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Necro/Sonic


Lancek

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Villain Plan by Mids' Villain Designer 2.22
http://www.cohplanner.com/

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Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Sonic Resonance
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Chill Mastery

Villain Profile:
Level 1: Zombie Horde -- CaltoArm-+Def(Pets)(A), SvrRgh-PetResDam(13), HO:Nucle(13), EdcoftheM-PetDef(15), HO:Nucle(15), ExpRnf-+Res(Pets)(19)
Level 1: Sonic Siphon -- Acc-I(A)
Level 2: Sonic Barrier -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), UnbGrd-Rchg/ResDam(7)
Level 4: Sonic Haven -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Life Drain -- TchoftheN-%Dam(A), TchoftheN-Heal(17), TchoftheN-Heal/HP/Regen/Rchg(34), TchoftheN-Acc/Heal(34), TchoftheN-Acc/EndRdx/Heal/HP/Regen(36)
Level 10: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-Def/Rchg(19), Rct-Def/EndRdx/Rchg(33)
Level 12: Grave Knight -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Rchg/PetAoEDef(37), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/Rchg(39), SprCmmoft-Dmg/EndRdx/Rchg(39), SprCmmoft-Acc/Dmg/EndRdx/Rchg(39)
Level 14: Boxing -- Empty(A)
Level 16: Disruption Field -- EndRdx-I(A)
Level 18: Soul Extraction -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-EndRdx/Dmg/Rchg(31), ExpRnf-Dmg/EndRdx(33)
Level 20: Sonic Dispersion -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam(21), UnbGrd-Rchg/ResDam(33), Ags-Psi/Status(37)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(43)
Level 24: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(25), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
Level 26: Lich -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(36), SprMarofS-EndRdx/+Resist/+Regen(36), SprMarofS-Dmg/EndRdx(40), SprMarofS-Acc/Dmg/EndRdx(40), SprMarofS-Acc/Dmg(46)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Provoke -- Acc-I(A)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Flash Freeze -- SprFrzBls-Rchg/ImmobProc(A)
Level 38: Liquefy -- GldNet-Dam%(A), UnbCns-Dam%(48), GhsWdwEmb-Dam%(48), PstBls-Dam%(50), CldSns-%Dam(50), NrnSht-Dam%(50)
Level 41: Hoarfrost -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(42), Prv-Heal(42), Prv-Heal/Rchg(42), Prv-EndRdx/Rchg(43), Prv-Heal/EndRdx(43)
Level 44: Frozen Armor -- Rct-ResDam%(A), Krm-ResKB(45), LucoftheG-Rchg+(45), Rct-Def/Rchg(45), Rct-Def/EndRdx(46), Rct-Def(46)
Level 47: Sonic Repulsion -- SudAcc-KBtoKD(A), EndRdx-I(48)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(31), PrfShf-End%(34)
Level 50: Resilient Core Paragon 
------------

 

 

 

 

 

Not complete moved to other projects but did fully test it on test server your not crazy. Cap res on pets and MM, great tankermind.  If you play with head phones you wont like this combo. 

Edited by Ironscarlet
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I’ve leveled a Beasts/Sonic up to 33 and with the +resist/defence pet enhancements they are very durable.

 

I also get away with using the attack command to initiate combat. The pets can handle the alpha. Beasts buff their own defense and that stacks well with the added resistance from /sonic.  Necro may not do as well taking the aggro without the added defense. 
 

I think it would be a fun combo to try. 

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I leveled up a Necro/Thermal up to 30's and nope you aren't crazy. Same concept really, the pets get great resistance out of the box. And it only get's better. Zombies self-heal and the Lich is a great controller. So that can help make up in some areas sonic lacks. Plus Disruption Field should work well with the Grave Knights. 

 

I could see coloring the sonic powers a sickly green and going with undead Banshee theme. 

Edited by tjknight
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By the time you get to 50 with the pet Resistance IO's Sonic can get 35% Resistance from three unique pet IOs:

 

10% Sovereign Right

10% Expedient Reinforcement

15% Superior Mark of Supremacy

------------------------------

35% Resistance for pets.

 

Sonic Shields fully slotted at lvl 50:

 

23%  Barrier/Haven

17%  Sonic Dispersion

-------------------------------

40% Total Resistance for pets/teammates

 

--------------------------------

Together that's 75% Resistance for your pets.

