Swordsman Archive
Thread: SWORDSMEN'S ROUND TABLE: Specials...on paper and in-game
Hiya,
as stated in my other thread of today, i'm going to list all our specials with their in-game descritions here.
I would be glad, but you don't have to, if you could use the template to add your in-game observations about these specials, especially in regard to their description...a simply "working" or "yes" for specials which seem to work the way they are described would also be appreciated.
This is mainly aimed at the testers of you, but of course everyone is invited to contribute. And i guess it's also good to have a list together with all the specials and their maybe sometimes not 100% right decriptions, eventhough i'm sure some guide or side has them listed as well....but oh well...was fun and interesting going through them again.
1. Berserk 1:
While berserk, you cause more melee damage to your targets, but get hit more often in return.
Observations:
2. Intimidate 1:
When a target is intimidated, they are not able to hit their targets as often.
Observations:
3. Taunt:
/taunt: Neener Neener ! (wt.....lol)
Observations:
4. Warcry 1:
This combat move can increase the round-time of your opponents attack, in effect slowing them down.
Observations:
5. Two-hand Lunge 1:
Thi melee attack allows you to slightly extend your range, and it can change the posture of your target.
Observations:
6. Two-Hand Hit 1:
This melee attack inflicts more damage than the basic two-hand attack.
Observations:
7. Two-Hand Hit 2:
This advanced melee attack inflicts more damage than the two-hand hit 1.
Observations:
8. Two-Hand Hit 3:
This powerful melee attack inflicts more damage than two-hand hit 2.
Observations:
9. Two-Hand Head Hit 1:
The melee attack targets the head in order to damage the target's mind pool.
Obdervations:
10. Two-Hand Head Hit 2:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 1.
Observations:
11. Two-Hand Head Hit 3:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 2.
Observations:
12. Two-Hand Mind Hit 1:
This melee attack targets the head in order to WOUND the targets mind pool.
Observations:
13. Two-Hand Mind Hit 2:
This melee attack targets an opponent's head in order to WOUND the target's mind pool. This is more damaging than two-hand mind hit 1.
Observations:
14. Two-Hand Sweep 1:
This melee attack can lower the postiure of a single target.
Observations:
15. Two-Hand Sweep 2:
This melee area attack can lower the posture of multiple targets at once.
Observations:
16. Two-Hand Area Attack 1:
This melee area attack can lower the posture of multiple targets at once. (hmmm...think i've heard that before)
Observations:
17. Two-Hand Area Attack 2:
This melee area attack can lower the posture of multiple targets at once. This is more damaging than two-hand are attack 1.
Observations:
18. Two-Hand Area Attack 3:
This powerful melee area attack can blind, and damage and lower the posture of multiple targets simultaneously. This is more damage than two-hand area attack 2.
Observations:
19. Two-Hand Spin Attack 1:
This melee area attack can damage multiple targets at once.
Observations:
20. Two-Hand Spin Attack 2:
This melee area attack can damage multiple targets at once. This is more damaging than two-hand spin attack 1
Observations:
1. Berserk 1:
While berserk, you cause more melee damage to your targets, but get hit more often in return.
Observations: This is by far the best special for Swordsmans (imo) pre-today's patch. I use it all the time against mobs of all cons. Our melee defense is so low that with or without berserk on we still get hit the same amount, and berserk easily raised my damage up to 1000+ each hit, and all makes it faster. Best non-kill self skill. It's working correctly.
2. Intimidate 1:
When a target is intimidated, they are not able to hit their targets as often.
Observations: I noticed that it reduces the mob's damage, but doesn't seem to make them miss more often. The downside is, even with master brawler, it misses a **edit**load.
3. Taunt:
/taunt: Neener Neener ! (wt.....lol)
Observations: It does nothing but aggro a mob.
4. Warcry 1:
This combat move can increase the round-time of your opponents attack, in effect slowing them down.
Observations: Never tried it but I heard it eats up a lot of ham and is somewhat useful. No idea.
5. Two-hand Lunge 1:
Thi melee attack allows you to slightly extend your range, and it can change the posture of your target.
Observations: Ham cost is really, and it does next to no damage. The posture change does work, but it's quite useless on any non-melee mobs, since gun mobs can still shoot you when they get lunged. I almost never use this special, it's better to use sweep1.
6. Two-Hand Hit 1:
This melee attack inflicts more damage than the basic two-hand attack.
