Swordsman Archive

Thread: Screw all this bleed crap. Swordmen Profession needs a damn REVAMP

Nymphotweety
Fri Feb 13, 2004 4:48 am
#14

I have never set a bleed and run, although i haven't taken on anything like Nightsister ect but i normally just set the bleed and go toe to toe with whatever. Thats jjust my way of playing tho. What i'm saying is that i can see why peeps are unhappy with the change but its not that bad really.



RIP Veeboo - Now playing Kesaah at a server near you
kyratdragoneater
Fri Feb 13, 2004 9:14 am
#15

ok heres how it sould go for the meele prof's. swordsman: damage high, defense meduiem, speed low. (right now it's dmg. meduim and everything esle low) pikeman: defense high, dmg. meduim, and speed low. fencer: speed high, def. meduiem, and dmg low. :tka meduiem for all (but right now there high for all. it sux) and we (swordsman) need more defence MODs so at lest we can tank stuff or live in pvp. and diffrent moves instead of lower posture on all of them (and possably more dmg cuz tka can do more then us with there bare hands.......**edit** is that all about?)



Water can flow, and water can crash, be water my friend - Bruce Lee

- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
kyratdragoneater
Fri Feb 13, 2004 9:22 am
#16

we need more accurecy also so we can hit things with r weapons. i can understand the hammer missing like in rl cuz the hammer head is small but also in rl swordsman can parry attack with more def. and the wegit of the weapon adds speed in slashs........and you ahve a huge bladed sword.....it's kinda hard to miss



Water can flow, and water can crash, be water my friend - Bruce Lee

- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
Dredly
Fri Feb 13, 2004 10:02 am
#17

This is why we have lunge. it works from about 20 meters away and will drop posture the opponet and also deal damage. I can't promise it will work perfectly well in PvP but it works very well in PvE. Espcially against rebel scum
DarthFuse
Sat Feb 14, 2004 9:53 pm
#18

All very good points, im not sure if the combat revamp will benifit us, but times will be hard for use apparently. 4 of my freinds have dropped there swordsmen prof's and have gone rifle/pistols/carb/tka, this sucks alot but im still trying to find a loophole in the swordsmen prof, i really dont feel like mastering brawler to be effective in swordsmen.(trying to go combat med)
Hippofighter23
Sun Feb 15, 2004 12:51 am
#19

i think your point about having 6 attacks that do the same thing if a good point. I just took on my fencer friend, and he dd that dizzy thing where i just coudnt get up.....i used mind bleed...woohoo....then i did sweep 1......ohh he was kneeling...then got up and dissyed my ass..


i do think that we need more moves....but ill still be swordmsn no matter what





Therivol/Cptmorgan

friends old accnt
Bolto
Sun Feb 15, 2004 2:30 am
#20

Sorry to say, but to be a truly successful swordsman you will need master brawler. The carbine counter attack also works wonders.
Keelala
Sun Feb 15, 2004 3:08 am
#21






Jedika wrote:
i agree we should get a revamp ... but im SOOOOO CLOSE TO BECOMING A JEDI kinda only on my silent for the past like day and a half.






ROFL i do hope you was being sarcastic or have done alot of mastery's . Im working on number 20 atm and still not unlocked



Robaroo

Puppet of the Emperor
Built for comfort not for speed
"imPVP" Its Us Imperial Guild




LuBuJeedai
Sun Feb 15, 2004 4:31 am
#22

Ok so this is my outlook on the game and its combat classes. I dont think TKA is over powered. I think TKA just works properly thereby showing how messed up our class is.


I do think we need more accuracy. I also belive that having done other combat classes makes you a better swordsman. Take in account that I started this game going for pistoleer. My main tactic at the time was to kite. When ever I go for npcs, my first action is to put them on follow. Then I start to attack. I admit that I spam my attacks. With this in mind I also let my cursor hover over the clear button of the combat screen. When they run I clear the screen and put one or two lunges in there. Once I get them on thier knee I continue the attack spam. This tactic works very well...mind you that you may end up as much as 200m from your original mission. The other downside is that you pickup extra mobs. But even this is easliy handled with a AoE attack.


As far as the bleeds are concerned I dont think they were ever meant to stack. More likely they were meant as the beginning to a combo. Mind youa 1,2 combo. I like to bleed then headhit2. Once this hits I would move over to a 2handhit. Also bearing into mind that my mob could start running at any moment. Also never under estimate you inate brawler abilities like warcry and intimidate.


I would love to see us get a boost in our defenses to either off-set the need for armor or getting buffed. Still I dont know how anyone goes hunting nowdays without being buffed and in armor. Also the new Chef foods makes it so we no longer need to be druggies hooked on Muon Gold. Which I should mention Brandy will do wonders for your mind. Also the new Blue milk is great for mind damage.
IamDaniel
Sun Feb 15, 2004 5:20 am
#23

Well, I have only 2 problems with being a Swordsman. One is we have too many sweeps, very useless in pvp and pve. The other is that, as of last patch, almost every combat profession's DoTs were nerfed. At first when I read about DoTs not stacking after this patch, I didn't really think it was that big of a deal. When the actual patch came and I realized that my bleed damage in pvp is actually less than 1/4 of the shown damage, that's when I got a bit upset. That obviously came as a stealth nerf, as it wasn't on the patch log. Before the patch I didn't have too much problems with TKMs in pvp, since I could always bleed them right through the armor, but now, I find that I can hardly do any damage to them when they're in full composite with buffs. The damage mitigation also doesn't help us much. What I'd like to see changed would be to revert bleed damage back to how it was last patch, but still make it so bleed1 and bleed2 won't stack. And it would also be nice if we could get some different useless specials(anything but sweeps), not that I consider it a priority.


/Simplemon

Page 2 of 2