Liquify is too awesome to have a faster recharge. Besides, 5 minutes isn't so bad. Three L35 IOs gets it down to 2m33s and means you have to use it strategically rather than just spamming. Nothing wrong with that. Pair it with a set that you're going for massive recharge on anyways (say, Illusion Control where you want at least 200% global recharge) and you'll get it down to under 1m20s. |
I think Sonic resonance is lacking
Im sorry but Liquefy is full of major suck IMO.. I had a Sonic defender and have never been so underwhelmed with a tier 9 power in my life. The fact that a Archer with an arrow can set up a sonic disruption field but MINE the friggin MASTER of sonic needs it attacked to a an ally is just beyond stupid.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Liquefy looks good because your using a subpar set. When you put silver next to copper, you think it's gold.
Notice I didn't compare it to another, yuckier substance. Why? Because Liquefy isn't bad. Infact it is quite good. But it's not 'Z0MG AWEZUMZ' like some other powers out there (Fulcrum Shift, Eclipse, Assault Bot, etc.. all subject to opinion of course) but it doesn't mesh well with otehr sonic powers. Many tier 9's compliment their set as a whole. This power doesn't even fit. It's Earthquake.. only made with sound, in a set that's job is to boost resistance and debuff the resistance of nearby allies. Other sets have odd powers in them too (why is repel in kinetics?) but those sets generally don't feel as if they have been patched together such as Sonic Resonance.
Radiation Emission is a patch work set, but it's a master of none so to speak. It debuffs extremely well all the while boosting surviveability a small margine with it's heal, rez and Hold-aura.
Sonic Resonance is half Buff and Half Debuff. Essentially playing with resistances. Well thats great! some of it's powers don't even mesh well. Including a Ally-targeted AoE Knockback, which is completely counter productive to it's ally-targeted AoE res-debuff and Liquefy. Clarity would be nice, but generally it's not worth keeping on everyone, expecially since Sonic Dispersion already provides adiquette mez protection (expecially since it's a toggle). Sonic Cage is a joke and I doubt anyone would defend it's existance, but that power also exists in Forcefield, so mabye it's a general power that these types of sets get?
Over all Sonic needs some synergy. Something it defenantly lacks. The Knockback is probably the worst offender, an ability that is counter productive to 2-3 of the other abilities and is down right trolling if you put it on a melee character.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I really like the Sonic power set but I agree it could use a little work in a few area's. Liquify as most have said needs its recharge shortened. Not a lot any reduced recharge would be great.
On the -Res ally toggle why do we not have something like the LB sonic grenade? a Targetable AOE that is useable solo. Of all the powers Long Bow use I think this is the most hated and we don't have it. We have to hang ours on a teammate. I rarely use it due to END cost concerns. Reducing the END cost if we have to keep its current form seems the only compromise I can think of.
Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM
Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic
I really like the Sonic power set but I agree it could use a little work in a few area's. Liquify as most have said needs its recharge shortened. Not a lot any reduced recharge would be great.
On the -Res ally toggle why do we not have something like the LB sonic grenade? a Targetable AOE that is useable solo. Of all the powers Long Bow use I think this is the most hated and we don't have it. We have to hang ours on a teammate. I rarely use it due to END cost concerns. Reducing the END cost if we have to keep its current form seems the only compromise I can think of. |
Liquefy and Clarity, though, need looking at. Liquefy is nice, but needs to recharge faster - compating it to other "mitigate one alpha" buttons available to Defenders, the recharge is really disproportionate to the effect. Repulsion Bomb doesn't debuff as well, but the stun duration is about 250% longer than Liquefy's hold... and the recharge time is one tenth of Liquefy's. Repulsion Bomb opening every spawn is possible if there's no-one on the team who can take an alpha. EMP (arrow) recharges in a similar time and cause a recovery crash for 15 seconds... but they deliver a 22 second magnitude 4 hold unenhanced. They don't just mitigate an alpha - they shut down a spawn entirely, quite possibly for long enough to kill them. Fearsome Stare is permable, but that's Dark Miasma for you.
Clarity, on the other hand, is overly redundant. There are times you'll be incredibly glad you had it, but they're few and far between. Dispersion Bubble gives +Res along with the mez protection. Would it kill Clarity to give a little something so that putting Clarity on someone with mez protection (either from your bubble or one of their own toggles) isn't almost always redundant? Maybe a little +Res(Psi)? Sonic doesn't give much Psi resist, but it seems thematic that a bit of mental Clarity could help against mental attacks. Or if the point of the power is to help stop people being overwhelmed by heavy mezzers in large numbers, maybe give it some +Res(Hold, Stun) to go with the extra protection?
