Warning: Wall of Text
TLDR: Generally increase AOE hit ratio and damage through stats while tweaking skills to better cope with Swordmanâs melee weaknesses.
Only commenting on classes that Iâve personally played and while Iâve read most of this topic, I didnât read them all (too much lol). So, bear with me if thereâs a repeat or has been already discussed. Also, PVE only.
Letâs start with my perspective on the Swordsman class as a whole.
Swordman are;
-Balanced. I.E Jack of all trades, Masters of none.
-Combo based
-Natural Tankers (If you are the only swordsman in the party, you are the tank. Regardless of your build.)
-Can Dps
-Melee
-Physical Attack
Now letâs talk DPS. Being a balance class, Swordsman should have respectable DPS on par with Wizards and have AOE that are better than Archers but not better than Wizards. Therefore, Swordsmanâs capability in between Archers and Wiz. Before you scream this is stupidly over buffing. Hear me out.
What we have now is this;
Swordsman can AOE, but Wizards are way better. Weâve got respectable DPS, but donât expect to breeze through single targets like Archer. Donât forget, they have range while swordsman have to melee. This leads us to drawbacks.
Drawbacks,
-Melee. The biggest drawback in ToS. Bosses in this game have mechanics that affects melee a lot. All range can have long periods of uninterrupted DPS so long as they stay in range.
Swordsman have to be up close and have to deal with all the mechanics. This is why I propose Swordsman DPS to be on par with Wizard. With all the downtime avoiding the mechanics, our DPS will naturally drop, making the range the best DPSers in the game(which they should be). This also address the whole âSwordsman have higher HP so they should deal lesser DPSâ. But in solo content, this put us in a same playing field.
-Combo based. Swordsman needs time to reach respectable DPS. Debuffing bosses, getting buffs on ourselves etc. Thereâs also a limit to how many buffs we can get. This will again, make our dps not as potent and solidifying the range as the best DPSers.
Next, Peltastaâs Swash Buckling(SB). This skill is so potent to the point that people are literally looking for âSwashbucklingâ(LF>Taunt). Not even looking for swordsman but for just one skill. This is why Swordsman are being forced to take C1 Peltasta despite Peltasta being the tank tree
Since swordsman have a natural tank role, I suggest giving Highlander a âSwash Bucklingâ equivalent. This way, Swordsman can branch out properly while still fulfilling their class roles without being shoehorned into c1 peltasta.
-Highlander-
Not a fan of creating skills. Treat this as an idea rather than a suggestion. Also, donât know which skill to replace this with.
Hurricane- C1
-Spin in high velocity and suck enemies on the field to you for a brief moment, then knocking them back.
-Amount of enemies sucked are equivalent to Swash buckling.
-Low damage
-Slightly longer Cooldown than SB
-Cost slightly higher than SB
-Skill attribute
-Reduce knock back distance.
-Required stance: 2 handed-sword only
Main difference is this does damage, SB doesnât. Sucking enemies is better than simply provocation but it knocks back the enemies after a while. Also, this does not hold aggro like SB. So, this acts more like a pulling skill. Overall Swashbuckling should be a better skill since it is a tanking tree.
Wagon Wheel
-[Add]Skill attribute
-Low chance proc a second attack that whack your enemies down from the air. (Does lesser damage than initial damage) (Works even if enemies does not launch in the air)
Cartar Stroke
-Combined Skill attribute âCollision Damageâ into main skill
-Does not spread the hits amongst the mob. I.E LVL5 = 5 hits on each mobs in itâs radius.
-[Add]Skill attribute
-If skill is interrupted, next cartar stroke charge time is halved. [Only procs if have overheat]
-Cooldown Increased
Serves as a damage increase and the skill attribute serves as a buff to give people a reason to increase this skill. Charge time is too long at high level to be of any use. Personally really like this change but also think it may be too strong for Swordman standard so I added an increased cooldown.
Crown
-No comment on this. Never used this is my life. lol
Cross Guard
-Cost will reduced to 1/2 if skill procs within 0.5 seconds.
-Will always block physical (overwrites dodges in this stance)
-[Add]Small recovery time after you release cross guard where you cannot dodge.
-[Add]
Rewards skill based play. Always block will make this skill really good so I added a risk with this skill to balance it a little.
Moulinet
-Targets locked in place but can still attack [Does not work on boss]
-Uninterruptible but can be knock back.
-Aoe attack ratio increased
Slow animation and long recovery time is what pulling this skill down.
Skyliner
This skill seems fine to me. Only thing I would change would be a slightly bigger hit box.
Cross cut
-[Change] Applies bleeding on the first hit instead of second.
-[Change] Will target non bleeding mobs should all of them is in its radius.
=[Change] Reduce initial Damage
-[Change] Increase bleeding.
I think this makes the skill more stable and reliable. Also, this helps a little bit more to cope with the dps lost while we deal with boss mechanics.
Skullswing
Overall this skill seems fine but needs to be more potent at late game to be consistent. This skill drops off in late game.
Vertical Slash
-[Change] Deals addtional damage to all types instead of limiting sizes
Corsair
Dust Devil
-100% dodge on your jump animation (small window)
This adds a rewarding way to deal with boss mechanics and to compensate itâs low damage.
Swordman
Concentrate
-Increase the damage given
-[Change] Skills count as one hit even if multi hitting skills.
-[Add]Skill attribute
-Applies to skills only. Auto attack wonât proc. (Can be turned on/off)
Useful for skill spammer build.
Gun-Ho
-Increase the damage given
-[Add]Increases Minimum damage
-[Add]Skill attribute
-Increases critical damage and crit chance but lowers Max HP and dodge.
Useful for DPS build but comes with a price.
Pain Barrier
-Cost nothing
-Increase Cooldown
I personally think that learning to deal with mechanics of bosses should be one of the defining Swordsmanâs characteristics. Pain barrier should be calculated for clutch and smart moments IMO. If itâs too good, everyone would just pain barrier then auto pilot
Thrust
-Combine Skill attribute âContinuous attackâ into main skill
-[Replace]Skill attribute
-If âcontinuous attackâ procs, low chance your next thrust cost 0 sp. (0 SP thrust does not proc this skill attribute)
Bash
-Combine Skill attribute âKnockdownâ into main skill.
-[Replace]Skill attribute
-Chance to slow your enemies. (Auto-attack timing increased)
Gives both these skill more flavour, damage and of course adds a measure to prevents infinite thrust.
-ToS Content-
Fix all bosses hit boxes. Hit box should reflect the sprite. Some of them even have seriously wonky hit boxes.
-General-
Increase the stats STR gives for swordsman.
Have CON give minor damage boost to skills.
Increase auto-attack AOE attack ratio by 2
Increase skill AOE attack ratio by 1