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Leap

Barbarian Skill

Requires level: 6
Skill tree: Combat Skills

Barbarian jumps and knocks back enemies where he lands.

Data contributed by Stormlash
2

Description

Leaps away from danger or into the fray.

Leap is great for its low cost in mana. Leap also causes Knockback on all the monsters around the area where the Barbarian lands. This is very handy for getting your body back after dying. Leap is good for getting yourself out of danger when surrounded. It's quite possible for monsters to surround you making it impossible to get away, but Leap can allow you to escape. Leap can be used to jump over other party members that get in the way in tight dungeon corridors such as the Sewers, and Maggot Lair in Act II. The only similar spells are Leap Attack (scroll down), Assassin's Dragon Flight, and Sorceress' Teleport, which although is somewhat superior, is much more costly in mana, and is only available at a higher level (Character Level 18). Leap is useful for leading Monsters to obstacles then jumping over them. Leap is great for crossing rivers without a bridge, and jumping whatever things are in the way to make your trip shorter. At only 2 Mana, it's quite a deal. You'll find it useful to place a few points into Leap to jump further distances but there comes a point where it's a waste to put additional points into Leap.

Hidden Knockback Radius
Leap has a hidden radius in which the knockback effect is caused. It has a base of 2.6 (actually 2.64) yards and gains 0.66 yards per level. For Example, a level 10 Leap will have a knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an approximation. As is obvious, high levels of Leap can cause knockback to almost an entire screen of monsters, just like a Nef would do to a single monster.

Description by Stormlash
5

Lore

Because of his great strength, a trained barbarian warrior is able to perform great leaps.

These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.
5

Can be used for Runewords

7
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Leaps away from danger or into the fray.

Leap is great for its low cost in mana. Leap also causes Knockback on all the monsters around the area where the Barbarian lands. This is very handy for getting your body back after dying. Leap is good for getting yourself out of danger when surrounded. It's quite possible for monsters to surround you making it impossible to get away, but Leap can allow you to escape. Leap can be used to jump over other party members that get in the way in tight dungeon corridors such as the Sewers, and Maggot Lair in Act II. The only similar spells are Leap Attack (scroll down), Assassin's Dragon Flight, and Sorceress' Teleport, which although is somewhat superior, is much more costly in mana, and is only available at a higher level (Character Level 18). Leap is useful for leading Monsters to obstacles then jumping over them. Leap is great for crossing rivers without a bridge, and jumping whatever things are in the way to make your trip shorter. At only 2 Mana, it's quite a deal. You'll find it useful to place a few points into Leap to jump further distances but there comes a point where it's a waste to put additional points into Leap.

Hidden Knockback Radius
Leap has a hidden radius in which the knockback effect is caused. It has a base of 2.6 (actually 2.64) yards and gains 0.66 yards per level. For Example, a level 10 Leap will have a knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an approximation. As is obvious, high levels of Leap can cause knockback to almost an entire screen of monsters, just like a Nef would do to a single monster.

9

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