Including a Ally-targeted AoE Knockback, which is completely counter productive to it's ally-targeted AoE res-debuff and Liquefy.
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Clarity would be nice, but generally it's not worth keeping on everyone, expecially since Sonic Dispersion already provides adiquette mez protection (expecially since it's a toggle).
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Cage is definitely very situational. I call it and Repulsion skippable, but respectable, options.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
The way I wish they'd designed the "protect my ally" toggle in Sonic R is to remove the knockback and replace it with a 5 second Intangible pulse. You put it on a squishy and if something gets too close to them it has a chance to get Intang'ed. If that's not what they wanted, they back away.
IIRC, Liquefy has only a 3% chance per pulse to make an enemy fall over, which is the lowest chance of any of the "slick" powers in the game. I think Oil Slick Arrow has a 4% chance, Sleet/Freezing Rain has a 5% chance, Earthquake has a 7%, and Ice Slick/Ice Patch has 8%. Regardless it's not really comparable to Earthquake. About the only thing the power does particularly well is the -ToHit. On a Defender you can easily get it to around -50%, which is pretty incredible actually. I still think the power can't touch most other Tier 9s though (Force Bubble excepted).
Is Clarity supposed to indicate that Sonic is particularly good at preventing mezzes? I personally always skip this power and take Leadership toggles instead. I mean, really. IMO we should drop the cast-on-an-ally stuff altogether and just make this a pulsing effect so that anyone who gets near you automatically picks up mezz protection, which lasts one minute. If they want to refresh it they just get near you again. And you get to take advantage of your own power. I don't think maintaining a mezz hole in Sonic R (or Force Field) is really appropriate now that we've got Traps running around with far superior personal defense.
While I do not think the recharge time on Liquefy needs to be 5 minutes, it does a lot more than Earthquake and it does it very well..
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EDIT: It seems it does less than Earthquake according to Tex above me. the -def and -tohit are nice but it doesn't do the yummy knockdown as often, which is the beauty of such powers. All the while having a higher recharge.
If you had to put both effects on the same target you might have a point. Also, an ally who knows how to use it can knock things back into patches or back at the character with Disruption. Yes, Sonic Repulsion is probably difficult to use with a PuG, because most people have trouble typing simple instructions..
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Clarity provides so much more than Dispersion and grants the receiver huge freedom of movement and the Sonic user piece of mind that his team has protection even away from the dome..
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Comapring it to Empathy's Clear Mind: It's the same but each set plays drastically different. Empathy's only applying Fortitude on targets while healing, So theres more time in Empathy's (I guess what you'd call) rotation to get Clear Mind in. They also have the endurance to spare quite easily. You could also arguement a mental state of active protection while the sonic player is about passive protection.
I agree. But I'm on a crusade to change Phase powers so I must remain vigilant! Shorter duration with a shorter cooldown would make them much more beneficial. Take a boss out of a fight for 5 seconds: high mitigation. 15 second cooldown.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Anyone know if Power Build Up works with Liquefy? If so, you can apparently score -88.6% ToHit by popping that prior to using Liquefy if Liquefy is slotted with two lvl 50 -ToHit IOs. Too bad nothing else in Sonic Res benefits from Power Boost type powers. I think of the buff sets Sonic R sets a record for "Fewest number of enhanceable powers," with both Power Boost and IOs considered.
You can say it's better than earthquake all you want but it is -still- Earthquake, better or not.
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not everyone wants to play a tactics game with a knockback power and not everybody wants to waste their endurance on a power that could potentially ruin one of their more important power's effects if their Sonic Repulsion target makes a mistake.
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Do you honestly want to buff 7 people with 3 different buffs and keep up 3 toggles? This is fun? Yeah some people would consider this fun (Cheers, Westley! We miss you). But in all honesty, its tedious keeping up with 2 buffs as it is on 7 targets combined with the 2 toggles we're apparently suppose to keep as far away from each other as possible. And even that uses endurance at a decent pace. Clarity's uses are good, but generally not worth keeping on allies. It's almost always turned into a reaction device: Only being used after an ally gets mezzed. Too bad that's not very often or very long. It's useful for certain groups like Malta or other mez-heavy enemies but outside of them: it's hardly used.
