Tree of Savior Forum

So there may be some buffs for DPS Swordsman in the future - but what of the Tanky ones?

STR-based Swordsman are getting the +30% ATK buff, and there is something about “increasing the scope of Swordsman skills” - but not really sure what that means.

It would be nice to see some buffs for Tanky swordsman too though. I know I post a lot of suggestions and y’all are probably tired of them, but I think these two would be pretty sweet;

  1. Reduction in durability loss that occurs when you do not die. So Tanks won’t need to repair after every dungeon run. Maybe give Rodelero, Peltasta and Squire an attribute that reduces durability loss by 3/4ths.

  2. Magic mitigation. Right now Rodelero has Slithering which is the only magic mitigation in the entirety of the Swordsman tree. It would be cool to see some anti-magic utility thrown in for some of the other Swordsman classes. Spitballing some ideas here;

  3. Peltasta - High Guard: Attribute that reduces magic damage received by 30% for its duration.

  4. Highlander - Cross Guard: Attribute that allows Cross Guard to “deflect” a magic attack on the condition that doing so will put CGuard on cooldown for 25 seconds.

  5. Doppelsoeldner - Cyclone: Resistance attribute now also deflects magic attacks at 15% (per attrib level).

  6. Fencer - Preparation: Can now also parry magic attacks.

I think people tend to over-value the “3x HP per level” buff. We just get 56 HP per level where everyone else gets 23. That really isn’t a whole lot, and definitely doesn’t make up for the fact that Swordsman are fighting in the frontlines where taking lots of damage is a natural state of affairs. These proposed changes would probably fix the majority of issues people have with Swordsman, with the exception of the strict weapon requirements and low damage.

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+30% to the P.ATK obtained from STR to basic attacks, yes.

The +30% to P.ATK shows in the character sheet according to some kTos folks. That means it counts towards ALL physical attack skills - which is every attack skill the Swordsman has because they all scale with ATK.

According to some ktos folks, it only affects basic attack damage and doesn’t apply to skills. It is unknown if it’s working as intended or bugged just like the rest of the game.

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Swordsman, OP? Hah, come on.

how about they use the total stamina as base STR lol. 1.5 stamina = 1STR
at the same time the more stamina is used the more damage he got. "meaning if you dashhhhh used 50 out of your 60 stamina… you get additional 50x1.5 damage.

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There should definitely just be a class or two added at some point that specialize in that type of berserking.

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All he said was “Magic OP”

  1. Reduction in durability loss that occurs when you do not die. So Tanks won’t need to repair after every dungeon run. Maybe give Rodelero, Peltasta and Squire an attribute that reduces durability loss by 3/4ths.

No sir… Why we have Squire class for? only buff weapon?

2.Magic mitigation : some was too op like “Deflect” or “Parry” even that Swordie class can run pretty fast and in KTOS “Sprint” and “Pain Barrier” can protect swordie from those C.C. skill

Squires are a bad idea in the first place, even moreso if they can only justify their existence based on repairing Swordsman gears. Just as it should not be required for every Swordsman (DPS or Tank) to go into Pelt1 for Swash, it should not be required for every Tank to go into Squire just to have reasonable repairs.

The change I’ve proposed will make it so that Swordsman have to repair as often as other classes - yet they still will have to even more so because half-skilled Wizards and Archers can get away with almost 0 durability loss, while skilled Swordsman & Tanks will still have to take durability loss all over the place just to do their job.

2.Magic mitigation : some was too op like “Deflect” or “Parry” even that Swordie class can run pretty fast and in KTOS “Sprint” and “Pain Barrier” can protect swordie from those C.C. skill

I don’t think I get what you’re trying to say here… can you please restate?

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How is 30% resistance on sprinting even a gamechanger in resisting CC? Remember that our sprint stops immediately as soon as we get hit by anything

Furthermore, Parry and Deflect are skills that have to be timed properly while Wizard can just fire their bloody CCs anytime they want as long as they have proper aim

How are those things “too op”?

Thats the thing really - that 30% CC resist while sprinting doesn’t really make any sense. Feels like they’re throwing wet paper at the wall to see what sticks - and that most certainly will not. It’s clunky, its random, its counter-intuitive, and it doesn’t actually fix any of the issues with SM.

I would love a timing based magic parry skill as a Fencer tbh. I rolled it into Preparation for example purposes - but if I could use something like Flanconnades where you just time it to dodge the magic - that would be cool (but obviously OP without some restrictions or drawbacks).

The drawback is already the horrid amount of timing that you have to put on flanconnade

I can barely time it right thanks to my unstable lag and also thanks to its effect only coming into play in the middle of the animation and not immediately as soon as you tap the button

The fact that you are standing still during its animation is already another drawback in and of itself

I think there needs to be some major rework with the defense system.

This is really in missions- but here I go: I’ll get into a party, and be 14/15 levels below @ Lvl195 on my Pelt/Hop/Dop, with fiesta and guardian turned on, with good level 170 plate armor, a shield with awakening +4/5 extra physical defense, and 11 defense on one my headgears. 476 Physical Defense Total

Bosses will still hit up to 4-8k hits. Is it just me or the mission, or the level gap? What makes it worse is routinely in a mission without a healer- and I’m suppose to be a tank, yet I can’t. Even if I was pure con- i wouldn’t last.

I mentioned this in another thread- but it is super frustrating, I’m to the point I’m about to quit my Dop.

Oh and the other issues brought up in this thread are valid- defense against magic is a pain. Armor durability is an issue- but I like the idea of the attribute. My stance on Squires is that it is a pointless class- which is mainly for a means of making silver while afk. The low attack damage is bearable (skill damage seems decent to me)- the defense issues are too extreme.

TL;DR - Physical Defense and/or defensive skills need a complete rework in relation to mob level. (Mainly Bosses)

nope tanks still have to sacrifice all of their damage (make myself hit 1 dmg buttons)
to have 1/3rd of a 2h swordsmans cross guard block and defense

balance at its finest

Its the level gap.
The damage difference for being outside of the expected level range is huge.

To TC:

You don’t see a lot of stufffor “Tank” swordsmen because there’s only one two classes in the swordsmen tree that are trying to get hit in the first place.
Peltasta via Swashbuckling as its defensive gimmick.
and Doppelsoeldnr as part of its high risk high reward theme.
Everything else is a type of attack class or another type of support class.

Fencer is just a regular attack type class in the swordsmen tree and the “humble” route if you don’t want to play balls to the walls with Deeds of Valor.

Swashbuckling should probably have an attribute that reduces repair damage while its up.

Consider that when you Specialize in Peltasta that is you establishing yourself to tank gameplay and then from there you can build your kit however you so please.

I’m still of the mind that Swordsman as a whole should be on a varying scale of “slightly tank” to “very tank”. I don’t think DPS Swordsman is a viable route with the way the game is designed. So taking that into account, tanking should be something possible in some form for EVERY Swordsman route unless you very specifically try to evade +tank skills. That is why I came up with multiple places they could add anti-magic effects for Swordsman - that way a majority of Swordsman will have at least some form of defense against magic.

Thats kind of what it already is.
Its the bruiser archetype.

Consider that magic hurting everyone well, is intentional.
Two damage types.
Physical has the highest potential (Crits), but its the most variable and easy to defend against due to Block and evasion countering it.

Talk about tank here. I need clarify regarding aoe def ratio. Lets say boss aoe ratio is +3 and my aoe def ratio is +4, so only me in party get the damage?
Only 2 skill that good to tank magic, crown and slithering. In term of durability, u need some evasion also. Evasion reduce chance getting hit. Well, atleast u last longer than full con.