Swordsman Archive
Thread: Swordsman Vision Experiment
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 50
Delay -- 00
Snares -- 00
Knockdown -- 00
AE attacks -- 30
Intimidate -- 0
Stun -- 10
Blind -- 10
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 40
Toughness -- 40
Active Defensive Abilities -- 00
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 30
Accuracy -- 20
Other -- 0
Group Role
Tank -- 50
Damage dealer -- 50
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 20
Snares -- 00
Knockdown -- 30
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 10
Armor piercing -- 30
Accuracy -- 20
Other -- 0
Group Role
Tank -- 50
Damage dealer -- 50
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 10
Snares -- 10
Knockdown -- 10
AE attacks -- 30
Intimidate -- 10
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 5
Counterattack -- 20
Toughness -- 35
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 5
Other -- 0
Offense -- 60
Defense -- 40
Specials
Bleeds/Wounds -- 20
Delay -- 10
Snares -- 0
Knockdown -- 20
AE attacks -- 10
Intimidate -- 0
Stun -- 20
Blind -- 0
Dizzy -- 20
Other Affects -- 0
Defensive Abilities
Melee Defense -- 5
Ranged Defense -- 10
Counterattack -- 30
Toughness -- 45
Active Defensive Abilities -- 10
Weapons
Damage -- 35
Speed -- 0
Armor piercing -- 30
Accuracy -- 35
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 5
Other -- 0
-----------
though we are supposed to hit hard and slow, we need enough accuracy, or all our 'theoretically' damage output will rendered useless
Quite simply: how do you see the tradeoff between offense and defense for a swordsman.
Option #1: 67
Option #2: 33
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for swordsman. Try to pick only a couple as obviously Swordsmen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds
Option #2: Delays (like warcry)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Swordsman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense
Option #3: Counterattack
Option #4: Toughness
Option #5: Active Defensive Abilities
Option #5 refers to abilities like Center of Being.
-- Category #4: Weapons --
What should be the priority on Swordsman weapons:
Option #1: Damage
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a swordsman should fill:
Option #1: Tank
Option #2: Damage dealer
Option #3: Crowd Controller
Option #4: Utility
Option #5: Other (explain)
Utility refers to utilities such as loading a target full of status affects, healing members in the group, etc. Unfortunately there is a huge realm of possible roles here and I suspect that many will want to choose other -- that's fine.
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 30
Snares -- 0
Knockdown -- 20
AE attacks -- 0
Intimidate -- 0
Stun -- 0
Blind -- 20
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 15
Ranged Defense -- 15
Counterattack -- 25
Toughness -- 35
Active Defensive Abilities -- 10
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 55
Crowd Controller -- 15
Utility -- 0
Other -- 0
Guys, I'm not currenlty a swordswoman, but I'll probably go back to it one day... here's mine
--------------------------------
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 10
Snares -- 0
Knockdown -- 20
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 20
Other Affects -- 0
---Watching Swordsmen spin around so much makes me dizzy
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 55
Crowd Controller -- 15
Utility -- 0
Other -- 0
-------------------------------------
Very similiar to Gabe's, but a a little different.
I liked having the spin attacks, but I wish there was more differences in them... The spin attacks give a crowd control option to the profession.
Quite simply: how do you see the tradeoff between offense and defense for a swordsman.
Option #1: Offense - 50%
Option #2: Defense - 50%
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for swordsman. Try to pick only a couple as obviously Swordsmen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds 50%
Option #2: Delays (like warcry) 0%
Option #3: Snares 0%
Option #4: Knockdown 0%
Option #5: AE attacks 0%
Option #6: Intimidate 10%
Option #7: Stun 0%
Option #8: Blind 0%
Option #9: Dizzy 0%
Option #10: Other Affects (please explain) 40%
I see the swordman to be a true bladesman , not a mindless berserker. This proffession,imo, should rely on its HEAVY bleed plus a *really* accurate medium damage, medium speed attacks. I know this conflicts with the current 'heavy damage' persona, but in essence, if the swordman had a HEAVY bleed attack and if its attacks were really hard to deflect (aka, 250 accuracy or something), then this class WILL be the heaviest damage dealer of the lot, just not the mindless spam-special combatant.
