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Mighty Leap: Discuss

farfig1337farfig1337 Member Posts: 108 Bounty Hunter
edited September 2013 in The Militia Barracks
Mighty Leap is the 2nd Aoe damage move a GWF gets and only one of the three total a GWF learns. You throw yourself forward dealing damage to a small but decent area for a melee character. While jumping you briefly dodge any attack directed at you. The damage this move deals is Less than Not-So Fast about 75% more than what your greatsword is listed at. My 14k GWF hits target dummies for 1400 damage non-crit. 3500damage crit with vorpal. It has a 12 second cool down a hit cap of 5 and no reduction in damage for extra targets hit.

Players never uses this move for damage for many reasons. First it is Slow, takes about 2 seconds to activate the attack and deal damage. No matter what your distance is from the target the duration is the same. Meaning mobs have plenty of time to move out of the way if nothing else is holding there attention. You literally do more damage swinging Wicked strike into an area than using Mighty Leap. And the dodge is terrible yo udont even dodge for the full 2 secodns just very briefly immediately after you activate the move.

Since this move is slow I can not see it as a staple damage move. But the damage is also very embarrassing for any move. The only sue Mighty leap has is if your ledge crawling and you need to make a jump that CW's teleport over. It has absolutely no practical use other than that.

Mighty Leap Needs
+50% Damage.
Full Dodge for the duration of the Leap
And a Knock Prone Effect on all targets hit by the attack.

GWF have no Aoe control at all, A little control gives them some useful options. But still nothing compared to a TR's smoke bomb. And this move would be very hard to use in PvP so I doubt it will cause problems there.
Post edited by farfig1337 on

Comments

  • pelkastpelkast Member Posts: 0 Arc User
    edited September 2013
    Mighty leap doesn't have hit cap, or have they changed it? That was the only reason to use it on some pve dungeons.
    Knock back effect would be cool, but IMO currently pvp is based too much for that kind of powers..
  • holsacholsac Member Posts: 104 Arc User
    edited September 2013
    This is actually one off the better AoE encounter powers the GWF has for damage. The leap distance is very nice and useful. The dodge effect can be very useful, it just takes practice and knowledge of what your fighting. Damage is decent, could use a very minor boost or a reduction of it CD by a second or two.

    My opinion is that there are other powers/abilities that need looking at more.
  • pandapaulpandapaul Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 424 Bounty Hunter
    edited September 2013
    It's good for jumping in places that GWF fail shift sprint doesn't allow.. Where other classes can
  • copticonecopticone Member Posts: 0 Arc User
    edited September 2013
    I love the dodge mechanic of Mighty Leap. Being able to dodge the biggest hits without needing to spring out is great. Also with group buffs/debuffs, it can easily do 4-5k per target. I think the feature that would make it perfect would be something like an AoE prone effect.
    And roar is definitely an AoE control. AoE interrupt + a daze is awesome. With the AP regen pre-patch it never left my bar. Now it trades places with Daring shout/Mighty Leap depending on the dungeon.
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  • yeruneyerune Member Posts: 0 Arc User
    edited September 2013
    farfig1337 wrote: »
    Mighty Leap Needs
    +50% Damage.
    Full Dodge for the duration of the Leap
    And a Knock Prone Effect on all targets hit by the attack.

    I tried Mighty Leap after they made it a 'dodge', and straight away found myself hanging in the air with a mage's entangling. It needs a lot more 'dodge' for it to be considered one.

    The combat advantage it offers is too weak, and although I would love a prone on it, that may be too powerful. On the other hand, it would make it in-line with the GF's frontline surge. But maybe a small stun and interrupt will make it useful without making it OP.
  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited September 2013
    holsac wrote: »
    This is actually one off the better AoE encounter powers the GWF has for damage. The leap distance is very nice and useful. The dodge effect can be very useful, it just takes practice and knowledge of what your fighting. Damage is decent, could use a very minor boost or a reduction of it CD by a second or two.

    My opinion is that there are other powers/abilities that need looking at more.

    I have never seen any GWF from the best to the worst ever use Mighty Leap as a AoE damage move. They use it to jump ledges. Sometimes I see GWF's use not so fast, it does more damage and is fast and easy to use. GWFs dont need mobility to chase down mobs in PvE so why use Mighty Leap. The move is slow and hard to target with in PvP. So it has no use there.

    Yes this move needs a definite buff. I would prefer to see more damage more Area like a Mini Avalanche of steel, But I guess the knockdown effect kinda adds to that too.
  • mandragoran123mandragoran123 Member Posts: 6 Arc User
    edited September 2013
    Mighty Leap is not, and never will be, an encounter used to deal damage.
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    Mighty Leap is not, and never will be, an encounter used to deal damage.

    I agree. At least for primary use.

    All it needs is the dodge effect to extend from the brief second from initial leap.
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited September 2013
    I would like to see mighty leap keep it's near minimal damage output, but add CC to boot, and possibly allow it a dual charge like our battle charge capability.

    So a stun capability (knock prone is too strong a CC, and I see it eventually being removed for various reasons), along with two charges, and the dodge effect extended somewhat.

    Keep it as a utility ability instead of trying to turn it into a major encounter power, but give the utility more flexibility.
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  • chocobofarmerchocobofarmer Member Posts: 512 Arc User
    edited September 2013
    Not very mighty.
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