracy, Damage is negligble and can't really see using this except for a cone debuff.

Shockwave
Available Level: 10
Game Description: You can call forth a tremendous Shockwave that can knock down foes and deal some Smashing damage in a wide cone area.
Mids Numbers: 67.5% Accuracy, Smashing 11.6/Energy 11.6, KB - Magnitude 6.231
My thoughts: Low Accuracy, and when it hits, it knocks back. Not a fan of Knockback, not a fan of something that misses 1/3rd of the time.
Enhance Suggestions:

Shout
Available Level: 16
Game Description: You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance.
Mids Numbers: Accuracy 90%, Smashing 38.3/Energy 38.3, -20% Resist vs All for 10 seconds.
My thoughts: This is my bread and butter attack, this is the one that I have 6 slotted to take sick advantage of all that -Resist we have been stacking.
Enhance Suggestions: Accuracy/Damage/Recharge

Amplify
Available Level: 20
Game Description: Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage.
Mids Numbers: ToHit +50% for 10 seconds, Damage +50% for 10 seconds. 90 second recharge.
My thoughts: Couple this with Shout after those lovely debuffs and you have your finisher.
Enhance Suggestions: Recharge

Siren's Song
Available Level: 28
Game Description: You send forth a subsonic pulse which causes your foes to fall unconscious and take some minor damage. Your foes will remain unconscious for a good while, but will awaken if disturbed.
Mids Numbers: Accuracy 67.5%, Energy 18.1, Sleep - Magnitude 3 for 44.7 seconds, 20 second recharge.
My thoughts: PHENOMINAL. Seriously, this is what makes the set for me. This cone is roughly 50 degrees, recharges TWICE before the effect expires, and will take all minions/lts out of the fight.
Enhance Suggestions: Accuracy, Endurance Reduction - Make this as easy and efficient to use as possible.

Screech
Available Level: 35
Game Description: By bursting forth with this hypersonic Screech, you can Disorient a target.
Mids Numbers: Accuracy 75%, -20% Resist vs All for 12 seconds, Stun - Magnitude 3 for 14.9 seconds, 20 second recharge.
My thoughts: Eh, I think it is a space filler personally. I don't see why you would take a Single Target Disorient over a Cone Sleep as a Defender. As a Blaster or Corruptor I can see taking it for dropping the Resistance on AVs even more, but for a Defender I think Sleep is the better choice between the two.
Enhance Suggestions: Unlike sleep, this does not recharge before the effect wears off. With that in mind I would slot Accuracy and Recharge here. We know we aren't going to be stacking enough Disorient on a Boss/EB/AV to keep them out of the fight ourselves, but we CAN make sure they are almost always affected by the Resistance debuff.

Dreadful Wail
Available Level: 38
Game Description: Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while.
Mids Numbers: Accuracy 105%, Smashing 122/Energy 54.2, -20% Resist vs All for 20 seconds, Stun - Magnitude 3 for 14.9 seconds, -100% Endurance to Self, -1000% Recovery for 20 seconds. 360 second recharge.
My thoughts: Absolutely wonderful ability. This is our Nuke, carries the expected Resistance Debuff and is a PBAoE Disorient.
Enhance Suggestions: Accuracy, DAMAGE, Recharge - Make this one count!


 

Posted

So there is Sonic Resonance and Sonic Attack. Where do we go from here? Let's round out our Defender by looking at a few Power Pools that augment our abilities to make us more protected, and cover some of our holes. Power Pools are strictly up to you, I use four pretty extensively, and am very happy with the results, but do what fits your playstyle and your character, this is a guide, not a bible.

Flight/Leaping

The case for: Hover/Combat Jumping both offer some Defense to help augment your relatively weak protection (considering what you can hand out to others). Combat Jumping will give you better control, stack Immob protection, and is my preference; Hover will negate the "-back" of "Knockback" but is slower. Both of these are also, obviously, Travel Power pools. Leaping also offers Knockback Protection and somewhat lesser Hold protection. I went the Combat Jumping method and stuck a -KB IO Enhancement in my Sonic Dispersion instead of taking Acrobatics (just didn't have the room).

