Sonic/DP Survivability Questions
I came up with this. I switched you to the power epic since oppressive gloom and soul transfer probably weren't going to see much use on the type of things you're planning this to do. I was able to squeeze in executioner's shot as a result.
15.7% melee
22.6% ranged (not counting the zephyr nerf)
30.7% area
50% recharge
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
GPH (SonicDP): Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Sonic Barrier -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(7), S'fstPrt-ResKB(34)
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), Achilles-ResDeb%(34)
Level 2: Sonic Haven -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(19), Aegis-ResDam/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(34)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(11), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), LdyGrey-%Dam(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 8: Swift -- Run-I(A)
Level 10: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 12: Sonic Dispersion -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-Psi/Status(36)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(50)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), FrcFbk-Rechg%(29)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(39)
Level 22: Swap Ammo
Level 24: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 26: Sonic Siphon -- Acc-I(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 32: Liquefy -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb(43), DampS-ToHitDeb/Rchg(46)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition
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go TA or cold, sonic is okay at best, especially on speed tfs.
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
I aprreciate your input PC_Guy but since my freind's fender is in the mid-40s, I can't see him remaking the toon. I know DP is lackluster in damage when compared to Sonic Blast but it still should be an enjoyable (and useful) on most speed runs, particualrly as we almost always have a Cold and Rad on the team anyway, so some resistance is always welcome.
Thanks for the build Garent, much appreciated (I like the look of 70% S/L res with Temp Invul), anyone got any other good ideas?
Also toying with the idea of Force of Nature, anyone had any use out of that? There's no health crash so I can't see why it would be too bad (and it would cap everything but Psi)
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
I'll have to see what I can pull out personally, but as a quick post to Force of Nature.
It's a low endurance cost naturally, has a 1000 sec recharge which means unenhanced it's up every 16.7 minutes. Personal preference on slotting it is Aegis Resist/Rech, Resist/End/Rech, the global Psi/Status (Which also gives the 3.13 Fire/Cold and 1.56% AoE defense) and then a level 50 Recharge IO. That gives it 64% Resist and 530 sec recharge (assuming you have no set bonuses or anything of the like for recharge). Given that it last 120 seconds, it's not bad. It gives a recovery boost of 100% which can be nice. However, it does have an endo crash after the 120 seconds. My best solution is hit Eye of the Magnus when you're about to crash and be ready to eat a blue. Either that or purples and a blue.
Just letting you know upfront about it.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Cheers Stormy, well looking at the build I have with FoN (basically a slightly changed version of Garent's), with Hasten running I can expect to have it up 2 of every ~6 minutes, so a third of all gameplay (very general), which doesn't seem to shabby consering there's no health crash and only 4 (potentially 5) toggles being run.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
The major problem you'll run into with FoN is (like a health crash) is the endo crash. Suddenly you'll have all your endurance gone, which means all your toggles will be as well and squish if you're not careful. Granted it on my Storm/Dark who currently has it (and also has Hasten for added speed for FoN and the other storm powers) doesn't seem to drop fully (but then again he has Portal Jockey and Atlas Medallion).
Well, here's what I came up with. It's lack luster (in comparison to Garent) on straight up damage; however, I do have the Dark Epic pool (as you originally had) and have soul drain down to every 53 seconds when it lasts 30, so don't count it completely out. Also, I have dark consumption which could go quite well with the fact that sonic tends to be endurance heavy. I also have Liquefy probably much less IO'd out than what you'd probably want, but it's just a general idea for another way you could go about it. Hope you enjoy it.
For specs:
[+] 33% Smash/Lethal/Energy/Neg defense
[+] 35.1% Melee, 31.9% Ranged, and 27.6% AoE defenses as well.
