Saltyhero13

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  1. Quote:
    Originally Posted by Arcanaville View Post
    I've never tested this, but I'm going to say probably not because the jump distance of the arcs is ultimately the radius of a PBAoE surrounding the target the arc is coming from. Radii of spherical or PBAoEs are not enhanced by range slotting in the general case.

    Probably worth testing to be sure.
    To be honest the range of this power's jumps is my only "beef" with this power. In game I have noticed an increased tendency to spawn spread out mobs which really hurts this powers ability to effectively control a full sized spawn. I am "guesstimating" that the jumps can span an 8' gap (definitely no bigger than 10').

    Do you know the precise distance Arcana?
  2. Quote:
    Originally Posted by CBeet View Post
    Awesome thanks for the reply. Currently planning on chance for hold and chance for end drain to build a good AoE sapper, fingers crossed it works as well as it looks on paper
    No problem boss.

    You read my mind. I think it will work out superbly. I'm looking at some damage procs too now that I out-leveled my preoder procs I miss them.
  3. Quote:
    Originally Posted by Blue_Fenix View Post
    Huge thanks for all this, Arcana. You've shown that a lot of the complaints about Jolting Chains and Synaptic Overload are really unjustified. This thread needs to be required reading for all Electric Control doomsayers.
    It still has a chance to flat out miss all the mobs in a spawn with no effect. I don't know of any other AoEs that behave this way so.....

    DOOOOOOM!

    .....but yes thanks for posting this info all. Very insightful.
  4. Quote:
    Originally Posted by CBeet View Post
    I remember there being a bug with chain attacks (Chain Induction being the only one at the time) where, when slotted with procs, the % chance of the proc going off was also put forward to the chain jump, so say you put a chance for negative damage in Chain Induction, there was then only a 20% chance that it would then jump to another target?

    Now, am I going insane and that never happened, or was there a bug like that and if so, was it patched? I'm eyeing up damage procs and the like for Elec Control chains.
    No you are correct. This was a bug at some point. I do believe it has been fixed with Chain Induction but I cannot verify.

    I can confirm that (multiple) procs in Jolting do not break the chain. I personally believe its a great place to put the procs.
  5. Quote:
    Originally Posted by DreamsRazor View Post
    I agree that Jolting Chain is a control power and not a damaging one, however I would love to see a heavy hit on the first target in the chain and a bleed off of the damage as it jumps from one target to the other. That way it would IMHO make the power more useful to the trollers and a oh crap I need to do more damage now to a hard almost dead single target.
    Currently the damage does diminish with each jump. It just doesn't hit hard initially.
  6. Great work! Did you notice any alternate chains or "double taps" were the chain hits the same enemy twice but a couple of seconds apart?

    I notice a few times a very light colored "white" chain appeared even after a particular enemy was defeated. This would jump to the next enemy if it was close enough.
  7. Quote:
    Originally Posted by blueruckus View Post
    I'm sorry if this has been asked, but I can't seem to find it anywhere -

    I haven't picked up Synaptic Overload on my elec dom but I imagine it works similar to Jolting Chain in that it provides a 'jump effect' off the main target. In this case, how would the Contagious Confusion proc work in this power? Does it do a contagious check on each hop or just off the main target?

    Thanks in advance.
    I would expect it to work how other procs currently work in chaining powers (from this set); it should check on every jump. At least that is how procs+Jolting Chain works by checking on every jump.
  8. A branching chain is what I was referring to. I noticed on rare occasion that a white lightning bolt will spawn and take an alternate path. It looks much like Synaptic Overloads secondary paths except I don't have Synaptic yet. It happens very infrequent as far as I can tell and may only provide one jump. I noticed it when a few mobs in a spawn were killed by Jolting's main chaining branch yet others in the spawn were being KD by a light colored jolting bolt.

    Hopefully someone else noticed too and is able to report more based on their observations. In the meantime I'll take a closer look next time I'm playing my Elec controller
  9. Quote:
    Originally Posted by AllYourBase View Post
    The thing is, JC is an AoE control power, not a single target one. And, due to its unique nature, increasing its damage would actually REDUCE its overall effectiveness as a control power AND a damage power. Even if you target a healthy-enough foe to survive the initial hit, it could easily jump to a target who is nearly defeated and kill it, stopping the chain. Then, suddenly you have however many foes remaining still on their feet because one died. It isn't like other AoEs that will attempt to affect each target regardless of a successful hit on the others. A chain is only as strong as its weakest link.
    They need to fix its secondary chaining mechanic to make this power more effective as a control. On a few occasions I have seen a second chain jump around but it seems to have a very low chance of doing so.

