Fire/Sonic - saved by the Alpha Slot.
I don't have much to say really. I have a Fire/Sonic troller that is my "favorite character" in concept but not play. That is to say, I like the backstory/basis more than any other I've made. Unfortunately, he's got 2 strikes 1) very difficult to play outside of the original purpose I made for him (assistant farmer to a fire/kin) 2) and most importantly, I've abandoned his server (Freedom).
Still, "fixing" him for general play is on my to-do list, on about the 2nd page, but on the list nonetheless.
Really only 1 comment, a 2-parter. One recharge in Sonic Cage is enough to keep a target perma-caged (26 seconds versus 22 seconds). Also, do you have a specific target in mind that takes > mag 12.4 but < mag 14.5, because that's what the 3rd Endoplasm gives you. I'm picking on Sonic Cage because I do think if you move 2 slots from Cage to Tough you could put Ribosomes in those 2 slots and get your s/l resists to 40%, which ain't too shabby.
Still, very nicely done and I do think that looks very playable.
A small point to help endurance wise might be to switch to an End Redux in Clarity instead of Rch. I always put End Red in it, at least. Not a big deal.
I'll keep your build handy for when I get to my Fire/Sonic. I don't imagine I'll buy him Ragnarok's, Apocs or Armeggedons, but I'm sure I could take your build as is and use some cheaper alternatives that will make my guy more playable than he is.
One last thing I noticed, your net endurance (recovery - drain) actually increases if you use Scir Dervish dmg/end and acc/dmg/end instead of your Eradication slotting. Current Hot Feet slotting is light on Endurance Reduction.
Global = Hedgefund (or some derivation thereof)
Thank you for the feedback, Deacon. Good catch on Hot Feet slotting, I think I was focused too much on set bonuses and didn't notice the sub-optimal slotting. Sonic Cage has the endo's in to give enough magnitude to (hopefully) cage LR or the Heroes in STF/LRSF. You're right that the second recharge isn't needed, so I took it out. Based on this thread by Linea, two ought to be enough so I've freed up that slot also.
Tough doesn't seem that useful in the build. Any S/L damage is already mitigated by 45% defense, what it needs is protection from other damage types. A possibility would be build for the ranged soft-cap, then slot tough to help mitigate S/L more, but that seems harder since there's no epic shield that grants ranged defense.
Bonfire is back out, replaced by another pet power so I could add more damage to the fire imps without losing the pet resist uniques. Might use it as a mule to add the two pet defense uniques also.
Here's the current build incorporating your suggestions:
Click this DataLink to open the build!
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), Apoc-Dmg(31), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(36), S'fstPrt-ResKB(37)
Level 4: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(36)
Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(40), Ragnrk-Dmg(43), GravAnch-Acc/Rchg(46)
Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(11), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Dmg/EndRdx(37)
Level 10: Fly -- Frbd-Stlth(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(33)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Flight-I(40)
Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-Hold/Rchg(43)
Level 20: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(37)
Level 22: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(23), LkGmblr-Def(25)
Level 24: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(25), LkGmblr-Rchg+(27)
Level 26: Sonic Cage -- HO:Endo(A), HO:Endo(27), RechRdx-I(29)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Fire Imps -- ExRmnt-+Res(Pets)(A), S'bndAl-Build%(33), S'bndAl-Dmg/EndRdx(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg(36)
Level 35: Clarity -- RechRdx-I(A)
Level 38: Liquefy -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/Rchg(39), Cloud-Acc/EndRdx/Rchg(39), Cloud-%Dam(39), DarkWD-ToHitDeb/Rchg(40)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def/EndRdx(45), GftotA-Def(45)
Level 47: Poisonous Ray -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(48), Decim-Dmg/EndRdx(48), Decim-Build%(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Summon Tarantula -- SvgnRt-PetResDam(A), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
Level 50: Musculature Radial Paragon
------------
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(46)
------------
Set Bonus Totals:
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 8.625% Defense(Psionic)
- 4.875% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 11.25% Max End
- 45% Enhancement(Accuracy)
- 86.25% Enhancement(RechargeTime)
- 45.78 HP (4.502%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- 36% (0.601 End/sec) Recovery
