Swordsman Archive

Thread: Post patch issues 11/13

ColVegabond
Thu Nov 20, 2003 6:38 am
#40

I dont like the Red crap or nerf to bleeds.. But I love my COB...


I think the COB balances out the Red ribbon/bleed nerf...



COB is awesome in PVE/PVP... I had a commando sit there for 5 mins shooting flames and missed/couterattack...




_________________________
Lomek - That little green rodian
ADauthor
Thu Nov 20, 2003 4:58 pm
#41

To those of you saying Fencer > Swordsman.. you may be right at master levels, but..


My swordsman is 0/2/2/2 and I just got done kicking the **edit** out of a fencer of similar level. He had composite and I had a smock. He of course dizzied me but I was counterattacking his lunge attempts for awhile (this went both ways, we both were counterattacking/dodging around 1/3 of the hits). Stuck the ol mind bleed on him and was using headhit2 with my 360max 2.5 2h curved. He hurt me pretty bad but in the end I was up 30 faction points.


As far as changes from the patch.. center of being is definately useful in the right situations. One of my favorite times to use it is right before the last hit on a mite lair (when the 50 mites pop out and you start having flashbacks of starship troopers).


and about the 0/0/0/3 box for swordsman.. good, theysplit the tree up more,now the joke I had going with my friend about that being the best box in the game can end.


I can do normal attacks 6m or less, I can do special attacks 10m or less, and I haven't checked the precise number yet but I can lunge from further than 15m.


Seems like all around good changes. I agree with many people out there that the moves of swordsman need to be more diversified, right now sworsdman get Area Attack 1-473, some more variation would be nice. Not to mention that two of their attacks are blatantly thesame, and the novice brawler lunge is a lot more useful then the sweep received at 0/0/3/0 Brawler


The red lines.. who the hell cares? It's neat, it's annoying, it doesn't look like crap on powerhammers, it looks very similar to 2h curved.




Andarion Va'rel
A witty saying proves nothing.
-Voltaire
MissileToad
Fri Nov 21, 2003 8:26 pm
#42

I'm sure it's already mentioned here.... Counterattack is described as unblockable by skill description, yet I find my counterattacks frequently blocked, dodged, and just plain missed hits.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

waaha
Sun Nov 23, 2003 10:32 am
#43

i havent killed a nuna in months,



as far as CoB is concerned ive used it on just about every high level creature in game and found it to be worthless,


at master swordsmen it lasts aprox 15seconds, reading combat chat at most it provides a few miss's from my opponent, as far as stopping or lowering damage, it fails big time in this department considering the skill level im at with it, and yes it does more damage using it then it stops in that 15second window 95% of the time,


CoB should , since its only allowed for such a small time t be used and cost Ham, allow the user to be almost untouchable at the master level when weilding it for that 15seconds,



this would equal out the swordsmen with all other professions, (grant you all others will want there CoB the same to)



A TKA knockdown last 20seconds, one knockdown = death on anyone there fighting, either that should be lowered or our CoB effects raised




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WookieByNature
Wed Nov 26, 2003 11:30 am
#44

Counter attack should not be blockable / dodgeable I agree.


I have no other whines as a swordsman. And to all of you people complaining about not being able to beat TKAs in a duel... you do realize you dont have to STAY down when they KD you right? You can still get up while dizzy. I do it all the time. Heck... sometimes I automatically get up from a KD / Posture change even if dizzy (Im not sure when that went in but its pretty nice...)


I beat a TKA doc the other day after getting KDd. Of course I have good armor so even when Im down they dont do that much damage. I didnt have to heal anything and I wasnt that hurt by the time I got him down. It was a short duel.


Other than the counter attack issue I believe swords to be very nicely put together and the patch has made me WAY WAY WAY tougher. I am 100% serious. Though I attribute this mainly to the fix (or almost fix) of the 'Armor hole' It is alot less frequent now and to any swordsman not in armor I can only say you are not reaching your true potential without it.


PvE wise I group with 2 TKAs andsometimes acommando. They do mostly body damage, I do all brains. I can out mind damage all of them at the same time. i.e. 3 of them on 1 mob, me on the other mob of same kind.


Ive solodseveral 30k hp mobs and some of the 18kish medium armor / 80% resists (Two at once sometimes). Or when FS hunting Ive taken down 4 of the 12k HAM 50% no armor ones at the same time without taking all day to do it. Heck, I dont even have to use the Muon half the time, though I keep it in reserve if things go bad. Sometimes I dont even have to heal (I know for a fact ive taken out force crystal hunters without having to heal myself at all).


