Care to critique a Sonic/Dark build?
not really good at nitpicking one's build.....
just want to say that the powerset's not a conventional or seen combination, which i really appreciate if its made effective....
looks like your setup makes your defender a great damage mitigator for your team
Is there a web version of Mids or a web based Hero Designer that can export a bit more data like the Defense totals and recharge?
I would have to be able to tinker with it a bit because that is not like any build I have seen before so I am at a loss. (I don't have too many Defenders.) I also see some empty slots in there. Single slotted stamina? Cool if that isn't an issue - it is on all of my toons.
Managed to get on a PC and run Mids today, so here's the Mid's version (plus a couple of tweaks)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Starsnostars: Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Barrier
- (A) Impervium Armor - Resistance/Endurance
- (3) Impervium Armor - Resistance/Endurance/Recharge
- (3) Impervium Armor - Psionic Resistance
- (5) Impervium Armor - Resistance
- (5) Impervium Armor - Endurance/Recharge
- (7) Impervium Armor - Resistance/Recharge
- (A) Accuracy IO
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge
- (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (9) Dark Watcher's Despair - Recharge/Endurance
- (11) Dark Watcher's Despair - Chance for Recharge Slow
- (11) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Devastation - Accuracy/Damage
- (13) Devastation - Damage/Endurance
- (13) Devastation - Damage/Recharge
- (15) Devastation - Accuracy/Damage/Recharge
- (15) Devastation - Accuracy/Damage/Endurance/Recharge
- (17) Devastation - Chance of Hold
- (A) Impervium Armor - Resistance/Endurance
- (17) Impervium Armor - Resistance/Recharge
- (19) Impervium Armor - Endurance/Recharge
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (21) Impervium Armor - Resistance
- (21) Impervium Armor - Psionic Resistance
- (A) Karma - Knockback Protection
- (A) Jumping IO
- (A) Kismet - Accuracy +6%
- (A) Titanium Coating - Resistance/Endurance
- (23) Titanium Coating - Resistance/Recharge
- (23) Titanium Coating - Endurance/Recharge
- (25) Titanium Coating - Resistance/Endurance/Recharge
- (25) Titanium Coating - Resistance
- (50) Titanium Coating - Endurance
- (A) Unbounded Leap - +Stealth
- (A) Trap of the Hunter - Accuracy/Recharge
- (27) Trap of the Hunter - Endurance/Immobilize
- (27) Trap of the Hunter - Accuracy/Endurance
- (29) Trap of the Hunter - Immobilize/Accuracy
- (29) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (31) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (46) Performance Shifter - Chance for +End
- (46) Endurance Modification IO
- (A) Cloud Senses - ToHit Debuff
- (31) Cloud Senses - Accuracy/ToHitDebuff
- (31) Cloud Senses - Accuracy/Recharge
- (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (33) Cloud Senses - Accuracy/Endurance/Recharge
- (33) Cloud Senses - Chance for Negative Energy Damage
- (A) Endurance Reduction IO
- (34) Endurance Reduction IO
- (34) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Analyze Weakness - Defense Debuff
- (37) Analyze Weakness - Accuracy/Defense Debuff
- (37) Analyze Weakness - Accuracy/Recharge
- (39) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (39) Analyze Weakness - Accuracy/Endurance/Recharge
- (39) Analyze Weakness - Chance for +ToHit
- (A) Touch of the Nictus - Healing
- (40) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (40) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (40) Touch of the Nictus - Accuracy/Healing
- (42) Touch of the Nictus - Accuracy/Endurance/Recharge
- (42) Touch of the Nictus - Chance for Negative Energy Damage
- (A) Accuracy IO
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Steadfast Protection - Knockback Protection
- (45) Impervious Skin - Status Resistance
- (45) Aegis - Psionic/Status Resistance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 10.5% Defense(Psionic)
- 15.5% Defense(Melee)
- 12.4% Defense(Ranged)
- 5.5% Defense(AoE)
- 9% Max End
- 21.3% Enhancement(RechargeTime)
- 47% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 15% FlySpeed
- 110.6 HP (10.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 10%
- MezResist(Held) 24.3%
- MezResist(Immobilize) 10%
- MezResist(Sleep) 12.2%
- MezResist(Stun) 18.8%
- MezResist(Terrorized) 10%
- 10% (0.17 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 1.58% Resistance(Smashing)
- 1.58% Resistance(Lethal)
- 3.75% Resistance(Negative)
- 15.3% Resistance(Psionic)
- 15% RunSpeed
A couple of points:
The only real IO mules are Tactics (for Gaussian's ridiculous DEF boosts) and Dark Embrace (I'm taking an armor anyways, but it's a nice spot to slide a number of globals).
