Originally Posted by Turbo_Ski
What else could you possibly even say it specializes in?
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Sad Sonics
Destructive Harmonics
Anybody remember those?
Easy fix. You just have Sonic Siphon cause the "Destructive Harmonics" status. Thereafter, any other power in the set has its effects amplified on that one target.
We've even got precedent for this mechanic in Time and Beam Rifle.
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh
Perhaps but were certainly not so few that we don't effectively exist. My main is a sonic and yes I do like the set more or less as it is. I find even sonic repulsion useful on occasion.
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It's like Peacebringer lovers, they certainly exist, I can get a ton of advice here if I want to build one, but... You rarely see one ingame, which is sad in the case of sonics because I love teaming with themand they bring a lot to a team.
I would say Sonic, FF, and TA are all about on the same level, they all need help.
TA needs flash arrow and PGA improved to be decent. Shoot maybe even combine them into a single power like how every other debuff set does. Both Sonic and FF need to replace the powers that almost no one ever takes with powers that better round out the set, such as a -Def/-Res field for FF. |
Sonic and FF are hard. They're big powers are good enough and they have shown reluctance to change other or use the cottage rule. Best thing I can think of for sonic is to add resistance to the normal debuffs. Sonic conceptually supports resistance to slows, endurance drain, etc. Repulsion Bomb needs to be a guaranteed stun. The damage is not worth losing a for sure stun.
In fact it's not even that FF and Sonic are bad, it's more that they are simply overshadowed more now than ever. Cold and Thermal respectively take each to the cleaners, spit on them, and then laugh at them respectively.
Actually, the LOWEST +defense numbers on my current crab build on Live (Not 'wishlist in Mids' but actually live right now and looking at power details) are 45% to Energy and Negative energy, with my highest being 57.6% Ranged...so...yeah.
Said crab also provides +16.99% to any teammates in range from Tactical Training: Maneuvers and another 5.32% from Pool Maneuvers...while laying out more AoE death than a defender can get outside of being Fulcrum Shifted, and while being able to do a -20/40% resistance debuff with Venom Grenade...and I don't even have the pair of purple sets I want for her yet. |
I say FF and Sonic are the same level because of how differently +res and +def cap. FF has pretty much zero value on teams/league well into the softcap of Defense, because it has really crappy filler powers. Sonic suffers the same problem which has much worse filler powers, but it takes a lot more to make the +res/-res it brings redundant even on leagues.
So on one side you have Sonic with a stat that isn't easily capped off and in both buff and debuff flavors, but it has the worst designed filler powers in the game (see Sonic Repulsion). On the other hand you have FF, which caps out way faster, comes in only the buff variety, and filler powers that are terrible but no where near as bad as sonic's. Either way they are both in bad positions because of those crappy filler powers. |
My 2 cents.
I love my /Sonic controller, it was my very first controller.
However, sonic siphon feels basically pointless, when Tankers get -20% resistance debuffs packaged into their level 1 attacks for free as an inherent these days.
Tanker Tier 1 attacks are Faster, actually deal damage, used often enough with their short recharge that their tiiiny debuff duration doesn't feel like a downside.
Clearly, we need more lasers.
Siphon stacks with Bruising, and more -resist is better, so what is the issue again?
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Defense buffs are really easy to come by via IOs and other team buffs.
Resistance buffs are rare and hard to replicate. |
My Elec/Shield scrapper, even with a modest (under $500MM) investment in IO sets, is virtually untouchable and with his two AOE's a one-man team in +4/x8 PVE content.
There's little use for Defenders for some Defense-based sets.
Siphon stacks with Bruising, and more -resist is better, so what is the issue again?
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It costs considerable endurance, equal to a Tier 2 blast, and animation time - more than a Tier 2 blast, in order to do nothing but the -Res debuff.
Every other power that applies -Res does something else. -Def (and consequently more -res via Achilles Heel), or damage, or knockdown or whatever. I think Sonic Siphon is the only purely -res power in the game.
