*Pulled from CoH Forums*
Sonic Resonance: With this powerset you have the ability to control sound in several fashions. You can create semi-solid barriers, se up waves which weaken or strengthen a target, as well as creating soothing sounds which act to counteract any negative effects which may exist on your friends.
* Level 1- Sonic Siphon: By setting up a constant vibration within the body of your foe, you weaken his damage resistance. Affected targets will take more damage from successful attacks.
Short Help Information: Ranged, Foe –Res(All)
Recharge: Slow Approximately 18 second recharge
Duration: Approximately 40 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Accuracy
Suggested slotting: 1 accuracy
I do suggest taking this power as it makes soloing a little easier and can benefit team play also.
* Level 1- Sonic Barrier: This shield dramatically reduces the damage an ally takes from smashing, lethal, and toxic attacks for a limited time. You cannot stack multiple Sonic Barriers on the same target; however, the shield can be improved by another ally using the same power. It can be used in conjunction with your Sonic Haven. You cannot use this power on yourself.
Short Help Information: Ranged, Ally +Res(Smash, Lethal, Toxic)
Recharge: Very Fast Approximately 3 second recharge
Duration: 5 minutes
Available Enhancements: Enhance Damage Resistance, Reduce Endurance cost, Enhance Range, Enhance Recharge speed
Suggested Slotting: 6 damage resistance
Ring number 1. This is a required power if you plan to play with a team.
* Level 2- Sonic Haven: This shield dramatically reduces the damage an ally takes from Fire, Cold, Energy and Negative energy attacks for a limited time. You cannot stack multiple Sonic Barriers on the same target; however, the shield can be improved by another ally using the same power. It can be used in conjunction with your Sonic Barrier. You cannot use this power on yourself.
Short Help Information: Ranged, Ally +Res(Fire, Cold, Energy, Negative Energy)
Recharge: Very Fast Approximately 3 second recharge
Duration: 5 minutes
Available Enhancements: Enhance Damage Resistance, Reduce Endurance cost, Enhance Range, Enhance Recharge speed
Suggested Slotting: 6 damage resistance
Ring number 2. This is a required power if you plan to play with a team.
* Level 6- Sonic Cage: Encases the target in an impenetrable field of sonic waves. The target cannot attack or be attacked.
Short Help Information: Ranged, Foe Capture (Special)
Recharge: Moderate 61.92 seconds
Hold Time: 30secs
Available Enhancements: Endurance Reduction,Recharge Reduction,Range
Suggested Slotting: Probably 1 accuracy and/or recharge at most
This power can be useful but I don’t see it being a required power by any means. It’s the same as other “time out” powers and would most likely annoy your teammates.
* Level 8- Disruption Field: You set up a constant wave of sonic energy around an ally, weakening the damage resistance of all nearby foes.
Short Help Information: TOGGLE: Ranged (Target Ally AoE), Foe -Res
Recharge: Moderate 8.34 seconds
Available Enhancements: Endurance Reduction,Recharge Reduction
This power is a toggle
Suggested Slotting: 1 End reduction
This will be a great power to have when teamed with tanks or scrappers. If you are more of a team player I would have to suggest getting this power as it does provide a 16% debuff to all affected foes around your targeted ally.
* Level 12- Clarity: By bouncing a carefully pitched sound wave of an ally’s ear drum, you can free him from any disorient, hold, sleep, confusion, terrorize or immobilize effects and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced perception.
Short Help Information: Ally +Res(Disorient, Hold, Sleep, Immobilize, Terrorize, Confusion) +Perception
Recharge: Fast Approximately 8 second recharge
Duration: 90 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge speed
Suggested Slotting: Either 1 recharge or 1 end reduction
This is another great power in a defender sense and is basically the same as clear mind for empathy.
* Level 18- Sonic Repulsion: You create a powerful sonic resonance around an ally, repelling all foes nearby. You will lose endurance for each target repelled.
Short Help Information: TOGGLE: Ranged (Target Ally AoE), Foe Knockback, Self -End/Foe
Recharge: Moderate 8.34
Available Enhancements: Endurance Reduction,Recharge Reduction,Knockback Distance
This power is a toggle
Suggested Slotting: 1 end reduction or more
This can easily be one of the funniest powers to apply to an ally. Yet I don’t suggest this power mostly due to the end cost associated with it. You have two end costs to consider with this power; the base running toggle cost and the per foe cost. Using this power at the wrong times will cost you all your end very quickly.
* Level 26- Sonic Dispersion: You create a large field of sonic waves, protecting all allies inside. This Sonic Bubble also protects allies from immobilization, disorient, and hold effects.
Short Help Information: Toggle: PBAoE, Ally +Res(Hold, Immobilize, Disorient, All Damage except Psionic)
Recharge: Slow Approximately 20 second recharge
Available Enhancements: Enhance Damage Resistance, Reduce Endurance cost, Enhance Recharge speed
This power is a toggle
Suggested Slotting: 5 damage resistance and 1 end reduction
This is a most have power and I highly suggest having stamina 4 slotted by the time you get this. This power is the only form of protection you can get for yourself so get it at 26.
* Level 32- Liquefy: You unleash a barrage of sonic waves on the Earth itself, generating a powerful, localized earthquake. The impact of the sonic shockwave may Hold some foes and deal some minor damage. Most foes that pass through the location will fall down. The violent shaking also reduces their accuracy and defense.