No Hasten, since I've noticed that the only way I can pull aggro is (very occasionally) with Hasten. Since I often run my attack chain on auto-pilot while managing buffs and endurance, this has lead to me occasionally dying since I didn't realize how much damage I was taking.
Lots of toggles, since I'm essentially an aura buffer. With Sonic dispersion, I have to be in the middle of the action anyways, and since that and Disruption need to be active at all times, I decide to go the full toggle/leadership route for buffs and neglect the nuke.
Tried to a decent amount of defenses without compromising too much. More is always appreciated, however.
Also, my APP choice is not set in stone. If anyone can provide a decent reason for any of the others, then I'm fine with changing. I just picked Dark for some needed additional AoE damage and for thematic reasons. But really any of them could work.
Anyway, any comments are appreciated!
Thanks!
Unable to open the link. Did you use phpBB/Zetaboards as your format?
I also have a Sonic/Dark Defender, who I created 2 days ago. So there are 2 of us out there at least.
My build is somewhat different than yours, but I wanted to add that you could maybe skip Clarity. Your big bubble already provides -hold, -immob, and -stun. Tactics provides -confuse and +perception. The only holes left are sleep and fear.
If you wanted to go ultra-Defendery, you could replace Tactics with Aid Other. This would give you a modest heal and the ability to break sleeps, if you want that. Or you could replace it with some other power.
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Only thing to note is that I took part of Oedipus's advice and dropped Clarity, but instead picked up Recall Friend. I just find myself in need of TPs or the ability to TP someone else way too often.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
Here is my planned build for my Sonic/Dark, am glad to see that I am not the only one with these sets.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Midnight's Melody: Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), RechRdx-I(3)
Level 1: Dark Blast -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(25), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(27), SipInsght-%ToHit(46)
Level 2: Sonic Barrier -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(5), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7)
Level 4: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9), ImpArm-ResPsi(11)
Level 6: Gloom -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(11), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(36)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(19), EndRdx-I(19)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Sonic Dispersion -- Aegis-Psi/Status(A), ImpSkn-ResDam/EndRdx(13), ImpSkn-ResDam/Rchg(13), ImpSkn-EndRdx/Rchg(15), ImpSkn-ResDam/EndRdx/Rchg(15), ImpSkn-Status(17)
Level 14: Fly -- Frbd-Fly(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), RgnTis-Regen+(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(23)
Level 22: Tenebrous Tentacles -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/EndRdx/Rchg(37), GravAnch-Hold%(45)
Level 24: Night Fall -- Cloud-ToHitDeb(A), Cloud-%Dam(43), Cloud-Acc/ToHitDeb(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/Rchg(50), Cloud-Acc/EndRdx/Rchg(50)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(27)
Level 28: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/EndRdx(29), GSFC-ToHit(31), GSFC-Build%(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Liquefy -- Lock-Acc/Rchg(A), Lock-Rchg/Hold(33), LdyGrey-DefDeb/Rchg(33), LdyGrey-Rchg/EndRdx(33), DarkWD-ToHitDeb/Rchg(34), DarkWD-Rchg/EndRdx(34)
Level 35: Life Drain -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(40), Nictus-Acc/Heal(40), Nictus-Acc/EndRdx/Heal/HP/Regen(42), Nictus-Acc/EndRdx/Rchg(42)
Level 38: Blackstar -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/Rchg(39), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-Acc/Rchg(45)
Level 44: Oppressive Gloom -- Acc-I(A)
Level 47: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(48), GftotA-EndRdx/Rchg(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Def(50)
Level 49: Recall Friend -- TSM'n-Rng(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:
- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 4.88% Defense(Fire)
- 4.88% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 4.88% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.75% Defense(AoE)
- 10.8% Max End
- 27% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 32% FlySpeed
- 129.7 HP (12.8%) HitPoints
- 32% JumpHeight
- 32% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 12.5%
- MezResist(Held) 17.5%
- MezResist(Immobilize) 12.5%
- MezResist(Sleep) 14.7%
- MezResist(Stun) 12.5%
- MezResist(Terrorized) 12.5%
- 16% (0.27 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.5% Resistance(Fire)
- 6% Resistance(Psionic)
- 32% RunSpeed
- 8% XPDebtProtection
Set Bonuses:
Siphon Insight
(Dark Blast)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Sonic Barrier)
- 1.5% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Sonic Barrier)
- 2.5% (0.04 End/sec) Recovery
(Sonic Haven)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- MezResist(Held) 2.75%
- 3% Resistance(Psionic)
(Gloom)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Sonic Dispersion)
- 3% Resistance(Psionic)
(Sonic Dispersion)
- MezResist(Sleep) 2.2%
- 15.3 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(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)
(Tenebrous Tentacles)
- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Night Fall)
- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(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)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Liquefy)
- 3% DamageBuff(All)
(Liquefy)
- 15.3 HP (1.5%) HitPoints
(Liquefy)
- 15.3 HP (1.5%) HitPoints
(Life Drain)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Blackstar)
- 1% (0.02 End/sec) Recovery
(Blackstar)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
(Dark Consumption)
- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.5% DamageBuff(All)
(Maneuvers)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- MezResist(Held) 2.2%
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Proud Member of the Paragonian/Rogue Knights
I love my Sonic/Dark. With the combined Sonic buffs and Dark Debuffs, it's like I'm buffing my teammates in both DamRes and Defense. Even half slotted like he is now (debuffs more than my shields, fyi) my team's health rarely drops below 90% unless we're doing something large and chaotic like Rikti ship raids.
