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.
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Comments
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:
Agreed and yes!
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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.