It would make sense to take fury, it seems to be a pretty good attack, and while I believe every toon has some sort of mobility skill, I really don't think it would be diablo 3 if everything had a teleport. IE, it makes more sense that a couple can move better then the rest. Like teleport and vault. Whereas the witch doctor from what I've seen doesn't have any, except if you count that soul split thing, which doesn't make you go faster (?) but nonetheless really useful in combat. (if the WD does have something please correct me =D)
I hope so. Being able to jump around as i please being downgraded to only after im done tearing up mobs would suck
Well actually there is a barb passive that makes you gain a small amount of fury after you fight, out of combat, and it keeps gaining, so you could potentially run around with full fury at the start of a fight.
I hope so. Being able to jump around as i please being downgraded to only after im done tearing up mobs would suck
Well actually there is a barb passive that makes you gain a small amount of fury after you fight, out of combat, and it keeps gaining, so you could potentially run around with full fury at the start of a fight.
Valid point but id hate to be forced to use that passive to maintain decent mobility
Granted it wont be "forcing" me. But in my case itll feel like it because leap was such a fun/usefull movement
Function of that baba
Well looking at leap now I almost wouldn't even call it a mobility, since it seems to be mostly an attack. I mean yes you can jump to a place, but then you stop for a second to smash down, and its just my opinion watching the videos that I won't be trying to leap everywhere when I'm running around, I doubt it will be that much faster then just running.
Granted it wont be "forcing" me. But in my case itll feel like it because leap was such a fun/usefull movement
Function of that baba
Well looking at leap now I almost wouldn't even call it a mobility, since it seems to be mostly an attack. I mean yes you can jump to a place, but then you stop for a second to smash down, and its just my opinion watching the videos that I won't be trying to leap everywhere when I'm running around, I doubt it will be that much faster then just running.
Its fun and you cam clear obstacles that you cant on foot. As far as the attack mechanic im not totally sure how it works if an enemy isnt in proximity. Regardless i would still regard it a mobility skill maybe not quite as fast as other but still it being instaneous and using different variation of travel. Am i the only one that grasshoppered my way to chaos sanc etc?
Unless I am mistaken in the recent release from Blizzard on the community page Leap Attack actually BUILDS rage. Therefore it seems like it is encouraged to leap around to start if not multiple times in a combat situation. I am very pleased if this is the case because leap attack looks so raw and will DEF be in my Barb Build.
I think all the travel spells now have a significant cooldown to prevent people from teleporting around combat and speeding through runs.
I think the intent is though to have Inferno eliminate the need to bounce around quite so much and leap and teleport, etc. are not quite as vital if there's not a lot of jumps that need to be made to get to the boss faster. IMHO at least.
Fury is also gained steadily with attacks such as Bash and Cleave, while larger bursts of Fury can be generated by mighty abilities such as Leap Attack and Ground Stomp.
From the Back to Basics: Class Resource Systems post by Blizzard.
They have stated though that only a few skills will have cooldowns.
Also, a spells like Leap Attack and Teleport can be balanced with a different cooldown mechanic than D2: the animation.
If they just make the animation take 2-3 seconds to execute, and make sure they're not the most damaging skills out there, a cooldown is not even needed, because spamming the skill won't be too much faster than actually just running somewhere, just a slightly faster and different way of doing so.
Following this path also means there's a lot less complaining about specific cooldown numbers and how they don't fit the Diablo franchise
I can check when I get home, but I believe Leap Attack generates 20 fury. I know it costs none, generates some, and is on something like a 10-15 second cooldown. Bash and Cleave also generate fury, 3 points per bash and 2 per cleave. All the other skills up to level 10 (threatening shout, hammer of the ancients, ground stomp, etc) require fury.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Well actually there is a barb passive that makes you gain a small amount of fury after you fight, out of combat, and it keeps gaining, so you could potentially run around with full fury at the start of a fight.
Valid point but id hate to be forced to use that passive to maintain decent mobility
Function of that baba
Well looking at leap now I almost wouldn't even call it a mobility, since it seems to be mostly an attack. I mean yes you can jump to a place, but then you stop for a second to smash down, and its just my opinion watching the videos that I won't be trying to leap everywhere when I'm running around, I doubt it will be that much faster then just running.
Its fun and you cam clear obstacles that you cant on foot. As far as the attack mechanic im not totally sure how it works if an enemy isnt in proximity. Regardless i would still regard it a mobility skill maybe not quite as fast as other but still it being instaneous and using different variation of travel. Am i the only one that grasshoppered my way to chaos sanc etc?
I think the intent is though to have Inferno eliminate the need to bounce around quite so much and leap and teleport, etc. are not quite as vital if there's not a lot of jumps that need to be made to get to the boss faster. IMHO at least.
From the Back to Basics: Class Resource Systems post by Blizzard.
http://us.battle.net/d3/en/blog/3390853#blog
Also, a spells like Leap Attack and Teleport can be balanced with a different cooldown mechanic than D2: the animation.
If they just make the animation take 2-3 seconds to execute, and make sure they're not the most damaging skills out there, a cooldown is not even needed, because spamming the skill won't be too much faster than actually just running somewhere, just a slightly faster and different way of doing so.
Following this path also means there's a lot less complaining about specific cooldown numbers and how they don't fit the Diablo franchise