Fury Flechette

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  1. Yes. Only 5 purple sets possible for specific set bonuses.
  2. [ QUOTE ]
    [ QUOTE ]
    Spend a couple billion on IOs ...

    [/ QUOTE ]

    I only spent around 300 million on my Fire/Shield scrapper so far and he's got soft capped Melee and Ranged defenses and 36% AoE defense. I still need to buy two of the KB IO's from Blessing of the Zephyr (wish I didn't have to, but I needs me some more AoE Defense), and I need one more LotG:Recharge, but I don't think those are going to run me over 1.5 billion to make your estimate correct.

    [/ QUOTE ]

    The builds Miladys is talking about have impressive attack chains (usually fueled by purples) and significant base regen *in addition* to soft capped defenses. Those are billion dollar builds.

    I have a fire/shielder that I've outfitted for about the same amount of influence as you, but I don't expect her to solo hard AVs or get sub 6 minute times against Rikti pylons. My goals are frankly a lot less ambitious and casual.
  3. [ QUOTE ]
    [ QUOTE ]
    * No self heal (like SR, Inv, WP (sorta))

    [/ QUOTE ]

    Invulnerability has Dull Pain.

    [/ QUOTE ]

    d'oh, yes it does! I stand corrected.
  4. Fury Flechette

    Sonic upgrade

    I made a modest proposal to buff sonic resonance for corruptors in this thread. You can draw ideas from that if you like.
  5. I'd just prefer to have an option to disable it on a per character basis. Some people use the in-game email, and that's fine. I've never used it and the only time I use it is to enlarge my spam filter (which is already at max). I'd disable it on any character I create.
  6. Recommend WP as a secondary or SR.

    WP because it's good with minimal IO investment and is a solid all around secondary.

    SR because quickness contributes very nicely towards chaining the Attack Vitals combination, which is a very high dps chain.

    DB can do fairly nice damage and IMO seems to benefit a lot from +recharge more than anything else since you want to chain combinations seemlessly. While +recharge set bonuses aren't exactly cheap, you can pick up some from doctored wounds and crushing impact (which are both moderately priced). DB also has a ton of attacks that can be slotted with either multistrikes (or the much more expensive Obliterations). Multistrikes will do in a pinch and they're dirt cheap.

    Instead of SOs, I urge you to consider cheap sets. Many sets (like multistrikes) provide better performance than SOs and are much cheaper since you don't have to replace them every 5 levels. The other thing to do is to frankenslot several IO set pieces to get the performance you want, ignoring set bonuses. Frankenslotting will yield better than SO only performance and can be done on the cheap as well.
  7. [ QUOTE ]

    Who says you have to be a average defender, if i want damage i log on my fire kin or blaster, i like to keep people alive so i want to make a defender that does excatly that.


    [/ QUOTE ]

    My defenders keep people alive by keeping them at the soft cap defensively or rendering the opponent completely unable to hit the team (with a mixture of tohit debuffs, fears, slows and holds) *AND* I can kill stuff.

    Sorry, but if you're *not* able to keep people upright *AND* kill stuff, I wouldn't classify you as an average defender, I'd classify you as a below average defender. I know plenty of empaths who can do what you describe and contribute to the team's dps as well.

    Also, a piece of advice: get out of the AE building. You'll discover that defenders can do more than just heal the big rock tanker after he gathers the level 54 baddies.
  8. [ QUOTE ]
    Is there really any NPCs that counter shields? Do they have a weakness? Can anyone give me some feedback?

    [/ QUOTE ]

    Sure, I'll take a stab at it. I have a 50 elec/shield brute and a 50 fire/shield scrapper.

    * The set is rather lackluster with SO slotting. Yeah, really. In fact, with just SOs, the set is actually somewhat underpowered.

    * The set shines with IOs, but to get a soft capped build with good offense = very expensive. Possibly some of the most expensive scrapper builds out there are shield builds.

    * No self heal (like SR, Inv, WP (sorta))

    * No scaling damage resists like SR. You do have moderate amounts (18% for scrappers/brutes) of lethal/smash/fire/cold, etc. resistance, but only if you enhance it. Base value is around 11% which isn't enough. That means that anything that gets past shields tend to hurt alot.

