02-02-2015, 12:18 AM
The Elemental Augments are practically useless beyond Blazing Shinken, Quaking Heaven Kick and some of the skills with Talvyd (iirc the one that increases range). You're donning a weakness for what, some meager damage with a good chunk of the applicable skills? It doesn't make anyone want to bother with any of those skills.
That being said, Quaking Heaven Kick is perfectly fine as it is; you are pressing Knockback onto an distance-closing skill, and if they happen to have a way to counteract the knockdown (Kip Up and/or On Guard), you're just stuck with a weakness. The options here are accessible enough to where if someone is really adamant on not getting either, it's their fault when they get caught in a knockdown loop.
....And let's not boost the range requirement. If any enchant should be boosting HK's damage significantly, it would be something like Redgull.
That being said, Quaking Heaven Kick is perfectly fine as it is; you are pressing Knockback onto an distance-closing skill, and if they happen to have a way to counteract the knockdown (Kip Up and/or On Guard), you're just stuck with a weakness. The options here are accessible enough to where if someone is really adamant on not getting either, it's their fault when they get caught in a knockdown loop.
....And let's not boost the range requirement. If any enchant should be boosting HK's damage significantly, it would be something like Redgull.
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye