Swordsman Archive

Thread: How would you make swordsman a better damage dealer?

belder
Thu Jun 02, 2005 6:06 am
#14

well onyl problem wiht duel weidling is that swordsman weaposn are 2 handed(hence the skill req pre-cu) so waht id suggest would jsut be better weapons or more speed mods, our quest weapon is 270ish, fencer 314, but agin we have the hammer, but UGLY, give us some sorta of cool looking weapon, or jsut change the image of the powerhammer i dont care its just UGLY



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FragRock-Creatures
Thu Jun 02, 2005 9:19 am
#15


For one, the power hit isnt very powerful at all, in fact i use it once in awhile, just while my other specials recharge, so i would definetly increase the damage on the power move since you need to charge it before even striking.


I too would also love to see a newfinishing move added on, we lost a lot of cool looking action post CU and i havent felt the same since



--------------------FLURRY------------------------
Master Creature Handler

Master Swordsman
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diff-edge
Thu Jun 02, 2005 9:28 am
#16

If i understand right we are suppost to be the damage dealer without much in tanking skills.


My swordman can hit about 4 or 5 good hits then i am done. My action is gone. (unbuffed) I dont have enough def to tank so i am worthless. Give us some heavy stun type hits that will stop or slow down the creature. Aslo, I would be happy if we could get some nice weapons. I just got the knucklers of katarn and i have more dps with those than with my power hamer puped. Only have on box other than novice in tk as well. That just stinks. Not counting the one handed blade you can get in the dead forest that rocks.


Speed or damage is my last point ... swordmen are not fast they hit hard. I have friends that hit for 300 less than me but almost twice as fast. So what good is the swordman. We should have a large hit that may take some time but should be a minimum 1500 hit with a basic weapon. maybe use it once every 15 seconds .



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ImpSwordsman
Thu Jun 02, 2005 10:08 am
#17

damn i think swordsman have the best damage dealing specials in the game......just get a good weapon and your fine lol



lShinobi Darksunl
Xris Blade Weaver

raider7734
Thu Jun 02, 2005 10:38 am
#18



Max damage caps on weapons and the special move multipliers seem to be reasonably balanced, I don't see the devs changing these.


The problem I see isaction costs, SACon powerhammers is out of control! Most of us are likely using converted hammers with 104 SAC, which is bad enough, but try using a typical post-CU crafted hammer at 120-130.. it's awful. And if they experiment SAC down, dps stinks.


(BTW the reason SAC is important is 1 - it's not fun idling on Melee Hit most of the time, and 2 - SAC affects sustained damage output over time. Example: my ranged toon can drop a giant kimo in 3:02 using a 420dps carbine (powerup)... or 2:40 using a 309dps carbine with 10 lower SAC)


My solution to this would be to change melee weapons crafting to make it less primitive and unflexible. And also to make melee weapon enhancements beneficial and more available:


1. A krayt tissue incorporated into an advanced blaster power handler will alwaysmake a better, more powerful weapon. Why is the same not true for rancor teeth?They replace the reinforcement core, yet their stats are almost always lower, resulting in a worse weapon.Instead of replacingthecore, the advanced reinforcement core schematic should have an optional enhancement slot that will accepta rancor tooth (or Acklay bone)to improve its stats.


2. Enhancements like krayt tissues are 100x more available than Acklay bones. Add enhancements like Acklay bones to appropriate level mobs that are huntable outside of the geo cave.


3.A very well made post-CU stock (talking about weapon components here)can reduce SAC on a blaster by 10 at a penalty of .1 speed. Why is there no analogue for melee weapons, such as an ergonomic grip?


If enhancements are more available andactually improve the weapon stats, weaponsmiths can put points into experimenting SAC down and still maintain good damage. This will improve Swordsman damage output over time and make it more fun to play, since you can use your power moves more often.


Message Edited by raider7734 on 06-02-2005 10:40 AM



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jmonty
Thu Jun 02, 2005 11:33 am
#19

well, as an old school player who has yet to experience the CU, i would say,give usback the area attack! from what i gather, we no longer have that skill, and i have a hard time imagining playing without it.




Jah'y ~ RESPECing to every prof eventually
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evetsleep
Thu Jun 02, 2005 11:45 am
#20






KreyMerr wrote:
Title asks the question. I think its obvious that we arent doing the large amounts of damage that we should be. We are rated at a 5 offence, yet can be out damaged by several profs with less rating. So what are some of your ideas?

