Jolting Chain and Conductive Aura ?
I'd be careful about using KB sets in Jolting. It has a .66 mag kb so it does knockdown. Adding enh (and almost all pieces of the KB sets add more kb) will increase the mag >1, which will knockback, away from your Aura (and everybody else). Not what you want.
My Dom is only lvl 10, but I think both are useful. JC recharges pretty quickly and CA seems surprisingly effective at sapping.
The journy continues...
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Solo, I use Jolting Chain to open--having the enemies spend time on their butts in waves softens up the alpha pretty well. I'm only at level 7, though, so I'm not sure where it'll sit in my esteem once I have more options.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Looking at the numbers, I'd drop an Accuracy and a couple of Endurance Modifications into Conductive Aura, to ensure you not only hit them, but drain them quickly.
With Jolting Chain, it recharges very quickly already, so I'm actually contemplating maxing out the slotting on it and giving it three Recharge Reductions, an Accuracy or two, and an Endurance Reduction, because it's something i'd want to use every chance I get. If I were to go lighter on the slotting, I'd still want to put an Accuracy and at least one Recharge in it. Though pure minimal slotting would be one Accuracy, and saving the slots for other powers (like Static Field).
At first I couldn't figure out how to deal with jolting chain. It made no sense to me that anyone would bother taking this power at all.
And then I got conductive aura and the lightbulb went off.
Elec Control on a dom is going to be awesome for any dom that loves to stay in melee. Keep them bouncing all around you with JC while CA saps them clean while you pound the snot out of them with melee attacks.
My current dom is elec/ene because I had been having so much fun with my grav/ene all due to the high range damage of /energy. It's so easy to keep everything Out of melee with that combo, I assumed I'd want to do the same here.
Now I have to rethink my build completely for melee carnage and yes, I will have JC slotted 2acc/3rec-red/1end and plan to spam the hell out of it.
Be well, people of CoH.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
These are basically my thoughts on elec so far. I went elec/elec, because the primary looks like it'll support spending every moment in melee range, and electric assault enjoys that.
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I haven't gotten to the sleep power yet, but does anyone know if the conductive aura breaks the sleep or allows it to continue?
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
My dom is elec/elec as well, and I chose the combo specifically because I wanted to be a 'scraptroller'.
I haven't gotten to the sleep power yet, but does anyone know if the conductive aura breaks the sleep or allows it to continue? |
Conductive Aura shouldn't break any sleeps because it doesn't damage, heal or give the enemy Sleep Protection.
And then I got conductive aura and the lightbulb went off.
Elec Control on a dom is going to be awesome for any dom that loves to stay in melee. Keep them bouncing all around you with JC while CA saps them clean while you pound the snot out of them with melee attacks. |
Beowulf -
Too many Alts, not enough 50's. Story of my life...
From what i have noticed playing last night to lvl 16 with my elec/earth imo.
Jolting chain will probly want 2 acc, 1-2 rch. Damage is low to keep you from killing target you tring to jump with, you want it to hit and it recharges pretty fast that if you do a hold and attack or fences its already back up, 2 recharges will get it useable every other attack approximately. Use it more as a way to break fields sleep and apply immobilize without retaliation or for the knockdown soft control in fast groups.
Conductive I would slot 2 acc and 2-3 end mod. You want this to hit and you want it to drain this is your hard control for electic control is end drained targets between this, fences and field you drain real quick and that is before end mods and as a side effect you will get stamina recovery if slotted with 3 end mods and 8 targets which possibly require you to hit with aura to get buff. This will get toggle off alot unless you got protection in your secondary or domination going so you might want a recharge or 2 if it's to long for you.
Field you want acc and rch first 2 of each, end mod or sleep works but the sleep seems to wear off extremely fast when field go away and end drain isn't as good as fences or aura in field as it is a 50% chance for only around 5 end drain and 2 end to people in field per target and end mod will effect both of those giving you a group end regenerating power and with lots of targets you get good end back from this if you are in the field which you should with conductive aura.
Fences you want 2 acc, 2-3 end mod, maybe a end reduction. This is used to keep them from running out of field and conductive while also sapping as much as aura does per tick. This is also not a dot so using jolting chain then this on sleep field mobs will put them on the ground and drain them possibly being put back to sleep before they can attack and not reawakening them.
Your sleeps and knockdowns soft controls are there for your electric controls hard control to kick in which is the end drain imo.
Check out the powers guide in my sig for my extended opinion on Electric Control.
You are so completely right! I forgot about knockback and repel affecting Sleep powers. I only remembered the ones that affect my character most often.
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-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
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I have a little level 8 Dominator that now has both of these powers, and am curious as to other players experiences with these powers.
So far I think Conductive Aura is doing a pretty decent job of sapping my opponents and keeping my own blue bar from bottoming out. Can anyone recommend slotting for this? Right now I'm thinking 2 End Mods for quicker sapping? I'm not sure what I am supposed to be doing with Jolting Chain? It knock opponents down, which is a nice soft control, but they get up pretty quick and seem pretty miffed at me. The damage is too low to be treated as an attack (which is OK with me). I'm thinking the best use of this power is an IO mule for knockback protection and recharge via the Kinetic Crash set. Is there a good strategic use for this power? I like using it (because flopping fish are funny!), but I feel like I could probably be using it better? Any insight from more experienced users is appreciated, thanks. |
I love Jolting Chain. It's a quick recharge/quick animating/high range/pseudo-aoe knockdown. I'm running an elec/energy and with JC, Power Push, and other blasts I can keep hard targets juggled, completely nullifying any threat they pose to the team.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
I have a quick additional question. Am I correct in saying that the single target immobilize grants knock back protection, but that the AoE immobilize does not?
If that is true, then I need to drop the ST and pick up AoE, because.... holy synergy batman!
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
I have a little level 8 Dominator that now has both of these powers, and am curious as to other players experiences with these powers.
So far I think Conductive Aura is doing a pretty decent job of sapping my opponents and keeping my own blue bar from bottoming out. Can anyone recommend slotting for this? Right now I'm thinking 2 End Mods for quicker sapping?
I'm not sure what I am supposed to be doing with Jolting Chain? It knock opponents down, which is a nice soft control, but they get up pretty quick and seem pretty miffed at me. The damage is too low to be treated as an attack (which is OK with me). I'm thinking the best use of this power is an IO mule for knockback protection and recharge via the Kinetic Crash set. Is there a good strategic use for this power? I like using it (because flopping fish are funny!), but I feel like I could probably be using it better?
Any insight from more experienced users is appreciated, thanks.
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)