 

If you choose an Alpha that boosts Resistance like Cardiac or Resilient you can increase that further up to another 8.5% for pets, to a total of around 83.5% for pets.    That's almost to the 90% hard cap Resistance even without any inherent resistance from the pets themselves.

 

Necro's inherent Resistance is:

 

25% Smash/Cold/Negative/Toxic/Psionic for Zombies (T1)

26% Cold/Negative/Toxic for Grave Knights and Lich (T2,T3)

 

 

So they can hit 90% hard cap resistance to those damage types even while leveling before they can slot the Superior ATO's they get access to at level 50. 

 

 

Sonic also has some good -Res and aoe Mezz Protection.    Any pets with a heal like Necro, Demons, or even Bots and Mercs fill in for lack of heal in the Sonic set.    For the MM themself, I like @Ironscarlet's idea of using the Chill Mastery Epic since Hoarfrost and Frozen Armor give you a self-heal, and Def that Sonic is missing, plus a big max HP buff to get the most out of your resistance.    Then you can pick up aoe Regen from Destiny Rebirth and likely have a very sturdy MM build.      Also, since Resistance doesn't have a softcap mechanic, I suspect that fully IO'ed teammates are more likely to benefit from Resistance buffs, than they are from Def buffs.      

 

Sonic seems undervalued given all it can offer.   If I were putting together a MM superteam, I'd definitely want one Sonic.  

Edited by Dr Causality
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On 2/18/2020 at 1:47 PM, tjknight said:

I leveled up a Necro/Thermal up to 30's and nope you aren't crazy. Same concept really, the pets get great resistance out of the box. And it only get's better. Zombies self-heal and the Lich is a great controller. So that can help make up in some areas sonic lacks. Plus Disruption Field should work well with the Grave Knights. 

 

I could see coloring the sonic powers a sickly green and going with undead Banshee theme. 

That's what I did with mine lol. Also yeah it's a very solid combo. The sets themselves though do have some gripes. I'll post how sonic could use some improvements in another thread, but necro, the soul extraction could use some help. It's mainly for an IO mule, but it's rech is a bit long, and mostly cause you have to use it on a dead pet is the issue. Should just be self-castable, and it's only a couple single target attacks. They should change it to more of a dark armor tanker with death shroud, cloak of fear, siphon life, and shadow maul or something.

 

The pet IOs are a PAIN to figure out but i spent hours on it so i'll post the build lol. Also the knockdown proc in the zombie minnions helps a TON. I guess yeah too though, sonic should have liquefy's recharge easily a 2 minute base rech. It's a good power, but sonic doesn't have that much else going for it overall really. Just like a two trick pony, but it works with Necro. Sonic cage should also be made a single target hold (even mag 4 to give sonic extra flare). Considering that you need almost half as much defense for the same mitigation, also always felt like sonic shields should have higher values, 20% instead of 15% base, and 25 or 30% base for defenders. and then 15% base for dispersion. Also, the Lich, they "mostly" made him ranged for his ai, but i do often notice him going into about 10ft of melee which is still too close. They need to fix his minimum range to be 25ft. Since his tentacles are his shortest ranged power, that would put him at the perfect minimum distance to hit the most enemies in the mob. Unless they widen the cones he has, he should never go as close as 25ft, definitely not 10ft.

 

I go back and forth on the kb-kd proc in sonic repulsion as well. Its good but NOISY and you constantly see "miss" for some reason when it's on the melee if it has that kb-kd proc in it. Without that proc, it's actually pretty useful to put on the lich, so any enemy that goes near him from the mob generally gets knocked back into the mob. With that knockdown proc from overwhelming force in the minnion zombies, it's not *as* needed to have that proc in sonic  repulsion.

