Difference between revisions of "Leaping"
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{{PowerBlock Blank|{{Enhance Knockback}}}} | {{PowerBlock Blank|{{Enhance Knockback}}}} | ||
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− | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | + | {{PowerBlock Enhancements|{{Enhance Defense}}}} |
+ | {{PowerBlock Blank|{{Reduce Endurance Cost}}}} | ||
{{PowerBlock Blank|{{Enhance Jump}}}} | {{PowerBlock Blank|{{Enhance Jump}}}} | ||
− | {{PowerBlock | + | {{PowerBlock Sets|{{Set Defense}}}} |
− | {{PowerBlock | + | {{PowerBlock Blank|{{Set Leaping}}}} |
− | {{PowerBlock Blank|{{Set | + | {{PowerBlock Blank|{{Set Universal Travel}}}} |
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− | {{PowerBlock Enhancements|{{Reduce Endurance Cost}}}} | + | {{PowerBlock Enhancements|{{Enhance Accuracy}}}} |
+ | {{PowerBlock Blank|{{Enhance Damage}}}} | ||
+ | {{PowerBlock Blank|{{Reduce Endurance Cost}}}} | ||
+ | {{PowerBlock Blank|{{Enhance Knockback}}}} | ||
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− | {{PowerBlock | + | {{PowerBlock Sets|{{Set Melee Damage}}}} |
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Revision as of 04:16, 16 December 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 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. 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 | Reduce Endurance Cost |
Enhance Knockback Distance | |
Increase Attack Rate | |
Set Categories | None |
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 | Enhance Defense Buffs |
Reduce Endurance Cost | |
Enhance Jump | |
Set Categories | Defense |
Leaping | |
Universal Travel |
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 | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Set Categories | Melee Damage |
Knockback |
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 | |
Set Categories | Leaping |
Universal Travel |
External Links
Leaping Pool at RedTomax.com