Pikeman Archive
Thread: The pikeman definition, as given by pikeman
Summary of skill points and path:
Master Pikeman spends 92 skill points. This includes novice brawler, polearms one through four, novice pikeman, all four pikeman trees, and master pikeman.
Combat Role:
Pikeman unanimously want the crowd control combat role. ‘Contain and control’ best describes crowd control. This role requires the best in area attacks, plus specials such as warcry that manipulate the way the battle if fought. Posture changes, knockdowns, bleeds, state attacks, and area of effect, combined with specials that manipulate the enemy, provide the basis for a crowd control profession.
Group Role:
Group role would be primarily control the enemy. We would be sent in behind the tanks to unleash our are-effect and crowd controlling specials. It has been suggested that pikeman get bonuses when grouped with other pikeman.
Abilities Wanted:
With 4 melee professions, it is difficult to assign capabilities. We see swordsman as the most damaging yet lowest defense profession, fencer the complete opposite of swordsman, and teras kasi somewhere in between.
Pikeman is a ‘wildcard’ profession because it’s not known where we should stand within the balance. Pikeman is an innate hard-hitting profession. However, the ideas flowing from the boards say give us enough defense to carry out our crowd control capabilities, but give us enough offense to be worthwhile.
Thus, the following proposal is made:
Pikeman request the ability to determine damage/defensive output based on weapon choice. Lances are offensive weapons while staffs are defensive weapons.
When pikeman have a lance equipped, damage output is 60% defensive output is 40%. When pikeman have a staff weapon equipped, defensive output is 60% offensive output is 40%. This is a powerful unique ability, the ability to decide how your profession works for you.
Specials:
The following attacks have been discussed by pikeman as attacks we would like to see. These crowd control specials are very popular within the pikeman community:
Pin: Locks a target in place for a set period of time. Target may not move, but may still fight.
Push: This pushes an opponent back away from the pikeman, and keeps him at that distance.
Taunt 2: This is the same as taunt 1, but has an area of effect built in, which allows pikeman to draw agro of multiple opponents at once.
Our current specials need to be re-designed. Spin 1, spin 2, and Area Attack 1 are near clones of each other. In addition, our specific stun attacks are completely overshadowed by Area Attack 2 and Polearm hit 3, of which both have the stun effect. Giving all ofthese specials different abilities, such as different status attacks and so forth, would go a long ways towords differentiating them and making them all unique.
Thanks ![]()
Message Edited by Gunman21 on 06-05-2004 03:31 PM
That would be awesome to be able to choose what kind of a Pikeman you wanted to be by switching weapons.
It would also be nice to have the option to choose what weapon would best suit a situation, giving Pike's a strategic adapabilty.
On the other hand. I've played alot of CoH and the "Wild Card" profession there, so to speak, is the scrapper.
Scrappers are the red-headed step children of grouping and team play, in that it's really hard to get into a group because not alot of people understand the advantage of having a member of the team who is suited to adapability as opposed to a memeber with a set purpose, i.e. tank, healer, ect.
Is this set in stone? or is this just kind of a vision that has been expressed as a Pikeman wish list?
Excellent work.
As much as it pleases me to see Gunman putting forth some awesome effort, I'll have to be the lone voice of dissent on this issue.
I really think the damage should be downplayed and the defensive angle brought forth a bit more.
Gunman21 wrote:
Swordsman is asking for 75/25 offensive/defensive. This proposal puts us 60/40.