Vivid Vibrations - An AR/SON Corruptor Guide
My Best toon is RangedOne, fire, corrupter with an empathy pwr subset. Ranged offense is consistent with a RL military tactic known as "shoot and scoot". He has NO problem in the Keyes trial during the Obliteration Beam. I keep him oputside of the beam's perimeter where he continues to throw balls of fire. As soon as beam ceases, he scoots in unleahing Barrier T4 followed by Judgement, Pyronic, T4. There is a definate advantage havinga ranged offense to toast the prisioners during their attempt to escape In a BAF Trial.
Thanks for you suggestion about the beamed rifle . I'm always looking for better ideas! OMW to add one more weapon to all my Ranged toons.
Other (+3) toons:
EnChancer: Electric tnkr
Doctor Artz: Ranged elelectric Defender (leader of Moon Dragons SG)
Fuer Master: Pure AoE Fire tnkr.
Controling one: A wierd and effective controller with phatom armies, combined with a strong subset of healing powers.
Howdy! I am Gemini 2099, and some already know me because of how infamous I am.
If not, do not despair! I am here to present a brief guide on Assault Rifle (AR) and Sonic Resonance (SON). This guide is broken up into three sections, which pertains to AR/SON synergy, and how each power set individually (SON & AR) holds up. A lot of what I post will be opinion based, but it is grounded on my observations playing the two power sets extensively. I do not believe in posting a guide with detailed numbers, or a certain build as flexibility is the advantage of using these two power sets in unison.
Assault Rifle
Brief summary of the Assault Rifle set is that it focuses on ranged cones (Full Auto, Flame Thrower, Buckshot), an area location attack (Ignite), a radial cone (Grenade Launcher), a ranged disorient (Beanbag), two single target attacks (Burst and Slug), and a sniper attack (conveniently named Sniper Rifle).
Burst and Slug are your single target workhorses. Often people tend to pick one or the other, especially with hasten. But I prefer having both, because Burst also puts a defensive debuff on the target, and it also can be used to interrupt a Sky Raider Engineer from dropping a drone for example. Its range is an added bonus, but Slug hits much harder, and may not suit your play style. With SCOURGE, Burst and Slug are very efficient at attacking a target that is lower than 50% health wise in terms of end use. Sniper Rifle could be used in a single target rotation with enough interrupts, but I found it is not worth it IMVHO. Reason being, because of SCOURGE with Burst and Slug are more than satisfactory (especially with Hasten). But I do use Sniper Rifle to open up against a hard target in the middle of a group just as an example, or tag a runner out of the range of Burst. When Sniper Rifle SCOURGES it is delicious.
Moving on, the heart of AR are the cones and how it can unload mayhem indeed, especially with SCOURGE. Most opt to pick three of the four cones out of the AR power set. Most common three picked are as follows: Full Auto, Flame Thrower, and Buckshot. Actually with my main I chose to skip Flame Thrower to experiment with Grenade Launcher, and I am satisfied with it to be honest. If you feel cone hungry pick up both Flame thrower and Grenade Launcher (A total of four cones), but the point is that the set works fine if you pick up at least 3 out of the 4 cones from my experience. Anyways, the key with the cones are timing, positioning, and understanding how the cones work. For example, Flame Thrower has a DoT (Damage over Time) component so you want to use this first, or second in the cone rotation. Full Auto, requires that you open up at maximum range to hit as may target as possible given how narrow the cone is if too close, and is also a DoT. Buckshot has a wider cone, but its range is much shorter, so you either have to open with Buckshot, or use it to clean up, with the help of SCOURGE of course. Grenade Launcher has a radial cone, which has a knockback component to it, so you want to always aim for the target that is closest to you in a group compared to the opposite with Full Auto which is you pick the target furthest away from you in a group. Such nuances you can pick up playing the power set given enough time, but that is just the tip of what you can expect.
Ignite is an area location attack, so it can do damage against more than one target, but it is very tiny AoE, and it requires the targets stay in that area as its damage is a DoT. It can be used as a single target attack. but it again requires a target to stay in one area. Ignite depends on your playstyle to be honest, so this is one power I highly recommend you try it out and see if you like (especially with an immobolize). Which is why I left it out of the first two paragraphs of the AR summary given it can fit either AoE mayhem, or single target play style.
Bean bag is a ranged disorient, and it can actually be useful, but again hinges on play style. Now, I think it is a worth while pick up given Sappers can really ruin your day, but if you are an experienced player you probably don't need to bother with it. But, I don't use it all that much to be honest given the AoE mayhem I can unleash relentlessly!
Sonic Resonance
SON is a power set that allow you to debuff the -res(resistance) of a single target (Sonic Siphon)at range, and multiple targets if cast on a friendly target that is in melee range of enemy targets (Sonic Disruption). There are two shields to put on a friendly target to boost +res (Sonic Barrier and Sonic Haven), and a self shield that also shields friendly units within its radius (Sonic Dispersion). In addition, there is an ability to repulse targets around a friendly unit (Sonic Repulsion), a single target intangible cage power (Sonic Cage), the ability to free a friendly target from a loss of control of their character (Clarity), and a large debuff patch (Liquefy).