The case against: None really, you are going to likely want a Travel Power, these two pools offer additional defense to keep you (and your toggles) up.

Concealment

The case for: Stealth offers twice the Defense of Hover or Combat Jumping, but makes travel safer in exchange for status protection.

The case against: Stealth has a higher endurance cost (nearly 600% of Combat Jumping and 150% of Hover), does not lead to a Travel Power.

Medicine

The case for: Aid Self is very useful as you have no way to actively recover your own health outside of Inspirations / Rest. With a few Activation Reductions slotted, this power really shines. Aid Self is the third power in the pool, since we have Clarity (which is better than Stimulant), we can take Aid Other to help a teammate in trouble. Do not let this fool you or your team into thinking you are a "healer". You buff and blast, only if something goes drastically wrong should you be relying on Aid Other. I only put one Activation Reduction in it, with a Heal and a Recharge for those "oh crap!" moments.

The case against: Going out of your way to get heals on a Defender whose primary does not offer them perpetuates the idea that "Defender = Healer" in the minds of the stupid everywhere. More importantly, I really feel that if you can't dedicate four enhancement slots to this pool (two extra for Aid Other, two extra for Aid Self) it probably won't be a big benefit.

Leadership

The case for: Assault is a beautiful thing, you can easily swing the damage potential of your group by 100%+ when combining Assault, a few Sonic Attack powers, and Disruption Field. Tactics is a beautiful thing as well, not only will most groups love you for it in general, it adds additional Confusion / Fear Protection, augments all those nasty 75% Accuracy Sonic Attack powers, AND keeps your Perception up (which is even more useful in PvE now that you can run into Arachnos in Radio Missions).

The case against: 2-3 more toggles depending on how far in you go, final power requires dead team member.

Fitness

The case for: If you have followed my suggestions up to this point, you are looking at a possible 7 toggles, plus another coming from your Ancillary/Epic Pool. Swift will help Fly, Hurdle will help Super Jump, and Health is the only augmented regeneration power you will get; Stamina is increased Endurance Recovery, VERY useful in a toggle heavy build. Fitness is a great pool, few people will even make characters without Fitness.

The case against: Let's face it, you are pretty much forced to take this, and that sucks. You can try and run without it, more power to you, but if you are with me up to this point, then you are either buffing and not blasting or blasting and not buffing. Either way, we aren't taking full advantage of our sets without Stamina to back us up.

Ancillary Pool - Psychic Mastery

The case for: This is the only Ancillary Pool that gives you a Damage Resistance Toggle that fills a hole - Psionic. If you have another pool you want to take for concept reasons, by all means, go ahead. Psychic gives us a single target Hold, targetted AoE Sleep, Resistance Toggle, and a targetted AoE Hold and Repel (Telekinesis).


 

Posted

[u]Sonic/Sonic Strategy[u]
Not going to go too indepth here, CoH/CoV is not an amazingly hard game, and if you have taken a solid look at the guide so far, the following should be obvious. Again, for completion sake, I have included some basic play strategies.


[u]Solo[u]
Ranged Brute - This is a basic strategy that should be a no brainer. The Sonic Attack powerset has a secondary effect which lowers enemy Resistance; therefore the more unique attacks we land, the more damage we do. For basic strategy, this is solid, and to a large degree, your only option until 28.

Necessary Powers: As many attacks as you can take without gimping your Sonic Resonance powers.
Helpful Powers: Sonic Dispersion, Sonic Siphon, Howl

Sonic Controller - Again, real real basic strategy for the post 28 game. Here our goal is to outfit Siren's Song ASAP, and then use it to sleep the Minions and Lieutenants, this will allow us to fight one target at a time, and really couldn't be easier, just be mindful to reapply Siren's Song when fighting large groups or in long fights.

