Jolting Chain, yay or nay?


Airhammer

 

Posted

I have a lowbie Elec/Therm and I'm trying to figure out if JC is a long term power or not. Teaming in Praetoria, it seems kinda useless cuz most mobs are too far apart and I don't often see it jumping much. Then again, the few times I've soloed, I can gather a bunch around me w/CA on sucking up end, and kinda spam JC & Chain Fences til things die (or I run out of end, which is more likely). I can totally see this working far, far better in later levels w/more recovery and better slotting all around.

What do more experienced Elec controllers think of JC? Useful in bigger groups? Too little damage? Takes too long for all the jumps to happen?


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Posted

Quote:
Originally Posted by dave_p View Post
I have a lowbie Elec/Therm and I'm trying to figure out if JC is a long term power or not. Teaming in Praetoria, it seems kinda useless cuz most mobs are too far apart and I don't often see it jumping much. Then again, the few times I've soloed, I can gather a bunch around me w/CA on sucking up end, and kinda spam JC & Chain Fences til things die (or I run out of end, which is more likely). I can totally see this working far, far better in later levels w/more recovery and better slotting all around.

What do more experienced Elec controllers think of JC? Useful in bigger groups? Too little damage? Takes too long for all the jumps to happen?
I love it.


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Posted

It is excellent.

I often will lead with it, hit them with [Chain Fences] before they get up, and then drop [Static Field] before they have time to fire back. Then take them down safely and at my leisure - no end even if they do wake up.


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Posted

I like the power immensely in the early levels, but respec'd out of it later. The set has enough great tools that something had to be to dropped and honestly, in the 30s now and I don't miss it.

Invaluable in the low levels, meh later....my take.

Lach


 

Posted

Uts pretty much going to be your main source of damage until you get pets.. and even afterwards.


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Posted

With my Elec/Rad, Jolting Chain is part of the overall mitigation in the set. Static Field - Jolting Chain - Chain Fences, then I keep alternating JC-CF. It keeps the foes on their tails about 30-50% of the time.


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Posted

Thanks for the replies. Some followups:

Quote:
With my Elec/Rad, Jolting Chain is part of the overall mitigation in the set. Static Field - Jolting Chain - Chain Fences, then I keep alternating JC-CF. It keeps the foes on their tails about 30-50% of the time.
Yeah, I really rue my "no repeats" rule sometimes, cuz I'd love to play Elec/Rad, but I'm sorta stuck w/Elec/Therm, which I'm not crazy about tbh. CC+CA seems like a good combo. So no real problems w/JC waking up mobs before the next pulse of sleep?

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Its pretty much going to be your main source of damage until you get pets.. and even afterwards.
Really? I thought it did absolute crap damage?

Quote:
I often will lead with it, hit them with [Chain Fences] before they get up, and then drop [Static Field] before they have time to fire back. Then take them down safely and at my leisure - no end even if they do wake up.
Is that a good opener? That is to say, even assuming it hits all the mobs, won't it only actually KU the 1st mob, and the rest will get their shots off at you while JC is actually jumping through them?

One thing I've noticed was that JC still KU'ed things that were immob'ed by my Fences. Does Fences not have a -KB, or does JC just work anyway (if so, awesome).


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
Thanks for the replies. Some followups:



Yeah, I really rue my "no repeats" rule sometimes, cuz I'd love to play Elec/Rad, but I'm sorta stuck w/Elec/Therm, which I'm not crazy about tbh. CC+CA seems like a good combo. So no real problems w/JC waking up mobs before the next pulse of sleep?



Really? I thought it did absolute crap damage?



Is that a good opener? That is to say, even assuming it hits all the mobs, won't it only actually KU the 1st mob, and the rest will get their shots off at you while JC is actually jumping through them?

One thing I've noticed was that JC still KU'ed things that were immob'ed by my Fences. Does Fences not have a -KB, or does JC just work anyway (if so, awesome).
Chain Fences doesn't have any -KB. The single target version does though.


