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5 comments   2142 views
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 to make Runewords:

7
User avatar

Teebling Admin

Europe PC
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.
7

 Deleted User 632

 Guest
Patch 2.4
Blizzard wrote:
Leap
  • Baseline minimum distance increased
  • Speed of the
    Leap
    motion increased by 75%
  • Leap
    now has a minimum jump height and duration
  • Tooltip updated to now display Knockback Radius
7
Particularly useful for a Barbarian without Enigma to quickly traverse the
River of Flame
before entering the
Chaos Sanctuary
. Also, can make getting around the early sections of Act 5 a tad less awkward.
7
Leap
can transport the user to visible locations despite the presence of obstacles, including rivers, gaps, fences, and - most puzzlingly - grates. This can save the user a great deal of travel time in such areas as
The Arcane Sanctuary
,
River of Flame
, and
Flayer Dungeon Level 3
.
7
It is important to note that the Barbarian is still vulnerable to melee attacks and radial hitboxes while Leaping. Furthermore, a Barbarian will be vulnerable to missile hitboxes that come into existence directly below the Barbarian's current location. Incoming attacks are still subject to blocking and the to-hit calculation as normal.

While Leaping, a Barbarian will be unable to utilize potions. Furthermore, Chance to Cast when Struck effects will not trigger while the Barbarian is airborne.
7
Unlike previous versions of D2, in D2:R
Leap
, or any other skill in the Barbarian Combat Skill tree, cannot roll as a staff mod on Primal Helms.
9

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