P_Nut (Not that I'm some guru ) :
Main worry I have is in taking Blackstar with the Leadership pool. Popping the nuke will drop Disruption, Dispersion, Tactics, Maneuvers, and Assault. That's a lot of Support lost just for one power. When it comes to the Defender nuke, I'm a big believer in "to each his own", but I was greatly underwhelmed when I took it at first, since it shuts down so much.
Also, I can't recommend the Epic Armor enough. Sonic/Dark is SQUISHIE without some extra defense from set bonuses or the resistances from armors, since your only out-of-the-box mitigation is from your bubble. Since getting my armor, I've (narrowly) avoided a number of faceplants. I also use mine as a mule for the special Resistance set globals, so I could max the resistance on my buffs and bubble.
How is Oppressive Gloom? Wondered when I saw it, but haven't toyed with it yet.
While I won't comment too much on the main build (very different direction than I'd take it, but to each his own), here are a few pointers. First, Liquefy deserves way better slotting. The set bonuses are cool and all, but a power that powerful shouldn't be crippled by its actual enhancement values. It can completely trivialize most any battle, so you want max recharge above all else. The defense debuff is much less important than the tohit debuff - by that level, any reasonable character should be slotted to hit well enough normally, not relying on a long-duration debuff like that. With -tohit slotting, the 33% debuff looks more like a 50% debuff, and since you're slotting your blasts for -tohit anyway, you should know that's a Good Thing. Further, the main debuffs (the part you care about) are autohit anyway, so +acc only affects the brief hold at the start, and self-buffing procs are pretty much pointless in a power you're only going to use once every 2-3 minutes at best. Swap the Analyzed Weakness out for either 3 Membrane Hami-Os, or enough Dark Watcher/Dampened Spirits to get around the rech and -tohit cap.
The shields are fine with just three or four slots, really. The 6-slot bonuses aren't very impressive in most resistance sets, and they really don't need the enhancement values (do you really need extra end/rech in the ally bubbles?). If you just have extra slots to burn anyway, I'd use 5 Aegis instead for the massive AoE defense boost and/or give Maneuvers some extra love. On the other hand, while throwing some uniques in Dark Embrace is fine, make sure to at least keep it above 50% res slotting. Chasing a bit of extra psi res is ok, but not at the expense of serious s/l res, and you have what is probably the single most expensive IO in the whole game (Glad Armor +3% def) slotted without the regular Steadfast +3% in sight.
If you're not going to load Tenebrous Tentacles up with extra damage procs (it can take three, not counting the PvP set), slotting for -tohit gets a lot more bang for your buck than extra immob duration imo. It's already long-lasting enough to be permanent without duration slotting, so you need to ask yourself whether you'd like stronger -tohit on everything you fight (Cloud Senses or Siphon Insight) or the ability to keep higher-level bosses snared, which is all the Trap of the Hunters are netting you. Especially since the era of the AE boss farm is dead and gone, it doesn't seem that important.