    I can tell you from using procs in this power that I have already gotten into the habit of selecting a target with more HP. Switching initial targets and fixing the secondary chaining mechanic would allow this power to retain its control function if the devs ever decided to boost the damage on Jolting Chain.
  10. Quote:
    Originally Posted by Screwyrabbit View Post
    I have noticed some comments suggesting /TA is a good pairing with Elec control.

    Having never played /TA, I am pretty ignorant about it.

    I would greatly appreciate it if people would put a few synergies between the two or possibly a standard attack chain that highlights how the two work well together.

    I'm not a min/maxer, but I do love me some nice synergy in my powersets.

    Thanks and happy hunting!
    One of the advantages of selecting /TA is that it brings extra control when paired with any primary. A secondary benefit is that its light on endurance usage. In the later levels /TA brings some damage to the table with Oil Slick Arrow. Its AoE debuff and KD power that ignites into an AoE damage power that is on a fairly long recharge timer.

    The way I see it Electric control is somewhat dependent on its -end drain and -recovery secondary effects to provide adequate levels of control. Its also a late blooming set that operates primarily with soft controls. /TA supplements Elec/ with extra control and debuffs. Elec/ does have Conductive Aura and Static Field, two powers that provide +recovery and +end to the user. With a fairly light end using secondary such as /TA I could see this being a combination that could forego Stamina (though I warn you that I have not tested this myself.)

    The only drawback I could see is the redraw for /TA considering that Elec/ is a very active set to play effectively. The other drawback I see is that IMO /TA is designed to play at range and Elec/ is designed to play at melee distance. So there are some negative synergy as well.You could always play in melee i guess.

    As far as specific power combos you have the ability to double stacking immobilization and double stack holds. Static Field + Glue Arrow + Poison Gas Arrow could be one combo. Another Could be Oil Slick Arrow + Jolting Chain could be another.

    I having played Elec/TA together. Currently I chose Elec/Thermal to play, so I offer my experience from playtime as both Elec/Thermal and Ill/TA. I'm sure someone that is actually playing both sets together could share there observations of this particular combination.
  11. Quote:
    Originally Posted by Asha'man View Post
    Plant/Storm would surely be up there, if not tops of the list.
    +1

    Specifically Plant/Storm/Ice would be at the top of my list. With the right build it is a force of destruction. You will not regret it.
  12. Saltyhero13

    Conductive Aura

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    If I slot a Performance Shifter +end proc in here, will it add endurance to me like I hope it will, or is it one of those powers that might add endurance to my enemies?
    In CB it was reported to add endurance to your enemies. I believe its been confirmed that this is how it behaves on live:

    http://boards.cityofheroes.com/showp...54&postcount=4
  13. Quote:
    Originally Posted by Carnifax_NA View Post
    First the delay between jumps gives the 10 second suppression time to kick in.
    Take a look at the post I cross referenced. It looks like they have done away with the suppression all together

    Quote:
    Originally Posted by Candlestick View Post
    Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
    I can confirm that the GS preorder IOs work without breaking the chain, but I personally wouldn't assume all other damage procs work the same without glitch. Its highly probable that they do work though.
  14. Quote:
    Originally Posted by AllYourBase View Post
    Thank you for pointing that out. I will test that tonight. Just need to update test and strip one of my characters for it. Will post with results.
    No problem. Credit goes to brophog actually who point the thread out for my edification.

    Thanks for testing this
  15. Quote:
    Originally Posted by Timeshadow View Post
    Theoretically the proc should activate but regardless it won't ever be sustainable. Force Feedback: Chance for +Recharge has a period of suppression between firings for exactly that reason. So even if you fired Jolting Chains off constantly the proc would only trigger a certain amount of time. It's all spelled out on ParagonWiki. Just check out the page for the proc.
    I was under the same impression as you about how the proc behaves until I was corrected. This thread discusses the FF proc:

    http://boards.cityofheroes.com/showt...force+feedback

    If you guys test this I am interested to hear if the proc effects the caster. Jolting Chain definetly seems like a great candidate for being a proc mule.
  16. Quote:
    Originally Posted by RadDidIt View Post
    Performance Shifter in CA?
    This has been reported to have a chance to give mobs back some endurance. I haven't tested on live so I cannot verify. Its possible that this has been fixed.

