Tree of Savior Forum

Big list of everything I'd do to fix Swordsman

Since IMC’s response to our desire for Swordsman buffs (along with other balance changes, though IMC has only directly responded with regard to Swordsman) was basically “Oh, don’t worry, we’re making changes to the Korean version that you may never see,” I only have my own personal fantasies of what the Swordsman could be to console me. But, being the narcissist I am, I saw fit to share those personal fantasies with all of you. So, here are some fantasy patch notes, for your viewing pleasure.

So, when it comes to buffing Swordsmen, you can’t really just buff a few of the worst Swordsman classes, like Rodelero, and call it a day. You have to buff pretty much every class, because EVERY Swordsman build is weak endgame. If they have no builds that are competitive with other classes, then buffing one or two classes means they’ll have one or two builds and the rest will be ■■■■. Sortof like how in iToS most Cleric builds are really strong, but Monk and Sadhu builds are awful, except the situation is reversed. Buffing Monk and Sadhu is easy, fixing the entire Swordsman class isn’t so easy as changing two classes.

Swordsman

Now gains 1.3 attack and 1.6 crit attack per point of STR.
Now receives 1 bonus crit attack every 2 character levels.
While Dashing, gains 30% resistance to negative status effects.

Thrust: Now has a chance to inflict bleeding, dealing damage based on STR. Circle 2 attribute increases this chance.

Bash: Now deals strike-type damage. Bash: Specialty increases the damage dealt by Bash by 30% per attribute level (3 levels).

Gung Ho rework: Now increases critical rate and critical attack while reducing evasion and block rate to 0 for 10 seconds. Also increases maximum provocation by 10. Bonus critical attack gained is based on STR.

Concentrate rework: Enter a focused state, dealing bonus damage as long as nothing breaks that focus. Gain a stack of Concentration when you hit an enemy, while losing a stack every time you take damage. Multihit and AoE attacks will add/subtract only 1 stack. Each stack of Concentration increases block penetration and adds bonus damage on each hit. Bonus damage is based on DEX.

Pain Barrier: Increases resistance to negative status effects by 20% while active.

Pommel Beat: Cooldown reduced to 10 seconds, ignores 100% of defense on small and medium sized enemies.

Double Slash: Cooldown reduced to 13 seconds. Both hits now deal full damage, rather than the damage being split between them.

Thrust: Continuous Attack is now a Circle 3 attribute, giving Thrust a 5% chance to hit twice and a 2% chance to hit 3 times per attribute level (5 levels).

Peltasta

Guard: Reduces magic damage received based on your block rate. While Guarding, Evasion is reduced to 0 and 50% of Evasion value is added to block rate.

Umbo Blow: Now deals 100% of your block rate as additional damage against staggered enemies.

Rim Blow: Increased to 3 overheat. Now deals 100% of your shield’s defense as additional damage. Added attribute to remove knockback.

Guardian: No longer reduces attack, and can be used in tandem with Gung Ho. Increases the physical defense value of your shield by 15 + 3 per level.

Shield Lob: Enemies hit with Shield Lob now have Block Penetration reduced to 0 for 10 seconds. Base AoE Attack Ratio increased to 5. Shield Lob: Splash increases AoE attack ratio by 2 points per attribute level (3 levels).

High Guard: While active, reduces incoming magic damage by 5% per skill level.

Butterfly: Cooldown reduced to 15 seconds.

Umbo Thrust: Cooldown reduced to 15 seconds.

Highlander

Wagon Wheel: Now deals 2 hits of Slash-type damage when launching enemies, and 1 hit of Strike-type damage when enemies land. Base AoE attack ratio increased to 3.

Cartar Stroke: Now takes 1.5 seconds to fully charge at all levels, instead of .5 per level.

Cross Guard: Can now be used with Sword and Dagger or Two-Handed Spear.

Moulinet: Animation speed increased. Cooldown reduced to 25 seconds. Moulinet: Critical no longer increases the critical chance of Moulinet, instead reducing the critical resistance of enemies hit by 20% per attribute level (5 levels).

Skyliner: Cooldown reduced to 5 seconds. Animation speed increased.

Skull Swing: Now requires 2H Sword.

Vertical Slash: Now requires 2H Sword. Damage: ((Base + Physical Attack + Defense lost from Skull Swing) + (Skill level x 75 x # of debuffs on target)) x 1.5 against medium sized enemies, 2 against large sized enemies, 3 against boss enemies.

Hoplite

Stabbing: Animation speed increased.

Pierce: Now has 2 overheat. Cooldown reduced to 20 seconds.

Synchro Thrust: Now deals bonus damage against staggered enemies.

Long Stride: Enemies hit will now be stunned. Base AoE attack ratio increased to 6.

Spear Throw: Attack scaling increased to 150%. Animation speed increased.

Finestra: Physical Damage attribute now adds 25% of DEX to physical attack while Finestra is active instead of 10% INT.

Pierce: Bleeding attribute increased from 2% to 4% chance to inflict bleeding per level. (5 levels).

Barbarian

Embowel: Animation speed increased. Now slows and inflicts Bleeding on the target for 10 seconds. Cooldown reduced to 20 seconds.