Observations: Not too useful for me. When I was climbing the two handed tree as a brawler I used either normal attacks or berserk, haven't done this special enough times. It's a random pool higher-than-normal damage hit.
7. Two-Hand Hit 2:
This advanced melee attack inflicts more damage than the two-hand hit 1.
Observations: Decent special in a group where quick killing of a mob isn't the priority. The animation is similar to that of two-handed hit1 but the damage is a significant increase. Although with a two handed curved sword, the damage can still be somewhat low due to the low minimum damage of the weapon.
8. Two-Hand Hit 3:
This powerful melee attack inflicts more damage than two-hand hit 2.
Observations: Don't have it yet but I imagine it's just a higher damage random pool ham killer special.
9. Two-Hand Head Hit 1:
The melee attack targets the head in order to damage the target's mind pool.
Obdervations: A very good special in the brawler tree. It's useful when you need to kill a particular mob in 2-3 hits, since it focuses on one pool.
10. Two-Hand Head Hit 2:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 1.
Observations: IMO the best pool-specific special. The damage is very good and the ham cost isn't too high compared to two handed hit2 or hit3. I use this a lot when I'm soloing, especially on humanoid mobs that don't have too much resistance.
11. Two-Hand Head Hit 3:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 2.
Observations: I've compared this with two-handed head hit2 numerous amount of times, but have yet to notice a significant damage increase. The ham cost is higher nonetheless, so I do prefer headhit2 since it's lower ham.
12. Two-Hand Mind Hit 1:
This melee attack targets the head in order to WOUND the targets mind pool.
Observations: Not useful at all when soloing, and barely useful in a group when fighting a super hard mob. The bleed is too infrequent that by the time it does bleed, the mob will either be dead, or I'll be dead. This is only useful for me when I'm hunting Kimos on Lok when friends, where the Kimo WILL kill me in 2-3 hits upclose. So I try to contribute by going up to the Kimo and do a semi high damage mindhit on it so that when I do get killed in 2-3 hits(which always happens) the bleed will still help the group. Sad, I know.
13. Two-Hand Mind Hit 2:
This melee attack targets an opponent's head in order to WOUND the target's mind pool. This is more damaging than two-hand mind hit 1.
Observations: Same as mindhit1.
14. Two-Hand Sweep 1:
This melee attack can lower the postiure of a single target.
Observations: More useful than two handed lunge because it actually does damage, and the ham is lower. Not too useful unless I'm fighting a melee mob, because ranged mobs will aim better when they kneel.
15. Two-Hand Sweep 2:
This melee area attack can lower the posture of multiple targets at once.
Observations: I prefer area attack 1/2 over this. It doesn't do as much damage as area attacks from my experience.
16. Two-Hand Area Attack 1:
This melee area attack can lower the posture of multiple targets at once. (hmmm...think i've heard that before)
Observations: A good area attack that has a REALLY COOL animation.
17. Two-Hand Area Attack 2:
This melee area attack can lower the posture of multiple targets at once. This is more damaging than two-hand are attack 1.
Observations: IMO this is better than sweep2/spin2. I average 1500 combat window damage on mobs with this attack.
18. Two-Hand Area Attack 3:
This powerful melee area attack can blind, and damage and lower the posture of multiple targets simultaneously. This is more damage than two-hand area attack 2.
Observations: Haven't gotten it yet but I've heard good and bad about this skill. It supposedly does the same exact thing as area attack2. If that is the case, I hope they fix it soon because area attacks are by far the best AOE damage attacks for us.
19. Two-Hand Spin Attack 1:
This melee area attack can damage multiple targets at once.
Observations: Don't use it at all. Can't comment.
20. Two-Hand Spin Attack 2:
This melee area attack can damage multiple targets at once. This is more damaging than two-hand spin attack 1
Observations: Damage is bad compare to area attacks, and it doesn't have posture change.
The description says that it increases the enemy's attack delay, but it seems to just make them not attack for a period of time. When the warcry wears off they start hitting me at the normal rate. I can get about 10 hits in before warcry wears off...if you need 15-20 hits to kill a mob then the warcry is worth it. The animation is fun to watch, but it would be better if your character had an "angry face" with his mouth open. Oh well, we're not pistoleers so this won't be on our Top 5 anytime soon.
BUT, when it misses...which is a lot of the time...you lose a big chunk of HAM. And if it misses once, it's likely to miss again. To me it misses about as much as Intimidate 1. You could have gone berzerk.
