Swordsman Archive

Thread: Swordsman Vision Experiment

Khyzer
Thu Feb 05, 2004 3:05 pm
#14

Offense/Defense
Offense -- 70
Defense -- 30

Specials
Bleeds/Wounds -- 30
Delay -- 15
Snares -- 0
Knockdown --20
AE attacks -- 15
Intimidate -- 20
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0

Defensive Abilities

Melee Defense -- 20
Ranged Defense -- 15
Counterattack -- 25
Toughness -- 40
Active Defensive Abilities -- 0

Weapons

Damage --55
Speed -- 0
Armor piercing -- 20
Accuracy -- 25
Other -- 0

Group Role

Tank -- 50
Damage dealer -- 50
Crowd Controller -- 0
Utility -- 0
Other -- 0




"Only the dead know the end of War"
~Plato~

in-game name
-Khycer
http://www.imagedump.com/index.cgi?pick=get&tp=58902> Inkel Exposed!"
Ekhvram
Thu Feb 05, 2004 3:28 pm
#15

'brute force/tough on our feet'


Offense/Defense
Offense -- 75
Defense -- 25

Specials
Bleeds/Wounds -- 25

Delay -- 0 (falls under Brawler)
Snares -- 0 (should fall under Brawler)
Knockdown -- 10
AE attacks -- 20

Intimidate -- 0
Stun -- 20 (hit3)
Blind -- 0
Dizzy -- 20

Other Affects -- 5 (% to Critical Strike since our PH whiffs so much vs other brawlers)

Defensive Abilities

Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 20

Weapons

Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0

Group Role

Tank -- 25

Damage dealer -- 60
Crowd Controller -- 10
Utility -- 5
Other -- 0







good idea to do something like this. but maybe have a weapons one.



katana's (curved swords, ect) -- 25

axes -- 25

blunt weapons (powerhammer/maces, ect) -- 25

heavy swords (cleaver, scythe, ect) -- 25

other -- 0


(so 1/2 & 1/2 for swords and heavies)


(I think a higher KD def. would make more sense than our high stun one/)




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
SinjenRandall
Thu Feb 05, 2004 3:31 pm
#16



Offense/Defense
Offense -- 70
Defense -- 30

Specials
Bleeds/Wounds -- 30
Delay -- 0
Snares -- 0
Knockdown --0
AE attacks -- 0
Intimidate -- 25
Stun -- 20
Blind -- 0
Dizzy -- 0
Other Affects -- 25

Defensive Abilities

Melee Defense -- 30
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 20
Active Defensive Abilities -- 30

Weapons

Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0

Group Role

Tank -- 20
Damage dealer -- 40
Crowd Controller -- 10
Utility -- 10
Other -- 20






Specials: Other Effects:


I think it would be great to have something like Meditate,only we focus on offensive capability instead of the defensive capabilityof TKA's meditate.


Group Role: Other:


I just want something that defines our combat role specific to Swordsman as opposed to any other melee profession. If we had a specific combat utility... Like a "racial bonus" applies in D&D. Bonus vs. opposing faction, or bonus vs. armored, or bonus vs. humanoid, or something like this. Just anything that makes the melee professions unique to one another beyond the shared stats.





Sinjen
Elder Ticklemonster - Unlocked Pre Publish 9
Master Pilot
THE Hero of Tatooine

TickTock
Thu Feb 05, 2004 3:40 pm
#17

Offense/Defense
Offense -- 80
Defense -- 20

Specials
Bleeds/Wounds -- 30
Delay -- 20
Snares -- 0
Knockdown -- 30
AE attacks -- 0
Intimidate -- 20
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0

Defensive Abilities

Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 40
Toughness -- 40
Active Defensive Abilities -- 0

Weapons

Damage -- 50
Speed -- 0
Armor piercing -- 30
Accuracy -- 20
Other -- 0

Group Role

Tank -- 40
Damage dealer -- 60
Crowd Controller -- 0
Utility -- 0
Other -- 0

_Arkane_
Thu Feb 05, 2004 3:55 pm
#18

Offense/Defense
Offense -- 80
Defense -- 20

Specials
Bleeds/Wounds -- 30
Delay -- 30
Snares -- 10
Knockdown --10
AE attacks -- 0
Intimidate -- 0
Stun -- 10
Blind -- 0
Dizzy -- 10

Other Affects -- 0

Defensive Abilities

Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 30
Active Defensive Abilities -- 20

Weapons

Damage -- 45
Speed -- 10

Armor piercing -- 30
Accuracy -- 15
Other -- 0

Group Role

Tank -- 40
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 5
Other -- 0




__________________________________________________
Ahah! You think your dumb!? Well you should look at me! ahahah.. ahah.. ah... errr.... Lemme rephrase it ok?

