Questions of a Sonic/Sonic Defender


Deacon_NA

 

Posted

I decided the other day to roll a toon I'd been eying since I first started playing CoH almost 21 months ago. The Sonic/Sonic Defender. unique powers, a fun challenge, and a nice debuffing toon. Then I hit a snag...

As I was planning a suitable build for my defender, I realized that I had no idea what goal to set for myself with IO's.

That said, anyone out there with a bit of experience, what goal SHOULD I set for my defender? high Ranged defense? High Melee Defense? Ridiculous Regeneration and Recovery? What will make this character useful to a team, yet keep me from getting extremely frustrated at all the death?

Any info (aside from chuck it in the bin and roll an */* Defender) is appreciated!


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

I actually went with huge defense, mostly AoE, but great defense overall. Easy to do with IOs (I think it is reactive armor that is for resistance, but gives defense). This means I rarely get hit, and then my awesome resistance takes over. Less getting hit means more often the toggles stay functional (I went on an LGTF before the no-toggle-drop change, and I rarely lost the mez protect bubble despite the huge amount of sleeps flying around). This makes playing a 'squishie' fun!

Secondarily, I went recovery. I run the Dispersion bubble, the hulahoops, my epic shield, maneuvers (<-- more defense) and tactics, combat jumping, and I blast away. Endurance becomes a precious, precious thing ;-)

This worked out well for me, but ymmv...


 

Posted

Endurance management is the first priority. That's easy enough to do. There are only 2 powers that really need more recharge - both tier 9s.

My Sonic/Sonic def is low on my list to pimp out so I haven't really thought too much about it. I expect that building up a good emount of ranged Def should make you nigh unkillable. I wouldn't worry too much about melee Def because that's not where you want to be (mostly because of Howl).

I dunno, I can't imagine there's a big discrepancy between a 1.5B build and a 150M build for a Sonic/Sonic. I'm going to go for the latter when the time comes.


Global = Hedgefund (or some derivation thereof)

 

Posted

Defence works pretty well.
Aegis in all your +Res powers adds +4.7% vs AoE for 5 slots.
Thunderstrike in your ST blasts for +3.75% Ranged Defence per slot. Add in a Blessing of the Zephyr in Hover (or CJ if you prefer) and you're over 20% vs Ranged and AoE before you know it.
Reactive Armour gives less total defence I think, but spread it between three sources - S/L, En/Neg and AoE if I recall. It may be worth thinking of as an alternative, I prefer Aegis for AoE, Thunderstrike for ranged. It's simpler.

Recovery is good, Thunderstrike helps here too. Positrons Blast will go in the AoEs, even if its just the cheap +Dam/Range and +Dam/Rech ones, you get the recovery bonus. So getting over +10% extra here is quite doable.

A little bit of accuracy is always good, Thunderstrike takes care of that again. Have I said how much I love that set yet?

My Sonic/Energy Defender has also gone for +Damage to compound/multiply all the -Res. Thats been a bit tricky, I get that from Obliteration in Nova and Thunderstrike (the epic power) and 2 Lockdowns in Liquefy (kind of wasteful really) and Adjusted targetting in Aim.
With Assault I get an extra SO's worth of damage or so, but Assault is providing over half of that.

A trick for Sonic Blast is to put the Entropic Chaos: Chance to heal in Siren's Song. Not a greta trick, but I did this on my Sonic Blaster and occasionally kind of like it.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
A trick for Sonic Blast is to put the Entropic Chaos: Chance to heal in Siren's Song. Not a greta trick, but I did this on my Sonic Blaster and occasionally kind of like it.
Nitpick time - Entropic Chaos is a chance to heal in a ranged damage attack.

Call of the Sandman has the heal proc you'd put in Siren's Song.


Global = Hedgefund (or some derivation thereof)

 

Posted

Using all of your wonderful advice, I tried to create a build this morning in Mid's...and I've hit a brick wall. It doesn't seem to me like I'm achieving much, and the endurance consumption on this guy is ridiculous. I'll post the so-called build I came up with.

