Best I could do, get someone more creative to throw something in:
Swashbuckler Skills wrote:
Amateur - dagger (very good) sling (not learned)
sword (not learned) dodge (not learned)
dual wield (not learned) parry (not learned)
Novice - dirt kicking (not learned) kick (not learned)
self defense (not learned) sneak (not learned)
Initiate - disarm (not learned) trip (not learned)
fast healing (not learned) haggle (not learned)
Apprentice- crossbow (not learned) brawling (not learned)
taunt (not learned) second attack (not learned)
Journeyman- enhanced damage (not learned) finesse (not learned)
Veteran - enhanced parry (not learned) endurance (not learned)
Expert - skirmish (not learned)
Mentor - riposte (not learned)
First a few changes:1.)Put riposte at a lower level, it's like a better parry. Put it at expert. A swashbuckler will -never- use skirmish.
2.)Make it so taunt only affects the INT of the target, targetted chars may therefore flee, and make it hit the -WHOLE- group, this idea taken from the BARD and flamestrike... This is their environmental talent, [REDACTED] off a whole inn.
I don't think it's fair for them to immediately lure a whole inn to attack them, but you certainly can distract them all.
3.)
Help Finesse wrote:
The abilities of the swashbuckler lie in the melding of tremendous skill
with balanced weapons that are capable of striking with great precision.
Finesse is the key to the swashbuckler's success as it provides him with
the edge he needs in several important areas.
This needs to be buffed, Swashbucklers should get some much more serious bonus points to beating armor and defensive skills and disarming, this should be a huge strength for swashbucklers and it's not yet.
I know this is what finesse already is "supposed to do..." But I think it needs to be a lot better.
I also do not see enough of this bypassing of heavy armor benefit that The Cannibal is talking about. And I disagree with Archaicsmurf too.
Additionally, the aiming bit that gilgon suggested is too much, too easy to remove arms, finess should take care of this! I think this is a fair compromise between gilgon and what's there now.
Finess is supposed to be the -SOUL- of a swashbuckler.
Second, the new skills:
4.)Something to match circle stab is needed: Gilgon's Brutal slice is interesting and very similar, but it's almost exactly like the idea of circle stab and hamstring. But if it ain't broke don't fix it. I like the name "FLANK ATTACK" or "FLANKING." Since that's what it is, in reality. Command: Flank <person>.
5.)Something to stun: High kick is a good idea. Make it similar to bash, similar lag time etc. I would make it very similar, perhaps a tiny bit harder to land, and it should also have a rare chance to -disarm- your opponent. Then again I think bash should too, but this much more so. This gives them a stunner.
6.)Something special: Make it so that you can't aim at someone behind a swashbuckler, call it what you would like. Makes them good tanks and helps defend those behind.
7.)A high damage initial attack: This is needed/not needed depending on how much you buff Finess, but in all honesty, since that won't happen, I propose something like: "Quick Draw" attack. Starts combat, good initial damage, can't be counterattacked maybe? I love this idea. Very swashbuckling.
Lastly:
Something to make a swashbuckler interesting to play outside fighting: Support Talents, aka the thing that Swashbucklers really need:
Proposal 1: honestly, flying? Flying? I'm tired of everyone DBZ soaring around Sk. We need some more ships and stuff like that in this game. Swashbucklers might be optimal for some kind of sailing skill etc. Dude, so much better. And it's USEFUL.
A series of boat skills crosses my mind as serious potential.
Proposal 2: I've always wanted to see some kind of timed explosives in this game, some way to craft weapons of this nature? Traps and bombs? Might be OP tho...
Anyone got any more ideas. Boats are a big one.