    * Endurance heavy. Or it can be without good slotting. Personally, I was sucking wind until I got into IO slotting.

    That said, the NPCs that can give trouble to defense sets can give trouble to shields:

    Devouring Earth
    CoT Earth Casters
    Cimeroran Traitors
    Malta - their guns debuff defense quite a bit

    Overall though, it's a power gamer's set. Well built, a shields character can be designed to offset many of the weaknesses I mention and the addition of a +dmg toggle and shield charge makes the set offensively strong.
  9. I see a few things wrong, but take my advice with a grain of salt. I don't have a 50 WP tank, though I do have a 50 Ice/SS tanker and a 50 DB/WP brute, so though I'm not familiar with the exact amounts of mitigation that tank WP provides, I am familiar with the powersets.

    Some specific advice:

    1. Don't overslot jab. Actually, may players skip slotting it out entirely unless you're using it as an IO set mule or putting a lot of damage procs in it. Damage is really low. If you have to have a low damage filler attack, boxing is a better choice, though both do ignorable amounts of damage.

    2. Focused accuracy is a completely nonsensical choice for this build. Rage gives you plenty of tohit and damage and with 3 SOs, it's practically perma. Heightened senses already provides you with +perception, so really the only thing focused accuracy is doing for you is giving you tohit on top of the tohits you already have (rather redundant in most circumstances) and sucking up endurance. Skip it.

    3. I always recommend hasten in builds which have significant click powers (such as rage or dull pain). I'd recommend it for this build as well. Having the ability to double stack rage for both the tohits and the damage boost is a nice thing to be able to do.

    4. There are several ways you can go with WP using IOs to buff the survivability. The most popular is to soft cap (45%+) defense for smashing/lethal and get 35%+ on the other damage types. Defense along with your hitpoints, moderate resistances will help you stay up quite easily. The other way you can slot is to go for +hp and +regen bonuses. You may find this way a little more affordable (though not necessarily cheap) because many sets give their hp bonuses with the 2nd or 3rd piece.

    I'm not going to go over specific slotting, because they can vary alot per individual build and may not suit your play style differences. The one thing I would recommend is to frankenslot (buy cheap set pieces from many IO sets) first and then work on getting specific sets. With that said, WP is pretty good with just SO slotting, so it's sort of hard to screw up the build too much.

    Good luck!
  10. [ QUOTE ]
    [ QUOTE ]
    Tornado wipes out the AE building in Atlas Park... and a Nuclear Explosion wipes out the AE building in Mercy.

    [/ QUOTE ]

    Technically the AE activity Redside is in Cap au Diable.

    [/ QUOTE ]

    The one in Cap is fine. For a lowbie to get there, they'd have at least been able to figure out how to use the ferry system, know how to avoid NPC mobs or have another player teleport them around.

    I think most folks agree it's the one in Atlas Park which should be given the hardest shelling.
  11. [ QUOTE ]
    I disagree. In 60 seconds of fighting...

    [/ QUOTE ]

    It's never taken me 60 seconds to beat up an average mob on any of my blasters. Solo, it's over in 15 seconds tops (and that's an AR/Dev throwing non-damaging stuff like web grenade and caltrops). In groups, depending on who's playing with me, it's even faster.

    Against AVs or some elite bosses, sure, I can see the argument. Against anything else, it's a non-factor.
  12. [ QUOTE ]
    I'm looking for a little advice on my elec/elec blapper...I've had different people giving me different advice, some have told me that Lightning Field just isn't worth having in the build at all and it's just a waste of a power pick...and some have sworn by using it through out their career, I really don't know what to do and was looking to maybe get some more views on this power and it's usefullness.

    Thank you for any and all help.

    [/ QUOTE ]

    Skip. While it does minor damage and can drain some end, basically either they're dead or you're dead before it has any meaningful effect. Damage auras are sometimes pretty nice on scrappers, tanks, brutes but only against hard targets. Against even con foes or worse, the opposition just doesn't stand up long enough for the damage aura to be a measurable part of the offense. It's marginally better against harder targets, but not enough to justify a power pick an a significant drain on your endurance.
  13. Example build I modified off of yours, and replaced with cheap set IOs. I put in a Karma -kb and a stealth IO, your two most expensive purchases. However, (and I assure you this as someone who marketeers regularly), everything else on this build is dirt cheap...probably cheaper than the equivalent level 50 generic IO by a wide, wide margin.

