IO for the Sonic/Sonic
Capped ranged defense (and AoE defense) -OR-
Capped smashing/lethal defense and some range defense.
The one thing I've seen in a lot of end game builds is fighting pool. Add in your epic shields and you're packing 67-68 percent smash/lethal resistance, a mez toggle and defense. I didn't opt for that in my build largely because I like the AoE web nade in helping position my sonic blasts.
The build I'm using is below; it has abour 41% smash/lethal defense, 32% ranged. I could easily cap smash/lethal if I decided to spec in Weave, but I like the build as is. Perhaps, the only thing I might change is take out Siren's Song and put Liquefy back in.
Also, instead of Reactive Armor, I've seen builds where you use either Impervium Armor or Aegis to work up either psionic resistance or AoE defense.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fell Fiend - Issue 14 Mk II: Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Sonic Resonance
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(36)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17)
Level 6: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17)
Level 8: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Sirens Song -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(19), LgcRps-EndRdx/Sleep(19), LgcRps-Acc/Sleep/Rchg(23)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(40), RctvArm-EndRdx(40), S'fstPrt-ResDam/Def+(43)
Level 24: Amplify -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), AdjTgt-ToHit/Rchg(25), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(37)
Level 26: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Knock%(36)
Level 28: Aid Other -- Heal-I(A), Heal-I(37)
Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(39), IntRdx-I(39)
Level 32: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Det'tn-Acc/Dmg/EndRdx(37)
Level 35: Clarity -- EndRdx-I(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(46)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Disruption Field -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
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[u]Set Bonus Totals:[u]<ul type="square">[*]7% DamageBuff(Smashing)[*]7% DamageBuff(Lethal)[*]7% DamageBuff(Fire)[*]7% DamageBuff(Cold)[*]7% DamageBuff(Energy)[*]7% DamageBuff(Negative)[*]7% DamageBuff(Toxic)[*]7% DamageBuff(Psionic)[*]19.6% Defense(Smashing)[*]19.6% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]27.4% Defense(Energy)[*]27.4% Defense(Negative)[*]3% Defense(Psionic)[*]13.6% Defense(Melee)[*]30.2% Defense(Ranged)[*]5.5% Defense(AoE)[*]2.5% Enhancement(Held)[*]4% Enhancement(Sleep)[*]15% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]3% Enhancement(Immobilize)[*]17% FlySpeed[*]16.1 HP (1.5%) HitPoints[*]17% JumpHeight[*]17% JumpSpeed[*]MezResist(Held) 2.2%[*]MezResist(Immobilize) 9.35%[*]MezResist(Terrorized) 2.2%[*]20% Perception[*]8.5% (0.14 End/sec) Recovery[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]1.26% Resistance(Energy)[*]3.14% Resistance(Negative)[*]17% RunSpeed[/list]
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How do people IO out their Sonic/Sonic? That is, not frankenslotting but going for the "end-game" set bonuses.
In the case of my SS/SD brute I've gone for +recharge and capped defense, and the difference between before and after the build is finished is like night and day.
I have previously gone for +recharge and +resistance, but nothing feels "right" as there does not seem to be anything that benefits that much on a sonic/sonic. Recharge is nice, but not essential, so is resistance. Soft-capping defense is obviously not that necessary.
Any thoughts? Thanks for your help.