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

Difference between revisions of "Leaping"

From Paragon Wiki Archive
Jump to: navigation, search
m (+patch watchlist)
(File:Jump SpringAttack.png Spring Attack)
 
(25 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{wip}}
+
{{TOCright}}
 
+
 
== Overview ==
 
== Overview ==
 +
'''Leaping''' is one of the [[Power Pools]] available to all characters. These powers allow you to commit great feats of jumping. Most notably [[#Super Jump|Super Jump]], one of the four main [[Travel Power]]s.
  
'''Leaping''' contains one of the more popular travel powers, Super Jump. Incredible horizontal and vertial movement.
+
Players are able to pick [[#Jump Kick|Jump Kick]], [[#Combat Jumping|Combat Jumping]], and [[#Super Jump|Super Jump]] starting from level 4 in any order without any prerequisite. [[#Acrobatics|Acrobatics]] and [[#Spring Attack|Spring Attack]] are level 14 power choices, and require two other Leaping Powers before selection.
 +
 
 +
== Power Tables ==
 +
The following table shows which powers are available and at what level:
 +
 
 +
{{Powers_LevelHeader}}
 +
{{Powers_LevelRow|Icon=Jump JumpKick.png|Power=Jump Kick|Level=4|Effect=Melee, Moderate Dmg(Smash), Foe Knockback|Border=1}}
 +
{{Powers_LevelRow|Icon=Jump CombatJump.png|Power=Combat Jumping|Level=4|Effect=Toggle: Self +Jump, +Def(All), Res(Immobilization)|Border=1}}
 +
{{Powers_LevelRow|Icon=Jump LongJump.png|Power=Super Jump|Level=4|Effect=Toggle: Self Long Jump|Border=1}}
 +
{{Powers_LevelRow|Icon=Jump Acrobatics.png|Power=Acrobatics|Level=14|Effect=Toggle: Self +Res(Knockback, Hold)|Border=1}}
 +
{{Powers_LevelRow|Icon=Jump SpringAttack.png|Power=Spring Attack|Level=14|Effect=PBAoE, Moderate Dmg(Smash), Foe Knockback|Border=0}}
 +
{{Powers_Footer}}
  
 
== Powers ==
 
== Powers ==
 +
=== [[File: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 14 and have two other Leaping Powers before selecting Acrobatics.
  
=== [[Image:Jump JumpKick.png]] Jump Kick ===
+
{{PowerBlock Start}}
 +
{{PowerBlock Recharge|-}}
 +
{{PowerBlock Level|14 (Any Archetype)}}
 +
{{PowerBlock Effects|Toggle}}
 +
{{PowerBlock Blank|+Resistance(Knockback, Hold)}}
 +
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock Blank|{{Enhance Knockback}}}}
 +
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Sets|None}}
 +
{{PowerBlock End}}
 +
 
 +
=== [[File: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.
 +
 
 +
{{PowerBlock Start}}
 +
{{PowerBlock Recharge|-}}
 +
{{PowerBlock Level|4 (Any Archetype)}}
 +
{{PowerBlock Effects|Toggle}}
 +
{{PowerBlock Blank|Self +Jump, +Defense(All), Resistance(Immobilization)}}
 +
{{PowerBlock Enhancements|{{Enhance Defense}}}}
 +
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock Blank|{{Enhance Jump}}}}
 +
{{PowerBlock Sets|{{Set Defense}}}}
 +
{{PowerBlock Blank|{{Set Leaping}}}}
 +
{{PowerBlock Blank|{{Set Universal Travel}}}}
 +
{{PowerBlock End}}
 +
 
 +
=== [[File: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.
 
Moderate attack with a slight chance for Knockdown. The long animation time discourages many from taking this power.
  
=== [[Image:Jump CombatJump.png]] Combat Jumping ===
+
{{PowerBlock Start}}
 +
{{PowerBlock Damage|Moderate}}
 +
{{PowerBlock Recharge|2.8 seconds}}
 +
{{PowerBlock Level|4 (Any Archetype)}}
 +
{{PowerBlock Effects|Melee}}
 +
{{PowerBlock Blank|Moderate Dmg(Smash), Foe Knockback}}
 +
{{PowerBlock Enhancements|{{Enhance Accuracy}}}}
 +
{{PowerBlock Blank|{{Enhance Damage}}}}
 +
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock Blank|{{Enhance Knockback}}}}
 +
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Sets|{{Set Melee Damage}}}}
 +
{{PowerBlock Blank|{{Set Knockback}}}}
 +
{{PowerBlock End}}
 +
 
 +
=== [[File:Jump SpringAttack.png]] Spring Attack ===
 +
You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are stuck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack.
 +
 
 +
The high recharge rate discourages some from taking it, but it's an extremely valuable power if your main attack set is lacking in the AoE department.
  
