Jolting Chain: Where's the damage?
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.
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Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:
1. Drop a Static Field. Enemies are sleeping. 2. Run into melee and Jolting Chain. Enemies are knocked down. 3. While enemies are getting up, Tremor. Enemies are knocked down again. 4. By the time the enemies get up, they're sleeping again. 5. Use single target hold and attacks until Tremor recharges. Repeat as necessary. I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing. |
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Take a look at this thread: http://boards.cityofheroes.com/showthread.php?t=235533
Arcanaville actually explains the exact mechanics of Jolting Chain there.
Short version:
Jolting Chain starts with a single target attack. After a short delay, two chains are spawned. Each chain does attacks as an Aoe centered on the original target, with a maximum of 1 target hit for the Aoe. BUT! Aoe attacks will keep attacking targets until they've either reached their maximum number of hits OR missed everything in the area. Then, each hit does the same damage, knockdown, delay, and spawn two chains. A target hit by any chain is marked and cannot be hit by a chain again for at least a few seconds. Missed targets are not so marked.
EDIT: Additionally, the streakbreaker works massively in your favor due to the sheer number of attack rolls being made here.
/EDIT
Net result? If properly slotted to have 95% chance to hit, Jolting Chains will miss about 5% of the time on the initial target, but in a large, packed group will have an absolutely tiny chance of not hitting every single target in the group after the initial hit. Additionally, it is possible for a target to be hit more than once! However, no more than 16 total hits will occur.
I think Synaptic Overload works similarly, if not the same way.
This information needs to get out to all Elec control users.
Why bother knocking all the enemies down anyway if they're asleep with static field? From my experiences the enemies will usually fall back asleep before they can get off another attack, anyway.
And I'll echo what was said earlier: I wasn't aware a control set was suppose to do damage. I thought it was suppose to control and let your secondary set, which is made to do damage, to do damage. Besides, if you make joltic chain do a ton of damage you might as well move it to the electric assault secondary and call it Chain Induction.
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
Why bother knocking all the enemies down anyway if they're asleep with static field? From my experiences the enemies will usually fall back asleep before they can get off another attack, anyway.
And I'll echo what was said earlier: I wasn't aware a control set was suppose to do damage. I thought it was suppose to control and let your secondary set, which is made to do damage, to do damage. Besides, if you make joltic chain do a ton of damage you might as well move it to the electric assault secondary and call it Chain Induction. |
Without knocking them down first they'll be able to retaliate before being reslept. Using Jolting Chains by time they get up (which should be after your damage power has applied) they'll be, as you said, asleep again.
As for the second part, keep in mind that control sets are shared with Controllers, who do not have a damage based secondary and thus MUST rely on their primary for damage output.
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 |
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Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:
1. Drop a Static Field. Enemies are sleeping. 2. Run into melee and Jolting Chain. Enemies are knocked down. 3. While enemies are getting up, Tremor. Enemies are knocked down again. 4. By the time the enemies get up, they're sleeping again. 5. Use single target hold and attacks until Tremor recharges. Repeat as necessary. I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing. |
1) Drop Static Field
2) Tesla cage your chosen target
3) Single target Smash
4) By the time you finish off the target that is the greatest threat the rest of the sleeping spawn has been sapped.
5) Tesla any other targets that are a threat.
6) AoE with impunity
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-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
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Or if you prefer to save the endurance and activation time:
1) Drop Static Field 2) Tesla cage your chosen target 3) Single target Smash 4) By the time you finish off the target that is the greatest threat the rest of the sleeping spawn has been sapped. 5) Tesla any other targets that are a threat. 6) AoE with impunity |
And lolactivationtime
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
I fail to see how finishing off the threats and THEN AoEing everything saves on endurance when you could AoE everything and then finish off the other guys that are already weakened.
And lolactivationtime |
Why are you even using Jolting Chain? Since skipping it and going straight to Tremor accomplishes the same thing. Same thing with adding in Fissure at high level. Adding Jolting Chain into your attack chain is just reducing your DPS (ie: wasting activation time on low damage powers.)
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-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
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Yes. Please do not increase the damage of the power as that would mess with how it works. While it's not the best of powers, it's not too bad either. It's a moderate control that you can respec out of later in your characters life. Which given how many powers I want, is not a bad thing.
I'd rather they fix procs and pseudo pets so we can put +Rech in there and get some real use out of the power in later levels.
Yes. Please do not increase the damage of the power as that would mess with how it works. While it's not the best of powers, it's not too bad either. It's a moderate control that you can respec out of later in your characters life. Which given how many powers I want, is not a bad thing.
I'd rather they fix procs and pseudo pets so we can put +Rech in there and get some real use out of the power in later levels. |
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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.
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