 

In this build also, i'm moving night fall to 35 and vengeance later. I love it, but you REALLY miss that aoe that necro doesn't have like the other sets do, especially to start the fights to take the alpha to help keep the pets alive, or to just do more -to hit on the mobs and damage. I don't get why either, but soul tentacles is missing it's -to hit for some reason which I'm imagining is a bug. It should also have a 30 degree cone not 25 degrees, but still really good to get.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Necro Sonic: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Sonic Resonance
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Dark Blast

  • (A) Thunderstrike - Accuracy/Damage
  • (15) Thunderstrike - Damage/Endurance
  • (17) Thunderstrike - Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge

Level 1: Sonic Siphon

  • (A) Accuracy IO
  • (50) Accuracy IO

Level 2: Sonic Barrier

  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
  • (3) Aegis - Resistance

Level 4: Sonic Haven

  • (A) Aegis - Resistance/Endurance
  • (5) Aegis - Resistance/Recharge
  • (5) Aegis - Resistance

Level 6: Zombie Horde

  • (A) Superior Mark of Supremacy - Damage/Endurance
  • (7) Superior Mark of Supremacy - Accuracy/Endurance
  • (7) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (9) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (33) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (37) Soulbound Allegiance - Chance for Build Up

Level 8: Enchant Undead

  • (A) Endurance Reduction IO

Level 10: Life Drain

  • (A) Touch of the Nictus - Healing
  • (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (11) Touch of the Nictus - Accuracy/Healing
  • (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (31) Apocalypse - Damage
  • (31) Apocalypse - Accuracy/Damage/Recharge

Level 12: Grave Knight

  • (A) Expedient Reinforcement - Accuracy/Damage
  • (13) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (13) Expedient Reinforcement - Endurance/Damage/Recharge
  • (15) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Superior Mark of Supremacy - Accuracy/Damage
  • (37) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen

Level 14: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Disruption Field

  • (A) Endurance Reduction IO
  • (36) Endurance Reduction IO

Level 18: Soul Extraction

  • (A) Superior Command of the Mastermind - Accuracy/Damage
  • (19) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (19) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (40) Call to Arms - Defense Bonus Aura for Pets
  • (43) Edict of the Master - Defense Bonus

Level 20: Sonic Dispersion

  • (A) Unbreakable Guard - Resistance
  • (21) Unbreakable Guard - Resistance/Endurance
  • (21) Unbreakable Guard - RechargeTime/Resistance
  • (50) Unbreakable Guard - +Max HP

Level 22: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 26: Lich

  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (27) Sovereign Right - Accuracy/Damage/Endurance
  • (27) Sovereign Right - Resistance Bonus
  • (29) Soulbound Allegiance - Accuracy/Recharge
  • (33) Superior Mark of Supremacy - Damage
  • (37) Superior Mark of Supremacy - Accuracy/Damage/Endurance

Level 28: Sonic Repulsion

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (29) Endurance Reduction IO
  • (50) Endurance Reduction IO

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Dark Empowerment

  • (A) Endurance Reduction IO

Level 35: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 38: Liquefy

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (39) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (40) Lockdown - Chance for +2 Mag Hold

Level 41: Night Fall

  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
  • (46) Recharge Reduction IO

Level 44: Soul Tentacles

  • (A) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
  • (45) Ragnarok - Damage/Endurance
  • (46) Ragnarok - Chance for Knockdown
  • (46) Range IO

Level 47: Dark Embrace

  • (A) Gladiator's Armor - End/Resist
  • (48) Gladiator's Armor - Resistance
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
  • (48) Steadfast Protection - Resistance/+Def 3%

Level 49: Oppressive Gloom

  • (A) Absolute Amazement - Chance for ToHit Debuff

Level 1: Brawl

  • (A) Empty

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) Unbounded Leap - +Stealth

Level 1: Supremacy


Level 2: Rest

 

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9 hours ago, WindDemon21 said:

That's what I did with mine lol. Also yeah it's a very solid combo. The sets themselves though do have some gripes. I'll post how sonic could use some improvements in another thread, but necro, the soul extraction could use some help. It's mainly for an IO mule, but it's rech is a bit long, and mostly cause you have to use it on a dead pet is the issue. Should just be self-castable, and it's only a couple single target attacks. They should change it to more of a dark armor tanker with death shroud, cloak of fear, siphon life, and shadow maul or something.

 

The pet IOs are a PAIN to figure out but i spent hours on it so i'll post the build lol. Also the knockdown proc in the zombie minnions helps a TON. I guess yeah too though, sonic should have liquefy's recharge easily a 2 minute base rech. It's a good power, but sonic doesn't have that much else going for it overall really. Just like a two trick pony, but it works with Necro. Sonic cage should also be made a single target hold (even mag 4 to give sonic extra flare). Considering that you need almost half as much defense for the same mitigation, also always felt like sonic shields should have higher values, 20% instead of 15% base, and 25 or 30% base for defenders. and then 15% base for dispersion. Also, the Lich, they "mostly" made him ranged for his ai, but i do often notice him going into about 10ft of melee which is still too close. They need to fix his minimum range to be 25ft. Since his tentacles are his shortest ranged power, that would put him at the perfect minimum distance to hit the most enemies in the mob. Unless they widen the cones he has, he should never go as close as 25ft, definitely not 10ft.