The main reason to pick Sonic Resonance is to protect your teammates, which I hope you do in your career as a Sonic Resonance. There are two shields that you have to apply, Sonic Barrier, and Sonic Haven. I do not believe it is required you keep these shields on your allies all the time, but if there is a brief break between skirmishes it would be a good idea to apply, or re-apply these two shields. Sonic Dispersion along with these two shields, given your allies stay near you, gives your team a layered +res that makes them sturdier, and a good compliment if you team with a Bubbler (+Def) just as an example. Clarity is good to have, but it seems kind of redundant given Sonic Dispersion covers most of the benefits of Clarity in the first place (as long as you have endurance) as well as break frees. That is entirely optional and how often you find it useful to use. Sonic Repulsion I have found not worth it to be honest, but again some play styles may vary, but I will explain why later on in the guide.
With that said, you do have the ability to debuff enemy targets setting them up for your attacks to reach SCOURGE, as that is also a good way to increase the survivability of your teammates. Sonic Siphon is the very first power of the set, and the staple of Sonic Resonance starting from level 1 to 50 easily. It is useful soloing, teams, etc that you shouldn't neglect using it unless the team is moving at a brisk pace. Unfortunately the -res from Sonic Siphon can't be enhanced, and it is single target, so make sure to use it again a hard target like a Boss or Lt, not a minion. For multiple target debuff of -res, Sonic Disruption is a very good tool, but it requires a lot of experience. It can drain your end quickly, so you have to use it wisely, and when needed. More importantly, you have to pick a target that is usually most of the time in melee range. It doesn't have to be a Tank, or a Brute, as a Scrapper can work fine, or even a Stalker in a smaller team. In addition, you have a an area patch in Liquefy, that can debuff -def of targets, and -tohit, with a minor bonus of a chance of knockup. Given how long it takes to recharge, I tend to use it early on, so I can have it ready again for the last part of a mission for example. You could use it as an anti ambush tool if overwhelmed with two groups hitting your team from both sides, and I have found it works really well in such tight situations.
Sonic Cage is an odd duck, but I have found it can be useful solo tool. For example, if there are two Sappers you cage one, and Beanbag the other. It is indeed a divide and conquer tool, but again it depends on your play style. Often it is better to use Beanbag, because a target in a Sonic Cage can't take damage, and their health regenerates too.
AR/SON synergy
At first glance, it doesn't seem like there is any synergy between the two sets. No immobilize with SON to leverage Ignite, some of the AR cones knock targets away from the Liquefy patch, etc. But there exists synergy between the two power sets, and they are not noticeable enough until you are well into your 30's. Primarily your ability to be sturdier than your other Corruptor counter parts allows you to unleash AoE cone, after AoE cone, despite the long AR animation times, with no sweat of worrying about any ALPHA (in other words initial volley from the enemy). In addition, the knock back that AR has offers very good mitigation in reducing incoming damage, but if damage does come your way Sonic Dispersion covers it easily. The other advantage is the -res debuff of SON really makes up for most of the lethal damage found in AR power set, and you are able to pump out damage. Grenade Launcher is actually very efficient in protecting a teammate swarmed by enemies, especially compared to Sonic Repulsion, but you can have both to ensure that enemies are sent flying to protect squishys. If a lot of enemies are flopping on Liquefy, this is an opportune time to use ingite to really bring the pain.
I will close this guide with interesting impressions with playing this power set combo. I was surprised to see how efficient it is solo wise, as many people proclaimed it to be very difficult to solo with, but I find it to be a lot more faster paced than a lot of combinations which may take longer to mature. Leveling 1-20 is a breeze if you use Sonic Siphon, but I admit it starts to slow down on your trek to 20, but you have at least two cones by then (Flamethrower/Grenade Launcher and Buckshot) to hold you over till Sonic Dispersion. I think my surprising observations have to to do with Sonic Dispersion which changes the way the combo plays when you pick up this power in the early 20's, which is no surprise you start to see enemies use CC in this level range, and you just shrug it off blasting them into smitherings. On teams, it indeed performs as advertised, but the ability to fill a layer of +res with +Def that other teammates do bring really rounds out a groups ability to survive, and SON has no heal either, which is remarkable. Even when you reach the 30's the set doesn't really slow down as you start to pick up Full Auto, and Liquefy, and the mayhem picks up even more pace. Throw in epic pools in the 40's, and you have the choice of becoming even more sturdier, more damage, more utility, etc. In summary, I have to say it was a blast to play this combo, and I highly recommend anyone to give it a shot, even if it doesn't look as good on paper. In practice it holds up amazingly well, and the only issue I have found with this combo is endurance management. If you can conquer endurance management, the sky is the limit with this combo.