Swordsman Archive
Thread: Swordsman Vision Experiment
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
Offense -- 75
Defense -- 25
Specials
Bleeds/Wounds -- 25
Snares -- 0 (should fall under Brawler)
Knockdown -- 10
AE attacks -- 20
Stun -- 20 (hit3)
Blind -- 0
Dizzy -- 20
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
Crowd Controller -- 10
Utility -- 5
Other -- 0
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.
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
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
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 30
Active Defensive Abilities -- 20
Weapons
Damage -- 45
Speed -- 10
Accuracy -- 15
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 5
Other -- 0
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
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 50
Delay -- 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
-- 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%
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)
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)
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
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
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)