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{{TOCright}}
== Overview ==
== Overview ==
{{TOCright}}
'''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 vertical movement.


With the 60 month [[City Traveler Badge]] [[Veteran#60_Month_Reward|Veteran reward]], players are able to pick [[Leaping#Jump Kick|Jump Kick]], [[Leaping#Combat Jumping|Combat Jumping]], and [[Leaping#Super Jump|Super Jump]] starting from level 6 in any order without any prerequisite. [[Leaping#Acrobatics|Acrobatics]] remains a level 20 power choice, and requires two prerequisites before selection.
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 ==
== Power Tables ==
The following table shows which powers are available and at what level:
The following table shows which powers are available and at what level:


{{Powers_LevelHeader}}
{{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 JumpKick.png|Power=Jump Kick|Level=4|Effect=Melee, Moderate DMG(Smash), Foe Knockdown|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=4|Effect=Toggle: Self +Jump, +Def(All), Res(Immob)|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=4|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_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, Superior DMG(Smash), Foe Knockdown, Self Teleport|Border=0}}
{{Powers_Footer}}
{{Powers_Footer}}


== Powers ==
== Powers ==
 
=== [[File: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 14 and have two other Leaping Powers before selecting 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.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Recharge|-}}
{{PowerBlock_Recharge|Moderate}}
{{PowerBlock Level|20 (Any Archtype)}}
{{PowerBlock Level|14 (All Archetypes)}}
{{PowerBlock Effects|Toggle}}
{{PowerBlock Effects|Toggle: Self +Resistance(Knockback, Hold)}}
{{PowerBlock Blank|+Resistance(Knockback, Hold)}}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance Knockback}}}}
{{PowerBlock Blank|{{Enhance Knockback}}}}
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{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:Jump CombatJump.png]] Combat Jumping ===
=== [[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.
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 Start}}
{{PowerBlock Recharge|-}}
{{PowerBlock_Recharge|Very Fast}}
{{PowerBlock Level|6 (Any Archtype)}}
{{PowerBlock Level|4 (All Archetypes)}}
{{PowerBlock Effects|Toggle}}
{{PowerBlock Effects|Toggle: Self +Jump, +Defense(All), +Resistance(Immobilization)}}
{{PowerBlock Blank|Self +Jump, +Defense(All), Resistance(Immobilization)}}
{{PowerBlock Enhancements|{{Enhance Defense}}}}
{{PowerBlock Enhancements|{{Enhance Defense}}}}
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance Jump}}}}
{{PowerBlock Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Defense}}}}
{{PowerBlock Sets|{{Set Defense}}}}
{{PowerBlock Blank|{{Set Leaping}}}}
{{PowerBlock Blank|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Universal Travel}}}}
{{PowerBlock Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:Jump JumpKick.png]] Jump Kick ===
=== [[File:Jump JumpKick.png]] Jump Kick ===
 
A good jumping kick attack that may knock foes down.  Good if you are looking for another attack power.
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 Start}}
{{PowerBlock Damage|Moderate}}
{{PowerBlock Damage|Moderate(Smashing)}}
{{PowerBlock Recharge|-}}
{{PowerBlock Recharge|Very Fast}}
{{PowerBlock Level|6 (Any Archtype)}}
{{PowerBlock Level|4 (All Archetypes)}}
{{PowerBlock Effects|Melee}}
{{PowerBlock Effects|Melee}}
{{PowerBlock Blank|Moderate Dmg(Smash), Foe Knockback}}
{{PowerBlock Blank|Foe Knockdown}}
{{PowerBlock Enhancements|{{Enhance Accuracy}}}}
{{PowerBlock Enhancements|{{Enhance Accuracy}}}}
{{PowerBlock Blank|{{Enhance Damage}}}}
{{PowerBlock Blank|{{Enhance Damage}}}}
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{{PowerBlock Sets|{{Set Melee Damage}}}}
{{PowerBlock Sets|{{Set Melee Damage}}}}
{{PowerBlock Blank|{{Set Knockback}}}}
{{PowerBlock Blank|{{Set Knockback}}}}
{{PowerBlock_Blank|{{Set Universal Damage}}}}
{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:Jump LongJump.png]] Super Jump ===
=== [[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 struck 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.