Short Help Information: Ranged (Location AoE), Minor Damage (Smashing/Energy), For Hold, Knockdown, -Acc, -Def
Recharge: Slow 5:05
Hold Time: 5-7seconds
Duration: 30 seconds
End Cost: 20
Range 60 feet
Available Enhancements: Enhance Hold, Reduce Endurance cost, Enhance Recharge speed, Enhance ToHit DeBuff, Enhance Defense DeBuff, Enhance Damage, Enhance Accuracy
This power is a target location click
Suggested Slotting: 6 Recharges (this works best for my toon)
Great base DeBuff with decent knockdown. This is a great power and is highly useful on large and small teams. Although even with 6 slotted reduce recharge and perma-hasten it will takes 1 minute and 7 seconds to recharge, I have tried enhancing the debuffs and the damage but it's just not that great of an increase to bother with in opinion.
Sonic Attacks: Sonic Attack lets you use the power of sound waves to damage and weaken your foes.
This set is one of the few great attack sets for a defender. With the damage resistance plus the smashing/energy damage that most of the attacks cause its double damage compared to other attack sets. All the attacks debuff for 7seconds.
* Level 1- Shriek: You let forth a quick Shriek, damaging your target and weakening his Damage Resistance.
Short Help Information: Ranged, Minor Damage(Smash/Energy), Foe –Resist
Damage: Low
End Cost: 5
Recharge: 4.73 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1 accuracy
It’s a nice starting attack although it’s low damage. Slotting this for the earlier might be good but you’ll want to respec out of the slots when you get into the mid 20’s.
* Level 2- Scream: Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Short Help Information: Ranged, Moderate DoT(Smashing/Energy), -Res
Damage: Moderate (DoT)
End Cost 8
Recharge: 8.31 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1 accuracy and 5 damage
This attack has good DoT and is worth six slotting. I would highly recommend getting this as it will be one of you staple attacks.
* Level 4- Howl: A short range( it’s a cone attack), but powerful sonic attack.
Short Help Information: Ranged Cone, Medium damage(Smashing/Energy), Foe –Res(All)
Damage: Moderate
End Cost: 7
Recharge: 13.14 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1 accuracy
Good but not great. Best part of this is the cone damage resistance. Even 6 slotted it’s just not worth the aggro for the little damage it does. On even cons it might take them down 1/8 hp or less.
* Level 10- Shockwave: You can call forth a tremendous Shockwave that can knock down foes and deal some smashing damage in a wide code area.
Short Help Information: Ranged (Cone), Minor damage(Smashing/Energy), Foe Knockback
Damage: Minor
End Cost: 14
Recharge: 10.24 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy, Enhance KnockBack
Suggested Slotting: 1 accuracy
This is great for team and solo play. The knockback is truly worth taking this power yet the lack of damage is my reasoning for not slotting it.
* Level 16- Shout: You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance.
Short Help Information: Ranged, Heavy damage(Smashing/Energy), Foe –Res(All)
Damage: High
End Cost: 15
Recharge: 20 seconds
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1 accuracy & 5 damage
The range of this power is very short but for a defender to do this amount of damage is mind blowing. This power alone will knock half an even con’s hp to half. I have to say that this is truly a required attack that must be 6 slotted Think of this as your finishing move on any single target.
* Level 20- Amplify: Greatly increases the Accuracy of your attacks for a few seconds (about 10secs). Slightly increases damage.
Short Help Information: Self +Accy +Dam
End Cost: 7.5
Duration: 10 seconds
Recharge: Approximately 90 sec recharge
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Recharge Speed, Enhance ToHit Buff
Suggested Slotting: 1 recharge
This is a great power for a blaster but as a defender hold off on getting this power until later levels. Yet another power I had but respec’d out of. It just wasn’t useful in the 20’s. Plus you might be better off with Power Buildup since if improves all your powers and lasts about 15secs.
* Level 28- Siren’s Song: You send forth a subsonic pulse which causes your foes to fall unconscious (sleepy time) and take some minor damage. You foes will remain unconscious for a good while, but will waken if disturbed.
Short Help Information: Ranged(Cone), Minor damage(energy), Foe Sleep
Damage: Low
End Cost: 18
Hold time: 40 seconds
Recharge: Approximately 23 second recharge
Available Enhancements: Reduce Endurance cost, Enhance Range, Enhance Sleep, Enhance Recharge speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1-2 accuracy
Ok this is got to be one of the greatest powers for Sonics. I can sleep a mob kill the one or two I missed sleep the mob again and take a knee if I need to. The hold time on this power is just great for a defender. Although you can not sleep a boss with it, it will take the minions and Lt’s out of the fight
* Level 35- Screech: By bursting Forth with this hypersonic Screech, you can disorient (stun) a target.
Short Help Information: Ranged, Minor damage(Smashing/Energy), Foe Disorient, -Res(All)
Damage: Minor
End Cost: 12
Recharge: 22 seconds
Available Enhancements: Reduce Endurance cost, Enhance Disorient, Enhance Recharge speed, Enhance Damage, Enhance Accuracy
Suggested Slotting: 1 accuracy
Although I’m not high enough to get this power I can see plenty of uses for it and would highly recommend it. Even slotting this with some recharges might might to stack the stun effect.
* Level 38- Dreadful Wail: Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while.
Short Help Information: PBAoE, Extreme damage(Smashing/Energy), Foe Disorient, -Resist, Self –Recovery
Damage: Extreme
End Cost: All - unable to recovery end of
Recharge: Very Long 6minutes
Available Enhancements: Reduce Endurance cost, Enhance Disorient, Enhance Recharge speed, Enhance Damage, Enhance Accuracy
Suggested slotting: 4 Damage and 2 Recharges
Hello Nova! This as all nova’s is the all powerful Oh Crap/Mob Destroyer power. I have done three missions since getting this power and has truly been great addition to me attacks. I can hardly wait until I can get it full slotted. Also Dreadful Wail will hit for a minimal of 2 smashing attacks and 1 energy with the chance of 3 smashing and 1 energy just keep in mind it does say the damage does vary.
The City of Heroes/City of Villains Super Group!