[+] Capped (75%) Smash/Lethal resist (technically at 90%) and if you want to save a toggle, without tough it's at 66.8%
[+] 47.3% Negative/Toxic Resist, 28.5% Fire/Cold resist, 23.8% Energy resist
[+] 187% recovery (3.12/sec end without accolades 3.43/sec with Atlas and PJ)
[+] 250% Regen (11.1 HP/sec and 13.2% HP/sec with Accolades)
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonic-DP: Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), EndRdx-I(3), RechRdx-I(3)
Level 1: Pistols -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Achilles-ResDeb%(7)
Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 4: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 6: Empty Clips -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), Achilles-ResDeb%(40)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(15)
Level 10: Swap Ammo
Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(21), Mrcl-Heal(21)
Level 18: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), FrcFbk-Rechg%(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(34), Zephyr-Travel(34), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 30: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 32: Liquefy -- RechRdx-I(A)
Level 35: Piercing Rounds -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 1: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
I aprreciate your input PC_Guy but since my freind's fender is in the mid-40s, I can't see him remaking the toon. I know DP is lackluster in damage when compared to Sonic Blast but it still should be an enjoyable (and useful) on most speed runs, particualrly as we almost always have a Cold and Rad on the team anyway, so some resistance is always welcome.
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and on speed runs, the more debuff and damage the better. sonic is at the back end of debuffing and is very very slow having to buff everyone.
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
I take your point PC_Guy, thanks for the input
I like the build btw Stormy, looks solid defence wise.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
The main reason I focused so much on the defense aspect is not only am I just typically that way (because you can do, usually, much more harm to your enemies alive than a 5 second go at a mob and dead), but you stated that they typically play them as a scrapper. I'm trying to build my Dark/Elec to be tank-esk so it's interesting. For my defenders I tend to shoot for 25-35% defense just so I don't have to worry too much about him dying while trying to do stuff. That's part of my reasoning of getting my controllers up as much as they can as well.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Yeah I totally agree Stormy, and if all positions are at 32.5% then one purple will softcap which is always good for the sticky situations.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
Purples, blues, and greens. The Sonic Resonance Inspirations of choice.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
I'm having trouble getting the defence numbers I want, while retaining the powers that my friend would like. I would like to hit at least 32.5% Melee def, and I wouldn't mind sacrificing some recharge for it. Anyone got any ideas? I need 7% more :/
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
GPH (SonicDP): Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Barrier -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), Aegis-ResDam/EndRdx(9)
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), LdyGrey-%Dam(43)
Level 2: Sonic Haven -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7), ResDam-I(39)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(11), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Achilles-ResDeb%(34)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 8: Swift -- Run-I(A)
Level 10: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 12: Sonic Dispersion -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-EndRdx/Rchg(17), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-ResDam(19), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-EndRdx(21)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(23), ULeap-Stlth(23)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), FrcFbk-Rechg%(29)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Rcvry+(31), Numna-Heal/EndRdx(34), Mrcl-Heal(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
Level 22: Swap Ammo
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Sonic Siphon -- RechRdx-I(A), Acc-I(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Assault -- EndRdx-I(A)
Level 32: Liquefy -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
I still say for the ST buffs you should use Reactive Armors. 4 slotting them both will give you 1.2% Melee and Ranged defense. Not a whole heck of a lot, but it's still some. With the Dark one, that's giving you 1.89% total Melee/Ranged defense. What are you currently sacrificing with doing that? 4.4% Sleep resist, 30.6 HP, and having to alter where you put Steadfast. Granted the straight up numbers from yours would be better but honestly not really. Your one you have 3 Red fortunes with has the same technical numbers as mine because of diminished returns and getting crummy set bonuses for it in comparison with what you want.
As for where to place steadfast, instead of 6 slotting Red fortune to your big bubble, throw reactive or Aegis in there too as 5 slots. You'll get some AoE defense either way. The red fortune 5 slot is mez resist for something that your bubble gives you protection from anyhow (stun/hold). With the 6th slot, toss in your steadfast and poof, you're getting .5% more melee defense than 6 slotting red fortune and getting better set bonuses.
As for the stealth proc, it's usually best to place it into sprint. That way you can free up a slot to place somewhere else in your build and you can toggle on and off a few times to get the proc to work, then just leave sprint on as you SJ or whatever through the mission. Also, the Numina Heal/End in health is only working halfway for you. Since Health has no endurance component you're just tossing away that slot for 20 HP. A generic IO gives you 1% better regen, though I'd honestly place a regen tissue proc for the best mileage. Then we're talking 25% regen or 20 HP. Much better comparison there. On a HP/sec gain with the regen tissue proc, you're ending 1 HP/sec ahead versus 20 HP.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
With my bubble it's Titanium Coating not Red Fortune, and I gain 2.5% Melee defense (and some HP) from that. Have you got a little mixed up with the IOs there? Or is it me getting confused? Sorry if I'm not making sense or I have misread something. A little unsure with what you mean by "With the dark one" aswell.
