Swordsman Archive

Thread: CU Swordsman Skill Tree

untochableT
Sat Apr 02, 2005 2:04 am
#1





All experience requirements have remained the same (as of 4-1-05) EXCEPT: Master Brawler now requires 35k combat exp, and Master Swords requires 1mil Swords exp.


First: the prerequisites to get to Novice Swordsman


Novice Brawler

General Melee Accuracy +10

General Melee Speed +5

Melee Defense +10

Unarmed Damage +25

Dagger Certification

Knockdown Recovery

Taunt


Two-Handed I

2h Melee Speed +5

2h Melee Accuracy +15

2h Melee Defense +10

Melee Strike


Two-Handed II

2h Melee Speed +10

2h Melee Accuracy +15

2h Melee Defense +10

2h Axe Certification

Lunge


Two-Handed III

2h Melee Speed +5

2h Melee Accuracy +15

2h Melee Defense +10

Center of Balance


Two-Handed IV

2h Melee Speed +10

2h Melee Accuracy +20

2h Melee Defense +10


One-Handed I to IV (required for novice swordsman)

1h Melee Speed +30

1h Melee Accuracy +65

1h Melee Defense +40

Sword and Vibroblade Certifications

Lunge/CoB/Melee Strike (1/2/3 boxes respectively)

Bleed Attack (box 4)


Master Brawler Box

General Melee Accuracy +25

General Melee Speed +15

Melee Defense +10

Ranged Defense +5

Melee Assault

Parry Riposte Stance


Now for the juicy stuff... Swordsman


Novice Swordsman

2h Melee Accuracy +15

2h Melee Speed +5

Melee Defense +10

Ranged Defense +10

Battle Armor Accuracy Mitigation +20%

Battle Armor Movement Mitigation +20%

Battle Armor Rate of Fire Mitigation +20%

Head Hit

2h Curved Sword Certification


Intermediate Offense

2h Melee Accuracy +5

2h Melee Speed +5

Power Attack


Advanced Offense

2h Melee Accuracy +5

2h Melee Speed +5

Berserk

Battle Armor Movement Mitigation +30%

Vibro Axe Certification


Expert Offense

2h Melee Accuracy +10

2h Melee Speed +5


Master Offense

2h Melee Accuracy +10

2h Melee Speed +5

Battle Armor Movement Mitigation +40%

Improved Power Attack



Intermediate Technique

2h Melee Defense +5

2h Melee Speed +5

Area Taunt


Advanced Technique

General Melee Speed +5

2h Melee Speed +5

Blind Recovery


Expert Technique

2h Melee Speed +5

2h Melee Defense +5

Improved Taunt


Master Technique

General Melee Speed +5

2h Melee Speed +5

Improved Head Hit



Intermediate Defense

Melee Defense +10

Ranged Defense +5

Improved Armor Break


Advanced Defense

Melee Defense +10

Ranged Defense +10

Sword Flurry

Battle Armor Accuracy Mitigation +30%


Expert Defense

Melee Defense +10

Ranged Defense +5

Advanced Armor Break


Master Defense

Melee Defense +10

Ranged Defense +5

Battle Armor Accuracy Mitigation +40%

Stun Recovery



Intermediate Finesse

General Melee Accuracy +10

Critical Strike


Advanced Finesse

General Melee Accuracy +10


Expert Finesse

General Melee Accuracy +15

Battle Armor Rate of Fire Mitigation +30%

Dizzy Recovery


Master Finesse

General Melee Accuracy +10

Improved Critical Strike

Scythe Certification



Master Swordsman

General Melee Accuracy +25

General Melee Speed +10

Melee Defense +25

Ranged Defense +25

Battle Armor Rate of Fire Mitigation +40%

Improved Berserk

Improved Sword Flurry

Power Hammer Certification



Total Skill Modifiers: (w/o Master Brawler)

General Melee Accuracy: +80

General Melee Speed: +25

2h Melee Accuracy: +110

2h Melee Speed: +75

2h Melee Defense: +50

Melee Defense: +85

Ranged Defense: +60

Battle Armor Accuracy/Rate of Fire/Movement Mitigations: 90% Each (hard to tell by the description wording, but I don't believe these stack together...)

Message Edited by untochableT on 04-02-2005 01:10 AM


Message Edited by untochableT on 04-02-2005 01:48 AM

Message Edited by untochableT on 04-02-2005 01:48 AM



~Lord Treaivu Hwar~
~Dark Force Adept~
untochableT
Sat Apr 02, 2005 2:05 am
#2




Skills and Their Descriptions:


Brawler

Melee Strike: Does more damage than Melee Hit but has a slight ability cost. (does VERY little more damage than Melee Hit (basic attack))

Lunge: Extended range potential. (also knocksdown opponent as of today. Working as intended?)

Center of Being: Focus' on avoiding blows. Only applies while wielding a melee weapon. (+250 defense according to buff monitor)

Bleed Attack: Causes bleeding and wounds.