Necessary Powers: Shriek, Scream, Siren's Song
Helpful Powers: Sonic Dispersion, Combat Jumping/Hover, Leadership Toggles, Mass Hypnosis

[u]Group[u]
Group tactics are a bit different, a group will rarely need you keeping things asleep, with the influx of Dual Blades and the popularity of Fire Control/Kinetics Controllers, alot of AoE is being thrown around. So we are going to modify our strategies based on "power range" (not level range, as you can choose to take something later than it becomes available).

Pre-Stamina - Barrier/Haven/Dispersion
Here is our first real must haves for protecting our team. Get these, get them early, and keep them up! No real in-depth strategy here, blast when you can, but keep enough Endurance to reshield everyone if you need to do so at the drop of a hat.

Post-Stamina - Barrier/Haven/Dispersion/Disruption
Our addition here is that we can blast a heck of a lot more and run Disruption Field at the same time. Keep Disruption on the Tanker or Scrapper, if you have both or more than one then target through the other for your blasts. This helps to spread the beautiful butter we call -Resistance.

Clarity
I wanted to put a special note here. Once you have Clarity at 26, please please use it. As I noted above in the Sonic Resonance section, this is a great way to leverage youself against other Defender Primaries and really makes you friends quickly. As a toggle heavy character, I am very fond of this and Clear Mind, the Sleep Protection is what I love about it. Let me show you what happens if I get Slept:

I alone lose:
2.5% Defense
43.3% Resistance to Smashing
43.3% Resistance to Lethal
31.5% Resistance to Psionics

My Team (including me) loses:
23.6% Resistance against all Damage except Psionics
18.75% Damage
15.4% ToHit

The Villians gain back:
30% Resistance to all Damage

The point is, when you get Clarity....

USE IT!

Prioritize your teammates when using Clarity though; in my opinion:

1st Priority - Toggle Heavy Defenders/Controllers (Storm comes to mind, Dark, Rad, Sonic, FF)
2nd Priority - Defenders/Controllers (We are the ones designed to keep an entire team alive and well)
3rd Priority - Blasters



Beyond That
This is up to you, I am a toggle maniac, I keep in range of my team at all time, shields up at all times, Disruption as per above, and toss out Aid Other and Aid Self as needed; I still do a heavy amount of blasting and don't run into Endurance problems on a whole. The toggles I have running at this point are Sonic Dispersion, Disruption Field, Assault, Tactics, Combat Jumping, and Mind Over Body.


 

Posted

[u]Sonic/*[u]

Archery
My Opinion: The ability to reduce Resistance can counter the minor issue that Archery has as being Lethal damage.
The Good: More AoE, A Snipe
The Bad: Fewer controls, doesn't stack Damage Resistance.
The Bottom Line: Drawing a bow everytime you attack can be a deterrent to some, but an okay option.

Dark Blast
My Opinion: Nice synergy here, a neat idea for someone to try.
The Good: Between your shields and the Dark Blast powers, enemies will hit less frequently, and for less damage. Also gives a solid heal.
The Bad: No way to really shut down groups, you can Immobilize them, but they will still be shooting.
The Bottom Line: A solid option.


Electrical Blast
My Opinion: No power synergy here.
The Good: More AoE, A Snipe, Single Target Hold.
The Bad: Fewer controls, fewer single target attacks, no way to control multiple villians.
The Bottom Line: Volatic Sentinel is generally considered worthless, try it for yourself if you like, but I wouldn't recommend it.


Energy Blast
My Opinion: I hate Knockback.
The Good: More AoE, A Snipe, Can compelete a single target attack chain much earlier.
The Bad: Fewer controls, Knockback.
The Bottom Line: Did I mention I hate Knockback? I don't feel this powerset adds enough to warrant upsetting your teams.


Psychic Blast
My Opinion: Resistance Debuff + Least Resisted Damage Type = Good
The Good: Psionic resistance villians are few and far between. Has a Snipe and more Controls
The Bad: Fewer straight attacks, doesn't stack Damage Resistance.
The Bottom Line: Good if you are looking for a more Controller-y feel to your Defender.