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.
{{PowerBlock Start}}
{{PowerBlock Damage|Moderate(Smashing)}}
{{PowerBlock Recharge|Long}}
{{PowerBlock Level|14 (All Archetypes)}}
{{PowerBlock Effects|Point Blank Area of Effect}}
{{PowerBlock Blank|Foe Knockdown}}
{{PowerBlock_Blank|Self Teleport}}
{{PowerBlock Enhancements|{{Enhance Accuracy}}}}
{{PowerBlock Blank|{{Enhance Damage}}}}
{{PowerBlock Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance Knockback}}}}
{{PowerBlock Blank|{{Enhance Range}}}}
{{PowerBlock Blank|{{Enhance Recharge Speed}}}}
{{PowerBlock Sets|{{Set PBAoE Damage}}}}
{{PowerBlock_Blank|{{Set Knockback}}}}
{{PowerBlock_Blank|{{Set Universal Damage}}}}
{{PowerBlock End}}


Activating Super Jump will deactivate Combat Jumping.
=== [[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. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Recharge|-}}
{{PowerBlock_Recharge|Very Fast}}
{{PowerBlock Level|14 (Any Archtype)}}
{{PowerBlock Level|4 (All Archetypes)}}
{{PowerBlock Effects|Toggle}}
{{PowerBlock Effects|Toggle: Self Long Jump}}
{{PowerBlock Blank|Self Long Jump}}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock Blank|{{Enhance Jump}}}}
{{PowerBlock Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Universal Travel}}}}
{{PowerBlock Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
{{PowerBlock End}}


==External Links==
<blockquote>
{{NoFuturePoolSet|Power={{PAGENAMEE}}}}
 
==== [[File:Jump_HighJump.png]] Double Jump ====
Double Jump allows you to jump and gain altitude in mid air! This ability will automatically shut down after 30 seconds of continuous use. In PvP, this power will detoggle after 10 seconds of continuous use, and disabled for 40 seconds.
 
{{PowerBlock_Start}}
{{PowerBlock Recharge|Moderate}}
{{PowerBlock_Level|4 (All Archetypes)}}
{{PowerBlock_Effects|Toggle: Self +Special}}
{{PowerBlock_Enhancements|None}}
{{PowerBlock Sets|None}}
{{PowerBlock_End}}
</blockquote>
 
== 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.
* [[Issue 27 Page 2]] added Double Jump as a sub-power of Super Jump.
 
== External Links ==
{{CoDPoolSet
|Power={{PAGENAMEE}}}}


[[Category:Power Pools]]
[[Category:Power Pools]]
[[Category:Getting Around]]

Latest revision as of 20:01, 27 November 2022

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 Kick 4 Melee, Moderate DMG(Smash), Foe Knockdown
Combat Jumping 4 Toggle: Self +Jump, +Def(All), Res(Immob)
Super Jump 4 Toggle: Self Long Jump
Acrobatics 14 Toggle: Self +Res(Knockback, Hold)
Spring Attack 14 PBAoE, Superior DMG(Smash), Foe Knockdown, Self Teleport

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. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.

Recharge Moderate
Minimum Level 14 (All Archetypes)
Effects Toggle: Self +Resistance(Knockback, Hold)
Enhancements Reduce Endurance Cost
Enhance Knockback Distance
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.

Recharge Very Fast
Minimum Level 4 (All Archetypes)
Effects Toggle: Self +Jump, +Defense(All), +Resistance(Immobilization)
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Enhance Jump
Set Categories Defense
Leaping & Sprints
Universal Travel

Jump JumpKick.png Jump Kick

A good jumping kick attack that may knock foes down. Good if you are looking for another attack power.

Damage Moderate(Smashing)
Recharge Very Fast
Minimum Level 4 (All Archetypes)
Effects Melee
Foe Knockdown
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Set Categories Melee Damage
Knockback
Universal Damage

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 struck 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.

Damage Moderate(Smashing)
Recharge Long
Minimum Level 14 (All Archetypes)
Effects Point Blank Area of Effect
Foe Knockdown
Self Teleport
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Set Categories Melee AoE Damage
Knockback
Universal 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. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.

Recharge Very Fast
Minimum Level 4 (All Archetypes)
Effects Toggle: Self Long Jump
Enhancements Reduce Endurance Cost
Enhance Jump
Set Categories Leaping & Sprints
Universal Travel

Jump HighJump.png Double Jump

Double Jump allows you to jump and gain altitude in mid air! This ability will automatically shut down after 30 seconds of continuous use. In PvP, this power will detoggle after 10 seconds of continuous use, and disabled for 40 seconds.

Recharge Moderate
Minimum Level 4 (All Archetypes)
Effects Toggle: Self +Special
Enhancements None
Set Categories None

Historical

This section contains information that no longer applies to the current version of City of Heroes/Villains. 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.
  • Issue 27 Page 2 added Double Jump as a sub-power of Super Jump.

External Links

Leaping Pool at City of Data v2.0