So I just reach dragoon, got some skills, did some number crunching.
Swordman damage isn’t that bad, no, isn’t bad at all.
Take an example:
- Dragoon tooth: (100% + 500) x5 hits = 500% + 2500
- Cannon shot: 150% +2000
That is actually a great number. So why no one want swordman DPS?
No this is not about everyone want swordman pelt. Even swordman DPS want swordman pelt. The real question is when you already have pelt, why do you choose other DPS over swordman DPS?
The answer might just be much simpler than all the debate in many threads: mobility, survivability & accuracy.
- Mobility: wizards (and clerics) can drop skills (in other games, those wizards skills would be called “turret skills”, that means they fire on their own) and run around. Archer can shoot while moving (except some charge skills, which would be addressed below). Swordman has to stand still to cast skill, charging or not (except for some selective few in cataphract tree, that explains the popularity of cataphract)
- Survivability: some wizards and archers skills require charge as well. But wizards and archers can charge them from range, while swordman has to be in the face of the enemy. While charging you can’t guard or move to dodge, that means you are sitting duck. This is not what anyone want from a DPS
- Accuracy: this is a more complex matters than evasion vs accuracy. As above, while charging/casting skills, most swordman cannot move, so when enemies move out of range, they practically just wasted their skills. “But archer and wizards can miss too” you say? That is true, however, most wizard skills are turret-like, they last for a while and enemies can be lured to those later. Archer skills are shorter on cooldown, so even if you miss, you can redo it easily.
All of those would explain why doppel is a good DPS despite only having cyclone as a damage skill. You can move while casting cyclone (mobility solved), and cyclone could care less about accuracy since it hit everywhere around you. Same for Rush of cataphract.
So I gonna suggest the most drastic change to swordman tree ever, without asking for more damage:
- Make all swordman charge skills chargeable while moving (probably reduce movement speed while charging to balance it)
- Reduce cooldown and cast time/animation of other non-charging swordman skills (the new skyliner on kTOS is good)
Because I believe swordman tree should operate around the ability to maneuver through the battle field, not sitting duck on the front line.
Feel free to discuss