I doubt thereis ANY other Doc / tank class that could out performSwords / docin the PvE field... I wreak havoc since the patch / armor hole fix / CoB add on and I am 100% happy being a swordsman. IMO we are the NEW champion ofmelee classes in any arena. And PvP? Who else can 1 shot people without a helmet or muon gold? Equipment helps 100% Get the best... its worth the money. My powerhammer is just shy of 200-700 dmg (29% dmg slice / max dmg powerup) and I have done over 950 PvE dmg in one hit.


It takes an army or an armor hole hitto take me out. I wish theyd fix that hole 100% though, on occasion I still get hit for a few thousand points in PvE... that will drop you pretty fast. =/




_____________________________________
Corey Reynders
(Armor / Weapon / "Stuff" Vendors 3200, -4400 Dantooine) NE of Agro Post

Pikes_United
Sat Dec 06, 2003 6:13 am
#45

isn't swordsman the only melee proffesion with no knock-down?



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Jaikon of Tempest
Swordsman/Fencer/Brawler/Medic/TKA/Pikeman
Aowa
Mon Dec 08, 2003 4:08 pm
#46

all i gotta say is...when i didnt have master brawler i really got my butt kicked in melee duels...but then when i gotkd...key was kd...warcry 2...they cant attack...mind bleed 2...mind hit 3 till dead. Of course in the end if he woulda hit me with a special once i would've been dead..but who cares. O that was with a curved not a hammer. im 1414 by the way..




Awoa
l Legend of Flurry l
gggggggggg
DFR
IlyaMasool
Wed Dec 10, 2003 8:28 am
#47



Antilles98 wrote:
I don't know if our ranged was fixed in this patch (where we could have a farther range because of the latency in PvP), but on mounts, the range is the same as pre-patch. You can only hit creatures under 10 meters. I don't know if this is intentional or not though.




Same issue here. My range is still 7m. We were promised atleast 10m like TKA. Considering extension of our reach due to the length of sword, I would say it need to be at least 14m for sake of star-warsiness given 10m range of TKA.

Definately a bug.
Geminus
Wed Dec 10, 2003 9:41 am
#48



NastySavage wrote:
Bring back DoT Mind Bleed Incap...it was the only benefit we had...and now its gone. I find it ironic we consistantly get penalized and we can still be one hit wasted by virtually any other character in the game.





I agree, and I've noticed that Combat medic mind disease still incaps, as I died of 3 straight mind incaps while behind a rebel base all by my lonesome. But to be fair make the incap only work in PvP, or on kiting Rebel NPC's *shaking fist at rebel medic running all over hells creation*.

Geminus Dominicus
Master Heavy Swordsman
Master Doctor


PS. Is that a Scythe in Nym's fortress armory? But he said I could take anything I wanted....
stupid slug thrower....



Ikeiva
Master Artisan/ 12pt Master Weaponsmith/ Master Tailor
Vendors outside coronet -1404 -5531 Drop Off/ Pick Up Vendor

Homer: I don't mind being called a liar when I'm lying, just finished lying, or about to lie... BUT NOT WHEN I'M TELLING THE TRUTH!
RicoUnderwood
Mon Dec 15, 2003 10:53 am
#49

SPECIALS have a range of 10m. Not normal attacks. My range for normals attacks with TKA is still the 4 to 5m, with swordie its 6 or 7m. 10m for specials on each.



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

HellslayerMorningstar
Tue Dec 16, 2003 9:13 am
#50

replying to what keanti said bout swordsman:



either you suck, or ur hammers suck, or ur swords suck, or u rwearing hot pants...


you know what.. oh wait you are what? 0/4/3/4 swordsman? oh never mind..



i think that's the only problem..






bAioriab
vHellslayer Morningstar v
ZeathUnnh
Wed Dec 17, 2003 12:33 pm
#51






NastySavage wrote:
Bring back DoT Mind Bleed Incap...it was the only benefit we had...and now its gone. I find it ironic we consistantly get penalized and we can still be one hit wasted by virtually any other character in the game.




We have our problems, but we've a lot of benefits besides the mind bleed ...



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Zeat : Swordsman : Pikeman : Combat Medic
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