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If you find buffing tedious, why play a set that is so obviously dependent on buffing allies to be good? I find buffing to be fun and challenging. When you have a team screaming around a map like lunatics because they can't get mezzed and lose life slowly, that satisfies me. Therefore I like playing buff sets. When your team has to wait for you to engage, when they depend on your debuffs, I find that less fun, so I stay away from debuff sets (well, except Storm, but I really like Storm for concept reasons). Should I come here and insist that AM be changed to a single target click buff so I can keep it perma on my whole team (except myself) like I can do with Speed Boost? Maybe Fearsome Stare can be removed from Dark and replaced with an ally buff that grants the target a Cloak of Fear type power? That would be great!
Comapring it to Empathy's Clear Mind: It's the same but each set plays drastically different. Empathy's only applying Fortitude on targets while healing, So theres more time in Empathy's (I guess what you'd call) rotation to get Clear Mind in. They also have the endurance to spare quite easily. You could also arguement a mental state of active protection while the sonic player is about passive protection.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I think the game has room for some more niche choices. |
Let me also clarify that the cage powers are all good at what they do right out of the box unlike Liquefy. Same can be said of the even much despised time bomb. Liquefy needs major help.
Not when earth quake is a superior version than Liquefy.
Let me also clarify that the cage powers are all good at what they do right out of the box unlike Liquefy. Same can be said of the even much despised time bomb. Liquefy needs major help. |
Earthquake on a Controller:
Defense: -10%
ToHit: -10%
End Cost: 10.4
Recharge: 90 seconds
Duration: 30 seconds
Mag 0.67 KB
Radius: 25
Liquefy on a Controller:
Defense: -25%
ToHit: -25%
End Cost: 23.4
Recharge:300 seconds
Duration: 300 seconds
Mag 0.67 KB
Radius: 25
-Recharge: 20%
Hold: Mag 2 for 4.5 seconds
27.8 Damage (50/50 split between smashing and energy damage, according to Mids)
Even base, Liguefy on a Controller gets your entire team half way to the Defense soft-cap for 30 seconds, basically. Earthquake gets you less than 25% there. Slotted, Liquefy will get you -39% ToHit on all enemies in its range. Earthquake will get you -15%.
I would say that only the recharge needs adjusting. And even then, given all that Liquefy can do, I'd say no less than 150 second recharge.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
It's Earthquake, better or not: it doesn't fit in sonic resonance at all. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Earthquake on a Controller:
End Cost: 10.4 Recharge: 90 seconds Duration: 30 seconds Radius: 25 At moment cast: None. Pulsing effect: Activate period 0.2 seconds Max targets hit: 10 +0.67 Knockback (7% chance) PvE only Defense -0.1 for 0.45s [Non-resistable] +0.67 Knockback (5% chance) If target is a player (Suppressed when Knocked, for 10 seconds (WhenInactive)) ToHit -10% for 0.45s JumpHeight -500 for 0.45s [Ignores Enhancements & Buffs] [Non-resistable] Unknown Null 0 for 0.45s [Ignores Enhancements & Buffs] [Non-resistable] Liquefy on a Controller: End Cost: 23.4 Recharge:300 seconds Duration: 30 seconds Radius: 25 At moment cast: Max targets hit: 10 +4.47s Held (mag 2) PvE only +2s Held (mag 3.5) If target is a player 13.9 Smashing damage 13.9 Energy damage -10 Fly for 0.5s [Ignores Enhancements & Buffs] Pulsing effect: Activate period 0.2 seconds Max targets hit: 10 +0.67 Knockback (3% chance) PvE only +0.67 Knockback (3% chance) If target is a player (Suppressed when Knocked, for 10 seconds (WhenInactive)) Defense -0.25 for 0.5s ToHit -25% for 0.5s RechargeTime -20% for 0.5s [Ignores Enhancements & Buffs] JumpHeight -500 for 0.5s [Ignores Enhancements & Buffs] -10 Fly for 0.5s [Ignores Enhancements & Buffs] Unknown Null 0 for 0.5s [Ignores Enhancements & Buffs] [Non-resistable] |
No real corrections but made some minor clarifications to actual differences between these powers (e.g. Earthquake's -Defense is unresistable, powers have same pulse rate but different kb chances, etc)
EDIT:
P.S. I have never figured out what "Max Targets Hit" in a pulsing power actually does. Apparently both Earthquake and Liqeufy (and Ice Slick) max at 10, but Freezing Rain maxes at 16. Are the targets chosen at random? Based on which ones are closest to the center of effect? Depending on how that part works it could mean a fairly significant difference in results.
The whole powerset needs to be changed.. period.. It feels like a FF clone with resistance instead of defense with some cinammon sprinkled on the top.. and its not even name brand cinammon either..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
In a game that moves at this speed, a power that is "good enough" but recharges quickly is superior to a power with stronger stats but a long recharge timer. For example, we could compare two powers like Inferno and Fireball - on a Blaster, Inferno deals about 6x more damage (assuming ED-capped damage slotting) than Fireball, but Fireball recharges over 20x faster (again assuming ED-capped recharge reduction slotting).