    Quote:
    Originally Posted by RadDidIt View Post
    Chance for Self Heal Slow proc in Static Field?
    In Beta the chance for heal proc from the sleep set would not heal you. It was reported that the chance to placate would not fire.

    The way pseudo pets work I doubt these two procs would be of benefit to the caster. The damage proc from the slow sets and the -recharge from the slow and sleep sets should take effect on the mobs. If they don't I would bug it in game.

    Quote:
    Originally Posted by RadDidIt View Post
    Do damage procs break Jolting Chain?
    No it doesnt break the chain unless the chain kills the mob before the next jump.

    I have been using 4 of the 5 the preorder IOs in Jolting Chain and it is rocking! Jolting was skippable for me in Beta but has now become a great candidate for procing.
  17. Quote:
    Originally Posted by Kinrad View Post
    Am I correct in saying that the single target immobilize grants knock back protection, but that the AoE immobilize does not?
    This is true. The AoE Immob does not have -KB in it.
  18. Quote:
    Originally Posted by Kinrad View Post
    I'm not sure what I am supposed to be doing with Jolting Chain?
    If you have access to the preorder IOs I recommend slotting all but the KD proc in Jolting; put the KD proc in Chained Fences. I have been pleased with the results so far.
  19. Quote:
    Originally Posted by brophog02 View Post
    I'm pretty sure it just resets the timer when another instance goes off. I haven't sat down with a stopwatch or anything, but I'm reasonably certain on that.

    On that Force Feedback proc:

    I had a similar conversation to ours several months back, and that time I was wrong.......they had changed the force feedback proc. The Force Feedback proc no longer has that suppression attached to it.


    ((It's almost a full time job keeping up with these procs, isn't it?))
    No kidding. I remember when Merc MMs capitalized on the Achilles proc by slotting it in all three pets. Anyway thanks for the scoop!

    In regards to the Force Feedback proc post..OMG the guy reporting perma hasten with 85% global recharge..that's sick.

    Thats great news! Thanks for sharing this.
  20. Quote:
    Originally Posted by brophog02 View Post
    Actually, the way it did work was it didn't matter if it was from 3 different PEOPLE.......a single target could not have multiple instances on them, regardless of what the source was.

    Has anyone tested this recently to see if that changed?
    I am disappointed but this is indeed how it works now. Only one Achilles Debuff at any given time. Looks like the multiple application of Achilles was not WAI and was fixed to prevent exploitation.

    Re-tested on a Monster in PI....I didnt expect them to have a native weakness which was the -40 res from Self I reported earlier. The only thing I could tell that stacked was Freezing Rains debuff that fluctuated from -60 to -30 and back as I double stacked. Looking at the Pet Heal Channel I could see when the proc triggered and the -20 res was reported as Achilles Heel.

    brophog it sounds like you are familiar with how the proc works in its current state. Do you know if a second application resets the duration timer on the debuff, or is there a cooldown period similar to the Force Feedback proc? I had a really hard time keeping the buff up.

    The good news is that it looks like it is still an unresistable debuff at least.

    Thanks for the heads up.
  21. Quote:
    Originally Posted by brophog02 View Post
    Actually, the way it did work was it didn't matter if it was from 3 different PEOPLE.......a single target could not have multiple instances on them, regardless of what the source was.

    Has anyone tested this recently to see if that changed?
    I know that it cant stack from the same caster, but I wasn't aware this was the case. I'm glad you brought this up. Its frustrating having things change and not being aware that its been modified. Nor it being documented anywhere. I try to give out decent info, its like a full time job keeping up with (undocumented) game mechanic changes....ugh

    I just tested this using the Power Analyzer Mark III on some monsters in PI it reports -40 Res from Self and when Thorny attacks it shows -20 from Achilles Heel. This debuff is in addition to Freezing Rain which shows up -30 a pop; -60 when its stacked.

    I'll try to take some screen-shots once I figure out how to get the UI to show up in them.

    Bottom line: it still works (as far as I can tell)
  22. Quote:
    Originally Posted by Obscure Blade View Post
    Even if they changed nothing else, just moving Wormhole up so you can get it at level 12 would greatly improve the set in my opinion.
    Agreed.

    Arcana had a great suggestion for Dimension Shift that entailed a high -recovery and -regen debuff that would essentially put the shifted mobs in "stasis". They would leave in the same condition they entered.
  23. Quote:
    Originally Posted by TheWeaver View Post
    An increase to the target cap for Conductive Aura would be nice as would some minor -REC (though I didn't find that as much of an issue as others). Perhaps some low mag, <100% chance stuns added to a couple of powers - fits both with the Electric theme and the seeming desire to make this a "layered" control set (one power doesn't do the trick you have to apply multiple of them in the right ways).

