Jump Kick?
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I'm planning on starting an ice/storm controller, and reading around, I've noticed a lot of people seem to suggest taking Air Superiority to add some extra damage. However, I'd rather take SJ as my travel power than Fly, so I was wondering if Jump Kick would be of any use early on for an extra bit of damage, or is the overlong animation just too much?
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I love SJ, it's my favourite travel power... but I take fly now almost always.
I really don't like Jump Kick. I don't think it offers any really nice damage, and yeah, I don't like the animation. On my final SJ toon, he has Combat Jump, but he's going to have that respecced out when I get around to it, and will pick up fly instead on him too, sigh.
The benefits of Air Sup are more than just more damage, the knockdown and -fly aspects of it really help out a lot. Especially in PvP, where SJ is a boon rather than a blessing.
Go ahead and take jump kick, it is something useful at least, as opposed to combat jump (althought CJ feels like a mini travel power at low lvls, pre SJ). And it does lead up to a great travel power.
You can always use combat jumping to break immob if you don't want it running all the time. Get immobbed, turn it on and it will break the immob.
In PvE I find you stop using melee attacks like Air Sup & Jump Kick in your early 20s with Support chars (controller & defender in my case) anyway. A lot of the people saying "Its terrible" may be scrappers / tanks. I know it sucked with my Fire Tank (yeah I know. I took Jump Kick instead of Combat Jumping on a Fire Tank. It was my 1st char).
Jump Kick isn't as good as Air Sup but with Containment it's certainly useful until later in the game when you've lots of other powers to play with instead.
Jump kick? *shudders*
Just...don't...
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Jump kick? *shudders*
Just...don't...
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/e agree.
Even if the extra dmg might be helpfull on a low lvl solo troller, I wouldnt. At the low lvl's you can concetrate more on your secondary, and add in a hold or 2. Basicly playing a defender. I prefer this solution to getting a pool power attack which is gonna suck at the later lvls.
A Paragon Defender
Then how are they supposed to pick up SJ...
Yep, if you really want SJ then skip it and go for CJ instead: any defence is good on a troller, the res(immob) is useful and the +jmp is helpful for getting around. I did take AS on my /kin troller to get Fly, but then dropped them both for Inertial Reduction at 28. Not great for low-level exemping, but it allowed me to take other more useful powers instead .
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Get CJ instead.
If you want dmg at the lowlvls theres a few things you can do.
* Slot single immob for dmg (may want to respec this out later?)
* Pick up AS for dmg...it gives some makeshift control aswell with the knockdown and descent dmg (should also consider respec'in this out later)
* Slot your hold for dmg and not hold duration (change slotting later)
..or simply do as Nightbringer said...play like a defender
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Jump kick? *shudders*
Just...don't...
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Oh, you boring bunch of [censored]s.
If you can deal with the animations, Jump Kick is great. I usually go with CJ, but Jump Kick is always good for a bit of fun - just don't expect uber damage.
@Synaesthetix
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So some for and some against...ah well, I'll probably go for it, with the intention of respeccing it out for CJ at a later stage. Ta guys
I personally love this power in the set. I just have it single slotted for damage but it's really for the knockdown. They can't hit you when they are flat on their backs (shame I keep forgetting to use it ).
i had Jump Kick on my controller for a while and respeced it out as soon as i had the chance.
Long animation, poor damage and it also leads to the uncontrolable and inexplicable desire to run into the middle of a mob just to use it.
If your going for SJ as a travel power then, personally, i'd take CJ.
Well, I've gotten it, and for the last two levels (6 and 7 ) it's been useful - I can't see it being great in the long term, but I'm not regretting it yet. Plus it look damn cool.
I have got one problem. Containment doesn't seem to be working properly with it. I get extra damage, but the second amount isn't as high as the first. Here's a ss:
http://i13.photobucket.com/albums/a2...ox/JK-Cont.gif
Anyone else having this problem?
personally i would take CJ mate.
I hav a ice/rad. respecced into CJ/SJ. never looked back
But i am almost purely a team troller - so keeping standing and mob management are my main aims rather than damage output.
Pln only to solo mostly after L32
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But i am almost purely a team troller - so keeping standing and mob management are my main aims rather than damage output.
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I want to team mainly, but I know full well I'll end up soloing some - particularly at lower levels, so I thought a bit of extra damage would help
Plus, the knock-up from the kick can be interrupted by the enemies powers. Thats right, most of the times when an enemy should flip through the air, land on his back, and pull himself up before fighting again... the bugger just flips, landing on his feet as his attack animation interrupts. You'd at least think it would root them? Oh no, even those who dont interrupt with an attack can still slide away, laid on the floor as if actually knocked down :P
Nothing wrong with it in the early levels, just make sure you get rid of it later on.
Slotting your single target immobilze for damage is great for damage to.
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Jump kick? *shudders*
Just...don't...
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It's surprisingly useful.
Someone has to use it, or else Air Sup will be nerfed. In fact...
I'm planning on starting an ice/storm controller, and reading around, I've noticed a lot of people seem to suggest taking Air Superiority to add some extra damage. However, I'd rather take SJ as my travel power than Fly, so I was wondering if Jump Kick would be of any use early on for an extra bit of damage, or is the overlong animation just too much?