Swordsman Archive
Thread: An Idea About Sweep and Spin Attack.
- Burst attack1 would have the effect of Stunning the target withsingle Strong Fast attack(single horizontal Strike Animation). Stun attack, Place it at Brawler 0030 where sweep is.
- Burst attack 2 Would be a similar attack that Stuns the target with a Strong fast attack folowed up by an Additional slash(just in annimation)that Blinds them too. Stun+Blind attack at HS 0010 Where Spin 2 currently is.
- Burst attack 3 Would be a Very fast spining slash with a folowup slash(again animation only) that would Blind and Stun Everything in the area of the Swordsman. Area Stun+Blind attack at 0030 where Sweep 2 currently is.
I Came up with these because they are somewhat defensively orriented special effects, Much more Suitable for our Defence tree then the current overly redundant Sweep and spin attack are. Whilenot being to powrfull they could add some variety and tactical optionsto our limited arsenal of special attacks.
So tell me what ya guy think ![]()
Jinxmasta wrote:
Why don't you guys like Spin Attack? I'm a n00b Swordsman (0-1-1-1), and I get TONS of XP going on Endor buffed and with Vasarian Brandy since all I do is walk in the middle of the lair, select the lair, and spam Spin Attack 2. It gives me an insane amount ofXP (I got 40k in less than 2 minutes), and really helps me out a lot when progressing through the Swordsman profession. So why don't you guys like it?
Because it sucks.
Message Edited by DayWalkerRori on 04-11-2004 09:21 AM
Area 2 Area 3 and Spin 2 All have a 3x multiplier on them, you arn't gonna see any increase in damage beyond spin 2.
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=26325
However where they differ is the posture down effect, Spin 2 doesn't have it.
- 2h Hit - a strong Hit, Everyone likes
- Head hit - Strong hit Directed at the mind pool, Our most valuable asset
- Mind Hit - Mind bleed, nerfed but still nice
- Sweep 2 - An Area Attack with a Posture down
- Spin Attack 2 - An area attack
- Area Attack 3 - An area attack with a posture down and potential dizzy
So you see that half of our specials are exactly the same idea, Attack a bunch of creatures/Players. all three of them have the Same damage multiplier and thus the same damage. So why would you use One over the other....Such as Spin attack 2 over Area 3? With area 3 you get all the damage of spin attack AND you also get the posture down + dizzy effect....Makes it easier to spam those lairs when the monsters don't fight back doesn't it?
And i'm not Even going to get into the Sweep2===Area attack 2....But you get the idea ![]()
A big problem I have with most specials is that once you level up the lv 1 or 2 special becomes redundant.. Why use area attack 2 when area attack 3 does the samething but better????? I might aswell remove it from my toolbar and save some space...
What I would like to see is every special being useful in some way... soo even at master two hand hit 1 can still be useful. Maybe when you upgrade to another lv the previous has lower ham costs and is has a speed increase. Makes sence being is a simpler move that you must be very adept with by the time you become master?
Instead of a sweep i would like to see a Thrust move.
Thrust 1 - Will add temp wounds lasting 30 secs decreasing all secondary stats by 25%
Thrust 2 - Armour penertration - Lowers the target armour lev buy one for60 secs eg. Heavy armour would be reduced to medium and No armour would half the target defence resistances.
Thrust 3 - Causes a critical wound leaving the target vunrable for a 15 secs causing unavoidable increase damage (like KD, although the target can still run out of range of the attacker)