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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Sun Jan 27, 2013 4:22 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
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SK Character: Amorette
jreid_1985 wrote:
Havent played in a swash in a while. As far as DPS and tanking goes, Merc>Swash.
I think they need an extra defensive ability to let them hang in the front row.
Perhaps something called evasion which gives a bonus to dodge and gives reflex save immunity. Hell give em dance.. or at least retreat so they can safely leave after taking an inevitable a ss beating.


I am thinking something along the lines of "evasion" as well as maybe a more active skill like the weapon styles thing mentioned here.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Sun Jan 27, 2013 5:52 pm 
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Joined: Tue Dec 25, 2012 3:54 am
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SK Character: Caric
Could not this idea be majorly simplified just giving swashbucklers something like style. Which would have 3 states accurate, damaging and speed. These would count as if you have 1 enchant of if type picked all weapons used in addition to all other enchantments on the weapon for every 10 levels aka GS/Haste. Possible taking ME for each swing made, not really sure if a cost is required or not. Testing it would show if it needed a drawback or not, if it did cost ME there would been to be a style none option.
To increase defense just give them dance for dodge increase. Would mean you could be defensive at the cost of the trip and kick skill.
Then let the player RP it out how each style is different.

This would help counter the fact you need two well enchanted weapons by the fact you can stop 1 or 2 casts early and still be better than other people. It would make parry riposte more effective if your weapon has a bonus 5 accuracy enchants. Would give swashbucklers a good chance to increase damage when not attacked. Stance/dance would give swashbucklers the ability to taunt and turn on defense rather than just taunt and get minced.

The only other thing that swashbucklers might be able to benefit from is tumble. Although it kind of sucks because it puts them out of combat. Maybe if combined with another new swashbuckler only skill formation alteration. Would let swashbucklers move in formation if not currently being hit in combat (circle stab conditions minus the people standing behind them). With a risk of falling out of the formation. Formation f1.
You slip seamlessly between the formation positions. X has moved into position. F1 /n Y has moved into position m2.
Well moving in formation you have fallen out of formation. X has left the group.
Your formation movement has thrown the group into disarray. Your group has been disbanded.
I think the first idea would be enough to significantly alter the warrior landscape. If 5 enchants is too much it could be balanced with ease under the hood. Could also be balanced with any future weapon changes down the line.

Those are my ideas for swashbucklers not that I really know how weak they are because I havent seen any since Ive come back.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 2:48 am 
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Bunch of useless crap-o-la. Taunt needs to be tweaked to take advantage of the new peak stat code and swashbucklers are fixed - good against casters, mediocre against other melee.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 3:51 am 
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FinneyOwnzU wrote:
Bunch of useless crap-o-la. Taunt needs to be tweaked to take advantage of the new peak stat code and swashbucklers are fixed - good against casters, mediocre against other melee.


I forsee this incoming in the next few updates.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 12:46 pm 
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SK Character: Rolf
The capability to shift positions in the group formation would be really cool and it seems like it would be thematic to the swashbuckler class.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 5:33 pm 
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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 6:52 pm 
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Joined: Sat Oct 02, 2010 10:24 pm
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--Give them access to whip, staff, and throwing axe and hatchet (no other axes)
-riding crop, whip, hatchet, cane, jo and bo staff might be good candidates for finesse
--Dance
--Leap (or call it something else) Allows them to more easily dodge bashes, trips and the likes.
-Allows them to try to jump back standing while prone
--Enhanced disarm. Buff to disarm, allows them try to knock off even things like knuckles and claws
-Allows them to damage unarmed opponents arms, possibly even mangling them.
-Gives them a chance at actually dropping their opponent's weapon in their own inventory.
--Mock. Subtle slights make all but the surest of warriors momentarily doubt their abilities.
-Brief debuff to weapon accuracy, speed and damage, and to skills


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 9:53 pm 
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Does anybody roll a swashbuckler before making these suggestions?


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Mon Jan 28, 2013 10:42 pm 
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ninja_ardith wrote:
Does anybody roll a swashbuckler before making these suggestions?


I did but got bored.


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 Post subject: Re: New swashbuckler skill: Weapon styles
PostPosted: Tue Jan 29, 2013 5:43 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I've rolled plenty of swashies desiring to test, but I always start playing another character. I don't think I've ever gotten to riposte.

However, I'm still curious to see just how "bad" swashies are now with the accuracy changes and the ninja nerf to speed enchants, which I would imagine wouldn't be big for swashies anyway.


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