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All-Kick Energy Builder

maatmonsmaatmons Posts: 346 Arc User1
Vicious Strikes is all punches. Righteous Fists is a mix of punches and kicks. Could we get another energy builder for Unarmed which is all kicks?

My character with super-strong robot legs would really appreciate it. I'm sure various Tae Kwon Do enthusiasts would be pleased too.

Comments

  • raighnraighn Posts: 2,339 Arc User
    that would be nice to see added yea...
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • bluhmanbluhman Posts: 2,410 Arc User
    I could get behind this.

    While at it, I wish there were more powerful, DPS-oriented kicks as well. Dragon's Kick is probably the most usable attack of the bunch, and it still falls short in the area of doling damage.

    Something like:
    bluhman wrote: »
    • Typhoon Kick - A high-energy offensive technique that throws out a rapid barrage of kicks. Typhoon Kick hits in a moderately thick cylinder, hitting 2 times every 0.5 seconds for escalating, overall high damage. Each tick has a very low chance to stun the offending target for a long duration, with this chance lowering as the maintain progresses. If fully maintained, all targets are knocked back. Since your legs are quite busy kicking, you are rooted in place while using this.
      • Advantage: Breaker Combo - Targets hit by this attack have their gravity nullified. If they were knocked prior to being hit by Typhoon Kick, they would be held in midair for the duration of this ability. This effect cannot occur more than once every 8 seconds.
      • Advantage: Soul Fury - Infuses this kick with the power of your chi, granting the move a 15ft, 120 degree cone effect that does Dimensional damage. The damage on this move is identical to a single tick of the move, but does not inflict stun or knock. It also raises the energy cost of this ability slightly. 1 point advantage.
    • Lance Kick - A very powerful side-kick, Crippling Lance Kick is a charged kick that will send your enemy flying backwards while dealing powerful crushing damage. Only full-charges inflict this knock.
      • Advantage: Combat Discipline - Increases the damage that Lance Kick deals on full-charge based on your Avoidance.

    How to block a user with μblock:
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  • soulforgersoulforger Posts: 1,649 Arc User
    I can get behind more kicks.
  • monaahirumonaahiru Posts: 3,073 Arc User
    I want kick e-builder too!
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  • theravenforcetheravenforce Posts: 7,148 Arc User
    bluhman said:

    I could get behind this.



    While at it, I wish there were more powerful, DPS-oriented kicks as well. Dragon's Kick is probably the most usable attack of the bunch, and it still falls short in the area of doling damage.



    Something like:


    bluhman wrote: »

    • Typhoon Kick - A high-energy offensive technique that throws out a rapid barrage of kicks. Typhoon Kick hits in a moderately thick cylinder, hitting 2 times every 0.5 seconds for escalating, overall high damage. Each tick has a very low chance to stun the offending target for a long duration, with this chance lowering as the maintain progresses. If fully maintained, all targets are knocked back. Since your legs are quite busy kicking, you are rooted in place while using this.
      • Advantage: Breaker Combo - Targets hit by this attack have their gravity nullified. If they were knocked prior to being hit by Typhoon Kick, they would be held in midair for the duration of this ability. This effect cannot occur more than once every 8 seconds.
      • Advantage: Soul Fury - Infuses this kick with the power of your chi, granting the move a 15ft, 120 degree cone effect that does Dimensional damage. The damage on this move is identical to a single tick of the move, but does not inflict stun or knock. It also raises the energy cost of this ability slightly. 1 point advantage.
    • Lance Kick - A very powerful side-kick, Crippling Lance Kick is a charged kick that will send your enemy flying backwards while dealing powerful crushing damage. Only full-charges inflict this knock.
      • Advantage: Combat Discipline - Increases the damage that Lance Kick deals on full-charge based on your Avoidance.




    Agreed and yes!
  • thekrazzeethekrazzee Posts: 55 Arc User
    I'd definitely love to have more kicking powers in the game. Here are some ideas. Time to kick it!

    Stinging Kicks [TIER 0]
    Stinging Kicks is a fighting technique that delivers a series of rapid kicks to your foe.
    Animation: The user kicks repeatedly at their target, with the initial attack being a side kick.
    Melee Damage - Energy Builder
    +10 feet
    +Deals Crushing damage to your target.
    Advantages
    Spectral Sting [1 Point]
    +Stinging Kicks has a 10% chance to deal additional Dimensional damage and Disorient your target.

    Pillar Crusher [TIER 1]
    Pillar Crusher delivers a powerful kick to your foe's legs, leaving them unable to flee from your assault for a short period.
    Animation: The user performs a low kick.
    Melee Damage - Root - Snare - Knock Down
    +10 feet
    +Click
    -10 second recharge
    +Deals Crushing damage to your target.
    +Roots and Snares your target.
    +50% chance to Knock Down your target.
    Advantages
    Evasive Kick [2 Points]
    +Activating Pillar Crusher allows you to automatically dodge any Melee attacks used against you.
    Feint [2 Points]
    +Activating Pillar Crusher has a 25% chance to Disorient and Stun your target, but deal 25% less damage as well.
    Recover Loss [2 Points]
    +If your target Dodges Pillar Crusher, it applies Momentum to you. Momentum reduces the Charge Time of your
    Melee powers by 20% for 6 seconds.

