Sonic Resonance gameplay


Arondell

 

Posted

I've never rolled this set past level 8 on a Corruptor, but I like the idea, and am coming here to ask some questions about it.

How is the endurance consumption on a Defender? Looks like I'll be running at least 3 toggles: Sonic Disruption, Sonic Dispersion and Assault. Tactics when needed. Would Negligence help with this or is major endurance reduction slotting needed?

Sonic Cage. Its magnitude can be increased by Acc/Mez HOs. How much magnitude is needed to cage, say, Recluse's towers or Romulus' Nictus in ITF?

At which distance does Sonic Disruption break from your teammate of choice?

For secondaries I was thinking of /Rad.

Would I be better off rolling it as a Controller or Corruptor instead?


 

Posted

Well, as far as corr/def/troll debate goes, it really depends on your preference. Earth/sonic is quite effective, especially the combination of liquefy and earthquake as it'll keep an entire spawn totally locked down and pooman becomes indestructible, especially with the +res uniques. Fender vs Corr, well I'd say both have endurance issues, I had more issues with my corr but that's because I blasted more in the low levels, but if you slot a few +end/+rcvry sets you'll be just fine (4 slot imperviums), defender's a tad less squishy than the corr due to slightly higher self buff values from epics and dispersion.

As far as caging goes, I have slotted two acc/hold HOs and 2 rchgs, it's enough to keep any AV perma caged. It's been a long time since my intanges have been unenhanced, but if iirc the towers and AVs are holdable with just 2 acc, 2 rchg slotting so you don't need any intang enhancement for that. The flyer needs at least one acc/hold HO enhancement to cage I think. As far as caging the nictus, I haven't been able to do it solo, the only time I've been able to cage nictus is when there is another cager on the team and we stack it (same for GMs).

I couldn't tell you the range for certain on sonic disruption breaking, it's usually when you're not looking :P. Sleeps and rikti will really tick you off after a while as mesmerists will generally laugh at your shields.

As far as blast sets go, I like radiation personally but sonic/sonic is just phenomenal. Ice or fire + sonic are good fun too but endurance can be painful in the lower levels. I also enjoyed my dark/sonic corr but the cones have a bit of a learning curve and sadly gloom, tt and nightfall don't work well (or at all really) with scourge but life drain was handy. If you go radiation slot -res procs.

If you've got the space, aid self is always kind of handy on a sonic resonance. Your self protection levels aren't quite as high as a bubbler because, generally, you're always going to get hit and are always taking damage (granted it is reduced) where as a bubbler is missed a lot. I would say it's far from required however as anyone with a minor heal on the team can patch you up.

Edit: Oh until the repairmen are changed, if you plan on STF runs you'll probably want sonic repulsion. Be mindful though that it eats FAR more endurance than force bubble.


 

Posted

I have a sonic/sonic and though the end drain was noticeable, it really wasn't too much of an issue overall.

Its a fun set for any of the ATs that get it, as it is fairly low maintenance



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Just tested it, disruption field shuts off at 100 yards.


 

Posted

I run Disruption, Dispersion, Assault, Tactics and MOB. Vigilence helps in certain situations, but a fair amount of endred is needed. I've got the equivalent of 2 in each toggle (except MOB), as well as 40-60% in each attack. Some +rec and +end set bonuses, but none of the big +rec uniques.

I have 2 Acc/Mez in Sonic Cage and can cage the patrons in STF. Unable to do it with just 1.


 

Posted

I found with enough endred in the toggles, and a bit in your blasts, you shouldn't have to worry about anything.

If you pick up hasten, think about slotting the performance shifter proc in stamina, or picking up elec mastery for powerdrain.


@Mechaniker
Official Old Angry German Guy of CoV.
My Characters: http://boards.cityofheroes.com/showthread.php?t=247787

 

Posted

Quote:
Originally Posted by Ethric View Post
How is the endurance consumption on a Defender? Looks like I'll be running at least 3 toggles: Sonic Disruption, Sonic Dispersion and Assault. Tactics when needed. Would Negligence help with this or is major endurance reduction slotting needed?
Vigilance will generally help any time anyone on your team takes damage. The defensive side of Sonic Resonance involves damage reduction not avoidance(e.g. Force Field) or reversal(Most sets). This means that sonic resonance will tend to get more benefit from Vigilance then most other sets. Particularly on large teams. That being said more emphasis on endurance reducers would be a good idea sans Stamina. I would recommend three endurance reducers in Sonic Disruption regardless.


 

Posted

Sonic's one of the sets that benefits a fair bit from being used by a Defender over a Corrupter or Controller - the Resistance buffs total up to 58% per teammate as opposed to 42%, and the total -Res on hard targets is -60% instead of -45%.

The set is an end hog. Below level 20 you can pretty much run Disruption Field and Sonic Dispersion and keep everyone shielded - you'll start hitting End issues once you start attacking as well. Getting on a good team and cruise controlling through Steel Canyon or Skyway like this will help I guess.

Once you've got Stamina and SO's though you should be OK. I run on 2 End Red's in Disruption Field, equivalent of 3 in Dispersion via sets and Thunderstrike in my attacks for 57% or so End reduction and recovery bonuses, and get by quite nicely.

Sonic/Rad will be a real teaming build. You have very little personal damage mitigation there if you ever solo, but teams will love you for your debuffs and the increase in defeat-speed they bring.