Sonic superteam?
Sonics just work in conjunction with other support types better than multiples than some of the other sets. Two is enough to cap all but tankers resistance, after the -res is the only trick they've got until liquify. People will still be feeling some pain from knockback and debuffs slipping through, and being unable to heal means despite being capped at 75% res, there will still likely be some downtime, and targets like AV's will still hammer you hard enough to kill (sonic cage can alleviate that if it's nearing team wipe levels).
In any case, A pair of sonics is plenty they will greatly increase the survivability of the team by enhancing the length of time heal support has to heal, regens to regen, defense based folk will have fall back etc, and you will be multiplying the benefits of damage buffs. It has so much more to offer in conjunction with a few other types.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
You could, of course, add in a kineticist or two in the Sonic superteam. -Resistance increases the effect of -DMG (say hello to Fulcrum Shift) and would work greatly combined with +DMG (Fulcrum Shift!). Kinetics would also add Speed Boost for more Recovery and Recharge along with a Heal which is something Sonic doesn't have access to.
I would expect a team of Sonic/Sonics and Kin/Sonics to rip through most things with not too much difficulty.
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We had a Rad/Sonic Defender superteam a while ago. It was kinda scary how quickly the team became unstoppable. We ran the Synapse TF with just about everyone at lv15, and took down Babbage in under 50s... and that's including Babbage running like a pansy.
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Ok, thanks for the replies. I was originally hoping for an all sonic/sonic defender team but it seems like you dont find that very feasible. So maybe instead I will just make it a sonic team and allow anyone in who has a sonic component. Friend wants to go with an acid rock band theme so I guess it will be cool if a few rads want to join in.
Sonics just work in conjunction with other support types better than multiples than some of the other sets. Two is enough to cap all but tankers resistance, after the -res is the only trick they've got until liquify. People will still be feeling some pain from knockback and debuffs slipping through, and being unable to heal means despite being capped at 75% res, there will still likely be some downtime, and targets like AV's will still hammer you hard enough to kill (sonic cage can alleviate that if it's nearing team wipe levels).
In any case, A pair of sonics is plenty they will greatly increase the survivability of the team by enhancing the length of time heal support has to heal, regens to regen, defense based folk will have fall back etc, and you will be multiplying the benefits of damage buffs. It has so much more to offer in conjunction with a few other types. |
But, past 2 or 3 Sonics, you're wasting a bunch of +RES powers that you could be using on something else. Even if you only take Dispersion and skip the individual buffs, and don't even slot it, you'd be capping everyone who could possibly be on the team. So as Katten said, you only need two at most to cap out everybody. So unless you just want to shoot for really severe -RES (which you could do with some other sets anyway), I'd avoid doing all Sonic Dispersion.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Ok, so a buddy and I were discussing our next set of heroes to roll and thought that it might be pretty sick to see some sonic defenders in action. All the -resist seems like an awesome steam rolling good time and since sonics seem so rare it could be fun and different. Now that being said, I have never played a sonic, only teamed with one a handful of times and never seen more than 2 in one team.
So what am I missing?
Is there a reason why I have never seen an all sonic team?
Will it not work the way other superteams like Rad, TA, Cold, or Traps do?
I cant remember what the - resist cap is but is it something that is easy to hit with 2,3 or 4 sonics that would make rest of team less effective?
What powers and playstyles do you think will make this style of team most effective? I imagine there will be a lot of support for the leadership pools, but I am a bit worried about the end costs of running all those toggles.
If you all can help me iron out some of these details, I plan to start this project on justice in the near future.
Thanks,
Gitch