Swordsman Archive
Thread: Swordsman Vision Experiment
Offense/Defense
Offense -- 50
Defense -- 50
Specials
Bleeds/Wounds -- 30
Delay -- 0
Snares -- 0
Knockdown -- 0
AE attacks -- 50
Intimidate -- 20
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 40
Toughness -- 20
Active Defensive Abilities -- 10
Weapons
Damage -- 25
Speed -- 25
Armor piercing -- 25
Accuracy -- 25
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 40
Crowd Controller -- 0
Utility -- 20
Other -- 0
absolutely great idea. this should be tried for every other profession too!
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 20
Delay -- 20
Snares -- 0
Knockdown -- 20
AE attacks -- 30
Intimidate -- 10
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 60
Crowd Controller -- 0
Utility -- 10
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 20
Delay -- 20
Snares -- 0
Knockdown -- 20
AE attacks -- 10
Intimidate -- 20
Stun -- 10
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 30
Active Defensive Abilities -- 30
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 50
Damage dealer -- 50
Crowd Controller -- 0
Utility -- 10
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 20
Snares -- 20
Knockdown -- 0
AE attacks -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 40
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 -- 0
Utility -- 15
Other -- 0
Here is my vote, though I think we are actually a pretty close to finished class. We do need some polishing touches here and there. For instance more variety in our styles, fix weapon ranges, and making counter attack be more than just block with a different name.
Offense -- 80
Defense -- 20
Bleeds/Wounds -- 40
Delay -- 30
Snares -- 0
Knockdown -- 20
AE attacks -- 0
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 50
Active Defensive Abilities -- 20
Speed -- 0
Armor piercing -- 60
Accuracy -- 0
Other -- 0
Damage dealer -- 70
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 0
Knockdown --20 somthingthat works..
AE attacks -- 20 all the ones that change state right now dont work well or at all... and even if they dizzie they still dont fall down..
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 10
Weapons
Damage --35
Speed -- 5
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 70
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 50
Delay -- 0
Snares -- 0
Knockdown -- 10
AE attacks -- 40
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 60
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
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 40
Delay -- 0
Knockdown -- 20
AE attacks -- 40
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 20
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 60
Active Defensive Abilities -- 0
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 35
Damage dealer -- 65
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 10
Delay -- 10
Snares -- 20
Knockdown -- 0
AE attacks -- 0
Intimidate -- 20
Stun -- 10
Blind -- 0
Dizzy -- 0
Other Affects
(Offensive Charge,
or some kind of offensive mode,
opposite of CoB) -- 30
Defensive Abilities
Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 20
Weapons
Damage -- 40
Speed -- 15
Armor piercing -- 30
Accuracy -- 15
Other -- 0
Group Role
Tank -- 25
Damage dealer -- 60
Crowd Controller -- 5
Utility -- 10
Other -- 0
We should have decent speed, not super fast, and we should do pretty good damage with moderate AP. With this we will be a good damage dealer. Our moves would be leaning towards offense (opposite of a CoB move, which increases offensive might). Defense would be our weakness, we would have good toughness, but we can be easily hit, and ranged would completely destroy us when they kite, otherwise when in range we would take them out in seconds. Against other melee professions we can win if we get a debuff or two in, and hit our mark most of the time. Otherwise HAM costs, and our low defense would get the better of us. We would have one high damage AoE attack that does no status effects, while our other specials have a few status effects that help our offensive nature, and compliment our high toughness.
Message Edited by CorporateDan on 02-06-2004 12:05 PM
Great Idea Gabe, as TH said. Im sure this is a much more effective way of colaberating users views!
Anyway, heres mine..
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 50
Delay -- 0
Snares -- 0
Knockdown --30
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 30
Ranged Defense -- 10
Counterattack -- 0
Toughness -- 50
Active Defensive Abilities -- 10
Weapons
Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 60
Crowd Controller -- 0
Utility -- 10
Other -- 0
The way I see the Swordsman profession is the classic 'More Offence than defence' type charactor, but at the moment our offensive abilities are hugly reduced by poor accuracy, huge damage ranges and the ever present player kiting. Armour piercing could also be looked into regarding offence.
Defence for a swordsman seems almost none existant. I agree that we should have quite a low ranged defence, which we can compensate for with armour etc,but I find it very unbalanced when I need to be buffed to take on even the simpliest opponent. The way I see things, buffs should be an added bonusbut NOT essential to survival.
I get the feeling that most of our problems will go away once the offensive issues are resolved..
Option #1: Offense - 70
Option #2: Defense - 30
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry) - 10
Option #3: Snares - 0
Option #4: Knockdown - 20
Option #5: AE attacks - 30
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy - 20
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Option #1: Melee Defense - 30
Option #2: Ranged Defense - 20
Option #3: Counterattack - 20
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 - 40
Option #2: Damage dealer - 60
Option #3: Crowd Controller
Option #4: Utility
Option #5: Other (explain)
Offense/Defense
Offense -- 70
Defense -- 30
Specials
Bleeds/Wounds -- 30
Delay -- 30
Snares -- 0
Knockdown -- 20
AE attacks -- 20
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0
Defensive Abilities
Melee Defense -- 40
Ranged Defense -- 0
Counterattack -- 20
Toughness -- 40
Active Defensive Abilities -- 0
Weapons
Damage -- 50
Speed -- 0
Armor piercing -- 50
Accuracy -- 0
Other -- 0
Group Role
Tank -- 40
Damage dealer -- 60
Crowd Controller -- 0
Utility -- 0
Other -- 0
Offense -- 80
Defense -- 20
Specials
Bleeds/Wounds -- 50
Delay -- 20
Snares -- 00
Knockdown -- 20
AE attacks -- 10
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 -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0
Group Role
Tank -- 30
Damage dealer -- 55
Crowd Controller -- 0
Utility -- 15
Other -- 0