    I chose to 5 slot a number of powers but haven't sacrificed anything in terms of accuracy or damage, though sometimes you lost a little bit of end redx or recharge. I slotted for end redx on more expensive powers, recharge on cheaper ones.

    Also, I added slots in powers that needed them...aim, aid self and took away from powers that were fine with just 5 slots. Note: I used level 35s...it's actually easier to save slots if you use higher level IOs, but I'm presuming you don't have a lot of influence on you.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Lady Bloodwine Respec: Level 50 Technology Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Medicine
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Ruin-Acc/Dmg(A), Ruin-Acc/Dmg/Rchg(3), Mael'Fry-Acc/Dmg(3), Mael'Fry-Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(5)
    Level 1: Power Thrust -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg(7), F'dSmite-Acc/Dmg/Rchg(9), F'dSmite-Dmg/EndRdx(9)
    Level 2: Energy Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), F'dSmite-Acc/Dmg(13), F'dSmite-Dmg/EndRdx(15), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
    Level 4: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 6: Swift -- Flight-I(A)
    Level 8: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(19), Det'tn-Acc/Dmg(21), Det'tn-Acc/Dmg/EndRdx(21), Det'tn-Dmg/EndRdx/Rng(33), Det'tn-Dmg/EndRdx(34)
    Level 10: Bone Smasher -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), F'dSmite-Acc/Dmg(11), F'dSmite-Dmg/EndRdx(23), S'ngH'mkr-Dmg/EndRdx/Rchg(23)
    Level 12: Combat Jumping -- Krma-ResKB(A)
    Level 14: Air Superiority -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(19), S'ngH'mkr-Acc/Dmg(25), S'ngH'mkr-Dmg/Rchg(46)
    Level 16: Fly -- Flight-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(27)
    Level 22: Rain of Fire -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(27), Det'tn-Acc/Dmg(29), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(33), Det'tn-Dmg/EndRdx(36)
    Level 24: Fire Breath -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(29), Det'tn-Acc/Dmg(31), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(33), Det'tn-Dmg/EndRdx(34)
    Level 26: Aid Other -- Heal-I(A)
    Level 28: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(45), AdjTgt-Rchg(50)
    Level 30: Aid Self -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/EndRdx/Rchg(40), H'zdH-Heal(42), IntRdx-I(50)
    Level 32: Blaze -- Ruin-Acc/Dmg(A), Ruin-Acc/Dmg/Rchg(37), Mael'Fry-Acc/Dmg(37), Mael'Fry-Dmg/EndRdx(39), Ruin-Dmg/EndRdx(39)
    Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Blazing Bolt -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(39), ExtrmM-Dmg/ActRdx/Rchg(40), CalAcc-Acc/Dmg(40), CalAcc-Acc/Dmg/Rchg(42)
    Level 41: Inferno -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43), C'ngBlow-Dmg/Rchg(43)
    Level 44: Bonfire -- Det'tn-Acc/Dmg/EndRdx(A), AirB'st-Dmg/EndRdx(45), Det'tn-Acc/Dmg(45), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(46)
    Level 47: Char -- EoCur-Acc/Rchg(A), EoCur-EndRdx/Hold(48), EoCur-Acc/EndRdx(48), EoCur-Acc/Hold/Rchg(48), Para-EndRdx/Hold(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]5% Enhancement(RechargeTime)[*]6% Enhancement(Knockup)[*]6% Enhancement(Knockback)[*]9% Enhancement(Accuracy)[*]58.7 HP (4.87%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 4.95%[*]MezResist(Immobilize) 15.4%[*]MezResist(Sleep) 8.25%[*]MezResist(Stun) 3.3%[*]MezResist(Terrorized) 4.95%[*]4% (0.07 End/sec) Recovery[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]8.76% Resistance(Energy)[*]1.26% Resistance(Negative)[*]6% RunSpeed[*]4% XPDebtProtection[/list]


      Code:[/color]
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  14. Invest in some cheap IOs.