    Shining Crescent [TIER 2]
    Shining Crescent delivers a powerful hook kick to your foe, striking their head and knocking them unconscious.
    Animation: The user performs a hook kick.
    Melee Damage - Stun
    +10 feet
    +Charge
    -12 second recharge
    +Deals Crushing damage to your target.
    +50%-100% chance to Stun your target, based on charge time.
    Advantages
    Moonlight [2 Points]
    +Shining Crescent deals 25% of its damage as Dimensional damage.
    +Shining Crescent's Stun affects foes in a 90 degree Cone.
    Unstoppable Strike [2 Points]
    -Shining Crescent's Energy cost increases the longer it's charged for.
    +Shining Crescent deals 5%-20% of its damage as Penetrating damage.

    Sledgehammer Kick [TIER 2]
    Sledgehammer Kick causes you to bring your leg up high, slamming your heel down onto your target's head with great force.
    Animation: The user performs an axe kick akin to Ganondorf's Volcano Kick.
    Melee Damage - Disorient - Stagger
    +10 feet
    +Charge
    -12 second recharge
    +Deals Crushing damage to your target.
    +25%-100% chance to Disorient and Stagger your target, based on charge time.
    Advantages
    Blazing Blow [2 Points]
    +Sledgehammer Kick deals additional Dimensional damage to your target. That target has a 15% chance of becoming Feared.
    Demolishing Heel [2 Points]
    +Sledgehammer Kick applies or refreshes the duration of your Demolish effect on your target.
    Spectral Eruption [2 Points]
    +Sledgehammer Kick deals 50% of its damage as Dimensional damage in a 10 foot Sphere around your target. Those foes have a 10%-50% chance to become Disoriented and Staggered, based on charge time.

    Soaring Kick [TIER 2]
    Soaring Kick leaps towards your target, delivering a devastating kick that puts your target on their back.
    Animation: While charging, the user gets into the Athletics charge stance. While attacking, the user initiates a jumping kick
    Melee Damage - Lunge - Knock Down
    +25 feet
    +Charge
    -15 second recharge
    -Must be fully charged.
    +Lunges at your target.
    +Deals Crushing damage to your target.
    +Knocks Down your target.
    Advantages
    Burning Star [2 Points]
    +Soaring Kick deals 10% of its damage as Dimensional damage in a 10 foot Sphere for each stack of Focus you have.
    Crashing Leg [2 Points]
    +Soaring Kick deals 30% bonus base damage and Stuns your target.
    -Soaring Kick deals 20% of its damage to you.

    Hurricane Kicks [TIER 3]
    Hurricane Kicks focuses your chi into keeping you above ground as you spin around with your leg extended, striking any and all foes nearby you.
    Animation: The user spins around while kicking, akin to Ryu's Tatsumaki. The user can move while maintaining this power.
    Melee AoE Damage – Knock Down
    +10 foot Sphere
    +Maintain
    -8 second recharge
    +Deals Crushing damage to nearby foes.
    +10% chance to Knock Down targets each pulse.
    +Fully maintaining Hurricane Kicks deals additional Dimensional damage in a 10 foot Sphere and Disorients targets.
    Advantages
    Elusive Winds [2 Points]
    +While maintaining Hurricane Kicks, your Dodge Chance and Avoidance are increased. These buffs scale with your Dexterity.
    Rippling Surge [2 Points]
    +Hurricane Kicks's radius is increased to 25 feet.
    -Hurricane Kick deals 50% less damage to targets further than 10 feet. This damage is dealt as Dimensional damage.
    Storm's Eye Fury [2 Points]
    -Hurricane Kicks's Energy cost is increased by 25%.
    +Hurricane Kicks deals additional Dimensional damage each pulse for each stack of Focus you have. This damage ignores 50% of your target's Dimensional Damage Resistance, Shields, and Damage Absorption.

    (New) Righteous Windmill [TIER 3]
    Righteous Windmill is a difficult kick technique that delivers an upward strike in the form of a backflip empowered by your chi, knocking your foe in the air in a graceful manner.
    Animation: While charging, the user gets into the Athletics charge stance. While attacking, the user performs a backflip in place with flames at their legs while striking the target akin to Marshall Law's backflip kick or Juri Han's Senpusha.
    Melee Damage - Knock Up
    +10 feet
    +Charge
    -20 second recharge
    -Must be fully charged.
    +Deals Crushing and Dimensional damage to your target.
    +Knocks Up your target.
    Advantages
    Advancing Flames [2 Points]
    +Righteous Windmill releases a wave of chi fire forward 25 feet, deals Dimensional damage in a 2 foot Cylinder. Foes hit by it are Feared.
    Samsara [2 Points]
    +Righteous Windmill applies Restoration to you.
    Wind and Fire Wheel [2 Points]
    +Righteous Windmill Repels your target and applies Burning Chi to them. Burning Chi deals Dimensional damage each second for 10 seconds. When Burning Chi expires, it deals a burst a Dimensional damage and Snares the target.
  • edited June 2017
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  • thekrazzeethekrazzee Posts: 55 Arc User

    I don't like the names. :P The names of the existing MA powers are more descriptive... like One Hundred Hands, Open Palm Strike, Elbow Slam, Backhand Chop, etc. Why not name the powers like one of those?

    Was going for more fancy naming conventions for the moves, but I see what you mean with the names. Shining Crescent don't mean much unless you see it in action.


    Instead of copying Ryu's tatsumakisen kick, why not just use a tornado kick from Tae Kwon Do? [Edit: Oh I see you want a move that hits multiple times. Not sure if the tornado kick is the right one.]

    Yeah, the idea behind Hurricane Kicks is an Unarmed equivalent to Sword Cyclone. The tornado kick isn't what'll do it. HK doesn't need to have that particular animation. Just seemed like the one that wouldn't look outrageously goofy ^^;
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