Sonic/Kinetics things


Gilia

 

Posted

Been leveling my Sonic/Kinetic Corruptor lately and having a good time. Damage per endurance currently seems a bit low at 25 but will improve as I add slots during leveling for endurance reduction and get stamina.

This is for I19, but as I haven't yet found an updated Mid's I just put the slots for health and stamina into brawl. I'm expecting to put one slot in health one in stamina. Health will likely have a Numina and Regenerative Tissue procs, Stamina with a Performance shifter proc and Performance shifter endmod for an extra bit of run speed (why not?).

Getting additional defense is a problem. Most sets were of the form big bonus (position), small bonus (type). Those don't really mesh nicely with Scorpion Shield's S/L/E defense.

27% S/L/E is pretty good though, easily enough to survive in teams. I don't really intend to go for solo AV kills or anything.

I'm not sure if all those procs work in Increase Density though. The extra status resistance is quite helpful as Kinetic since you get the best returns in melee range. Mid's seems to think I have to activate the power to gain the bonus though. Still mag 2 hold protection with 85% resist is quite good. About 25% for the rest isn't super amazing but better than nothing.

The only other thing is that this a dirt cheap build, probably around 400 million or so with most of that tied to the LotG, Numina, and Regenerative Tissue which are very easy to grab via AMerits.

I think I like the idea of 6 slot Screech over 6 slot Siren's Call. The 7 second recharge and 20 second duration can stun bosses permanently which for soloing will be quite useful and with Hasten/Siphon Speed Siren't call can permanently sleep stuff out of the box. Lethargic Response has some decent defense but I lose a lot of stun capability. Not sure if it's worth it at my levels of defense however.

Disruptor Bot is probably a decent idea to have if I need something to take the first hit from a spawn and with 3 second Transfusion should keep it alive pretty well. I was running out of things to take at this point though.

Acrobatics was taken as early as possible to help with the mez problems inherent in attempting to fight in melee range.

I haven't really done much to make this build Exemplar friendly, but that just entails getting the lowest level proc as possible right? Normal enhancements provide their regular benefits all the way back to 1, just at reduced percentage but you lose set bonuses if you are below 5 levels. This is my understanding, is it correct?

Anyway, this is my current plan. Any thoughts?

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(21), Dev'n-Hold%(45)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(29), Nictus-%Dam(45)
Level 2: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(43)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(19), RechRdx-I(27)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(21), RechRdx-I(27)
Level 12: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 18: Stealth -- EndRdx-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Sirens Song -- Acc-I(A)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40), Aegis-Psi/Status(46), ImpSkn-Status(50)
Level 28: Super Speed -- EndRdx-I(A)
Level 30: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(46)
Level 32: Dreadful Wail -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Web Cocoon -- Lock-%Hold(A)
Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Amplify -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A), Empty(23), Empty(23)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 14.3% Defense(Psionic)
  • 3% Defense(Melee)
  • 13% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 2.25% Max End
  • 43.8% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 6% Enhancement(Stun)
  • 18% Enhancement(Accuracy)
  • 144.6 HP (13.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 17.4%
  • MezResist(Immobilize) 9.7%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 9.15%
  • MezResist(Terrorized) 7.5%
  • 12% (0.2 End/sec) Recovery
  • 46% (2.06 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 3.13% Resistance(Toxic)
  • 3% Resistance(Psionic)


 

Posted

Quote:
Originally Posted by Savos View Post
This is for I19, but as I haven't yet found an updated Mid's I just put the slots for health and stamina into brawl. I'm expecting to put one slot in health one in stamina. Health will likely have a Numina and Regenerative Tissue procs, Stamina with a Performance shifter proc and Performance shifter endmod for an extra bit of run speed (why not?).
Regen Tisse's proc is +25% regen, a common health IO would be +17%. If you're considering the cost (as you imply), I would hesitate to sink the effort/inf in for that +8% on a relatively low - hp AT.

The procs you have in ID will just act as set bonuses. You get them all the time as long as you're at least (the enhancement's level - 3) and have the power.

What power picks are you really devoted to here? If you can do it you should really go for soft capped S/L defense. I'd rather have that with Weave than Acrobatics, for example. Super Speed AND Super Jump?

I probably wouldn't use the Lockdown proc in such a high recharge hold.

Here's one idea. Quite a bit more expensive (as soft capping S/L often is). I replaced the Disruptor with Web Envelope, Stealth with a Stealth IO in Super Speed, and Super Jump/Acrobatics with Boxing Tough and Weave.

I believe the rest of the power picks were left alone. The slotting in Screech and Dreadful Wail could still use another look. This isn't optimal, to be sure. If you're considering spending the time and dough someone here (myself, if no one more apt pipes in) to make these power sets work well together with most of your picks in tact. As many as are possible to keep, anyway.

Seriously though, if you're going to invest in a support build for S/L defense, I would really consider going to the softcap. It will be a world of difference in what sort of things you can handle. S/L capped support toons are often just mind boggling awesome on things like speed ITFs. That's just one example among many.