Stomping Kick: Animation speed increased. Area of effect greatly increased. Base AoE attack ratio increased to 4. Cooldown reduced to 25 seconds. Damage increases based on jump height with a minimum scaling of 100%. Scaling increases linearly, I.E. if initiated from twice normal jump height, scaling increases to 200%.

Cleave: Now additionally makes enemies struck vulnerable to Slashing-type attacks.

Helm Chopper: Chance to stun increased.

Seism: Chance to stun increased.

Warcry: Cooldown reduced to 60 seconds.

Giant Swing: Deals damage on the initial hit and again with every rotation. 5 rotations + 1 per level. You can now select which direction enemy will be thrown by moving in that direction.

Pouncing: Animation speed increased (same duration; more hits occur, and occur more quickly). Area of effect increased.

Rodelero

Shield Charge: Increased block rate against missile attacks while active. Can now Dash at full speed while using Shield Charge, but Dashing drains stamina 3x faster.

Targe Smash: Cooldown reduced to 20 seconds. Animation speed increased. Area of effect increased. Chance to blind increased.

Montano: Cooldown reduced to 15 seconds. Overheat increased to 3.

Shield Push: Unbalanced status defense reduction increased from 15 + 15 per level to 20 + 20 per level. Enemies effected by Unbalanced have a chance to be knocked down when attacked.

Shield Shoving: Damage increased from 172 + 52 per level to 272 + 66 per level. Overheat increased to 3.

Shield Bash: Damage type changed to Strike. Overheat increased to 3.

Slithering: Increases resistance to negative status effects by 70% while active. Cooldown reduced to 25 seconds.

Shooting Star: Damage increased from 300 + 23 per level to 300 + 75 per level. Cooldown reduced to 25 seconds. Overheat increased to 3. Animation speed increased. Damage type changed to Strike.

High Kick: Cooldown reduced to 15 seconds. Attack scaling increased to 200%.

Cataphract

Multihit skills now actually deal multiple hits with 100% attack scaling rather than having damage split. Base damages reduced as a result.

Corsair

Jolly Roger: Combo effect now increases damage by 2% per combo level. Maximum combo level capped at 10. At maximum combo effect, increased chance of triggering Pillaging. New attribute: Treasure Hunt, adds a small chance to pillage cubes from dungeon and world bosses. Requires Circle 3 Corsair.

Unlock Chest: Now reduces the cost of rerolling a boss cube by 2% per skill level. New attribute: Skeleton Key, allows you to reroll boss cubes an additional time. Requires Circle 3 Corsair.

Iron Hook: New attribute: Expose Weakness, captured enemies now take 50% bonus damage from Missile attacks. Requires Circle 3 Corsair.

Dust Devil: Overheat increased to 3. Cooldown reduced to 15 seconds.

Double Weapon Assault: Now triggers automatically after every attack. No longer consumes stamina. New attribute: Gunslinger, allows Double Weapon Assault to be used with Pistol attacks. Requires Circle 3 Corsair.

Hexen Dropper: Cooldown reduced to 20 seconds.

Pistol Shot: Cooldown reduced to 20 seconds. Range increased to match secondary weapon attack range. Damage scaling increased to 150%. Now has 2 Overheat.

Doppel, Dragoon are probably fine. Fencer, Shinobi, might be fine with better earlier-rank classes, especially Highlander -> Fencer getting Crossguard without weapon swapping. Also, Squire does exactly what it’s meant to do already and can’t really be made ‘better’ as a crafting class - it really speaks volumes that most tank builds end up going Squire3 just because there’s nothing else worth taking.

5 Likes

for me a great rework includes PATK scaling in % not in fixed DMG and increase the animation speed for skills

1 Like

just remove swordsmen and put them as a minion for necromancer to summon
that taunt spams

oh and give sapper some engi turrets

How to fix swordsman with very easy way:

Just give them the ability to block magic by cutting it like Kirito did.

Also give them real dual wielding ability, so they can equip two main weapon at both hand, so DPS Swordsman can equip real dual sword, and pelta can use dual shield :sunglasses:

But does highlander get dual twohanders?

yeah just give only highlander class that can use dual wielding two handed sword, also buff corsair so they can use third wielding like zoro, that will be cool.

Swordsman really only need to have their cooldowns reduced.
And some skill changes in the way they scale with skill points.

Unless your idea of skill point scaling is +1 hit per level like Multishot… maybe you don’t realize just how bad of a spot Swordsman is in right now from a DPS standpoint. Three DPS swordies can maybe hope to put out as much damage combined as a single Ele.

TL;DR. These basically suggests that we should rename the game as Tree of Swordsman.

Some I agree with, some I don’t. Locking Skull Swing and Vertical Slash into 2H builds for instance kind of destroy anyone who isn’t going 2H out of getting C3 Highlander. I get the way you’d want, but that’d hurt a Highlander Fencer or anyone who uses a 1H quite hard. The fact that they provide a large amount of utility for DPS shouldn’t be locked away, plus you already lose out on the +50% Crit Attack for not using a 2H sword, which is a decent loss of potential for flexibility. Meanwhile for the same class, Cross Guard should work for all 2H weapons at least. Making it available to all weapon types may or may not be really strong defense wise, but it’d be appreciated considering how much a swordie has to go in without any defensive mechanisms. Cross Guard could literally just be an attribute you could buy that’d allow you to block without a shield.