I like the powers I chose from the primary and secondary where they are. The Flight and fitness pools I would also like to keep where they are. Everything else, slots and enhancements included, can be moved around. Take a look at it if you like and change it around, make it better if you can. However, I have a feeling that, no matter what, this guy's going to eat endurance like mad.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Phase Distortion: Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5), Acc-I(7)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(48)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(48)
Level 4: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(37)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(40)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(42)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43), Numna-Regen/Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(34)
Level 22: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 24: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Siren's Song -- Empty(A), Empty(29), Empty(29), Empty(46), Empty(48)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Liquefy -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(33), UndDef-DefDeb/Rchg/EndRdx(33), UndDef-Rchg/EndRdx(33), UndDef-DefDeb/EndRdx(34), UndDef-Rchg(34)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Dreadful Wail -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 41: Dominate -- Empty(A)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46)
Level 47: [Empty] -- Empty(A)
Level 49: Assault -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

I made some sublte mods.

Here's the executive summary - Philosophically, I don't believe a power (especially a key one) should be gimped in pursuit of set bonuses, with a few exceptions. For example - slotting Dreadful Wail with a stun set instead of damage.

With my edits, the following bonuses changed:
AOE def from 23.2 to 28.7
Range from 24.1 to 28.1
Recover 2.9/sec to 3.1/sec
End drain 1.72 to 1.76 (wrong direction but not too bad)
Global Rch from 13.8 to 22.5

To the details:

Sonic Siphon with 3 Acc was overkill. This power get an Acc and I call it a day.
I swapped out Reactive Armor from Dispersion to mix Steadfast (for 3% def and kb) with Impervium (nice Endurance bonuses).
Full set of Blessing of Zephyr in Fly
I threw in 5 of Fortunata Hypnosis, if you can afford the other stuff, this is a cheap purple.
I really didn't like what you had going on with Liquefy. I went with Dark Watchers to get the recharge bonus.
Eradication in Dreadful Wail for Defense bonuses and actually doing damage with your nuke.
I made the empty slot at 47 Sonic Cage just because that's a power that's fine with an Acc and letting it go.

Here it is with changes:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Phase Distortion mine: Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
------------
Level 1: Sonic Siphon Acc-I(A)
Level 1: Shriek Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(48)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31)
Level 4: Sonic Barrier Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17)
Level 6: Sonic Haven Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(25)
Level 8: Disruption Field EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
Level 10: Hover LkGmblr-Rchg+(A)
Level 12: Sonic Dispersion S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(13), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(31), ImpArm-ResPsi(42), ImpArm-EndRdx/Rchg(48)
Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(40)
Level 16: Swift Flight-I(A)
Level 18: Health Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43), Numna-Regen/Rcvry+(46)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(34)
Level 22: Shout Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 24: Amplify AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
Level 26: Clarity EndRdx-I(A)
Level 28: Siren's Song FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(46), FtnHyp-Sleep/Rchg(48)
Level 30: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Liquefy DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(33), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb/EndRdx(33), UndDef-DefDeb/Rchg(34), UndDef-DefDeb/Rchg/EndRdx(34)
Level 35: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Dreadful Wail Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Dominate Acc-I(A)
Level 44: Mind Over Body Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46)
Level 47: Sonic Cage Acc-I(A)
Level 49: Assault EndRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance


Global = Hedgefund (or some derivation thereof)

 

Posted

I think that you are wasting the slots in health... slot the miracle proc for more recovery. Then instead of sonic cage, put in screech - which I think everyone should have anyway - it is a great stun AND does the largest -resistance for the longest time in the entire sonic blast set. Put Stupify for at least 2 slots (another 2.5 recovery) all the way up to 6 (if you can find another slot) to get 3.13% ranged def - to (mostly) replace the Numina's ranged def. Stupify is MUCH cheaper than Numina and Screech gives you a much more useful power to have slotted out. Or put in 2 Stupify, and 2 from the purple set (Absolute Amazement - cheaper than Numina's!) to get 2.5% recovery + 4% recovery... overall this VERY much helps your end issues, and again gives you a very useful power.


