Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Leaping

From Paragon Wiki Archive
Revision as of 04:33, 16 February 2009 by SekoiaBot (Talk | contribs) (Robot: Changing template: NoFuturePoolSet; cosmetic changes)

Jump to: navigation, search

Overview

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

With the 60 month City Traveler Badge Veteran reward, players are able to pick Jump Kick, Combat Jumping, and Super Jump starting from level 6 in any order without any prerequisite. Acrobatics remains a level 20 power choice, and requires two prerequisites before selection.

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. Acrobatics provides nine points of Knockback protection, two of which are enhanceable. Use Increase Knockback Distance enhancements to provide greater protection. 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 KnockBack Distance.png Enhance Knockback Distance
TO Training Attack Rate.png Increase Attack Rate
Set Categories None

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 Defense Buff.png Enhance Defense Buffs
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump
Set Categories IO Defense Buff.png Defense
IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

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 Accuracy.png Enhance Accuracy
TO Training Damage.png Enhance Damage
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training KnockBack Distance.png Enhance Knockback Distance
TO Training Attack Rate.png Increase Attack Rate
Set Categories IO Melee Damage.png Melee Damage
IO Knockback Distance.png Knockback

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
Set Categories IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

External Links

Leaping Pool at RedTomax.com