Pikeman Archive
Thread: The PIKEMAN vision experiment (stole this one from the swordsman forum)...
Offense -- 40
Specials
Bleeds/Wounds -- 20
Delay -- 0
Snares -- 0
Knockdown -- 40
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 15
Melee Defense -- 25
Ranged Defense -- 15
Counterattack -- 5
Toughness -- 25
Active Defensive Abilities -- 30
Weapons
Damage -- 35
Speed -- 25
Armor piercing -- 20
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Crowd Controller -- 40
Other -- 0
Gunman21 wrote:
Most of you re thinking we're a defensive class by the numbers you're putting down. Fencers and TKAs are the defensive classes, Swordsman and Pikeman are the heavy hitters.
LMAO!
Since when?
Offense -- 60
Bleeds/Wounds -- 10
Delay -- 5
Intimidate -- 5
Stun -- 5
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 15
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Armor piercing -- 25
Group Role
Tank -- 20
Damage dealer -- 30
Utility -- 0
Other -- 0
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 20
Delay -- 0
Snares -- 0
Knockdown -- 20
AE attacks -- 35
Intimidate -- 10
Stun -- 5
Blind -- 10
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 15
Ranged Defense -- 15
Block-- 30
Toughness -- 30
Active Defensive Abilities -- 10
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 20
Accuracy -- 30
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 30
Crowd Controller -- 40
Utility -- 0
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 10
Delay -- 5
AE attacks -- 50
Dizzy -- 5
Other Affects -- 0
Defensive Abilities
Melee Defense -- 25
Ranged Defense -- 20
Counterattack -- 30
Toughness -- 25
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 30
Other -- 10
Group Role
Tank -- 30
Damage dealer -- 20
Crowd Controller -- 50
Utility -- 0
Other -- 0
Message Edited by vonbloodworth on 02-07-2004 09:18 AM
I'm with Gunman on this one. We're meant to be heavy hitters, and our AE attacks *should* be our bread and butter
Behom/Moheb
SlasherZet wrote:
THANK THE JESUS FOR THAT!!!
I won't abandon my vision of 2 fighting styles. So you'll get one number for LANCE style and for STAFF styl fighting. Well, maybe there are 3 fighting styles, but I would stick with 2. I reallydon't like halberds much.
Offense/Defense
Offense -- 80/30
Defense -- 20/70
Specials
Bleeds/Wounds -- 40/0
Delay -- 10/20
Snares -- 15/10
Knockdown -- 0/40
AE attacks -- 25/25
Intimidate -- 0/0
Stun -- 0/0
Blind -- 0/0
Dizzy -- 10/0
Other Affects (as presented in game upon this time)-- 0/0
Defensive Abilities
Melee Defense -- 25/25
Ranged Defense -- 5/5
Counterattack -- 0/40
Block -- 20/0
Dodge -- 0/10
Toughness -- 30/0
Active Defensive Abilities -- 20/20
(Active defense stuff - I vote for Stances... but they won't be implemented, so I can as well forget them.)
Weapons
Damage -- 35/15
Speed -- 15/50
Armor piercing -- 35/20
Accuracy -- 15/15
Other -- 0/0
Group Role
Tank -- 10/30
Damage dealer -- 30/10
Crowd Controller -- 60/60
Utility -- 0/0
Other -- 0/0
I will always keep a small hope that something like that will be implemented.
Now the talking part...
I see Pikeman as a bothDefensive(with STAFF) and Offensive (with LANCE) class. There are also few problems with some things - not to dishonor Swordsman (I am one actually:smileyhappy
, but I don't see how they could counterattack with 10kg or more weight sword. It should be us who counterattacks (at least with STAFF). Also, like it waspointed in the Swordsman thread, I can't see how such a sharp weapon like a LANCE could't be able to get someone to bleed...
I may add more, if God (I don't believe in him:smileywink
gives, the Force be with me and the **edit**ing EDIT button works.
Message Edited by SlasherZet on 02-07-2004 12:18 AM
Offense -- 40
Specials
Bleeds/Wounds -- 10
Delay -- 0(we already have warcry so why do we need more?)
Snares -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 40
Toughness -- 20
Active Defensive Abilities -- 0
Weapons
Damage -- 30
Speed --10
Armor piercing -- 25
Accuracy -- 35
Other -- 0
Group Role
Tank --30
Crowd Controller -- 10
Other -- 0
Offense -- 40
Specials
Bleeds/Wounds -- 10
Delay -- 0
Intimidate -- 0
Stun -- 10
Blind -- 0
Dizzy -- 10
Other Affects -- 10 (short duration fear such as warning shot)
Melee Defense -- 30
Ranged Defense -- 30
Counterattack -- 20
Toughness -- 20
Active Defensive Abilities -- 0
Weapons
Damage -- 20
Speed --20
Armor piercing -- 25
Accuracy -- 35
Other -- 0
Group Role
Tank --40
Crowd Controller -- 40
Other -- 0
Moheb wrote:
I'm with Gunman on this one. We're meant to be heavy hitters, and our AE attacks *should* be our bread and butter
Behom/Moheb
If you want to be a heavy hitter with no defenses go be a swordsman. They fit that bill.
I gotta agree, pikemen in history (rl and swg) are defensive roles. Royal guard, Jabba's guards. Also in history there is nothing really defensive about TK (martial arts, to a degree of course, but fighting unarmed brings the methodology of finishing the job as quick as possible, there is no long term 'tanking' ability involved in unarmed unless your in a ring with gloves and bystanders). Fencers of course train extensively to parry incoming attacks, but in a realistic manner if the next guys weapon is 10 times as heavy the notion of parrying said weapon is no longer an option, but if they see an opening you get skewered.
Now for the concept of aggro, picture 4 people running at you. One of em has no weapon, the other is carrying what resembles a tire iron, the next has a very large bladed sword, the last has a massive staff with a large axe blade on the end of it. When confronted by these four if you had the opportuntity to disable 2 of them before the attacks started taking place which two would you choose? Granted common sense doesn't always prevail, but being new, wanting a tank and looking at the classes the migration is toward the two classes that SOE says can't tank. Regardless if history tells us they can.
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 0
Delay -- 0
Snares -- 15
Knockdown -- 35
AE attacks -- 35
Intimidate -- 0
Stun -- 5
Blind -- 0
Dizzy -- 10
Defensive Abilities
Melee Defense -- 55
Ranged Defense -- 15
Counterattack -- 20
Toughness -- 10
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 20
Armor piercing -- 20
Accuracy -- 20
Other -- 0
Group Role
Tank -- 25
Damage dealer -- 25
Crowd Controller -- 50
Utility -- 0
Other -- 0