Dark/Sonic Permahaste + Kinda Softcap


Rigel_Kent

 

Posted

I'm posting my Dark/Sonic build just to kinda share it and see if anyone has any comments to improve it. As the title says, the build has Permahaste. Now what do I mean by "Kinda Softcap"? I mean that with one application of Fearsome Stare, I have softcap Ranged defense, and every other defense is above 40%. Since this toon will be at range mostly, the Ranged defense is most important, and the rest just kinda add to the fun.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Syth Screamer: Level 50 Natural Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1: Twilight Grasp Nictus-Heal(A), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Heal/HP/Regen/Rchg(5)
Level 1: Shriek Empty(A)
Level 2: Scream Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 4: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13)
Level 6: Tar Patch TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(13), TmpRdns-Acc/EndRdx(15), TmpRdns-Rng/Slow(15), TmpRdns-EndRdx/Rchg/Slow(17)
Level 8: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(19)
Level 10: Hurdle Jump-I(A)
Level 12: Fearsome Stare Abys-Acc/Rchg(A), Abys-EndRdx/Fear(21), Abys-Acc/EndRdx(21), Abys-Fear/Rng(23), Abys-Dam%(23), ToHitDeb-I(50)
Level 14: Health Mrcl-Rcvry+(A)
Level 16: Shout Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27)
Level 18: Howling Twilight Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
Level 20: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 22: Shadow Fall RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(34), LkGmblr-Rchg+(34)
Level 24: Amplify GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 26: Hasten RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 28: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 30: Combat Jumping LkGmblr-Rchg+(A)
Level 32: Dark Servant BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40)
Level 35: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 38: Screech Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(45), Amaze-ToHitDeb%(45)
Level 41: Oppressive Gloom Acc-I(A)
Level 44: Dark Embrace ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(46), ImpSkn-EndRdx/Rchg(46), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(48)
Level 47: Assault EndRdx-I(A), EndRdx-I(48)
Level 49: Vengeance LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

Your build is solid.

Keep in mind you have two mitigation combos, -tohit plus +def, and also -dmg plus -resist. A little more recharge slotting in Twilight Grasp will help you keep the muzzle on AVs and GMs.

Howl needs range slotting. A cheap old Centriole or two will do nicely. This will ensure maximum coverage on Howl's area of effect.

You don't need Shout. Shout has inherently good accuracy, but its DPS is worse than Shriek. Its debuff lasts twice as long as Shriek, but its activation and recharge times are about three times as long as Shriek. Slot up Shriek instead, enjoy a superior blast, and free up a power choice for another blast or APP.

Unless, of course, you have Shout just for looks -- which isn't a bad reason! It's a fine looking power, and it's not that much worse than Shriek. Slot it up with Centrioles, maybe joust backwards a bit, and enjoy the satisfaction of watching giant sound waves of DOOOM (or is that BOOOM?) barrel across the battlefield.

A little bit of damage resistance enhancement in Shadow Fall will make the tanker in your team very happy someday. Perhaps on an MoSTF run; Shadow Fall takes a lot of the bite out of Scirocco's haxxed EMP.

Oppressive Gloom benefits from duration slotting. Once you tag a minion with a tick (or an LT or boss, if stacked with your other stuns), defenders get several seconds' worth of stun, even if you move away. With slotting, even +2 targets will be left reeling for a good 13 seconds after each tick. Rule of thumb: OG's stun duration is 60% as long as Screech and Dreadful Wail. This is thanks to defenders having better mez duration scalars than scrappers and tankers. Abuse it!

There's a balance point between having lots of set bonuses and having powers well enhanced. You may be treading a little too far on the set bonus side. Don't be afraid to scrap some sets in some of the powers that don't need much slotting (Tar Patch, Darkest Night, Stamina, Maneuvers, Amplify, Dark Embrace), and move slots to get other powers enhanced.


 

Posted

I was really trying to get permahaste, hence going more for set bonuses. I do agree that some power coulds be more effective with different enhancements, but that would negate the Permahaste. Perfect example is Tar Patch. If I wasn't going for Permahaste, it would be slotted completely different and have more recharge. The only thing that doesn't worry me about Tar Patch is that the Recharge is 30s, whereas the duration is 45s. So against an AV the power will be more than effective. The only time I notice issues is when I'm doing regular killing and it isn't ready for every group. I might want to go through and change some of the sets so I can get better slotting in certain powers.

As for Shout, I never realized that. What you said is interesting. The animations is pretty awesome, and I took it so I would have a high damage dealing attack.