As far as what sort of help Sonic could use:
* Add Psi resistance or exotic debuff resistance to the shields (i.e. slow resist, end drain/-recovery resist)
* Reduce the endurance costs of the ally toggles
* Remove the sleep hole in Sonic Dispersion - the sleep hole is okay for FF because the defense allows the user to simply avoid many mezzes in the first place, but that's not the case for Sonics, and sleep can hurt.
* Reduce the recharge and duration of Liquefy (120 and 120 seems okay, or 150 and 150)
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I would support Liquefy having a 15 second duration, 120 or 180 second Recharge. I agree with others who say the main issue with this power is the extreme Recharge time making it impractical. Even more so in a set that otherwise benefits 0% from building for global Recharge, and where 3 of 9 powers literally can't be slotted with IOs of any kind to help you build toward it, and the ones that can be slotted don't need it.
While we're talking about Tier 9s in need of a look, Force Bubble could really use a lift. (So could Time Bomb but I'd rather Castle simply forget Traps even exists. Unless it's to go "Wow, it's silly that the set that doesn't specialize in Force Fields has better personal defense than the actual Force Field set itself.")
I rather like Force Bubble as a tool to herd large mobs.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
In a game that moves at this speed, a power that is "good enough" but recharges quickly is superior to a power with stronger stats but a long recharge timer. For example, we could compare two powers like Inferno and Fireball - on a Blaster, Inferno deals about 6x more damage (assuming ED-capped damage slotting) than Fireball, but Fireball recharges over 20x faster (again assuming ED-capped recharge reduction slotting). |
Most people saying Liquefy is fine are coming from a controller perspective, if I have observed correctly. But from a corruptor, and defender, perpesctive, Liquefy isn't that good of a mitigation tool compared to other patch powers which forces you to lean heavily on your blast set.
Now, I'm a Sonic/ defender - looks to be my third defender 50, soon. And honestly I love Liquefy. It's my 'oops, +resistance alone won't save this fight' power. I don't WANT it to do -res or +res or anything res. It's a massive -tohit and -def patch that constantly reapplies itself, always hits and on occasion does a little KD as an added bonus. Yes, the recharge is a little long but if you're comparing it to Earthquake you're looking at it the wrong way. Earthquake is a knockdown patch with minor debuff bonuses - Liquefy is a debuff patch with minor knockdown bonuses. They serve entirely different functions, unless you generalize it to the level of 'making my team not die'.
As for the rest, really my only complaint is the dead/niche powers. One power? Not a problem. Sonic's got three, though. Clarity's largely redundant with Dispersion. Sonic Repulsion is utterly worthless. And Sonic Cage is... well, at least it's a ST intangibility power. Cutting those into more universally usable forms would go a long, long way. But really, there's sets a lot worse off than Sonic Res.
Be careful here folks while a lot of us think Clarity is not really needed most citing Dispersion as to why.
I worry that the DEV's will nerf the mezz protection on Dispersion and make some minor tweaks to Clarity working as intended it will become.
While I have a lot more faith in the DEV crew than in the past this would certainly be how they "FIXED" the problem in the past.
My Sonic Defender and Corruptor are not using Liquify as a Hold, KD or Debuff specifically. I am using it as all three creating Chaos in the spawns I drop it on. Followed up by my AOE's. I have worked on Franken IO slotting it so its available about every 90-100 seconds. With Hasten its up sooner. Having it up a little sooner would truely make this wickedly useful.
It allows the team I am on to open up with everything for 30 seconds with little aggro fear.
Disruption field is one I have the hardest time with its END costs generally make me want to turn it off. But being an AOE over the single target siphon makes me want to leave it on. I dislike having it as an ally based AOE and not a placed AOE like the LB Sonic Grenade. Solo I could use it if it was placeable vs the ally targeted. At the very least let me center it on myself.
Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM
Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic
Most people saying Liquefy is fine are coming from a controller perspective, if I have observed correctly. But from a corruptor, and defender, perpesctive, Liquefy isn't that good of a mitigation tool compared to other patch powers which forces you to lean heavily on your blast set.
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Liquefy isn't all that good with that long recharge. I think Sonic Resonance can use a lot of help with a quicker recharge Liquefy.
I have a lvl 42 Rad/Sonic corr whom I feel very weak. Three good powers are all for allies (which is fine I guess ) but those buffs are not even as good as Kin or Rad or Cold Domination.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.