Shattered Kingdoms

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PostPosted: Mon Dec 22, 2008 4:43 am 
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SK Character: I wish :(
I would say take out crossbow and skirmish, move riposte up to expert and give them a new mentor level skill. I like the automatic riposte as a first attack that deals a lot of damage and possibly leaves your enemy stunned for one - two rounds. Also heightened senses inside cites and rural areas would be very nice. It would make use of the whole concept of city fighters work great.


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PostPosted: Mon Dec 29, 2008 10:28 am 
Instead of forcing the swashbuckler into sword and dagger, maybe give them a choice of weapons. Say instead of swords the swashy can pick flail and be a dual wielding nunchuck master, or weilding a pair of short spears, or the axe weilder. Have this be like specialize and once picked it cannot be changed.


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PostPosted: Mon Dec 29, 2008 10:57 am 
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Redman wrote:
Instead of forcing the swashbuckler into sword and dagger, maybe give them a choice of weapons. Say instead of swords the swashy can pick flail and be a dual wielding nunchuck master, or weilding a pair of short spears, or the axe weilder. Have this be like specialize and once picked it cannot be changed.


NINJA!:D


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PostPosted: Mon Dec 29, 2008 11:11 am 
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Redman wrote:
Instead of forcing the swashbuckler into sword and dagger, maybe give them a choice of weapons. Say instead of swords the swashy can pick flail and be a dual wielding nunchuck master, or weilding a pair of short spears, or the axe weilder. Have this be like specialize and once picked it cannot be changed.


This would be useless. Flails would be ridiculously bad. Axes would be far too slow, except maybe for hatchets (which are crappy anyways). All you could manage with spears would be dual throwing spears. The only competitive combos are swords (and sometimes straight dagger).

Whips would only be useful for second row, really. However, Swashies really need those second-row capabilities, so I vote give whips finesse and give swashies whips.


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PostPosted: Mon Dec 29, 2008 11:15 am 
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Maces, staffs?


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PostPosted: Mon Dec 29, 2008 12:19 pm 
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:lol:


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PostPosted: Mon Dec 29, 2008 1:21 pm 
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Why not add unique stances to the class?

One for outright damage dealing at the loss of defensive abilities, and one for tanking at the loss of doing damage. And toss in a spell interrupting ability that just breaks a casters concentration without actually stunning them. And maybe a flip kick so I can name my swashie Guile.


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PostPosted: Mon Dec 29, 2008 2:26 pm 
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Summon Pirate Ship:

An effective swashbuckler always has a contigency plan, and often times needs to make a quick get away once he's slept with the wife of every man in the town. This skill allows the swashbuckler to summon his pirate ship, a huge galleon made of the finest timbers to escape upon.

Upon summoning, the swashbuckler's pirate ship crashes from the sky causing massive damage and possibly death to all those in the room except the swashbuckler, those that survive are placed in the prone position for 3 rounds. Furthermore the impact of such a huge object upon the earth causes an earthquake that affects four rooms in all directions.

Once the swashbuckler's ship has materialized he deftly leaps aboard and fires the cannons at all remaining enemies, causing one fireball to explode in the room for each enemy still alive. After the cannons have been fired the swashbuckler prepares to make his speedy get away and has the ships sorceror teleport the entire vessel and all people on board to a random body of water anywhere in the world, where the swashbuckler may then continue sailing the seas, or disembark as he pleases.


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PostPosted: Mon Dec 29, 2008 2:41 pm 
The Mighty Fluffball wrote:
Redman wrote:
Instead of forcing the swashbuckler into sword and dagger, maybe give them a choice of weapons. Say instead of swords the swashy can pick flail and be a dual wielding nunchuck master, or weilding a pair of short spears, or the axe weilder. Have this be like specialize and once picked it cannot be changed.


This would be useless. Flails would be ridiculously bad. Axes would be far too slow, except maybe for hatchets (which are crappy anyways). All you could manage with spears would be dual throwing spears. The only competitive combos are swords (and sometimes straight dagger).

Whips would only be useful for second row, really. However, Swashies really need those second-row capabilities, so I vote give whips finesse and give swashies whips.



This isn't meant to make you supreme PK master, it is a flavor thing, yeah flailf would suck, but I always wanted to dual wield them. Same with axes.

I thought this whole thread was to spice up the swashy not make them uber elite supreme PK gods.


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PostPosted: Mon Dec 29, 2008 2:49 pm 
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It's not about being an uber PK god. If you can ONLY wield flails, you won't be able to PK effectively at all. In fact, you won't even be competent at PvE. If you want to screw around with them, go for it, but whenever you want to do anything more than fountain RP, having a swashie that can't wield swords will be maybe slightly more useful than having a delf merc specialized in masturbating.


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