 

Posted

I've been working on my Son/Son build a lot lately, and here's what I came up with:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Decabelle: Level 50 Technology Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), S'fstPrt-ResKB(27)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Howl -- AirB'st-Acc/Dmg(A)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(19), Aegis-ResDam/Rchg(21)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 12: Sonic Dispersion -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(29), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), S'fstPrt-ResDam/Def+(33)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(50)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(42), Numna-Heal(42), Numna-Regen/Rcvry+(45)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Disruption Field -- EndRdx-I(A), EndRdx-I(29)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 26: Boxing -- P'ngS'Fest-Stun%(A)
Level 28: Clarity -- Range-I(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 32: Amplify -- RechRdx-I(A)
Level 35: Tough -- EndRdx-I(A)
Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(43), S'dpty-EndRdx/Rchg(43), S'dpty-Def/EndRdx/Rchg(43), S'dpty-Def(50), LkGmblr-Rchg+(50)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Power Sink -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonuses:
Aegis
(Sonic Barrier)

  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Steadfast Protection
(Sonic Barrier)
  • Knockback Protection (Mag -4)
Thunderstrike
(Shriek)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Scream)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Aegis
(Sonic Haven)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Blessing of the Zephyr
(Hover)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Aegis
(Sonic Dispersion)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Steadfast Protection
(Sonic Dispersion)
  • 3% Defense(All)
Blessing of the Zephyr
(Fly)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Thunderstrike
(Shout)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Serendipity
(Weave)
  • 4% (0.17 HP/sec) Regeneration
  • 7.63 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Devastation
(Electric Fence)
  • 12% (0.51 HP/sec) Regeneration
  • 22.9 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Psionic)
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)


 

Posted

Bah. No love for Shockwave and the Kinetic Crash set it can take? Cone knockback can be good mitigation, as long as you learn to aim it, and the full set gives +7.5% recharge, +6% regeneration and 3 points of KB protection, plus some other goodies.

Just a thought.


 

Posted

Quote:
Originally Posted by Godpants View Post
Bah. No love for Shockwave and the Kinetic Crash set it can take? Cone knockback can be good mitigation, as long as you learn to aim it, and the full set gives +7.5% recharge, +6% regeneration and 3 points of KB protection, plus some other goodies.

Just a thought.
I have that planned for my build it it makes you feel better!


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

With the build I posted, who needs more mitigation? Besides, since I plan to hover mostly, which means little worry about melee attacks, cones will be harder to line up effectively. Also, I have close to soft-capped both other positional defenses and resistances that are insane for a defender. So taking damage really isn't even an issue. As for knockback protection, the build's already got enough to resist Headsplitter, so more isn't really even necessary. 7.5% recharge and 6% regen would be great, but just icing, for the cost of a lot of slots in a marginally useful power.


 

Posted

Quote:
Originally Posted by Godpants View Post
Bah. No love for Shockwave and the Kinetic Crash set it can take? Cone knockback can be good mitigation, as long as you learn to aim it, and the full set gives +7.5% recharge, +6% regeneration and 3 points of KB protection, plus some other goodies.

Just a thought.
That's an extremely cost effective set. Shockwave is especially nice for collecting mobs together that are too spread out for Siren's Song (or Liquefy for that matter). Knock them into a wall and then hit them with the Song, then take them out one by one.


 

Posted

using your build Flarecrow, this looks pretty good..

I would leave Tough turned off (exceeds max resist and end hvy)

maybe use the last slot for a stealth IO?

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

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Phase Distortion: Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 4: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(37)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-Psi/Status(40)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(19), LkGmblr-Rchg+(39)
Level 12: Sonic Dispersion -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(40)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), Efficacy-EndMod/Rchg(34), Efficacy-EndMod(37)
Level 22: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 24: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(36), GSFC-Build%(37)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Kick -- Empty(A)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(36), Zephyr-Travel/EndRdx(36), LkGmblr-Rchg+(43)
Level 32: Liquefy -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-EndRdx(42), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
Level 41: Dominate -- Empty(A)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
Level 47: Siren's Song -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(48), FtnHyp-Plct%(48), FtnHyp-Sleep/Rchg(50)
Level 49: Dreadful Wail -- Dmg-I(A), Dmg-I(50), M'Strk-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 25.8% Defense(Fire)
  • 25.8% Defense(Cold)
  • 23.3% Defense(Energy)
  • 23.3% Defense(Negative)
  • 5.5% Defense(Melee)
  • 32.4% Defense(Ranged)
  • 29.9% Defense(AoE)
  • 36% Enhancement(Accuracy)
  • 30% Enhancement(RechargeTime)
  • 49.6 HP (4.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 12.5% (0.21 End/sec) Recovery

you might consider swapping Scream for Howl for more debuffage. You would drop below the Ranged soft cap and generate more agro using Howl, but i think its worth it


perma jump is ---> /up 1