Leaping Pool
Last Modified: July 30, 2010
One advantage of this pool, is eventual access to Acrobatics which provides some protection from holds and knockback. It also provides strong aerial control and is often used for PvP.
Jump Kick
Jump Kick is a good attack that has a chance to do knockup (basically a Leaping Pool equivalent of Air Superiority from the Flight Pool). You can use this for good damage, but especially to keep an enemy off their feet (and therefore unable to attack you).
Recommended # of Slots and Enhancement Priority
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If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
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Combat Jumping
Combat Jumping lets you jump fairly high in missions and gives a bonus to defense. In the levels between 6 and 14, you will be able to get over walls in cities that you wouldn't have been able to otherwise which greatly assists with your travel time.
Given the choice, I almost always take this over Jump Kick as my prerequisite power to Super Jump.
Recommended # of Slots and Enhancement Priority
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You can certainly buff serveral aspects of this power, but considering there are so many other ways to increase and modify your jumping height and speed, this isn't really necessary.
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Super Jump
Super Jump is a nice travel power in that it's fast and has almost no vertical problems. Before my level 24 respec, it took me about 15 minutes to get from the Terra Volta entrance to the Reactor where the final mission took place since I only had Super Speed at the time.
There is one specific danger associated with Super Jump. If you are playing a squishy character and while traveling, you land in a group of enemies, they will immediately fire on you even though by the time the effects launch you are long gone.
Recommended # of Slots and Enhancement Priority
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2 or 3 depending on what you want to do and whether you go with set IOs or regular
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Acrobatics
Like most defense-only powers, Acrobatics isn't a lot of fun, but can be very useful. For tanks who get tired of hitting the ground or getting held, the knockback and holds will save their life. Remember that knockback is just annoying but holds will drop your toggles.
Basically, if you can't afford the special IOs that remove knockback or if you find that you are susceptible to holds AND you took Super Jump as your travel power, then this power is worth it. Which is to say that I've never taken it on a single character 😛 (PvP'ers might have a different opinion).
Recommended # of Slots and Enhancement Priority
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It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
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