Oppressive Gloom is pretty great at what it does - a cheap, permanent AoE stun for as long as you stay near melee range - but gets infinitely better if you have another stun to stack on it. It's only Mag 2, so anything stronger than a minion won't be affected otherwise. Dark Pit, while pathetic in isolation, would be a really strong combo with OG - they would stack to disorient even bosses, in a decent AoE. I'd probably take both or not bother. The main catch with using OG is that staying close up can make it hard to maximize your /Dark cone blasts unless you like bouncing in and out of range every few seconds.
Wow. That.. ah.. wasn't that brief.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
You can get some damage output out of your attacks by looking into Hami-O Accuracy/Damage enhancements. 2 of them will net you some decent damage numbers while leaving you 4 slots for debuff enhancement.
If you find yourself in a situation where you have a LT beating on you in melee range and no one is free to help you out, you're going to want the ability to do more than tickle him.
Team defending is great, but if you get killed because you couldn't kill a LT by yourself it doesn't do you much good.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Here's a build I've been working on for my Sonic/Dark. He's finally getting to the point where he doesn't run himself bone dry quickly. Still looking for a way to put one more slot in Dark Blast and Gloom, maybe slot a damage proc from Clouded Senses there to push his damage output up some more.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Kennar team build (v2.00.i15 non-purpled): Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(37)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(25)
Level 4: Sonic Haven -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hover -- Flight-I(A), Flight-I(11), Zephyr-ResKB(11)
Level 12: Sonic Dispersion -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Tenebrous Tentacles -- HO:Nucle(A), HO:Centri(17), HO:Centri(17), Posi-Dam%(31), TotHntr-Dam%(31), Cloud-%Dam(37)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Heal(39), Numna-Regen/Rcvry+(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(27), P'Shift-End%(40)
Level 22: Night Fall -- HO:Nucle(A), HO:Nucle(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/EndRdx(31), Posi-Dam%(42), Cloud-%Dam(50)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(50)
Level 26: Clarity -- Range-I(A)
Level 28: Disruption Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(50)
Level 32: Liquefy -- LdyGrey-DefDeb/Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(33), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitdeb/Rchg/EndRdx(33), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb/Rchg/EndRdx(34)
Level 35: Torrent -- HO:Nucle(A), HO:Nucle(36), Posi-Dam%(42), ExStrk-Dam%(43), Cloud-%Dam(43), FrcFbk-Rechg%(46)
Level 38: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(45), Entrpc-Heal%(46)
Level 41: Sonic Siphon -- Acc-I(A), Acc-I(45)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Efficacy-EndMod/Acc(48)
Level 47: Sonic Cage -- HO:Endo(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
I love my Sonic/Dark. With the combined Sonic buffs and Dark Debuffs, it's like I'm buffing my teammates in both DamRes and Defense. Even half slotted like he is now (debuffs more than my shields, fyi) my team's health rarely drops below 90% unless we're doing something large and chaotic like Rikti ship raids.
P_Nut (Not that I'm some guru ) : Main worry I have is in taking Blackstar with the Leadership pool. Popping the nuke will drop Disruption, Dispersion, Tactics, Maneuvers, and Assault. That's a lot of Support lost just for one power. When it comes to the Defender nuke, I'm a big believer in "to each his own", but I was greatly underwhelmed when I took it at first, since it shuts down so much. Also, I can't recommend the Epic Armor enough. Sonic/Dark is SQUISHIE without some extra defense from set bonuses or the resistances from armors, since your only out-of-the-box mitigation is from your bubble. Since getting my armor, I've (narrowly) avoided a number of faceplants. I also use mine as a mule for the special Resistance set globals, so I could max the resistance on my buffs and bubble. How is Oppressive Gloom? Wondered when I saw it, but haven't toyed with it yet. |
Generally, under normal conditions/circumstances, a Defender's nuke isnt really warranted for damage. Its kind of a wimpy blaster nuke, drops all your toggles (which directly affects your team as you know). There are 3 saving graces for Defender nukes though.
1) Usually the Defender will have some sort of -resist aoe/loc debuff to multiply that damage
2) Nuke power has some sort of aoe/location, mez/damage mitigation effect
3) Primary's last tier power has some sort of aoe/location, mez/damage mitigation effect
In your case, you actually have 2 out of the 3..... but just to be on the SAFE side you wanna do this....
1) Cover the targeted mob groups w/ your cone -To Hit debuffs first
2) Liquefy the targeted mob groups (location -35% Def / -35% To Hit, small hold/KD)
3) Detonate BlackStar (-62.5% To Hit)
Basically, by the end, you've capped out all the mobs -To Hit factor and everyone should have your resist buffs..... so you're REALLY covered when you experience toggle droppage.