 

I go back and forth on the kb-kd proc in sonic repulsion as well. Its good but NOISY and you constantly see "miss" for some reason when it's on the melee if it has that kb-kd proc in it. Without that proc, it's actually pretty useful to put on the lich, so any enemy that goes near him from the mob generally gets knocked back into the mob. With that knockdown proc from overwhelming force in the minnion zombies, it's not *as* needed to have that proc in sonic  repulsion.

 

 

I specced out of Sonic Repulsion because the noise was so annoying, and not just to me but to teammates.  

 

Liquify's recharge is a complete mystery to me.  Completely out of whack.

 

 

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Sonic repulsion also seems bugged at the moment. It's constantly showing "miss"es. And it is noticeably less knockdowns than repel or repulsion field from kinetics and FF when you put the kb-kd proc in them. If those misses knocked them down instead it would be the right amount of knockdown. Regardless they really need to remove the end per enemy hit and lower the end cost on those powers either way.

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  • 2 months later
  • 2 weeks later

So endurance looks pretty bad on both builds - the 2nd build looks rough even with Cardiac (which also grants more resist.)  I can't imagine using attacks a ton with so much recharge because of the endurance drain running all that.  Recharge on a necro/sonic doesn't seem like it should be a priority.  Would it be better to just dump all the protection procs on Soul Extraction?  I've seen that done on Thugs/Demons and so on.

 

Combat Jumping, Disruption Field, Sonic Dispersion, Maneuvers, Tactics, Sonic Repulsion, Dark Embrace, and the Hasten end drain is a lot.  Then again I've argued the MM end penalties really don't make sense in real play.  This sounds like a fun combo and it's different which I like - but it doesn't seem sustainable at least not in the 2nd build here.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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Just skip sonic repulsion. It sounds good on paper. It's really good early on to make you feel like you're doing something helpful. But it annoys everyone, isn't as effective as it might seem, and just clutters your screen with misses and end drain. 

 

 

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  • 3 weeks later
On 5/19/2020 at 9:28 AM, seresibyl2 said:

Just skip sonic repulsion. It sounds good on paper. It's really good early on to make you feel like you're doing something helpful. But it annoys everyone, isn't as effective as it might seem, and just clutters your screen with misses and end drain. 

 

 

 

It has a fast recharge... can't you just put a FF and a KB to KD IO in it, and when you have a pet in the middle of the mobs activate it, then once it's knocked down the enemies around the pet, turn it off so you don't get your End drained? And you can do that again just a few seconds later. Or doesn't that work as well as it seems like it should? Running it all the time definitely seems like an End killer, but turning it on at the start of a fight to get a few seconds of free attacking seems like it may be worth the 10-15 End that it will cost to knock everyone in the area down.

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33 minutes ago, Coyote said:

 

It has a fast recharge... can't you just put a FF and a KB to KD IO in it, and when you have a pet in the middle of the mobs activate it, then once it's knocked down the enemies around the pet, turn it off so you don't get your End drained? And you can do that again just a few seconds later. Or doesn't that work as well as it seems like it should? Running it all the time definitely seems like an End killer, but turning it on at the start of a fight to get a few seconds of free attacking seems like it may be worth the 10-15 End that it will cost to knock everyone in the area down.


it has an accuracy check (it must I assume

as it procs like crazy pre-4x8) despite not taking enhancements so it’s just missed more than anything. The end drain isn’t actually all that bad, but you’re not getting a whole lot out of it for the end it takes. It’s just lackluster at the end of the day. Especially on Mm where the recharge isn’t as useful as say on a corruptor/defender from FF. Usually 3 slot with end redux, ff, and KD. 

 

Sonic is my favorite set since it was released- I do a LOT of Sonics (4 cor, 2 defs, 2 controllers, 1 mm) and most have it, but I think for a MM it doesn’t do enough. It can make a scrapper a better tank though. i do like FF too lol
 

Edited by kiramon
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