- 72% (3.057 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 27.56% Resistance(Fire)
- 27.56% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1445;689;1378;HEX;| |78DA6593594F135114C7EFED4A2985562894D2B2B558D64AD5F8604C9455456A0AB| |86FA4D40126A92D694B5C9E7CD1A8F1C91595EFE117D1E81770795130D14753CFFC| |CF2D1D3393CCFDDD7BEEFF9E7B9699F49DE92621EE1F17D23F95CF96CBCB53C542A| |554CCE7B592339D5DD373EE895BD99BDA66D92D84E8A96FD674C959BDA4D51611D3| |FEE4E6EA6A72A958D073CBD3DA0A2D02A70BEB5A492B5492B5893753341CE4F5B5F| |54A0BE6F31ADD552AAFEB1B4DB5F5865E58F3B1D0D0D12A32B3A1E792A6ABD2D99C| |4643B9A295EE8628CC617A1F48A19EAA437CB0091115B68F8C4F40F7282125863F6| |375B12E17222C8C9D4B6492CA838CD3AC5F38061809203608C443D2F07099463BCB| |ED7696BB58EEFA4FFE904627EB9CCEF388A16181B10824CE71600781B125E0119D7| |24BF6EEBE87F81A6F338E42103F0678A94D1E9587E72F2E7C4CA357E5E19D83AAE9| |0C631EE84E03BD67010F79F0F14D365F101E9ADB80440C175EA5450B0B644B1F4C7| |EC613B206D44D816978DB778A310BB49DE4D466806B246F5539B572C5DAB846ED5C| |B838172E401105554441070B1A801007D64E820E25E8503BAC0B73025768ECE4C06| |C9D47082EBB082B464610BB241F5DAA7D5D19619C8A2C00DD8BC0D81260771BCDE6| |02473BD0F9A734F6A88EF6FCB619AADE292EE924D0F78BB103C476811B888C1DF57| |30CCB641A50F51BF88AEF72FF17C637C67720F11E1E1C14CAA0AADF20E73BC4D90F| |0511D8901F78493D1951BA112EC8A89FC1A746F9D40BD225D5F5C9B7C8F6C01BC61| |6631B48BD03B6483EAE8A3AFE87774E20B0D404107198FEA92A3D62DE62C938F67E| |32216189D635D54CA3F191F1FCBA699E35CD574C738F7FEF1FACFE20BB9466CF3F2| |D969DBA45CA0B124D9A43CD76EB3B76F91A3D6D7E06F85F0163CF81714B46C3164B| |CA62396CB11CB2D6AA95C25179FD030AF9F29B| |-------------------------------------------------------------------|
It may be time to revive my long-neglected Fire/Sonic. He had a rocket ride to 50 as part of a f/rad superteam, but once the 6 stacked AM's went away, endurance use became crippling and he was relegated to marketing droid.
But now I see some hope; perhaps a few of the billions he's earned and the incarnate slot can make him playable again. My goal is to be useful on high level teams as well as lower level TF's while maintaining enough solo ability to (for example) run Ramiel's arc. Thus, maxing recovery while still hitting S/L softcap was the goal, with +recharge a secondary goal.
Instead of using a cardiac to help with endurance issues, which will disappear when exemping, I think it may be better to slot sets for control/end and use a musculature to fill in the missing damage. He uses a speed-on-demand bind for hover/fly so that stays as his travel power. Mace Mastery for the +def shield and extra -res, but I'm not particularly attached to that if there's something better, especially since I haven't unlocked the patron pools. Never used bonfire, so I thought I'd play with that a while. Tough is just a Steadfast +3 mule. Imps will have +61% resistance so I think they'll be survivable. All I/Os are level 35.
Anyone see any holes/flaws with the build or concept? Anyone regularly play a fire/sonic? Comments welcome.
[edited because I can't edit. :-( ]
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Primary Power Set: Fire Control
Secondary Power Set: Sonic Resonance
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), Apoc-Dmg(31), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(36), S'fstPrt-ResKB(37)
Level 4: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(36)
Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(9), Ragnrk-Dmg(43), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(50)
Level 8: Hot Feet -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(11), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Dmg/EndRdx(37)
Level 10: Fly -- Frbd-Stlth(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(33)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-Hold/Rchg(43)
Level 20: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(37)
Level 22: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(23), LkGmblr-Def(25)
Level 24: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(25), LkGmblr-Rchg+(27)
Level 26: Sonic Cage -- HO:Endo(A), HO:Endo(27), HO:Endo(29), RechRdx-I(40), RechRdx-I(40)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Fire Imps -- ExRmnt-+Res(Pets)(A), S'bndAl-Build%(33), SvgnRt-PetResDam(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg(36)
Level 35: Clarity -- RechRdx-I(A)
Level 38: Liquefy -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/Rchg(39), Cloud-Acc/EndRdx/Rchg(39), Cloud-%Dam(39), DarkWD-ToHitDeb/Rchg(40)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def/EndRdx(45), GftotA-Def(45)
Level 47: Poisonous Ray -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(48), Decim-Dmg/EndRdx(48), Decim-Build%(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Bonfire -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/Rchg(50)
Level 50: Musculature Radial Paragon
------------
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(46)
------------
Set Bonus Totals: