Pikeman Archive
Thread: The PIKEMAN vision experiment (stole this one from the swordsman forum)...
Page 4 of 4
Yesurb
Mon Feb 09, 2004 11:16 pm
#40
Offense/Defense
Offense -- 40
Defense -- 60
Specials
Bleeds/Wounds -- 15
Delay -- 0
Snares -- 10
Knockdown -- 20
AE attacks -- 25
Intimidate -- 10
Stun -- 10
Blind -- 0
Dizzy -- 10
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 -- 35
Ranged Defense -- 0
Counterattack -- 5
Toughness -- 25
Active Defensive Abilities -- 35 (They can be a defensive char)
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40 (Leverage = Power)
Speed -- 0
Armor piercing -- 40 (Leverage = power)
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 15
Crowd Controller -- 45
Utility -- 0
Other -- 0
Offense -- 40
Defense -- 60
Specials
Bleeds/Wounds -- 15
Delay -- 0
Snares -- 10
Knockdown -- 20
AE attacks -- 25
Intimidate -- 10
Stun -- 10
Blind -- 0
Dizzy -- 10
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 -- 35
Ranged Defense -- 0
Counterattack -- 5
Toughness -- 25
Active Defensive Abilities -- 35 (They can be a defensive char)
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40 (Leverage = Power)
Speed -- 0
Armor piercing -- 40 (Leverage = power)
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 15
Crowd Controller -- 45
Utility -- 0
Other -- 0
Sirgleno
Tue Feb 10, 2004 2:33 pm
#41
Offense/Defense
Offense -- 75
Defense -- 25
Specials
Bleeds/Wounds -- 20
Delay -- 20
Snares -- 0
Knockdown -- 20
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 20 (/pin)
Defensive Abilities
Melee Defense -- 30
Ranged Defense -- 0
Counterattack -- 30
Toughness -- 40
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 25
Accuracy -- 25
Other -- 0
Group Role
Tank -- 20
Damage dealer -- 40
Crowd Controller -- 20
Utility -- 20 (/pin)
Other -- 0
I reference the wishful /pin command, that should/could allow the piker to pin a knocked down opponent, immobilizing him/her while keeping the piker busy holding the pin, with a low possiblity of breaking the pin, especially for opponants with little or no melee skill.
Offense -- 75
Defense -- 25
Specials
Bleeds/Wounds -- 20
Delay -- 20
Snares -- 0
Knockdown -- 20
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 20 (/pin)
Defensive Abilities
Melee Defense -- 30
Ranged Defense -- 0
Counterattack -- 30
Toughness -- 40
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 25
Accuracy -- 25
Other -- 0
Group Role
Tank -- 20
Damage dealer -- 40
Crowd Controller -- 20
Utility -- 20 (/pin)
Other -- 0
I reference the wishful /pin command, that should/could allow the piker to pin a knocked down opponent, immobilizing him/her while keeping the piker busy holding the pin, with a low possiblity of breaking the pin, especially for opponants with little or no melee skill.
Bihlbo
Wed Feb 11, 2004 1:21 am
#42
I see Pikemen as being the Riflemen of melee professions. Lots of damage and accuracy, slow attacks, and a focus on staying back from combat as much as possible. I think this style of play is valid and allows for the most complimentary combinations of professions within groups, and it suits the polearm user more than any other melee profession.
Pikemen should be hard to hit because it's hard to get to them, but their defences should be based mostly on their weapon - get past it and the pikeman is very vulnerable. Pikemen should also have high damage and accuracy in combination with slower attack speeds.
Not listed below,polearms should have their ranges increased to allow Pikemen to still hit at a range of 10m with normal or special attacks, with the Pikeman's focus being keeping the enemy far enough away that it can't do damage.
Pikemen are not the best tanks, this is more easily filled by Fencers and Swordsmen. Pikemen instead have abilities that prevent the enemy from doing damage at all, and are otherwise vulnerable in combat.
To put it in other terms, Pikemen should have a role akin to the Ranger in EverQuest - lots of damage and utility abilities that make it easier for a group to kill something, but weaker than other professions when it comes to getting hit.
Offense/Defense
Offense -- 80
Defense -- 20
Specials
Bleeds/Wounds -- 15
Delay -- 5
Snares -- 15
Knockdown -- 15
AE attacks -- 15
Intimidate -- 5
Stun -- 10
Blind -- 0
Dizzy -- 0
Pin-- 10
Push Back -- 10
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 30
Toughness -- 25
Active Defensive Abilities -- 0
Group Defensive Bonus -- 15
(Active defense stuff is things like the TK meditation or the Center Of Being thingy)
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 20
Accuracy -- 40
Other -- 0
Group Role
Tank -- 10
Damage dealer -- 50
Crowd Controller -- 40
Utility -- 0
Other -- 0
CelesSun
Tue Mar 02, 2004 10:54 pm
#44
Offense/Defense
Offense -- 45
Defense -- 55
Specials
Bleeds/Wounds -- 15
Delay -- 10
Snares -- 0
Knockdown -- 35
AE attacks -- 40
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Snares -- 0
Knockdown -- 35
AE attacks -- 40
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 40
Ranged Defense -- 20
Counterattack-- 10
Toughness -- 30
Active Defensive Abilities -- 0
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 35
Accuracy -- 15
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 10
Crowd Controller -- 50
Utility -- 0
Other -- 0
Tank -- 40
Damage dealer -- 10
Crowd Controller -- 50
Utility -- 0
Other -- 0
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