6) Power Selection - Sonic:
I'm not going to bog you with base damage numbers and brawl index numbers and such, because, quite frankly, 3 weeks into the game, those numbers meant nothing to me, so, just some general advice and a few percentage numbers; everyone understands percentages, right? All numbers are IO enhancements of max level(50 for IO's, and 53 for HO's):
Shriek:
Level Available: 1
Range: 80 feet
Damage: Minor(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%
Slotting:
Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold
A single target ranged attack with a very quick activation time. It only deals minor damage, and recharges in no time flat, but carries the same -ResDef bonus as all of Sonics powers. A great opener, and with i11's new Defiance changes, you'd be hard pressed NOT to take this power. Additionally, since it carries the Dev: Hold enhancement, you add to your controllerness, by having a chance to hold anyone hit for 8s. The enhancements gives a purple static effect though, which leads to a lot of confusion on teams, so feel free to giggle to yourself about it.
Scream:
Level Available: 1
Range: 80 feet
Damage: Moderate DoT(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%
Slotting:
Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold
Welcome to part 2 of your attack chain till level 8. Don't let the DoT scare you; time in this case is very, very short(About 2 secs or so). Same slotting as Shriek, for very good reason; by spamming both powers I have used the Dev: Chance for Hold to hold AV's. Awesome damage + utility = win.
Howl:
Level Available: 2
Range: 50 feet(Cone) - Arc 30'
Damage: Medium(Smash/Energy)
Slots: 0 slots
Benchmarks: -
Actual: -
Welcome to the first trap of the Sonic primary. This power, on paper, looks great; a cone that carries the -Res we all love, and can debuff a large group, but people tend to forget a few things:
1) You have to be pretty damn close to the mob to get the maximum effect of this power, which tends to put you into range of heavy enemy melee types.
2) If you can't pump enough damage into Howl to drop the mob, you've just aggro'ed the ENTIRE mob, and if you¡¯re a Blaster, having 8 enemies running up to stomp you is not a good place to be, as you don't have the damage mitigation of a Defender or Controllers, and definitely not the survivability of a Tanker or Scrapper.
3) No decent follow-up. You¡¯re not a Fire/* Blaster; you can't just stack on the AoE's and hope nothing gets out alive. If you land Howl, your only 2 follow-ups over YOUR ENTIRE LEVELS, are Shockwave and Sirens Song. Regardless of slotting, I have yet to drop a mob with a combo of AMP + BU + Howl + Shockwave unless they were green, and at that point, you aren't ahead of the game. Save your power choices.
Shockwave:
Level Available: 6
Range: 50 feet(Cone) - Arc 30'
Damage: Minor(Smash/Energy)
Slots: 0 slots
Benchmarks: -
Actual: -
For comments, see Howl, as they're quite similar, except Shockwave dropped what I liked about it Howl(The -Res), and added something I and every team I've ever been on dislike(Foe Knockback).
Shout:
Level Available: 8
Range: 40 feet
Damage: Heavy(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 77.36%, EndRdx - 51.68%, Recharge - 96.70%, Damage - 104.65%
Slotting:
Devastation: Acc/DMG/EndRdx/Recharge
Apocalypse: DMG, DMG/Recharge, ACC/DMG/Recharge, ACC/Recharge, DMG/EndRdx
The '3' of your ranged attack chain; slot it similar to Shriek and Scream till your high enough level for Apocalypse. This power brings big, loud, mob melting damage to the table, and if you opened with Shriek and Scream, it'll do 26% more damage. Life as a Sonic Screamer is good. The 'rooting' time is about 2.6 secs or so, so make sure nobody's leaning back to take your head off.
Amplify:
Level Available: 12
Range: Self
Damage: -
Slots: 3 slots
Benchmarks: Recharge - 83.32%
Actual: TO-HIT - 40.00%, Recharge - 66.60%, Defense Buff - 40.00%(Doesn't apply, as Amplify has NO base defensive bonus)
Slotting:
2 Membrane Exposure + Rectified Reticule: Increased Perception
We lose some recharge, but even with the lower recharge, Amplify is still perm, and we still get the TO-HIT bonus. Nice! This is also the best place for our perception enhancement, so picking out approaching Stalkers, or all those invisible enemies will be much easier.
Siren's Song:
Level Available: 18
Range: 40 feet(Cone) - Arc 50'
Damage: Minor(Energy) + Sleep
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Sleep - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Sleep - 101.86%
Slotting:
Complete Fortunata Hypnosis set.
Welcome to the power I respec'd into and out of more than any other power in this guide. Indeed, whether you should take a slot this power, from my experience, depends on this:
1)Mostly solo? - Take it, no question.
2)Rich enough to afford the Fortunata Set? - Take it, no question.
3)Team a lot? - This is where it gets muddy.
Siren's carries a Sleep effect, which can cause a entire mob to sleep as you beat the living hell out of them one at a time. However, if they take EVEN A SINGLE POINT OF DAMAGE, they wake up, which is very bad. I play on Virtue, where there is a lot of Fire/Kin Controllers, and Ill/Storm Controllers, and Fire/* Blasters, and Ice/*........you see my point. If you team a lot, any AoE damage going out is going to make Siren's completely useless. This changes, however, when you slot the 'Chance for Placate' enhancement from Fortunata Hypnosis, as even when they wake up, they might not attack, which is good. So this is the only power I can't give you a clear answer on. If you do respec out of it, grabbing Energy Punch will boost your melee damage chain, or starting the medicine pool will increase your PvP survivability. If you want it, and are not high enough level to slot Elite, or can't afford them, the complete Call of the Sandman set works well.
Screech:
Level Available: 32
Range: 60 feet
Damage: Minor(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Stun - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Stun - 101.86%
Slotting:
Complete Absolute Amazement set.
Ever wanted to mez an AV? This is the power. Screech carries a single target, strong disorient, which will take an enemy out of a fight for over 20 secs with a SINGLE USE(lieutenant or lower). Since it can recharge in less than 10 secs WITHOUT Hasten, means you can reliability punch through resistance. My single favourite power in the set. Until you hit high enough level for Absolute Amazement, a full slotting of Stupefy works well.
Dreadful Wail:
Level Available: 26
Range: 25 feet radius(PBAoE)
Damage: Extreme(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Damage - 101.86%
Slotting:
Complete Armageddon set.
Sonics Nuke, and it's a good one(And, since Sonic is a fairly rare choice for powers, good for freaking out the players hanging around Atlas Park.

). My favourite part about this power is simple; Always AMP + BU before firing it off and everything dies. If, for some reason, something doesn't, it's disoriented for a long enough time for you to run around and break some faces. Pre-50, I have this slotted with 3 Recharge IO's and 3 Damage IO's; as AMP and my global Acc makes hitting quite easy.