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.
+
{{PowerBlock Start}}
 +
{{PowerBlock Damage|Superior}}
 +
{{PowerBlock Recharge| 2 minutes}}
 +
{{PowerBlock Level|14 (Any Archetype)}}
 +
{{PowerBlock Effects|PBAoE}}
 +
{{PowerBlock Blank|Moderate Dmg(Smash), Foe Knockback, Self Teleport}}
 +
{{PowerBlock Enhancements|{{Enhance Accuracy}}}}
 +
{{PowerBlock Blank|{{Enhance Damage}}}}
 +
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock Blank|{{Enhance Knockback}}}}
 +
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
 +
{{PowerBlock Blank|{{Enhance Range}}}}
 +
{{PowerBlock Sets|{{Set PBAoE Damage}}}}
 +
{{PowerBlock End}}
  
=== [[Image:Jump LongJump.png]] Super Jump ===
+
=== [[File: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.
  
Dramatically increases Jump Height and forward motion.  Activating Super Jump will deactivate Combat Jumping.
+
Activating Super Jump will deactivate Combat Jumping.
  
=== [[Image:Jump Acrobatics.png]] Acrobatics ===
+
{{PowerBlock Start}}
 +
{{PowerBlock Recharge|-}}
 +
{{PowerBlock Level|4 (Any Archetype)}}
 +
{{PowerBlock Effects|Toggle}}
 +
{{PowerBlock Blank|Self Long Jump}}
 +
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
 +
{{PowerBlock Blank|{{Enhance Jump}}}}
 +
{{PowerBlock Sets|{{Set Leaping}}}}
 +
{{PowerBlock Blank|{{Set Universal Travel}}}}
 +
{{PowerBlock End}}
  
Resistance to Hold and Knockback
+
== Historical ==
 +
{{historical|type=section}}
 +
* [[Issue 12]] reduced [[#Acrobatics|Acrobatics]] from a static 100 points of [[knockback]] protection to 9 points, two of which are enhanceable and affected by [[buff]]s.
 +
* [[Issue 21]] reduced the first three powers (Jump Kick, Combat Jumping, and Super Jump) from levels 6, 6, and 14 respectively, to each unlocking at level 4. Issue 21 also reduced the fourth power (Acrobatics) to level 14, and introduced Spring Attack at level 14.
  
==External Links==
+
== External Links ==
{{NoFuturePoolSet|Power={{PAGENAMEE}}}}
+
{{RedTomaxPoolSet
 +
|Power={{PAGENAMEE}}}}
  
 
[[Category:Power Pools]]
 
[[Category:Power Pools]]
[[Category:Patch Watchlist]]
+
[[Category:Getting Around]]

Latest revision as of 18:17, 10 December 2019

Overview

Leaping is one of the Power Pools available to all characters. These powers allow you to commit great feats of jumping. Most notably Super Jump, one of the four main Travel Powers.

Players are able to pick Jump Kick, Combat Jumping, and Super Jump starting from level 4 in any order without any prerequisite. Acrobatics and Spring Attack are level 14 power choices, and require two other Leaping Powers before selection.

Power Tables

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

Power Level Effect
Jump JumpKick.png Jump Kick 4 Melee, Moderate Dmg(Smash), Foe Knockback
Jump CombatJump.png Combat Jumping 4 Toggle: Self +Jump, +Def(All), Res(Immobilization)
Jump LongJump.png Super Jump 4 Toggle: Self Long Jump
Jump Acrobatics.png Acrobatics 14 Toggle: Self +Res(Knockback, Hold)
Jump SpringAttack.png Spring Attack 14 PBAoE, Moderate Dmg(Smash), Foe Knockback

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 14 and have two other Leaping Powers before selecting Acrobatics.

Recharge -
Minimum Level 14 (Any Archetype)
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 4 (Any Archetype)
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 2.8 seconds
Minimum Level 4 (Any Archetype)
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 SpringAttack.png Spring Attack

You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are stuck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack.

The high recharge rate discourages some from taking it, but it's an extremely valuable power if your main attack set is lacking in the AoE department.

Damage Superior
Recharge 2 minutes
Minimum Level 14 (Any Archetype)
Effects PBAoE
Moderate Dmg(Smash), Foe Knockback, Self Teleport
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
TO Training Range.png Enhance Range
Set Categories IO PBAoE Damage.png PBAoE 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.

Activating Super Jump will deactivate Combat Jumping.

Recharge -
Minimum Level 4 (Any Archetype)
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

Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes.
  • Issue 12 reduced Acrobatics from a static 100 points of knockback protection to 9 points, two of which are enhanceable and affected by buffs.
  • Issue 21 reduced the first three powers (Jump Kick, Combat Jumping, and Super Jump) from levels 6, 6, and 14 respectively, to each unlocking at level 4. Issue 21 also reduced the fourth power (Acrobatics) to level 14, and introduced Spring Attack at level 14.

External Links

Leaping Pool at RedTomax.com