Note: The bleed I WISH the swordman had is a 3-ham bar affecting 80% of the damage done by the blade attack. So if a swordman hits a critter for 3k damage, the bleed should tick ALL 3 ham bars by 2400 EACH
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Swordsman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense
Option #3: Counterattack 40%
Option #4: Toughness
Option #5: Active Defensive Abilities 60%
Option #5 refers to abilities like Center of Being.
If category #3 goes my way, then counterattack and center of being will be the only things the swordman would need.
-- Category #4: Weapons --
What should be the priority on Swordsman weapons:
Option #1: Damage 20%
Option #2: Speed 20%
Option #3: Armor piercing 20%
Option #4: Accuracy 40%
Option #5: Other (explain) 0%
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a swordsman should fill:
Option #1: Tank 10%
Option #2: Damage dealer 60%
Option #3: Crowd Controller 0%
Option #4: Utility 0%
Option #5: Other (explain) 30%
I see the swordman as a damage multiplier, sort of like the commando. If he gets a HEAVY bleed then he can just apply the bleed to all opponents and then concentrate on killing them off one by one.
Option #1: Offense - 80
Option #2: Defense - 20
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry) - 10
Option #3: Snares - 20
Option #4: Knockdown - 20
Option #5: AE attacks - 30
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Option #1: Melee Defense - 50
Option #2: Ranged Defense - 20
Option #3: Counterattack
Option #4: Toughness - 30
Option #5: Active Defensive Abilities
-- Category #4: Weapons --
Option #1: Damage - 40
Option #2: Speed - 10
Option #3: Armor piercing - 30
Option #4: Accuracy - 20
Option #5: Other (explain)
-- Category #5: Group Roles --
Option #1: Tank - 50
Option #2: Damage dealer - 50
Option #3: Crowd Controller
Option #4: Utility
Option #5: Other (explain)
Offense/Defense
Offense -- 80
Defense -- 20
Specials
Bleeds/Wounds -- 25
Delay -- 0
Snares -- 0
Knockdown --5
AE attacks -- 25
Intimidate -- 30
Stun -- 15
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 5
Ranged Defense -- 5
Counterattack -- 25
Toughness -- 45
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 35
Damage dealer -- 50
Crowd Controller -- 0
Utility -- 15
Other -- 0
Offense -- 80
Defense -- 20
Specials
Bleeds/Wounds -- 30
Delay -- 30
Snares -- 20
Knockdown --10
AE attacks -- 0
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 15
Accuracy -- 15
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 15
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 40
Delay -- 10
Snares -- 30
Knockdown -- 0
AE attacks -- 10
Intimidate -- 10
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 70
Crowd Controller -- 0
Utility -- 0
Other -- 0
I believe tka or fencer should be more of a utility class, for me the swordsman vision is a heavy hitter thats tough as nails but not very agile. Toughness i beleive should apply to both range and melee damage because all melee classes already recieve melee damage mitigation.
I put a 0 in for active defense ability because pretty much the description for CoB doesnt really fit into my idea of what a swordsman should be. Channeling ones energy to become very tough to hit or to raise your defenses belongs more to the nimble fighters like tka or fencer. I think we should recieve an Active Offense Ability, like once the ability is activated all specials will become AoE for a certian amount of time (thinking along the lines of an AoE head hit or mind bleed) or else have the swordsman go berserk and for the next 20 seconds his attack becomes like and AoE berserk but with more damage.
I have 0 besides knockdown because even though this is one of the most benificial specials for a melee i believe once they implement some type of snare this will make up for it (if they ever do implement a snare) I can see knockdowns being done with a powerhammer, but as a swordsman i see more a vision of me hacking or slashing someones leg and slowing down their movement rate.
Another idea is maybe a warcry that actually does what it says....freezes someone in their tracks, in other words allows them to attack still but disable their movement for 10-20 seconds or maybe have it do both, in my opinion it isnt any more powerful than KD/Dizzy, with KD/Dizzy combo not only can the person not move or attack but they also recieve double damage.
I think a very important aspect we are missing in this is our state defenses. I dont know if you want to include this under our defense table or make a new catagory of it but i think
Def vs KD
Def vs Intim
Def vs Blind
Def vs Stun
Def vs Posture change
I think these (im sure i missed some other state defenses too) should be very high, again to go along with the vision of a very tough fighter. We are going to get hit alot and take damage but i think we should have high resists and high toughness. Melee defense and ranged defense dont mean much to me once they get our damage where it should be.