Sonic/Mental blaster


ClawsandEffect

 

Posted

I'm looking for a good build for my sonic/mental blaster, I know what I want just not sure how to build her properly. I know for my pools i want recall friend, and leadership (all but assault) and i want fly, anything else goes. i want her slotted for debuff, i dont care if she turns out squishy im not a mele player. thanks

-Kaylala


 

Posted

Don't take this the wrong way, but are you sure you wouldn't rather have a rad/sonic defender (or dark/sonic, traps/sonic, therm sonic... etc)?

Defenders get better numbers from the leadership pool, and more debuff from the blast set. The -Res in sonic blast cannot be enhanced. As /mm, you *have* to get into melee to use your -regen debuff; not to mention it's the best power in the set (for the +regen/+recovery buff). The other combos I mention above can apply -regen at range. Finally, defenders tend to attract a bit less aggro (all other things being equal) allowing you to live longer; some have a heal which will aid both you and your teammates and, again, don't necessitate a foray into melee range.


 

Posted

Here you go.

Sadly, you can't enhance the debuff values in sonic blast so no enhancements there.

This build has ranged defense of 32.7% which means that you can use one small purple inspiration and soft cap your defense to ranged attacks. Hover will allow you to stay out of melee range so all you have to be aware of is ranged Area of Effect attacks like the Nemesis use.

Most of the attack powers have very long animation times, that means that your AoE attack chain will be nearly seamless without Hasten. (Shockwave > Howl > Psi Scream > Static Discharge > Sirens). Your single target chain will be Screech > Shriek > Scream > Shout > Shriek > Scream.

When soloing, toggle on Sprint to get stealth and approach the spawn. Open with Sirens Call to put the spawn to sleep then turn sprint off to conserve endurance. **Follow up with Screech and Shocking Bolt on any mobs that are not sleeping and/or on any mez using lieutenants. Hover into melee range of the largest amount of sleeping bad guys and use Drain Psyche. Move back out to cone range and use Amplify and Concentration then your AoE attack chain. Shockwave will knock them back and down (try to make sure there is a wall or object behind them so they don't scatter) Howl will damage them and debuff their damage resistance. Psi Scream and Static Discharge will damage them and about the time that they begin to return fire, Sirens Call will put them to sleep again. Repeat if needed from ** until all that remain are bosses and lieutenants and then switch over to your single target attack chain to clean up.

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Kaylala: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Shriek -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Subdual -- Acc-I:50(A)
Level 2: Scream -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Howl -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dam%:50(15), Posi-Acc/Dmg/EndRdx:50(15)
Level 6: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dam%:50(19), Posi-Acc/Dmg/EndRdx:50(19), FrcFbk-Rechg%:50(43)
Level 8: Shout -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(21), Thundr-Dmg/Rchg:50(21), Thundr-Acc/Dmg/Rchg:50(23), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Dmg/EndRdx/Rchg:50(25)
Level 10: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(27), Posi-Dam%:50(27), Posi-Acc/Dmg/EndRdx:50(29)
Level 12: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29)
Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(31)
Level 16: Amplify -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-Rchg:50(33)
Level 18: Sirens Song -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(33), CSndmn-Acc/EndRdx:50(34), CSndmn-Sleep/Rng:50(34), CSndmn-Acc/Sleep/Rchg:50(34)
Level 20: Concentration -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-Rchg:50(36)
Level 22: Drain Psyche -- Theft-Heal/Rchg:30(A), Theft-Acc/Heal:30(36), Theft-Acc/EndRdx/Heal:30(37), Theft-Acc/EndRdx/Rchg:30(37), Theft-Heal:30(37)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Screech -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-Acc/EndRdx:50(39), Stpfy-Stun/Rng:50(39), Stpfy-Acc/Stun/Rchg:50(40), Stpfy-KB%:50(40)
Level 28: Recall Friend -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(42)
Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(43)
Level 35: Static Discharge -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(43), Det'tn-Dmg/Rchg:50(45), Det'tn-Dmg/Rng:50(45), Det'tn-Dmg/EndRdx/Rng:50(45)
Level 38: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 41: Charged Armor -- RctvArm-EndRdx:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-ToHit/EndRdx:50(50), AdjTgt-ToHit:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Leading with Shockwave is a HORRIBLE idea. It's a powerful cone KB power that deals very little damage. It will knock everything out of range of the rest of your cones, and scatter them to the side as well so you won't be able to hit the ful spawn with the rest of them.

