Difference between revisions of "Leaping"
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== Overview == | == Overview == | ||
− | + | {{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. | ||
+ | |||
+ | == 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=6|Effect=Melee, Moderate Dmg(Smash), Foe Knockback)|Border=1}} | ||
+ | {{Powers_LevelRow|Icon=Jump CombatJump.png|Power=Combat Jumping|Level=6|Effect=Toggle: Self +Jump, +Def(All), Res(Immobilization)|Border=1}} | ||
+ | {{Powers_LevelRow|Icon=Jump LongJump.png|Power=Super Jump|Level=14|Effect=Toggle: Self Long Jump|Border=1}} | ||
+ | {{Powers_LevelRow|Icon=Jump Acrobatics.png|Power=Acrobatics|Level=20|Effect=Toggle: Self +Res(Knockback, Hold)|Border=0}} | ||
+ | {{Powers_Footer}} | ||
== Powers == | == Powers == | ||
− | === [[Image:Jump | + | === [[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. | |
+ | |||
+ | {{PowerBlock Start}} | ||
+ | {{PowerBlock Recharge|-}} | ||
+ | {{PowerBlock Level|20 (Any Archtype)}} | ||
+ | {{PowerBlock Effects|Toggle}} | ||
+ | {{PowerBlock Blank|+Resistance(Knockback, Hold)}} | ||
+ | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Recharge Speed}}}} | ||
+ | {{PowerBlock End}} | ||
=== [[Image:Jump CombatJump.png]] Combat Jumping === | === [[Image:Jump CombatJump.png]] Combat Jumping === | ||
− | Combat Jumping increases your | + | 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|6 (Any Archtype)}} | ||
+ | {{PowerBlock Effects|Toggle}} | ||
+ | {{PowerBlock Blank|Self +Jump, +Defense(All), Resistance(Immobilization)}} | ||
+ | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Jump}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Defense}}}} | ||
+ | {{PowerBlock End}} | ||
+ | |||
+ | === [[Image: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. | ||
+ | |||
+ | {{PowerBlock Start}} | ||
+ | {{PowerBlock Damage|Moderate}} | ||
+ | {{PowerBlock Recharge|-}} | ||
+ | {{PowerBlock Level|6 (Any Archtype)}} | ||
+ | {{PowerBlock Effects|Melee}} | ||
+ | {{PowerBlock Blank|Moderate Dmg(Smash), Foe Knockback}} | ||
+ | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Recharge Speed}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Knockback}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Damage}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Accuracy}}}} | ||
+ | {{PowerBlock End}} | ||
=== [[Image:Jump LongJump.png]] Super Jump === | === [[Image: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. | |
− | + | {{PowerBlock Start}} | |
+ | {{PowerBlock Recharge|-}} | ||
+ | {{PowerBlock Level|14 (Any Archtype)}} | ||
+ | {{PowerBlock Effects|Toggle}} | ||
+ | {{PowerBlock Blank|Self Long Jump}} | ||
+ | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Jump}}}} | ||
+ | {{PowerBlock End}} | ||
==External Links== | ==External Links== | ||
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[[Category:Power Pools]] | [[Category:Power Pools]] | ||
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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 Kick | 6 | Melee, Moderate Dmg(Smash), Foe Knockback) | |
Combat Jumping | 6 | Toggle: Self +Jump, +Def(All), Res(Immobilization) | |
Super Jump | 14 | Toggle: Self Long Jump | |
Acrobatics | 20 | Toggle: Self +Res(Knockback, Hold) |
Powers
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 | Reduce Endurance Cost |
Increase Attack Rate |
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 | Reduce Endurance Cost |
Enhance Jump | |
Enhance Defense Buffs |
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.
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 | Reduce Endurance Cost |
Enhance Jump |
External Links
Leaping Pool at RedTomax.com