Radiation Blast
My Opinion: Very solid choice, your Primary debuffs Resistance, your Secondary debuffs Defense.
The Good: Debuffs Defense, two Extreme Damage Powers
The Bad: Fewer controls, 4 of the 9 powers are "Short" range or PBAoE
The Ugly: Like Sonic/Dark, this would be a neat idea to try out.

[u]*/Sonic[u]

Dark Miasma
My Opinion: Of the two, I think Sonic/Dark is better than Dark/Sonic.
The Good: -Resistance, -Recharge, -Accuracy, -Speed, -Damage
The Bad: Dark Miasma is too widespread to take full advantage of /Sonic in my opinion.
The Bottom Line: Again, neat idea, not something I would play myself though.

Empathy
My Opinion: Empathy is a solid powerset and combines easily with any secondary without any particular synergy.
The Good: Excellent buffs, heals available.
The Bad: R U H34L0R?.
The Bottom Line: Empathy is a great set when used by people who understand it. The people who think Empathy is only a healing set tend to perpetuate the "Defender = Healer" mentality. /Sonic is alot of fun and has good control though; you could do a lot worse.

Force Field
My Opinion: FF is a great primary, Sonic is a great secondary.
The Good: Better protection for the group.
The Bad: Less offense for the group.
The Bottom Line: Force Field and Sonic Resonance seem very similar at first glance, but they are pretty different. Each will excel in different situations. Respect your FF Brothers, they have to deal with the "R U H34L0R" crap too!

Kinectics
My Opinion: Win.
The Good: Kinetics/Sonic is the most damaging combination a Defender can make. Comes with heal and free travel powers. Siren's Song can be used to allow you to buff safely.
The Bad: No group protection, setup involves villians.
The Bottom Line: For groups, Kin/Sonic doesn't really outshine any other Kinetics build IMO, for solo it is AMAZING.

Radiation Emission
My Opinion: Excellent combo, I prefer Sonic/Radiation Blast to Radiation Emission/Sonic Attack, but that is me.
The Good: -Accuracy, -Defense, -Resistance, -Regen, -Recharge, -Speed, Accelerate Metabolism
The Bad: Anchors. We all know when you Anchor a power on a villian a sign appears on everyone else's screen saying "Kill me first!!!". Even if the Anchor survives, you have to keep him in position to get the most of your Debuffs.
The Bottom Line: Excellent option, I am not a fan of Anchor on Villian powers, but I have seen some amazing Rad/* in my time. Adding /Sonic will just be another Debuff you are throwing out, keeping you well suited to the "Debuff them till they bleed when I sneeze" role.

Storm Summoning
My Opinion: Another grab-bag debuff Defender, SS focuses more on positioning of groups than other Defenders; solid choice, I don't feel Sonic adds much to them.
The Good: Laundry list of debuffs, usually considered the most offensive Defender primary.
The Bad: Storm deals with areas, Sonic is well suited to fighting small groups/singles.
The Bottom Line: Concept Character sure, but I don't see /Sonic offering enough of a benefit for the min-maxers.

Trick Arrow
My Opinion: Solid choice, decent -Resistance along with other debuffs.
The Good: Very AoE focused, seems to have an arrow for just about anything you need. Also, as of last test, Sonic attacks will light Oil Slick.
The Bad: Very AoE focused, again, /Sonic is a little ST heavy.
The Bottom Line: Drawing a bow everytime you attack can be a deterrent to some, but an decent option. I would recommend this over Sonic Resonance/Archery for someone who wanted Sound powers and a Bow.

That's it folks, like I said above, feel free to leave Comments/Concerns/Death Threats here or contact me at @Tarnished Divinity


 

Posted

As a Sonic aficionado, I heartily give your guide a "Huzzah!"

I do want to point one thing out.

[ QUOTE ]
Disruption Field
Available Level: 8
Game Description: You set up a constant wave of sonic energy around an ally, weakening the damage resistance of all nearby foes
Mids Numbers: -60% Resistance to all
My thoughts: Amazing ability, I anchor it on a Scrapper or Tank at all times while grouped. This is one of the truly unique abilities that we get, and will help to solidify you as a viable Defender in your groups mind.
Enhance Suggestions: Endurance Reduction, Endurance Reduction, ENDURANCE REDUCTION. This is a pretty expensive toggle, and with the other things you are doing, it will eat through your Endurance. Slot those reductions as necessary.

