Leaping

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Revision as of 18:17, 10 December 2019 by imported>Thunderforce (historical) (→‎File:Jump SpringAttack.png Spring Attack)
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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 Knockback
Combat Jumping 4 Toggle: Self +Jump, +Def(All), Res(Immobilization)
Super Jump 4 Toggle: Self Long Jump
Acrobatics 14 Toggle: Self +Res(Knockback, Hold)
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 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.

Activating Combat Jumping will deactivate Super Jump.

Recharge -
Minimum Level 4 (Any Archetype)
Effects Toggle
Self +Jump, +Defense(All), Resistance(Immobilization)
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Enhance Jump
Set Categories Defense
Leaping
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 Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Set Categories Melee Damage
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 Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Enhance Range
Set Categories Melee AoE 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 Reduce Endurance Cost
Enhance Jump
Set Categories Leaping
Universal Travel

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.

External Links

Leaping Pool at City of Data v2.0