Rock Throw: 0/3
Leap Smash: 1/3
Fire Breath: 1/3
Leap Smash and Charge help with covering distance. Charge is a horrible ability to use for straight up damage and I suggest only investing that one point throughout the entire match. It does however help with quickly covering a short distance where normal traversals or Leap Smash would be too clumsy too use.
Extremely good skill for mitigating damage should you find yourself caught before stage 2.
I used to include Rock Throw instead of Charge in stage 1, but the truth is that even then you don’t stand much of a chance in a stage 1 fight and against wildlife it’s really not a well invested point either.
Fire Breath recharges so quickly, it’s the best wildlife killing ability available to Goliath.
Rock Throw: 0/3 --> 3/3
Leap Smash: 1/3
Fire Breath: 1/3
I’m a sucker for Rock Throw. It does insane damage and even though the famous Leap Smash > Rock Throw combo was somewhat butchered last patch, it’s still the most reliable way to hit a target with the rock.
Taking a good look at the most recent ability value changes per stage, it becomes obvious that going from 2 points to 3 points in 1 ability gives it a much bigger relative boost than going from 1 point to 2 points.
Therefore, theoratically speaking, 2 points is somewhat of a bridge that I try to leave as little abilities in as possible.
By skipping 2 points in Rock Throw and immediately maxing it out instead, you get an insane boost for the speed at which the Rock flies through the air.
Consider using pounces a lot. Not necessarily to annoy the crap out of Hunters by constantly locking them in (not particularly useful since they’ll be behind you when released for some reason) but to constantly give yourself a little quick burst of movement.
Note that regular walking pace covers distance quicker than pouncing, so only use it when otherwise you’d have suffered from a “landing animation”.
For example, try Leap Smash and then immediately a quick pounce as you hit the floor. It’s really effective when being chased and helps you cut line of sight faster to prevent another harpoon in the back.
Also works great immediately after getting tranqed by Val, as the pounce briefly ignores the slowdown effect.
Eventually you’ll learn to use it in combat to sometimes cover a little bit of distance quickly (perhaps around an object) where a normal traversal would’ve been too clumsy to use.
The only downside to this build is the still fairly limited Leap Smash radius. You’ll want to get used to it, get the hang of when a Leap Smash is least expected by potential targets so they don’t escape the small blast radius too easily.
Rock Throw: 3/3
Leap Smash: 1/3 --> 3/3
Fire Breath: 1/3 --> 2/3
Ahh, the maxed out Leap Smash. It feels so great.
Combo it with your fast Rock Throws and targets that didn’t pay attention will be utterly screwed.
The beefed up Fire Breath helps as well, though as I said 3 points would’ve been far better than 2 but alas, you only have 9 total points to spend.
Careful when aiming - it’s more reliable to see where the flames are going and manually direct them to your target than to rely on the crosshair on your screen since it’s slightly off to the side.
Sometimes it’s better to max out Fire Breath at stage 2 and put only 1 point in Rock Throw if you’re up against Lazarus.
3 points in Fire Breath does serious damage, is hard to dodge and reveals poor Laz for a good amount of time if you pay close attention.
At Goliath’s current state, I firmly believe you pretty much require a mobility perk against good Hunters in Hunt.
Traversal recharge, Movement Speed or my personal favorite Climb Speed are all good picks.
Depends on the map, really.
Climb Speed is good in Armory, but I’ll take Movement Speed instead if the map is Wraith Trap.