Sonic Resonance Toxic resistance
Not having this issue on my Corruptor.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Well, apparently IOs are working for toxic resistance on the defender. It's not working for the magic/mutant DOs this guy mostly has. Not sure if SOs are working.
Sounds like an odd bug to have, if it only doesn't work on DOs. Can't test SOs on this guy yet, no one in Guardian chat has tested SOs yet.
Culex's resistance guide
I'll add it to the list of "why Sonic Resonance needs love and why everything thing else has better mitigation"
Nice find. Quite sad..
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
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Because if your team is soft-capped but still struggling, it's Sonic or Thermal, and 'Fenders don't get Thermal?
I'll add it to the list of "why Sonic Resonance needs love and why everything thing else has better mitigation"
Nice find. Quite sad.. |
Yeah, yeah, Dark/Rad/Traps/Storm have awesome debuffs, but sometimes you'd rather not be completely dependant on mob positioning. You know, like when someone busts out the Energy Blast AoEs.
Still, I have to agree that Sonic Resonance needs more love. A single bubbler can softcap the entire team. A single Kin can damage cap the whole team, buff their recharge, and keep everyone happy for Endurance. But a screamer can only manage around 40% resistance, a 30% -res area debuff with an extra 30% on one or two hard targets, and mitigating one alpha.
Maybe a little bit of res(all) in Clarity? It seeems a bit redundant that we get two mez protection powers, all things told.
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Sonic Defenders give about 57% Res to allies when slotted, 40% is the Controller/Corrupter value.
Because if your team is soft-capped but still struggling, it's Sonic or Thermal, and 'Fenders don't get Thermal?
Yeah, yeah, Dark/Rad/Traps/Storm have awesome debuffs, but sometimes you'd rather not be completely dependant on mob positioning. You know, like when someone busts out the Energy Blast AoEs. Still, I have to agree that Sonic Resonance needs more love. A single bubbler can softcap the entire team. A single Kin can damage cap the whole team, buff their recharge, and keep everyone happy for Endurance. But a screamer can only manage around 40% resistance, a 30% -res area debuff with an extra 30% on one or two hard targets, and mitigating one alpha. Maybe a little bit of res(all) in Clarity? It seeems a bit redundant that we get two mez protection powers, all things told. |
But yeah, I agree the set could do with a bit of love. I can't help but wonder if it suffered a bit in initial testing by being paired with the awesomeness of Sonic Blast too often.
The 57% bonus is pretty huge in that it caps almost anyone with native Resistance - which includes many squishies in the 40s. Sonic Resonance with a PeaceBringer is fantastic, for example. Even those without any native resistance are almost one medium orange away from the res cap.
I'd like to see Clarity grant some Psi resistance.
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I would also like to add that the mechanism with which Sonic Disruption provides its AoE 30% debuff is pretty awesome. An allied anchor toggle for such a thing is much better in my opinion then an enemy anchored toggle or a targeted AoE effect of limited duration. At least from a *team* perspective.
The 57% bonus is pretty huge in that it caps almost anyone with native Resistance - which includes many squishies in the 40s. Sonic Resonance with a PeaceBringer is fantastic, for example. Even those without any native resistance are almost one medium orange away from the res cap.
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My dream fix would be a small -Regen component in Sonic Siphon and Sonic Repulsion replaced with a +HP buff.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Quote:
Just checked and it's not a bug with Sonic Resonance, the Mutant/Magic Resist Damage DO (Cord) is bugged, as it's missing a value for Toxic damage.
Well, apparently IOs are working for toxic resistance on the defender. It's not working for the magic/mutant DOs this guy mostly has. Not sure if SOs are working.
Sounds like an odd bug to have, if it only doesn't work on DOs. Can't test SOs on this guy yet, no one in Guardian chat has tested SOs yet. |
It's crazy to think that it's been this way for 6 years and no one noticed till now.
I think the set's solid defensively at higher levels, but it has an issue with some useless powers which causes it to be pretty underwhelming at low levels since 15-20% resistance isn't significant. Sonic siphon, sonic cage, and disruption field are all really questionable at low levels (though inherent stamina will make disruption field easier) and clarity is very redundant at the level you get it.
So, I've noticed that although the toxic resistance in Sonic Dispersion and Sonic Barrier aren't labeled as unenhanceable by real numbers, it's not being enhanced for my Sonic Resonance defender.
Just strikes me as odd.
Also odd, this means force field (with 40% unenhanceable toxic resistance on deflection shield) grants more toxic resistance than sonic resonance does (20% from Sonic barrier, 15% sonic dispersion, totals to 35%).
Culex's resistance guide