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View Full Version : Mighty Leap: Useful?


Archived Post
10-23-2009, 10:41 AM
Tested this power out in the powerhouse today on my Might/SB character, and it seemed pretty useless. The damage is negligible and the snare doesn't seem to help my character. As a gap closer, I suppose it might be useful, but I don't find it any better than running up to the enemy and hitting him normally, especially since I took a ranged power builder for concept. Is there something about this power I'm missing, or should I just skip it?

Archived Post
10-23-2009, 10:52 AM
I use it quite a bit and love it. :]

The snare is weak, but better than nothing. It does have a decent duration though. That said, it also has a pretty strong root when fully charged, and can be charged on the move. Do keep in mind that like most physical holds, the root has a damage threshold (a fully charged uppercut breaks it for me, but that kills any henchman and is devastating to a villain).

The range is about 75 feet, and it's very inexpensive to use. I prefer it over the pulls like Lariat because the pulls don't always close the gap entirely, but ML does.

If the cooldown bothers you, you can hit block while you're in mid-air, which will cause the gap closing portion but prevent the snare/root/damage and cooldown from going off.

Archived Post
10-23-2009, 10:56 AM
since leap is not going to be your dps power, it will be a good power to slot the block breaker. together with the snare and the jump to melee range, it is a very good pvp power.

Archived Post
10-23-2009, 11:13 AM
I would go so far as to say its a must for a might build.
First you can get crippling challenge with it which is nice for getting agro and for droping players shields.

Secondly and very importantly it gets you into melee range fast and that can be really important.

Archived Post
10-23-2009, 11:17 AM
THis is a must have for a melee based character imho, Pinning someone in place so you can hit them, and close the gap really quckly, its great! ( I slotted it with crippling challenge, great block dropper)

Archived Post
10-23-2009, 11:24 AM
For advantages, Crippling Challenge, Bullrush, both?

Archived Post
10-23-2009, 11:26 AM
I'd say it's a must-have if you PvP. Nobody stands still for you in PvP so you've got to have something to root them in place, plus it's a quick gap-closer. I buy it for all my melee characters.


PvE, not so much. Occasionally a mob will back up out of range, but I don't know if that's worth spending a power point on a root. I still use it in PvE once in a while just because it's fun, but I think TB Lunge is more useful as a gap-closer as it does more damage and you can advantage it to knock fliers out of the air.

Archived Post
10-23-2009, 11:28 AM
I dont know on the bull rush, It turns it into an aoe and does knockback right? Dont see why you would want to knockback somthing you are trying to pin in place, unless it pins the one guy and knocks the rest back? Might not be worth it, but I havent tested the advantage...

Archived Post
10-23-2009, 11:36 AM
I dont know on the bull rush, It turns it into an aoe and does knockback right? Dont see why you would want to knockback somthing you are trying to pin in place, unless it pins the one guy and knocks the rest back? Might not be worth it, but I havent tested the advantage...

The Bullrush advantage is supposed to give it AoE KB+Root/Snare portions, although I've heard the AoE is really pitiful yet havn't used it myself...

As for closing the gap... I found this power a bit lack luster as the root need to be charged and usually mobs that go for backup will get the backup until you charge it up and let fly, not mentioning it's a bit wobbly on closing the gap (For me at least), so if closing the gap is all ya need, TB Lunge is better due to it's shorter cooldown, although it also has it's issues (Backflipping even though you were moving/jumping).

For quick aggro grabbing I simply use Power Gauntlet (Fits my theme) with Crippling Challenge, got no cooldown and the animation is much faster than ML.

Archived Post
10-23-2009, 11:47 AM
Tested this power out in the powerhouse today on my Might/SB character, and it seemed pretty useless. The damage is negligible and the snare doesn't seem to help my character. As a gap closer, I suppose it might be useful, but I don't find it any better than running up to the enemy and hitting him normally, especially since I took a ranged power builder for concept. Is there something about this power I'm missing, or should I just skip it?


I can't imagine my melee toon pvp without this power. The snare doesn't seem to be that effect because people can still kite even less running speed. The Root is decent enough. Decent enough for you to Charge at him and do a upper-cut.

If you put Block break in Mighty Leap, you'll have enough time to charge up an Uppercut.


After seeing Ice powers in action, I begin to think Ice attacks are better for melee as the Chill effect snare way better.