 

Posted

Quote:
Originally Posted by dave_p View Post
Thanks for the replies. Some followups:



Yeah, I really rue my "no repeats" rule sometimes, cuz I'd love to play Elec/Rad, but I'm sorta stuck w/Elec/Therm, which I'm not crazy about tbh. CC+CA seems like a good combo. So no real problems w/JC waking up mobs before the next pulse of sleep?
I clearly don't have a "no repeats" rule: 1 Ill/Rad, 2 Fire/Rad, Earth/Rad, Plant/Rad all at 50, with my Elec/Rad in the works, and a second Ill/Rad in the 40's. I also have a bunch of Stormies including Ill/Storm and Ice/Storm at 50, and high level Mind/Storm, Grav/Storm and 2 Earth/Storms, and both Fire/Kin and Plant/Kin.

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Really? I thought it did absolute crap damage?
EF helps some. The damage isn't very high, but an AoE damage power slotted up and used as often as Jolting Chain is up will eventually wittle down the health of the group. Combined with the small amount of damage in Chain Fences, it almost becomes like a damage aura -- since endurance isn't much of an issue much of the time.

Quote:
Is that a good opener? That is to say, even assuming it hits all the mobs, won't it only actually KU the 1st mob, and the rest will get their shots off at you while JC is actually jumping through them?
I prefer to open with Static Field, and then Jolting Chain knocks 'em down. While they get up, Chain Fences immobilizes them, and by the time they get up, the next pulse in Static Field puts 'em to sleep again. Then I can cycle through JC, CF and single target damage powers.

Quote:
One thing I've noticed was that JC still KU'ed things that were immob'ed by my Fences. Does Fences not have a -KB, or does JC just work anyway (if so, awesome).
Yep, Chain Fences and Grav's Crushing Field (and Tenebrous Tenticles) do not have -knockback. So, you can freely use them on top of Earthquake or Ice Slick, and Jolting Chain, of course.


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Posted

Eletric Fences is basicly a direct clone from Electric Manipulation and Defender Electric Mastery.

The numbers are the same besides the obvious immoblize duration. The end drain and -recovery are laughable. (which is the same as the other two ATs Immoblize)


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Posted

I broke down and got GR in vast part to due to Elec control. I just had to go Elec/kin due to my namesake being Kin/elec defender. It's like Local Man having to go /rad. :P I love JC so far. Even if it's less useful later on(I'm only 12, so no clue), I will still view it like I do Earthquake on Earth. It's extra insurance just in case you need that little extra control. Most childlike glee in a set I've had since maybe Claws, but that is like back in i6 range. Once I get slotting figured out(it seems fairly open in part due to quicker recharge times), I don't see much getting in the way of me being 50. But yeah, huge fan of JC. It's a perfectly built secondary control.


 

Posted

How come Chain Fences takes Targetting AOE IOs but Jolting takes Ranged Damage ones when they both use the same jumping mechanism?


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
How come Chain Fences takes Targetting AOE IOs but Jolting takes Ranged Damage ones when they both use the same jumping mechanism?
Uh, Chain Fences doesn't jump. It is an instant AoE Immob. Are you thinking of the Confuse, Synaptic Overload?

The other electric jump-chain power, Electric Melee's Chain Induction, takes Melee Damage enhancements, so that appears to be consistant.


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Posted

Quote:
Originally Posted by Local_Man View Post
Uh, Chain Fences doesn't jump. It is an instant AoE Immob. Are you thinking of the Confuse, Synaptic Overload?

The other electric jump-chain power, Electric Melee's Chain Induction, takes Melee Damage enhancements, so that appears to be consistant.
Well that would explain my confusion alright, I haven't gotten to the stage where I've taken Chain Fences yet and had assumed it was also a jump-chain power, given the name.

Another question on Jolting Chain. Does slotting with +Range enhancements affect the distance chains can jump?


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Well that would explain my confusion alright, I haven't gotten to the stage where I've taken Chain Fences yet and had assumed it was also a jump-chain power, given the name.