That's just my experience with the skill. People don't seem to use it very much, probably becaues of the high fail rate. I don't know how Warcry2 fares since I don't have Master Brawler. If it does an AOE warcry like the description says...and it has a more reasonable fail rate...it could be very useful.
Siake
1. Berserk 1:
While berserk, you cause more melee damage to your targets, but get hit more often in return.
Observations:Don't ever use it cause I can't warcry while berserk.
2. Intimidate 1:
When a target is intimidated, they are not able to hit their targets as often.
Observations:Never us it, I can't ever tell the difference in my attacking I'm intimidated, so I don't use it against them
3. Taunt:
/taunt: Neener Neener ! (wt.....lol)
Observations:Mind cost is WAY TOO HIGH for this - it really needs to be lowered. 3 taunts and im almost half mind pool (and i have 1000). Also, when it is successful, it's not for very long. I think it needs some work.
4. Warcry 1:
This combat move can increase the round-time of your opponents attack, in effect slowing them down.
Observations:My opinion the best hot-key I have. I use it religiously and would quit this game and go on a killing spree if it werenerfed/taken away. With the extreme lack of damage mitigation (especially for wookies which then it is non-existent) I rely on this very very very much.
5. Two-hand Lunge 1:
Thi melee attack allows you to slightly extend your range, and it can change the posture of your target.
Observations:Posture down attacks need to effect more than just humanoids (please mention in next email to devs). Against humanoids it is great for stopping ranged who try to kite you. It also is good for fleeing humanoids.
6. Two-Hand Hit 1:
This melee attack inflicts more damage than the basic two-hand attack.
Observations:Basic newbie special that does added damage for HAM cost. Good for groups when you want to KS all the other members.
7. Two-Hand Hit 2:
This advanced melee attack inflicts more damage than the two-hand hit 1.
Observations:Does more dmg, and is effectives in groups.
8. Two-Hand Hit 3:
This powerful melee attack inflicts more damage than two-hand hit 2.
Observations:Does good dmg and is effective in groups and finishing fleeing mobs.
9. Two-Hand Head Hit 1:
The melee attack targets the head in order to damage the target's mind pool.
Obdervations:Good for solo'ing if you use nothing but special attacks. Get with a rifleman and you two can take down some serious targets.
10. Two-Hand Head Hit 2:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 1.
Observations:Same, more dmg.
11. Two-Hand Head Hit 3:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 2.
Observations:Same, more dmg.
12. Two-Hand Mind Hit 1:
This melee attack targets the head in order to WOUND the targets mind pool.
Observations:I use it in case my random hits effect the mind more.
13. Two-Hand Mind Hit 2:
This melee attack targets an opponent's head in order to WOUND the target's mind pool. This is more damaging than two-hand mind hit 1.
Observations:Same, more dmg.
14. Two-Hand Sweep 1:
This melee attack can lower the postiure of a single target.
Observations:I use it and lunge, works good against humanoids.
15. Two-Hand Sweep 2:
This melee area attack can lower the posture of multiple targets at once.
Observations:Same, just higher HAM cost and is AE
16. Two-Hand Area Attack 1:
This melee area attack can lower the posture of multiple targets at once. (hmmm...think i've heard that before)
Observations:Skip to Two-Hand Area Attack 3
17. Two-Hand Area Attack 2:
This melee area attack can lower the posture of multiple targets at once. This is more damaging than two-hand are attack 1.
Observations:Skip to Two-Hand Area Attack 3
18. Two-Hand Area Attack 3:
This powerful melee area attack can blind, and damage and lower the posture of multiple targets simultaneously. This is more damage than two-hand area attack 2.
Observations:I will hit them with this and try to make them dizzy, then use a posture down move over and over and try to knock them down.
19. Two-Hand Spin Attack 1:
This melee area attack can damage multiple targets at once.
Observations:Wow, more AE hits (its getting old, be inventive sony)
20. Two-Hand Spin Attack 2:
This melee area attack can damage multiple targets at once. This is more damaging than two-hand spin attack 1
Observations:See above.
I'll only comment on the ones I have an opinion about.
No need to waste space.
1. Berserk 1:
While berserk, you cause more melee damage to your targets, but get hit more often in return.
Observations: Useful early on..i don't use Berserk anymore, after getting the 2-HandHit2.