Archived Post
10-23-2009, 11:51 AM
The AoE on it is pretty pathetic - I respecced out of it and took.... I think a rank on my Defiance. If you want a guard blocker, then I might suggest getting it on Beatdown (the Might initial power) as it has no cooldown, and if the guaard breaker isn't a 100% chance to activate, then you don't need to wait for a cooldown to try again. If it is... well, you can break a few at once?

(I don't PvP so I don't bother with Crippling Challenge, sorry.)

Archived Post
10-23-2009, 11:52 AM
I actually took ice shield for a melee toon and found that the roots that it applied helped alot.

Archived Post
10-23-2009, 11:53 AM
I actually took ice shield for a melee toon and found that the roots that it applied helped alot.

I'll keep this in mind and I was told that Frost Breath with advantage has 100% chance to cause Chill. mmmm...

Icy Melee sounds a lot more interesting now. I know I walk so slow with Chill on me than with snare from Might Leap/Nanoites Toxic.

Archived Post
10-23-2009, 12:08 PM
I'll keep this in mind and I was told that Frost Breath with advantage has 100% chance to cause Chill. mmmm...

Icy Melee sounds a lot more interesting now. I know I walk so slow with Chill on me than with snare from Might Leap/Nanoites Toxic.

Only problem with Frost Breath is that it EATS endurence for supper, other than that, Frost Breath is an awesome power for PvP, especially if you got more than 1 Ice character with you, as each of you can stack 3 Chills on one person (Thus the more people = More Chill stacks can be applied).

Archived Post
10-23-2009, 12:08 PM
I'm not going to a PvP build, as I don't care for it much. I guess I'll look at thunderbolt lunge as an alternative. I might pass up a gap closer all together - I plan on using Rocket Jump + Havok Stomp with Cannonball for some....interesting results.

Archived Post
10-23-2009, 12:09 PM
If by "interesting results" you mean "win a free trip to the nearest respawn point" then you will be quite impressed.

Archived Post
10-23-2009, 12:12 PM
since leap is not going to be your dps power, it will be a good power to slot the block breaker

Bingo. Someone on the boards suggested this and I did it. Great idea. Leaves my attacks free to rank up to 3 and Crippling Challenge works great (in PvP or PvE) with this power.

Yes, it's like running over. If you have Acrobatics with Versality, I suppose this wouldn't be that important. But if you don't, "running over" takes about a minute. Plus I like the automatic nature of using this power. Toggle your target, hit the button, and you're up close to him and he might even be rooted. "Running over" is a lot less fool proof.

Archived Post
10-23-2009, 12:15 PM
If by "interesting results" you mean "win a free trip to the nearest respawn point" then you will be quite impressed.

<chuckle>

Yeah, Cannonball is broken. Some day they'll fix it and it will be a great power. Right now you don't want it. It does marginally more damage than a ranked up Havoc Stomp under the best of circumstances. Plus, setting up those circumstances wastes time and often damages YOU. Top it all off with really poor graphics and you have....


...the most disappointing power in the game.

Could have been awesome.

Archived Post
10-23-2009, 12:16 PM
and if the guaard breaker isn't a 100% chance to activate, then you don't need to wait for a cooldown to try again. If it is... well, you can break a few at once?


it doesn't work that way. First off, it's 100%. Second, there's a timer on both YOU and the TARGET. They can't be challenged again for 10 seconds and you can't challenge anyone for 10 seconds (or something like that).

Archived Post
10-23-2009, 05:32 PM
I must admit I was initially disspointed with this power. I'd charge it up all the way just to leap over to a mob I could have run to in half the time. Eventually I got it through my head I didn't have to charge it, I just have to tap the button and I'm in melee... I wonder if next time I send them sailing off into the distance I could hit them again b4 they even land? I'll have to try this now... Anyways, you'll want this power in the end, even if you don't pvp or rank it. Your using Might. Your going to knock them away and this lets get right back on top of them.

Archived Post
10-24-2009, 07:02 PM
It's the best charge, the MA charge is fickle in that you must be moving or it has the opposite effect that you want, and this requires some micro that a melee doesn't need.

For PvP, the snare and root on fully charged, advantaged Leap are entirely underwhelming and break on a breath of damage, allowing melee to be endlessly kited. Roots need some love in CO and KBs need some serious hate.

Archived Post
10-24-2009, 07:23 PM
PvP: YES!

PvE: Eh. Not really.

Archived Post
10-29-2009, 05:04 AM
It is still a lot of fun in PvE;

Full Charged Roomsweeper + Might Leap is too classic to pass up.