Chain Induction, any good now?
I never took it on my elec/ brute either but recently while teamed with another brute he told me that the 'chaining' effect had been fixed so that it does actually jump from foe to foe....he even demonstrated it for me a few times. i might make a dual build and get it in there now
oh he also said there is still a bug involved with procs in CI....procs interfere with the jumps. i havent seen that since i dont have the power yet
Works great now, I believe the issue with it before was the jump count was random, and the damage was not effect by fury or dam buff but by what ever CI jump of from (CI off an AV will do alot of dam, a minion not so much.)
Now the jump count is always four (unless it kills with ever it had jump too, not a bad thing)
Damage of jumps is now effected by dam buff( since they took out that effected by target)
Chance to procs dose kill the Chaining. Something about it changing the Chaining effect from auto hit too what ever the procs chance of working is.
I forgot about the XP thing(reduces xp). I forgot if the still effect xp. I think that was change too.
NeoSaturn-L50 Kat/Regen Scrapper
Paragon Family Swift
NeoSaturn's Deviations
Chain induction does not reduce XP now. It is a fast animating attack that has great AoE potential. As was said, procs in it bug the attack, but other than that, it's great to put in an AoE chain.
Chain Induction also no longer runs the chance of hitting a teammate when jumping from a confused Mob.
The only problems with Chain Induction now are the issue with slotting procs causing the jump chance to drop to the proc percentage, the high endurance cost/recharge for what's essentially a gimmicky single-target attack (especially if it kills the first target hit), and that it can leap the wrong direction and stop because it won't chain back to something it already hit (in which case I'd stop complaining about the end cost/recharge because I'd use it to bounce between two mobs for good damage).
The delay was removed from the jumps, the "Chain Shock" text was added so you could see it leaping, and it's considered damage you deal now (actually pet damage for a pseudopet you control) so that you don't lose exp for it working and it inherits damage buffs.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Chain Induction also no longer runs the chance of hitting a teammate when jumping from a confused Mob.
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My elec/nin stalker was sooo disappointed.
I'm only lvl 28 but so far it is a solid lead-off on my Elec/Fire. Hit that then Thunder Strike (under Blazing Aura) wipes mobs quickly.
QR
It's worth it now that it's been fixed. Been fixed for some time now, actually, and yeah, the initial version... just not worth it. But I'd say try it out now.
Is this power worth taking now? If so, what was changed about it? I am going to respec my level 40 Elec/Energy Brute. I would of sworn they added text to it too about jumping?