Sisaw Master Weaponsmith on Rori in Smuggler Junction City(Scylla)
Mon Cal Will rule Quad lasers crafting!!! (hope so!)
HarrisMoD
Thu Feb 05, 2004 4:09 pm
#19

Offense/Defense
Offense -- 60
Defense -- 40

Specials
Bleeds/Wounds -- 30
Delay -- 30
Snares -- 10
Knockdown -- 20
AE attacks -- 10
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0

Defensive Abilities

Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 10

Weapons

Damage -- 30
Speed -- 10
Armor piercing -- 30
Accuracy -- 20
Other -- 10 - Other Damage Type Weapons Such as Acid, Heat, Electricty, Stun

Group Role

Tank -- 30
Damage dealer -- 40
Crowd Controller -- 10
Utility -- 20
Other -- 0



Ruemenzo X. Dauntlis - [Master Pistoleer, BH Pistol Master, Smuggler Pistol Master, Novice Commando]
L'dil - [Master Doctor & Merchant]
=======================================
Midgar's Acumen - [3388 -1582] Auroria, Rori -Starsider-
---1200 items in stock---
Gamesanator
Thu Feb 05, 2004 4:11 pm
#20

Please just dont change our power outputor head hit moves actually plez leave everthing offence alone


1.Fix our dizzy posture change moves so they actually work more than 1 of out of 100 times


2. We should have better posture change and melee def.Kd/dizzy moves work on us 100% of the time and ours never works it seems.


I would say our HAM costs are horrific but i guess thats being fixed with the combat revamp


I like swordsman just fine the way it is now just need a few minor tweaks imo.



.....................................
Dark Jedi Knight/Gorath
.....................................
FuelerMcDaven
Thu Feb 05, 2004 4:11 pm
#21

Offense/Defense
Offense -- 70
Defense -- 30

Specials
Bleeds/Wounds -- 50
Delay -- 0

Snares -- 0
Knockdown -- 10
AE attacks -- 10
Intimidate -- 30
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0

Defensive Abilities

Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 0
Toughness -- 60
Active Defensive Abilities -- 0

Weapons

Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0

Group Role

Tank -- 25
Damage dealer -- 60
Crowd Controller -- 0
Utility -- 15
Other -- 0
Ximma
Thu Feb 05, 2004 4:14 pm
#22




-- Category #1: Offense/Defense --


Offense: 80%
Defense: 20%

-- Category #2: Specials --

Bleeds/Wounds: 40%
Knockdown: 20%
AE attacks: 20%
Dizzy: 20%

-- Category #3: Defensive Abilities --

Melee Defense: 50%
Ranged Defense 10%
Counterattack 10%
Toughness: 20%
Active Defensive Abilities 10%

Option #5 refers to abilities like Center of Being.

-- Category #4: Weapons --

What should be the priority on Swordsman weapons:

Damage: 40%
Speed: 10%
Armor piercing: 20%
Accuracy: 30%


-- Category #5: Group Roles --

Tank: 10%
Damage dealer: 60%
Crowd Controller: 30%






"So I swoop upon the foe, and I will slay,
I will hew them into pieces, I will dash them into dust;
Like Baal in his strength, on their rearward, lo! I fell,
And I killed them, none escaped me, and I slew, and slew, and slew."


Chrysahor
Thu Feb 05, 2004 4:22 pm
#23

-- Category #1: Offense/Defense --

Option #1: Offense 80
Option #2: Defense 20

-- Category #2: Specials --

Option #1: Bleeds/Wounds - 30
Option #2: Delays (like warcry)
Option #3: Snares - 20
Option #4: Knockdown - 30
Option #5: AE attacks
Option #6: Intimidate
Option #7: Stun 20
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)

Heavy effects, seem logical to me with our weapons.
I guess by snares you mean something that lower running speed, in that case I'm all for it!