    Amen

    I believe all the other PBAoE Auras are capped at 16 targets. This was brought up in Beta but never addressed.

    A bit off topic, but related to controllers, you bring up some interesting points worthy of discussion in its own thread. I'll highlight some key points here. This isn’t a pop shot at you more of a squabble with poor game design coming from a six year CoX veteran.

    Quote:
    Originally Posted by TheWeaver View Post
    • More damage - this is a damage light set and that's OK - not everything is Fire Control.
    On a Controller our primary is typically the only source of damage. Barring /TA and /Storm, our secondaries don't bring squat to the table in terms of offensive capability. So is it acceptable for some Control Sets to bring little to no damage to an AT that have no other offensive capability until the mid to late game?

    In my book that’s a big NO! The whole notion that some sets should just be better offensively is a big crock. Last time I checked the primary way to get rewards in this game is by defeating enemies. This requires offensive capabilities to accomplish.

    Pre containment most set didn’t come into their own until after level 32+. That means you were basically were an XP leech for 32 levels. Move forward to post ED, post Containment, and post APP the chasm between the outliers and the “WAI” sets grew bigger and bigger with each implementation.

    You pointed out Fire as an outlier. IMO Fire is weak in the control department and was probably “compensated” for this with extra damage in Hot Feet. It is overpowered? I think so only when its paired with /Kin. Paired with other secondaries its middle of the road.
    I find sets such as Mind, Plant and Illusion to be thoughtfully put together sets and even more rewarding to play. Gravity is close but still needs work. Earth and Ice need a slight boost somewhere. (Earth is excellent if not the best for control it just lags in “solo”ability)
    Quote:
    Originally Posted by TheWeaver View Post
    • Doing away with the chain powers - I like that the set has unique mechanics, especially when it means you have to think a bit.
    I like the chains too, but when those particular powers are penalized by being treated as AoEs when their performance is far from it. Something needs to get seriously looked at. Plain and simple. The –KB is so brief on Jolting Chain that it’s a joke for even a soft control power.
    One chain is good. If we were to keep one I would say keep Synaptic Overload considering its branching mechanic (I didn’t see Jolting behave this way). I wouldn’t mind seeing Jolting turned into a TK like power but instead of a repelling hold turn it into a stunning dot toggle with a high end cost or something. Think Sith Force Lightning attack here.
    Ill stop my rant here. Please don’t take anything personal or the wrong way.

    Its merely my opinion and a bit of venting.
  24. Quote:
    Originally Posted by UnicyclePeon View Post
    I think anything works for a Wizard except /Trick Arrow. If you can ignore the tech look of the various arrows, you could still go with /Trick Arrow, especially if you are a High Elf wizard with a Long Bow.

    I think Illusion/Storm has the most Wizard-like feel, followed closely by Illusion/Cold and Illusion/Thermal. But again, all of them work well except perhaps /TA, just because the "Wizard Hat" is a very big hat.

    Lewis
    I don't mean to come off like I am attacking your opinion Lewis considering that I generally agree with your advice and input on these forums....

    ...but have you seen the Rulaaru and Talsorian Bows? They scream arcane. From a thematic pairing the two fit well for a trickster type character as well. From a performance stand point /TA bolsters some of Illusion/ lack of control in addition to debuffs that synergize well with PA (who are unbuffable). Oh and lets not forget the awesomesauce that is OSA (the ignite issue has been fixed on Beta)

    Base on the OPs comments I got the impression that the OP wasn't interested in buffing sets... then again maybe it was my personal disdain for playing buff bot on teams (even though my current project is a Fire/Cold/Stone)

    I admit I am an Ill/TA/Fire fanboy so please consider my post with this bias.
  25. Quote:
    Originally Posted by Waylorn View Post
    I mean, I am very disappointed in it not changing or looked at in i18/GR release.
    C'mon, it's obvious the absolute need of improving...something, the set is absolutely subpar either looking at doms or trollers alternative powersets.
    Castle did acknowledge that this is on the list of things to look at during Closed Beta.

    Quote:
    Originally Posted by Castle View Post
    I mentioned that I was trying to get the animation team to look at them. So far, no joy. They are too busy.
    Some interesting discussions followed. I would prefer that the set get the love it deserves than some rushed patch job.

    Be patient its time will come.