    I'd buy two IOs right off the bat: Karma -kb IO and forgo acrobatics and a stealth IO (usually Unbound Leap slotted in sprint). You don't have to actively market to get these and you can probably get these by exchanging out merits or running AE a few times for reward rolls.

    Also, even if you're not going for set bonuses, frankenslot your powers with IO set pieces (not generic IOs). That means grabbing the acc/dmg, acc/dmg/end, acc/dmg/rech, etc. from many different sets and mixing and matching. Why do that? First of all, if you don't care about set bonuses, you'll be surprised how cheaply you can acquire them...they're almost the price of one or two sets of SOs for a complete set. Second, it will allow you to 4-5 slot your powers and get over 60% accuracy, 95%+ dmg, 40%+ rech, 40%+ end redx...that's far better than what you can get with SO or generic IO slotting.

    There's really no reason at all to use generic IOs for many things since recipes for set pieces from Ruin, Maelstorm Fury, Tempest and Volley Fire can be had for as little for 100 inf. Buy recipes that are level 27+ and they're pretty much good all the way to 50.
  15. [ QUOTE ]
    [ QUOTE ]
    I honestly have no idea how they got the powersets done as quickly as they did as well as they did.

    [/ QUOTE ]



    [/ QUOTE ]

    Considering it was their first MMO, the wide number of powers and animations they made available at game start was pretty amazing. Sure, lots of broken stuff, but it's still an amazing accomplishment.
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.


    [/ QUOTE ]

    If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.

    Personally, I'd gone with either WP or Shields as a secondary.

    [/ QUOTE ]

    You don't think a combination of Rage, the little 8.5% IO set damage bonus and a total of five FF procs keeping Fury up and attacks cycling quickly wouldn't be able to generate enough damage? Recovery isn't bad actually, and every attack is heavily slotted for endurance redux...

    [/ QUOTE ]

    Give it a shot, but I doubt it. Remember that some of your armor toggles will decrease your offense. And also, SS is all smashing damage, which is heavily resisted by AVs / Heroes. Good luck getting past something like BaBs / Maurauder.
  17. [ QUOTE ]

    I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.


    [/ QUOTE ]

    If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.

    Personally, I'd gone with either WP or Shields as a secondary.
  18. [ QUOTE ]

    It's fun in that if you have time to set things up, or are on a team in a PvP that will buy you the time you need to set things up, you can lure people into huge stacks of mines and caltrops (I personally love setting these up in pill boxes, so when people think they are about to capture one, they end up loosing the bulk of their life).


    [/ QUOTE ]

    I used to PvP extensively with devices and what you describe was marginal pre-issue 13 (when squishies didn't have innate resistance). Your tactics would be a complete waste of time now. In the same amount of time, you'd be better off firing off your blasts.
  19. Easily done by a blaster.

    Some things that can help:

    * Shivans. Only because they're easy to get and they can help in some of the more difficult rooms. I'm thinking about the room full of CoT ghosts and the CoT boss, where you have to escort the hostages.

    * Siren's Call patrol temp power. That invisibility is great to have and will allow you to ghost most of the boss kill missions without resorting to grabbing stealth. SS and a stealth IO works too.

    * Ouro - a quick way to move through zones and an easy way to replenish inspirations.

    * Jet Pack - if you're level 40+, you can grab a 30 min Jet Pack in the Shadow Shard.

    I've actually soloed (with generous temp power usage) this with a FF/Sonic Defender before so I know a blaster would be easier.

    There's no real special build that's needed. With the jet pack, you can skip your travel power and grab something more useful.
  20. My SG mates and I found that you can cheese Reichsman if you have ATs with immobilize.

    Freeze him in place. Taunt him at range. Pour on the damage and debuffs. He's pretty much a 2 trick pony with his massive magnitude handclap and footstomp.

    At range, the only thing he can do is throw rocks, which our tank (or any tank for that matter) can just laugh off.

    When he brings out the other AVs, we keep the immobilizes on, but the tank taunts both the new AV and the damage guys (actually, we only had one - my spines/regen scrap) switches targets to down the new threat. All the AVs except for Vanessa DeVore go down in seconds.

