Sonic/Sonic Help


Deacon_NA

 

Posted

Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Shockwave 3.0: Level 50 Technology Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Hero Profile:



Level 1: Sonic Siphon

  • (A) Accuracy IO
Level 1: Shriek
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (27) Thunderstrike - Accuracy/Damage/Endurance
  • (27) Thunderstrike - Damage/Endurance/Recharge
Level 2: Scream
  • (A) Defender's Bastion - Accuracy/Damage
  • (3) Defender's Bastion - Damage/Recharge
  • (5) Defender's Bastion - Damage/Endurance/Recharge
  • (11) Defender's Bastion - Accuracy/Damage/Endurance
  • (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (29) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
Level 4: Boxing
  • (A) Pounding Slugfest - Disorient Bonus
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Defense/Endurance
  • (48) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 8: Howl
  • (A) Ragnarok - Damage
  • (9) Ragnarok - Damage/Recharge
  • (9) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (13) Ragnarok - Damage/Endurance
  • (15) Ragnarok - Chance for Knockdown
Level 10: Shockwave
  • (A) Overwhelming Force - Accuracy/Damage
  • (25) Overwhelming Force - Endurance/Recharge
  • (43) Overwhelming Force - Accuracy/Damage/Endurance
  • (48) Overwhelming Force - Damage/Endurance/Recharge
  • (48) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
Level 12: Sonic Dispersion
  • (A) Gladiator's Armor - Resistance
  • (15) Gladiator's Armor - Resistance/Rech/End
  • (17) Gladiator's Armor - End/Resist
  • (17) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Gladiator's Armor - Recharge/Endurance
  • (40) Gladiator's Armor - Recharge/Resist
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Shout
  • (A) Apocalypse - Damage
  • (21) Apocalypse - Damage/Recharge
  • (21) Apocalypse - Accuracy/Damage/Recharge
  • (23) Apocalypse - Accuracy/Recharge
  • (23) Apocalypse - Damage/Endurance
  • (39) Apocalypse - Chance of Damage(Negative)
Level 18: Sonic Barrier
  • (A) Impervium Armor - Resistance
  • (25) Impervium Armor - Resistance/Endurance
  • (40) Impervium Armor - Psionic Resistance
Level 20: Sonic Haven
  • (A) Aegis - Psionic/Status Resistance
  • (31) Aegis - Resistance
  • (31) Aegis - Resistance/Endurance
Level 22: Disruption Field
  • (A) Endurance Reduction IO
  • (50) Endurance Reduction IO
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Resistance/Endurance
Level 26: Weave
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Endurance/Recharge
  • (45) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense
  • (46) Red Fortune - Endurance
Level 28: Siren's Song
  • (A) Fortunata Hypnosis - Sleep
  • (31) Fortunata Hypnosis - Sleep/Recharge
  • (33) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (33) Fortunata Hypnosis - Accuracy/Recharge
  • (33) Fortunata Hypnosis - Sleep/Endurance
  • (34) Call of the Sandman - Chance of Heal Self
Level 30: Clarity
  • (A) Endurance Reduction IO
Level 32: Liquefy
  • (A) Lockdown - Accuracy/Hold
  • (34) Lockdown - Accuracy/Recharge
  • (34) Lockdown - Recharge/Hold
  • (36) Lockdown - Endurance/Recharge/Hold
  • (36) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (36) Lockdown - Chance for +2 Mag Hold
Level 35: Screech
  • (A) Stupefy - Stun/Range
  • (37) Stupefy - Accuracy/Recharge
  • (37) Stupefy - Endurance/Stun
  • (37) Stupefy - Accuracy/Endurance
  • (39) Stupefy - Accuracy/Stun/Recharge
  • (39) Stupefy - Chance of Knockback
Level 38: Maneuvers
  • (A) Kismet - Accuracy +6%
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Assault
  • (A) Endurance Reduction IO
Level 47: Amplify
  • (A) Rectified Reticle - Increased Perception
Level 49: Sonic Cage
  • (A) Endurance Reduction IO
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 1: Vigilance



Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run



Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
------------

I've been playing a sonic/sonic defender since starting out just over a month ago in this game. I do a pretty hefty mix of solo and team play, so I have a number of powers that are fairly worthless in one or the other. As a new player, I have pretty much no experience in slotting and stuff, but this is what I put together. (With the exception of my Dispersion enhancements, I've completed this build in game.)

I won't be doing any incarnate stuff, so this is where the build will be capping out. So a few questions:

1) Is there any major holes or misses in the build? (Is there something that most sonic/sonic players would build into their build, that I didn't do.)

2) With I24 coming up, I'm estimating I need to find room for two powers in the build. I did a respec to get rid of Wail, since I found the crash to never be worthwhile. I'll be adding that back in. I'm also assuming there will be a worthwhile leadership power I won't be able to resist. Other than Cage, what is likely worth giving up? (I'm leaning towards Assault right now.)

3) Although fitting wail in I24 builds doesn't sound bad, slotting it is going to be very painful. Suggestions on where to free up 5 slots?

