Leaping: Difference between revisions
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{{Powers_LevelRow|Icon=Jump JumpKick.png|Power=Jump Kick|Level=6|Effect=Melee, Moderate Dmg(Smash), Foe Knockback | {{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 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 LongJump.png|Power=Super Jump|Level=14|Effect=Toggle: Self Long Jump|Border=1}} |
Revision as of 12:46, 8 May 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 | |
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 | Reduce Endurance Cost |
Enhance Jump | |
Enhance Defense Buffs | |
Set Categories | Leaping |
Defense |
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 | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance Knockback Distance | |
Enhance Damage | |
Enhance Accuracy |
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 |
External Links
Leaping Pool at City of Data v2.0