[/ QUOTE ]

This power gives -30% resistance, not -60 (I wish). Both my version of Mids and City of Data confirm this.


Global = Hedgefund (or some derivation thereof)

 

Posted

you got me interested in rolling one now. what goes great with a FF DEF? Can you roll one of them and write a guide for me? (since your so good at writing guides obviously! lol)
great guide


 

Posted

[ QUOTE ]
As a Sonic aficionado, I heartily give your guide a "Huzzah!"

I do want to point one thing out.

[ QUOTE ]
Disruption Field
Available Level: 8
Game Description: You set up a constant wave of sonic energy around an ally, weakening the damage resistance of all nearby foes
Mids Numbers: -60% Resistance to all
My thoughts: Amazing ability, I anchor it on a Scrapper or Tank at all times while grouped. This is one of the truly unique abilities that we get, and will help to solidify you as a viable Defender in your groups mind.
Enhance Suggestions: Endurance Reduction, Endurance Reduction, ENDURANCE REDUCTION. This is a pretty expensive toggle, and with the other things you are doing, it will eat through your Endurance. Slot those reductions as necessary.

[/ QUOTE ]

This power gives -30% resistance, not -60 (I wish). Both my version of Mids and City of Data confirm this.

[/ QUOTE ]

Appreciate the catch! Fixed now.


 

Posted

I have to give this one a mixed review.

Minor nitpick: Recheck the guide for spelling and spelling/usage errors (affect vs. effect, hole vs. whole, etc.)

Middling nitpick: Clarity is a bit of a slow recharger. Barring recharge set bonuses, it's advisable, imo, to add one recharge redux enhancer, if only for ease of preventative use and increased readiness in the face of AoE mez or multiple ST mezzes on several key members. If/when debuff toggles, reactive healing and/or controls drop, seconds can make the difference between red teammates and dead teammates. This allows it to be used as both a reactive and proactive protection power.

This isn't to say your suggestion is totally wrong, though; endurance redux is good for alleviating the end cost of vigorous teammate clarity-ing if you're able to use it preventatively.

As per the guide: There's a good amount of good information in there, but the usage errors bother me, as do some of the recommendations (like howl. Excellent team debuff. Just don't use it while using Siren's solo). Some of the extra bits are a nice touch.


 

Posted

[ QUOTE ]
I have to give this one a mixed review.

Minor nitpick: Recheck the guide for spelling and spelling/usage errors (affect vs. effect, hole vs. whole, etc.)


[/ QUOTE ]
Fixed all of those except the one in the quote from ParagonWiki. As I note that it is a direct quote I am going to leave it as is.
[ QUOTE ]

Middling nitpick: Clarity is a bit of a slow recharger. Barring recharge set bonuses, it's advisable, imo, to add one recharge redux enhancer, if only for ease of preventative use
and increased readiness in the face of AoE mez or multiple ST mezzes on several key members. If/when debuff toggles, reactive healing and/or controls drop, seconds can make the difference between red teammates and dead teammates. This allows it to be used as both a reactive and proactive protection power.

This isn't to say your suggestion is totally wrong, though; endurance redux is good for alleviating the end cost of vigorous teammate clarity-ing if you're able to use it preventatively.



[/ QUOTE ]
This sounds more like Clear Mind thinking. Because (as a Sonic) you have Sonic Dispersion running, Clarity is only giving major benefit against Sleep, Confuse, and Fear (as your "squishies" should be staying in the big yellow bubble).

I do use Clarity proactively, which is the reason for the EndRdx. If one person is affected by Sleep/Confuse/Fear, Recharge doesn't matter; if it is an AoE Sleep that lands on anyone susceptible to that effect, likely I am affected also, again, negating the Recharge issue. I haven't run into AoE Fear or AoE Confuse as a major issue in PvE. If AoE Fear or AoE Confuse were more of an issue, I would definitely concede your point. It is just a matter of preference really.