As for Epics, i primarily prefer Dark Mastery, and secondarily prefer Power Mastery. Dark Mastery just has TOO many "impact" powers, in fact all of them. If you are experiencing chronic end problems w/ your setup, keep Dark Consumption. If not, skip it and take Oppressive Gloom. Its a pbaoe mag2 stun which keeps itself layered on a target within its zone. You dont need to slot stun in to keep something perma-stunned, as long as it hits successfully on every chance. The end usage is phenomenally low(0.1/sec, compare to your 1.04/sec Disruption Field or 0.52/sec Sonic Dispersion). Just keep it 1slotted ACC w/ a basic IO and its a serious Impact power just like that. You can keep almost any minion or LT at bay when they melee you. Or go deep, thick in a mob group and do a small amount of control/damage mitigation by your pbaoe stun.... this 1slotted power goes a LONG way....
Dark Embrace - well, you've got it so you know how useful it is. The only Epic Resist toggle that covers 4 damage types - Smash, Lethal, Dark NRG, Toxic. The last two are usually weak points on alot of heroes.
Soul Transfer - the only self-rez a defender can get? Well, its useful in that very aspect, but maybe not so if you're not interested in having to die in the first place....
Soul Drain - this power gives those D3's the damage that makes them effective solo artists. They still havent fixed this from the Scrapper's - you will pull "crit" damage when activated lol, though not a big damage dealer. I think you can strike 16 targets?, but only up to 6 will buff you to a total of a bit over 100% damage over 30 seconds. You wanna crank up your Blackstar? Here ya go!
Power Mastery:
some peeps go this way to get more of a "controller" mag out of their powers and good resist options....
Conserve Power - speaks for itself.... will be obviously useful for end issues
Power Build Up(PBU) - well, this is why peeps take this Epic mostly. 10% To Hit, 80% Damage, almost 100% buff to secondary/mez effects. You stack this w/ Aim before hitting Liquefy and Blackstar, and you're gonna be the MASTER for a bit of time!
Force of Nature - well, basically a Defender's "Oh *HIT" button that kicks off enough resist to cap you out when slotted. This power should be seriously considered....
Temp Invuln - 30% to Smash/Lethal as a base is an awful lot of resist. Considering thats whats going to be whacking you in melee, most of the times.
Honestly don't think I can disagree with anything that's been said.
I'm working on a new version of my build, something that slot-wise is probably going to be very different.
So, my question to all you senior defenders out there:
What do you look for most in set bonuses?
I know this is a completely subjective question, but I'm just looking for opinion. Leveling (before I was fully slotted) I focused on Recovery and End (hence the large number of Impervium Armor sets), but now that I'm approaching end-game, I'm seeing endurance as less and less of a problem. So where should my slots go?
Just like to see what the community thinks.
traditionally.... peeps slot up heavy for Recharge.
but its REALLY wholly dependent on you as a player - what is your powersets, when and how you apply those powers, what is your playstyle.....
You may go for heavy Recharge, or maybe you go for a real tough, tankerish build, cuz you can do that w/ IO's and set bonuses.....
its really all YOU
I didn't follow all the versions offered, but I have a mid-level Sonic/Dark built for "miscellaneous support" with the following plan:
1) Full ToHit debuff in the two main cones, plus some range in the Tentacles
2) Capped Maneuvers.
... with these two, you'll give about 5.5% Defense to the team and the people you hit with both cones will have around 32% ToHit debuff if even-con, around 20.5% at +3 to you. So you're stopping around half the incoming damage from landing.
3) Big bubble and little bubbles slotted to cap.
... this stops half the remaining damage from hurting. Unfortunately the big bubble works best if you're staying in a predictable place, and the cones work best if you're jumping around like a maniac.
4) Frankenslotted Life Drain- you want 40+% Acc, 80%+ Heal, as much Recharge and Damage as you can manage and a little EndReduction if you can manage it. This is to save your squishy butt.
At level 35-ish, I ended up setting up my singletarget attacks for damage, sacrificing my cone attacks' damage for debuff (NOTE: HamiOs may avoid this necessity) and taking Heal Other.
What I have right now is something that helps any defensive teammates significantly. Got some Defense? Enemies are going to be at the to-hit floor against you. Got some Resist? Lemme cap that for you. Got neither? Well, we can still cut incoming damage by about a factor of three or four (if everything works out) and heal some of the remainder.
It took kind of an extreme situation (everyone else in the SG building damage, basically) for me to go "pure support" but I did it. And it works pretty well.