A solo tanker gets their bruising for free as they attack. A Defender doesn't get Sonic Siphon anywhere near for free - against a minion it will just slow you doen in fact. Sure, it's more of a team power, but its still expensive for what it is.
Ironically long ago, before it got changed over to enemy targeted, Repulsion Bomb was a guaranteed stun. With proper slotting it wasn't hard to be able to perma stun bosses. I believe the devs stated reason for Clarity is to cover the sleep defense hole in Sonic Dispersion. Its less of a problem in Force Field since Defense prevents secondary effects from hitting in the first place.
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I think thats a very good point about Aid Other eclipsing Clarity.
Clarity is more than just "Adds sleep protection on top of Dispersion" in that its uninteruptable, good for mobile allies who leave the bubble a lot (eg melee Blasters).
But, it doesn't heal. And I've had plenty of times on my Sonic Defender where I watched everyones health bars trickle down slowly and a spot heal would have been perfect.
Aid Other helps enormously for those occasions where say the Controller next to you is asleep and you need to wake them up to turn the tide.
I think thats a very good point about Aid Other eclipsing Clarity.
Clarity is more than just "Adds sleep protection on top of Dispersion" in that its uninteruptable, good for mobile allies who leave the bubble a lot (eg melee Blasters). But, it doesn't heal. And I've had plenty of times on my Sonic Defender where I watched everyones health bars trickle down slowly and a spot heal would have been perfect. Aid Other helps enormously for those occasions where say the Controller next to you is asleep and you need to wake them up to turn the tide. |
Clarity is just not worth it. If you can't adjust your bubble to re include someone or if they can't figure out to stay in the bubble if they don't want to get mezzed then you've got bigger issues than a power set power going on there lol. Any decent blapper better have a couple break frees or they deserve every death they eat to holds/sleeps/etc. with a bubbler on the team.
Precisely. As a bubbler you already have Aid other most likely or will get it. Clarity is mobile and has a duration but ultimately if you need to wake someone up aid other works pretty darn good. Seeing as your providing mezz protection from everything else those odd break frees have a tendency to show up upon people getting slept as well.
Clarity is just not worth it. If you can't adjust your bubble to re include someone or if they can't figure out to stay in the bubble if they don't want to get mezzed then you've got bigger issues than a power set power going on there lol. Any decent blapper better have a couple break frees or they deserve every death they eat to holds/sleeps/etc. with a bubbler on the team. |
tl;dr: I compare resistance debuff-only powers, then argue that the real problem with Sonic Resonance is endurance cost.
I'd say the issue is that Sonic Siphon does absolutely nothing else.
It costs considerable endurance, equal to a Tier 2 blast, and animation time - more than a Tier 2 blast, in order to do nothing but the -Res debuff. Every other power that applies -Res does something else. -Def (and consequently more -res via Achilles Heel), or damage, or knockdown or whatever. I think Sonic Siphon is the only purely -res power in the game. A solo tanker gets their bruising for free as they attack. A Defender doesn't get Sonic Siphon anywhere near for free - against a minion it will just slow you doen in fact. Sure, it's more of a team power, but its still expensive for what it is. |
Sonic Siphon
Available at level 1
Single Target
Cast 2.17
Recharge 16 seconds
Endurance 8.528
Duration 30 seconds
80' range
-30% resistance for 30 seconds, not stackable
Disruption Arrow
Available at level 18
Ground Targeted AOE (no accuracy needed)
Cast 1.16 seconds
Recharge 60 seconds
Endurance 14.56
Duration 30 seconds
70' range, 25' sphere, up to 10 opponents affected
-20% Resistance, stackable as DA summons a pseudo-pet
Now, Disruption Arrow is not a tier 1 power, so we would expect it to be better than Sonic Siphon. But Disruption Arrow is hugely better than Sonic Siphon in most instances. Sonic Siphon is more effective when the defender lacks recharge via enhancements, set bonuses, or hasten. Sonic Siphon is more effective when there's a lot of knockback that can knock enemies out of Disruption Arrow's radius. However, with good recharge slotting, it's certainly possible for Disruption Arrow to stack up to 3 times for limited amounts of time, for a total resistance debuff of 60%.
