Swordsman Archive
Thread: 3 hit kills in pvp? Swordsman overpowered?
I think swordsman are fine, armor is over powered, as are heals. This will change here in a month or two.
Antilles98 wrote:
The thing is Jedi are underpowered from what they should be. Considering the dedication required to master is greatly far more significant than any other profession, when a completed Jedi is killed by another character - I can understand why they'd get irritated, lol.
I think swordsman are fine, armor is over powered, as are heals. This will change here in a month or two.
I would say armour is not over powered. Jedi armour just needs the same ability to get armour break resistance. The armour break ability is what is over powered. A simple fix for that is armourbreak recovery or something.
Duexfuse wrote:
I'm curious what the jedi's template is?
Wouldn't a MSwords/TKM/Doc4000 be equivalent to a MLS/MDefender/Healer4000 (leaving 20 points for whatever)?
The big difference I see is that the swordsman can get AB protection and that the jedi has a ranged attack/ranged KD.
Some advice to the jedi, don't turn on FA right away. Wait for the AB to hit you, then turn it on.
Prolly good advice...But really if you are AB and have no resists to it....I say run around stay outside their range and spam throw till AB wears of then go in for some dmg dealing....float like a butterfly sting like a bee.
Ataxrxes wrote:
Prolly good advice...But really if you are AB and have no resists to it....I say run around stay outside their range and spam throw till AB wears of then go in for some dmg dealing....float like a butterfly sting like a bee.
Duexfuse wrote:
Ataxrxes wrote:
Prolly good advice...But really if you are AB and have no resists to it....I say run around stay outside their range and spam throw till AB wears of then go in for some dmg dealing....float like a butterfly sting like a bee.
And if you have MLS you can use advanced saber throw for a long distance KD. I also believe that there is a snare in the lightsaber tree too.
I agree with the above poster, if you can't dance toe to toe with a melee template; become a ranged jedi.
/agree
ifyou can't win toe to toe, don't fight toe to toe
iijin wrote:
I will have to say Armor Break is what is overpowered....Jedi and Swords, I don't think just giving TKM and Jedi resistance to it is key either. As I use AB all the time I hate to say it but.....it needs nerfing.../ducksincomingflames.
It is quite the contrary for me though...I can last a bit against Swords/Melee its the 1300 damage I get from Jedi that can be very overwhelming...
I don't agree I want to keep my AB
. atm thats the only thing seperating our damage from the rifleman without it we'll just be RM with 5m range ![]()
Unless there was some sort of 'cheating' going on with the attack speed. Its not that hard to attack really fast as a swordsman, doc buffs and the right SEA's.
I personally dont use the 1.5 theory anymore. But even if you did its 1.5 times the average combat player. A swordsman who knows what hes doing will be able to kill most anyone that gets in his range.
In general power hammers are better than sabers.
Swordsman can wear armor and have it AB sliced.
Swordsman SEAs are easier to max out on.
Swordsman weapons can use PuPs.
Swordsman accuracy and defence mods are most likely higher than a jedi's.
Add all these things up with the right template and you have more of a 1:1 ratio.
As for being killed in 3 hits, id say its possible, but shouldnt happen every fight.
I didn't 3 hit kill him just seemed that way to him but thats what a 1.1 mod speed does.
KreyMerr wrote:
Id have to say 'working as intended'.
Unless there was some sort of 'cheating' going on with the attack speed. Its not that hard to attack really fast as a swordsman, doc buffs and the right SEA's.
I personally dont use the 1.5 theory anymore. But even if you did its 1.5 times the average combat player. A swordsman who knows what hes doing will be able to kill most anyone that gets in his range.
In general power hammers are better than sabers.
Swordsman can wear armor and have it AB sliced.
Swordsman SEAs are easier to max out on.
Swordsman weapons can use PuPs.
Swordsman accuracy and defence mods are most likely higher than a jedi's.
Add all these things up with the right template and you have more of a 1:1 ratio.
As for being killed in 3 hits, id say its possible, but shouldnt happen every fight.
KreyMerr wrote:
Id have to say 'working as intended'.
Unless there was some sort of 'cheating' going on with the attack speed. Its not that hard to attack really fast as a swordsman, doc buffs and the right SEA's.
I personally dont use the 1.5 theory anymore. But even if you did its 1.5 times the average combat player. A swordsman who knows what hes doing will be able to kill most anyone that gets in his range.
In general power hammers are better than sabers.
Swordsman can wear armor and have it AB sliced.
Swordsman SEAs are easier to max out on.
Swordsman weapons can use PuPs.
Swordsman accuracy and defence mods are most likely higher than a jedi's.
Add all these things up with the right template and you have more of a 1:1 ratio.
As for being killed in 3 hits, id say its possible, but shouldnt happen every fight.
I'm not gonna disagree with your statement at all except the 1:1 ratio. One thing I would like to know is how people are capable of hitting for 1300 - 1400 after armor mitigation against someone regardless of the template.
See a guildie of mine practiced on me the other day and I could have run an infuse macro and gotten a sandwich. His was an 1100 power hammer with no power up. Even knocked down with armor break he was incapable of hitting me for 800 after armor mitigation.
So before I speak any more on the subject, can someone lay out the math that would allow someone to hit for that much?
Use a capped powered up power hammer as an example with armor break and kd for your two strongest hits (head and critical?). Use highest possible against an opponent with 6000 armor and aura running. I'm horrible at math or I'd do it myself.
Message Edited by MrSemi on 09-16-2005 01:44 AM
I don't think its possible to hit a master defender for 1400 PvP damage unless you score a critical hit. I average between 1000-1200 damage a hit when i'm using cor ale. Thats with a 1360 PH at 1.1speed.
MrSemi wrote:
KreyMerr wrote:
Id have to say 'working as intended'.
Unless there was some sort of 'cheating' going on with the attack speed. Its not that hard to attack really fast as a swordsman, doc buffs and the right SEA's.
I personally dont use the 1.5 theory anymore. But even if you did its 1.5 times the average combat player. A swordsman who knows what hes doing will be able to kill most anyone that gets in his range.
In general power hammers are better than sabers.
Swordsman can wear armor and have it AB sliced.
Swordsman SEAs are easier to max out on.
Swordsman weapons can use PuPs.
Swordsman accuracy and defence mods are most likely higher than a jedi's.
Add all these things up with the right template and you have more of a 1:1 ratio.
As for being killed in 3 hits, id say its possible, but shouldnt happen every fight.
I'm not gonna disagree with your statement at all except the 1:1 ratio. One thing I would like to know is how people are capable of hitting for 1300 - 1400 after armor mitigation against someone regardless of the template.
See a guildie of mine practiced on me the other day and I could have run an infuse macro and gotten a sandwich. His was an 1100 power hammer with no power up. Even knocked down with armor break he was incapable of hitting me for 800 after armor mitigation.
So before I speak any more on the subject, can someone lay out the math that would allow someone to hit for that much?
Use a capped powered up power hammer as an example with armor break and kd for your two strongest hits (head and critical?). Use highest possible against an opponent with 6000 armor and aura running. I'm horrible at math or I'd do it myself.
Message Edited by MrSemi on 09-16-2005 01:44 AM