[ QUOTE ]

As per the guide: There's a good amount of good information in there, but the usage errors bother me, as do some of the recommendations (like howl. Excellent team debuff. Just don't use it while using Siren's solo). Some of the extra bits are a nice touch.

[/ QUOTE ]
If someone was running */Sonic, I would definitely recommend Howl. My issue with it is that I feel it is unneccesary as a debuff on most teams. I find that Disruption Field does a fine job of debuffing everything around the anchor, which leads to minions dieing exceptionally quick, leaving (maybe) Lts. and a Boss or two. I would rather concentrate damage and -Resistance on the bigger targets instead of using Howl.

A second point is that because of Howl being a cone, it may require me manuvering to get the most out of the attack for its endurance cost. If I move, then all the the Controllers/Blasters/Defenders/Anyone else have the possibility of losing ~24% Resistance to all but Psionic and some Disorient/Hold/Immob protection because my bubble moves with me.

Again, a good attack in and of itself, but positional buffs + positional attacks can lead to issues.

I appreciate your input, a shame that a few usage errors bother you, I was pretty pumped while writing this and did make a couple mistakes on usage.

As for disagreements on recommendations, that's fine, I am not saying THIS IS HOW YOU PLAY SONIC/SONIC!!11!1!, just offering a viable option . I don't know if you have taken a Sonic/Sonic to 50, and it doesn't matter; it is just worth noting that my recommendations come from that avenue. If you play Kinetics/Sonic, I am sure we are going to have different outlooks on different powers.


 

Posted

[ QUOTE ]
If you play Kinetics/Sonic, I am sure we are going to have different outlooks on different powers.

[/ QUOTE ]

Absolutely.

As per usage stuff, it's a minor nitpick, but I figured it was fixable (I'm guilty of patching up my own guide post-production, so I don't have any problems with that).

In retrospect, you're right that I approach clarity with a CM mindset. Part of it comes from PvP usage, a good part of it comes with running LGTFs, and a little comes from running a /sonic Corr villainside. I also run it on a controller, so I have the luxury of Indomitable Will from the Psy epic pool up often enough to make reactive use against sleep a viable tactic.

As per howl, I think it remains a difference of opinion. Typically, howl can be used on approach to clustered mobs. Since sonic's buffs are primarily proactive toggles or buffs, so it's not a detractor to debuffing, especially considering that liquefy's recharge is atrociously long. Assuming a tank or controller is able to mitigate aggro, the extra -20% res across multiple foes is significant in the late game, since it effectively boosts most attack damage by an extra 40% (base damage+~100% dmg via enhancement). It makes AoEs more effective, and synergizes well with high AoE damage ATs and powersets. When used as a followup to liquefy, it's has a lower chance to miss, and complements the other debuffs in liquefy. Further, stating that Lt and minion removal as a detractor seems to be a red herring; neither set functions less effectively as a result of fewer foes.

However, at this point, we both have enough good points to agree to disagree. I just wanted to put mine out in the open. ^^


 

Posted

If you come across a quote that is either bad with grammar, punctuation, or spelling, you can use [sic], which notes to the reader the quote is "as found". Like I said....make one for a FF Fender please!
-peace out!


 

Posted

Nice guide.


 

Posted

[ QUOTE ]
If you come across a quote that is either bad with grammar, punctuation, or spelling, you can use [sic], which notes to the reader the quote is "as found". Like I said....make one for a FF Fender please!
-peace out!

[/ QUOTE ]

I don't think he'd want to step on my toes, medic_brietz, just like I wouldn't want to step on his.

I'm playing a Sonic/Sonic now. Once I get him to 50 I'll pop my head in this thread and make a few comments about my differences of opinion on the set and also where I agree. Unless I see things ENTIRELY differently, which I *HIGHLY* doubt looking at the quality of this guide.


