Pikeman Archive
Thread: The PIKEMAN vision experiment (stole this one from the swordsman forum)...
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SmuttMeister
Thu Feb 05, 2004 11:46 pm
#1
Ok found this one via the DevTracker when i was looking where ThunderHeart was putting his attention too since it has obviously not been us. Liked the idea tho and it might be worth a try.
Someone made a list of a number of categories. For each of these categories u have 100 points. Divide them over the "components of a category" to outline what u feel the pikeman should be all about. Since Thunderheart was pretty positive about the idea we might just give it a try for our lowly profession and see if that gives the devs the indication they need that pikemen deserve a bit of a revamp too. (Dunno why swordsman get that kind of attention actually seems to me they are one of the few melee elites that CAN hold his own...)
Let's however give it a try ok...
Fellow pikers i am counting on you.
If choosing "other" in one of the subs... plz explain what u feel that other should be.
Offense/Defense
Offense -- 50
Defense -- 50
Specials
Bleeds/Wounds -- 10
Delay -- 10
Snares -- 10
Knockdown -- 25
AE attacks -- 35
Intimidate -- 5
Stun -- 5
Blind -- 0
Dizzy -- 0
Other Affects -- 0
(Snares is the ability to slow down a running enemy if i got it correctly... we pikers should be able to stick a pike between his legs and trip the m0f0)
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 15
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 0
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 20
Crowd Controller -- 50
Utility -- 0
Other -- 0
This would be my "template".... now how about yours?
For a more extensive explanation on the idea: http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=18455
Hats off to Gabe of the idea. Sadly looking at the Devtracker also indicated yet again that Thunderheart nor the Devs particularly care about the Pikeman hybrid profession.
Greetings...
PS Come on TH surprise us and respond in here too!
Ludakrishna
Fri Feb 06, 2004 12:36 am
#2
Offense/Defense
Offense -- 80
Defense -- 20
(yay offense)
Specials
Bleeds/Wounds -- 30
Delay -- 0
Snares -- 0
Knockdown -- 10
AE attacks -- 40
Intimidate -- 0
Stun -- 20
Blind -- 0
Dizzy -- 0
Other Affects -- 0
(AoE to help with crowd control, less kd cuz we need to have our kd under AoE attacks, stun cuz somebody's gotta do it, and yay bleeds)
Defensive Abilities
Melee Defense -- 15
Ranged Defense -- 5
Counterattack (block?) -- 60
Toughness -- 20
Active Defensive Abilities -- 0
(more to block cuz it still lets damage through and we shouldnt be really defensive)
Weapons
Damage -- 60
Speed -- 0
Armor piercing -- 20
Accuracy -- 20
Other -- 0
(less ap cuz it isnt needed as much for crowd controlling and im used to low accuracy =3)
Group Role
Tank -- 15
Damage dealer -- 35
Crowd Controller -- 50
Utility -- 0
Other -- 0
(killing groups is fun)
Kryos
Fri Feb 06, 2004 2:34 am
#3
Offense -- 30
Defense -- 70
Specials
Bleeds/Wounds -- 5
Delay -- 10
Snares -- 15
Knockdown -- 25
AE attacks -- 35
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 5
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 10
looking in history is pikes and polearms used in groups for strong defensive capabilities. So two or more pikemen grouping should give added defense to the group. Allso imagining a charge recive attack (eg.you stand your ground while the enemy runs to you)
Weapons
Damage -- 60
Speed -- 0
Armor piercing -- 40
Accuracy -- 0
Other -- 0
slow and inaccurate.... but leaving the enemy with a mark for life
Group Role
Tank -- 50
Damage dealer -- 0
Crowd Controller -- 50
Utility -- 0
Other -- 0
Group Role
Tank -- 50
Damage dealer -- 0
Crowd Controller -- 50
Utility -- 0
Other -- 0
the role of a pikeman should be keeping the enemy at bay... block should be more effective (working more often then Dodge/counterattack, but still letting some dage through)
Dunklemaus
Fri Feb 06, 2004 2:54 am
#4
Offense/Defense
Offense -- 50
Defense -- 50
Specials
Bleeds/Wounds -- 10
Delay -- 5
Snares -- 5
Knockdown -- 20
AE attacks -- 35
Intimidate -- 5
Stun -- 10
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 35
Ranged Defense -- 15
Counterattack -- 10
Toughness -- 40
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 35
Damage dealer -- 35
Crowd Controller -- 30
Utility -- 0
Other -- 0
Blutzoll
Fri Feb 06, 2004 3:42 am
#5
Offense/Defense
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 10
Delay -- 0
Snares -- 10
Knockdown -- 10
AE attacks -- 50
Intimidate -- 0
Stun -- 10
Blind -- 0
Dizzy -- 0
Other Affects -- 10
(Snares is the ability to slow down a running enemy if i got it correctly... we pikers should be able to stick a pike between his legs and trip the m0f0)
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 10
Toughness -- 30
Active Defensive Abilities -- 30
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 30
Speed -- 20
Armor piercing -- 30
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 20
Crowd Controller -- 40
Utility -- 0
Other -- 0
OutbackWookiee
Fri Feb 06, 2004 4:15 am
#6
Can I put like 100 pts into defense vs. dizzy? I'm sorry but unless we have something like this we have no way of fighting a TKM or a Fencer.