And I wouldn't use Siren's Song as the closing power. It also deals very little damage and if you start the chain again you'll just wake them all up. It's better used as an opener before your single target chain. Wake them up one at a time with Screech and you'll never even be targeted by anything, let alone damaged.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I used to have a sonic/mm/elec build similar to the one above. Although these days, I think I'd rather go with Leviathan Mastery for the cone attacks there instead.


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Leading with Shockwave is a HORRIBLE idea. It's a powerful cone KB power that deals very little damage. It will knock everything out of range of the rest of your cones, and scatter them to the side as well so you won't be able to hit the ful spawn with the rest of them.

And I wouldn't use Siren's Song as the closing power. It also deals very little damage and if you start the chain again you'll just wake them all up. It's better used as an opener before your single target chain. Wake them up one at a time with Screech and you'll never even be targeted by anything, let alone damaged.
I would have to differ with you as this is a strategy I use quite successfully with my Sonic/ blasters. While the strategy you mention is quite a bit safer it is also measurably slower taking roughly 3 times as long to eliminate a 6 player spawn.

First off, if you read the text, you'll notice that Shockwave isn't the opener, Sirens is. Sirens has lower than standard accuracy so vs a 6 player spawn you are likely to miss 2-3 mobs (higher than a 6 player spawn would further complicate things due to the cones having a 10 target cap). This is why I mention that the next step is to hard mez the missed mobs with Screech and Shocking Bolt.

Next is Shockwave. The purpose here is not damage but mitigation. The build is a small purple insp below the defense soft cap vs ranged attacks. The mitigation that this step provides is important for 3 reasons. 1) Some of the mobs will get their attack rolls in during the split second between being awakened by the damage and being locked out of activating powers due to KB. 2) You may not always have a purple insp and you may not have enough or enough of the right insps to create one (mainly because of (s)low(er) drop rate of insps from a 6 player spawn setting and longer intervals between getting insp drops due to lengthy animation times). 3) The animation times of the cone powers in this power set combination are so lengthy that if the situation goes south you may not have the opportunity of popping any other inspirations before being defeated.

Additionally.... I freely admit that there is a learning curve in getting the KB to work properly while leaving the spawn within range of your other attacks. You'll notice that this build has Hover. If you have a 45 (or greater) degree angle between your hero and the spawn you can minimize both the KB distance and the scatter effect. You can further limit this by positioning with a wall or other object in back of the spawn. On an outdoor map you can easily hover directly over the spawn making this point moot. I do realize that you can "punch the middle out of the spawn" because of the varying cone widths of this combination. (Sirens 50 degrees, Shockwave, Howl, and Psi Scream 30 degrees, Static Discharge 45 degrees) but if that is the case the mobs that are still standing are still sleeping which leaves your mitigation in place.

Sirens is the closing power for mitigation purposes. In the time it takes to activate Howl and Psi Scream the mobs will have regained their feet. In the time it takes to animate Static Discharge they will have closed to Sirens range again. When Sirens finishes activating they would be in melee range (if you weren't hovering out of melee range). The total animation time of the AoE chain is 9.34 seconds. With this build the recharge time of Sirens (the longest recharging power in the chain) is 9.24 seconds so this AoE chain is seamless. You needn't take the hard mez step in the second iteration if your green bar is still in good shape, just follow up immediately with Shockwave. The chances are that any un-slept mobs will be KB'd and you should have enough defense to handle any attacks from mobs that are neither slept nor KB'd. 2 iterations of the AoE chain "should " be enough to wipe out even con minions.

If the spawn is lieutenant heavy it makes sense from an endurance conservation and kill speed perspective to run the AoE chain twice more to take out the lieutenants leaving only the boss(es) to be finished off with the single target chain.

You "can" run the single target chain after the initial Sirens instead of the AoE chain but this can needlessly prolong the duration of the fight. The amount of defense in the build "should" be enough to reduce incoming damage from unmezzed bosses to a tolerable level especially since they too will be KB'd by Shockwave.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

thank you for all the feedback, and no i already have a rad/sonic, im wanting to try something new, im not a big fan of the rad. i appreciate all the input!