Tree of Savior Forum

Divide Swordsman roles through Specialization Attributes on Swordsman C1

Instead of the other majorly broken solutions in balancing swordsman to be on par with other classes while being able to avoid combining DPS and Tankiness, I highly suggest adding two essential attributes to the Swordsman and choosing one will lock out the other:

Specialization: Offense Attribute
Effect: Doubles (or Triples depending on needed balance) the effects gained from each point of STR while reducing the effects increased by CON for 50%. Learning this attribute will disallow learning the Specialization: Defense Attribute.

Specialization: Defense Attribute
Effect: Doubles (or Triples depending on needed balance) the effects gained from each point of CON while reducing the effects increased by STR for 50%. Learning this attribute will disallow learning the Specialization: Offense Attribute.

This way, one is able to cater their Swordsman class to either become a Melee Tank or a Melee DPS

With this, it effectively makes STR or CON the main Stat for Swordsmen, DEX or STR for Archers, and INT/SPR for Mages and specific types of Clerics.

I hope you take this suggestion into consideration IMC as we would want to balance things out as soon as possible so as to avoid Swordsmen only useful when they have Peltasta C1 in their build and practically just running around/tanking hard which is quite ironic for even a Tank itself really, I can’t even call that tanking IMO.

@Staff_Julie @STAFF_John

Bad idea.
You’re not worth much as a tank without Swashbuckling and active block anyway, so why bother? You’ll either have an option of becoming a HP sponge that can’t tank properly, or a squishy melee DPS that can’t survive the AoEs that often happen in melee range.

Melee classes sorely need a rework, true (and not only DPS - why the heck there is no C7 tank class AT ALL?!) - but they need a rework, from the ground up, not a band-aid fix.

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Broken builds exist, hence it is also possible to break a build by specializing defense and not taking peltasta C1 at all.

With just 50 Con I’m already at 20K HP at Lvl 216

If say this idea did take form then I would be at 60K HP and mobs would take 3x longer than usual to kill me and that’s enough for tanking imo because it will not only multiply the base stats but should also multiply stats from equips

What people are demanding is either a full DPS with no capability to tank or a tank with no capability of DPS. Having both in one class will end up with Swordsman being the new meta

If you’re seriously about a rework that’s needed to be done then what sort of rework do you think it should be?

That’s the problem, right there.
A character that can take more hits before going down is not “a tank”, it’s just a “tanky character”. To actually tank, you need to able to grab and maintain aggro on enemies, and without swashbuckling, you can’t do it reliably unless someone gathers said enemies in one VERY tight spot for you (which usually isn’t the case).

It would take quite a while to elaborate on every detail, but short version is, melee DPS classes need to be a lot (and I mean, A LOT) more mobile, with several safety CDs to help them maintain their “up close and personal” position without getting knocked back every 3 seconds or killed by every boss AoE. Pain Barrier alone just isn’t enough.

And they need to be beneficial to the group in some way other than just damage, unless that damage is of “through the roof” grade - because in every game ever, a ranged DPS is less prone to spontaneous deaths during the fight and therefore, preferred over melees - unless they deal consistently more damage or supply valuable buffs/debuffs/CC.

Tanking needs a re-work, too - because right now, it’s that boring-as-hell “maintain minimum aggro and stand there blocking” and nothing else. Damage reflection, again, buffs/debuffs, individual/group wide safety cooldowns, better mobility - that sort of thing.

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I agree. As a melee, we obviously lack ranged CCs and without proper mobility, swordies current CCs are rendered useless. If youre familiar with WoW. A warrior class has a Charge and Intercept ability which is great for mobility. Now imagine applying the same concept on swordies. Wouldn’t that be great?

A similar skill was also applied to knights in Ragnarok.

Hmmm I guess some points of that sure could be taken into account

Then again the point of my Specialization: Defense attribute is for tank builds

Why would you take it on a DPS oriented build when it would essentially remove the very “DPS” essence of your build? Only no brainers will do that which is not a problem to those who can read English clearly.

A different way of rework that might just work out is to make archer the reverse of Swordsmen

Technically Swordsmen specialize in deal optimal damage on multiple enemies at an arc in front of them and most of the time, dealing debuffs to bosses while Archers right now are simply overkill being able to dish out optimal damage on both mobs and bosses on near current end game meta. What should be done is to make archers deal optimal debuffs on mobs instead of dealing the massive AOE damage part only to bosses.

This way, a combination of a DPS archer and DPS swordsman in a party becomes a sensible approach.

@DGuyWithDWeirdHair Yeah, that’s what we need too in order to become something of use in PVP without having to become a Cata to catch up

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I was thinking more in the Cloak of Shadows/Guardian of Ancient Kings/Death Strike+Blood Shield direction, but yes, that kind of thing.

A very nasty, hard-to-kill DEX-SPR based CC character for PvP, for example. With triple HP pool. Think swordie3 - pelt1-rodelero2-shinobi, or something like that. Not much damage-wise, but a horrible pain in the arse that stunlocks and knocks you down forever and ever.

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I’m pretty sure a cryo - warlock will be able to beat your so called stun lock build even with Mokuton no Jutsu bind as an opener. After being rooted by that, the cryo can just use icewall, icebolt spam, pole of agony, and etc. skills effectively out-damaging that hard to kill build because it suffers from a -50% in damage output from the specialization.

Wouldnt it be better if it was like some weapon masteries kinda attribute? like for example,

Shield mastery = increases HP and resistance and blockrate depending on a % of CON
Two-hand mastery(SWORD/SPEAR) = increases AOE/Range and DAMAGE depending on a % of STR
One-hand mastery(SWORD/SPEAR) = increases evasion and crit/block penetration(this should have been defense penetration, if only we had that stat) depending on a % of DEX

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That can work but it may take some time balancing that sort of thing because we have more than just those 3
We have 1H Spears, 2H Spears, Rapiers, Daggers, and Pistols (Corsair C3) too.

Technically, it would be hard to make a mechanic that somehow evens up closely with all of the possibilities taken into account and right now IMC is occupied with a vast number of things.

Essentially, that would be an optimal solution in the future but right now we need a quickfix that would help remedy the current situation and is easily replaceable in the future.

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