-- Category #3: Defensive Abilities --

Option #1: Melee Defense 5
Option #2: Ranged Defense 5
Option #3: Counterattack 30
Option #4: Toughness 50
Option #5: Active Defensive Abilities 10

I don't care about defense, my ennemies can play with me when I rush them. I wield an heavy weapon and can't rely a lot on anything but my own toughness.

And I would like to see all elite brawler get some ranged mitigation. We need something against range, we need something to reward us of successfully catching a ranged opponent.
We have no longuer bonus against ranged ppl (like x2.5 vs. rifleman), now even if we catch them, they can run and restart kiting. We need some compensations against the 50m they have over us. Maybe snares is also an answer.


-- Category #4: Weapons --

Option #1: Damage 35
Option #2: Speed
Option #3: Armor piercing 35
Option #4: Accuracy 30
Option #5: Other (explain)

We are heavy hitters, we are slow. When we attack, we wisely aim to deliver a "one-hit kill" situation (I don't want any profession to one-hit kill eveything, it's an image).

Some say we are equivalent of marksman-rifleman, I see me more like a melee commando...I don't play around with fast hit, I don't make fun with silly effect...I'm a shock trooper.


-- Category #5: Group Roles --

Option #1: Tank 30
Option #2: Damage dealer 60
Option #3: Crowd Controller
Option #4: Utility 10
Option #5: Other (explain)



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
-Rurouni-
Thu Feb 05, 2004 4:38 pm
#24

-- Category #1: Offense/Defense --

Option #1: Offense= 80
Option #2: Defense=20

-- Category #2: Specials --

Option #1: Bleeds/Wounds= 30
Option #2: Delays (like warcry)
Option #3: Snares= 10
Option #4: Knockdown= 10
Option #5: AE attacks = 30
Option #6: Intimidate = 10
Option #7: Stun = 10
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)


-- Category #3: Defensive Abilities --

Option #1: Melee Defense = 30
Option #2: Ranged Defense = 10
Option #3: Counterattack= 30
Option #4: Toughness = 10
Option #5: Active Defensive Abilities = 20

Option #5 refers to abilities like Center of Being.

-- Category #4: Weapons --

Option #1: Damage = 50
Option #2: Speed = 10
Option #3: Armor piercing = 30
Option #4: Accuracy = 10
Option #5: Other (explain)

-- Category #5: Group Roles --

Option #1: Tank= 30
Option #2: Damage dealer = 50
Option #3: Crowd Controller = 10
Option #4: Utility = 10





HIIKI
Thu Feb 05, 2004 4:47 pm
#25

-- Category #1: Offense/Defense --

Option #1: Offense -- 80
Option #2: Defense -- 20

-- Category #2: Specials --

Option #1: Bleeds/Wounds -- 30
Option #2: Delays (like warcry) -- 20
Option #3: Snares -- 20
Option #4: Knockdown -- 20
Option #5: AE attacks -- 10
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)

-- Category #3: Defensive Abilities --

Which of the following should be the most effective of Swordsman defensive abilities.

Option #1: Melee Defense -- 10
Option #2: Ranged Defense -- 10
Option #3: Counterattack -- 20
Option #4: Toughness -- 40
Option #5: Active Defensive Abilities -- 20

-- Category #4: Weapons --

Option #1: Damage - 40
Option #2: Speed
Option #3: Armor piercing - 40
Option #4: Accuracy - 20
Option #5: Other

-- Category #5: Group Roles --

Option #1: Tank -- 40
Option #2: Damage dealer -- 50
Option #3: Crowd Controller
Option #4: Utility -- 10

MS/MRi/TKA
SSquirrel76
Thu Feb 05, 2004 4:57 pm
#26

I'm not a Swordsman (wife is tho) but I would think that Active Defensives is what encompasses your State Defenses. So the people who want to see State Defenses boosted should probably put points into that category. Of course, StGabe should be free to correct me *grin*


BTW I like this thread a lot and think it's very cool. Maybe I should tell my TKA bretheren to take a look


Astu (Valcyn)






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