3. Taunt:
/taunt: Neener Neener ! (wt.....lol)
Observations: Actually, I have found Taunt to be useful. If attacking a nest of agro mobs who will swarm you...pick one side of the nest. Move to about 60m and taunt one of them. 2-3 of the mobs will detach and attack you. The rest will remain blissfully unaware of the carnage. HOpefully you can then take the rest of them. If not, lather, rinse, repeat.
7. Two-Hand Hit 2:
This advanced melee attack inflicts more damage than the two-hand hit 1.
Observations: Ever since I obtained this, I use it instead of Berserk. It still deals a massive amt of damage to my opponent. Although against tough mobs, I still need to use a powerful StimC in the middle of the battle, b/c of the HAM costs.
10. Two-Hand Head Hit 2:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 1.
Observations: This is a good attack, but I only use it on tough mobs that I started fighting with my rifle. My favorite combo is to Mindshot1, Mindshot2, and then back off. I then wait until it bleeds, and agros. Then I use a Headshot3, then pull out my sword and wait for him. A few HeadHit2s will generally finish off the creature. I can solo creatures with HAMs up to 8-9k this way...and I'm only at first tier of the Swordsman tree!
12. Two-Hand Mind Hit 1:
This melee attack targets the head in order to WOUND the targets mind pool.
Observations: Haven't gotten this one...but once I do, it seems that it would also work well in my "Mind Bleed" combos. Instead of starting with Headhits, my first would be a Mindhit. Does anyone know if the two MindHits stack, just like the Mindshots?
19. Two-Hand Spin Attack 1:
This melee area attack can damage multiple targets at once.
Observations: I couldn't get this one to deal damage to multiple targets. I found a group of Scavenger Rats on Corellia that were literally 4 of them standing on the same space. They looked like only one rat, but I could tab t hrough them all. I targetted one of the middle ones and used a SpinAttack...and only the one I was targetting at the time received any damage. The others didn't even agro! Does anyone else know how to use this?
While berserk, you cause more melee damage to your targets, but get hit more often in return.
Observations: pre-patch, very strong, maybe too strong. post-patch, still usefull. Low ham costs are good thing to balance frequent "fail to berserk" and lower damage. I like it.
3. Taunt:
/taunt: Neener Neener ! (wt.....lol)
Observations: sometimes taunt just dont appear in my combat queue. Seems if your mob attack someone, you must 1x attack it, then taunt. Or just hit taunt 2x.
You dont have that extra 1 sek in many situations, you know that rifleman buddy´s who like to go prone and just wait till creatures tear them apart with 1-2 swings
5. Two-hand Lunge 1:
This melee attack allows you to slightly extend your range, and it can change the posture of your target.
Observations: dont work more often then it work. General problem with client/server sync.
7. Two-Hand Hit 2:
This advanced melee attack inflicts more damage than the two-hand hit 1.
Observations: nice one, use it for my last 1-2 swings after berserk is gone and creature is still at 10-20%
10. Two-Hand Head Hit 2:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 1.
Observations: medium ham costs, medium damage, nice skill.
11. Two-Hand Head Hit 3:
This melee attack targets an opponent's head in order to damage the target's mind pool. This is more damaging than two-hand head hit 2.
Observations: heavy ham costs, in most cases not worth the effort.
12. Two-Hand Mind Hit:
This melee attack targets the head in order to WOUND the targets mind pool.
Observations: melees usually dont kite. Cant see any use in PvE, but good one for PvP if you know, you will not survive but want kill one last enemy.
18. Two-Hand Area Attack 3:
This powerful melee area attack can blind, and damage and lower the posture of multiple targets simultaneously. This is more damage than two-hand area attack 2.
Observations: heavy ham costs, but like it anyway. It is possible to solo anything, that doesnt resist posture down. Would be way too strong without high ham costs. (btw, style animation is great
19. Two-Hand Spin Attack:
This melee area attack can damage multiple targets at once.
Observations: why spin if you can AE attack them?
19: Two handed spin attack:
I use this a lot, I dont have AE attack yet . Very nice for taking out the new low level faction missions, since they all spawn within a metre or two of each other and have a whopping 400 or so HAM. Attack, spin, spin, mission complete.
Nice when it works, but very hard to tell what you are going to hit with it. In general, every red radar blip within 5m will get hit. Not so sure with yellows. Seems that I do hit yellow blip creatures, but when I'm on faction missions, it doesn't hit anyone except my target if they are yellow(I am covert). Once they are red (TEF), the spin then hits all of them. I expect similar from AE attack when I get it.
I'm pretty new to the game and like to know what people still think of warcry, beserk, area attack.