patrisaurus wrote:
Bash, heckle, dirt kick, disarm, and trip jump to mind as very high priority skills which I'd situationally use in different orders.
Swashbucklers have significantly different priorities than they used to due to the addition of new skills, especially when fighting trippable opponents wielding parryable weapons.
And reflex isn't so good as to make bash a #2 priority unless your opponent's agreed to use the stance you want and not flee.
A swashbuckler should never lead in with trip now unless they know for certain that they severely outmatch their opponent, at which point taunt + disarm is a better option anyway. Prioritizing trip over taunt/heckle/disarm as a swashbuckler provides the possibility, however small, for your opponent to have the chance to quaff heals or disarm while you're caught in skill lag from a failed trip or in lag from knocking yourself prone due to trip. If you're worried about losing the fight in taunt lag, you can lead in with heckle before turning on the disarm/quaff heal train, causing them to have to flee out and lose their weapons or die. If you're confident in being able to take two rounds of damage without dying, you can lead in with taunt, then heckle, then start the disarm/quaff heal progression until they run out of weapons, in which case you will always win unless your enemy disarms you first.
In melee combat, dirt kick is terrible compared to disarm if your opponent can possibly be disarmed.
Dirt kick takes around 1.25 combat rounds of lag, has a decent failure rate, and if successful, lowers your target's damage by a slight amount.
Disarm takes half that time, succeeds with alarming success, and if successful reduces your target's damage to zero for the rest of the fight.
For a merc, barb or swashbuckler, Here are the possible outcomes if you use bash/trip.
A) You might get lucky and bash or trip them, knocking them prone. You can now perform approximately one meaningful combat action before they get up from being prone, at which point you'll have to get lucky again to keep them prone.
B) You might fail to knock them prone, giving your opponent a free combat action. This option is extremely likely if the opponent has a moderate amount of reflex.
C) You might critically fail and knock yourself prone, at which point your opponent will have time to perform somewhere around 4+ meaningful combat actions before you get up, including quaffing heals, disarming, taunting, whatever. If you critically fail a bash or trip, you are virtually guaranteed to lose the fight.
Now here are the possible outcomes if you use disarm instead.
A) You might disarm your opponent and send their weapon flying, reducing their damage to zero or near zero until they pull out another weapon.
B) You might disarm your opponent and let them secure it, reducing their damage to zero until they re-wield their weapon.
C) You might not disarm your opponent.
If you bash/trip first and you don't succeed, your opponent can disarm you and you lose the fight.
If you disarm first and bash/trip after, then you will win the fight even if you get bashed after disarming, because your opponent won't do any damage without a weapon.
You really think that it's a better idea to bash/trip before disarming unless you're already winning the fight by a huge margin? Right now between melee classes, the primary determining factor in who wins a fight is based on who gets to disarm the other person and send their weapons to the ground faster, especially when swashbucklers are involved on either side.
That said, it seems like we're just arguing in circles, and in-game I've witnessed way too many successful disarms from PCs and NPCs alike over a long period of time. It's a bad mechanic.