Another question on Jolting Chain. Does slotting with +Range enhancements affect the distance chains can jump?
I don't know; haven't tried it. I'm already slotting Jolting Chain for Acc/Rech/Dam. I would guess that Range would only affect the distance for the power to hit the first foe, and that it would not affect the distance chains can jump. Similar to a Targetted AoE power -- Range does not make the AoE bigger.

One interesting aspect of Jolting Chain -- If you hit the first foe, then the knockdown chain on other nearby foes is almost automatic, but if you miss the first targetted foe, it never chains. Therefore, it is better to target minions and any foes who are easy to hit rather than the Boss.


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Posted

Quote:
Originally Posted by Local_Man View Post
I don't know; haven't tried it. I'm already slotting Jolting Chain for Acc/Rech/Dam. I would guess that Range would only affect the distance for the power to hit the first foe, and that it would not affect the distance chains can jump. Similar to a Targetted AoE power -- Range does not make the AoE bigger.
That's not the best example though, the two aren't really comparable given Joltings heavy use of pseudopets to propagate.

IOs & Pets / Pseudo Pets tend to act weirdly together, things like Recharge bonuses filtering down to the pet powers which required a nerf to fix.

That said I've never really checked if IO slotting a pet or pseudo for range increased the range for it's powers. I remember thinking about it for the Lich before (Fear/Range IOs for his Fearsome Stare) but never got around to it.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
That's not the best example though, the two aren't really comparable given Joltings heavy use of pseudopets to propagate.

IOs & Pets / Pseudo Pets tend to act weirdly together, things like Recharge bonuses filtering down to the pet powers which required a nerf to fix.

That said I've never really checked if IO slotting a pet or pseudo for range increased the range for it's powers. I remember thinking about it for the Lich before (Fear/Range IOs for his Fearsome Stare) but never got around to it.
Jolting Chain's 'chaining' range is actually an AoE power with a specific radius, so you cant change that, since we cant influence the radius of powers.


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Posted

Jolting chain also does a base of -10% end per target so it plays into the sapping with conductive aura and static field with the minor damage and knockdown. I don't dismiss the knockdown one bit. It's not a lot of time, but it does buy time for the team to set up attacks.


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Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Jolting Chain's 'chaining' range is actually an AoE power with a specific radius, so you cant change that, since we cant influence the radius of powers.
ah, now I get it and Locals comparison makes a lot more sense to me.

Drat, would have been nice to be able to slot or range


 

Posted

Quote:
Originally Posted by Psylenz View Post
Jolting chain also does a base of -10% end per target
Are you sure about this? Unless they fixed it recently the end drain doesn't work past the first target of the chain.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
ah, now I get it and Locals comparison makes a lot more sense to me.

Drat, would have been nice to be able to slot or range
this never prevented dimension shift to be able to increase the mag of the power when, slotted for intangibility

so range that increase the AoE could not be that unusual.
maybe it can increase the range of he next jump after all


 

Posted

Quote:
Originally Posted by Nny_the_mad View Post
this never prevented wormhole to ba bale to increase the mag of the power whe, slotting it for intangibility

so range that increase the AoE could not be that unusual.
maybe it can increase the range of he next jump after all
Uh, proofreading might be a good idea. Translating from the gibberish . . .

I'm guessing that you are referring to the fact that when you slot Dimension Shift (not Wormhole) for Intangibility, it increases the mag of the Intangibility. Intangibility is unique in this way, and that has nothing to do with Range.

Range slotted in a cone makes the cone bigger only because it makes the cone longer, but as far as I know, Range in any Targetted AoE power only increases the distance at which you can cast the power and does not increase the AoE.


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Posted

Quote:
Originally Posted by Nny_the_mad View Post
this never prevented wormhole to ba bale to increase the mag of the power whe, slotting it for intangibility

so range that increase the AoE could not be that unusual.
maybe it can increase the range of he next jump after all
That was pretty funny.