Now the curse of the setup is that everyone else is at 55% Res and you are at 25%. I recommend the following to keep the Defender defended:
Several sets of Aegis (4%-ish AOE defense)
Steadfast 3% Def to all (unique, sadly)
If you can manage it: Kick/Tough/Weave (Kick for style, Boxing if you're going to use it)
With Tough and an Epic defense, you should be over the 75% cap in S/L and around 60% to one other type; with Weave, Maneuvers and the Steadfast you should be around 16.5% Def to All, around 30% (!) to AOE. Some Thunderstrikes if you have the slots and you should be very very tough to hit, except in melee.
None of the sets I've picked here are insanely expensive by my standards. If you have more money you can get more Defense (Blessings of the Zephyr, for instance, for ranged/aoe) and a few other things as needed.
This is probably around 150 million inf as described, but I haven't checked the prices on Hami-Os lately.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Hey forumites.
My main is nearing 50 after a couple of months of playing, and it's nearing time to fully respec him for his life at level cap. So, if you got some time, I'd appreciate giving this a real-quick glance through and give me some opinions. Just please know that he's meant 100% for damage mitigation and team support, not for soloing or damage in the least (well, except for the PPP AoEs)
Any suggestions, from slotting, to where the slots should be, to power choices are completely welcome.
Thanks!
(Sorry, no Mids, only have a Mac)
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Defender
Primary: Sonic Debuff
Secondary: Dark Blast
+----------------------------------------------------------------
01: Sonic Barrier => Impervium_Armor(1), Impervium_Armor(13), Impervium_Armor(13), Impervium_Armor(15), Impervium_Armor(15), Impervium_Armor(17)
01: Dark Blast => Dark_Watchers_Despair(1), Dark_Watchers_Despair(7), Dark_Watchers_Despair(9), Dark_Watchers_Despair(9), Dark_Watchers_Despair(11), Dark_Watchers_Despair(11)
02: Gloom => Devastation(2), Devastation(3), Devastation(3), Devastation(5), Devastation(5), Devastation(7)
04: Sonic Haven => Impervium_Armor(4), Impervium_Armor(17), Impervium_Armor(19), Impervium_Armor(19), Impervium_Armor(21), Impervium_Armor(21)
06: Combat Jumping => Unbounded_Leap(6)
08: Hurdle => Jump(8)
10: Maneuvers => Kismet(10)
12: Sonic Dispersion => Titanium_Coating(12), Titanium_Coating(23), Titanium_Coating(25), Titanium_Coating(25), Titanium_Coating(27)
14: Super Jump => Unbounded_Leap(14)
16: Tenebrous Tentacles => Trap_of_the_Hunter(16), Trap_of_the_Hunter(27), Trap_of_the_Hunter(29), Trap_of_the_Hunter(29)
18: Health => Numinas_Convalesence(18)
20: Stamina => Recovery(20)
22: Night Fall => Cloud_Senses(22), Cloud_Senses(31), Cloud_Senses(33), Cloud_Senses(33), Cloud_Senses(33), Cloud_Senses(34)
24: Hasten => Recharge(24), Recharge(36), Recharge(36)
26: Disruption Field => EnduranceDiscount(26), EnduranceDiscount(34), EnduranceDiscount(34)
28: Clarity => EnduranceDiscount(28)
30: Assault => EnduranceDiscount(30)
32: Liquefy => Analyze_Weakness(32), Analyze_Weakness(36), Analyze_Weakness(37), Analyze_Weakness(37), Analyze_Weakness(37), Analyze_Weakness(39)
35: Life Drain => Touch_of_the_Nictus(35), Touch_of_the_Nictus(39), Touch_of_the_Nictus(39), Touch_of_the_Nictus(40), Touch_of_the_Nictus(40), Touch_of_the_Nictus(40)
38: Tactics => Empty(38), Empty(48), Empty(50), Empty(43), Empty(46), Empty(46), Empty(46)
41: Dark Consumption => Obliteration(41), Obliteration(42), Obliteration(42), Obliteration(42), Obliteration(43), Obliteration(43)
44: Dark Embrace => Steadfast_Protection(44), Impervious_Skin(45), Aegis(45), Gladiators_Armor(45), Empty(46), Empty(46)
47: Soul Drain => Obliteration(47), Obliteration(48), Obliteration(48), Obliteration(50), Obliteration(50), Obliteration(50)
49: Soul Transfer => Recharge(49)