But we're leaving out another -res power that has no other effects: Sonic Resonance's own Disruption Field.
I'd argue that given that a Sonic Resonance character can stack both Disruption Field (-30%) and Sonic Siphon (-30%), the real problem with resistance debuffs on a Sonic Resonance character is that they are so darned expensive to use.
Sonic Resonance has a problem in that it is a middling set (even though it's of real use on teams) that has perhaps the highest endurance costs on an ongoing basis of all support sets. It's a very team oriented set that is really difficult to keep running on teams. It's easier to run solo, but also much less effective solo due to the number of powers that require an ally to be useful (Sonic Barrier, Sonic Haven, Disruption Field, Sonic Repulsion [ugh], and Clarity).
My Dark/Sonic corruptor has both the Numina and Miracle uniques, and just got the tier 4 Cardiac Alpha, and only now feels like he can run without constantly watching endurance. I can't imagine how anyone plays this set on a mastermind, given their higher endurance costs.
I have to agree with Pattern Walker.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
The endurance cost, even with inherit stamina now and alpha slot and minimal slotting (i'm poor) I find myself having the lowest endurance of everyone on my team. granted I'm running 7 toggles and attacking like a mad woman constantly, but still. I have dropped more than once. Pretty much any other build wouldn't fall like that.Then again 7 toggles and attacking like crazy probably doesn't help...but you get the idea
If you want to make Sonic Resonance more popular and more diverse like Traps, Cold Domination, Thermal, etc adding -Reg would be a start.
If the devs were willing to change only one thing about Sonic Resonance, I'd ask them to lower the endurance costs for the set as a whole. Additional debuffs would be great, but folks would still shy away due to the difficulty in running the set.
It is not difficult to use, but a lot of people find the set boring given how hands off it can be at times.
The endurance costs are the most prohibitive part of the set. And -regen is overrated and won't make any noticable difference for most players.
Things I would change....
Sonic Siphon
-- Now since the name does have "Siphon: in it.. why not let it do that as well.
So on top of its -30% res debuff, give it a 10% Res Boost for the Defender. The Defender... who already is the weakest Res memeber of the team due to how Barriers work, could use the little Res boost. Sonic Siphon doesn't stack on targets, so also make it so it doesnt stack on the Defender as well to keep it balance.
Sonic Cage
-- Change to your standard Mag 3 hold, call it a day.
Disruption Field
-- add Minor Damage (Smash)
This would give a uniqueness to the power in now only is it a debuff, but it is a minor AoE damageing attack. Adding the Damage aura to the power, its End cost would be in line (most Damage auras are .52/sec and debuff aura's the same. Giving us its current 1.04 end/sec cost). Also be a very unique features of the sonic set.. a debuff and damage aura in one.
Sonic Repulsion
-- Change to a Target Location AoE , the is -movment like Tar patch and applies a -15 defense and -15% Acc (notice not To Hit Debuff) while under is effect. (same recharge etc as Tar patch).
This makes it a bit like Liquefy, but minus the knockdown. But A LOT more useable as its up more often.
Theme: Sonic Repulsion is pushing back on anything trying to enter its bubble. This slows them down as they fight to move forward, making it harder for them to dodge and to damage things in the proccess.
Liquefy
-- Change to a Superior (Dot) Cone
Range 30ft
Arc: 90
Recharge: 120 sec
-15% Def -15% Res -500% Reg for 30 secs, 80% for Knockdown proc on first tic.
Idea behind Liquefy.... the name to me just implies Massive Debuff and Damage. This would also make sonic unique for defenders in haveing a big attack as a debuff in thier primary. Cone's of course fit the theme of the sonic wave very well.
Maybe I went over board *shrug* but its a wish list after all hehe.
Main: Praetor Imperium Elec/SS/Mu