Ranger Greatsword gap close
I play a warrior and I absolutely detest my greatsword 5 rush attack. It’s clunky, slow, and it stops my character at an awkward spot to land a hit, but today I decided to make a ranger and the greatsword gap closer (the hawk attack) is amazing: it’s smooth, precise, does exactly what I want it to do, doesn’t run past my target half the time like the warrior one does, and doesn’t pause to attack after charging.
Please remake warrior greatsword 5 so that it functions the same way. Warrior GS 5 is clunk incarnate
Just don’t use swoop on any sort of incline. Your character will stop mid skill, like they suddenly forgot what they were doing, and then suddenly remember and finish swooping.
-BnooMaGoo.5690
Savage Leap might be the best leap in the game though.
Savage Leap > Monarch’s Leap> Swoop > Rush
100% rush style skills are too easy to dodge. Actual leaps actually land for whatever reason.
Yeah, if swoop runs into any obstacles or sudden drops it doesn’t work so well. You can keep some momentum if you weapon-swap at just the right time but I have trouble executing that consistently.
Monarch’s Leap is relatively consistent, but it’s not an ideal gap-closer since you have to waste time cancelling Hornet Sting first.
Stormbluff Isle ( http://www.stormbluffisle.com )
My swoop still whiffs frequently despite closing the gap to the intended target. Swing and a miss!
While swoop is the winner over Rush for target-free mobility, warrior Rush has an absolutely incredible maximum range beyond its listed value in the tooltip because of the way the strike itself works when you are close to a locked target. It will travel for about 1050 range on the running animation (tested against Swoop), and then seems to lock on and land a guaranteed hit on your target if they’re within 500-ish range of where your running animation ended.
I have not seen Rush miss a target since it was changed to its current behavior, nor have I ever seen it root the player mid-sequence like Swoop is known to do. I’d say Swoop serves a utility purpose, whereas Rush is specifically suited to the job of--and superior to Swoop as--a gap closer.
It’d be nice if Swoop would always hit, and Rush’s distance wasn’t dependent on having a valid target.
Swoop has the distinct advantage of being the longest range leap skill in the game. Reason being, if you use the skill at the right time while facing off a ledge, your character will continue to run foward through mid-air and will then activate the leap portion of the skill while in air. And if you cancel the skill right as it ends, right before your character would strike an opponent, you will keep momentum and move about an extra 100 distance foward. All in all you can net a leap of around 900 distance through the air.
Swoop does also fail to hit moving targets from time to time. It just stops before you reached your enemy.