In the end, Swordies generally need cooldown decreases, a wee bit of damage ratio changes, but mainly Actual scaling abilities that have percentile value and not all this flat nonsense. Also tbh, a Wizard is going to practically always outdamage a swordie unless they change how Magic mechanically works as well as their high base damage values that don’t even need INT to work out.

^ The base magic values of many magic skills aren’t actually high, most are low in relation to enemy magic defense which is almost always higher then their defense. Its simply by hitting multiple times that its not a big problem.

Swordman base damage values are low in the context of them not having that many high volume multi hits, given thats where the majority of damage comes from in this game for whatever reason. We’re not talking 4,5 or less hits (the majority), but 15, 20, 30 in a short duration (Pouncing, Cyclone, Rush, double slashing Bushins). When you don’t hit that many times a higher base, a modifier, or an effect (such as stun, freeze, etc) are what keep a skill relevant.

There’s nothing really wrong with magics mechanics.
Hell the multi-hit quality actually gives a lot more value to INT over single hit moves. Shoot 1 Int in Frost Cloud ends up contributing 31/32 more damage before Quick Cast, before elemental bonus, before attributes. :stuck_out_tongue:

Better than Tree of No Swordsmen.

oh i have a better idea, instead of necro minion just make them a pet that we can ride for 100k silver

schwarzer reiter can ride pelt and spam taunt then
and the horrible AI still fits right in watching the swordsman pet run and get hit 17000s in front of the boss

fun for all the good classes then not just mage

Eh, the multihits give more value per INT, but also provides a safety blanket for damage. It’s a double edged sword that doesn’t actually hurt the user. However, there’s just not enough incentive when you can marginally decrease your DPS in favor of never dying.

I’m actually alright with it, but from a mechanical standpoint when you compare everyone together, it’s really strong at the moment. Could easily change if the weaker classes get some fixings.

I think you can already pillage cubes from dungeon. I got one from 90 dun with level 5 JR. (very very low chance I guess / more talt xD)

DWA is uhhh so-so?? but they should cut off “when attacking an enemy from behind” in dagger mastery attribute (it even increases damage in percent but can’t use much nahh). It is ok for Rogue but not make sense for Corsair IMO. Just add extra damage directly so it will be benefit with DWA.

About unlock chest, I think just rework this skill. Maybe Corsair has a chance to drop treasure map (attribute) from monster which give you some hint of the chest location. Then you find it and use this skill to open. Reward maybe silver, potion, some hat or recipe, empty lol etc. That should be fun thing to do at least for me.

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Cartar Stroke
-adds 15%/20%/25%/30%/35% of damage taken while charging Cartar Stroke

Barbarian
-All Barbarian skills now provide Frenzy Stacks

Double Pay Earn
Is now time based instead of hit based, basically does the same thing now but you dont have to worry about the hit count so you’d actually help instead of doing nothing.

Honestly, I think they just need to rework knock downs + taunt.

-Put Swagsbuck a swordie skill, useable WITHOUT a shield/offhand

  • Make it possible to “block” with a 2H weapon, with a reduced damage reduction

  • Make swordsman immune to knockdown while guarding, and make guarding quicker

  • Reduce magic damage done by monster

Then just give us the Str boost, and we are good to go. The biggest issues with Swordies right now are the need to have pelt 1 ( thus not being able to get highlander for higher damage with 2H weapons ) and the whole " well now the boss knocked you down, good job not doing damage for 5 seconds.

Well, that would eliminate the need for Peltasta and a make tank swordsman a little better, but it doesn’t do anything to address the fact that your damage output is a complete joke.

I’m glad I’m not the only one that thinks Bash should do Strike damage… also like the attribute change :3

Nice change ^o.o^

Meh… if someone goes to Circle 3 in Highlander, I’m okay with weapon flexibility at that point so in my opinion the lack of requirement of a 2H weapon is fine :3

I’d honestly hope you’d want more than just higher uptime on Warcry (and Frenzy). I think they should both scale based on percent too ^o.o^

I’d love this change so much. This is one of my favorite abilities in the game, but it’s not worth investing in due to the animation delay time during execution and after execution.

In my opinion, Doppel could use some changes ^o.o^

Mordshlag: Cooldown reduced to 28 seconds. Attribute changed to always crit Plate targets as opposed to Cloth targets.

Zornhau: Shock duration increased to 10 seconds. Overheat 2
Redel and Zucken should be a base of 800-900 damage and increase by 250-300 per skill point invested (these are R7 skills for goodness sake ^o.o^). Maybe even Overheat 2 for these abilities as well, but its hard to decide if that’s fair or not. If they do, Dragoon would need to be buffed with Overheats as well.

Punish: Cooldown reduced to 0 seconds. This is to encourage players to utilize Knockdown mechanics more with Bash, Wagon Wheel, etc.