Leap Slam vs Lightning Warp

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anubite wrote:
At best, Lightning Warp is a utility spell. But because of its delay, its utility is extremely limited. Leap Slam can do everything LW does, but better.
No, because one of the big things Lightning Warp does is have a delay. This lets it be used differently, because you can cast it in advance and be doing other things during that delay.

If you're trying to make it do the things that leap slam does, then it's not going to be as good at them. But it's not designed to do those things. You can't set up leap slam in advance and be casting other spells until it moves you. That's something Lightning Warp does, and leap slam can never do.

Yes, it's easier to build around Leap Slam (I suspect). Lightning Warp's usage is more niche, and requires more planning in using it. It's much harder (but possible, with significant work) to spam it. Some people don't like it's intended use and will keep trying to use it for things that other skills do better, and they will be disappointed.

But for the people who like the intended uses of the skill, and use it that way, it's the only skill that can do what it does, and they love it. Not everyone will be in that group, and that's okay - not every skill will work in a way that everyone enjoys, because people like different playstyles.

It sounds to me like Lightning Warp isn't your kind of skill, and that's fine. But it is some people's, and Leap Slam can't work the same way it does for them.
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anubite wrote:
I'd love to be proven wrong though. LW could be potentially an amazingly fun skill to bulid around - I'm having a blast with Leap Slam - but right now it just seems like a waste of effort.
How about making a LW AND Leap slam build where you first cast LW and then leap slam onto the LW point to deal LW x2 and Leap slam x1.
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This way you can use LS for movement, and wear unique boots that have high damage (1-120 lightning damage unique). They conveniently have no movespeed which makes the timing for the LW to proc good.

The idea is you jump into combat using LW & immediatley use LS, then LS again to get out & repeat.

Maybe add in something to do if you are waiting for your LW to trigger once you jump in (Like sweep or shock nova)
Last edited by Metronomy#6891 on Oct 2, 2012, 11:05:56 PM
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Considering how annoying it is to use 2 different skills together I wouldn't want to play this.


Yes, lightning warp would be a nice skill to use inbetween other more spammy skills, if I could get it to consistently cast when I want it to. Which it can't.

The game just doesn't work too well with single-skills used inbetween other skills, since you need to wait 'till the last millisecond after some other skill-animation is done until the game accepts the new skill command.

Casting lightning warp and then immediatly nova for example does nothing. Instead of having lightning warp cast and then nova as soon as the cast of lightning warp is finished, my character just stands around doing nothing until it gets teleported away.


Or in other words, can we get skill-qeueing so that it's possible to use this skill without getting too annoyed by its clunkiness?

(Take a look at TL2 for a good way to do this. It saves 2 skills [the one in animation and the following skill-order one just gave] and executes them unless a movement order has been given. It makes combat much more fluid, because skills I want to use get used when I give the command, instead of it depending on the chance I wait till the last picosecond of animation is over.)


PS. Yeah, little offtopic, but it's kinda related to the usefullness of lightning warp when using it is so annoying.
Lightning warp lets you move and attack at the same time. Its usefulness in the way I've used it is inversely proportional to your movement speed. If you have a fast run speed, it tends not to be very useful and can actually hinder you. But if you run slow it can be quite effective.

I'm talking about casting lightning warp, then spamming attack spells until you warp. If it only takes you 0.5 seconds to cast the warp, but it would have taken you 3 seconds to walk to the destination, then you've squeezed in and extra 2.5 seconds of DPS time.
When kiting normally you have to judge at what point you have put enough distance between you and the monster so that you have time to fire off one attack, and then continue to kite without being hit. With lightning warp you can continue to attack almost the entire time you are retreating.
The same goes for advancing, the more time you spend casting instead of moving, the faster you will clear areas.

Similar to leap slap it can also be handy for navigating past obstacles (such as a doorway packed with monsters) to take out things like the "allies cannot die" aura totems.

