How to use Charge properly?

Feels like it’s just whiffing against bosses and even some elites.

For enemies that you can’t actually force back, do you need to get a minimum distance away first before activating it? Is that why I see some builds take Leap ?

feels like a hit box error. charging into bosses is very haphazard

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I mean in D3 it was very straightforward you literally just charged into your targets ramming them.

Why the F do you blow passed enemies and swing wildly in this game? (Often missing against bosses who can’t be moved)

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it hits just fine everything else, there is something fishy with boss hit boxes. feels like a very hot fixable issue :smiley: maybe if we start to aim 15% off we can hit them

Up Up Down Right Left B B A A.

Welcome to most targetted abilities. Kick is trash-tier comparative to Charge even. It is the most underwhelming ability with like no real support for it

welp, we can put in a ticket to fix it, lol.

Well that’s disappointing AF, never actually tried Kick but I feel like there really should be a Unique or something that encourages alternating between both skills and just sending mobs flying into walls (or eachother)

Reminds me of Nobody Saves the World where you could do massive impact damage by launching enemies into eachother. Why is that not a thing ?

Maybe mix in Steel Grasp to pull in stragglers and then send them packing. Seriously why isn’t this a build ?!

Power Kick is very underwhelming for what it does and the Area of Effect. As a conditional skill, it applies Vulnerable, but takes 3 points to also cause Berserk. So, 6 point investment and the Skill only hits targets in a very small cone in front of you and has a weird animation that ia hard to even see. Throwing out Power Kick drains all your Fury and puts it into an attack however the attack hits for less than most all Core Skills or Deathblow.

It works as a conditional to proc Invigorating Fury (Heal on Fury dump) but only works on the first 100 Fury (if you have 200 Fury pool, the effect is not doubled or triggered twice).

The bad thing is you are left with no Fury and most Skills give you huge bonuses for having Max or high Fury. In theory, throwing a Power Kick gaining Red Ring bonus, Encroaching Wrath and immediately throwing out a Deathblow to a Vulnerable enemy while Berserking is perfect - however, you don’t want to do that because it is a low Fury hit. This makes Edgemasters not a thing nor binding Ramas to DB and going with high Fury pool.

It only has 2 Charges (always) and investment only lowers CD a minimal amount. Its only real damage scaling comes from increasing your Fury pool.

Or, you can take Steelgrasp which naturally gives your Berserk and Vuln for only 3 points, 2 Charges and the ability to give it 3 with an Aspect, has huge support with the Unique, pulls a bunch of enemies to you and interrupts them, has a lower CD than Kick, and doesn’t touch your Fury pool.

IMO - Ground Stomp should move out of being a Defensive Skill and take Kick’s place. You should have Power Stomp or Tactical Stomp. As a Brawling Skill, the Base Damage gets moved way up like they did with Charge and Leap. Its Stun duration moves from 3 to 4 seconds.

Ground Stomp -

Charges: 2
Charge Cooldown: 13 seconds
Lucky Hit: 33%

Smash the ground dealing [30%] Damage and Stunning Enemies for 4 seconds.

Requires any complete Arsenal Weapon.

Enhanced Ground Stomp - Knockdown Enemies causing an additional 100% Damage. Enemies hit with Ground Stomp are Vulnerable for 4 seconds.

Tactical Ground Stomp - Reduces the Cooldown of your Ultimate Skill by 1 second for every enemy hit. Bosses reduce your Ultimate by 8 seconds. Generates 5 Fury for every enemy hit. Bosses generate 25 Fury.

Power Stomp - Consumes all of your Fury and deals an additional 20% Damage per 10 Fury spent. Enemies that die from Kick generate 20 Fury.

Suddenly, Leap/Quake is good. You can add a much needed Defensive Ability that is more defensive in nature. 100,000 Steps becomes BiS and pushes a WA build which is underutilized. Quakes become deadly investing in it. You can truly use the Skill for Fury Gen / Utility or Damage.

I’ve been playing Power Kick for months, IMHO what it needs is way more damage scaling. The small area and animation have not been an issue for me.

If it hit as hard as HOTA or DB with a full globe it’d be awesome.

Charge not hitting bosses needs to be fixed, and i hope it happens soon.

I am otherwise loving chains into charge into double swing. The aspect that summons ancients w/ charge along with the one where kills within 2s explode is also pretty nuts. Whatever they’re called, lol.

its hard to miss a boss when you are charging with an offensive line
BUT according to hitbox code we do, lol

I threw a bug report in. Not that it’ll change anything, but maybe if we all keep bringing it up it’ll get more attention.

Here’s the link if you guys want to add your comments there:

Is charge going past bosses a controller issue only? If you click on the boss when you charge, does it stop there and swing? Or does the charge do the full distance regardless of controller/MK?

nope. not just a controller thing. its like when you are charging it just misses, like a running back going through a defensive line. (you charge with 4 ancients at once)