 

Posted

I have no plans to write a Force Field guide. I appreciate the enthusiasm, but I have no first hand knowledge of the set. Philotic is definitely the guy to help you on the FF road.

As an aside, I appreciate everyone's comments and critiques!


 

Posted

[ QUOTE ]

Dark Blast
My Opinion: Nice synergy here, a neat idea for someone to try.
The Good: Between your shields and the Dark Blast powers, enemies will hit less frequently, and for less damage. Also gives a solid heal.
The Bad: No way to really shut down groups, you can Immobilize them, but they will still be shooting
The Bottom Line: A solid option.


[/ QUOTE ]

Dark Blast has Dark Pit for a stun.

Also, great guide! I have seen a lot of great sonic/ defenders out there and a lot of crappy guides about them. Its nice to see a guide out from someone who really knows what they are talking about!

Edit: Almost forgot to add the part about the guide, my bad =P


 

Posted

Yikes, I will throw the bit about Dark Pit in there. Thanks for the heads up.

EDIT: Damn! Past the Edit timeframe window. I will have to mark it down for something to add in when I revise the guide.


 

Posted

i rolled me a sonic/sonic. so far it is a blast. i am familiar with the secondary b/c my main (lvl50) is an emp sonic.
I am kinda wondering about the epic...mostly considering mind. (i have tryed and loved power as an epic, I loathe dark as an epic unless i were to roll a d/d/d. power is best for emps, but i am not sure about def's...your thoughts?


 

Posted

[ QUOTE ]
i rolled me a sonic/sonic. so far it is a blast. i am familiar with the secondary b/c my main (lvl50) is an emp sonic.
I am kinda wondering about the epic...mostly considering mind. (i have tryed and loved power as an epic, I loathe dark as an epic unless i were to roll a d/d/d. power is best for emps, but i am not sure about def's...your thoughts?

[/ QUOTE ]

Really, this is something you should goto the Defender forums and ask. The guide is for Sonic/Sonic, if the post isn't related to that or the guide itself, it really shouldn't be in this thread.

I hope you understand, that will keep this thread clean and efficient. Post your question in the Defender forums and you will get much better responses from folks much more suited to answer your questions.


 

Posted

asking what epic powerset to take with a sonic/sonic in a sonic/sonic guide thread makes sense to me. Unfortunately I don't have an answer


Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)

 

Posted

[ QUOTE ]
asking what epic powerset to take with a sonic/sonic in a sonic/sonic guide thread makes sense to me. Unfortunately I don't have an answer

[/ QUOTE ]

That is my mistake, the way it was written I thought he was asking in regards to his Emp/Son.

In that case I recommend Psychic, which could have been found by checking the guide as I have explained what I feel the "best" choice is and document my reasons for it.


 

Posted

Really nice guide, I am thinking about making a Sonic/Sonic Corruptor, and this helpeful a lot. One thing I must say is that I WISH the Devs would make a damage resistance debuff enhancement like the defense debuff, that enhancement would really make Sonic/Sonic shine!


~*~Madame Pistacio~*~
Guardian of CHRYSALIS
Victory Limitless- /chanjoin "Victory Limitless"
P.E.R.C. First Chair- P.E.R.C. Site, Victory Over Hamidon
Newest event- The Great Makeover

 

Posted

[ QUOTE ]
Really nice guide, I am thinking about making a Sonic/Sonic Corruptor, and this helpeful a lot. One thing I must say is that I WISH the Devs would make a damage resistance debuff enhancement like the defense debuff, that enhancement would really make Sonic/Sonic shine!

[/ QUOTE ]

Glad it helped! The Resistance Debuff Enhancements would be really nice, but to be honest I don't think it is too necessary. Even fighting GMs/AVs; Sonic Siphon + Disruption Field and a couple Blasts makes it look like they are made out of butter.


 

Posted

I've been wanting to roll up a Sonic Defender for a while now (ever since their graphics got changed to the awesome orange), and this guide has really cemented my decision. So, I just wanted to say, "thanks" for putting this out. Now I'm really looking forward to buffing and debuffing the snot out of things!

See you on the battlefield!