One advantage it has over leap slam in terms of movement is there's not really anything that can stop you appearing at your destination. With leap slam you are vulnerable to attack and can even be frozen in mid air. With LW you can take evasive manoeuvres while waiting for the warp, even leading the monsters away from your eventual destination, and even if you get frozen or whatever you will still warp.


Just don't use it while standing on some tar. It appears as though the spell uses whatever run speed you have when you cast it to calculate the entire travel distance time, and doesn't take into account that your run speed will increase once you are off the tar. So a LW route that begins on tar but is 90% without tar will take much longer than just running instead, as if the whole route was covered in tar.
Last edited by Malice#2426 on Oct 3, 2012, 6:14:27 AM
I used to main LW. Built around it with + AoE damage from templar and witch (with block as defense comming from both classes). I could do a double LW hit with itself real easy too (no need for some other movement skill)

What I did was lure a bunch of mobs to a wall and when I'm happy with the size (meaning they aren't killing me too fast) I proceed to LW into the wall. Since I can't go into the wall I end up where I cast LW

x = me
|| = wall
o = where I click to cast LW

x|| o

This resulted in an easy double damage LW. I dunno why, but GGG changed this (making it too restrictive to use IMHO). NOW LW will fail to cast IF there is anything between you and your destination that prevents you from crossing the distance in a straight line.

x --------- o This will work.

x --/\----- o This won't work because an obstruction (a tree, the edge of a wall, a rock, anything you can't actually stand on other than "ledges") was intersecting your straight line.

I have asked about this before, but my question fell on deaf ears.
I am totally making that build I just described =P. I have been looking for a skillset to use for my 2h axe melee ranger when I finally make it, and this seems pretty fun. Ill be bouncing all over the place =).

Attack plan:
LW > LS onto LW point > Sweep > LS out or continue LW/LSing
Last edited by Metronomy#6891 on Oct 3, 2012, 6:43:51 AM
I just want to add, because this is very important:
Lightning Warp - Can move past projectiles without receiving damage
Leap Slam - Still vulnerable to projectiles while in the air

Have you ever been frozen mid teleport with Warp? Me neither. I've been stuck mid jump quite a few times though.
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It's interesting though that Leap Slam seems to be a no-brainer skill to get and use.
If something is a No Brainer = usually not good, because then there are no real choices to make (you do not have to think and assess your situation). More polyvalence is a sign of excellent design.

I think it is GOOD that Lightning Warp is NOT equivalent to Leap Slam; Witches should be as different to Marauders as possible. (And PoE could work on making these differences greater in some aspects.)

With that said, it looks like Leap Slam needs yet another nerf. Suggestion would be to raise the Mana cost significantly so that the user must think about when to use it and not just spam it non-stop. Also, Lightning Warp might have its mana cost reduced, so that the threshhold for deciding to use it be reduced slightly, without greatly changing its mechanics. Although a small possibility of a stun might be nice.

Thank you for listening.
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onomastikon wrote:
With that said, it looks like Leap Slam needs yet another nerf. Suggestion would be to raise the Mana cost significantly so that the user must think about when to use it and not just spam it non-stop. Also, Lightning Warp might have its mana cost reduced, so that the threshhold for deciding to use it be reduced slightly, without greatly changing its mechanics. Although a small possibility of a stun might be nice.

Thank you for listening.
Is there something you think is wrong with its damage that seems to be setting it apart from other skills? I have never used it before, Im still at the hypothetical stage.
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anubite wrote:
Well, while that is a sensible thing to state, it is just as sensible to say "blood magic" and end the debate right there (blood magic makes the casting of a low mana cost skill trivial, your intelligence/mana pool become irrelevant). I frequently have mana issues on my mage characters that don't use blood magic. I never have skill issues with blood magic, even when I'm running a blood magic quill rain build.


If you ASSUME a strength build uses Blood Magic, then you can just as easily ASSUME an intelligence based build using Eldritch Battery. This would cancel out again, but not all intelligence builds use Eldritch Battery, and not all strength builds use Blood Magic. That being said, when calculating their value, neither should be assumed.
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Have you removed Asus ROG/GameFirst yet?

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