Kick vs. Boxing?


Decoy Carbomb

 

Posted

I'm trying to decide between the two for my DM/FA.

The general consensus has always been Kick sucks, presumably because of the activation time.


Is there any upside? DM is all punches, and I think it'd be cool to mix it up and boot someone in the gut.


 

Posted

Well I assume you're mainly taking the fighting pool for tough, correct? If that's the case, I really don't think it matters too much because DM has a pretty solid attack chain on its own, and neither kick nor boxing are going to add that much to it. But if you want to slot it up, I'd recommend boxing. Quicker activation than kick I think, and a slight chance to disorient.

Edit: If you want to take one of the powers for looks, then you'd be alright to take kick. It would add a little variety to DM like you mentioned.


 

Posted

You're right. I'm mainly going for Tough, and now that I look at it, Boxing isn't even slotted.

Might as well take Kick just for the flair.


Thanks for the quick response.


 

Posted

If it's not slotted, then obviously it doesn't matter.

IF you're using it as a mule... boxing has access to the stun sets which gives you another purple option and it has a few nicer positional defense options, also.

Kick has access to the knockback sets, which I've never found myself wanting.

They both, of course, have access to the melee sets which have good stuff.

I find in most of my builds boxing gets mako's bite, kinetic combat, razzle dazzle, or absolute amazement. All of those can be in boxing... 2 of those can be in kick.

For DPS boxing vs Kick, boxing is superior.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Decoy Carbomb View Post
You're right. I'm mainly going for Tough, and now that I look at it, Boxing isn't even slotted.

Might as well take Kick just for the flair.


Thanks for the quick response.
One thing you might want to factor in is if you want to use the power as a set mule. Kick takes Knockback sets (and damage) while Boxing takes Stun (and damage).

Boxing allows you to slot a cheap (relatively) purple set, Stupefy (+6.5 recharge/+3.13 Ranged) or Razzle Dazzle (+2.5 AOE/Melee Defense); while, kick allows you to slot a prettty good set in Force Feedback (+3.13 AOE) or Kinetic Crash (+7.5 Recharge).


 

Posted

Very informative.


I always knew "Boxing is better", but I guess was never smart enough to figure why.


Thanks.


 

Posted

Counterpoint: It's always funny to me to defeat an enemy with kick.

Me: I told you to stop shooting at me, didn't I?
*puntinthenethers*
Badguy: "hLuuurggg"
-- badguy falls over.


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
IF you're using it as a mule... boxing has access to the stun sets which gives you another purple option and it has a few nicer positional defense options, also.

Kick has access to the knockback sets, which I've never found myself wanting.
Since the OP is FA, there could be an advatange to using Kick as a mule. Kinetic crash does have -3 mag knockback protection.

My DM/FA is actually a brute, so I do use boxing as part of my attack chain. It does amuse me to “Whooooomp, whoooomp” with my DM attacks followed by the “plink” of boxing.


My Characters

 

Posted

I always choose kick for the FF +rech proc. I figure why not.


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
I always choose kick for the FF +rech proc. I figure why not.
Somebody probably has the math lying around somewhere; however, on average +10% global recharge will probably be better than a 10% chance at a 5 second burst of +100% recharge...RNG dependent of course.


 

Posted

On the 3 of the 8 scrappers I have or had the fighting pool. I got a "kick" out of kicking snipers off the rooftops in Founders and PI. Other then that, short of fighting someone that has put my recharge in the crapper, that power dosent see the light of activation. And the fact that I'm anti set mules, it doesn't matter what power is going to sit and not get used. So, with that being said, I take kick over boxing for the "kicks".


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Tatmia View Post
Since the OP is FA, there could be an advatange to using Kick as a mule. Kinetic crash does have -3 mag knockback protection.

My DM/FA is actually a brute, so I do use boxing as part of my attack chain. It does amuse me to “Whooooomp, whoooomp” with my DM attacks followed by the “plink” of boxing.
I have a kat/fa and i took kick to mule kinetic so i could totally skip the jump pool (and burn) by using io's


 

Posted

Quote:
Originally Posted by Ninelives View Post
I have a kat/fa and i took kick to mule kinetic so i could totally skip the jump pool (and burn) by using io's
The only problem there is then you have no immobilization protection, which is almost as important for melee characters as KB prot. That's why combat jumping + a karma -KB IO is one of the best methods for filling the holes in /FA, you get both KB and immob covered in one power. You could still take kick, slot kinetic in it to get -7 Kb resistance instead of the -4 karma would give you.

Also, slotting 4 kinetic IO's is only going to give you 3 points of KB protection - not sure if that extra point matters or not but its good to be aware that it IS less than a karma or steadfast prot -kb IO.


Globals: @Midnight Mystique/@Magik13

 

Posted

I took kick on my DM/SR
for a couple reasons, first the variety, throw a kick in their for flavor, it also gives DM something it lacks... Knockback, I put a +Neg NRG proc on it so sometimes it does my damage type, but a +20% kb from Kinetic combat would almost make it viable as a consistent KB... I did say almost.


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

Posted

Quote:
Originally Posted by EricHough View Post
The only problem there is then you have no immobilization protection, which is almost as important for melee characters as KB prot. That's why combat jumping + a karma -KB IO is one of the best methods for filling the holes in /FA, you get both KB and immob covered in one power. You could still take kick, slot kinetic in it to get -7 Kb resistance instead of the -4 karma would give you.

Also, slotting 4 kinetic IO's is only going to give you 3 points of KB protection - not sure if that extra point matters or not but its good to be aware that it IS less than a karma or steadfast prot -kb IO.
no no, i mean added to a steadfast. and full set of kinetic

so cj>weave because of the immob protect vs immob res? ***edit ***i only have room for one, end drain is not a problem.