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Super Jump: Misc

  
  
  

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Super Jump is a high level ability of Final Fantasy XI Dragoons. The ability becomes available starting at level 50. When used, the Dragoon will leave the screen for a few moments. If he has a Wyvern at the time, it will use a similar ability called Super Climb. The jump itself actually does no damage; however, it does reduce the Dragoons enmity to zero. Super Climb will not reduce his Wyvern's enmity though. A dragoon can use this ability once every ten minutes.


This article uses material from the "Super Jump" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Leaping article)

From City of Heroes Wiki

Overview

Contents

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

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. 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
Increase Attack Rate
Enhance Knockback Distance
Set Categories None

Image: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 6 (Any Archtype)
Effects Toggle
Self +Jump, +Defense(All), Resistance(Immobilization)
Enhancements Reduce Endurance Cost
Enhance Jump
Enhance Defense Buffs
Set Categories Leaping
Defense

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.

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
Set Categories Knockback
Melee Damage

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.

Recharge -
Minimum Level 14 (Any Archtype)
Effects Toggle
Self Long Jump
Enhancements Reduce Endurance Cost
Enhance Jump
Set Categories Leaping

External Links

Leaping (Hero skin/Villain skin) at NoFuture.org.uk


This article uses material from the "Leaping" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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