Thanks for your point on the Regen Tissue proc by the way, much better use of that slot.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
Okay, evidently when it comes to titles and what not I fail. However, given my title mess ups (which I apologize if I did screw you up on that), the pointers are what I was mostly shooting for. The titanium coatings (other than the big bubble) aren't giving you mileage in my opinion. A bit of HP isn't as good as a bit of defense stacked up on itself. If you switch all your 3 slots of titanium coating for reactive armors, you're really trading some HP for some moderate elemental defense and some positional defense.
This is how I see it, your titanium coating is doing the following (in total): 8.8% Sleep resist, 61.2 HP, 2.2% Stun resist, 2.75% Hold, 2.5% Melee defense, 1.25% Lethal/Smashing defense.
If you were to change the Dark Mastery armor to a four slot and have reactive armor in all four powers (4 slotted) you end up with the following: 4.4% Immobilize resist, 5% Energy/Neg defense, 2.5% Ranged, 5% Smash/Lethal defense, 2.5% Melee. A 5th Reactive armor in the big bubble gives you 1.25% AoE defense, .63% Fire/Cold. As I see it, you could trade that for a 2nd steadfast (either end/resist or KB protection could work wonders) and get 1.5% recovery instead of the AoE defense.
As a result of this, you can a bit more mileage per slot in my eyes. The Aegis you currently have slotted in your first ST one is being useless this way, a 4 slotted Reactive with End/Resist, Resist, End/Resist/Rech, and Resist/Rech will give you a whole .2% less resistance for your allies and give you some personal defense. You could, if you chose to do so, stick a 5th slot into one of your ST resist armors for the Steadfast +3 defense and keep your 6 slotted titanium on the big bubble. That'll give you even more melee defense.
As far as KB protection IOs go, Karma has one for defense sets that you can put into either combat jumping (or Zephyr). Just as a thought on that side of the spectrum.
For an extra slot, just like the regen tissue idea, if you do just the +end shifter proc, the shifter end only, and a generic IO end mod, you end up a total of 4.5% recovery and 19 HP down. That'll give you an extra slot for a reduced cost. Translated (With Atlas and Portal Jockey) that's a whole .08 end/sec for an extra slot. If you really want the 19 HP, for .15 end/sec you can 3 slot one of the X/End shifter IOs and still end up with an extra slot.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Hey guys, a friend asked how to make his Sonic/DP more survivable and I said I'd play around with a build for him. The toon will run a lot of speed Imperious, Lady Grey and Statesman Task Forces, aswell as the occasional lower levels ones. I wasn't sure which epic, but he will basically be playing this toon like a Scrapper while throwing out debuffs and shielding the team.
For now, I went with the Dark epic for the stun aura, self rez and Soul Drain for a nice touch of damage combined with Assault. The build has ~65% Res. to S/L which is good, and the recharge isn't too bad either. Has anyone got any other tactics on the basis of making their Defender surivable? And feel free to critique the build I will post that I put together quickly which seems okay but I'm sure has room for imporvement from you good people.
Oh, and I was not sure on how to slot the shields regarding bonuses, and how much I would miss not taking Executioner's Shot.
Thanks in advance guys,
Tux.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
GPH (SonicDP): Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Barrier -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(9)
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 2: Sonic Haven -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(39)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(11), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Achilles-ResDeb%(34)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 8: Swift -- Run-I(A)
Level 10: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 12: Sonic Dispersion -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(19), TtmC'tng-ResDam(19), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/EndRdx/Rchg(21)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(23), ULeap-Stlth(23)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), FrcFbk-Rechg%(29)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Rcvry+(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
Level 22: Swap Ammo
Level 24: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
Level 26: Sonic Siphon -- RechRdx-I(A), Acc-I(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Assault -- EndRdx-I(A)
Level 32: Liquefy -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46), RechRdx-I(46)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), TmpRdns-Acc/EndRdx(43)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 41: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(42), RzDz-Acc/EndRdx(42), RzDz-Stun/Rng(43), RzDz-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr