Jump Kick, I like it?
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Jump Kick used to take so long and root you, that the bad guy you knocked up would be on his feet before you were moving again.
These days, its a standard pool attack that really suits some characters.
I've used it on a double-jointed combat robot and a Tarzan look-a-like, and it looks great on both of them.
That was why I took it on my Stone/WP brute Smashy the Clown. An extra attack? Check. Doesn't need Combat Jumping? Check. An animation fit for a psychotic clown? Check. Gives me Super Jump? Check.
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I can totally see that. Sounds like it would be cool with the ninja run backflips, too.
I can't say much about it's effectiveness, but it's quite fun to use when triple-slotted for KB.
-Recruited under Arachnos' "Equal-Opportunity Villainy" plan-
I have Jump Kick on several characters, but I think they are all Controllers. With Containment, the advantages of filling up a decent attack chain at low levels can outweigh the potential benefits of a tiny bit of defense. (I have several controllers with Flurry for the same reason.)
At higher levels, when you have all your goodies at your disposal, I can see respeccing out of it and not looking back.
I think that it is Combat Jumping's low endurance cost rather than Air Superiority's knockdown that really makes Jump Kick a white elephant. If CJ's added Defense cost as much as Hover or Stealth, people aiming for SJ might be more likely to take the attack. As it is, you have a choice between nearly free Defense which stacks with just about everything else in the game, or a relatively minor attack. Considering how many people scramble around for Invention recipes to soft-cap their defense, it's hard to imagine them not taking CJ to help out.
Even later on, CJ's still a nice filler attack for a lot of Controller sets. Fire/Kinetics, for instance, really only has Seismic Smash for single target punching, and the extra damage from CJ can help to speed it along. It's also very endurance efficient.
Guy I knew had jump kick and whirlwind on his 'lil bee toon it was funny to watch him attack mobs.
You'd pretty much have to have wanted Super Jump, but not combat jumping, and needed another attack in order to want to pick Jump Kick. Such a scenario simply doesn't happen too often.
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Jump kick is a silly power. I'm really trying to like it but may just put it in my "never use" tray of powers. And just take it out to goof around maybe.
Kheldians don't have access to the Flight pool, so Jump Kick might work for them.
It also looks funny when a crab spider does it.
I have Jump Kick on my Controller. I wanted another attack to help me through the low levels and I prefer Super Jump to Fly for a travel power. I suspect that once I get to a higher level I'll replace it with Combat Jumping since that is the more generically useful power.