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Difference between revisions of "Leaping"

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=== [[Image:Jump Acrobatics.png]] Acrobatics ===
 
=== [[Image: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.
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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. Acrobatics provides 9 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.
  
 
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Revision as of 00:20, 19 September 2008

Overview

Leaping contains one of the more popular travel powers, Super Jump. Incredible horizontal and vertical 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. Acrobatics provides 9 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 Attack Rate.png Increase Attack Rate
TO Training KnockBack Distance.png Enhance Knockback Distance
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 Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump
TO Training Defense Buff.png Enhance Defense Buffs
Set Categories IO Jumping.png Leaping
IO Defense Buff.png Defense

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
Set Categories IO Knockback Distance.png Knockback
IO Melee Damage.png Melee Damage

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

External Links

Leaping Pool at RedTomax.com