 

Posted

If it's any help, I dropped Shout from my Sonic/Fire blaster long ago, but I still miss it from time to time. The pewpew from Shriek is efficient, but it just doesn't fill that irrational need to hit the bad guys, really, really hard.

Good thing I still have Dreadful Wail and Rise of the Phoenix to get my occasional fix.


 

Posted

On my Cold/Sonic I get along just fine without Shout and don't miss it at all. Dark is a relatively active set so while you may miss it slightly solo on teams spamming howl and laying down debuffs will be taking up most of your time.

I looked at your build, and it's slightly more expensive but I added a little more recharge and defence in total. (You can also take out the BotZ -KB to save inf if you like). If you want you can just swap the Apocs out for Decimation and along those lines, you could swap Ragnaroks in for Posi's in Howl.

Hope you like it.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Syth Screamer: Level 50 Natural Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Twilight Grasp

  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
  • (15) Doctored Wounds - Heal
  • (17) Accuracy IO
Level 1: Shriek
  • (A) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Accuracy/Damage/Recharge
  • (48) Apocalypse - Accuracy/Recharge
  • (50) Apocalypse - Damage/Endurance
  • (50) Apocalypse - Chance of Damage(Negative)
Level 2: Scream
  • (A) Decimation - Accuracy/Damage
  • (5) Decimation - Damage/Endurance
  • (7) Decimation - Damage/Recharge
  • (7) Decimation - Accuracy/Endurance/Recharge
  • (9) Decimation - Accuracy/Damage/Recharge
Level 4: Howl
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Endurance
  • (11) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Accuracy/Damage/Endurance
  • (13) Positron's Blast - Chance of Damage(Energy)
Level 6: Tar Patch
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (15) Slow IO
Level 8: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (19) Dark Watcher's Despair - Recharge/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Fearsome Stare
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (21) Glimpse of the Abyss - Endurance/Fear
  • (21) Glimpse of the Abyss - Accuracy/Endurance
  • (23) Glimpse of the Abyss - Fear/Range
  • (23) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (50) To Hit Debuff IO
Level 14: Health
  • (A) Miracle - +Recovery
Level 16: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (27) Red Fortune - Defense
  • (27) Red Fortune - Endurance
  • (43) Luck of the Gambler - Recharge Speed
Level 18: Howling Twilight
  • (A) Stupefy - Accuracy/Recharge
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Stun/Range
  • (31) Stupefy - Accuracy/Stun/Recharge
Level 20: Stamina
  • (A) Endurance Modification IO
  • (31) Endurance Modification IO
  • (33) Performance Shifter - Chance for +End
Level 22: Shadow Fall
  • (A) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense
  • (34) Red Fortune - Endurance
  • (34) Luck of the Gambler - Recharge Speed
Level 24: Amplify
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) 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
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 28: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (39) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Dark Servant
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Basilisk's Gaze - Endurance/Recharge/Hold
Level 35: Siren's Song
  • (A) Fortunata Hypnosis - Sleep/Recharge
  • (42) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (42) Fortunata Hypnosis - Accuracy/Recharge
  • (42) Fortunata Hypnosis - Sleep/Endurance
  • (43) Fortunata Hypnosis - Chance for Placate
Level 38: Screech
  • (A) Absolute Amazement - Stun/Recharge
  • (43) Absolute Amazement - Accuracy/Stun/Recharge
  • (45) Absolute Amazement - Accuracy/Recharge
  • (45) Absolute Amazement - Endurance/Stun
  • (45) Absolute Amazement - Chance for ToHit Debuff
Level 41: Oppressive Gloom
  • (A) Accuracy IO
Level 44: Dark Embrace
  • (A) Resist Damage IO
  • (46) Steadfast Protection - Resistance/Endurance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
Level 47: Assault
  • (A) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 6: Ninja Run
------------
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)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.19% Defense(Fire)
  • 5.19% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 8% Defense(Ranged)
  • 7.38% Defense(AoE)
  • 2.25% Max End
  • 3% Enhancement(Stun)
  • 112.5% Enhancement(RechargeTime)
  • 2.75% Enhancement(Terrorized)
  • 4% Enhancement(Heal)
  • 48% Enhancement(Accuracy)
  • 5% FlySpeed
  • 129.7 HP (12.8%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 7.15%
  • MezResist(Terrorized) 2.2%
  • 21.5% (0.36 End/sec) Recovery
  • 16% (0.68 HP/sec) Regeneration
  • 10.4% Resistance(Fire)
  • 10.4% Resistance(Cold)
  • 5% RunSpeed



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@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