Idea for Warrior Massive Kick

Haloria

Dalayan Beginner
I have been playing around with the Massive kick stance:

(5) Massive Kick 10 Empowers your next Kick to automatically hit, deal 10 times damage, and knock back the target a fair amount. This will also disable the target's standard Summoning ability if applicable for 2 seconds to aid in its use as a positioning tool. Cost: 42 - 170 stamina.

And was wondering how feasible it would be to add a .1 second stun to the kick as well to help warriors combat mobs casting. One would think that the knock back effect would be enough to interrupt a mob. Adding this minor tweak to the move would help warriors take on casting mobs, but not make them too overpowered compared to other tanks being able to use bash and stuns.
 
knockback is a tricky mechanic to incorporate. I don't think it would work out well. A stun would be much more feasible imo.
 
The move already does the knock back. I am just suggesting adding the stun component that would cause the spell interrupt.
 
ill admit i miss the spell interrupt stance warriors used to have
in some cases i wish driving strike or massive kick could interrupt spell casting. (curse you complete heal spamming jerk mobs)
 
I used the mob movement combat skills as a warrior on live, it had two versions. One being a push/knockback the other was a pull mob to you like a grab/grapple move.

The pull mob to you, grab grapple move was basically the only one that got used. It was very functional as a mob placement mechanic when mobs are getting pushed away from the tank or nearing walled scenario, etc. The knockback version had very little use tbh , it causes the player (s) to disengage from melee attacks and if your backstabbing , etc it can really drop your dps for a second and cause other annoying traits that many knockback spells create. The former effect however provides a much more stable mob placement effect that really does something useful ( and it had a great emote attached to it, forgot exactly it been years since live but think it was "C'mere" ).

Get rid of massive kick and replace it with the pull mob to you move and hear warriors around dalaya rejoice at having a real mob placement skill.

As far stuns go, warrior have access to a huge aray of weapons that proc interupt stuns/DD's. Many mobs are immune to stun at higher level any true interupt stun in kick would almost need to be an unresistable stun to be of any effect. One side note though is that the pull mob to effect had a 1 dmg hit attached to it to cause mezz breaks. so pulling mob while mezzed was detrimental to enchanter health without pre aggro taunts etc.
 
I would second maybe tweaking this ability or doing what Pax suggested. I used it a lot before driving strike for the damage and then a little before whirlwind but after getting those two abilities my endurance was too valuable to use on that kick. Now that I have better weapons and aggro generation it might not be as big a deal, but I have found that moving through the summon is easier. When I would fight in the arena area of SK against the storm giants, the kick was useless against summoning caster mobs because you would kick them and they'd just cast instead and then summon you once it is over.

It would probably be a horrible pain to code and could be exploitable, but I always liked the idea that the kick would disable their summon power until either the warrior attacked the mob again, or the mob got damage on the warrior. Again, probably a lot of push room there for exploitation though.
 
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