Taunt: Increases aggro of a mob towards you.


Swordsman

Armor Break: Reduces your target's armor effectiveness. (haven't tested this yet)

Improved Armor Break: More effective than Armor Break.

Advanced Armor Break: Most effective at reducing armor effectiveness.

Head Hit: This melee attack causes a targeted hit to the head and has a slight accuracy penalty. (haven't tested this one yet)

Improved Head Hit: Higher damage potential than Head Hit and a lower accuracy penalty.

Sword Flurry: Improved damage capability as well as granting a defensive bonus. (seems to be working. defensive bonus visible in buff monitor)

Improved Sword Flurry: Higher damage and better defensive bonus.

Area Taunt: Increases aggro towards all mobs within melee range. (Working)

Improved Area Taunt: More aggro generated than Area Taunt.

Critical Strike: Higher than normal damage with a chance to critical, doing serious amounts of damage. (Works very nicely )

Improved Critical Strike: Higher chance to critical.

Power Attack: Significant amount of damage dealt. (Has a warm up)

Improved Power Attack: Higher damage.

Berserk: More damage than normal attacks with a decrease in defenses. (Haven't tested yet, assumed to be working)

Improved Berserk: Higher damage.


Skill Modifiers

General Melee Speed: Increases speed skill for all melee weapons.

General Melee Accuracy: Increases accuracy skill for all melee weapons.

Melee Defense: Increases Defense ability versus melee attacks.

Ranged Defense: Increases defense abilitiy versus ranged attacks.

Two-Handed Melee Defense: Increases defense ability while holding a two-handed melee weapon. (Works for both melee/ranged attacks, as long as you're holding your sword )

Battle Armor Mitigations: This ability counters the amount of weapon "" reduction imposed from wearing battle type armors. This level of mitigation will reduce up to **% and lower "" hinderance values.

""=accuracy/movement/rate of fire

**=the percentage listed in the skill


Recovery Skills: Instant recovery from the state listed. (Working)


Master Brawler:

Melee Assault: Higher damage than Melee Strike.

Parry Riposte Stance: This stance grants a defensive benefit as well as reflecting a portion of the incomming damage back at the source (!!!!!)

Message Edited by untochableT on 04-02-2005 01:41 AM


Message Edited by untochableT on 04-02-2005 01:43 AM

Message Edited by untochableT on 04-02-2005 01:46 AM



~Lord Treaivu Hwar~
~Dark Force Adept~
PhantomDruid
Sat Apr 02, 2005 9:50 pm
#3

So no intimidate ?
Reevan
Sat Apr 02, 2005 9:54 pm
#4

Pistoleer has a Intimidate Shot



00111001110100001100000110111111000010100011011101Booth- Ann
00001000011010111010000001001110111110111011000011Droid Engineer
11101000001110011011111110101011001010000000011001
01110110111010010101100000010001010110011110011001Vendors Located at Restuss, Rori
10010010101010111010111001110111100011011011011111Waypoint: 3900 6260
01111000000111010011110011100110010010100000010110
10111111001000010110000011000100001101001000001111Hunter Of Loot
01111101011001001100110000010111010001011011100010Boothy Ann


clowdvailo
Sat Apr 02, 2005 10:00 pm
#5

is being speed capped still important? or did they do away with hitting once a second when speed capped?



-Everyone loves the Clowd-
OOOOhhhhh you touched my Tra-la-la
Reevan
Sat Apr 02, 2005 10:04 pm
#6

i read somewhere that there is no speed cap anymore.....if it is true or not is the question



00111001110100001100000110111111000010100011011101Booth- Ann
00001000011010111010000001001110111110111011000011Droid Engineer
11101000001110011011111110101011001010000000011001
01110110111010010101100000010001010110011110011001Vendors Located at Restuss, Rori
10010010101010111010111001110111100011011011011111Waypoint: 3900 6260
01111000000111010011110011100110010010100000010110
10111111001000010110000011000100001101001000001111Hunter Of Loot
01111101011001001100110000010111010001011011100010Boothy Ann


PhantomDruid
Sun Apr 03, 2005 7:32 am
#7

dam i'm gonna miss intimidate 2
untochableT
Sun Apr 03, 2005 12:08 pm
#8



clowdvailo wrote:
is being speed capped still important? or did they do away with hitting once a second when speed capped?




it's hard to tell at lower levels, but speed doesn't seem to matter much...

intimidate and warcry are now pikeman abilities (and pistoleer can intim with intimidate shot...)



~Lord Treaivu Hwar~
~Dark Force Adept~
Jirimar
Mon Apr 04, 2005 6:09 am
#9

me too, very much so.

they gotta let us have it back



- I support the proper use of common sense when it comes to re-developing games which are nearly two years into their tenure...evidently this sentiment is not shared by those that finance this game.
Shaina
Mon Apr 04, 2005 6:35 am
#10






PhantomDruid wrote:

So no intimidate ?







They stuck intimidate and warcry in the pikeman profession.






Sandstorm
Jaeven
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