Need feedback on a Rad/Sonic Guide


Garent

 

Posted

During my time unsubbed, I slowly pieced together a Rad/Sonic guide. I finished it and placed it on GameFAQs (where all my guides go) about a week ago and, now that I've resubbed, I can ask you all for feedback! If anyone has a chunk of time they're willing to spend giving it a read and tossing some feedback, please do so. I'm always looking to improve my guides. Just, be warned: the guide is long. Very, very, very long.

Here's the link: http://www.gamefaqs.com/pc/536558-ci...oes/faqs/59807


 

Posted

I skimmed it real quick and I have a few points. Screech is a useful power because it's the best -resistance debuff in the set. That alone gives it a place in builds and makes it an invaluable power in both PVE and PVP.

Also, electric fence is actually most useful as an attack. It's only slightly worse than using shout in your chain, with the added bonus of immobilizing, and the drawback of poor endurance efficiency and less damage boost for teammates.

link to graph which demonstrates this


 

Posted

Both of those should be worth editing in. Ideally though, I'd like more feedback before making any changes, if anyone else would like to take a crack at it.


 

Posted

On /Sonic:

Range slotting on Howl is also recommended. The difference between a 50' 30 degree cone (Howl base) and a 70' 30 degree cone (Howl with 2 Centrioles) is often the difference between hitting 5 targets or hitting all 10.

Shockwave's damage is perfectly fine for its recharge and animation time. Howl: 0.81 damage, 10 second recharge, 2.33 animation time. Shockwave: 0.64 damage, 8 second recharge, 2.17 animation time. Its below-average accuracy and above-average end cost can be fixed with slotting. True, it lacks Howl's debuff, but the reason people don't take Shockwave is knockback phobia.

Shockwave with range slotting, and backwards jousting if needed, will cause minimal scattering, since it's a 100% knockback proc on all hit targets. It also buys time to follow up with Siren's Song, RI, LR, EF in absolute safety.

Using Screech on a boss before Dreadful Wail will stack mag to stun the boss. If it survives.

You are correct about Siren's Song's damage and sleep duration. Don't ever use it in PvP, though. Due to a bug, any amount of sleep resistance (either Health or some kind of mez protection) causes sleep+damage powers to self-cancel. That means all Siren's Song does to almost any PvP opponent is a fleeting moment of sleep, a tiny bit of damage, then immunity to status effects for 15 seconds. (Thanks, sucker!)

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On Rad:

AM also protects against endurance drain and recovery debuffs.

RI and EF are strategically different.

Versus normal mobs: RI is mostly protective, with a huge -tohit and so-so -defense. EF is mostly offensive, with a strong -resist and a so-so -damage.
Versus tohit debuff resistant mobs (AVs, GMs, Rularuu eyeballs): RI does basically nothing. EF does both limited protection and improved offense.

This means, against normal mobs, it's important to use RI first, then EF, as RI protects against the alpha strike. Against AVs and GMs, just EF. On a "steamroller" team, just EF. It also means that the common strategy of putting RI and EF on separate targets is not always a good idea, since the two are not interchangeable.

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On APPs:

Dark Melee Soul Drain is permable with large amounts of +recharge. Dark Mastery Soul Drain has arbitrarily doubled recharge, and cannot be permed even at the +recharge cap.

Electric Fence takes some of the headache out of most AVs.

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On pool powers:

Hover gives you the option of vertical Shockwave (using the floor as the "wall" you knock the enemies into). It also attracts melee AI enemies to the point nearest you, similar to the "safest place is in melee right next to the RI anchor" strategy.

Defenders get the highest mods on Maneuvers, Assault, and Tactics, but not Vengeance. Vengeance uses self-buff mods, so weirdly enough, Scrappers have the best Vengeance.

End redux in Stimulant is helpful. 13 base end cost.

Team Teleport has a situational use: getting the team out of Caltrops or Quicksand.


 

Posted

Thanks for that feedback. Completely forgot about range-slotting cones.

Though I still argue that, even in those instances, Team Teleport would be more like griefing your team unless they're a regular group that are familiar with you doing that. Even if you announced ahead of time, someone on a PuG would likely go "WTF!?" if you team ported them in that instance.