Leap = 2x FHR length? Is leap really a necessity for BvC? I read in KungFu's Barb guide that the knockback from leap puts your opponent in hitrecovery 2x as long as normal hit recovery. Is this true? I was able to abuse my buddy's BvC this weekend, and really enjoyed it. However against melee opponents, leap is pretty useless. Against pub casters, it's great. However, against people with the right gear (fast hit recovery), leap seemed pretty useless. They would recover way to fast for me to teleport and WW (even when putting on more FCR). I actually had better success against them NOT leaping, because leap forecasts your next move so often. And even when I didn't tele after leap, and instead tried to trick them, they teleported anyway after the leap. The reason I bring this up is because I'm thinking of making my own barb. I'm leaning more towards a BvA that uses enigma. I could go with essentially a BVB build skill-wise (20 WW, 20 Mastery, 20 BO, 20 Shout, rest in Iron Skin). I'm reasoning with myself about leap: Against opponents that don't have the necessar fast hit recovery: leap is a tremendous advantage, almost guaranteeing a win. Against opponents who have the hit recovery, and understand the matchup: leap is near worthless. It forecasts your next move. And even if you try to trick them by leaping and not teleing, maybe running or leaping again and teleing, etc. they still just tele after a leap in case and you're back to square one. Maybe you guys can convince me otherwise. It seems against the better opponents, leap isn't worth it.