    Team (in case you're wondering):

    Inv/SS Tank
    Spines/Regen Scrapper
    Warshade
    Ice/Rad Controller
    Ice/Storm Controller
    Fire/Kin Controller

    The only reason why I bring this up is that this TF can be tanked by any sort of tank or even a scrapper if you have the right team combination. Obviously, a debuff heavy team will make it easier.
  21. [ QUOTE ]
    [ QUOTE ]
    QR

    Really? Super Reflexes is underperforming? I know it's personal opinion but two posters noted this set. I'm a bit confused. :/

    [/ QUOTE ]

    Me to I'm confused too, I have 6 lvl 50 Scrappers 2 of them are /SR and they are not weak at all they are 2 of my best. I don't see how anyone could say /SR under underperforming when you now have Shield Defense. Shield Defense as lower Defense number and as lower Resistance to Defense of Debuff. Two big things a Defense set likes to have high.

    [/ QUOTE ]

    I'd have to agree with this. SR doesn't underperform by any stretch. You can even make the argument that SR paired with one of the sword primaries is almost overpowered. Parry or divine avalanche can cap you for melee/lethal with just SOs. That's crazy good.

    I've had a lot easier time leveling up a SR than I had my shield characters due to lower defense values for shield, and less defense debuff resistance.
  22. [ QUOTE ]

    Speaking from someone who has an Ill/TA and a Sonic Res/Nrg Blast, both at level 50, I actually prefer Disruption Field and Sonic Siphon to Acid Arrow and Disruption Field. For example, that's one less thing for me to do during an AV. There is a CONSTANT DEBUFF if you put it on a melee character engaging whomever. Works especially well with Tanks and Brutes.

    [/ QUOTE ]

    I play on a lot teams where there isn't a single melee character. Disruption field is way too situational for my liking. At least with something like fortitude, all ATs can benefit from it from different ways.

    [ QUOTE ]
    I, also, have a build that uses Sonic Repulsion AND Telekenesis. It's a good way to control mobs, and with Sonic Repulsion, it's a good way to save Squishy players, like blasters and other defenders, from melee enemies.

    [/ QUOTE ]

    Someone's trash is always someone else's treasure I suppose. I consider sonic repulsion the most skippable power in the entire set.

    [ QUOTE ]
    And Liquefy is amazing btw. On top of the Hold, and the Debuff, it also does knockdown for it's duration and a tohit debuff. And if you REALLY want -res in there...drop the proc in it.

    [/ QUOTE ]

    The effects are okay, it's the long recharge which makes the power meh.

    [ QUOTE ]
    Sonic really isn't that bad, IMO. Sorry.

    [/ QUOTE ]

    Bad? No. Underperforming. Yes.
  23. [ QUOTE ]
    + Perception to see everyone
    + Stealth from Proc, Stealth, and Cloaking.

    [/ QUOTE ]

    Just FYI, stealth and cloaking device don't stack. Turning on one, turns off the other, though both will work with a stealth IO.

    I don't PvP at all anymore, but I doubt AR/Dev blasters are destroying anyone. Lack of aim and build up is a problem in PvE and PvP.
  24. I thank all of you for your comments. I also agree that sonic resonance for corruptors seem to lack some oomph.

    In terms of my suggestions:

    1. Making sonic siphon a cone targeted AoE...you're right in that the power would have to be balanced against everything else. It's a bit unfair that sonic would get a -res at level 1, but bear in mind that dark miasma gets tar patch at level 2 and it's a higher -res (30%). It's why I think you'd have to increase recharge times and endurance costs to compensate. Also, tar patch is pretty much auto hit, and sonic siphon can still miss.

    2. I don't see too much complaint about idea number 2 (givng disurption field a lingering -res effect).

    3. Idea of sonic cage being ally targetable. Yeah, I think the griefing potential of this makes me want to withdraw that suggestion. While I'd find it useful, on further consideration, this is probably not a good idea.

    4. Adding psi resists to shields (and possibly to sonic dispersion), seems like you're divided on this one. It's a nice to have, but not something that people would be excited about one way or another.

    5. A few of you have piped up about liquefy having a shorter recharge cycle. That's an idea I can definitely get behind as well.