4) There are currently no enhancement boosters used in my build. Are there suggestsion for where some might actually be worthwhile?

5) Not build related, but are there enemies where -res has no effect or reduced effect? (Bosses? AV's? Giant Monsters? Specific villains?) I hardly use sonic siphon and am trying to figure out how useful it really is. Everything other than AV's and GM's die fast enough in groups, I find it isn't worth the animation time to use it against anything else, especially considering I can use a low tier attack and get damage with resist redcution.


 

Posted

Datalink isn't working. Can you post the chunk perhaps?


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Datalink isn't working. Can you post the chunk perhaps?
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Some notes I've made while reviewing my build, although once again, not being an expert, I'm not sure if I'm off base on any of this.

Sonic Barrier - Due to having a level 40 set in there, and devoting 1 slot to psionic resistance, this looks like a prime candidate for enhancers. (I'm thinking 5 enhancers to give a +25% boost to the 23.2% resistance enhancement raising it to 29% and raising the total for that power into ED levels [43.5% pre-ED]. Perhaps only 4?)
Fly/Hover - These slots have been a constant source of frustration on figuring out exactly how much to devote to them. I'm likely going to take a slot away from Fly for one of the 5 I'll want for dreadful wail. The other issue on Hover...I'm using defensive pool stuff there. I'm thinking that probably would be better allocated to maneuvers?
Disruption Field - This is my other area enhancers might be a good idea. Not sure on how many.

Stamina - That third slot in stamina might need to go, which could mean enhancers for the first slot to make up for it?

Screech - I don't use this power a whole lot, so wondering if it's worth having slotted out. It's mostly a panic button if I need to keep someone off me, but to be honest, it isn't all that effective in that role, since most people I need to keep off me will resist it anyway.

Scream - I'd love to update from the basic defender set to the improved set via catalysts. However, I think the likelihood of me getting 6 catalysts is slim. (I heard it might be possible to get them on incarnate trials?) If I were to upgrade that, it would put me over 45% ranged defense, possibly letting me cut an enhancement elsewhere when I had it slotted specifically for ranged defense.


 

Posted

Let me start with your questions

1) As for a major hole in the build, I think obtaining a shield from epics is a missed opportunity. A Sonic/ Defender has some options to create a super sturdy build. Some opt to get Scorpion Shield for s/l Def, I personally like to add up resists with a res shield. My Sonic/Sonic took Psychic Mastery to pick up some psi resists, to add to some psi resist and def bonuses to help cover that hole. Another potential miss is either the Miracle or Numina proc in Health. Sonic is not endurance friendly, so either of these will be a welcome addition.

2) Ugh, I need to rework my Sonic/Sonic (as well as 3/4 of my def/corr/blasters) to include the nuke. Sonic Attack's nuke is especially nice.

3) Looking at your build, I see Siren's Song as the most tempting target. I'll probably get rid of SS as well. Its old appeal - to mule a cheap purple, is no longer as true with the relative flattening of purple prices. If you intend to solo you may want to keep it since it's worth it's weight in gold solo.

4) I'd definitely use enh boosters for Disruption Field and Assault.

5) Your observations are right about Sonic Siphon. I save it only for foes that are going to last a long time. -Res follows normal purple patch rules, so higher level enemies will get those modifiers. Someone will say that an enemy's damage resistance resists resistance debuffs. While that's technically true, the bottom line is, if you apply a 30% resistance debuff to an even level foe, they will take 30% more damage than they would have without the debuff. For more info: http://wiki.cohtitan.com/wiki/Damage_Resistance

On to 2nd set of questions.

I wouldn't sweat putting +5 enh boosters in Barrier. I see 27.4% resists there anyway. Good enough for an ally shield.

Definitely those slots in Hover would do you much more good in Maneuvers. You'll get more defense, better endurance overall. Easy choice here.

I'd make moving slots from Stamina a last resort. As previously mentioned, endurance is a chore.

Screech has other uses, such as having a long duration for the -res effect. It's a key part of your range def bonus so I'd be hesitant to say drop it.

Yes, catalysts drop during trials.

I do want to note that Shockwave copied over into Mids for me as unslotted. So I'm not sure what you're slotting into it. I'm going to guess the Overwhelming Force proc, which should breathe new life into this particular power.

Miscellaneous notes:

I think the Def Bastion proc may be better in Howl, as I believe the proc can fire off each target hit. Of course Ragnarok kd proc is nice there too. Either should be fine actually.

Unless you're pvping, since you already have Tactics I don't think the +perecption proc in Amplify will do anything against pve mobs. A recharge would be fine.

There have been discussions about Sonic/Sonic over the last couple of months. Those threads should be easy to find in this forum. Reading those may be helpful as well.


Global = Hedgefund (or some derivation thereof)

 

Posted

Thanks for the quick responses. First, to save others digging for the other sonic/sonic threads. These are all sonic/sonic threads in the last year. (The great advice given in these other threads is what made me want to throw my build out there for ways to improve, and I was actually hoping you'd comment as you seemed to have a really good grasp on this specific character type.)