Code:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(29), Nictus-%Dam(45)
Level 2: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(43)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(7), RechRdx-I(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Shout -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(17), Entrpc-Heal%(40)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(21), RechRdx-I(27)
Level 12: Scream -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(13), Entrpc-Dmg/Rchg(13), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(37)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(27), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/EndRdx(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Sirens Song -- Acc-I(A)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(40), LkGmblr-Rchg+(45)
Level 26: Increase Density -- S'fstPrt-ResKB(A), Aegis-Psi/Status(46)
Level 28: Super Speed -- Clrty-Stlth(A)
Level 30: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(46)
Level 32: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg(A)
Level 49: Amplify -- RechRdx-I(A)
------------
Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Acc/Dmg(43)
Level 1: Sprint -- Run-I(A), Empty(23), Empty(23)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge 
Level 2: Ninja Run


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Good feedback thanks!

Quote:
Originally Posted by Gilia View Post
Regen Tisse's proc is +25% regen, a common health IO would be +17%. If you're considering the cost (as you imply), I would hesitate to sink the effort/inf in for that +8% on a relatively low - hp AT.
Good call. I had grown accustomed to just dumping those into health without thinking of the value. If there were plenty of slots, 2-3 Healing IO + procs would be worth the effort, but just one or two means stick with commons. This will help with saving INF for sure.

Quote:
The procs you have in ID will just act as set bonuses. You get them all the time as long as you're at least (the enhancement's level - 3) and have the power.
I'll have to investigate further on the effects of the raw enhancements. I don't really have a huge concern with operating without set bonuses though in exemplar mode. I don't have much desire to solo TFs or anything really.

Quote:
What power picks are you really devoted to here? If you can do it you should really go for soft capped S/L defense. I'd rather have that with Weave than Acrobatics, for example. Super Speed AND Super Jump?
I don't have any specific powers, just what makes the character effective really. Additionally, I have 3 LotG 7.5% saved up (level 50's but I play mostly at cap anyway) to use for the three slots that can take them. I'm just trying to save cash mostly as my overall bankroll is on the order of 800 million between all my characters.

Super jump is intended to be the primary travel power. Super speed is there for stealth capability for those teams that like to skip mobs. As a travel power I rather dislike it, but the side benefits are worth the extra power pick given the fluff at the end being tossed in. Super Jump (vice Inertial Reduction) provides access to Acrobatics. This is one thing I found with my previous Kinetic Defender, it was vital to have some knockback protection as well as any status protection possible. Kinetic gets the most rewards from being in melee range and having these sorts of protection is exactly what is needed to survive there (pre soft-cap S/L days at least). Having softcap S/L might make these obsolete but going from some Hold protection to none is difficult after seeing how useful it is.

Quote:
I probably wouldn't use the Lockdown proc in such a high recharge hold.
Honestly that was only there because I wanted the pet power and the basic slot had limited options for something being useful. With the proc, it can one shot hold bosses if it triggers. Accuracy is pulled from global bonuses. I have no idea on the expense but it was about the only thing that made sense for the one slot budgeted to that power.

Quote:
Here's one idea. Quite a bit more expensive (as soft capping S/L often is). I replaced the Disruptor with Web Envelope, Stealth with a Stealth IO in Super Speed, and Super Jump/Acrobatics with Boxing Tough and Weave.
That seems doable, but it misses out a few of the quality of life things I normally prefer to have, namely a vertical capability for travel. Two kinetic combats is rough but with v-merits not too terrible.

Overall, the S/L cap is probably worth it but I do like having some actual danger in playing. Both builds look cheap enough with the suggested changes that I can have both I think and I can see which is more effective and fun.

Quote:
I believe the rest of the power picks were left alone. The slotting in Screech and Dreadful Wail could still use another look. This isn't optimal, to be sure. If you're considering spending the time and dough someone here (myself, if no one more apt pipes in) to make these power sets work well together with most of your picks in tact. As many as are possible to keep, anyway.
Dreadful Wail is pretty much pointless to slot damage in, same as any Tier 9 with Kinetics. You can damage cap easily with Fulcrum Shift in those types of situations. Screech is a good one to have for bosses, especially those with godmodes. It's probably easier to do it a different way but this would work reasonably well. Presumably Obliteration is the only thing that adds S/L defense which is why you chose it.

Quote:
Seriously though, if you're going to invest in a support build for S/L defense, I would really consider going to the softcap. It will be a world of difference in what sort of things you can handle. S/L capped support toons are often just mind boggling awesome on things like speed ITFs. That's just one example among many.
I do like having some risk in playing versus just being effectively immortal with no care towards positioning or mob count. Even in the 20s it is possible to create a steamroller team with this character, but it still takes a bit of planning ahead instead of mindlessly diving in. I'll likely build towards both options to see if it really matters as neither build appears ridiculously expensive. The only hard part is finding more LotG 7.5%s, though they seem to be falling in price last I checked a week ago.

Thanks for the comments.


 

Posted

Procs typically don't matter what level you are. I can have lvl50 procs in a power and they fire off when I am exemped down to my teens. I think there are a couple that don't, LoTG being one of them, but the damage ones all seem to be friendly at wherever you exemp too.


 

Posted

If I recall correctly, a Sonic/ with enough recharge can skip the t3 blast and just cycle the t1 and t2 for better damage.

Not sure how well it works or how much recharge you need, but I'm sure someone can explain it.