Swordsman Archive
Thread: CU Swordsman Skill Tree
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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
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
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?
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
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...)
Shaina
Mon Apr 04, 2005 6:35 am
#10
PhantomDruid wrote:
So no intimidate ?
They stuck intimidate and warcry in the pikeman profession.
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