Looking for a Sturdy Sonic Build - http://boards.cityofheroes.com/showthread.php?t=291463
How to build your sonic/sonic into a "mini-brute" maximizing defense and resistance. Some good discussion balancing endurance vs defense.

Sonic/Sonic - How to complete the Build? - http://boards.cityofheroes.com/showthread.php?t=291121
A concealment sonic/sonic build. (I dropped my concealment set for fighting in my last rebuild when I found I didn't use concealment much, although the alt build still contains concealment.) This also contains a lot of high end build examples.

Sonic/Sonic Defender build- help? - http://boards.cityofheroes.com/showthread.php?t=281176
A couple build ideas, and good analysis of a build by Deacon_NA. Also a key clarification about -resist stacking and damage charts for scream/shriek vs scream/shreak/shout attack chains.
So my sonic/sonic :/ - http://boards.cityofheroes.com/showthread.php?t=276186
Includes a couple of build ideas, and ways to slot things.

Sonic/Sonic - Skippable powers? - http://boards.cityofheroes.com/showt...ighlight=Sonic
This one actually discusses a little bit on pros/cons of skipping Sonic Siphon. Seems to be very mixed opinions on that. Skipping Shout is the one that surprises me with how much support it has. Once I get into range of it, I use it as part of a 3 power attack chain on single targets, and it is the big damage dealer of the bunch.

Now...onto the comments and advice.


 

Posted

Quote:
Originally Posted by Deacon_NA View Post
1) As for a major hole in the build, I think obtaining a shield from epics is a missed opportunity. A Sonic/ Defender has some options to create a super sturdy build. Some opt to get Scorpion Shield for s/l Def, I personally like to add up resists with a res shield. My Sonic/Sonic took Psychic Mastery to pick up some psi resists, to add to some psi resist and def bonuses to help cover that hole. Another potential miss is either the Miracle or Numina proc in Health. Sonic is not endurance friendly, so either of these will be a welcome addition.
I thought really hard about the epic pools for shields, and opted against them for thematic issues. I just didn't like how they fit from a characterizatoin. Slotting Miracle/Numina definately seems like a good point though. I'm wondering if it's worth scraping up a slot somewhere to slot both.

Quote:
2) Ugh, I need to rework my Sonic/Sonic (as well as 3/4 of my def/corr/blasters) to include the nuke. Sonic Attack's nuke is especially nice.
I don't really know if wail is nice. Every time I used it, I died. So I quite using it. So I did a respec to replace it with maneuvers. I'm hoping with no crash, I'll find it useful this time around.

Quote:
3) Looking at your build, I see Siren's Song as the most tempting target. I'll probably get rid of SS as well. Its old appeal - to mule a cheap purple, is no longer as true with the relative flattening of purple prices. If you intend to solo you may want to keep it since it's worth it's weight in gold solo.
I actually find Siren's song to be one of my most useful powers. It's great in solo. I can turn fights especially when someone accidently pulls a 2nd group of enemies into a fight, and it is 1/3 of my howl/shockwave/ss AoE attack chain when I need to do area damage. This doesn't have the -resist of single target chains, but it alternates sleep, knockdown, and sometimes knockdown, effectively locking down a group of enemies. I find this useful in both group and solo play.

Quote:
4) I'd definitely use enh boosters for Disruption Field and Assault.
Noted. Should it be the full 25% in both?

Quote:
5) Your observations are right about Sonic Siphon. I save it only for foes that are going to last a long time. -Res follows normal purple patch rules, so higher level enemies will get those modifiers. Someone will say that an enemy's damage resistance resists resistance debuffs. While that's technically true, the bottom line is, if you apply a 30% resistance debuff to an even level foe, they will take 30% more damage than they would have without the debuff. For more info: http://wiki.cohtitan.com/wiki/Damage_Resistance
I'll probably lean towards holding onto it in this case. It's often hard to tell how much effect it's having, but I'll just trust it's helping.


Quote:
I wouldn't sweat putting +5 enh boosters in Barrier. I see 27.4% resists there anyway. Good enough for an ally shield.
Alright. I'll concentrate on the boosters mentioned above.

Quote:
Definitely those slots in Hover would do you much more good in Maneuvers. You'll get more defense, better endurance overall. Easy choice here.
I think this will be one of the big changes when I do an I24 respec. Wish I'd thought about it when I added maneuvers into the build on the last respec. Benefits the team more on top of it.


Quote:
Screech has other uses, such as having a long duration for the -res effect. It's a key part of your range def bonus so I'd be hesitant to say drop it.
I may not drop the power, but I may not 6 slot it, instead giving some of those slots to wail.

Quote:
I do want to note that Shockwave copied over into Mids for me as unslotted. So I'm not sure what you're slotting into it. I'm going to guess the Overwhelming Force proc, which should breathe new life into this particular power.
Yes, I have Overwhelming Force 6 slotted in Shockwave. Mids just added it today so you have to be on the latest build. That was actually part of the incentive for me to post this, since that's a new factor on a sonic/sonic build, and looking forward to the I24 changes we know about already and starting to figure out how to plan for it.