SmuttMeister
Fri Feb 06, 2004 5:35 am
#7
Hmmm come 'on Legwand give us your vision...
We need those ideas from you "veterans" maybe
even more than from n00bs like me. :-)
I know that the TKM dizzy/kd is a b*tch tho and
completely off the mark where balance is concerned...
For some reason i think that the TKM tree got the
same vision thread but they accidently got to divide
200% per category...
Coz how can they have those supreme active defense
abilities with their meditation without having to
sacrifice for it in the the speed or damage or
specials department? That is completely beyond me.
SmuttMeister
Fri Feb 06, 2004 5:36 am
#8
Hmmm come 'on Legwand give us your vision...
We need those ideas from you "veterans" maybe
even more than from n00bs like me. :-)
We need those ideas from you "veterans" maybe
even more than from n00bs like me. :-)
I know that the TKM dizzy/kd is a b*tch tho and
completely off the mark where balance is concerned...
For some reason i think that the TKM tree got the
same vision thread but they accidently got to divide
200% per category...
completely off the mark where balance is concerned...
For some reason i think that the TKM tree got the
same vision thread but they accidently got to divide
200% per category...
Coz how can they have those supreme active defense
abilities with their meditation without having to
sacrifice for it in the the speed or damage or
specials department? That is completely beyond me.
abilities with their meditation without having to
sacrifice for it in the the speed or damage or
specials department? That is completely beyond me.
OutbackWookiee
Fri Feb 06, 2004 6:05 am
#9
Offense/Defense
Offense -- 30
Defense -- 70
Specials
Bleeds/Wounds -- 0
Delay -- 15
Snares -- 25
Knockdown -- 50
AE attacks -- 0
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 40
Ranged Defense -- 30
Counterattack -- 20
Toughness -- 10
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 25
Accuracy -- 25
Other -- 0
Group Role
Tank -- 80
Damage dealer -- 20
Crowd Controller -- 0
Utility -- 0
Other -- 0
Ok, since you asked here it is. May not be what you were looking for but here goes.
Offense/Defense
We're a defensive class. No question here.
Specials
Lots of knockdown. Some of that snare stuff to keep them still. Some delay so they cant hit us. TKs and Fencers have dizzy, why not us? Just a little so we too can put those guys on their asses and laugh while we beat on them for 5 minutes without any chance of them fighting back. Forget the bleeds and the area attacks. I use them but I'm not partial to them. Area attacks IMO don't do enough damage therefore I don't use them. Bleeds take forever. I can do way more damage to a mob in the time it takes for a bleed to tick off.
Defensive Abilities
Little bit of everything here. Forget the active defense stuff. If you want that go glom the meditate line from TK. It has no place in our tree.
Weapons
Speed is not really an issue. The 4.5s that we have now are fine by me. That accuracy has to be improved though. That really is a pisser. Some more armor piercing would be nice as well.
Group Role
That about sums it up. This is my role when I'm out with friends. I usually dont do specials to keep my ham costs in check. I'm usually just standing there taking the beating so everyone else gets their xp. Don't mind this at all. Sure I can kick some ass when need be but I'm there mainly to take a punch.
Enjoy.
Peaquak
Fri Feb 06, 2004 7:38 am
#10
What if pikeman got something so they could do more when on creatures. They could get some small creature handling skills but they only work on mounts like the creature and the rider could attack at the same time.
just a thought
Envoy3113
Fri Feb 06, 2004 8:10 am
#11
Offense/Defense
Offense -- 40
Defense -- 60
Specials
Specials
Bleeds/Wounds -- 15
Delay -- 10
Snares -- 0
Knockdown -- 35
AE attacks -- 25
Intimidate -- 0
Stun -- 5
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 25
Toughness -- 35
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 35
Accuracy -- 15
Other -- 0
Group Role
Tank -- 40
Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 25
Toughness -- 35
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 35
Accuracy -- 15
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 20
Crowd Controller -- 40
Crowd Controller -- 40
Utility -- 0
Other -- 0
Other -- 0
Envoy3113
Fri Feb 06, 2004 8:13 am
#12
BTW, good job bringing this over here. We should take all of these an see what the population averages are after a few days, if the devs want us to set the design standard of Pikemen this is a great way to do it.
Daros
Fri Feb 06, 2004 9:18 am
#13
Offense/Defense
Offense -- 30
Defense -- 70
Specials
Specials
Bleeds/Wounds -- 20
Delay -- 10
Snares -- 20
Knockdown -- 35
AE attacks -- 15
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 25
Counterattack -- 15
Toughness -- 35
Active Defensive Abilities -- 0
Weapons
Damage -- 35
Speed -- 10
Armor piercing -- 35
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Melee Defense -- 25
Ranged Defense -- 25
Counterattack -- 15
Toughness -- 35
Active Defensive Abilities -- 0
Weapons
Damage -- 35
Speed -- 10
Armor piercing -- 35
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 20
Crowd Controller -- 40
Crowd Controller -- 40
Utility -- 0
Other -- 0
Other -- 0
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