Mine include:

Make berserk an actual useful skill. Make this the offencive version of CoB. The damage output should be higher.

Adjust a move to become sort of a finishing move. Have the move do massive damage, but have some negative effect, like a defencive debuff. (for example, hit for 2250 instead of 1900 but decrease defences for 20 seconds)

Anyway, include your ideas so I can get some sent in for the devs to look at.




To be honest my one suggestion outside of what has already been said has been a problem with swordsman since opening day. Our end-game weapons (MHS) are not swords. Its a hammer. I personally find the hammer boring and while I use ot all the time, its more out of the damage that it puts out then anything else. I'd like to see end-game swordsman non-quest weapons be swords, not hammers.




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En-Sabah-Nur
Thu Jun 02, 2005 11:55 am
#21

Yes as one person pointed out Powerhit is useless really. As a swordsman your best attacks are really Head hit, critical and keeping Armor Break on. What I really thing the probelm is at is the action cost in doing those specials. It's just large per swing no matter what weapon you use and the 104 is just added on top of it. By letting us hit for a little longer we could do far more damage overall. I do think we should get a nice reward weapon on kashyyyk since all other Melee get them and so do ranged that I know of besides probably rifles. But drop our action cost on hammers to even just 85 is almost not enough because a pikeman's Impale appears to cost them far less action even with their 95 lances.



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velocity-x
Thu Jun 02, 2005 1:49 pm
#22






Ciao wrote:

Master the Fencer Profession and use the ROTW Fencer weapons which are superior to any Swordsman's weapon but use some of the swordsman's specials like improved crit and armor break.






FTW


I love Master Fencer + Master Sword, using the Blade of Nyenthi'oris with swordsman specials is kickass.



Morbious Nemes



Ryuukon
Thu Jun 02, 2005 2:51 pm
#23


Simply put the only way to make swordsman the heavy damage dealer is the weapon. There should be a two-handed sword in ROTW that matches the Alphabet Soup Sword that Fencer gets. Swordsman specials are godly, simple as that. The only one that comes close is Impale from Pikeman.


Swordsman weapons are mediocre at best because of the massive SAC costs. You see all these people using 1200+ max damage power hammers, but with a 104 SAC you aren't gonna be swinging that power hammer long. I'm not saying make a questable two hander with 1200+ max damage. I'd say 1100 would be more in line. But it's the SAC that is most important. Can you imagine hitting with an 1100 max sword that only has 80 SAC? Talk about going to town...


So in my mind that's the only way to help the swordsman profession. SAC is our enemy. Bring it DOWN!!!!


Message Edited by Ryuukon on 06-02-2005 02:52 PM



Ryuujin
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velocity-x
Thu Jun 02, 2005 3:00 pm
#24

Alphabet Soup, lazy bum.


Swordsman is just fine, if you want more, then dabble. This is by design.




Morbious Nemes



En-Sabah-Nur
Thu Jun 02, 2005 3:14 pm
#25






velocity-x wrote:

Alphabet Soup, lazy bum.


Swordsman is just fine, if you want more, then dabble. This is by design.






I believe the question was how to make swordsman a better damage dealer in and of it'self. To cop out and say just get other professions doesn't address what the correspondent asked fully.



^TORAX NIGHTWIND^ TORAX' NIGHTWIND ^ TORVAN ^TALIC^
-V- Vengeance
THE EMPIRE WANTS YOU!
Disclaimer: I donot proof readmy posts. Use liquor to translate.
Disclaimer:
I post strictly for my own amusement.


Ryuukon
Thu Jun 02, 2005 4:21 pm
#26






velocity-x wrote:


Alphabet Soup, lazy bum.


Swordsman is just fine, if you want more, then dabble. This is by design.







Fine, Blade of the Kyenthi'Oris. Happy?


As for swordsman being just fine... Wrong. If you want to be the best tank you can be, TKM is the way to go. Nothing beats 6k innate armor + Imp COB. Couple that with Area Taunt from Swordsmanalong with docself healsand you'll be able to get and keep agro pretty well. But you'd be able to do it infinately better with damage, which is what Swordsman is supposed to be. That's why it's a 5 instead of a 3. Hell fencer is ranked 4 and does more than Swordsman thanks to the Alphabet Soup Sword (HAH!!! ).


So again, get us a better ROTW weapon and we'll be where we are supposed to be.



Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
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