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Difference between revisions of "Leaping"

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(Finished article. Still missing recharge info. Removed Work in Progress tag and Patch Watchlist category)
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{{wip}}
 
 
 
== Overview ==
 
== Overview ==
 
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{{TOCright}}
 
'''Leaping''' contains one of the more popular travel powers, Super Jump. Incredible horizontal and vertial movement.
 
'''Leaping''' contains one of the more popular travel powers, Super Jump. Incredible horizontal and vertial movement.
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 +
== Power Tables ==
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 +
The following table shows which powers are available and at what level:
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{{Powers_LevelHeader}}
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{{Powers_LevelRow|Icon=Jump JumpKick.png|Power=Jump Kick|Level=6|Effect=Melee, Moderate Dmg(Smash), Foe Knockback)|Border=1}}
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{{Powers_LevelRow|Icon=Jump CombatJump.png|Power=Combat Jumping|Level=6|Effect=Toggle: Self +Jump, +Def(All), Res(Immobilization)|Border=1}}
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{{Powers_LevelRow|Icon=Jump LongJump.png|Power=Super Jump|Level=14|Effect=Toggle: Self Long Jump|Border=1}}
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{{Powers_LevelRow|Icon=Jump Acrobatics.png|Power=Acrobatics|Level=20|Effect=Toggle: Self +Res(Knockback, Hold)|Border=0}}
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{{Powers_Footer}}
  
 
== Powers ==
 
== Powers ==
  
=== [[Image:Jump JumpKick.png]] Jump Kick ===
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=== [[Image:Jump Acrobatics.png]] Acrobatics ===
  
Moderate attack with a slight chance for Knockdown. The long animation time discourages many from taking this power.
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While this power is active, you are very nimble and Acrobatic.  You can avoid most Knockback effects and are resistant to Hold effects.  You must be at least level 20 and have two other Leaping Powers before selecting Acrobatics.
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{{PowerBlock Start}}
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{{PowerBlock Recharge|-}}
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{{PowerBlock Level|20 (Any Archtype)}}
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{{PowerBlock Effects|Toggle}}
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{{PowerBlock Blank|+Resistance(Knockback, Hold)}}
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{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
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{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
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{{PowerBlock End}}
  
 
=== [[Image:Jump CombatJump.png]] Combat Jumping ===
 
=== [[Image:Jump CombatJump.png]] Combat Jumping ===
  
Combat Jumping increases your jump height and grants a small bonus to defense as well as resistance to Immobilization.  Activating Combat Jumping will deactivate Super Jump.
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While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization.  Moderately increases your jump height and distance while providing good air control.
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Activating Combat Jumping will deactivate Super Jump.
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{{PowerBlock Start}}
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{{PowerBlock Recharge|-}}
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{{PowerBlock Level|6 (Any Archtype)}}
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{{PowerBlock Effects|Toggle}}
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{{PowerBlock Blank|Self +Jump, +Defense(All), Resistance(Immobilization)}}
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{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
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{{PowerBlock Blank|{{Enhance Jump}}}}
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{{PowerBlock Blank|{{Enhance Defense}}}}
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{{PowerBlock End}}
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=== [[Image:Jump JumpKick.png]] Jump Kick ===
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A good jumping kick attack that may knock foes back.  Good if you are looking for another attack power.
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Moderate attack with a slight chance for Knockdown. The long animation time discourages many from taking this power.
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{{PowerBlock Start}}
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{{PowerBlock Damage|Moderate}}
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{{PowerBlock Recharge|-}}
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{{PowerBlock Level|6 (Any Archtype)}}
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{{PowerBlock Effects|Melee}}
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{{PowerBlock Blank|Moderate Dmg(Smash), Foe Knockback}}
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{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
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{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
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{{PowerBlock Blank|{{Enhance Knockback}}}}
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{{PowerBlock Blank|{{Enhance Damage}}}}
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{{PowerBlock Blank|{{Enhance Accuracy}}}}
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{{PowerBlock End}}
  
 
=== [[Image:Jump LongJump.png]] Super Jump ===
 
=== [[Image:Jump LongJump.png]] Super Jump ===
  
Dramatically increases Jump Height and forward motion.   Activating Super Jump will deactivate Combat Jumping.
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While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop!  If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. You must be at least level 14 and have Jump Kick or Combat Jumping before selecting Super Jump.
  
=== [[Image:Jump Acrobatics.png]] Acrobatics ===
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Activating Super Jump will deactivate Combat Jumping.
  
Resistance to Hold and Knockback
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{{PowerBlock Start}}
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{{PowerBlock Recharge|-}}
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{{PowerBlock Level|14 (Any Archtype)}}
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{{PowerBlock Effects|Toggle}}
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{{PowerBlock Blank|Self Long Jump}}
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{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
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{{PowerBlock Blank|{{Enhance Jump}}}}
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{{PowerBlock End}}
  
 
==External Links==
 
==External Links==
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[[Category:Power Pools]]
 
[[Category:Power Pools]]
[[Category:Patch Watchlist]]
 

Revision as of 20:25, 29 January 2007

Overview

Leaping contains one of the more popular travel powers, Super Jump. Incredible horizontal and vertial movement.

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Jump JumpKick.png Jump Kick 6 Melee, Moderate Dmg(Smash), Foe Knockback)
Jump CombatJump.png Combat Jumping 6 Toggle: Self +Jump, +Def(All), Res(Immobilization)
Jump LongJump.png Super Jump 14 Toggle: Self Long Jump
Jump Acrobatics.png Acrobatics 20 Toggle: Self +Res(Knockback, Hold)

Powers

Jump Acrobatics.png Acrobatics

While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 20 and have two other Leaping Powers before selecting Acrobatics.

Recharge -
Minimum Level 20 (Any Archtype)
Effects Toggle
+Resistance(Knockback, Hold)
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate

Jump CombatJump.png Combat Jumping

While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.

Activating Combat Jumping will deactivate Super Jump.

Recharge -
Minimum Level 6 (Any Archtype)
Effects Toggle
Self +Jump, +Defense(All), Resistance(Immobilization)
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump
TO Training Defense Buff.png Enhance Defense Buffs

Jump JumpKick.png Jump Kick

A good jumping kick attack that may knock foes back. Good if you are looking for another attack power.

Moderate attack with a slight chance for Knockdown. The long animation time discourages many from taking this power.

Damage Moderate
Recharge -
Minimum Level 6 (Any Archtype)
Effects Melee
Moderate Dmg(Smash), Foe Knockback
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
TO Training KnockBack Distance.png Enhance Knockback Distance
TO Training Damage.png Enhance Damage
TO Training Accuracy.png Enhance Accuracy

Jump LongJump.png Super Jump

While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. You must be at least level 14 and have Jump Kick or Combat Jumping before selecting Super Jump.

Activating Super Jump will deactivate Combat Jumping.

Recharge -
Minimum Level 14 (Any Archtype)
Effects Toggle
Self Long Jump
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump

External Links

Leaping Pool at RedTomax.com