Electric Control.Jolting Chain
I have to remind myself to use it, too. It's a big component of my super-sapper build. Conductive aura, static field, chain fences, and jolting chain are key ingredients to draining spawns down to 0 end. Even one EC user could drain Eochai and Jack to pansy status during Halloween. The knockdown is useful, but not overwhelming. Knocked down foes cannot fight back. When you get the gremlins stacking their jolting chain on top of yours, the result will be much more noticeable for direct knock down mitigation and end drain.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
ok while we're on the topic of Electric Doms, are there any powers in Electric Assault that might be skippable? I'm still playing around with the idea of not taking most of the ranged attacks, skipping them for other things.
I have to remind myself to use it, too. It's a big component of my super-sapper build. Conductive aura, static field, chain fences, and jolting chain are key ingredients to draining spawns down to 0 end. Even one EC user could drain Eochai and Jack to pansy status during Halloween. The knockdown is useful, but not overwhelming. Knocked down foes cannot fight back. When you get the gremlins stacking their jolting chain on top of yours, the result will be much more noticeable for direct knock down mitigation and end drain.
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Chain Fences on the other hand is good thanks to the 50% chance for -recovery.
I've also got an Elec/Elec Dominator, but I respec'd out o' Jolting Chain due to it's ineffectiveness with my playstyle, much as you commented on yourself.
From the Primary, I took everythin' but Electric Fence, Jolting Chain, and Gremlins.
From the Secondary, I took everythin' but Zapp, Static Discharge, and Voltaic Sentinel.
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ok while we're on the topic of Electric Doms, are there any powers in Electric Assault that might be skippable? I'm still playing around with the idea of not taking most of the ranged attacks, skipping them for other things.
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As far as Jolting Chain goes, it's not a "use all the time" power like Static Field but it's definitely a handy source of extra mitigation when necessary, especially in the low levels, especially before Static Field (have I mentioned this power enough? freakin' love it).
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
The single target immob carries knockback protection, so you could throw that on the target of your havoc punch. doesnt cure Thunderstrike though.
Though there is a stun proc which thunderstrike should take, that can cause immob. But ive ran it in Oppressive Gloom and never seen it go off, even with extensive testing, so I dont know how useful it would be, or if it would apply KB protection...
I use JC as a group knockdown power and proc damager. Slot it up with damage procs, they are checked for every jump.
I see skipping them as totally justifiable.
Well ok if you want to rely on sleep.
Yes please.
Static Field is a brilliant power, Solo its the staple of a safe fight, it trivialises content on its own, combine it with Conductive Aura its just stupid.
And in groups it becomes an excelent buffing power. its great.
What do your gremlins do? trivial damage, get killed, agro wrong groups and minor end drain. They are pretty skippable.
For Doms, Jolting Chain and Gremlins are pretty skippable. (I'd take the pets anyway for the lulz.) For Controllers, they're downright necessary.
Jolting Chain is still part of my bread and butter in the 40s. It remains my favorite lead with aoe immob and sleep in place afterwards before the targets get up.
And I don't find the gremlins mess the sleep enough to worry about, they usually draw aggro to themselves anyway, and the extra DPS is appreciated.
I took Thunderstrike on principle (melee attacks for a dom - yes, please) but haven't given it slotting attention yet. The KB is annoying, so I have used it situationally - with walls to mitigate the kb, "get it away from me!", or to just finish someone off without messing up an attack chain for the next victim.
I didn't mean to sound sarcastic it's a fair point.
I don't have Gremlins yet I play mm's mostly. I want to have a high level dom but I usually end up just going back to what I know.
I took it on my elec/elec, but it often goes unused. I'm tempted to spec it out, but it can be handy when facing sleep resistant foes. Them bouncing on their bums gives your sapping time to take hold. I imagine I'll have enough power picks with I19 that it will continue to be a present but somewhat un-used power for me. I still break it out from time to time just for fun-factor.
I have put a Devastation: Chance for Hold Proc in my JC. I have used it in T-Storm with good success. The free hold that you get looks like tesla cage so it works well with both powers thematically as well as in looks. I just want to be sure though, Chain powers check the proc off each jump right?
I've been playing an Elec/Elec Dom recently and I'm having a lot of fun with it, but I've noticed I hardly ever use Jolting Chain, maybe it's just my play style in which I don't find it useful, I just wanted some opinions on the power: do other players use it and find it useful in the set or do they throw it to the curb, never to be heard from again?