Chain Fences useful?
The thing with Chain Fences is that it is one of your best End Draining tools. It has a baseline of 10% end drain and it's AoE with a target cap of 16 to boot. Stick an Endmod into it and power boosted you will be hitting almost 1/3 of an entire spawn's End with one attack. Even without power boost it speeds up to time to zero end significantly.
Solo it will save your life.
Teams just wait till the AoE's fly or Tanker/Brute dives in before you throw it.
@Wiccania: Thanks for the helpful feedback. Even though I haven't slotted it with more than just an Accuracy atm, I've been using it tonight this way (after aggro is well established by the tank) and it's more useful this way. Thanks
If I am being attacked by 16 on my own I could aoe immob them all say and then move to only have line of sight with one who will then get mullered by me, keeping that aoe there and only having LoS with one at a time will hopefully allow me to comfortably take mobs out 1 by 1 in theory. Ofc really you could use chains to help effect mobs around corners, the ones you dont have LoS too. Its a key power to me.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
best use of chain fences, it does -fly.
It's probably a waste of a slot, but I've had fun with the Energy Manipulator: chance to stun proc slotted in mine. Very cheap and easily obtained at even the lowest of levels.
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Can you slot ranged sets in there too for the "Tempest : Chance for End Drain" proc? That'd be well worthwhile both in it and in Jolting Chains IMO and should be cheap as chips, especially ones under level 25 (since the salvage requirements are cheaper).
The chain powers have lots of scope for offensive PROCing.
That's pretty nice, basically gives your AOE immob a chance to "Crit-stun".
Can you slot ranged sets in there too for the "Tempest : Chance for End Drain" proc? That'd be well worthwhile both in it and in Jolting Chains IMO and should be cheap as chips, especially ones under level 25 (since the salvage requirements are cheaper). The chain powers have lots of scope for offensive PROCing. |
Chain Fences takes AoE sets, not ranged, so no Tempest. I recommend slotting Chain Fences with endurance sets, since the main purpose of Chain Fences is to make sapping much, much easier.
Chain Fences takes AoE sets, not ranged, so no Tempest. I recommend slotting Chain Fences with endurance sets, since the main purpose of Chain Fences is to make sapping much, much easier.
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Yep, in that case I'd max out End Mod (and stick a proc or two in as well since I'm a sucker for them).
Just don't lead with it, especially on teams. Otherwise it is useful in partnership with all your other powers.
I'm playing Elec/Elec so this might be different... but I do love Chain Fences. I have it two procced and it's a poor AOE/control power. With the two procs, it speeds up soloing large groups noticeably and if you layer confusion and knockdown, you can spam this and get some decent damage since the recharge is quite fast.
I had fences early in my elec/elec build and got rid of it. I didn't find that it did anything worth the amount of endurance it consumed.
It generates but does not really control aggro. I don't need it for end drain as all my other powers do that.
Maybe if I had a couple of procs in it I would feel differently. But out of the box, it was my least favorite elec power.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
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Been reading through Liliaceae's Dominator Powers Guide - I18 and some great posts here such as Elec/Earth - dominator smash? which have helped tremendously in building my Elec/Earth Dom. He's only 23 atm, and I'm starting to doubt the usefulness of Chain Fences. It's good that it doesn't prevent knockdowns/knockbacks like some other AOE Immobs, but with the aggro I tend to pull if I use it, I rarely touch the thing anymore. Should I just completely drop it, is there some tactic to using it that I've missed, or is it more useful with some later powers that I haven't picked up yet? I'd like to be able to squeeze in Super Speed somewhere in my build, but I'm making do with Ninja Run and the occasional use of my Jet Pack for now.
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Val TerraShock: Level 48 Mutation Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- Empty(A), Empty(3), Empty(3), Empty(15), Empty(15)
Level 1: Stone Spears -- Empty(A)
Level 2: Stone Mallet -- Empty(A), Empty(5), Empty(5), Empty(21)
Level 4: Tremor -- Empty(A), Empty(11), Empty(11), Empty(21)
Level 6: Jolting Chain -- Empty(A), Empty(7), Empty(7)
Level 8: Conductive Aura -- Empty(A), Empty(9), Empty(9)
Level 10: Chain Fences -- Empty(A)
Level 12: Static Field -- Empty(A), Empty(13), Empty(13), Empty(19), Empty(19)
Level 14: Hurdle -- Empty(A)
Level 16: Power Boost -- Empty(A), Empty(17), Empty(17)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Heavy Mallet -- Empty(A), Empty(23), Empty(23), Empty(25), Empty(25)
Level 24: Hasten -- Empty(A), Empty(27), Empty(27)
Level 26: Synaptic Overload -- Empty(A)
Level 28: Seismic Smash -- Empty(A)
Level 30: Paralyzing Blast -- Empty(A)
Level 32: Gremlins -- Empty(A)
Level 35: Mud Pots -- Empty(A)
Level 38: Fissure -- Empty(A)
Level 41: Sleet -- Empty(A)
Level 44: Hibernate -- Empty(A)
Level 47: Ice Storm -- Empty(A)
Level 49: Frozen Armor -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run